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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: f5cb6f943e0e3f3⋯.jpg (108.54 KB,1024x512,2:1,Art Deco.jpg)

c8c265 No.34885 [Last50 Posts]

The year is 520 A.C. and the place is unlike any other: Parties rage across the roof tops, technology continues to climb, and the city grows, as it dominates the entire world, thanks to the advanced military might of the once city-state. This city, of course, is the illustrious and vibrant New Moirai, heart of the whole world. It is in this city's streets and neighborhoods, that humanity has built itself a throne, worthy of all the splendor of mankind, and reflecting of our own greatness. Indeed, many consider New Moirai to be a testament to mankind, and in turn, those who say so could not be closer to the truth. For while the city of New Moirai does exemplify the heights of what humans can achieve, it does just as well to show to darkness that lurks within us.

Between the extravagant parties, and beneath the research labs of the worlds finest minds, lay the petty squabbles of power among those who dare reach for it. Gang wars run wild through the streets, as the rich party themselves to a slow, hedonistic death behind the finest guards that their never ending money can afford. Meanwhile, the poor eek out rough, violent, and mostly short, lives as they fight. And it can only get worse from there, as the city continues in what seems to be a inescapable downward spiral. Separated into four distinct districts, New Moirai city was once considered a paradise, but that is now clearly not the case. Never the less, the four districts are as following:

>Core District

The beating heart of the city, and home of only the most highest profile individuals, it is here that poverty is a non-factor. Indeed, it is rumored that only in the core, has no one ever gone to sleep hungry. Whether or not this rumor is true is uncertain, but it cannot be denied that the Core is the wealthiest of the five districts. It is here, amongst the Golden Spires and heaven scratching Skyscrapers, that the mortal gods of the city play, hosting unimaginable parties and, to their amusement, engaging in whatever entertainments that they wish. Although now steeped throughly in decadence and hedonist tendencies, it remains the base of the City Council, and the Core District Guards, the most powerful, and ruthless of the citie's protectors.

>Maritime District

>Archival District

>Botanical District

>Industrial District

____________________________
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c8c265 No.34886

File: 05b57385dd828ba⋯.jpg (799.93 KB,2500x1500,5:3,Meritime.jpg)

>Maritime District

Considered the lesser of all five districts, the Maritime District is none the less as vital as all others. Placed on the scenic ocean side, the Maritime district is the intake of the city, as most foods stuffs, resources, and most importantly, new citizens come in from. Undeniably the most diverse of all the districts, the Maritime District also holds the blemish of having the highest crime rates, and the weakest of governments. This lack of government is due to the happening of the Scourge, a large freak tidal wave that crashed through the city, mostly hitting the port side Maritime district. Because of the Scourge, and the ongoing degeneration of the City, most of the lower parts of the District have been left in relative disrepair, while the upper sections of the city have been more invested into. However, after the disappearance of both the District Lord and Lady, there has been little done to help stop the rampant movement of gangs into the area. As of now, the safest areas are the places where the other districts have stepped in, so as to establish their claim to the vacant district, and to also secure the supply routes from the docks to their own districts. Currently under the regency of their daughter, the Maritime District Dock Guard are currently understaffed and under constant derision due to their ineffectiveness in apprehending crime.

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c8c265 No.34887

File: 60b6f423e7c2cb4⋯.jpg (49.6 KB,487x195,487:195,City.jpg)

>Archival District

Considered the second most diverse district, and some would say the most technologically advanced, the Archival district was, and still is, home to some of the most intellectually gifted people that New Moirai has to offer. Once known as the Banking district until most bankers left for the better guarded Core District, it was formally renamed to the Archival District, in honor of its new role as keeper of all records and data held to the city. It is in the Archival District that the first true innovations of Electricity, and than knowledge keeping, and than computing occurred. Unlike the forced, and more chaotic diversity of the Maritime District, here in the Archival District, most citizens have some sort of voice in the governing of the District itself. Indeed, it is said that within this district, that everyone has a voice. Through the use of terminals and dataslates, the District is, in theory, under complete control by the people, with every section of the District being held directly to the people within its jurisdiction. But, with the ever changing atmosphere, and distant leadership of the District Lady, suspicion is abound, as the various Cliches and Troupes turn against each other, in a dire struggle for supremacy in what was once the most welcoming of opinions. And even worse, darker rumors transpire: Extraordinary individuals, leaders of communities, and other people have slowly begun to go missing. Yet, the District Lady watches this all quietly from her mansion. The guards of the Archival District are mostly robotic in nature, and make great use of the Data networks, Camera systems, and other resources at their disposal to apprehend criminals.

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c8c265 No.34888

File: f9425000db0e430⋯.jpg (310.25 KB,1920x1080,16:9,Botanical.jpg)

>Botanical District

Much less a district, and more of a unbridled dumping grown, the Botanical district has little to offer to anyone but to the richest and the most determined individual. Located next to the Maritime District, the Botanical District was once considered a rival to the Core District, due to its vast gardens, parks, and Sky rise estates, along with its many water ways and submerged buildings. It was also the home to many of the city's leading hospitals, biological research labs, and some of the most educated medical employees one could find in the whole city. Powered by great selection of drugs and chemicals, the scientists of the Botanical districts once applied their arts to not only saving lives, but improving, and modifying them as well. But, after the Scourge, much of the District was sunken underwater, and with too small and a too uncaring population, little has been done to fix the destruction as well. To further worsen the prospects of the District, those who once dedicated themselves to serving the people, find themselves slowly slipping into madness, as the potent biological concoctions begin to reveal unforeseen side affects, which when coupled with the stresses and demands from their clientele, have led to some questionable behavior among the Scientists of the district.

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c8c265 No.34892

File: f1c013cb82b67a2⋯.jpg (104.71 KB,956x514,478:257,Industrial.jpg)

>Industrial District

It is often said that the rarest sight to see in all of new Moirai City, is that of a clear sky over the Industrial District. As so aptly named, the Industrial District is of course, the Industrial heart of New Moirai city. It is here among humming generators and slamming pistons, that the resources of the world are sucked in, and the wonders of the City are churned out. Having one of the highest populations, and along with having one of the greatest wealth gaps between the poor and the rich, the Industrial district is a crowded, dirty place, where smoke stacks spew their dark breath across the sky. Held in line by the District Overwatch, the Lady of the District is a dark, sullen woman, who holds a great deal of faith in the Heavens above. Indeed, it was her commands that consolidated the Clergy and the District Guard into one organization, so as to better guard both the living, and the spirits of those who are not as fortunate. Like all things in the Industrial district, the Overwatch was created with efficiency in mind, as its boring, and rarely decorated, yet highly effective machinery proves to be a counter to the regular petty thug. Yet, there is rumors that trouble brews in the streets: Rumors of things not of this world grow in the darker corners, and that the Gangs of the District have become far more effective and organized. But, with help from the Core and Archival District, the machinery of the Industrial district has grown more and more advanced, as new guard technologies have come into place.

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c8c265 No.34894

File: 10614ab9dc7a384⋯.jpg (367.89 KB,1920x1200,8:5,Art Deco.jpg)

But what about you? Who are you? Clearly, you're not some major player…yet, that is. But this is your story, is it not? But what do you plan to do? How are you going to survive? Will you climb to the top, brushing aside the world with brute strength? Or will you fight for a better one? In all honesty, the choice is up to you. But as New Moirai crumbles and rots, it will take all your wits and talents to survive, and forge yourself as dominant.

Name:

Faction Name:

Fluff:

Faction Fluff: See Faction name

==================================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

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c8c265 No.34895

>>34894

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

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c8c265 No.34896

File: 04d123605bb777d⋯.jpg (11.27 KB,236x240,59:60,124b514e1b6cc6422569dc0ea7….jpg)

>>34886

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

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c8c265 No.34901

>>34894

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==============================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

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c8c265 No.34902

File: 6ebbf6695095da7⋯.jpg (419.21 KB,2548x1708,91:61,3J.jpg)

>>34894

>Name: James J. Johnson

>Fluff:

While the Scourge brings destruction whenever it crashes into the shore, in a blue moon, it also bring a spark that could lead to change.

James Johnson was a civilian of one the more technologically backwards countries in the world, who was at sea going to a new home when the participator tidal wave struck. That is what he remembered after waking up in the Maritime District, drenched in seawater and only a few shillings to his name.

Wandering through the slums of the wave-shattered district, he was disgusted at the sight of the impoverished and poor, how the races of the world are treated as nothing more than stepping stones for the 'elites'. With the situation getting worse, and no sign of a solution from above, James knew something need to be done.

Something, like a Revolution.

Using his remarkable charisma gained from his former forgotten occupation, he managed to form a stepping stone to a greater goal. In time, he hopes that the fading fire of New Moirai will be brought back to the glowing glory that he heard of in the past.

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

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c8c265 No.34903

>>34894

Name: Baroness of Sam

Faction Name: Childs of Kroen

Fluff: Born a slave, raised a slave, die a queen. This is how the Baroness wishes her fable to end. Raised as a servant of a hedonistic aristocrat, the Baroness lived a life watching the depravities of the rich. Years of abuse built a hatred in the child and it was this hatred that brought forth the lao spirits to her. The spirit god known as Kroen watched her torment and smiled knowing the power. He offered her power, power to rise herself to be the betters of her once masters. All it required was a handshake and a name. She sold him her true name and made the deal. Now the queen of the sewers sets her sights on the city. How much of her story is true and how much are lies none know. Perhaps her lao is real or perhaps it is her sheer force of will that controls her followers.

Faction Fluff: When the baroness arrived in the streets, the deprived children of the city were drawn to her aura. Their new queen didn't walk like royalty but all were drawn to her. She came with herb and she came with smoke. Those who follow her say that when she is near they can hear music in their head. Music that drives them and music that pushes them forward. The Childs of Kroen skulk through the sewers following their mistresses will.

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c8c265 No.34905

File: ca385b5375796e0⋯.jpg (9.34 KB,300x168,25:14,Acting Troupe.jpg)

File: 714fcffa3dc0318⋯.jpg (71.42 KB,1035x800,207:160,Comedy and tragedy.jpg)

>>34894

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: Ezekiel was born in the seaport slums of New Moirai. he quickly became an orphaned street urchin, his mother dying at birth. his father dying a few years later in a bar fight. A lad of quick fingers and wits he made his living my lightening purses and wallets of their contents for eating money. The young urchin lived like this until he drew the eye of the leader of an acting troupe in a daring little act so one of his freinds could cut a purse.

The leader adopted him, brought him up. He learned how to mix pigments, sew costumes, to act and draw the eye, then move the heart. He became a good actor, a dashing young man to play the heroes of the stories they audiences loved. Then the Scourge came.

It accelerated New Moirai's decline, soon gang tensions rose rapidly, gangs fighting and the guard being rendered ineffective. Acting troupes started disappearing, their resources drawing thieves and cut throats. One such attack on his home cost his adoptive father his life, and scarred Ezekiel's face horribly. With his home in disarray Ezekiel rose to leadership, turning it's pursuits to a dual purpose. Props blades were replaced with real ones, practice and fake fights were turned to active sparring, pigment making expanded into making poultices and poisons, costume making became armoring as well, and finally acting and speaking became tactics and diversion. Everything his home did now had dual purpose to make it survive. Likewise he in turn practiced his blade work, learning, improving refining, until his home was under no more active threat. His style is slow, pausing, lacking the frenetic energy or graceful movement of most. It's peaceful, and his style of fighting is reflected in his mask. Thus he implemented the Masques, fighters that would protect the Troupe and reflect what they were about.

Faction Fluff: The troupe was once one of many acting troupes through out the city, performing plays and dramas for the enjoyment of everybody. Now they are the only one left that is active, the others either were predated upon, fell apart, or settled down in acting houses. The troupe as it is now known, persevered, turning all it's activities to a dual purpose.

The Troupe is known through out most of the city, if by reputation only. Few bar their way, and even fewer attempt to steal or attack them, for the costs are too high.

Stories and rumors tells of Masked men and women, fighting and winning, acting insane. Masques of Comedy laughing and attacking quickly whether with darts or blades, laughing at their opponents misfortune, darting in and out with glee. Masques of tragedy, slow, heavy, armored, weeping at their opponents inevitable demise, even as their heavy weapons crush and rend them. Masques of Rage attacking brutally, quickly, without mercy or forethought, berserkers ripping and tearing their foes while snarling in anger. The Masques' reputation alone giving the troupe security well before anyone sees the masked warriors themselves.

The Troupe thriving on it's security and might has grown, taking in the few disparate survivors of other acting cohorts, has grown to a respectable size. It now acts as an eternal caravan throughout the districts, performing for any who care to see, though its audience has waned, much like the city has.

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c8c265 No.34907

File: ba5ff6f90bc2bdb⋯.jpg (99.73 KB,640x800,4:5,HYDRAMastermindRedSkull7.jpg)

File: 86d2cb0360adc74⋯.jpg (362.54 KB,1680x1050,8:5,Killzone-2-Wallpapers-Helg….jpg)

Name: The Crimson Skeleton

Faction Name: Cyclops

Fluff: no one knows where he came from or when he came, those who have seen describe his red exterior and eternal grin. the red skeleton claims to be from man, and fights for the cause of common men against injustice and to establish to the rule of workers and soldiers. “three men stand in a room," he says "a clergyman, and a tycoon with his money. between them stands a common man with a gun, each tells him to kill the other. who does he kill? some would say, 'it depends on the common man.' but why? he has no title, no wealth, nor favor of the gods. 'he has a gun' it is said. but if the man with a gun decides the outcome, why do we pretend these other men hold power?” the Crimson Skeleton is known to carry by his side a glowing object, and a tome of runes, which he claims gives him knowledge and power over 'things beyond the realm of man'. it is rumored he consorts and manipulates creatures and powers beyond the darkness to do his bidding.

Faction Fluff: Cyclops names itself after Balore, the ancient giant who cast death on those who gazed on his eye in anger. the cyclops were a race of workers and smiths, toiled to create crafts for the gods. now the giants rise up against their former masters. Cyclops is composed primarily of industrial laborers, engineers, disgruntled guards, and disillusioned mercenaries who seek to establish a nation not dominated by wealthy men and bureaucracy, and ruled by a true government of the people.

its members are distinguishable by their industrial gas masks, which protect them from the toxic fumes of the deepest layers of the factories and act as a symbol of their status in the working class or as soldiers of war. furthermore, all members are gifted by the Skeleton himself the mysterious 'eye of Balore', which gives them the power to project a bloody red glow in their eyes, which is rumored to give them better vision in the dark and is how each marks another. by what science or power the Skeleton does this is known only to him and his tome.

working from the industrial bowels of the city, Cyclops is able to arm itself through the labor of its members, sneaking and stealing item directly off the assembly line in bits and parts and then reassembling them in secret by mechanically educated members. this gives them access to technology and the resources of the city, and the ability to produce their own weapons and weapons designs. Cyclops has the reputation of being able to bear powerful arms and weapons against their enemies, outgunning the competition at every turn.

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c8c265 No.34924

File: a1c3a019c181a31⋯.jpg (44.93 KB,720x405,16:9,2_3_2_OpenFireOnARival-02.jpg)

File: 968dcb6a4cf4cdf⋯.jpg (92.13 KB,1680x1050,8:5,506855 (1).jpg)

Name: Riccardo "Ricky" Marino

Faction Name: The Marino Family, "Ricky's boys"

Fluff: Riccardo Marino is the son of the late Don Lorenzo Marino. He runs the families Casino in the Core, a place where the wealthy can spend their money on just about anything, especially things beyond the reach of the law. Prostitutes, illicit drugs, assassinations, even protection and intimidation. Beggars, Bankers, and Barons came to make, and return, favors to Marino family.

Riccardo had two reputations within and outside the Marino's: a smooth talker, and a sharp shooter. Some said his tongue and his fingers were magic, if there was a dame he wanted he had her around his finger with the first word he spoke. But the second reputation was far more useful. As a child, he never lost a game of cards, darts, and with a flick of his wrist his dice always rolled exactly what he wanted. As a man, if he shot at something, he hit it. Every time. It was rumored his father had gifted him with cybernetic eyes, electronic hands, synthetic lungs, an internal calculator and other body augmentations that gave him every edge to become the greatest sharpshooter. Women who knew him did say his eyes looked unnaturally beautiful. Whenever he took a shot, his bullets always found their mark. As a result, he earned the nickname "Ricky the Reaper"

Faction Fluff: Chaos reigns in the death of the dons.

In one fell swoop, the heads of the snakes have been severed. It was a meeting of all the major families, an emergency gathering was called for. The don's of the the Padovesi, the Romani, the Giordano's and many others including, of course, the Marino's would be present.

The greatest crime against the familial code is to attack another family while under sacred neutrality of a meeting, entire families had been wiped out to a man before for breaking this code. But previous examples had been between meetings between small meetings of two family's. Never before had anyone dared to attack during a grand family reunion, and nobody expected to find all the don's at the meeting full of bullets and no one to speak for it.

At first it was thought it was a successful grand plot by one of the don's to take out all the families at once and rule supreme. Everyone held their breath, expecting a survivor to make their claim to the criminal underworld. But when no one spoke up, it became evident to all the families: the don's were dead. Every single patriach had been killed.

What followed was nothing short of anarchy and open warfare among the families for control and to establish new leaders. Cousins fought cousins, brother against brother, and the streets ran red with blood as each view for supremacy within their family and for their family.

In the middle of this Riccardo Marino stands in his casino, the only son of his father Don Lorezno Marino. With what loyal men of his family left, they held out against the first onslaught of the war and managed to stay alive as the underworld riled as if in a death throw.

The Marino family must now rebuild itself from the ashes and rise up in a new and more violent age, and era where the new dominant families will be born and decided. Ricky Marino stands at his Casino, the headquarters in this new gang war.

https://www.youtube.com/watch?v=TEWuZ0QBvlo

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c8c265 No.34925

Name: Armand Caligula

Faction Name: Hammerheads

Fluff: As with the rest of his gang Armand is an addict to personal physiological improvement through surgery and genetic tampering but unlike them is driven primarily by a madness tempered by greed and a surprising bit of cleverness and may or may not be more shark than man. Armand rules the Hammerheads through predatorial dominance and a willing to maim any rivals as a constant reminder of why he's in charge.

Armand seeks to rule the Botanical district and force the madmen who call it home under his thumb by controlling the waterways between the labs through force and the citizens themselves through fear and uncertainty.

Faction Fluff: Formerly a group of thugs and freaks these halfmen have decided to take advantage of the cities downfall to expand into racketeering and loans with some very fatal punishments for being late.

Individually the members of the Hammerheads are biological manipulation addicts and spend most of their time under the knife or showing off their newest additions most of which are predatory in nature and all of them have some way of breathing under water even if it means poor health in the surface. Their tools of the trade also show their affiliation with the trade as most of them carry pressure based weapons to avoid the perils of wet gunpowder and shorted electronics as well as blunt or toothed weapons to disable equipment (easy way to prevent escape by boat is to crush the propellor beforehand or just sink it by tearing through the hull)

Currently the Hammerheads have set up shop in the Botanical district working to make a business of funding the efforts of the madder scientists through a loaning service and scavenging some sunken labs for salvage that can be traded for capital.

==============================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

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c8c265 No.34926

File: 8dac16646545da0⋯.jpg (74.26 KB,588x834,98:139,Society Agent.jpg)

File: 373e60661158e7c⋯.jpg (130.8 KB,800x800,1:1,No One in Particular.jpg)

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

Leader & Heroes:

Henchmen:

Inventory:

Skills:

Bonus:

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c8c265 No.34927

File: dea237d14d0e4dd⋯.jpg (746.98 KB,750x1000,3:4,cassios_the_executioner___….jpg)

File: 1d64a43b7cb61c9⋯.jpg (41.5 KB,700x700,1:1,Iron_Cross_Emblem_black.jpg)

>>34894

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

==============================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c8c265 No.34929

File: 17a8089298044bc⋯.jpg (371.87 KB,1920x1080,16:9,Librarian Knight.jpg)

>>34885

Name: Eberus Clark

Faction Name: The Librarian Knights

Fluff: Eberus is a old soul in a young body, always having been regarded as wise beyond his years by his peers. It was this tribute, wisdom, that found him at the head of the order of Libarian Knights, guardians of the most important knowledge that New Moiroi possesses. He was born in the Industrial district to parents who spent their days and nights working the vast manufactorums of the district, both dying before he was 12 of rot lung. The boy was left an orphan, and joined the many urchin gangs that roamed that decripted land, stealing to survive, and trading secrets that little ears hear and little eyes see for whatever they can get. It was in these years that Eberus developed a fascination with knowledge, as it was the house of a wealthy factory owner they were capering when young Eberus found himself in the man's library. The shelves were dusty to say the least, but by the gods was it vast. Eberus soon found himself lost in it, and spent his time reading while his friends robbed the sleeping lard of all his valuables. They pawned their goods and ate, while Eberus went hungry, yet it was not only the hunger of appetite that wetted his lips now, but the burning desire of knowledge. He soon turned to learning all he could from all the homes he and his fellow urchins robbed, and soon came to lead the wily gangs through the sheer bredth of his knowledge alone. It was at the ripe age of 19 that he was cast out from the gangs, as the children accepted only their own kind. Without purpose, he wondered the bleak Industrial district, joining all the other husks in their meaningless march through the drudgery. He was saved by the discussion of a passing pair of guards, who happened to mention a bright, clean district where men could be free and all the knowledge of the city lie; The Archival District. Eberus left the bleak skies of the industrial district behind, and soon found his way to the Archival district. There he became a scribe, writing and keeping sure that all the knowledge of the City remained safe and accurate. When he was 22 the Data center he worked at was attacked by a group of luddites, angered at the hedonism of the city and desiring to turn back the clock to simpler, purer times. It was here that Eberus first caught site of the Librarian Knights, different from the normal guards of the district in that they cared not for petty criminals, it was the safeguarding of knowledge that they placed above all else. Enraptured by these men and women in bright suits using magnificent technology that Eberus had only read about, he eagerly inquired to join them. He soon rose through the ranks, as the city crumbling and disorder increasing meant an increasingly large amount of openings in the Knights. He now finds himself at their head, at the ripe age of 28.

Faction Fluff: Guardians of the Knowledge of the City, equipped with the best tech that the city guard (barring the core) can possess. A small unit, but they make up for it with training and Technology. Serves as a buffer for those who would wish to hoard technology and those who would seek to use it to harm the city.

==============================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c8c265 No.34930

File: 6a1795e2eb792a0⋯.png (14.41 KB,819x460,819:460,Untitled.png)

Rules:

Everyturn, you may roll 2d100

Depending on the task, you may either spend resources, or commit Henchmen to the task. For every 15 Henchmen, you gain another d100. After 5 d100, you become a faction.

Skill abilities work like this:

Basic-10+ To applicable rolls[1/8]

Advanced- 20+ To applicable rolls[1/16]

Master- 25+ to applicable rolls[1/24]

Supreme- 35+ to applicable rolls[1/32]

Actions that pertain to both can apply for multiple skill bonuses

Combat Works like this

In combat, each unit rolls a d5. Than, they apply their modifier to their roll. Who ever has the highest roll, wins combat

Every important person or Leader you obtain, you gain another bonus.

>>34895

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

1 Test Subject [2][50% chance to die when used in action]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

>>34896

>Leader & Heroes:

Ellis Kane

>Henchmen:

4 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

350 Dollars

5 Basic Pistols[+.10]

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

>>34901

>Leader & Heroes:

Archimedes Carter

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Sons"[1.25][Mechanical]

>Inventory:

3 Mechanical Repair Kits

2 Basic Machinery Caches

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

>>34902

>Leader & Heroes:

James J. Johnson

>Henchmen:

3 Dockmen[1.5]

>Inventory:

4 Basic Pistols [+.10]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections: None

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

>>34903

>Leader & Heroes:

Baroness of Sam

>Henchmen:

7 Lost Children[.75]

>Inventory:

3 sets of Whale Bones

1 Music Box

>Skills:

Basic Mysticism

Basic Runemaking

Advanced Channeling

>Bonus:

A peek behind the Veil- You have seen things that are quite not right. You now reconginize things that should not be. Someone whispers to you. Will you list?

>Connections:

Sewer Workers- Neutral

Orphanage- No comment

>Location:

Maritime District, -1 Level, The Children's hide out

>>34905

>Leader & Heroes:

Ezekiel Samson (Peace)

>Henchmen:

3 Comedy Masque[1.2]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

>Skills:

Basic Poisining

Basic Combat[1.10]

Advanced Distraction

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

>>34907

>Leader & Heroes:

The Crimson Skeleton

>Henchmen:

3 Red Eyes[1.5]

>Inventory:

3 Basic Rifles[+.15]

3 Armored vests[+.5]

1 Machinery Cache

>Skills:

Basic Manufacture

Basic Espionage

Advanced Combat[1.15]

>Bonus:

Red, Baleful Eye- You are well known for your lethality and highly efficient way of combat, and now, your glowing red eyes are a well known warning that danger is soon to follow. Before rolling for combat, roll a d6. On a 4 or more, all living enemy units will gain a [-.15] to their combat final rating.

>Connections:

>Location:

Industry District, 5th factory street, Cyclops HQ

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c8c265 No.34931

File: fe393dc2d0e772d⋯.png (1.59 MB,1500x800,15:8,NewMeridian.png)

>>34930

>>34924

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

6 Made Men[1]

Inventory:

1 Casino[+50 Dollars a turn]

450 dollars

1 Drug Cache

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

>>34925

>Leader & Heroes:

Armand Caligula

>Henchmen:

3 Hammerheads[1.75]

>Inventory:

4 Crude Clubs[.5]

4 Medical Caches

250 Dollars

>Skills:

Basic Surgery

Basic Boating

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a ambhibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections: Relations to other factions in the city

>Location:

Botany District, -3 Level, The Shark's fin saloon

>>34926

>Leader & Heroes:

No One in Particular

>Henchmen:

2 Friends [.5][Man of Standing]

>Inventory:

1000 Dollars

3 Masks

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Location:

Archival District, +2 level, the Royal Society Club House

>>34927

>Leader & Heroes:

Commander Viktor Shatterhand[2.25]

>Henchmen:

3 Knights[1.75]

>Inventory:

4 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

>>34929

Leader & Heroes: Erebus Clark[1.7]

Henchmen:

3 Lexcanists[1.65]

Inventory:

4 Process Armor Suits[+.75]

4 Creeper Rifles[+.50]

Skills:

Basic Archiving

Basic Researching

Basic Combat[1.10]

Advanced Decoding

Bonus:

Guardians of the Past: You are one of the few groups privy to the overall Database of the Archival District. Every transaction, every online interaction, every terminal use, every movement is there. But, you can only do so much, and as the city decays, so too does its database. Using the Database, you may spend a Action to research any topic of your desire. And as you gain more skill in decoding the data, the more the Database will open up to you.

Connections:

Archival Guard-Good

>Location:

Archival District, Level 2, Phase way 1, Order Stronghold.

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c8c265 No.34932

>>34930

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson

>Henchmen:

3 Dockmen[1.5]

>Inventory:

4 Basic Pistols [+.10]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections: None

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c8c265 No.34933

Dice rollRolled 6, 41 = 47 (2d100)

>>34931

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

2 Friends [.5][Man of Standing]

>Inventory:

1000 Dollars

3 Masks

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Location:

Archival District, +2 level, the Royal Society Club House

1. The Society needs some time to establish itself before moving into the core proper - though my friends and I can certainly afford it, without the proper rapport, it would be a foolish escapade. For now, society must root its tendrils into the Archival district and establish a firm grasp over its more fashionable side - scoping out the most eloquent and attractive areas of high society's gathering and working to seed tendrils within them, speaking with their regulars and owners in party whispers of a hot and selective society. Our ranks must swell - and, through careful selection, our influence over the mindset of the district.

[Scope out social workings + recruit]

+30 (Advanced Spying, Basic Sociology)

2. Though populated by minor nobles, the Royal Society Club House is, of course, but a front for the actual society - simply a more directly-controlled watering hole, a way to filter the flow of new blood and survey the social movements of the city. No members list truly exists, and the flittering of actual Society members is rare even within. As with any proper clubhouse, it does need its servants and guards - for now, as a small thing, a handful recruited through society friends will suffice. They must be, of course, of sufficient pedigree, proficient in three disciplines at once: Firstly, the ability to serve and wait upon demanding and decadent nobles without a word of complaint, secondly, the ability to listen and understand every word spoken by them, and thirdly, the ability to kill. Perhaps only blatantly for now; more quiet guarding may be required later. Permanent eyes and ears in the form of servants will be absolutely needed for now, at minimum.

[Recruit Servant/Guards]

+10 (Basic Sociology)

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c8c265 No.34935

Dice rollRolled 90, 93 = 183 (2d100)

>>34930

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

1 Test Subject [2][50% chance to die when used in action]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1&2. There are homeless around. So many empty chambers they can occupy. I will give them an option. Join me and I will give them a job, not a risk free job, that of a test subject, but a job. They shall be more than they were before; they will have a purpose. They will be fed. Join me for a chance to become great and proud, or resign themselves to starvation in this sunken and forgotten hell. It is their choice.

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c8c265 No.34936

Dice rollRolled 44, 5 = 49 (2d100)

>>34930

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==========================

>Leader & Heroes:

Archimedes Carter

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Sons"[1.25][Mechanical]

>Inventory:

3 Mechanical Repair Kits

2 Basic Machinery Caches

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. Oh dear the Academy still hates me for realizing the truth oh well they can all burn for all I care lets see if how they'll feel if I kidnap their bestest and brightest

2. Lets improve my sons that way more people can realize the truth

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c8c265 No.34937

Dice rollRolled 38 (1d100)

>>34936

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

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c8c265 No.34938

Dice rollRolled 75, 87 = 162 (2d100)

>>34931

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.25]

>Henchmen:

3 Knights[1.75]

>Inventory:

4 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1. We have arrived and it is now that we perform our charge, we shall first begin by ensuring that our headquarters and Cells shall rebuff any attempts of chaos to bring us down

2. Secondly we must begin establishing patrol routes, the patrol area shall be small at first due to limited numbers, but it shall be thorough

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c8c265 No.34939

File: 226f3e39b98b294⋯.png (349.71 KB,640x400,8:5,TheSailorsSong.png)

Dice rollRolled 70, 87 = 157 (2d100)

>>34932

In the dimly lit pub of the Sailor's Song, Johnson chatted with the three dockmen present. It was clear that the district is in dire straits. The Scourge made shipments rare, due to the risk it poses to the ships that arrives. While there is noting that can be done about such occurrences, the next best thing to do is to support the civilians who suffer from the Scourge. And the only way to support that, is to rally forth support in the New Beacon's cause.

1: Heading out, the Dockmen began to spread word of the New Beacon. Winning the will of more people is key in securing the survival of the movement.

>+Viva la Revolution, +Basic Recruiting, +Advanced Propaganda.

2: Meanwhile, James Johnson would meet up with the Pub's landlord, in order to see for him, or her, to support his cause. After all, the Pub'll get more business due to it being the current 'headquarters' of the New Beacon.

>+Basic Recruiting(?)

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c8c265 No.34944

File: e562fe8078bb62a⋯.jpg (98.15 KB,601x793,601:793,Psp_helghast_shocktrooper.jpg)

Dice rollRolled 50, 35 = 85 (2d100)

Name: The Crimson Skeleton

Faction Name: Cyclops

Fluff: >>34907

>Leader & Heroes:

The Crimson Skeleton

>Henchmen:

3 Red Eyes[1.5]

>Inventory:

3 Basic Rifles[+.15]

3 Armored vests[+.5]

1 Machinery Cache

>Skills:

Basic Manufacture

Basic Espionage

Advanced Combat[1.15]

>Bonus:

Red, Baleful Eye- You are well known for your lethality and highly efficient way of combat, and now, your glowing red eyes are a well known warning that danger is soon to follow. Before rolling for combat, roll a d6. On a 4 or more, all living enemy units will gain a [-.15] to their combat final rating.

>Connections:

>Location:

Industry District, 5th factory street, Cyclops HQ

#1 Cyclops spreads itself around the industrial district to gain loyal connections with factory union leaders, spreading the word to organize for a "war of the workers." intelligence is gathered, individuals are investigated, to separate which persons would be but patsy's of the Lady and which would truly desire change by force.

+Basic Espionage

#2 additional rifles are manufactured, to stockpile weapons to arm the workers.

+Basic Manufacture

>>34939

in the docks The New Beacon are met by a factory worker in his gas mask, having come off a ship delivering goods from the Industrial district. "I bring greetings from the Industrial district, and the plight of the workers there. Cyclops seeks to bring down the oppressive tyranny of the rich and establish rule of common man and whom he elects. our goals are the same, the people we protect are the same, and Cyclops desires to work together against the same foe."

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c8c265 No.34945

Dice rollRolled 62, 26 = 88 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

6 Made Men[1]

Inventory:

1 Casino[+50 Dollars a turn]

500 dollars

1 Drug Cache

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1. There ain't no place to start but the present. Schmooze around the casino, and see if anyone has any jobs need doing. Or drugs need delivering to the CORE. Play a couple of the games too, they love it when they get to know they guy they's hirin'.

>Basic Racketeering

>Basic Gambling

2. We ain't gonna get shit doing without any guns. If we don't got any go buy some off the black market.

>Advanced Smuggling

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c8c265 No.34948

File: 762bb96a0176e99⋯.png (5.94 KB,819x460,819:460,Shite Kroen Symbol.png)

Dice rollRolled 10, 16 = 26 (2d100)

>>34930

>Name: Baroness of Sam

>Faction Name: Childs of Kroen

>Fluff: Born a slave, raised a slave, die a queen. This is how the Baroness wishes her fable to end. Raised as a servant of a hedonistic aristocrat, the Baroness lived a life watching the depravities of the rich. Years of abuse built a hatred in the child and it was this hatred that brought forth the lao spirits to her. The spirit god known as Kroen watched her torment and smiled knowing the power. He offered her power, power to rise herself to be the betters of her once masters. All it required was a handshake and a name. She sold him her true name and made the deal. Now the queen of the sewers sets her sights on the city. How much of her story is true and how much are lies none know. Perhaps her lao is real or perhaps it is her sheer force of will that controls her followers.

>Faction Fluff: When the baroness arrived in the streets, the deprived children of the city were drawn to her aura. Their new queen didn't walk like royalty but all were drawn to her. She came with herb and she came with smoke. Those who follow her say that when she is near they can hear music in their head. Music that drives them and music that pushes them forward. The Childs of Kroen skulk through the sewers following their mistresses will.

>Henchmen:

7 Lost Children[.75]

>Inventory:

3 sets of Whale Bones

1 Music Box

>Skills:

Basic Mysticism

Basic Runemaking

Advanced Channeling

>Bonus:

A peek behind the Veil- You have seen things that are quite not right. You now reconginize things that should not be. Someone whispers to you. Will you list?

>Connections:

Sewer Workers- Neutral

Orphanage- No comment

>Location:

Maritime District, -1 Level, The Children's hide out

1: "Come my childes, we shall mark our land. Paint da symbol of Kroen through the city. All belong to our masta and the city must know it"

2: Like a shade the childes sweep through the docks. Loyal and unyielding but unarmed. They need weapons if they are to rule. Raid the city for weaponry

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c8c265 No.34949

Dice rollRolled 100, 54 = 154 (2d100)

>>34930

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)

>Henchmen:

3 Comedy Masque[1.2]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1.Well another day, another set of performances for the people. Prepare the actors and my men to wow the both the plebians and the patricians with our acting and talent.

2. Then after the performances are over, se what we can scrounge up, food, weapons, more actors, anything would be lovely.

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c8c265 No.34951

Dice rollRolled 78, 18 = 96 (2d100)

>>34930

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane

>Henchmen:

4 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

350 Dollars

5 Basic Pistols[+.10]

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

1. Begin recruting more men for the union, we bring stability and jobs.

2. Next we are gonna start rebuilding the old fishery, lots of jobs where lost and if we get it running again we can get some real progress.

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c8c265 No.34952

Dice rollRolled 97, 100 = 197 (2d100)

>>34931

>Leader & Heroes:

Armand Caligula

>Henchmen:

3 Hammerheads[1.75]

>Inventory:

4 Crude Clubs[.5]

4 Medical Caches

250 Dollars

>Skills:

Basic Surgery

Basic Boating

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections: Relations to other factions in the city

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. What I need is a way of communicatin and monitoring the area around the saloon. check out any wreckages that have sunk to street level for intact equipment. Maybe we can salvage a working radio or radar.

2. Bodies are good too but no point letting the quality drop, Do a bit of advertising and anyone that can get to the bar unassisted and can handle a bit of knife work is in.

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c8c265 No.34982

File: 5d3bb901ff7a7d5⋯.jpg (24.26 KB,610x339,610:339,Archival MEMORIES.jpg)

>>34933

1. Among the glowing skyline and waterway villa's of the Archival district, your agents move, as they attend their parties and gatherings without gathering suspicion. After all, you are simply acting as your function in society provides. However, aside from the general festivities, most people seem more pre-occupied with the database and the city-wide gossip, rather than the more refined aspects of society. As of yet, few of them are impressive enough to warrant your attention as valuable members of Society.

2. Scanning through the enormous help wanted adds posted across the Terminal System of the District is a small feat to the lower classes, but to those of higher standing, it is but a few inputs of code. Springing to life, several ideal personnel appear on your screen. But, with so much variety, why should one not strive for perfection? Picking out only the most ideal of the several shown, you soon sign your signature, and your new Servant is informed of his new job.

>ADD TO: Henchmen

1 Servant[1.5]

>>34935

In the Botanical district, there is no lack of destitute peoples, looking for a in, or in other cases, a out. Just the sheer promise of a safe bed, and a free meal is more than enough to gather a small group of people to your door. Even more come flocking, after hearing promise of free medical care, protection, and more. How much of that is true, why, that is up to the good doctor Robinson. But, regardless, you now have a small throng of willing test subjects.

>ADD TO: Resources

6 Willing, full bodied men

3 Willing, full bodied women

>>34936

1. In the tunnels of Botanical, you look up-through the clear glass skylights of your mansion, simmering in anger at the Academy hanging above you, distorted as much by the water so as by your hate. Soon, they would see the errors of their ways. But, to strike too soon, and to hastily, would be your downfall.

2. Venting your frustration towards a more productive outlet, you return to your sons, and begin working on advancing their inner machinery.

>ADD:

"Son" Upgrade [1/4]

>>34938

1.With explicit orders, you move out, gathering some laborers and resources to help fortify your keep. Although a few complain, some of the more optimistic workers take note of your pledge to protect the District, along with getting out of the factories for the day.

>ADD: Skill

Basic Fortifications [1/8]

2. Establishing a patrol route around the barracks, and the surrounding streets gives an advantage, as your knights become more familiar with the area.

>ADD: Skill

Basic Patrolling [2/8]

>>34939

1. As your men go out into the streets, they carry out with them the seeds of hope, and as they go, they plant those seeds into the hearts of men and women as they go. Speaking at news stands to those they see fit, and whispering the word into the ears of those deemed trust worthy, you find your men return, and following them, a band of those listening to what you speak.

>ADD: Henchmen

8 Commonfolk[1]

2 Dock Workers[1.5]

2. Heading upstairs, you see the Pub Owner casually sitting, reading the "Maritime Tribune". Welcoming you in, the two of you sit down and begin to discuss your plans. After a short meeting, he gives you control of the lower basement levels, and the Barroom.

>>34944

1. Working through the underground factories and boroughs of the surrounding area, you gain some information based around the nearby factories via sheer intimidation. However, your striking appearance and fearful demeanor unsettles most people. While you get a fair share of promises from the Union to not report you, or stick their noses into your business, you can't help but feel that they did so out of fear, rather than any true Altruistic meaning.

>ADD: Connection

Worker Unions- Intimidated

2. Equipped with the most basic of materials, your men get together to build additional munitions. However, without tapping into more advanced machinery, or utilizing more efficient weapons, progress is slow.

>ADD: Resource

1 Rifle

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c8c265 No.34983

File: 0588bae0a28774d⋯.jpg (809.97 KB,1500x750,2:1,Something lurks.jpg)

File: d7fa736c1a076ea⋯.jpg (56.87 KB,436x632,109:158,Clowning around.jpg)

>>34945

1. Heading down to the Casino, you prove a popular character among the gamblers and patrons. Despite buying a drink for everyone in the Casino, you end up with even more money than you started with.

>ADD: Resource

+115$

2. Despite being the ideal place for all sorts of crimes, the Archival district is rather well known for its reducing of illegal weapons on the street. It would seem that you would have to look a little farther to find the right contacts.

>>34948

1. Your children go about the city, tagging area's with the symbol of the Kroen. However, while your children accomplished the task with speed, the people seem a little confused as to what it means. Most people either ignore it, or in the case of the guard and rival gangs, paint over it, in fear of it being a regular gang sign.

2. Although the city of New Moirai is plentiful in children, weapons are another matter. Picking through the remnants of the city, your children return empty handed.

>>34949

1. Approaching the richer parts of the Maritime district, you find the perfect spot to perform: A small amphitheater, built during the better days of the District. Spending a few hours getting word out, your Troupe is dying to perform and show off their skills. And when the time comes, you act with all your hearts. Performing the classic play "Free Billy", you move the mobsters and aristocrats of the district with sweeping movements and unbelievable acting. Tugging at their heart strings, there is naught a dry eye in the audience by the end. Bowing as the curtain falls, you are quickly crowded by a mob of people: Some stuffing money into your hands, some begging to join your troupe, and others simply applauding your performance. By the end of it, your band has almost tripped in size and money. However, one of your new recruits stands out. A stunning beauty, she looks as elegant as a rose, with a braid of golden hair.

>ADD: Henchmen

4 Blank Masques[1]

1 Rose Masque[.9]

>ADD: Resources

350$

>ADD: Connections

Maritime Elite- Good

2. After the grand performance, however, your troupe is a little too tired to put much effort in finding supplies

>ADD: Resources

+50$

>>34951

1. Putting up advertisements around the fishery and the district, and running a ad in the local newspaper help you find a few more honest men looking for work.

>ADD: Henchmen

2 Dockworkers[1.5]

2. Fixing up the Fishery will be a great way to generate some jobs for the area. But, to be able to fix the Fishery, one first needs some money, and some materials.

>>34952

1. Fishing around in the districts around your Saloon, you find a variety of old machines. Gathering as much as you can, and carrying them back to your home, you spend a few hours fiddling around with the bits and bobs, until you begin to figure out how to work a sort of radar like machine.

>ADD: Skills

Basic Radar[6/8]

2. After messing around with the Radar machine, you accidentally ping a strange, and very, VERY loud sound through the Saloon, and into the nearby waterways and buildings. However, as time passes, you find notice something coming up on the radar. Soon, you find yourselves jaws to jaws with some very familiar looking faces: Although, they look different in a way, and they look a little rough around the edges, they're seeking a new school to swim with, and end up offering to join your gang. They also have some tasty tidbits about some possible ventures for your crew..

>ADD:Henchmen

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

>ADD:Connection

Maritime District-???

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c8c265 No.34985

Dice rollRolled 88, 89 = 177 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

6 Made Men[1]

Inventory:

1 Casino[+50 Dollars a turn]

700 dollars

1 Drug Cache

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1. Well, if we can't get any guns up here then waddafak are you doing? Get going! Head to the deeper levels and get us connected with a weapons smuggler.

Use some cash if needed to get a sweet deal going.

2. Continue to sweet talk our guests, and build up a reputation as a guy that carries favors. We need to start doing some jobs for the customers and build up a reputation among the wealthy again. Look for an opportunity to do some high and well-to-do's dirty job.

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c8c265 No.34987

Dice rollRolled 8, 30 = 38 (2d100)

>>34983

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)

>Henchmen:

3 Comedy Masque[1.2]

4 Blank Masques[1]

1 Rose Masque[.9] [Luster]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

400$

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. Train all my Masques in the arts of acting and combat. The Blank Masques need to determine their styles and Rose needs to at least be able to defend herself, even as primary female lead. Likewise I need to improve as well.

2. Go to a store and buy some costumes, make up, blades, and anything else useful for our performances or our "performances".

400$ to spend from.

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c8c265 No.34990

Dice rollRolled 15, 24 = 39 (2d100)

>>34982

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

======================

>Leader & Heroes:

Archimedes Carter

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Sons"[1.25][Mechanical]("Son" Upgrade [1/4])

>Inventory:

3 Mechanical Repair Kits

2 Basic Machinery Caches

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. Upgrade some of my sons soon they'll help me bring a new world to light

2. Find the destitute, the desperate, and the less fortunate and bring them to me I'll help them ascend

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c8c265 No.34992

Dice rollRolled 67, 79 = 146 (2d100)

>>34982

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

1 Test Subject [2][50% chance to die when used in action]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

6 Willing, full bodied men

3 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

It is time for science!

1&2. First experiment. Begin experiments to enhance the muscular system of the test subjects. +30 (advanced surgery, basic research)

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c8c265 No.34993

Dice rollRolled 20 (1d100)

>>34990

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

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c8c265 No.34995

Dice rollRolled 93, 94 = 187 (2d100)

>>34982

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane

>Henchmen:

6 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

350 Dollars

5 Basic Pistols[+.10]

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

1. Continue with recruitment, we take all sorts from dockmen to smugglers to merchants, we're here to help out our brothers in the Maritime district.

2. Let's start running protection in the less reputable parts of town, we won't demand money but donations will be gladly accepted.

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c8c265 No.34996

Dice rollRolled 55, 36 = 91 (2d100)

>>34982

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson

>Henchmen:

5 Dockmen [1.5]

8 Commonfolk [1]

>Inventory:

4 Basic Pistols [+.10]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections: None

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1: As more people joined the cause, the movement would spread out, as the dockmen continued to spread the ideas of the revolution to the masses on Johnson's behalf.

>+Viva la Revolution, +Basic Recruiting, +Advanced Propaganda.

2: However, no movement moves without proper funding, and Johnson felt that asking for donations would be, wrong. Instead, he decides that some kind of 'front' would be set up, to provide money for the New Beacon. Due to the rise in crime, and how disjointed transportation is, Johnson sees to converting the upper basement into a fledgling post office, which would earn a profit to be used by the Revolution.

>>34944

"The current strife that the common man suffer through is horrible. I trust in time that you will assist the end that we both wish for."

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c8c265 No.35005

Dice rollRolled 76, 39 = 115 (2d100)

>>34983

>Leader & Heroes:

Armand Caligula

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

>Inventory:

4 Crude Clubs[.5]

4 Medical Caches

250 Dollars

>Skills:

Basic Surgery

Basic Boating

Basic Radar [6/8]

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. Finish getting that Radar Stuff working (Basic Radar [6/8])

2. These new guys look tough but let's see how tough they really are. Have a good old fashioned competition. Everyone go out and bring back something for the saloon. Anything from Cash, to alcohol, to a working jukebox.

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c8c265 No.35006

>>35005

damnit cut off the last line again

Preferably if they gotta fight someone for it.

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c8c265 No.35027

Dice rollRolled 12, 19 = 31 (2d100)

Name: The Crimson Skeleton

Faction Name: Cyclops

Fluff: >>34907 (You)

>Leader & Heroes:

The Crimson Skeleton

>Henchmen:

3 Red Eyes[1.5]

>Inventory:

4 Basic Rifles[+.15]

3 Armored vests[+.5]

1 Machinery Cache

>Skills:

Basic Manufacture

Basic Espionage

Advanced Combat[1.15]

>Bonus:

Red, Baleful Eye- You are well known for your lethality and highly efficient way of combat, and now, your glowing red eyes are a well known warning that danger is soon to follow. Before rolling for combat, roll a d6. On a 4 or more, all living enemy units will gain a [-.15] to their combat final rating.

>Connections:

Worker Unions- Intimidated

>Location:

Industry District, 5th factory street, Cyclops HQ

#1 it is not bad to be feared. fear is a precursor to respect, but respect must be earned by trust. trust shall be earned by actions that propel the cause of the working man. the Crimson Skeleton and his three henchmen go about further intimidating the landlords, the food merchants, and the factory owners to lower rent, decrease the price of food, and increase wages. they do not ask the impossible, merely the possible, for even doing little feats here and there will add up to the betterment of the whole.

+Basic Espionage

+3 Red Eyes[1.5]

+4 Basic Rifles[+.15]

+3 Armored vests[+.5]

#2 using the new connections, Cyclops sends messages to Union Leaders on gaining access from their workers to more advanced machinery for their use.

+Connections: Worker Unions- Intimidated

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c8c265 No.35032

Dice rollRolled 33, 4 = 37 (2d100)

>>34983

Name: Baroness of Sam

Faction Name: Childs of Kroen

Fluff: Born a slave, raised a slave, die a queen. This is how the Baroness wishes her fable to end. Raised as a servant of a hedonistic aristocrat, the Baroness lived a life watching the depravities of the rich. Years of abuse built a hatred in the child and it was this hatred that brought forth the lao spirits to her. The spirit god known as Kroen watched her torment and smiled knowing the power. He offered her power, power to rise herself to be the betters of her once masters. All it required was a handshake and a name. She sold him her true name and made the deal. Now the queen of the sewers sets her sights on the city. How much of her story is true and how much are lies none know. Perhaps her lao is real or perhaps it is her sheer force of will that controls her followers.

Faction Fluff: When the baroness arrived in the streets, the deprived children of the city were drawn to her aura. Their new queen didn't walk like royalty but all were drawn to her. She came with herb and she came with smoke. Those who follow her say that when she is near they can hear music in their head. Music that drives them and music that pushes them forward. The Childs of Kroen skulk through the sewers following their mistresses will.

Henchmen:

7 Lost Children[.75]

Inventory:

3 sets of Whale Bones

1 Music Box

>Skills:

Basic Mysticism

Basic Runemaking

Advanced Channeling

Bonus:

A peek behind the Veil- You have seen things that are quite not right. You now reconginize things that should not be. Someone whispers to you. Will you list?

Connections:

Sewer Workers- Neutral

Orphanage- No comment

Location:

Maritime District, -1 Level, The Children's hide out

1: "If dey dink dey can cover us up, dey got another ting coming. Mark em so dey can not hide us" Head to the town center of the dock district and burn the mark of Kroen into the ground with flames.

2: (not doing the accent anymore because fuck that) "My childes if we can not arm ourselves with bullets then we shall arm ourselves with poison. Scourge the docks for toxins for us to use."

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c8c265 No.35077

Dice rollRolled 10, 47 = 57 (2d100)

>>34982

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.25]

>Henchmen:

3 Knights[1.75]

>Inventory:

4 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1. Continue work upon the fortifications of the tower

Fortifications 1/8

2. The streets shall be safe, so says the tenets of the Iron Watch

Patrolling 2/8

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c8c265 No.35078

File: d02aadc73cfa1d8⋯.jpg (259.23 KB,1000x554,500:277,Maritime District.jpg)

>>34985

1. Heading back down to the casino, your boys smooze around the darker bits of the bar. Eventually, after a few drinks and some bribes in the right direction, your Made men come back with a small crate, and their pockets a bit light. Cracking open the inconspicious box, you see 7 shiny hand guns looking back at you.

>REMOVE: Resource

200$

>ADD: Resources

7 Pistols[+.10]

2. While your boys are out on the streets, you head down to the casino yourself, welcoming your esteemed guests as they come to have a good time. Presenting yourself among the seedier, you throw out a few well placed words and some suggestions. Not long after, you are slipped a few notes, with return addresses, and some Terminal contacts, all of which, are mostly anonymous. Still, you have contacts. Contacts who need your special brand of help.

>ADD: Connections

Archive Underground-Acknowledged.

>>34987

1. Exhausted after the wonderful performance, most of the troupe is exhausted, or too excited to focus properly on training. In the end, you simply sigh as your troupe pitches up for the night, to ready themselves for tomorrow. The only one who pays any heeding to your words is Rose, but with no-one available to help, little is learned.

2. Tomorrow morning, you head out bright and early, digging through the market stalls and booths for early morning deals. Eventually, you come across some torn strips of clothing, being sold for a fraction of the cost due to their shredding. Of course, the colors and stitching are perfectly suited for your troupe.

>REMOVE: Resource

50$

>ADD: Resource

2 Clothe Caches

>>34990

1. Grumbling in the gloom of the night, you set about work on your upgrades to your sons. Digging through your workdesk and flinging aside less worthy inventions and trinkets, you splay the schematics out, peering over them for any sort of flaws you could reasonably fix. Yet, despite your efforts, you simply can't find a flaw. You work is just /too/ perfect.

2. Meanwhile, you look for the less fortunate. However, it seems that perhaps you may share in their luck: It seems that the homeless slums have been moving towards one of the lifts downwards, after rumors of free board and food being offered below circulated through your neighborhood.

>>34992

1. Smiling as you get to work, you quickly set about your work, strapping the test subject and putting them under with the necessary gasses. Once they are gone, you quickly begin to crawl across and examine their body and precious tissues, pouring over the strands of muscle in order to unlock the inner-workings of the human body. Slowly, incision after incision, your mind begins to tear apart the veil of ignorance.

>ADD: Skill

Basic Muscular Enhancement[Strong Man][2/8]

2. Indeed, with a genius like yours at the reign, progress hurries along at a breakneck pace. Sure, the test subject has been asleep for quite some time, and soon, the blood loss suffered may cause damage. But, now, your study has ended, and the experimentation has begun. Injecting and applying the regents you have found to increase muscle growth in homo-sapiens(And other creatures, for that matter), you watch and record with curiosity. Well, your assistants do that. Your far more busy rubbing your hands together, and grinning.

>>34995

1. Attracting the attention of some fellow fishermen due to your work-site, you get a chance to sit down and have a nice chat about them that involves the state of the city. Although they say that they'll think about joining up, you find to your surprise that those "Fishermen" weren't fishermen at all. Instead, wearing Whaler suits, they approach you via boat, loaded with supplies, explaining their situation. In such difficult times, even smugglers need a place to lay low, and in exchange for a safe place to dock, they're willing to work under you.

>ADD: Henchmen

3 Smugglers[1.2][Sly]

2 Dockmen[1.5]

2. After the Scourge, and the subsequent abandonment of much of the city, many of the docks had fallen under the sway of petty gangers and mobsters. With danger being in such high supply, and protection being so high in demand, it is not long before you see a few donations trickle in, despite your men only patrolling around the neighborhood around your fishery. Although they scare away a few punks, one wonders what will happen when a gang decides to push their luck, and than your resolve?

>ADD: Resources

Neighborhood watch[+25$/turn]

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c8c265 No.35079

File: 4597aae9e863a99⋯.jpg (13 KB,575x142,575:142,INDUSTRY.jpg)

>>34996

1. Returning to the town square, your men and women once again begin to spread the message of your plan's to restore the city to its former behalf. And once again, they do bring more and more people into your fold, your blatant and clearly radical speeches get more diluted as more join your ranks. A few people even begin to whisper about what all this speech of brotherhood is REALLY about, and quiet rumors begin to circulate.

>ADD: Henchmen

1 Dockman[1.5]

4 Commonfolk[1]

2. Meanwhile your attempts to set up a proper post system are slightly muddled. After all, your not the biggest name in the city yet, and there are more venerable, even if less efficient, postal services out there. Plus, not to mention the sheer scale of the city itself. Your range is but a hundred blocks. But never the less, you work on.

>ADD: Resources

Post Office[+10$/turn]

>>35005

1. After tinkering with the machinery for a bit longer, your gang eventually smiles a toothy grin as a strange, yet calming hum begins to fill the room. The screen flickers to life, fuzzy, yet readable. Around your pub, you can now see a few good miles around the pub.

>ADD: Skill

Basic Radar

>ADD: Resource

1 Basic Radar Machine[6 mile range]

2. Unfamiliar with the area, your freshbloods tear through the junk heap around your territory, looking for anything of worth. Although nothing much is found, a few good bottles of booze are found, enough to have share around the gang

>ADD: Resource

1 Alcohol Cache

>>35027

1. Walking through the shadows of the night, much like monsters of old, your eyes glowing a ominous red, the petty landlords and managers are far too frightened to say no. But, by the next day, you see few improvements, much to your dismay. And even worse, a few more streetlights had been bought to help illuminate the area.

2. Since the first time you entered the city, you had yet to find a man to flat out say no to your demands. Well, that is, until today. Mr. Bradering of the 6th Booker Street Workers Union is now the first person to put his foot down against your scare tactics. Flat out claiming your all push and no shove, he tells you that if you want something to be produced, you'll just have to go to the Inventors district, and pass it through regulations, like everyone else. This has riled the previously intimidated peoples, and unless this stand is put to an end, only future complications lay ahead.

>ADD: Connections

Workers Unions-Intimidated,annoyed.

>>35032

1. Once again nodding their heads in understanding, the young-lings break out into the night, under the command of their charitable mistress. Setting up a fire n the center quarter of the Dock District, the people are awakened to a frightening and strangely colored fire. Unsure of what the mark even means, the people who see it feel scared and confused.

>ADD: Connection

District Quarter-Confused and uncertain

2. Scraping along the docks, the children are unsure of what to look for. Eventually though, one of the children finds what they assume a bottle of poison, only to acidentally lick one of their fingers. Dropping the bottle on the way home, they fall ill for a few days, growing worse. But, thankfully, he grows better soon afterwards.

>>35077

1. During the midst of your work, a Tall, spy figure approaches through the smog, his face hidden behind a mask, yet his cloak baring the Industry District markings. Interrupting your work, he hands the worker the message, before wandering back into the fog. Upon giving the message to Commander Shatterhand, you immediately notice the Lady's stamp, and see the trademark 10,

2. Meanwhile, you continue your patrolling of the docks, ensuring their safety from scum and low life. Your men hear rumors of red eyed reapers crawling through the dark, but mostly dismiss them as the ramblings of children and idle tongues.

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c8c265 No.35081

Dice rollRolled 80, 5 = 85 (2d100)

>>35078

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==================

>Leader & Heroes:

Archimedes Carter

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Sons"[1.25][Mechanical]("Son" Upgrade [1/4])

>Inventory:

3 Mechanical Repair Kits

2 Basic Machinery Caches

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

"How has my work been too perfect it's almost as if the academy is on to me lets continue."

1-2 Continue on my sons I need them to be better than the academy

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c8c265 No.35082

Dice rollRolled 12, 4 = 16 (2d100)

>>35078

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

2 Test Subject [2][50% chance to die when used in action]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

5 Willing, full bodied men

3 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man][2/8]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1&2. Second experiment! Look into improving the sensory organs and nervous system of the subject. +30 (advanced surgery, basic research)

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c8c265 No.35083

Dice rollRolled 52, 80 = 132 (2d100)

>>35078

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane

>Henchmen:

2 Smugglers [1.2][Sly]

8 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

375 Dollars

5 Basic Pistols[+.10]

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Neighborhood watch[+25$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Well now that we have some fake fishermen I’ll send them out to get some contacts about selling and buying weapons. We have more recruits coming in and if we want to protect ourselves we gotta be armed, pistols are good but anything bigger would be nice.

+[1 Smuggler][1.2][Sly]

+[Mechi-boat]

+[Pistol][+0.1]

+[150 bucks]

2. Continue recruiting dock-men for the Union, there is safety in numbers and in these troubling times safety is all you can ask for.

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c8c265 No.35084

Dice rollRolled 48, 70 = 118 (2d100)

>>35079

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.25]

>Henchmen:

3 Knights[1.75]

>Inventory:

4 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1.2. Begin the investigation

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c8c265 No.35085

>>35083

+20 to first roll

+10 to second

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c8c265 No.35086

Dice rollRolled 42, 86 = 128 (2d100)

>>35079

>Leader & Heroes:

Armand Caligula

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

>Inventory:

4 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. Ok so we got the radar working and that's great but people gotta know the territory is ours. Start putting up some advertisments of our little group in the area and let other gangs know not to come here.

2. These new boys need some proper weapons so they can do some real damage in a brawl. Dig around for something to hit people with, if it's better than the clubs they can have hand me downs.

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c8c265 No.35088

Dice rollRolled 16, 52 = 68 (2d100)

>>34982

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

2 Friends [.5][Man of Standing]

1 Servant [1.5]

>Inventory:

1000 Dollars

3 Masks

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Location:

Archival District, +2 level, the Royal Society Club House

1. No, no - this is unacceptable. A disconnect from society such as this is intolerable. Or, perhaps, it is not a 'disconnect' so much as a connection to the database and Core - perhaps whispers of the society's friends and understanding of the Archive's secrets might draw some more valuable members to Society…

+30 (Adv. Spy, Bas. Soc)

2. One mere servant that matches the ideal? Oh no. This is simply unacceptable. To operate at all hours, and to provide a good set of eyes and ears, we will need at least three at present. The search must continue for those who are fit to be servants of high Society. Or those who can be made to fit such an ideal.

+10 (Bas. Soc)

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c8c265 No.35089

Dice rollRolled 90, 100 = 190 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

6 Made Men[1]

Inventory:

1 Casino[+50 Dollars a turn]

7 Pistols[+.10]

550 dollars

1 Drug Cache

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged.

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1. Ricky tells his men to go get some knives with $100, in case we ever needed em for something up and close.

2. Then, he and his six henchmen take each a pistol and head over to the job. Someone was about to have a very bad day.

+Riccardo "Ricky" Marino

+6 Made Men[1]

7 Pistols[+.10]

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c8c265 No.35092

File: 80ba48bfee5b0e2⋯.jpg (90.73 KB,900x507,300:169,MarinetimeDocks.jpg)

Dice rollRolled 87, 75, 25 = 187 (3d100)

>>35079

>(I've renamed the 'Dockmen' to 'Dockhands', as that sounds nicer, and is gender-neutral)

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Basic Pistol)

>Henchmen:

6 Dockhands [1.5] (3 w/ Basic Pistols)

12 Commonfolk [1]

>Resources:

10$

4 Basic Pistols [+.10]

Post Office [+10$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections: None

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1: Rumours are never good, as they tend to be the cracks that undermine what people stand for. J.J. Johnson would try to clear such rumours up, trying to avoid a early fate, with a Dockhand on hand to assist in that regard.

>James J Johnson, 1 Dockhand (w/ Pistol)

2: In any case; with the additional manpower, the ideology of the New Beacon spreads, even if it is a bit vague sometimes.

>Viva la Revolution, Basic Recruiting, Advanced Propaganda, 10 Commonfolk, 4 Dockhands (2 w/ Pistols, for protection)

3: As well, while the Post Office is fledgling, hopefully resources could be spent improving upon it, more exactly getting people specialised in transporting goods.

>Basic Recruiting, 2 Commonfolk, 1 Dockhand

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c8c265 No.35093

Dice rollRolled 81 (1d100)

>>35083

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c8c265 No.35094

>>35092

>(I've renamed the 'Dockmen' to 'Dockhands', as that sounds nicer, and is gender-neutral)

Holy shit you a fucking faggot

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c8c265 No.35095

File: 2bb3cbcd94c5985⋯.png (212.69 KB,960x540,16:9,1476155021364.png)

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c8c265 No.35096

>>35092

>>35094

>>35095

For the sake of cutting back confusion between units, I would recommend to Worldmaster that he change it back to its prior name. Later on, once upgrades begin to be applied to Units that rename and relabel them, it will only be worse to keep track of. So please, do not modify the name of the units unless I SPECIFICALLY tell you to.

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c8c265 No.35097

Dice rollRolled 98, 77 = 175 (2d100)

>>35078

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)

>Henchmen:

3 Comedy Masque[1.2]

4 Blank Masques[1]

1 Rose Masque[.9] [Luster]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

2 Clothe Caches

350$

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. Time to make some better costumes for our performances.

2 Clothe Caches

2. Training the recruits(and possibly myself) for acting and if need be battle.

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c8c265 No.35141

File: 0abda1a391873d9⋯.jpg (177.73 KB,1680x1050,8:5,At Work.jpg)

File: 401ed560000d3e9⋯.jpg (264.5 KB,1280x720,16:9,Botnical.jpg)

>>35081

1+2. Pouring over your research notes, you smile in the darkness of the lab, as you spot the clear handiwork of the academy. Obviously, they had obscured those flaws on purpose. Now renewed with energy, you set to work to fix the mechanical flaws of your sons.

>CHANGE: "Son" Upgrade

[3/4]

>ADD: Leader

Archimedes Carter[1]

>>35082

1+2) Although you continue to work on the the sensory organs of the specimen, you make little progress. You'll have to dig a little deeper into the subject to find the specifics of what keeps our senses ticking.

>ADD: Skill

Basic Sensory Advancement[1/8]

>>35083

>>35093

1. Silently slicing through the Archival District's glittering waters, your Smuggler nears his connection. However, as he reaches the meet up spot with his regular provider, he finds nothing but a flaming, and bloody mess. Confused, but not one to let a opportunity go to waste, he creeps around the crime scene. Spotting what seems to be perpetrators, the Smuggler sneaks around the sharply dressed men, as they plunder and loot indiscriminately, and finds his way into the lower boiler room via a bulkhead. Spotting a few woman locked in cages, most likely slaves from outside the city, the Smuggler opens one of the cages. However, before he can free the others, he hears the approaching Mobsters. Grabbing the girl, and what ever the two of them can carry, he returns to the Mechi-Boat, and quickly jets away.

>ADD: Resources

4 Pistols[+.1]

2 Drug Caches

1 Lockpick Cache

1 Trafficked woman

2. Once again hitting the docking quarters, you set about talking to your fellow workers, and posting around job offers as much as you can. Soon, you have a few more well muscled men willing to do some hard work.

>ADD: Henchmen

2 Dockmen[1.5]

>ADD: Leader

Ellis Kane[1.55]

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c8c265 No.35142

File: d02aadc73cfa1d8⋯.jpg (259.23 KB,1000x554,500:277,Maritime District.jpg)

File: e4e68cc408ba269⋯.png (3 MB,1920x1080,16:9,Maritime at night.png)

>>35084

1) Returning to the streets at which the Spectre's were spotted, you find little physical evidence of the gang's supposed existence. However, there is are a few testimonies from the more pious members, who point your Knights in the right direction.

>ADD: Resource

"Black Spectre's" Gang Portfolio[1/6]

2.) As your Knights are whisked through the city's vast railway system, you soon reach the Maritime District, you are welcomed by a few Guards. They look…disappointing. Some are scrawny. Some are scruffy. They all look rather pathetic when placed next to your honorable knights. In Fact, you could almost smell the corruption from them. But, in this case, you could care not for their physical corruption. That was none of your business. You were here on more ethereal business. Reaching the market square, your knights begin looking into the frightful occurrence.

>ADD: Skill

"Strange Symbol" Maritime Investigation[1/8]

>ADD: Leader

Commander Viktor Shatterhand[2.3]

>>35086

1. Putting up your gang's signatures and symbols, and tagging the nearby buildings, your gang feels like they've gotten a good handle on things. But, as they say, there's always a bigger fish…

Armand Caligula[2.2]

2. Digging and lurking through the murk, your men find a good supply of Clubs, and even better, you find a nice, shiny harpoon.

>ADD: Resources

4 Crude Club's[+.5]

1 Harpoon[.+10]

>>35088

1. Although your friends try to spread some rumors amongst their circle's, it seems to have little effect. A few seem interested, but not because of what you possibly have. Rather, its for what you could possibly be: Many seem attracted to the idea of your club.

2. Once again, going through your list, you find another suitable candidate: A maid. She's quiet. She's discreet. And she's not afraid of a mess, including messes that may have been alive at any point.

>ADD: Henchmen

1 Servant[1.5]

>>35089

1. Heading out with the money in his pocket, your boys stumble across a rather nice, and rather discreet, weapons market. There, you find a wide selection of wicked knives and deadly blades. And even better, you arrived at what seemed to be a liquidation sale.

>ADD: Resources

10 Cutters[+.8]

>REMOVE: Resources

75$

2. Walking through the city as discretely as possible, you and your men find the location with relative ease. And, even better, along the way, you happen upon the corpses of the guard. Stealing his clothing, a plan springs into motion: you send some men dressed as guards towards the scene. Figuring this would be a regular pat down, and bribe, the Smugglers are surprised when they are lined up against a wall. But, as your men appear out of their hiding spaces, they find out too late that this was no raid. This was a massacre. Your men put out a volley of shots, each one making a man slump over dead. When the smoke clears, your men have utterly slaughtered the smugglers, leaving you to loot at your leisure. Guns, drugs, contraband, even human slaves. Every vice under the sun seems to be in the small cutter ship, and as you leave with a full wallet, and a steady supply of sin. The next day, the man who gave you the job comes by the casino, and secretly presses a envelope into your hand, before making his way back into the Gambling line. Inside, your payment, and a note, telling you that you there is more work awaiting you.

>ADD: Resources

10 Drug Caches

3 Contraband Caches

5 Pistols[+.1]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

4 Trafficked Women

800$

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c8c265 No.35143

File: 6cea1dc2ff2ce3d⋯.jpg (125.4 KB,1280x720,16:9,Archival.jpg)

>>35092

1. Meeting the public head on, James riles up the public, first by verifying his groups message: A glorious revolution amongst the people, a end to the tyranny of the District Lady, and of course, the end of poverty. Many rally around your claim, but of course, this already reaffirms what many thought: A bunch of radicals. This will surely bring more attention to your group, but at what cost?

>ADD: Henchmen

2 Commonfolk[1]

>ADD: Connections

Maritime Guard-Alerted

Maritime Gangs-Aware

2. Meanwhile, your members go about, spreading the feverous words of it's leader. More common men and women come to your side, eager to throw off the shackles of society.

>ADD: Henchmen

3 Commonfolk[1]

3. Once again, the existence of proper Postal networks exists, but with the promise of more secure ways around the city, and larger transits, you gain some more buisness

>UPGRADE: Resources

Post Office[+15$/turn]

>>35097

1. Working on your costumes, you quickly find that many of your new recruits are experienced tailors, and are pleased to see well made, if torn, fabrics. Setting themselves to work, your troupe now has a plethora of clothing and outfits to choose from.

>ADD: Resource

3 Disguise Caches

Basic Disguise[3/8]

2. Then, once the sewing is done, you set about, training the troupe. Basic combat, sneaky attacks and theatrical posing are all on the table, as you practice.

Ezekiel Samson (Peace)[1.3]

>ADD: Skill

Training[2/8]

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c8c265 No.35144

File: cfa310245ebb2b2⋯.jpg (232.49 KB,1300x650,2:1,John_Powell.jpg)

Dice rollRolled 20, 61 = 81 (2d100)

>>35141

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

10 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

400 Dollars

9 Basic Pistols[+.10]

2 Drug Caches

1 Lockpick Cache

1 Trafficked woman

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Neighborhood watch[+25$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Well we almost got enough boys to start running the dock again, we get say three more and we will be good as gold. I’ll even at a little incentive…

-100 Dollars

-Basic Authority +10

2. Well little missy, I’m sorry to hear about the situation that has resulted in you getting in our fair city. Unfortunately I ain’t got the money to send you out of this dump but if you work for me I can see what I can do. I could set you up as our secretary, you read very well or got any other skills? Tell me about yourself.

-Trafficked Woman

-Basic Authority +10

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c8c265 No.35145

File: 46eca2e6d0818d1⋯.jpg (9.17 KB,236x254,118:127,Botanical Annoucement.jpg)

>EVENT:

Across the Botanical district, T.V's flicker, as the channels automatically changed. There is a slight confusion, but it soons falters as the screen reads in bold letters "PUBLIC ANNOUNCEMENT TO THE CITIZENS OF THE BOTANICAL DISTRICT", although, any T.V. In all of New Moirai can pick up the frequency. Soon, the T.V.'s, screens, and Terminals shimmer to life, displaying a young woman standing on the beach. Soon, she begins to speak, in a quiet, disinterested voice.

>"…Hello, I suppose…"

>"This…Is the District Lady of Botanical. Here for…Oh.. Indeed..I apologize for this rude announcement. I was just informed that this was not my yearly public speech, and thus, not required. But, seeing as how I am now speaking, I might as well talk. As District Lady, I feel as if…That the city has been…In a downward spiral? I apologize. I sincerely do. I plan to do something about this.. I promised…"

>"I..I will do something about the lower levels of my District soon enough…I believe. Thank you…For your time, I guess."

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c8c265 No.35147

Dice rollRolled 27, 73 = 100 (2d100)

>>35142

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

>Inventory:

1 Harpoon [1.0]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

Those signs are sure to rile up the locals gotta get the guys bloody and frenzied before we can call ourselves a real gang, gotta make it bad enough that most'd think twice before messing with us when we come knocking.

1. That harpoon is looking real nice but it seems to be missing an essential part of the harpoon experience. See about getting a proper chain or at least a rope on that bad boy to drag people in to our territory.

2. The Bait is set and the net is readied. Start monitoring the radar for anyone incoming to make a statement about the new gang in the area

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c8c265 No.35148

Dice rollRolled 4, 53, 36 = 93 (3d100)

>>35143

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Basic Pistol)

>Henchmen:

6 Dockmen [1.5] (3 w/ Basic Pistols)

17 Commonfolk [1]

>Resources:

25$

4 Basic Pistols [+.10]

Post Office [+15$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Alerted

Maritime Gangs-Aware

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1: Sprouting out the main goal of the revolution to the public didn't really help hide the New Beacon's attention away from the Guard's eyes. In any case, James headed out to spread the message once more, this time with a little more security.

>Basic Recruiting, Advanced Propaganda, James J Johnson, 10 Commonfolk, 3 Dockmen (2 w/ Pistols)

2: In time, the Guard will respond against the 'radicals'. In order to protect the cause, a few of the Dockmen headed out to see if they can use the money earned from the Post Office for some, weaponry, just in case.

>3 Dockmen (1 w/ Pistol), 25$

3: Finally, the spare commonfolk would continue work within said Post Office, to improve upon it to assist the funds of the New Beacon.

>7 Commonfolk

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c8c265 No.35149

Dice rollRolled 59, 10 = 69 (2d100)

>>35142

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.3]

>Henchmen:

3 Knights[1.75]

>Inventory:

4 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

"Strange Symbol" Maritime Investigation[1/8]

>Resource:

"Black Spectre's" Gang Portfolio[1/6]

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1. Such physical corruption shall be cleansed in time but first these "Black Spectres" must be brought to heel, investigate them further and learn all we can.

2. If we are to be going up against the supernatural, and this cesspool of chaos, our knights must be prepared, especially as very few within this city would be considered worthy for even consideration for Squirehood, let alone full knighthood. As such we shall be forced to rely upon our own strength and what little aid we are able to requisition from the Order's main Headquarters which is a fair distance away and not viable. Therefore morning drills shall be intensified so that quality shall make up for lack of quantity.

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c8c265 No.35150

Dice rollRolled 91, 70 = 161 (2d100)

>>35141

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

3 Test Subject [2][50% chance to die when used in action]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

4 Willing, full bodied men

3 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1&2. Continue to improve the sensory organs and nervous system of the subject. +30 (advanced surgery, basic research)

Basic Sensory Advancement[1/8]

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c8c265 No.35151

Dice rollRolled 5, 97 = 102 (2d100)

>>35143

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3]

>Henchmen:

3 Comedy Masque[1.2]

4 Blank Masques[1]

1 Rose Masque[.9] [Luster]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

350$

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1.Another performance, earlier in the day, so our newer members can perform and practice. I will be there for them every step of the way. 2/8

4 Blank Masques

2.Send Rose and two comedies out for some better weapons. Rose to sweet talk and barter, the Comedies armed with knives for muscle and too pick weapons for use. Give them two hundred dollars.

2 Comedy Masques

1 Rose Masques

1 knives

$200

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c8c265 No.35156

Dice rollRolled 73, 97 = 170 (2d100)

>>35141

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==============

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Sons"[1.25][Mechanical]("Son" Upgrade [3/4])

>Inventory:

3 Mechanical Repair Kits

2 Basic Machinery Caches

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. Keep working on my sons I can make them better

2. Find some more parts of something

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c8c265 No.35168

>>35151

Action1 addendum: Peace looked over his men, the blank masques. In time they would be useful, but they were, for now a Risk untrained as they are. One swung his false blade and landed on his ass.

"Not like that, you'll hurt yourself ont he backswing." He chided, then he corrected the errant's behavior. tightening his stance and lossenign his grip, then adjusting his elbow. "Now try. that's better isn't it?" In an act or a fight you'll need to do that to do something believable. Hopefully he could get them to basic competency ina cting and fighting soon.

Addendum to 2. "Rose, I want you to sweet talk some of the local shop owners for some weapons. Some knives for the masques, maybe a hold out pistol for yourself. If you can manage it I would like a real blade and a pistol, but take care of everyone else first." Jacque, Morton, go with her for security and add "weight" to her words if need be.

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c8c265 No.35181

File: 3a5f197f6c15c06⋯.jpg (95.37 KB,700x455,20:13,golden07[1].jpg)

>>34885

Name: Amon Fogel

Faction Name: Savage 86s

Fluff: Amon Fogel is a male human that is nearly 8 feet tall. He was never normal, but when he formed the Savage 86s, he went from bearable, to edge-master supreme. While high on drugs, Fogel became convinced that the secrets of the universe were literally behind his eyes, so he cut much of his own face off. During his pain coma, he had a vision in which he saw what he believed the problem of humanity was; to soft, to mechanical, to dependent. He became so convinced of this that he decided to spend his life on a 1 man mission to cause the apocalypse. His first act of mayhem was burning a small-time set leader alive in 3 tires full of fuel. By the law of the street in that set at the time, he became the leader, and the Savage 86s were born. His face has since healed, but there is no question it's been mutilated at some point, and Fogel most usually wears a metal samurai mask & helmet (even though he is white) to hide his face's appearance. His face is obviously a transplanted face, but he does not have open injuries.

Faction Fluff: Savage 86s is divided into 4 tiers, The Crimson King (Fogel), The Regents of Inferno (closest advisors) The Arch-dukes of Hell (high level minions), and the Demons (day to day minions). Evil spirits, black magic symbols, and people in torment are popular tattoos among them, Note that this is simply the structure, it doesn't imply that any of these posts (except crimson king) are already full. There is very little the Savage 86s won't do to you if you come under their power, and necklacing, lynching, and dismemberment are common-practice among them. Entry is called "birth" in their slang and it is usually some form of trial by pain, though birth can also be the applicant having to do something to someone else, usually an unlucky innocent, but rarely a family member. Women who are to be full time prostitutes are sexed in rather than the trial by pain, meaning they have sex until they can't stand it anymore, and then they're in. Once you're in, you're in for life, and the only way out is to cut 1 hand and 1 foot off with a saw.

pic related, Fogel in a rare unmasked moment.

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c8c265 No.35182

Dice rollRolled 58, 41 = 99 (2d100)

>>35142

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

2 Friends [.5][Man of Standing]

2 Servants [1.5]

>Inventory:

1000 Dollars

3 Masks

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Location:

Archival District, +2 level, the Royal Society Club House

1: HERE I GO RECRUITING IN HIGH SOCIETY AGAIN OH BOY

+30

2. Two servants will be enough to open up the Club House proper, for now. Begin to popularize and entice high society towards the front - to serve both as a source of wealth and one of power. Information and recruits ought flow far, far more easily with a steady flow in and out of the Clubhouse, and the information the servants and Society members gather within shall prove invaluable, I am utterly certain.

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c8c265 No.35183

>>35182

(Second action has a +30 as well, from Sociology and Spying.)

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c8c265 No.35203

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

6 Made Men[1]

Inventory:

1 Casino[+50 Dollars a turn]

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

1275 dollars

11 Drug Cache

3 Contraband Caches

4 Trafficked Women

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged.

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

Stats

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c8c265 No.35204

File: f5af1006e37c1a1⋯.jpg (1.98 MB,1799x1012,1799:1012,2K13-Apr-4-Thief-Screensho….jpg)

Dice rollRolled 65, 2 = 67 (2d100)

>>35203

1-2. "Alright boys, the Casino stays clean. If there's gonna be any raids, I want it here and us to be spotless.

So find us some other place we can peddle the drugs and the women, capiche?"

Go find us some options for a swank whorehouse and drug den. Somewhere deep underground beneath the radar of those above, where we're less likely to run into trouble with the cops.

Spend up to 750$ on this.

+Basic Racketeering

+Advanced Smuggling

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c8c265 No.35205

Dice rollRolled 30, 99, 96, 58 = 283 (4d100)

Name: The Crimson Skeleton

Faction Name: Cyclops

Fluff: >>34907

>Leader & Heroes:

The Crimson Skeleton

>Henchmen:

3 Red Eyes[1.5]

>Inventory:

4 Basic Rifles[+.15]

3 Armored vests[+.5]

1 Machinery Cache

>Skills:

Basic Manufacture

Basic Espionage

Advanced Combat[1.15]

>Bonus:

Red, Baleful Eye- You are well known for your lethality and highly efficient way of combat, and now, your glowing red eyes are a well known warning that danger is soon to follow. Before rolling for combat, roll a d6. On a 4 or more, all living enemy units will gain a [-.15] to their combat final rating.

>Connections:

Worker Unions- -Intimidated,annoyed.

>Location:

Industry District, 5th factory street, Cyclops HQ

#1-2 it would seem we have made threats, and now we shall have to carry them out. the managers and landlords fear us only in our presence, but we shall teach them an even greater terror. that of the price of treachery.

Cyclops moves to capture and make painful, gruesome, and public examples of key managers and landlords. their tortured corpses are to be put on display, with signs indicating they betrayed their promises. this should make the rest fall in line.

+3 Red Eyes[1.5]

+3 Basic Rifles[+.15]

+3 Armored vests[+.5]

#3-4 we are not here to intimidate, but organize the Unions. the workers and common man is not our enemy, and it is not befitting they think us mere thugs who care little for their well-fare, and that we intimidate without providing. so let us prove our worth. after we execute the oppressors, plan out a raid upon a food warehouse. the wealthy would hoard all the fine sustenance and engorge themselves, leaving the people to starve on rations. we shall invade and distribute their hoarded goods to the workers. first, we must find a suitable target.

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c8c265 No.35213

File: cb56767be8f224d⋯.png (12.07 KB,819x460,819:460,MAP.png)

File: d02aadc73cfa1d8⋯.jpg (259.23 KB,1000x554,500:277,Maritime District.jpg)

>>35144

1) Although pricey, you find a decent enough men to help build, and a relatively cheap supply of materials. Work soon begins on getting the Docks back into a functioning state.

>ADD: Resource

[Basic Dock][1/6]

>REMOVE: Resource

100$

2) Looking over the wiry, woman before you, it is hard to tell that she was a slave a only a few days back. Although, the rope burns around her arms and the hidden bruises give it away. Despite that, she seems to talk with confidence, and perhaps even a hint of bravado. After talking a while, you are able to discern a bit more about her: Named Patricia, she had lived most of her life at a orphanage in one of the far off colonies of New Moirai, until she and the rest of them were captured by Slavers, and brought to New Moirai. Although admitting she was never great at math, she seems eager to help her rescuers in any way possible.

>ADD: Henchmen

Patricia[.75][Assistant]

>>35147

1. Scavenging through the wastes, you find a rusty chain. It doesn't look very stable, but it seems like it'll work.

>CHANGE: Resource

1 Harpoon[1]

to

1 Chained Harpoon[1.1][Ranged]

2. As the Sharks sit around the Club House, watching and listening to the soft glow and ping of the Radar, they await their prey, when suddenly, a beep is heard. Than another, and another. Rushing to the screen, your teeth are illuminated with the green glow of the Radar. Creeping out the door to meet your new bait, you smile's falter, if only a little, as you see a scuttling horde of crab like creatures crawling towards you.

>APPROACHING:

8 Crabblers[.5]

>COMBAT: PLEASE PM BEFORE POSTING

>>35148

1. As you approach the square where you usually rally, preparing to spread the word of he beacon, you find your usual spot blocked by a group of Guards, their arms crossed, and a pistol holstered to their thighs. Seeing you approach, they are quick to alert, and brandish their weapons. As the civilians scatter, it was clear: They were not here to arrest you.

>APPROACHING

5 Maritime Sea-Guard[1.7]

>COMBAT: PLEASE PM BEFORE POSTING

2. Although a tad bit late to the party, your men do purchase a few swords for the trouble.

>ADD: Resource

3 Swords[.05]

>REMOVE: Resource

25 Dollars

3. Sending the remaining common folk to the Post Office, they help the cause by volunteering for work. They move about, helping get the word out and spreading the efficiency of the Post Office

>UPGRADE:

Post office[+15$] to Post Office[+20$/turn]

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c8c265 No.35214

File: 3b87eb832c11f29⋯.jpg (164.68 KB,1280x633,1280:633,Industry Under.jpg)

File: 614c8cea6f3e7e5⋯.jpg (79.7 KB,900x229,900:229,Archival night.jpg)

>>35213

>>35149

1. Heading deeper into the Industry district, more clues come to light, revealing the path of chaos that these Spectres had. More secrets slip the mouth of the workers, but many of the more previous coresponder have gone silent, refusing to speak to your men about the spectre's ongoing activities. It seems that even as you search, these spectres sink their grasp deeper into the city… And worse, as you discover gruesome scenes splayed across the area of known operations of the gang, each one a minor manager or union head. It is clear, that they are not some petty gang.

"Black Spectre's" Gang Portfolio[2/8]

2. Just as before, the Mask man appears before the captain, this time, in the windowsill of the Commander's room. Handing you the note, he than slips out away, the District Lady's markings upon it.

[PM me]

>>35150

1+2) Through all hours of the night, you study the human body's delicate sensation perceptors: The Eyes, The Ears, the Tongue, The Nerves, all of them are your idle entertainment as you cut and snip the very bindings of life, and place them under your instruments. Your assistants run by, feeding you, bathing you, clothing you, always careful to never intervene in your glorious work. And as the last scapel falls, and your eyes grow heavy, you can't help but smile. You research is done, and it is marvelous.

>ADD: Skill

Basic Sensory Advancement[Boys of Silence]

>>35151

>>35168

1. Due to the relative inexperience of the blank masques, you find that the performance is less than spectacular. With plenty of embarrassing mess ups, and more than one minor injury, you call it off for the day mid-way through.

2/4

2. With Rose doing the talking, and Jacque and Morton standing beside her, it is not hard to find a good supply of weapons. Furthermore, not only do they graciously give you a discount, they do so with no strings attached.

>REMOVE: Resource

100$

>ADD: Resource

4 Assassin Blades[+.1][Concealed]

>>35156

1. Finally, you find the necessary tools perfect…no, improve your grandson. The designs read just as you remember them, and soon, you stand back, watching in amazement. Stepping down before you, the mechanical men bow, in respect to their master.

>UPGRADE: Henchmen

3 "Sons"[1.25][Mechanical]

>TO

3 "Grand Sons"[1.75][Imposing]

2. Meanwhile, after finishing your Grandsons, for now, you look through the workshop and surrounding areas, scavenging a variety of mechanical tools, parts, and weaponry.

>ADD: Resource

2 Basic Machinery Caches

1 Advanced Machinery Cache

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c8c265 No.35215

File: 3844f2a44c243fc⋯.png (369.6 KB,379x480,379:480,Grandson.png)

File: 34c991355c5a90f⋯.png (1.51 MB,1500x800,15:8,Archival Club.png)

>>35181

Leader & Heroes: Amon Fogel[1.75][Mad Dog]

Henchmen:

3 Demons[1.8]

Inventory:

2 Basic Drug Caches

1 Basic Occult Cache

10 Blades[+.5]

Skills:

Basic Brutalization

Basic Intimidation

Advanced Anarchy

Bonus:

Demented Destroyers of Death- Unlike so many other gangs in this city, you have a certain viciousness to you, that repulses even the most hardened of criminals. You may choose to pay in human lives, whether they be prisoners or your own henchmen, when rolling. For each life you pay, you get a +15 to the roll.

Connections: Generally terrible

>>35182

1. With more rumors circulating, a careful weave of deception and planning entraps those willing to enter a more advanced level of society. Although they are not exactly the most famous, they will do just fine.

>ADD: Henchmen

2 Friends[.5][Man of Standing]

>ADD: Resources

150$

2. Finally opening its doors to the public, you find the club relatively popular. It's posh, aesthetically pleasing and sophisticated atmosphere attracts some of the more well to do and snooty socialites of the District, which suits you just fine.

>ADD: Resource

Royal Society Club[+5 Sway/turn]

>>35203

>>35204

1+2) Location, Location, Location. That is the key to any good business, and that applies to ALL businesses, especially including the Illegal kind. But where to put it? Scouting the nearby buildings is no good, but there are a few hole in the wall shops that are looking good. Eventually, you find a old massage parlor up for sale. Although its old and decrepit, it fits the budget, and its low note. Perfect for your operation.

>ADD: Resource

The Exquisite Beauty Massage Parlor

>>35205

1+2) Although many fear you, many of those who do, don't believe you will act. You certainly proved them wrong. Breaking in, and dragging the managers out, you make a grisly example of them. Shot, stabbed, tortured, and hung up, these corpses are plastered throughout the block, with little to no remorse. However, what is abundant, is purpose. Signs, labels, words and much more, not only turn these into frightening examples, but also into points of vindication and cathartic satisfaction for years of neglect. Although tied off by the Guard, many still whisper of your acts, and many of the Managers you did spare, listen very closely to your acts.

>ADD: Connection

Workers Unions-Agitated, Intimidated, Vindicated

2. Moving with unforeseen swiftness, you speedily move throughout the District, locating opportune and mostly undefended food warehouses. You soon find a viable target, in the form of the Fink brand Grocer chain, a well known company that is mostly consumed by the rich and wealthy. Although it is in the nicer districts, that only means it is less defended.

>ADD: Resource

Fink Raid[Ready]

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c8c265 No.35216

File: f419ec4a564f583⋯.png (88.77 KB,1200x1201,1200:1201,Camerata.png)

>>35215

>EVENTS:

>BOTANICAL:

Throughout the lower sections of the Submerged Botanical District, many mutants and gangs have been increasing in activity, for unknown reasons. Quickly, they are moving higher in the levels, and the Recommended safe zone has now been moved to level 3. The Botanical Safety Association alerts all those below that line to move, or no longer be under the limited protection of the district.

>MARITIME:

In the first time since her inauguration, the District Lady has made an announcement: “…To those of my fair district, you musn’t be afraid. Much like the great Scourge, we suffer hard times. Botanical, flooded. Archival and Core, locked and barred by hedonism. Industrial, blinded by faith. I know that times are rough. But, I know it is my duty, as District Lady, to enforce order onto society. And I take that duty seriously. As of the past few years, I have been working on numerous projects, some involving countermeasures to the Scourge, some against the rampant criminals and revolutionaries flooding our streets, and now, one of them is complete, and many are nearing completion. I will reveal more about this project during its unveiling next week, and believe me. Maritime will change. For the better.”

>ARCHIVAL:

For a moment, the electrical power of the District falters, for but a mere moment. Lights black out, Terminals power down, or runoff of internal batteries. Soon, though, the power is returned, and the Intercom speaks. “Sorry about that. Little malfunction with the power grid for a moment. We fixed it. No need to worry. The District Lady has it under control. Just like always. Thank you for your time, gents and ladies.”

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c8c265 No.35218

Dice rollRolled 10, 73 = 83 (2d100)

>>35215

Leader's fluff & Gang's Fluff: >>35181

Leader & Heroes: Amon Fogel[1.75][Mad Dog]

Henchmen: 3 Demons[1.8]

Inventory: 2 Basic Drug Caches, 1 Basic Occult Cache, 10 Blades[+.5]

Skills: Basic Brutalization, Basic Intimidation,

Advanced Anarchy

Bonus: Demented Destroyers of Death- Unlike so many other gangs in this city, you have a certain viciousness to you, that repulses even the most hardened of criminals. You may choose to pay in human lives, whether they be prisoners or your own henchmen, when rolling. For each life you pay, you get a +15 to the roll.

Connections: Generally terrible

ACTIONS

1-2: Recruit.

Also question, when you said 'mad dog', did that mean a literal dog? Slightly confused what that means.

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c8c265 No.35219

>>35218

>>35218

PM me when you get the Chance

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c8c265 No.35222

File: e3018a9149663ed⋯.jpg (249.93 KB,1300x1300,1:1,38422541-Girl-Secretary-an….jpg)

Dice rollRolled 13, 10 = 23 (2d100)

>>35213

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

10 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

325 Dollars

9 Basic Pistols[+.10]

2 Drug Caches

1 Lockpick Cache

1 Trafficked woman

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Neighborhood watch[+25$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Begin recruitment efforts again, we need more men for work. Get Patricia to print out some flyers see if we can’t draw men to us.

-100 Dollars

-Patricia [.75][Assistant]

-Basic Authority

2. Continue work on getting the docks fixed up

-200 Dollars

-Basic Authority

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c8c265 No.35223

>>35222

You've got to be fucking me

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c8c265 No.35228

Dice rollRolled 97, 35 = 132 (2d100)

Name: The Crimson Skeleton

Faction Name: Cyclops

Fluff: >>34907

>Leader & Heroes:

The Crimson Skeleton

>Henchmen:

3 Red Eyes[1.5]

>Inventory:

4 Basic Rifles[+.15]

3 Armored vests[+.5]

1 Machinery Cache

>Skills:

Basic Manufacture

Basic Espionage

Advanced Combat[1.15]

>Bonus:

Red, Baleful Eye- You are well known for your lethality and highly efficient way of combat, and now, your glowing red eyes are a well known warning that danger is soon to follow. Before rolling for combat, roll a d6. On a 4 or more, all living enemy units will gain a [-.15] to their combat final rating.

>Connections:

Worker Unions- Agitated, Intimidated, Vindicated

>Location:

Industry District, 5th factory street, Cyclops HQ

#1-2. the raid on the warehouse begins. the people have starved long enough. we shall return the food they have produced by their hand and deserves to be eaten by them.

+3 Red Eyes[1.5]

+3 Basic Rifles[+.15]

+3 Armored vests[+.5]

+ Fink Raid[Ready]

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c8c265 No.35229

Dice rollRolled 57, 98 = 155 (2d100)

>>35214

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

4 Test Subject [2][50% chance to die when used in action]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

3 Willing, full bodied men

3 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

We are going to have two lucky men today.

1. First man, you are going to be getting the muscle enhancement. The first of my strong men. +30

2. And you, other lucky man, are going to be my first Boy of Silence. +30

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c8c265 No.35230

File: 41f83afeff36c62⋯.jpg (66.81 KB,655x368,655:368,MarinetimeGuardConflict.jpg)

Dice rollRolled 10, 4, 7, 7, 2, 1, 1, 1, 1, 7, 9, 2, 7, 8 = 67 (14d10)

>>35213

>APPROCHING ALLIES:

James J. Johnson [1]

10x Commonfolk [1]

3x Dockmen [1.5] (3 w/ Basic Pistols)

It seems like the reckless preaching of the revolution finally drew the irate of the local Guards. Conflict is unavoidable, and retreat will only ensure in failure in both the battle, and the greater war. Ignoring the heavy fear of death, Johnson gave his commands.

https://www.youtube.com/watch?v=Yw8zgWHtPNY

1-10: The Commonfolk, weak yet numerous, would move forward. Employing the discarded carts as mobile cover, they would close the gap and swarm the Sea-Guards. However, this is mainly to serve as a distraction.

>10 Commonfolk

11-14: With the revolutionaries moving forward, Johnson held back with the Dockmen. At his order, he directed them to shoot upon the Guards, pelting them with pistol fire, employing cover to prevent themselves from being shot by the guards.

>James J. Johnson, 3 Dockmen (3 w/ Basic Pistols)

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c8c265 No.35232

Dice rollRolled 4, 4, 1, 3, 3, 3, 4, 5, 4, 5, 2, 3, 4, 1 = 46 (14d5)

>>35230

(Void the d10 rolls, Cutebold forgot the rules. The actions from the linked post still applies to this one, however)

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c8c265 No.35234

Dice rollRolled 5, 5, 1, 4, 4 = 19 (5d5)

>>352325

>COMBAT:

5 Maritime Sea-Guard[1.7]

Pulling out their pistols, the Guard unloads a volley of shots at the oncoming horde of commonfolk

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c8c265 No.35235

>WORLDMASTER:

50

>CITY GUARD:

32

RESULTS: Rushing towards the guard, the first wave of Commonfolk fall to the ground, clutching their chests in pain as bullets rip through them. But, with far more bodies than bullets, the Guard find themselves fighting for their lives, as the Dockmen close in for the brutal kill. A few more shots are returned, this time from the dockmen, and the fight is over. Although both sides suffered a bloody toll, with five corpses on both side, you stand victorious.

>REMOVE: 5 Commonfolk[1]

>ADD: Connection

Maritime Guard- Wanted

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c8c265 No.35236

Dice rollRolled 37, 92 = 129 (2d100)

>>35214

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==========

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing]

>Inventory:

3 Mechanical Repair Kits

4 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1-2 The sons need a mother and I think I know where to get them. Find a common whore off the streets and make her respectable

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c8c265 No.35238

Dice rollRolled 1, 86, 94 = 181 (3d100)

>>35213

>>35235

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

6 Dockmen [1.5] (4 w/ Basic Pistols, 2 w/ Swords)

12 Commonfolk [1]

>Resources:

20$

4 Basic Pistols [+.10]

3 Swords [.05]

Post Office [+20$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1&2: The conflict at the 5th Dock's square was terrible, many facing death on both sides. At Johnson's request, both the bodies of the revolutionaries and the Guards were to be taken to be buried, to pay some respect to both sides of the fight. But to ensure that nothing would be wasted, the Guards would be looted of their equipment to not make the fight a total loss.

>12 Commonfolk, 1 Dockman (w/ Basic Pistol)

3: The latest conflict made it clear that Johnson can no longer preach in public his cause. With that in mind, it seems like the revolution needed to gain support outside the sight of the district's Guards, as the Dockhands were sent out in secret to convince people to join personally, instead of Johnson himself preaching to the masses.

>Basic Recruiting, Advanced Propaganda, James J Johnson, 5 Dockmen (3 w/ Pistols, 2 w/ Swords)

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c8c265 No.35259

Dice rollRolled 24, 8 = 32 (2d100)

>>35214

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3] (Assassin Blades[+.1][Concealed])

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

4 Blank Masques[1]

1 Rose Masque[.9] [Luster]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

250$

4 Assassin Blades[+.1][Concealed]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. Continue to train up the new masques. Demonstrate the basics for them, then have them pair off for performance and fighting. 2/4

Basic Combat[1.10]

Advanced Distraction

2.After Practice, do a Full performance in earnest.

+All Henchmen

+Basic Combat[1.10]

+Advanced Distraction

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c8c265 No.35264

Dice rollRolled 5, 3, 4, 4 = 16 (4d5)

>>35213

Combat post

It ain't tough but if we do this right we can have a real boil up. They boys can use a workout and the important thing is stopping dinner from escaping. Tiger Sharks will go from the front, Hammerheads will encircle them and just go to town with the clubs, aim for the brainpan because a smashed up claw is no good for the pot. Lemons can keep watch for reinforcments while the last Hammer can keep manning the Radar so no nasty surprises ruin our lucky catch.

1. Tiger Shark With Club (2.3)

2. Tiger Shark With Club (2.3)

3. Hammerhead With Club (2.25)

4. Hammerhead With Club (2.25)

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c8c265 No.35265

Dice rollRolled 60, 53 = 113 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

6 Made Men[1]

Inventory:

The Exquisite Beauty Massage Parlor

1 Casino[+50 Dollars a turn]

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

525 dollars

11 Drug Cache

3 Contraband Caches

4 Trafficked Women

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged.

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1. Alright, let's get the "Massage Parlor" nice and clean. Spend up to 100$ on furnishings, decour, ambience, and some refreshments for our guests. I want this place spic and span.

2. And let's peruse around the Casino and get people to actually go here. High and wealthy types or anyone with the coin looking for a nice gal to spend the night with, or a little excitement. Find customers to peddle whores and drugs to.

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c8c265 No.35266

Dice rollRolled 4, 1, 2, 2, 4, 4, 3, 2 = 22 (8d5)

>>35264

Roiling towards the crowd of sharks, the strange and chittering Crabblings move with a strange sense of direction. But, otherwise, they are still same, idiotic beasts that they normally are. Grouping together, they try to focus on a single shark man at a time.

COMBAT:

8 Crabblers[.5]

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c8c265 No.35267

>SHARKS:

36

>VS

>CRABBLERS:

11

Although the Crabblers put up a fight, they are unable to meet your brutal, and deadly, frontal assault. As their brains are smashed in, you can only lick your lips at the thought of nicely cooked Crab on the half shell.

>CRABBLERS:

Casualties: 8 Crabblers[.5]

>SHARKS:

Casualties: None

>ADD: Resources

8 Uncooked Crabblers.

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c8c265 No.35268

Dice rollRolled 91, 18 = 109 (2d100)

>>35213

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

>Inventory:

1 Harpoon With Chain [1.1]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

8 Uncooked Crabs

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. What we need is a brainy guy so we don't have to worry about operating all the monitoring tech ourselves and can stick to bashing stuff. With our dear Lady's announcement there's sure to be some down on their luck guy's that got driven out by monsters stupider than us. Obviously whoever he is will need a bit of tinkering to stay on but who'd turn down some pretty gills and a nice set of gnashers, if anything they are a sign on bonus. [recruit some tech nerds that are open to a bit of self-improvement via elective surgery]

2. The boys did some nice work and that will call for celebration soon enough but Crabblers ain't worth movin the safety zone for, Send up one of the Lemon's to sell off half the crabs and spend the cash on anything we can use to extend the radar and have the Tiger's follow just out of sight to see if anything is going bump in the night.

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c8c265 No.35269

>>35268

Chrome dun forgot muh name

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c8c265 No.35284

File: 91125aa9c9e9785⋯.png (33.82 KB,500x500,1:1,Societas Draconistrarum.png)

Dice rollRolled 27, 95 = 122 (2d100)

>>35215

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

4 Friends [.5][Man of Standing]

2 Servants [1.5]

>Inventory:

1150 Dollars

3 Masks

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Resources:

Royal Society Club[+5 Sway/turn]

5 Sway

>Location:

Archival District, +2 level, the Royal Society Club House

1. The Royal Society club is already seeing great popularity. As I suspected, SOCIETY will require more servants - but the third, I think, of a more offensive nature. While the purpose of the majority of society's lower-class pawns is to expand the reach of SOCIETY via influence and eavesdropping, the time may come when a more aggressive approach is needed - or a more direct note left. An agent of society, rather than a member of servant, I suppose. One particularly skilled scalpel will be all we need for some time since.

2. With the expansion of SOCIETY'S actual ranks, some requisition will be needed at all levels, and I do not intend to spend multiple trips back and forth to the docks. The Clubhouse needs better furnishings, high-quality drinks and food, and high-name artwork - at least at a basic level - to establish itself as respectable. A custom-made ring, diminutive and unassuming enough to be unnoticeable, will prove essential for SOCIETY members soon enough, emblazoned with an insignia meaningless and harmless to any who might not understand its purpose - a good deal of them will be as invaluable as the upgrades to the Clubhouse in expanding the influence and allure of an organized underground meetinghouse for only the most exclusive and high-named individuals. The last item we'll need are some armaments - not for the actual members, of course, as they should have their own private bodyguards and servants (and it would be terribly garish to use a SOCIETY agent in public) - but a grouping of smallarms and assassination tools via poisons and the like will be essential for later usage by SOCIETY agents, and I do not intend to run low on them if they are needed later on. Better to stock up now. As our stable income is not likely to be used for any other purpose, expend all of it on these facilities. The opening of another Clubhouse - or another SOCIETY front - is long off, and the wealthy patrons of SOCIETY are always there if money is needed for whatever reason. Besides, as long as SOCIETY expands, tithes and joining fees (as well as upgrading fees when we grow expansive enough) will cover all expenses incurred.

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c8c265 No.35285

Dice rollRolled 92, 96 = 188 (2d100)

>>35214

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.3]

>Henchmen:

3 Knights[1.75]

>Inventory:

4 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

"Strange Symbol" Maritime Investigation[1/8]

>Resource:

"Black Spectre's" Gang Portfolio[1/6]

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1. Our search shall not be deterred by paltry superstition and gruesome scenes, indeed our duty to find these criminals increases!

"Black Spectre's" Gang Portfolio[2/8]

2. Permission has been granted, call for knights of the Order to join us, it is clear that we shall require a larger presence within this city.

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c8c265 No.35286

File: f10cfe06aa5f38b⋯.jpg (93.84 KB,960x708,80:59,jay gadenson.jpg)

File: afb71f98096d221⋯.jpg (10.69 KB,300x168,25:14,beware this fucking prick ….jpg)

>>34885

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

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c8c265 No.35287

File: 696ee94fad6d46a⋯.jpg (219.81 KB,1024x576,16:9,Mairitime Docks.jpg)

File: 86be8cb66baf8f4⋯.jpg (140.36 KB,595x800,119:160,Maritime SIlence.jpg)

>>35218

1-2) Out on the prowl, your men try to do a little "Recruiting". Now, as much as people would love to join your band of insane maniacs, only a few seem brave enough to sign on with your gang, and of those who do, they certainly aren't of Demon quality. Well, not yet anyways.

>ADD: Henchmen

3 Scum[.6]

>>35222

1) Setting herself to work on the task, Patricia tries her hardest to get a grip on things. Running down to the copymaker, she is given a price, and gladly pays it, despite it being a raw deal. Still, she come back with the posters in hand.

>ADD: Resource

1 Poster Cache

>REMOVE:

100$

2. Setting to work on the Docks, you find that things go incredibly well. Work is fast, and efficient, but…Things feel a bit off. As if something wasn't entirely right. The workers you hired for the job, however, don't seem to feel the same way. They mostly work silently, under a strange foreman, but other than that, they do their job, and do it well. In the end, the foreman takes only half of the promised pay, but requests that you hire him for any future work.

>REMOVE: Resources

100$

>ADD: Resources

Basic Dockyard[+30$/turn]

>ADD: Connection

Construction Foreman- Good

>>35228

1-2). Moving through the streets in the dead of night, your men make their way towards the Warehouse with lethal precision, weapons in tow. Spotting their Target, they strike, with precision, throwing the meager guards into chaos.

>ATTACKING:

4 Night-Guards[1.5]

>SURPRISE ATTACK:

Enemy has a negative modifier of [.15]

>COMBAT: Roll a d5 for each unit of yours in combat, numbering each unit thats fighting, and their gear, For example:

1. Night-Guard[1.5]

2. Night-Guard[1.5]

.etc

>>35229

1. Getting down to work on your first subject, you begin carving up their body, and treating their muscles to the chemical cocktail that will enable the massive growth necessary to keep its new musculature intact.

Strong Man[1/2]

2. While you allow the solution to strengthen the man's muscles, you turn your attention to the other. subject. This would be a much, much faster procedure. Cutting into the man's brain, you begin the surgery necessary to route the man's brainpower into the proper senses. When its all said and done, the first Boy Of Silence slinks off the table, his body trembling and quiet.

>ADD HENCHMEN:

1 Boy Of Silence[1][Distorted]

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c8c265 No.35288

File: 58ea7b986213155⋯.webm (1.43 MB,1280x720,16:9,DOOT INTENSIFIES.webm)

File: 6baac6b4fba4981⋯.jpg (98.28 KB,900x645,60:43,Mother.jpg)

>>35236

1-2.) Sending your Grandsons out onto the streets, they stalk through the alleyways, looking for anything matching their parameters. Soon, they have spotted some poor woman, and in a few moments, they are upon her. Kidnapping her, they drag them back to you, and your operating table. Soon, you have begun working on your new subject.

>ADD: Henchmen

1 Mother[1.5][Caretaker]

>>35238

1. As you approach the grave, carrying the bodies of the dead guards and Common Folk with you, you can't help but notice the Giant Towering over you. Covered in brass and iron, he turns to you, his brown Trenchcoat fluttering the light breeze. He moves slowly, but with a heavy clunking sound, as if he was some heavy industry machine. "You know, I would ask if you had come to pay respects…" He begins, his voice a deep, synthesized baritone. "But, from the look of those bodies you're carrying, I wonder if you even know what the word 'Respect' means. I'm gonna give you the benefit of the doubt though, and offer this: Give yourselves up, or things are gonna get loud. I'd prefer the first option, considering I've got better things to do than deal with some two bit gangbangers." He gives the Common folk a pensive stare, his body thrumming.

>APPROACHING

???[8.75][Concussive][Distorted][Mechanical]

>SURRENDER TO ARREST:

Y/N?

2-3) Meanwhile, JJJ goes about town with his bodyguard. As he goes about, he is pulled to the side by another figure, this time a well to do looking man, accompanied by a woman dressed in funeral attire.

>FOLLOW THE MAN:

Y/N?

>>35259

1. Practice goes slow, but some work is done, as the blank masques continue to train. But, without any sort of goal or guidance, it seems that they will end up as those that came before: Comedy Masques.

[3/4]

2. As you prepare your performance, you find it annoying that no one has even shown up. Without a audience, and with no one in sight, you must post pone the show…But where was everyone? And whats with all these soldiers?

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c8c265 No.35289

File: 34c991355c5a90f⋯.png (1.51 MB,1500x800,15:8,Archival Club.png)

File: 643a3d0b72d5648⋯.jpg (410.38 KB,1920x1080,16:9,Botanical mid.jpg)

>>35288

>>35265

1. Sending your men out, they go about ordering the necessary furnishings and such. Beds, pillows, booze, everything that a nice, classy whore house needs to function. Although, none of it is cheap, and by the time your men make it back, they're pockets are empty.

>ADD: Resources

Basic "Massage Parlor"[+40 Dollars a turn]

2. Going around town, you spread the word of the Salon's opening, slipping it into conversation when needed. Soon, you have nice steady stream of bookings with the girls. And speaking of the girls, they don't seem particularly happy with their…Current arrangement, what with being slaves and all

>ADD: Connections

Archive Underground-Provider

>>35268

1. Peering through the waters, and the ruined hallways, you are lead by the new bloods. After hearing that you might need some brains to help with the brawns, they believe they know just the man..er, shark to help. But it'll take some time to track him down…

>ADD: Henchmen

Brains?[2/6]

2. After lurking your way up to the next level, you try to to shuffle off those Crabblers, but unfortunately, nobody wants to buy Crab meat from a scary shark man. How weird.

>>35284

1. As you scan through the potential servant of SOCIETY, you go through quite a few names. Charles, Irvin, Swain, Jeeves. None of them seem like…Well, seem like Societal material. It seemed that good servants of high quality stuff were quite hard to find in the District.

2. Spending all of your money towards the furnishing of the Royal Society Club House, the SOCIETY spares no expenses in purchasing the most refined and spectacular items for its members. Sokolov art pieces, music from the now deceased Sienna Contiello, and much, much more. Infact, when it came to procuring the more darker items requested by them, it was far cheaper. Poison, daggers, knives, all fell into your possession easily. When the shipments are done, and all you do now is to renovate the Club for its new, more refined appearance.

>ADD: Resources

3 Basic Poison Caches

4 Pistols[+.15][Concealed]

4 Daggers[+.05][Concealed]

Club Renovation[1/2]

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c8c265 No.35290

File: e412c9c975bada9⋯.jpg (190.14 KB,1280x532,320:133,Archival Celebration.jpg)

File: 131b84bbc467003⋯.jpg (73.69 KB,564x564,1:1,Archival Art.jpg)

>>35285

1. As you hunt down more info on the Black Spectre's, you push your way through the crowds, finding suspects and possible informants, with whom you spend some very, very, intensive time. However, eventually, you find out some more information about the Black Specre's, or, as they call themselves, Cyclops. Not like it matters what the heretics call themselves, because, regardless of names, they are still criminals under Industrial District law. And after the grizzly crimes they have committed, you have all the more reason to find them.

"Black Spectre's" Gang Portfolio[5/6]

2. After pending your request, the District Lady has deemed it necessary for more knights of your order to be brought in. They will arrive by train shortly, fully trained and equipped, and ready to punish those that deviant from the light.

3 Knights[1.75][1/2]

>>35286

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

3 Associates[1.6]

>Inventory:

1500$

3 Rifles[+.15]

1 Drug Cache

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

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c8c265 No.35291

EVENTS:

>MARITIME:

After a few recent events, it seems that the District Lady has finally mobilized the first of her many new policies, with that being the reveleaning of the Black Ergets, the Lady's personal fighting force. Scheduling a parade through out the Streets, and through numerous Gang Territories, the Lady has made it clear that she intends for this well supplied, and well organized fighting force to quickly restore order to some of the worst off areas of her district. This force of elite troopers seemed incredibly prepared, and bare a force that seems overwhelming, but they seem perhaps…over equipped? Are Tanks of all things necessary? In either case, it seems that most people have chosen to spectate from a distance, as they move through the streets.

>Black Erget troops will now be deployed to the Maritime District. They will also be moving through out the district

>CURRENT LOCATION: Maritime District Palace, moving south.

>ARCHIVAL:

Once again, the power fades. The voice returns, quiet, yet still firm. "It seems, that well, there has been some… Difficulties. I do not think that there is much…of a problem to it. But, there's really nothing to worry about. Nothing to really worry about at all."

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c8c265 No.35292

File: 5bb5f4b3a8dd41a⋯.png (124.69 KB,477x700,477:700,Maritime Erget.png)

File: 0d28f753812a5fd⋯.jpg (698.01 KB,850x1133,850:1133,Maritime WAR.jpg)

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c8c265 No.35293

Dice rollRolled 32, 29 = 61 (2d100)

>>35287

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

4 Test Subject [2][50% chance to die when used in action]

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

3 Willing, full bodied men

3 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1&2. Ladies, it's your turn. Experiment with increasing the ability for the subject to produce pheromones that they can use to manipulate the unaware. With an increase in the person's beauty paired with it the subject could become an amazing speaker. +30

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c8c265 No.35294

Dice rollRolled 69, 34 = 103 (2d100)

>>35287

Leader's fluff & Gang's Fluff: >>35181

Leader & Heroes: Amon Fogel[1.75][Mad Dog]

Henchmen: 3 Demons[1.8], 2 Scum [.6]

Inventory: 2 Basic Drug Caches, 1 Basic Occult Cache, 10 Blades[+.5]

Skills: Basic Brutalization, Basic Intimidation,Advanced Anarchy

Bonus: Demented Destroyers of Death- Unlike so many other gangs in this city, you have a certain viciousness to you, that repulses even the most hardened of criminals. You may choose to pay in human lives, whether they be prisoners or your own henchmen, when rolling. For each life you pay, you get a +15 to the roll.

Connections: Generally terrible

>(where exactly am I located? Wasn't very clear to me, though you may have told me and I just didn't remember or didn't write it down)

Sacrifice: Weakest Scum, by forcing the other two scum to kill the weakest by necklacing. +15

ACTIONS

1-2: Secure a spot to be the Savage 86's first HQ.

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c8c265 No.35295

>>35294

damn you internet. This was me.

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c8c265 No.35297

File: 1d4423a2b72fc81⋯.jpg (67.08 KB,600x600,1:1,RevolutionariesCombatRoll.jpg)

Dice rollRolled 4, 5, 5, 1, 2, 3, 5, 5, 1, 5, 1, 3, 4 = 44 (13d5)

>>35288

The commonfolk looked between themselves, while they like the idea of overthrowing the District Ladies, they are having second thoughts if rebelling means fighting this, machine.

However, they would be quieted down, as the Dockhand assigned to assist them went out in front, pistol twirling around his forefinger. "Well lad, this so called 'Respect' is as mystical as unicorns, given how the law shot down men who haven't lifted a finger to inflict violence. But while I'll reject being locked up, I'll appreciate the choice ya gave."

>APPROACHING ALLIES:

12x Commonfolk [1]

1x Dockmen [1.5] (w/ Basic Pistols)

1-12: Due to the sheer numerical advantage, the commonfolk began pelting and chipping down the machine's armour, throwing rocks & stray bricks, alongside strikes with spare tools to it's chasses.

>12 Commonfolk

13: Meanwhile, the Dockhand keeps his distance away from the ironcladed Jazz machine, avoiding as much clanging and dooting as he can, firing his pistol at any points on him that looks remotely like a weak spot.

>1 Dockman (w/ Basic Pistol)

>Also, send two dockmen on behalf of JJJ with the well-to-do man.

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c8c265 No.35300

Dice rollRolled 67, 4 = 71 (2d100)

>>35288

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

======

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing]

1 Mother[1.5][Caretaker]

>Inventory:

3 Mechanical Repair Kits

4 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. "Hmmm how to make the conversion to the truth easier. Why automating the process to make conversions easier. Yes my sons will get their revenge." Create a something to make the sons automatically

2. "Men the academy has made me very angry do me a favor and raid their warehouses but covertly." Have the grandsons raid the warehouses

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c8c265 No.35301

File: 04fca1491084b4f⋯.jpg (430.06 KB,618x800,309:400,Big Trouble.jpg)

Dice rollRolled 4, 2 = 6 (2d5)

>>35297

As the figure listens to the dock man, all he can do is shake his head. "Y'know, I catch your drift. But, call it a gut feeling: Your not exactly the best of men, are ya?" As the Commonfolk scramble together, he sets his foot down deep into the soil, his body thrumming with pressure.

1. [BIG-BAND][Concussive][Distorted][Mechanical]- Unfurling his coat, it is clear to see that his machine of a man is…well, more machine than man! Huge orchestral instruments burst out, easily dwarfing even the largest of bassoons, and ready themselves for the attack. And what a attack it is! Blasting beautiful beats burst from the wood-brass battery, blowing back the crowd! But, the Musicians performance is not over yet! Moving with the speed of a true professional, he skirts close in and personal, bashing aside the confused and discombobulated Commonfolk, going straight for the head of the Dock Workers. Nobody likes a bully, especially one that's packing a pistol.

2. [CONCUSSION] BEAT EXTEND!

>MODIFIERS:

[Distort][Mechanical]

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c8c265 No.35302

>[REBELLION]

>MODIFIER:[.85]

39.1

>VS

>[1 MAN BAND]

52.5

Although heavily outnumbered, the brass giant knows no bounds! Blasting through the Commonfolk, the pistol barely puts a dent into the chassis as he steams towards the Dockman. Closing in on the leader, his coat unfurls once more, revealing a huge set of Brass Knuckles, which lashes out angrily, sending the Dockman spinning through air, but before he can land, Big Band has one more trick up his sleeve. Two sides of a bell spring out, catching him mid-air, before slamming into the ground, capturing him. Turning back to the Commonfolk, he sighs.

"Hmph. You have no idea what you're getting into, do you, huh? I should'a figured. You gangs…No, revolutionaries We're playing the same beat, but while i'm tuning to jazz, your jumpin to the blues. Listen, I get where you all are coming from. But now is neither the time, nor the place. And you know what? I'll sweeten the deal. Keep your head out of this whole revolutionary business, finish burying those bodies, and you all go free."

The common folk take a moment, talking amongst themselves, before agreeing to the Giant's proposition. "Now, don't let me ever catch wind of you lot getting caught up in this madness ever again, or you'll be hearing from me. There's already enough madness in the city, no need to make it worse. Now, I gotta get goin. I've spent too much time here as sis." And with that the giant grabs the bell containing the Dockman, and with a roar, blasts off into the sky like a rocket.

>REMOVE: Henchmen

Fled: 12 Commonfolk[1]

Arrested: Dockman[1.5]

[PM me for the other result, including the man]

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c8c265 No.35303

>TO: Drm

>ADD: Location

Archival District, +3 layer, Gadenson estate.

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c8c265 No.35304

Dice rollRolled 51, 64 = 115 (2d100)

>>35289

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

Brains?[2/6]

>Inventory:

1 Harpoon With Chain [1.1]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

8 Uncooked Crabs

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. Tell me more about this smart guy shark and go out in 2 pairs to keep looking for him (1 each of Hammerhead and Tiger)

2. Bit of dissapointment with the Crabs but nothing unexpected. What we need is to make contact with someone topside willing to scalp stuff for us an to do that we'll need something worth initiating a conversation over. Send out the Lemon's to check around the area for any labs in the process of being abandoned after our good lady's announcement, maybe they can find some tech or location we can claim and then sell or rent off.

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c8c265 No.35305

Dice rollRolled 99, 68 = 167 (2d100)

>>34885

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

3 Associates[1.6]

>Inventory:

1500$

3 Rifles[+.15]

1 Drug Cache

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

Location: Archival District, +3 Layer, Gadenson Estate

1. In the Maritime District, the sport of boxing, though archaic, is always a wonderful favorite and a spectacular sport. And of course, betting is always an unfortunate and wonderful fact of that. Gadenson will contact boys in the Maritime underworld, see if him and them can rig a few boxing syndicates for income for both. +Basic Persuasion, +Advanced Charisma

2. A man's reputation is the most he has, and one of mystery and conflicting rumors is always a preferable and delightful thing compared to that of a poor man. Let us see if we can create a technique for spreading rumors throughout New Moirai of the fantastical adventures and peculiarities of Jay Gadenson, the man who drifted coolly out of nowhere and bought a palace in the Archival District. It need not even be positive rumors, for rumors are rumors. All it need be is a rumor that those would share in giggles, gasps, and whispers while sharing drinks, arguing over which is correct. This mask of mystery will give us later benefit in various public endeavors +Advanced Charisma

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c8c265 No.35307

Dice rollRolled 60, 42 = 102 (2d100)

>>35290

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.3]

>Henchmen:

3 Knights[1.75]

>Inventory:

4 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

"Strange Symbol" Maritime Investigation[1/8]

>Resource:

"Black Spectre's" Gang Portfolio[1/6]

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1. The Iron gates of the Watch are closing in on this "Cyclops" are closing fast, let us end this farce of an investigation and commence with the actual hunt.

"Black Spectre's" Gang Portfolio[5/6]

2. Send two of our knights here to meet these Knights at the station and bring them here, bringing them up to speed in the process.

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c8c265 No.35308

Dice rollRolled 49, 67 = 116 (2d100)

>>35287

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

10 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

180 Dollars

9 Basic Pistols[+.10]

2 Drug Caches

1 Lockpick Cache

1 Poster Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Neighborhood watch[+25$/turn]

Basic Dockyard[+30$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1.Patricia can head out with a couple of the boys and start setting up these posters around the area, recruitment is sure to pick up.

-Patricia [.75][Assistant]

-2 Dockmen [1.5] +2 Pistols [+0.1]

2. Well damn it looks like the Harbor Lady is really pulling up her pants and gonna get some shit done. Luckily for me my books are in order and I ain’t got nothing to hide. Firstly though I’ll have to send a letter, tell her of my support of her actions and that if she ever needs anything the Kane family has always stood behind the Maritime Family.

+Basic Authority

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c8c265 No.35313

Dice rollRolled 84, 36 = 120 (2d100)

>>35289

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

4 Friends [.5][Man of Standing]

2 Servants [1.5]

>Inventory:

1150 Dollars

3 Masks

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Resources:

Royal Society Club[+5 Sway/turn]

10 Sway

3 Basic Poison Caches

4 Pistols [+.15][Concealed]

4 Daggers [+.-5][Concealed]

>Location:

Archival District, +2 level, the Royal Society Club House

1. Unfortunate. Let us expand the search, then - a suitable agent of SOCIETY, I feel, is a necessary and immediate measure. More than just someone who knows how to deal with 'issues', having a on-site doorman and guard for the Clubhouse is an absolutely essential facet. Certainly, the servants can kill most men, but we don't want the uninitiated to know that, do we? People tend to be so much more attracted to a place when they feel it is not only refined, but also protected, and someone to stand at the door and keep our the riffraff ensures that (as well as opening the door so that Society members might not have to do it themselves).

2. While that's being done, finish up the renovations. A doorman will certainly increase the allure of an exclusive members-only club with whispers of a different level of membership, but his(or her) primary purpose is still to serve as an assassin and faceless soldier of society. The primary draw will, of course, be finely imported Venetian furniture, an elegant Roman facade, pre-release manuscripts from England, caviar straight from Russia, and respected, upstanding speakers - that sort of thing, fine-tuned to the technological and contemporary sensibilities of the archival district. And besides, such prominent speakers might deserve a letter of invitation themselves.

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c8c265 No.35314

>>35313

1 - +10 [Basic Sociology]

2 - +20 [Basic Sociology, Espionage] [1/2 Clubhouse Renovations]

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c8c265 No.35324

Dice rollRolled 40, 66 = 106 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

6 Made Men[1]

Inventory:

The Exquisite Beauty Massage Parlor

1 Casino[+50 Dollars a turn]

Basic "Massage Parlor"[+40 Dollars a turn]

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

615 dollars

11 Drug Cache

3 Contraband Caches

4 Trafficked Women

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged, Provider

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1. Of course they're not happy, they're here to make other men happy. Still, I don't like the chances of em escaping and blabbing off to the cops.

I have an idea to test their loyalty and earn us a nice penny. Let's see if anyone up above is interested in buying a lady for themselves.

First off, we give the gals priveleges, relax em a bit. Nice jewlery, fine clothes, champagne, comfy girls are pretty girls. Let's use say, 50 bucks on this.

Once we get their guard down we someone who's interested in buying one of em, then we have them pretend to be an undercover cop and tell one of the girl's they plan to "rescue" them. If the gal goes along with em and tries to escape, we sell her for a discount. If she's too scared to even think about leaving or better still, rats em out to us, we keep her and tell the man (or lady, you never know) we'll offer him free drinks and a discount on the next person we can sell.

This will be how we wean out the loyal from the unloyal.

2. If we're going to be getting in the business of people we're going to need professionals. Okay boys spend 100 dollars and use our connection to get us in touch with some professional people traffickers for a steady source of Jane Doe's. We'll act as the middlemen of this gig, the underground bags em, we make em pretty, tag em and sell em to some well to do-os or keep em as whores, and split the profits with em. Sets a healthy relationship it does.

I send 3 main men to do this, armed with pistols and cutters just in case.

>Basic Racketeering

>Advanced Smuggling

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c8c265 No.35356

File: 42d6d328ede7875⋯.jpg (31.91 KB,900x563,900:563,red_eyes_watching_you_by_v….jpg)

Dice rollRolled 5 (1d6)

Name: The Crimson Skeleton

Faction Name: Cyclops

Fluff: >>34907 (You)

>Leader & Heroes:

The Crimson Skeleton

>Henchmen:

3 Red Eyes[1.5]

>Inventory:

4 Basic Rifles[+.15]

3 Armored vests[+.5]

1 Machinery Cache

>Skills:

Basic Manufacture

Basic Espionage

Advanced Combat[1.15]

>Bonus:

Red, Baleful Eye- You are well known for your lethality and highly efficient way of combat, and now, your glowing red eyes are a well known warning that danger is soon to follow. Before rolling for combat, roll a d6. On a 4 or more, all living enemy units will gain a [-.15] to their combat final rating.

>Connections:

Worker Unions- Agitated, Intimidated, Vindicated

>Location:

Industry District, 5th factory street, Cyclops HQ

rolling for Red, Baleful Eye

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c8c265 No.35357

Dice rollRolled 4, 5, 3, 2 = 14 (4d5)

>>35356

1 Crimson Skeleton + 1 Basic Rifles[+.15]

1 Red Eyes[1.5] + 1 Basic Rifles[+.15] + Armored vests[+.5]

1 Red Eyes[1.5] + 1 Basic Rifles[+.15] + Armored vests[+.5]

1 Red Eyes[1.5] + 1 Basic Rifles[+.15] + Armored vests[+.5]

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c8c265 No.35364

File: b09e3392c15c2e4⋯.jpg (73.89 KB,634x574,317:287,RevolutionaryCommonfolk.jpg)

Dice rollRolled 95, 10 = 105 (2d100)

>>35288

>>35302

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

5 Dockmen [1.5] (3 w/ Basic Pistols, 2 w/ Swords)

>Resources:

40$

3 Basic Pistols [+.10]

3 Swords [.05]

Post Office [+20$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1: The team hasn't arrived back from the graveyard, with the thought of them being ambushed by the Guards, and gunned down in disrespect. In any of those cases, Johnson directed for the remaining dockhands to head out and recruit new revolutionaries, to cover the alleyways with posters and persuade the people to the cause. With the previous shoot-out in the dockyard's square, there would be some boon to their cause due to the Guards apparently gunning down innocent civilians.

>Basic Recruiting, Basic Patriotism, Advanced Propaganda, James J Johnson, 4 Dockmen (2 w/ Pistols, 2 w/ Swords)

2: Meanwhile, words of the mobilisation of the Black Ergets brought slight fear to the diminished ranks, to the point that in order to avoid the cause being seen like a sore thumb, the Post Office would be improved upon and made more clear that said post office is NOT a front for the revolution.

>$40, 1 Dockman (w/ Basic Pistol)

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c8c265 No.35365

Dice rollRolled 2, 3, 3, 5 = 13 (4d5)

>>35357

>ADD: Leader

Crimson Skeleton[1.75]

>COMBAT:

4 Night Guards

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c8c265 No.35381

Dice rollRolled 1, 5, 5, 5 = 16 (4d5)

>>35357

>>35365

>ATTACKERS:

24.6

>VS

>DEFENDERS:

16.575

Attacking with brutal efficency, and in the dead of the night, the few Night Guards assigned to the building were easily isolated, and than assassinated with quick, and well placed shots. With the guard defeated, their bodies splayed across the ground, you and your men find the Food, and make your escape.

>ADD: Resources

6 Food Caches.

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c8c265 No.35389

test

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c8c265 No.35391

Dice rollRolled 61, 52 = 113 (2d100)

>>35288

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3] (Assassin Blades[+.1][Concealed])

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

4 Blank Masques[1]

1 Rose Masque[.9] [Luster]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

250$

4 Assassin Blades[+.1][Concealed]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. Continue to train the blank masques and rose in basic proficiency in acting and combat 3/4?

2.Go out and move to another, hopefully better location to preform in the maritime district.

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c8c265 No.35395

File: 643a3d0b72d5648⋯.jpg (410.38 KB,1920x1080,16:9,Botanical mid.jpg)

File: f30f5634bd022ae⋯.jpg (37.17 KB,460x259,460:259,Industry Outer.jpg)

>>35293

1-2. Beginning your work on the female test Subjects, you begin to isolate the optimal pheromone patterns that help dull the senses of humans not modified by your own hands. Also, work is done in arranging the most pleasing assortment of facial and body features imaginable.

Basic Painted Lady[2/4]

>>35294

1-2. Throwing out the scum, you give them about 30 minutes to find a HQ, or die trying. After the time is up, you run out after the dregs, whoopign and hollering as you find the first scum hiding in some wimpy shack. With no tolerance of failure, you beat the idiot to death, before heading after the other two. Eventually, you find them in a suitable rundown factory, big enough to fit your riot of a crew.

>ADD: Location

"Thanod & Co. Manufacturing plant"

>>35300

1. Working on the manufacturing process, you slowly begin writing up schematics so as to help speed up the process of your son's creations. However, there are some difficulties. Scrounging up the machinery necessary, and than automating the process slows your progress.

Son Manufacturer[1/8]

2. Nodding compliantly, the Automatons leave, prepared to raid the warehouse. Returning later. they come back to you, carrying bundles of Cat Food in their arms. For a moment, you ponder what had fooled them, but than realize that the Academy must have tampered with their navigational Subroutines! The Bastards!

>>35304

1. As you travel along with the new bloods, you finally reach the place your looking for: A old, abandoned hospital of sorts, abandoned for its submerged nature. However, this poses no problem to your aquatically inclined posse, and as you move through it's corridors, you begin to find signs of life. Finally, pressing onto a meager apartment, you find a demure sharkman, wrapped in a ragged Lab Coat. Dragging the Shark back to the clubhouse, he doesn't seem to wake from his drunken statel

>ADD: Resource

Shark Scientist(?)

2. Spreading around the area, your boys scout around the area, looking for rumors that pertain to goods and loot. You hear a variety of rumors and tall tales, but a few catch your….Ear holes.

[PM me]

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c8c265 No.35396

>>35395

>>35305

1. Upon contact, the higher ups in the workings ponder upon your proposal for a moment, before quickly jumping in on your idea. A brilliant proposition, it was! Soon, a small league of tournaments pops up, hosting only the brawniest and most entertaining of fighters. From all across the District, people flock in to see your fights, and thus, does money flock into your pockets

>ADD: Resource

"Fixed" Boxing[+100$/turn]

2. Had you heard? That new fellow, Gadenson, well, he was a war Hero! Not what I heard though; I heard he was a criminal, one of the few rebels who had fought against New Moirai! Or was he a spy, sent to infiltrate the city and bring it down! Some say that he's a exiled prince, or that he was some thief who had hit the jack pot and was living large! Whatever the case, it seemed that Jay Gadenson is a mystery that is only growing deeper…

>ADD: Resource

Rumor Mill[1/2]

>>35307

1. With the last tidbits of Information found, and the last few witnesses finally interrogated, you finish your portfolio on the supposed "Black Spectre's" Gang, or, as you know now, the Cyclops. Some sort of neo-revolutionist pigs, bent on breaking the city further apart. But, with your forces on the case, you knew that soon, no one would fear the Cyclops; Afterall, they would be too busy fearing you.

>INFORMATION ON CYCLOPS AVAILABLE[PM ME]

2. Approaching your brothers at the station, you make the sign of the Order, and welcome them to their new homes. They seem a bit put off by the heretical nature of those living in the city, and the acts perpetuated by the Cyclops, but regardless, they seem eager to join the fray.

>ADD: Henchmen

3 Knights

>ADD: Resources

3 Blades[+.5]

>>35308

1. With the posters now in place, and with Patricia interviewing those coming, you have a steady flow of Dockmen filing in, looking for a steady job.

>ADD: Resource

Work Wanted Ads[+1 Dock Man a turn/-75$ a turn]

2. After sending your message, you find are woken up by Patricia with astounding news, and a letter pressed into your hands, addressed to you from the Lady Herself! [PM me for details]

>>35313

1. After hours upon hours of work, you dig deep enough into the Archival servers to find your man. He is not cheap. But he is deadly. Welcomed into SOCIETY under the promise of power and influence, this new member is certainly good at his job.

>ADD: Henchmen

1 Wet Worker[2]

2. After sprucing up the place, the The Royal Society club has become quite the up and coming scene to be seen in. The rich pour in, and the Richer stream in, carried aloft by their servants. The best, the brightest, and everything in between, seems to have heard of your place now, even if only marginally. But, there is still the matter of getting the public's eye at large.

>UPGRADE: Resource

Royal Society Club[+10 Sway/turn]

>>35324

1. Although the man approaches, the Girls seem mostly quiet, and indifferent. They seem too nervous to speak, too scared to question. They simply nod their heads as your man speaks, but never do they act any more. You never hear a peep out of them concerning the act, but they never do rat out the stand in. Perhaps they are simply too scared to do much more than complain?

2. Setting yourselves up as the middle man was easy, but locating the slavers was not so: Sneaking girls into the Archival District was the prefered option it would seem. The Slavers you talked to seemed a bit skitish, and made a explicit note that the girls and men they brought in, were specifically out of town, essentially nobodies. And shipping them in from that far away cost quite a bit of money. You brought up the idea of just taking the Archival's poor, but they just look at you stupid, before agreeing to your deal

>ADD: Resource

Slave Trade[+1 girl a turn/-85$ a turn]

4 "Call Girls"[+10$ a turn per girl]

>REMOVE:

4 Trafficked Women

>>35364

1. After fearing for the worse, JJJ returns to the streets, except far more discretely now. Calling to the people, he asks for them to take up arms against this horrid rule, and the people listen. But now, after what could possibly be more deaths, you bid them to hide till the time was right.

>ADD: Henchmen

6 Revolutionaries[1.2][Concealed]

>>35391

1. After all that hard work, your Blank Masques have finally finished their grueling training, becoming quite the adequate actors. They would now be ready to perform, with quite the splendor, along with practicing towards more specialized subsets of acting and fighting.

>ADD: Skills

Basic Combat

Basic Acting

2. Although nowhere near as good as your first performance, you do manage to gather a crowd, who all seemed rather entertained. When you rake in the trays, you find them comfortably heavy with coins and money.

>ADD: Resource

300$

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c8c265 No.35397

Dice rollRolled 34, 47 = 81 (2d100)

>>35395

Leader's fluff & Gang's Fluff: >>35181

Leader & Heroes: Amon Fogel[1.75][Mad Dog]

Henchmen: 3 Demons[1.8], 2 Scum [.6]

Inventory: 2 Basic Drug Caches, 1 Basic Occult Cache, 10 Blades[+.5]

Skills: Basic Brutalization, Basic Intimidation, Advanced Anarchy

Bonus: Demented Destroyers of Death- Unlike so many other gangs in this city, you have a certain viciousness to you, that repulses even the most hardened of criminals. You may choose to pay in human lives, whether they be prisoners or your own henchmen, when rolling. For each life you pay, you get a +15 to the roll.

Connections: Generally terrible

Location: Thanod & Co Manufacturing plant

ACTIONS

1-2: Recruit more people.

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c8c265 No.35398

Dice rollRolled 3, 1 = 4 (2d100)

>>35396

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

3 Associates[1.6]

>Inventory:

1500$

3 Rifles[+.15]

1 Drug Cache

Resource

>"Fixed" Boxing [+100$/turn]

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

Location: Archival District, +3 Layer, Gadenson Estate

1. That Gadenson, they say he's third cousin to the District Lady and second cousin to the devil! Finish up the development of the Rumor Mill. +Advanced Charisma

2. With some income coming in at managable rate, everything he has will go to his biggest ploy of all to get his Delores again. All weekend, every weekend, he'll throw the grandest of parties, as magnificent as it is glamorous, where the entirity of New Moirai is able to arrive. No invitation necessary, merely a simplicity in the heart for a good time, and you can waltz through Gadenson's door. One day, perhaps, she'll wander through his door as well. In the mean time, it will make a great way to recruit as well as make connections. Set up the party, get the catering, band, and alcohol, and spread the word through any and all means!

+3 Associates [1.6]

+Jay Gadenson

+Advanced Charisma

+Maritime Underworld - Good

+"Fixed" Boxing

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c8c265 No.35399

Dice rollRolled 27 (1d100)

>>35398

Wew lad

Might as well reroll the first action

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c8c265 No.35400

Dice rollRolled 81, 95 = 176 (2d100)

>>35396

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.3]

>Henchmen:

6 Knights[1.75]

>Inventory:

7 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

"Strange Symbol" Maritime Investigation[1/8]

>Resource:

"Black Spectre's" Gang Portfolio[1/6]

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1.2. It is time to begin the hunt for these Heretics, the time has long past for these 'Cyclops' to be brought to justice.

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c8c265 No.35405

Dice rollRolled 9, 96 = 105 (2d100)

>>35396

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

5 Dockmen [1.5] (1 w/ Basic Pistol, 2 w/ Swords)

6 Revolutionaries [1.2][Concealed] (2 w/ Basic Pistols)

>Resources:

20$

3 Basic Pistols [+.10]

3 Swords [.05]

Post Office [+20$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1: Once again, the masses of the hidden revolution continued to gather. Spreading the general distrust against the current government. Due to the Revolutionaries' ability to be less blatant in their actions, Johnson used them instead of the dock workers to persuade the masses out of the Guard's sight.

>Basic Recruiting, Basic Patriotism, Advanced Propaganda, James J Johnson, 6 Revolutionaries (2 w/ Basic Pistols)

2: Meanwhile, Jerry will not be lent money to do something, as it appears he spent a unknown amount of it on booze from the Sailor's Song upstairs, instead of improving the post office in any way. This time around, the spare dockmen would make sure he doesn't binges on liquor with the money given, so that the post office can be 'separate' from the revolution in the eye of the law.

>Basic Recruiting(?), 5 Dockmen [1.5] (1 w/ Basic Pistol, 2 w/ Swords), 20$

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c8c265 No.35406

Dice rollRolled 12, 40 = 52 (2d100)

>>35395

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing]

1 Mother[1.5][Caretaker]

>Inventory:

3 Mechanical Repair Kits

4 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

Son Manufacturer[1/8]

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. "I'll work on the Son Manufacturer and keep going with that because I might not be around forever." Keep working on the Son Manufacturer

2. "GRAND SONS report to me for modifications that I might implement hopefully that failure won't happen again." Have the GrandSons modify their navigational subroutines.

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c8c265 No.35409

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c8c265 No.35410

Dice rollRolled 60, 32 = 92 (2d100)

>>35395

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

5 Test Subject [2][50% chance to die when used in action]

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

3 Willing, full bodied men

2 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1&2. Continue my research. Basic Painted Lady. +30

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c8c265 No.35411

>>35410

basic painted Lady at 2/4

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c8c265 No.35412

Dice rollRolled 38 (1d100)

>>35406

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

for 2

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c8c265 No.35413

Dice rollRolled 4, 84 = 88 (2d100)

>>35396

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3] (Assassin Blades[+.1][Concealed])

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

4 Blank Masques[1]

1 Rose Masque[.9] [Luster]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

550$

4 Assassin Blades[+.1][Concealed]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. Train up Rose so that she can lead a show of her own. It'll be hard organizing an show and performing her at, not too mention defending herself but she has the potential. (make her a hero)

2. Go out and buy An array of weapons for the new masks. Katars or punch daggers for future Rages, Great swords or axes for Despairs, and for myself? A saber, that is well balanced and sharp. A pistol as well if possible. (weapons get for myself and other mask types)

+450$

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c8c265 No.35422

File: 52c1014c898c098⋯.jpg (907.07 KB,1638x1002,273:167,gavin-bioshock-infinite-fo….jpg)

Dice rollRolled 40, 78 = 118 (2d100)

>>35396

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

11 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

160 Dollars

9 Basic Pistols[+.10]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Work Wanted Ads [+1 Dock Man a turn/-75$ a turn]

Neighborhood watch[+25$/turn]

Basic Dockyard[+30$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Contact the Foreman, we have some decent cashflow and alot of workers to haul shit, we can get started on fixing up the Fishery.

+100 Dollars

Construction Foreman- Good

+11 Dockmen

2. Well if ominous tidings are true I'm gonna need some better protection. The dockmen are a hardy folk but lack any real discipline. I have an old friend by the name of Jackson Hardy or Dirty Jack as his friends know him. he's an ex marine guard, he left after the influx of nepotism and corruption. He must be drinking his troubles away as always but maybe I can convince him to help us out.

+Basic Authority +10

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c8c265 No.35433

Dice rollRolled 33, 23 = 56 (2d100)

>>35395

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

Shark Scientist(?)

>Inventory:

1 Harpoon With Chain [1.1]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

8 Uncooked Crabs

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

Extra Arms

1. Those robots seem as good a starting point as any, Go around do a bit of intimidating find out what people know about the mechanical men and where to find them.

2. The boys seem ready and we'll need some income coming in to really get things going. Go around topside and bash some heads for protection money and make sure people know not to screw with any shops that we are in charge of.

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c8c265 No.35441

Dice rollRolled 73, 45 = 118 (2d100)

>>35396

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

4 Friends [.5][Man of Standing]

2 Servants [1.5]

1 Wet Worker [2] [Equipped w/pistol, +.15, Concealed]

>Inventory:

1150 Dollars

4 Masks

3 Basic Poison Caches

4 Pistols [+.15][Concealed]

4 Daggers [+.-5][Concealed]

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Resources:

Royal Society Club lv. 2[+10 Sway/turn]

20 Sway

>Location:

Archival District, +2 level, the Royal Society Club House

1. With those essential facets out of the way, SOCIETY's influence could be enormously expanded through the acquisition of one of man's most exploitable vices - gluttony. The Archival district is hard-pressed for world-class restaurants, which means the acquiring and renovation of one should be simple enough - and SOCIETY's influence should well ensure a steady flow of customers. High society never spends all its time in one location, so acquiring - or creating - the district's finest restaurant will be a logical expansion of influence and power, as well as providing an amicable source of both funds and well-trained servants for the group beneath the surface.

2. On that note, it is well time to expand the ranks of SOCIETY proper. With the Clubhouse and its reputed whispers becoming the most popular place for the richest and most powerful, the pool of suitable recruits is expanding rapidly, and we can become more selective while also having an easier time of it. As SOCIETY grows in repute and admiration, we ought grow our membership as well, selecting and bringing the most elite members of the Archival district into our fold - each Count and Marquis serving to further expand our control over the district's functions, and closer to the district's Lady.

I hear even those who control the voting blocks and camera controls have expressed some interest in the most beautiful Club in the district…

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c8c265 No.35446

Dice rollRolled 33, 65 = 98 (2d100)

Name: The Crimson Skeleton

Faction Name: Cyclops

Fluff: >>34907

>Leader & Heroes:

The Crimson Skeleton

>Henchmen:

3 Red Eyes[1.5]

>Inventory:

4 Basic Rifles[+.15]

3 Armored vests[+.5]

1 Machinery Cache

6 Food Caches

>Skills:

Basic Manufacture

Basic Espionage

Advanced Combat[1.15]

>Bonus:

Red, Baleful Eye- You are well known for your lethality and highly efficient way of combat, and now, your glowing red eyes are a well known warning that danger is soon to follow. Before rolling for combat, roll a d6. On a 4 or more, all living enemy units will gain a [-.15] to their combat final rating.

>Connections:

Worker Unions- Agitated, Intimidated, Vindicated

>Location:

Industry District, 5th factory street, Cyclops HQ

rolling for Red, Baleful Eye

#1-2 distribute the 6 food cache's to the Union leaders, asking them to give it to those workers who need it most showing Cyclops genuinely care for their wellfare. tell them there could be more, much more, if they were to overcome their fear of us, who are not their enemy but their ally, and aid us in our cause with access to their labor and their resources as we have asked before. Cyclops fights for the common people, but the people must aid in the fight.

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c8c265 No.35453

File: e412c9c975bada9⋯.jpg (190.14 KB,1280x532,320:133,Archival Celebration.jpg)

File: 9d0befbd3f18584⋯.jpg (38.39 KB,780x439,780:439,Archival Count.jpg)

>>35397

1-2. Rolling through the streets, your pack of demons grins wildly as you break into the ramshackle homes of the poor, before dragging them out into the streets and forcing them to march with you. Those not fast enough to escape, or too slow to keep up, are pushed forward, until you once again reach your new found home.

>ADD: Henchmen

4 Scum[.6]

>>35398

1. Although the rumors continue to circulate, there seems to be a lack of energy behind them now. The rumors are smaller, the myths are miniscule, the legends are simply…unalluring. Looking further into the matters, you try to find what the problem is.

Rumor Mill[1/2]

2. As you open the doors to your party, you find, to your shock, that there was but a few scarce party goers stumbling through, already drunken. Appalled by the lack of reception, you pull one of the few sober attendee's aside, asking him a few questions. It would seem some…Count had decided to host a most spectacular party on this very night! And even worse, he had not invited you! This would prove to be a most unfortunate development!

>ADD NEW: Rival

The Count- So long as this mysterious Count continues to show off his unmatched millions so flauntingly, you will take penalties to all rolls involving building connections, or hosting any events. However, the Count may be persuaded to post pone his events, in favor of some help in his own schemes…

>>35400

1-2. After tracking the Cyclops movements, you make your way towards their supposed next stop: After deducing that the attacks against the Food stores had been made by the Cyclops, you hurriedly made plans to attack what could only be considered their appearance: Redistributing that food to the poor. However, despite the speed at which your knights hurry, they are unable to catch the heretics in the act. As you approach, your righetous steel in your hands, and holy fire burning in your hearts, you spot your quarry, as they have begun to make leave of their scene. But as they spot you, they know that they would not be leaving in peace.

>COMBAT

>APPROACHING:

3 Red Eye's[1.5][+.15][+.5]

1 Crimson Skeleton[2.25[+.10][Hero of the Cause]

>>35405

1. Persuading the people to return to trusting the Beacon was not hard; But to act in it's favor was another thing all together. With the Egrets in action, many felt that there was no need for the beacon. Further still, there were rumors of a whole group of your men getting tossed about by a metal man. How much of it was true, you do not know, but, they seemed quite certain of it. You do, however, talk a few of the fled conspirators back into joining with you.

>ADD: Henchmen

2 Commonfolk[1]

2. Working on making the post office a legitimate business goes swimmingly, once you dragged Jerry out by his feet, and sobered him up a bit. It went even better, after tasking the dockmen to fixing up the place, along with throwing some money their way.

>UPGRADE:

Post Office[+40$/turn]

>>35406

1. Grumbling angrily to yourself, you could swear you heard a annoying clicking sound coming from some unknown location in your workshop. Unable to focus, you spend the better half of your day having your sons tear apart the shop, until finally finding a broken Alarm Clock that you had invented.

2. As you crack open your Grandson's cranial space, a small thought pops into your head, only to be pushed away. No, you had better things to focus on. There was no time for that. Instead, you focused on trying to kick their navigational system.

[1/8]

>>35410

1-2. A snip there, a tuck here, a smattering of hyper-productive pheromone emitters there…And Violae! You have finished your testing for the Painted Ladies data, and now, you were ready to produce the real deal! The test Subject below you beams with radience, and if it weren't for your vast intellect and self control, you're not sure that you would be able to keep yourself from performing her every whim. Making a minor note of it, you decide to block a few key Pheromone receptors, for the time being.

>ADD: Skill

Basic Pheromonal Boosting [Painted Ladies]

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c8c265 No.35454

File: 0c4b54b935dc65a⋯.jpg (84.73 KB,662x820,331:410,Maritime ergets.jpg)

File: 9d6345706832179⋯.jpg (289.82 KB,1400x802,700:401,Maritime.jpg)

>>35453

>>35413

1. It is clear that she has the potential, as she at first seems to relish at the chance of getting her own production. However, experience certainly means a lot more than talent in the theater world. Watching her get boggled up in the details, you have to swoop in and save it yourself. Anyone can learn to act, but it will take time and patience to teach her the arts of the Theater.

[1/16]

2. Sending your masques out, they do indeed make a splendid affair of purchasing not only the most wicked, but the most deadly weapons that they can get their hands on.

>ADD: Resources

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

>>35422

1. "Glad to be working again with you, Mr. Kane." The Foreman said, lowering his glasses as he watched his workers move the heavy pallets containing the heavy materials needed to fix the fishery. Quickly setting themselves to work, you cross your arms. However, as you watch them work, Patricia comes quickly. "Hey Boss! You got a package in the mail!" She calls out. Making your way upstairs, you find a Black Egret waiting next to a large crate. With a curt nod, he hands you a letter, before returning outside, and skipping off on his bike. Inside of the box, you find the Armor and Shields you had requested.

>ADD: Resource

Basic Fishery[1/4]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2. Poking your head around the local bars, you think you catch wind of where Ol' Dirty Jack might be at. But, at the moment, your still on loose ends…[1/2]

peats gently. However, the voice returns, except more localized. As if targeting some people. "Well, maybe. Maybe one reason to be afraid. I can tell that some people are…being very sneaky. But, there's no real reason to be afraid. At the moment. Okay?">>35433

1. Snooping around through the layers, you feel your self coming closer to your prey. However, it would seem that sightings had recently dried up. The latest rumors, as it turned out, were that of the mechanical men stealing a bunch of old cat food. But now? Who knows. But, you're a patient bunch. All it would take is one more slip up..

[1/4]

2. Although frightening, you seem perhaps a bit…too frightening? The only people you get to come to you are either the poor, or the desperate, and perhaps the rich and foolish. [PM]

>>35441

1. A restaurant, come to think of it, would be a splendid addition to the SOCIETY's holdings. Going about, you begin to get the necessary charters, sign the necessary paperwork, and finally, doing all the boring bureaucratic work. However, they make a strict promise that, due to your prestigious backers, and the public's demand for more food, that you will be given priority in building.

>ADD: Resource

SOCIETY Restaurant "(Name Here)"[1/2]

2. Offering the hand of membership through the ranks of your attendee's, you see a few more show interest in what you have to say, and what you have to offer. But a few of the more…Official types seem to have nothing much to say, besides a few stern "No"'s.

>ADD: Henchmen

1 Friend[.5][Man of Standing]

>>35446

1-2. Quickly, in a flurry work, your men begin to deliver the food stuffs to the Union Leaders. They seem rather amazed by your bravado, and your ability to actually get some results done. Many say that they owe you and your men, and many more offer their gratitude.

>ADD: Connections

Worker Unions-Impressed, Sympathetic, helpful

>REMOVE: Resources

3 Food Caches

However, as you deliver the last of the Food Caches, you see from the distance a group of what seemed to be…Knights in armor? Preparing your rifles, you can tell that they mean no good towards the cause. And from the icons they bare, they are nothing more than dogs of the Industry Lady. Cocking a bullet into your barrel, you know that these fools will not let you go in peace.

>COMBAT

>APPROACHING:

6 Knights[1.75][+.5]

>EVENT'S:

>MARITIME:

The Black Ergets have moved! They are now in the Second Dock, Importing district. In other news, there have been increasing reports of homicide, that involves the use of strange contraptions.

>ARCHIVAL:

Now, the lights flicker occasionally. Although not enough to bother the people or databases. However, they seem to be centering around certain areas. "Funny. Very Funny. You know, I have to comment on that. On all this. After all, there's no reason to be afraid. We've had our little…power issues before. Little issues. No reason to be afraid." The voice responded.

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c8c265 No.35456

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

6 Made Men[1]

Inventory:

The Exquisite Beauty Massage Parlor

1 Casino[+50 Dollars a turn]

Basic "Massage Parlor"[+40 Dollars a turn]

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

705 dollars +130/turn-85/turn

11 Drug Cache

3 Contraband Caches

Slave Trade[+1 girl a turn/-85$ a turn]

4 "Call Girls"[+10$ a turn per girl]

Slave Trade[+1 girl a turn/-85$ a turn]

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged, Provider

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

Stats

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c8c265 No.35458

Dice rollRolled 80, 70, 64, 73 = 287 (4d100)

>>35456

>Missed Turn

1-2. "Let's get our budding drug business started up too, since we have some cache's. Start spreading some seeds to some nice wealthy folk looking for an interesting time where they can get it. We'll begin to trickle out some of this stuff and get more cash flowing."

Basic Racketeering

>Current Turn

1-2. Hire more Made Men.

"Remember boys, we only hire familia. That means Italians or any of the other former sons and nephews of the dead don's looking for a new gig."

Spend 300 Dollars

Basic Racketeering

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c8c265 No.35459

Dice rollRolled 55, 81 = 136 (2d100)

>>35453

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

3 Associates[1.6]

>Inventory:

1400$

3 Rifles[+.15]

1 Drug Cache

Resource

>"Fixed" Boxing [+100$/turn]

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

>Rival:

The Count

Location: Archival District, +3 Layer, Gadenson Estate

1. That whole debacle was an egregious setback, no doubt. However, Gadenson decides to get to the bottom of the issue with his rumor spreading, and assigns one of his associates to do so, as well as giving him $200 to grease the gears.

+1 Associate [1.6]

+Advanced Charisma

+$200

2. This Count figure, I feel, has as much pain and ambition as Gadenson so does. He'll go to him, and see what manner of circumstance the two can put each other on. Perhaps, indeed, their paths might be beneficially intertwined, and perhaps indeed the two can help each other out

+Gadenson [1.7]

+Basic Persuasion

+Advanced Charisma

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c8c265 No.35460

Dice rollRolled 62, 54 = 116 (2d100)

>>35453

Leader's fluff & Gang's Fluff: >>35181

Leader & Heroes: Amon Fogel[1.75][Mad Dog]

Henchmen: 3 Demons[1.8], 5 Scum [.6]

Inventory: 2 Basic Drug Caches, 1 Basic Occult Cache, 10 Blades[+.5]

Skills: Basic Brutalization, Basic Intimidation, Advanced Anarchy

Bonus: Demented Destroyers of Death- Unlike so many other gangs in this city, you have a certain viciousness to you, that repulses even the most hardened of criminals. You may choose to pay in human lives, whether they be prisoners or your own henchmen, when rolling. For each life you pay, you get a +15 to the roll.

Connections: Generally terrible

Location: Thanod & Co Manufacturing plant

Sacrifice: 1 person, the weakest scum.

ACTIONS

1-2: Set up a drug lab inside the Thanod & co building.

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c8c265 No.35464

Dice rollRolled 29, 99 = 128 (2d100)

>>35453

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

6 Test Subject [2][50% chance to die when used in action]

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

3 Willing, full bodied men

1 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

Basic Pheromonal Boosting [Painted Ladies]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1&2. Well then my dear, it seems you are the lucky final product. Begin making her into a Painted Lady. +30

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c8c265 No.35465

File: 515ddb07fca88b9⋯.jpg (140.71 KB,692x1200,173:300,Booker-DeWitt-Fan-Art-by-D….jpg)

Dice rollRolled 90, 86, 53 = 229 (3d100)

>>35453

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

12 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

40 Dollars

9 Basic Pistols[+.10]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Work Wanted Ads [+1 Dock Man a turn/-75$ a turn]

Neighborhood watch[+25$/turn]

Basic Dockyard[+30$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1.Hmmm maybe I should check down at the Sailor’s Song Pub, that old bastard always loved the drink there. Mind you I’ve hard rumors of the place lately better stay on my guard. 1/2

+Ellis Kane[1.55]

+Pistol [+.10]

+Basic Authority

2. Cotinue with the rebuilding the of the fishery 1/4

+Construction Foreman- Good

3. Not far from here is an old sailors inn by the name of “The Rusty Gull” it was owned by the Kane company but has know fallen into disrepair and might even have some squatters. I can send the boys and Patricia to start cleaning the place out, ain’t gotta do nothing super fancy to it, just make it livable again.

+12 Dockmen

+Patricia

+40 dollars

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c8c265 No.35479

Dice rollRolled 2, 76 = 78 (2d100)

>>35454

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3]Resplendent Saber[+.2][Master Crafted]

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

4 Blank Masques[1] Axes[+.10]

1 Rose Masque[.9] [Luster] (1/16)Assassin Blades[+.1][Concealed]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

100$

4 Assassin Blades[+.1][Concealed]

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. Continue training Rose up to be a Lead for the Troupe. She has the skills, but does she have the endurance and desire? (1/16)

2.The Blank Masques are now equipped with axes, so recently bought. They are trained in their use, to be brutal and unforgiving in Rage or inexorable and unfailing in Despair. They will earn their masks shortly. (turn them into Rages or Despairs)

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c8c265 No.35483

Dice rollRolled 38, 93 = 131 (2d100)

>>35453

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing][1/8]

1 Mother[1.5][Caretaker]

>Inventory:

3 Mechanical Repair Kits

4 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

Son Manufacturer[1/8]

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. "Keep on building the son manufacturer, I don't need more delays and more setbacks"

2. "Improve my Grand Sons's navigational systems, I can't afford another failure not now and not ever.

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c8c265 No.35486

Dice rollRolled 7, 91 = 98 (2d100)

>>35453

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

5 Dockmen [1.5] (1 w/ Basic Pistol, 2 w/ Swords)

6 Revolutionaries [1.2][Concealed] (2 w/ Basic Pistols)

2 Commonfolk [1]

>Resources:

40$

3 Basic Pistols [+.10]

3 Swords [.05]

Post Office [+40$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1: News that the ambush didn't lead to more casualties brought a bit of relief to Johnson, but the fact that they got routed by what equates to a half-man half-saxophone is in no doubt embarrassing. However, the commonfolks were key in assisting the Revolution getting a steady grip in the local port, so they were sent out with a few men to help recover the rest of the routed.

>Recruit back the routed Commonfolk.

>Basic Recruiting, Basic Patriotism, Advanced Propaganda(?), 2 Commonfolk, 6 Revolutionaries (1 w/ Basic Pistol, 1 w/ Sword), 20$

2: Given some time however, Johnson felt unsafe. If such a machine could defeat a force that outnumbers it greatly, then how can he himself be sure for his safety? After all, he is wanted by the Guards due to his actions, so surely it's only a matter of time… Maybe he could help out with the Post Office upstairs from the lower basement, surely they might need a hand in making it better, maybe recruit some Couriers to help ferry mail for the local city blocks.

>Recruit Couriers, who work for the Post Office.

>Basic Recruiting, Basic Patriotism, James J. Johnson, 5 Dockmen (1 w/ Basic Pistol, 1 w/ Sword), 20$

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c8c265 No.35527

Dice rollRolled 5 (1d6)

Name: The Crimson Skeleton

Faction Name: Cyclops

Fluff: >>34907 (You)

>Leader & Heroes:

The Crimson Skeleton [1.75]

>Henchmen:

3 Red Eyes[1.5]

>Inventory:

4 Basic Rifles[+.15]

3 Armored vests[+.5]

1 Machinery Cache

3 Food Caches

>Skills:

Basic Manufacture

Basic Espionage

Advanced Combat[1.15]

>Bonus:

Red, Baleful Eye- You are well known for your lethality and highly efficient way of combat, and now, your glowing red eyes are a well known warning that danger is soon to follow. Before rolling for combat, roll a d6. On a 4 or more, all living enemy units will gain a [-.15] to their combat final rating.

>Connections:

Worker Unions-Impressed, Sympathetic, helpful

>Location:

Industry District, 5th factory street, Cyclops HQ

rolling for Red, Baleful Eye

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c8c265 No.35528

File: 7e2eb4889257392⋯.jpg (50.32 KB,564x447,188:149,221c000b5777de6ffc56d32e9b….jpg)

Dice rollRolled 4, 5, 1, 5 = 15 (4d5)

>>35527

1 Crimson Skeleton + 1 Basic Rifles[+.15]

1 Red Eyes[1.5] + 1 Basic Rifles[+.15] + Armored vests[+.5]

1 Red Eyes[1.5] + 1 Basic Rifles[+.15] + Armored vests[+.5]

1 Red Eyes[1.5] + 1 Basic Rifles[+.15] + Armored vests[+.5]

eyes glow red, flashing their challenge. they dart back into the darkness of the factory. the Crimson Skeleton talks to his men as the Knights approach. "all we fight for, our cause, cannot be justified by ourselves. it is the worker and the common man we fight for, that he might believe in himself and his ability to fight the oppressor. we can but lead the way to freedom, and it is up to them to take it themselves. if they sit back and cower in fear, watching us to die, then we have already lost and you need not worry. but if courage stirs in their hearts, and they join us and crush those who would try to squash them, then know that you fight for a just cause."

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c8c265 No.35535

Dice rollRolled 25, 98 = 123 (2d100)

>>35454

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

5 Friends [.5][Man of Standing]

2 Servants [1.5]

1 Wet Worker [2] [Equipped w/pistol, +.15, Concealed]

>Inventory:

1150 Dollars

4 Masks

3 Basic Poison Caches

4 Pistols [+.15][Concealed]

4 Daggers [+.-5][Concealed]

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Resources:

Royal Society Club lv. 2[+10 Sway/turn]

Haute Coutre lv. 1 [1/2]

30 Sway

>Location:

Archival District, +2 level, the Royal Society Club House

1. Finish the construction of our restaurant, 'Haute Coutre'. It should provide enough money to more than cover any possible fees incurred by SOCIETY and expand our influence over both the Archival district and its flow of society and fashion. [1/2]

2. Continue recruitment efforts, particularly targeting those who can get us closer to both the mechanical controls and Lady of the district. Once SOCIETY penetrates there, the district will be ours, and the word of SOCIETY becomes the law of culture itself; at least for this part of town.

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c8c265 No.35536

>>35535

1) +10 = 35

2) +30 = 128

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c8c265 No.35539

Dice rollRolled 46, 93 = 139 (2d100)

>>35454

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

Shark Scientist(?)

>Inventory:

1 Harpoon With Chain [1.1]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

8 Uncooked Crabs

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. Keep lookin around for the mechano men, they seem to be the toughest guys currently making a name for themselves and that means takin them out is a ticket straight to the big leagues [1/4]

2. Even if they aren't full fledged modders the gang needs some eyes and ears to interact with the weirdos that don't want amazing enhanced physiologies. See about recruiting any gangers from groups that dissolved with the move of the safe zone, we can eventually mod them but if the traders are gonna close their doors when we're looking to buy and sell we are gonna be in trouble. Plus we can just give them some basic gills and a tattoo as a test of allegiance.

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c8c265 No.35622

Dice rollRolled 3, 2, 5, 4, 3, 5, 5 = 27 (7d5)

>>35453

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.3]

>Henchmen:

6 Knights[1.75]

>Inventory:

7 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

"Strange Symbol" Maritime Investigation[1/8]

>Resource:

"Black Spectre's" Gang Portfolio[1/6]

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

Commander Viktor Shatterhand[2.3]+Blade[+.5]+Basic Combat[1.10]

6 knights [1.75]+Blade[+.5]+Basic Combat[1.10]

Criminals and Heretics, they shall burn for their crimes.

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c8c265 No.35631

>COMBAT<

>Cyclops:

34.25

>VS<

>KNIGHTS

53.04

>Results:

Coming to a abrupt clash in the middle of the street, chaos reigns as the Cyclops' men lay down a steady line of fire towards the charging knights. Metal buckles, and one knight falls, denied the glorious death he had deserved. But, soon, the others are on upon them to avenge their brethren. Far more proficient in combat than the Red Eyes, the Knights quickly begin to cut through them, cleaving through with righteous anger. As the din of battle calms, the dead are acounted for, and to the knight's dismay, only three bodies of the enemy are found. The Crimson Skeleton had escaped, sacrificing his men.

Crimson Skeleton:

>REMOVE: Henchmen

3 Red Eyes

>REMOVE: Resources

3 Rifles

3 Armored Vests

The Iron Watch:

>REMOVE: Henchmen

1 Knight

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c8c265 No.35632

File: d190f5810879b3d⋯.jpg (81.65 KB,905x507,905:507,RedSkullInScene_905.jpg)

Dice rollRolled 5 (1d5)

>>35528

Crimson Skeleton stands and looks. his men were dead, they died for the cause. but he turned and gazed at the factory. all around, not a single worker had risen up to help them. out of dozens of them there, who outnumbered the knights, who had wrenches, clubs, and their own hands. not one. the realization dawned on him fully. it didn't matter if he fled the scene to rebuild Cyclops. the workers and the people did not believe in themselves, and no amount of fighting, impressing, or teaching the would ever bring them out of cowardice to fight the oppressor. disheartened and failed, he decides to make a charge against the five remaining Knights firing his gun. it was all he had left.

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c8c265 No.35633

File: dc84c0af397dc8b⋯.jpg (11.88 KB,1680x700,12:5,A fire.jpg)

>>35632

Please roll me a d100 to see the effects of your counter attack.

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c8c265 No.35634

File: 00ae8823d335376⋯.jpg (78.17 KB,593x900,593:900,Marvels_Project_Vol_1_6_Pa….jpg)

Dice rollRolled 10 (1d100)

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c8c265 No.35635

>>35634

With shallow, lifeless breathes, the Crimson Skeleton holds the rifle shakely in his hands. It had all been for naught. Nothing had mattered. The workers didn't care, his men had been slaughtered. All he had left to do, was to die. Die, and let his dream end. But, as he turned the corner, he felt a sudden chill. A cold shiver ran through his body, as the world before him seemed shattered and broken. No Knights, no corpses. No one.

[PM me when you get the chance.]

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c8c265 No.35652

File: 3af96c78f8ce4d5⋯.jpg (52.1 KB,371x480,371:480,The Eye Closes.jpg)

File: 1c35f58dfb3c11f⋯.jpg (82.06 KB,547x858,547:858,Painted LAdy.jpg)

>>35635

>GANG ELIMINATED:

With the overwhelming attack from the Order, and the people's refusal to turn the tide, the Cyclops's red eye was closed, as its valiant soldiers were run through with the blade of oppression. It's men killed, and it's leader nowhere to be found, the gang has been whipped from the Face of New Moirai.

>>35458

1-2. With the drug caches in stock, you begin getting into contact with some dealers looking for more product. Soon, you're seeing some Revenue, and Drug resellers are calling in, looking for some more supplies.

>ADD: Connections

Drug Dealers: Archival- Steady Supply

Archival Guard: Crime Rating 15%

1-2. Sending your Made Men out, you go to some of the old don's former holdings, putting out the word that somebody's bringing the gang back together, and that there's a new Don on the rise, looking to unite the families, and restore their power. Some shake their head, still embittered by the loss of their own. Some, however, grin at the idea, and quickly join up.

>REMOVE: Resource

300$

>ADD: Henchmen

4 Made Men

>>35459

1. Things taken a turn for the worse. A turn that Jay Gadenson didn't quite like. Looking to fix his unmysterious reputation, he sends a Associate out, with some money in hand, so as to stir up the rumor mill. Suddenly, everything is back in action, as more and more is supposedly revealed about the Mysterious Gadenson. "Did you hear? He has a metal from the CORE Lord!" goes about often, along with "I hear he has connections to the underground!" Never the less, more and more come to you, seeking resolution.

>ADD: Resource

Rumor Mill[+5 Sway/turn]

2. Driving up the Count's manor, you are greeted by lavish gardens, and turn of the century architecture. Following closely by your side, are your Associates, and as you close in on the Count, you see him there, Butler by his side, and two glasses of wine. He had been expecting you.

[PM me]

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c8c265 No.35653

File: 4597aae9e863a99⋯.jpg (13 KB,575x142,575:142,INDUSTRY.jpg)

File: 20024c6fc465489⋯.jpg (496.49 KB,1280x927,1280:927,Where.jpg)

>>35460

1-2. Despite your difficulties and lack of knowledge towards the subject, you are adamant on the creation of a Drug Lab. Getting to work, your men are quick to throw the weakest of the scum into the work, and unsurprisingly, a few hours later, you hear a explosion rip through the factory. It seems that although he had made some progress, the fool had messed up, and killed himself. With total disregard, you throw the Scum off the roof of the building and get back to work.

>Crude Drug Lab[2/6]

>>35464

1-2. Getting to work on the Painted Lady, you begin applying the very, very final touches. Initiating the Pheromone producers, touching up on her facial figures, and body adjustments. But soon, your specimen rises from the table, as beautiful as any one woman can be. Even with many of your own receptors turned off, you can hardly resist the utmost atmosphere of allure that emanates from her, and you find your heart beating faster and faster as you see her move. She smiles as you show her a mirror; Before, she was once a young, hopeless girl. Now, she was a goddess.

>ADD: Henchmen

1 Painted Lady[1.2][Allure]

>>35465

1. Rolling into the Sailor's Song pub, you are greeted by a few strange sights: Groups of Dockmen gather round tables, and looking at you suspiciously as you enter, and the few regular common folk that linger about. But, never the less, you see Ol' Dirty Jack, passed out on the bar. You could just grab him and leave, but it seems that there might be some other people you could talk to…

>ADD: Connections

The Beacon: In Touch.

>You may now contact The Beacon.

2. Work goes swimmingly, as the Foreman directs the rather quiet workers. Laying down the foundation, and continuing to establish the docking system, you will soon enough have it finished, and filled.

Fishery[3/4]

3. Approaching the Inn, your Men and Patricia are prepared to find some squatters and begin the renovations. Indeed, they are even prepared to fight, if necessary. However, what they do not expect, is to find a family of Squatters. Living in the old, abandoned rooms, you find a small family, consisting of a father, a mother, their two sons and two daughters. You have enough force to easily push them out, but will you?

[How do you deal with the Homeless Family?]

>>35479

1. Slamming Rose down onto the ground, she groans in frustration, in a very similar way to yourself. Despite the training, it seems such a long way off before she can become a true leader such as yourself. But, despite this, she rises up, and behind the mask, you see her eyes flare up with defiance and determination.

[1/6]

2. Meanwhile, you begin training the Blanks in the working of the axe's. At the moment, they seem to struggle using axes in both hands, but one seems to be showing promise. Another shows promise using a great sword, thanks to his massive bulk.

Berserker[1/2]

Tragedy[1/2]

>>35483

1. Setting themselves to work, your Grandsons begin to help you work on the heavier lifting, and The Mother slowly glides by your side, fabricating the more finer tools. Together, your family helps you create your future.

Son Manufacturer[2/8]

2. Plunging into the inner-workings of the robotic Grandsons, you begin to upgrade their internal guidance systems

[2/8]

>>35486

1. Despite your promises and reasoning, it seems that the scared Commonfolk aren't quite ready to return to the fold. Returning to the pub, you sulk in frustration. However, as a unfamiliar face walks into the pub, you feel curious as to who he is. Carrying self as a Dockman, you can't help but notice something about him. Have you seen him before?

>ADD: Connection

Dock Worker's Union-In Touch

2. Going about, you are able to help recruit some Couriers, who willing to work for you.

>ADD: Henchmen

2 Couriers[1.1][Messenger]

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c8c265 No.35654

File: 29268fa547a9ee5⋯.jpg (55.87 KB,620x843,620:843,Riot_Shield_Grunt_Render.jpg)

Dice rollRolled 76, 51, 65 = 192 (3d100)

>>35653

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

12 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

95 Dollars

9 Basic Pistols[+.10]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Work Wanted Ads [+1 Dock Man a turn/-75$ a turn]

Neighborhood watch[+25$/turn]

Basic Dockyard[+30$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

The Beacon- In touch

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Well ain’t this a cute little family, you seem to be squatting on Kane Company property, lucky for you ain’t a heartless monster. What I’ma offer you here is a chance to make a decent living and remain living where you are. My boys here are gonna clean up this place into some decent living quarters and I’m gonna need to hire some people to run the place, can any of cook? Gonna need some cleaners too.

+Basic Authority

2. Continue work on the Fishery 3/4

+Basic Authority

+Construction Foreman- good

3. Alright someone throw some water on Ol’Dirty Jack and get him up, tell him he’s been hired to train up some of the boys. Don’t take no for the answer, he’s gonna bitch and moan but I know he loves to train fuckers and the chance to make a difference.

+Ol’Dirty Jack

+3 Dockmen [1.5]

+3 Basic Pistols [+0.1]

+3 Shields[+.20][Block]

+3 Body Armor[+.25]

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c8c265 No.35655

>>35535

1. With the Paper work complete, the contractor assures that the building would be shortly done. Presuming this to be about a week, the Society are surprised to awaken to the building being completely finished, leaving only the inside to be decorated. Slightly astounded, the Contractor explains that once it hit the public that the Restaurant was owned by the same people who owned the Club house, it became one of the most wanted buildings in the city.

>ADD: Resource

Haute Coutre[+10 Sway/turn, -20 Dollars/turn]

2. Targeting the more elusive members of Society, the District Administrators, you are surprised to find how easy it is to entice them into joining the SOCIETY. They seem a rather pale lot, not exactly interesting, and are always bedecked in tones of red and white. However, they seem eager to come into contact with the leader of your faction, as if to inspect, and talk to him, so as to judge him worthy or not.

>ADD:

2 Minor Administrator[1.1][Unknown]

1 Major Administrator[1.2][Unknown]

>>35539

1. Patrolling the level, you search high and low for sightings of the Metal Men, but to your dismay, they seem to be nowhere in sight. Perhap they are in hiding, or getting repairs?

2. However, your pursuits in finding a ganger willing to be a Trader for your gang goes much better. Taking him in under the compromise of a few gills, and the protection of the gang, he agrees to be the middle man between your sharks and the people of the upper district. All you need to do is to add the body mods.

Trader[1/2]

EVENTS:

>ANOTHER MURDER BY HELIOS

In the Botanical District, another gruesome scene has been found by the District Guard. Accredited to the murderous HELIOS, the scene is filled with desiccated bodies, ripped and thrown about, as if in a wild rage. There were no survivors, reports the police

>FIRE SPREADS, UNFORTUNATELY

Archival Firefighters have only now recently put a end to the inferno that raged through the western parts of the Archival District. Although it will be quickly repaired, the same could not be said for the families torn apart. Many have left orphans, but thanks to the efforts of the Archival District Administrators, their relatives have been found, and they will be ushered their quickly. Although their names were not announced, a few guesses for those who suffered these Unfortunate events can be assumed.

>THE WEATHER REPORT

Across the city, the Weekly weather report chimes in radios. "Breaking weather Report! It seems that the summer season is coming to a close, and slow autumn days are on their way. This is the Weather Man, reporting from the Weather Spire in the CORE District!"

>MARITIME ARMY MOVEMENTS

The Black Egrets have moved! They are now at the 3rd dock, on the look out for the beacon, supposedly. However, there have been more and more of these strange….Rumors going about the city, of people disappearing. Specifically, gangsters.

>BOTANICAL BOUNTIES

After the further quarantining of the lower levels, the District Lady has promised to add further precautions, and has offered the removal of children from the lower levels and to the higher levels of the city. She has also vowed to add further security measures to the lower levels.

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c8c265 No.35656

Dice rollRolled 2, 45 = 47 (2d100)

>>35653

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

6 Test Subject [2][50% chance to die when used in action]

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

1 Painted Lady[1.2][Allure]

>Inventory:

5 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

3 Willing, full bodied men

0 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

Basic Pheromonal Boosting [Painted Ladies]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1&2. Ladies and gentlemen, we need supplies. As such, my dear, it is time we use your charm. Have the Painted Lady convince people to give her supplies and food, with the Boy of Silence and Strong Man giving her protection.

+1 Boy Of Silence[1][Distorted]

+1 Strong Man [2.25]

+1 Painted Lady[1.2][Allure]

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c8c265 No.35657

Dice rollRolled 53, 47 = 100 (2d100)

>>35653

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3]Resplendent Saber[+.2][Master Crafted]

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

4 Blank Masques[1] Axes[+.10]

Despair 1/2

Rage 1/2

1 Rose Masque[.9] [Luster] (1/6)Assassin Blades[+.1][Concealed]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

100$

4 Assassin Blades[+.1][Concealed]

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. Continue training Rose up. As long as she won't quit I will not either. (1/6)

+Basic Combat[1.10]

+Advanced Distraction

+Basic Acting

2. The new masks continue to train themselves.

Despair 1/2

Rage 1/2

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c8c265 No.35658

Dice rollRolled 65, 53 = 118 (2d100)

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing][2/8]

1 Mother[1.5][Caretaker]

>Inventory:

3 Mechanical Repair Kits

4 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

Son Manufacturer[2/8]

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. "We need the Son Manufacturer more than ever for the people that don't realize the grand truth." Keep on building it

2."Improve the guidance systems for my grandsons so they can get to one place to another." Improve their guidance systems

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c8c265 No.35659

Dice rollRolled 62, 15 = 77 (2d100)

>>35655

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

5 Friends [.5][Man of Standing]

2 Minor Administrator[1.1][Unknown]

1 Major Administrator[1.2][Unknown]

2 Servants [1.5]

1 Wet Worker [2] [Equipped w/pistol, +.15, Concealed]

>Inventory:

1170 Dollars

4 Masks

3 Basic Poison Caches

4 Pistols [+.15][Concealed]

4 Daggers [+.5][Concealed]

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Resources:

Royal Society Club lv. 2[+10 Sway/turn]

Haute Coutre lv. 1 [+10 Sway/turn, +20$/turn]

50 Sway

>Location:

Archival District, +2 level, the Royal Society Club House

1. The interest of some of the Administrators pleases me greatly; it's a strong stride forwards for SOCIETY's advancement. Entertain and entice the new recruits with finery and fashion; coaxing the information they hold out of their hands ought be easy, as proper SOCIETY members. They will prove a most valuable asset…

+20

2. With SOCIETY growing so rapidly, and now owning two locations, it will be necessary to bring a few more well-trained servants under SOCIETY's wing - eyes and ears in every corner is not only absolutely essential for holding control over the district's information, but also for maintaining the proper displays of wealth and attraction.

+30

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c8c265 No.35662

Dice rollRolled 78, 66 = 144 (2d100)

>>35653

Leader's fluff & Gang's Fluff: >>35181 (You)

Leader & Heroes: Amon Fogel[1.75][Mad Dog]

Henchmen: 3 Demons[1.8], 5 Scum [.6]

Inventory: 2 Basic Drug Caches, 1 Basic Occult Cache, 10 Blades[+.5]

Skills: Basic Brutalization, Basic Intimidation, Advanced Anarchy

Bonus: Demented Destroyers of Death- Unlike so many other gangs in this city, you have a certain viciousness to you, that repulses even the most hardened of criminals. You may choose to pay in human lives, whether they be prisoners or your own henchmen, when rolling. For each life you pay, you get a +15 to the roll.

Connections: Generally terrible

Location: Thanod & Co Manufacturing plant

>Crude drug lab inside thanod building, 2/6

ACTIONS

1-2: Start training. Everyone, even Fogel, trains. The point of the training is to improve brutalization.

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c8c265 No.35670

Dice rollRolled 3, 43 = 46 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

10 Made Men[1]

Inventory:

The Exquisite Beauty Massage Parlor

1 Casino[+50 Dollars a turn]

Basic "Massage Parlor"[+40 Dollars a turn]

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

460 dollars +140/turn-85/turn

11 Drug Cache

3 Contraband Caches

Slave Trade[+1 girl a turn/-85$ a turn]

5 "Call Girls"[+10$ a turn per girl]

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged, Provider

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1. Use our connections to hire a proper Madame who will train our new girls and our old call girls into proper. . .'professional escorts'. Loyalty, Skill, the works. Make an extra profit off of em.

Spend 200$

2. I also want you'se guys to start getting the skivvy on what other rival gangs we got here in the archive. Spread some cash and get some info, we need to get a grasp on our potential rivals and allies here.

>Spend $100 to learn about other gangs and powerhouses in he Archival

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c8c265 No.35672

Dice rollRolled 37, 99 = 136 (2d100)

>>35652

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

3 Associates[1.6]

>Inventory:

1300$

3 Rifles[+.15]

1 Drug Cache

>Resource

"Fixed" Boxing [+100$/turn]

Rumor Mill [+5 Sway/turn]

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

>Rival:

The Count [NULL]

Location: Archival District, +3 Layer, Gadenson Estate

1. Money is always a useful thing, and some money must certainly be acquired through illicit means. Get that same boy who fixed the Rumor Mill, Dogshem, I believe, to contact our boys in the Maritime. Let us see if we can set up a drug import network, to get the drugs at a cheaper price than normal, of course. Give him a Rifle just in case things go wrong. Oh, and I suppose a bit of gear-greasing cash

+1 Associate [1.6] +[.15]

+Basic Persuasion

+Basic Bartering

+Advanced Charisma

+$100

2. Alright, now that the Count is more or less on our side, lets see our selves about that party! Tell everyone in New Moirai: If you can make it there, you're allowed in!

+2 Associates [1.6]

+Jay Gadenson [1.75]

+$200

+"Fixed" Boxing

+Maritime Underworld - Good

+Basic Persuasion

+Advanced Charisma

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c8c265 No.35674

File: 8d9ab89b09f6881⋯.jpg (48.28 KB,449x521,449:521,899a78853ae71a4dd9aee8fce4….jpg)

>>35672

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

Music, lights, party. The sort of place Ricky can get into easily.

A certain Casino owner from the Archival district arrives, flanked by several men all dressed in fancy suits and ties.

They make polite small talk with the other guest, while the head of them introduces himself to Jaw Gadenson as Riccardo Marino. He's very impressed by the party.

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c8c265 No.35676

File: bf2dd008e90406c⋯.jpg (10.83 KB,320x320,1:1,2179159-agent_smith.jpg)

SOLO-HERO:

>Name:

Crimson Skeleton

>Health:

[100/100 HP]

>Combat Rating:

[2.15]

>Tags:

[Marked][Charismatic][Stealthy]

>Inventory:

Trench Coat

Mask

>Connections:

he wakes up. he looks and sees the city again. all that he had seen and felt, what he had learned over there is fresh in his mind. but for all that he witnessed, it failed to answer the question: "why am I still here." he didn't understand why he should care about what he learned, about the city or its people, why he should even be alive anymore. all that he believed in was folly. he has a mask, a human face. he puts it on and some shades, no longer wearing the uniform of a dead cause, and walks to somewhere, anywhere but here. he looked for a purpose.

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c8c265 No.35677

>>35676

So, a few notes about Solo-Heros:

For those who wish to join the game late, or for those who lost their gangs, but aren't willing to make a new one, you can now join the game as Solo-Heros!

Some notes about Solo-Heros:

-Solo Hero's roll a d10 instead of a d5 in Combat, but still apply bonuses and tags in the same way.

-Solo-Hero's roll 1d100 for actions every turn. Once a Solo-Hero has reached 10 Tags, they gain another Dice Roll.

-Solo Hero's can give factions a bonus, if recruited. However, if the Solo-Hero leaves, you loose the bonus

-Solo Hero's loose health in combat instead of henchmen, and only die if they reach 0 HP. Unless otherwise noted, they may flee combat after the Combat calculations and damage has been dealt.

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c8c265 No.35678

>>35677

Here is the Stat block for those wishing to join as a Solo-Hero:

Fill Out:

>Name:

>Fluff:

–Don't Fill out–

>Health:[100/100 HP]

>Combat Rating:

>Tags:

>Inventory:

>Connections:

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c8c265 No.35679

File: c7c83b4e7f0786a⋯.gif (59.35 KB,320x240,4:3,FF1X4.gif)

Dice rollRolled 8 (1d100)

>>35677

#1 what does the man who has lost everything and believes in nothing do? he finds shelter and a place to hide from the rain, and takes a closer look at what he had been given. the thing he held in his hand, given to him, what was it, and what did it do.

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c8c265 No.35692

>>35672

>>35674

Though you can't quite place a finger on it, there are whispers at the New Morai party of an association of aristocrats, the kind of in-club where the true rules of the district are laid down; as opposed to ridiculous parliamentary meetings or voting booths. If the decisions being made over drink and women are any indication, there may be some truth to that thought.

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c8c265 No.35698

Dice rollRolled 10, 40 = 50 (2d100)

>>35655

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

Shark Scientist(?)

>Inventory:

1 Harpoon With Chain [1.1]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

8 Uncooked Crabs

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

The bots will resurface eventually, keep an ear to the waves and we'll know when we see them.

1. Wake the doctor up and see about getting him situated, see what equipment he needs and what he wants for his services.

2. Keep up with building the sales connection, we might not have anything worth selling right now but we are looking to buy. (Trader 1/2)

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c8c265 No.35724

Dice rollRolled 73, 57, 2 = 132 (3d100)

>>35653

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

5 Dockmen [1.5]

6 Revolutionaries [1.2][Concealed]

2 Couriers [1.1][Messager]

2 Commonfolk [1]

>Resources:

40$

3 Basic Pistols [+.10]

3 Swords [.05]

Post Office [+40$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

Dock Worker's Union-In Touch

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1-2: With the incoming threat of the Black Egret, the Beacon had to lay deeper undercover. Johnson wouldn't be brave, nor stupid enough to challenge the Lady's personal army. With this time, however, the Beacon would continue improving the effectiveness of the post office 'front', hoping to at least pour some effort improving it, and 'employing; the two commonfolk into it.

>+2 Commonfolk, +5 Dockmen, +1 Courier +$20

3: Meanwhile, the connection with Cyclopes seems to be silent, far more than usual. Unsure what is going on, some Revolutionaries are sent across the district border, to 5th factory street, in order to find out the reason for the silence.

>+1 Courier

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c8c265 No.35875

>>35654

1. The family seems receptive to the idea of continuing to reside at the inn in return for working to keep their end of the deal. However, they would need help fixing up the place.

>ADD: Resource

Run Down Inn[1/4]

2. Work goes exceedingly well, and soon, you have a fully stocked fishery, awaiting your men. The contractor only smiles, before taking his men and heading on his way with his pay. You ponder for a moment, and ask him why he works so cheaply. His grin only widens. "Much like yourself. We want to fix this city." And without much more, he walks out.

>ADD: Resource

Basic Fishery[+20$/turn]

3. Finally waking the old coot, he comes up swinging, knocking a full grown dockman out with a swift right hook. But as you calm his nerves, he begins to understand what your saying, and agrees to help train your men.

>ADD: Henchmen

Dirty Jack[1.6][Trainer]

>ADD: Skill

Basic Training[1/4]

>>35656

1. Heading out into the lower district, your three test subjects are the talk of the area: A brawny, bully, a silent silhouette, and a buxom beauty all made their way through the streets. But, with how poor and evacuated the area is, the few scant supplies they coerced from the populace weren't much.

>ADD: Resource

2 Basic Medical Cache

>>35657

Rose continues her training, making exceptional growth and progress as you personally train her. Sparring and going over scenes together, you feel a kinship with her,

Rose's Training(3/6)

2. Although the Tragedy Mask's come along fine, the Berserkers make excellent progress.

>ADD: Henchmen

1 Rage Masque[1.6][Berserk]

>>35658

1. Work Continues on the automated factory….

Son Manufacturer[4/8]

2 . As does work on the Navigational systems

[3/8]

>>35659

1. Those Admins that have joined your cause seem to be intent on mentioning you to one of the overseer's of the District. He goe's by the name of Klaus, and those in your following seem quite keen for you to meet. In the meantime, as they relax in luxury, they let loose a few petty secrets.

>ADD: Resource

+20 Sway

2. Once again, your search is a bit dry; Perhaps there would be more willing, and loyal, servants in areas outside of the Archival District?

>>35662

1+2) And so you train; For if Fogel Trains, who would dare not to? Building a crude pit, the Gang pairs off and begins practicing.

>ADD: Skill

Basic Training[3/8]

>>35670

1. She is strict. She is mean. She is effective. But holy shit, is this broad expensive! It's true what they say: they don't make em like they used to, and Madame Helena is the perfect example. Old, yet confident and with cruel glimmer in her slightly aged eyes, she smiles as she sees the girl. However, you have a feeling she will be worth every cent.

>ADD: Henchmen

Madame Helena[1][Enforcer][As long as you control Madame Helena, all Call Girls add +3 to their $ per turn]

>REMOVE: Resource

400 Dollars.

2. Although you poke around nothing really pops out…However, you do hear about a rather nice shindig happening across town, along with a few reports about boxing rigging.

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c8c265 No.35876

File: e412c9c975bada9⋯.jpg (190.14 KB,1280x532,320:133,Archival Celebration.jpg)

File: 34c991355c5a90f⋯.png (1.51 MB,1500x800,15:8,Archival Club.png)

>>35875

>>35672

1. Dogshem is a reliable man. And in the hands of a man like Gadenson, reliable men become astonishing servants. Making his way to the dock yards, he goes about locating and getting into contact with a few smugglers willing to bring in drugs. After some negotiation, this is what he works out and returns to you with.

>ADD: Resource

Basic Drug Smuggling[+1 Drug Cache/turn;-40$/turn]

2. The time has come, and now the party is in full swing! With the party in affect, and as long as money is funnelled into the party, you gain the following effects:

>ADD: [BASIC] PARTY[ON]

-200$ Each turn that the Party is currently activated.

+Gain a 30+ to recruiting henchmen from the party

+Gain 10 Sway every night, and a additional 10 Sway every time another Gang Leader or important figurehead attends your party.

-/+ All Gangs and Archival District Factions know of you.

>>35679

1. Walking through the streets, your mind still a blur, you cradle your head in your hands. But, with a searing pain, you feel like something had flowed through you. You felt….Stronger.

???[1/6]

>>35698

1. As the Doctor slowly awakens, he looks a bit…confused. Than scared. Than confused again. He seems very panicked, more so than he might normally be. "Where am I? Whats the date? What's going on?" He says in a panic. As your gang tries to calm him down, you hear a "Plink" on the radar. Something was passing by.

2. With the operation done, the trader looks relatively normal. Perhaps the hidden gills or sharper teeth would look a bit weird, but its normal enough to get the majority pass.

>ADD: Henchmen

1 Trader[1.2][Concealed]

>>35724

1-2. Work continues into the post office, as J.J tales on the Pseudonym of JJJ to help direct them personally. Efficiency increases, and more and more people come to the Post Office in want of their mail, and to send mail back.

>UPGRADE: Resource

Post Office[65$/turn]

2, As you reach your contacts, grim news returns. It seemed that the Crimson skeleton had vanished in a bloody conflict with the Industrial district…or had they? It seemed that there were still accounts of the Crimson Skeleton was still alive…/somewhere/

NEWS:

>RIOTS IN THE INDUSTRIAL DISTRICT

After the destruction of the "Cyclops gang", as called by the District authority, numerous uprisings occurred through the gang's prior stomping ground, as workers rallied around the martyring of their so called "protectors" as they fought against the tyrannical knights.

>PARTY TO END ALL PARTY"S

A grand party is being held at the Jay Gadenson residence, and the door is open to all and any who would like to join in on his fabulous festivities.

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c8c265 No.35877

Dice rollRolled 83, 91 = 174 (2d100)

>>35875

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3]Resplendent Saber[+.2][Master Crafted]

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

3 Blank Masques[1] Axes[+.10]

Despair 1/2

1 Rage Masque[1.6][Berserk] Axe[+.10]

1 Rose Masque[.9] [Luster] (3/6)Assassin Blades[+.1][Concealed]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

100$

4 Assassin Blades[+.1][Concealed]

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. Keep training Rose. 3/6

+Basic Combat[1.10]

+Advanced Distraction

+Basic Acting

2. Keep training that despair 1/2

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c8c265 No.35878

Dice rollRolled 75, 39 = 114 (2d100)

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing][3/8]

1 Mother[1.5][Caretaker]

>Inventory:

3 Mechanical Repair Kits

4 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

Son Manufacturer[4/8]

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. "Keep working on that damn factory I'll have to use the advanced machinery crate to speed things up."

2. "Have my grandson's navigational systems become better and well able to work with the directions."

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c8c265 No.35879

Dice rollRolled 1, 13 = 14 (2d100)

>>35875

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

6 Test Subject [2][50% chance to die when used in action]

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

1 Painted Lady[1.2][Allure]

>Inventory:

7 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

3 Willing, full bodied men

0 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

Basic Pheromonal Boosting [Painted Ladies]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: None

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

That is a shame.

1. Begin creating another Strong Man. +30

2. And another Strong Man. +30

We are going to have to move to a larger place soon. A richer place too.

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c8c265 No.35880

Dice rollRolled 39, 98 = 137 (2d100)

>>35876

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

3 Associates[1.6]

>Inventory:

1000$

3 Rifles[+.15]

1 Drug Cache

>Resource

"Fixed" Boxing [+100$/turn]

Rumor Mill [+5 Sway/turn]

Basic Drug Smuggling [+1 Drug Cache/turn; -40$ turn]

[BASIC] PARTY [ON]:

-$200; +30 to henchmen recruitment; +10 per night and +10 for each gang leader or figurehead attendee

-/+ All Gangs and Archival District factions know of you

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

>Rival:

The Count [NULL]

Location: Archival District, +3 Layer, Gadenson Estate

1. Send that ol' sport of mine, Wolfshem, to the boxing clubs, see if he can't improve on it. Make the stories bolder, the stakes higher, the tournaments livelier. If we can do that, people will think about that and not on how clean the fights are.

+Advanced Charisma

2. Do some recruitment tonight. With all this publicity I feel as if I'll need it. With a bit of charm, and the right words, surely a man or two can find business with me

+[BASIC] PARTY

+Advanced Charisma

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c8c265 No.35881

Dice rollRolled 61 (1d100)

>>35880

Rerolling first action

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c8c265 No.35882

Dice rollRolled 23, 55 = 78 (2d100)

>>35875

Leader's fluff & Gang's Fluff: >>35181 (You)

Leader & Heroes: Amon Fogel[1.75][Mad Dog]

Henchmen: 3 Demons[1.8], 5 Scum [.6]

Inventory: 2 Basic Drug Caches, 1 Basic Occult Cache, 10 Blades[+.5]

Skills: Basic Brutalization, Basic Intimidation, Advanced Anarchy, Basic Training [3/8]

Bonus: Demented Destroyers of Death- Unlike so many other gangs in this city, you have a certain viciousness to you, that repulses even the most hardened of criminals. You may choose to pay in human lives, whether they be prisoners or your own henchmen, when rolling. For each life you pay, you get a +15 to the roll.

Connections: Generally terrible

Location: Thanod & Co Manufacturing plant

>crude drug lab 2/6

ACTIONS

1-2: training continues

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c8c265 No.35918

Dice rollRolled 4, 95 = 99 (2d100)

>>35653

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.3]

>Henchmen:

6 Knights[1.75]

>Inventory:

7 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

"Strange Symbol" Maritime Investigation[1/8]

>Resource:

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1.2. Now that the Cyclops has been taken care of, we shall return to the maritime district to continue the investigation into the strange symbol

"Strange Symbol" Maritime Investigation[1/8]

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c8c265 No.35980

Dice rollRolled 67, 42, 78 = 187 (3d100)

>>35876

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

5 Dockmen [1.5]

6 Revolutionaries [1.2][Concealed]

2 Couriers [1.1][Messager]

2 Commonfolk [1]

>Resources:

85$

3 Basic Pistols [+.10]

3 Swords [.05]

Post Office [+65$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

Dock Worker's Union-In Touch

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1: If the Crimson Skull still lives, then he might be found and taken back to the Pub. The collapse of Cyclops is a clear sign that a revolutionary movement within the Industrial district. Yet for now, the courier will search for him, so that he can be brought back to assist the Beacon's efforts.

+1 Courier (w/ Pistol) +Basic Recruiting +Basic Patriotism

2: Meanwhile, with news of the rich enjoying their own decadence in the archival district, the Revoutionaries consider the needs to arm themselves, primarily with some wheels. Surely the Industrial district could supply them with something cheap.

+6 Revolutionaries +50$

3: As that was going on, JJJ would continue guiding further improvements to the Post Office, getting these wonderful things like a printing press, and the mysterious 'come-put-er'. Being a foreigner, the technological difference that New Moirai has compared to the rest of the world still remained drastic to him, even if the rest of the Beacon just shrugged at the sight of it.

+5 Dockmen +1 Courier +2 Commonfolk +James J. Johnson +35$

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c8c265 No.35982

File: c0eb199fe372f2b⋯.jpg (14.13 KB,236x342,118:171,0020045a49aabaadb3569b95ca….jpg)

>>35677

>Name: Alton "Lace" Adler

>Fluff: No mess, no frills that's the life in Industrial district. People just didn't have the time to be fancy and add on a bunch zips and zaps. If things weren't up to code they were dismantled and upgraded, like the clergy and guard organizations. However, the more seeder parts of life in the area seemed to be doing just fine with the being dismantled part but were serverly lacking in the upgrading. A thug would show up, cause trouble and dismantled by the guard. Foolishness. The guard had upgraded, criminals needed to upgrade. What was worse was that the information about being better was sitting in front of their faces. They didn't need to be overwhelmingly better, this was a stage show, slightly better was enough. The machines didn't care if you stared at them all day as long as you weren't impeding anyone one while you did it. There was no extra zips and zaps to confuse the design, so simple observation was all that was needed to stay ahead. Did the new model have different leg casing? There was an upgrade to the machines speed, better practice your sprints. Had a new model shown to deploy their shields two seconds faster? Learn to draw your pistol and aim three seconds faster. Simple. Yet, his former boss couldn't seem to grasp that concept and continued to squander their resources uselessly. So he left, after putting a round in the former boss's knee when they rejected his notice of departure.

–Don't Fill out–

>Health:[100/100 HP]

>Combat Rating:

>Tags:

>Inventory:

>Connections:

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c8c265 No.36025

Dice rollRolled 90, 9 = 99 (2d100)

>>35875

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

5 Friends [.5][Man of Standing]

2 Minor Administrator[1.1][Unknown]

1 Major Administrator[1.2][Unknown]

2 Servants [1.5]

1 Wet Worker [2] [Equipped w/pistol, +.15, Concealed]

>Inventory:

1170 Dollars

4 Masks

3 Basic Poison Caches

4 Pistols [+.15][Concealed]

4 Daggers [+.5][Concealed]

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Resources:

Royal Society Club lv. 2[+10 Sway/turn]

Haute Coutre lv. 1 [+10 Sway/turn, +20$/turn]

90 Sway

>Location:

Archival District, +2 level, the Royal Society Club House

1. Follow up on this contact with 'Klaus' - not in person, of course. I've never revealed my influence within SOCIETY and I've no intent to do it now. But a formal introduction within a discreet SOCIETY formal in the heart of luxury would certainly do, and the opportunity to bring an overseer into our ranks is something that I am not about to pass up. Spare no expense.

+50 [All skills]

- [As much Sway is needed]

2. Perhaps a good idea. Spend some cash to expand the search for talent outside of the Archival; the growing members of SOCIETY need more talented hands, and, more importantly, ears around the Clubhouse and Restaurant.

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c8c265 No.36026

>>36025

+30 on Action 2

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c8c265 No.36060

Dice rollRolled 59, 2, 74 = 135 (3d100)

>>35875

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

Dirty Jack[1.6][Trainer]

12 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

170 Dollars

9 Basic Pistols[+.10]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Work Wanted Ads [+1 Dock Man a turn/-75$ a turn]

Neighborhood Watch [+25$/turn]

Basic Dockyard [+30$/turn]

Basic Fishery [+20$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

The Beacon- In touch

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Some of the boys will help you clean the place up, I’ll sen Patricia to grab you some supplies too. 1/4

+2 Dockmen

+Patricia

+50 Dollars

2-3. Alright Jack here’s the things, these boys and tough but they ain’t got no fucking displince. I need you to whip them into shape and make sure they can actually hold their guns right.

+ Dirty Jack[1.6][Trainer]

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c8c265 No.36064

Dice rollRolled 73, 99 = 172 (2d100)

>>35876

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

Shark Scientist(?)

1 Trader[1.2][Concealed]

>Inventory:

1 Harpoon With Chain [1.1]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

8 Uncooked Crabs

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. Calm down the scientist and try to explain that we are looking to hire his services and were waiting for him to wake up for negotiating prices and he has been in a drunken stupor since we found him and didn't want to wait in the hollowed out building he was sleeping in. If he's still worried offer some of the [alcohol cache] as part of payment for his services.

2. Make sure everyone is inside, start manning the radar and see what the hell is out there as far as size and location goes

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c8c265 No.36146

File: ebc95d2492d8b70⋯.jpg (45.25 KB,500x312,125:78,88a0be2065632ba00920be6986….jpg)

Dice rollRolled 51, 37 = 88 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

10 Made Men[1]

Madame Helena[1][Enforcer][As long as you control Madame Helena, all Call Girls add +3 to their $ per turn

Inventory:

The Exquisite Beauty Massage Parlor

1 Casino[+50 Dollars a turn]

Basic "Massage Parlor"[+40 Dollars a turn]

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

143 dollars +168/turn-85/turn

11 Drug Cache

3 Contraband Caches

Slave Trade[+1 girl a turn/-85$ a turn]

6 "Call Girls"[+13$ a turn per girl]

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged, Provider

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1-2. Remember that fire a while ago? The one that made a bunch of folks homeless?

Smells like opportunity. Might be able to build some favors and get people in our debt, offer some protection and intimidate looters. Or something. Could always use orphan spies for eyes and ears.

Alright, I'm taking us all out to where the fires were to see what we can make from it.

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c8c265 No.36154

File: a2ec7de4cb37640⋯.jpg (186.27 KB,1280x1792,5:7,agent_smith_by_tovmauzer-d….jpg)

Dice rollRolled 38 (1d100)

>Name:

Crimson Skeleton

>Health:

[100/100 HP]

>Combat Rating:

[2.15]

>Tags:

[Marked][Charismatic][Stealthy]

>Inventory:

Trench Coat

Mask

>Connections:

he wakes up. he looks and sees the city again. all that he had seen and felt, what he had learned over there is fresh in his mind. but for all that he witnessed, it failed to answer the question: "why am I still here." he didn't understand why he should care about what he learned, about the city or its people, why he should even be alive anymore. all that he believed in was folly. he has a mask, a human face. he puts it on and some shades, no longer wearing the uniform of a dead cause, and walks to somewhere, anywhere but here. he looked for a purpose.

#1 he didn't understand what was happening, but that was an understatement. he still didn't fathom any of what he had heard or seen from the being, what ir would happen, or what the "sigil" was. he didn't even remember seeing it or holding it. memory did flood him seeing the news of workers in uproar over the "martyrs" but yet he felt. . .cold to it. they were only willing to lash out once the Knights had left. but change was awash over his body 1/6 ???

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c8c265 No.36155

File: 6cea1dc2ff2ce3d⋯.jpg (125.4 KB,1280x720,16:9,Archival.jpg)

File: 58d3ea8ddfe7a35⋯.jpg (104.56 KB,1280x640,2:1,Industry STORAGE.jpg)

>>35877

1. As time goes on, Rose shows tremendous advances in both fields. She is just as at home parrying a blade, as she is in performing in front of a audience. Soon, she would be able to direct her own show.

Rose (5/6)

2. The Despair is finished; A slow, wallowing thing, its mask frozen in a pantomime wail. However, the heavy axe in its hands betrays the sombre giants true purpose. Never the less, the first Despair Masque is now ready for combat.

>REMOVE: Henchmen

Blank Masque[1.2]

>ADD: Henchmen

1 Despair Masque[2][Slow][Resilient]

>>35878

1. Cackling madly, you find the perfect parts in the Cache to add to your factory. With a bit of work here, some soldering there, and a few bits and bobs everywhere, you soon have a fully functional Son Factory. However, you would still need to have the necessary input to get the desired output.

>ADD: Resource

Son Manufacturer[+1 Son[1.25][Mechanical]/turn;-1 Basic Machinery Cache;-1 Living Subject]

2. Your Grandson's progress is slow and irritating, and overall, frustrating. But, some progress is made.[4/8]

>>35879

1+2. As you begin work on the second strongman, you start as you usually do; Splicing in the hormonal muscle growth booster, and augmented hearts that would allow the Super Human strength you had developed. However, as you work, you turn your back for a moment. As you pilfer through your tool box, you turn back, only to find that the Hormone boost has gone utterly out of control. The man before you has had a reaction of some sorts, and his muscles have exploded in unrestrained growth. Driven mad by the pain, he rips from his restraints, and thrashes across the room, before smashing through a wall in a blind rage. You can only shudder at the destruction the creature would create. Normally you'd say that it would be somebody elses problems; But if the mutant was captured by some one else, they could not only replicate the procedure, but also possibly find a connection back to you.

>REMOVE: Inventory

1 Willing, Full bodied man

>ADD: Connection

Rampaging Mutant[Location: Unknown]

>>35880

1. Wolfshem makes a good deal of fuss about the current rivalries between boxers, and does a great job of setting up some rather nice narratives involving the boxers. This gets some people so engrossed, that they forget that its not entirely real…

>UPGRADE: Resource

"Fixed" Boxing[+150$/turn]

2. You go about the party, engaging with your signature festivities and propagating your mysterious, untouchable personality. You find a few men, willing to help you in your more personal affairs.

>ADD: Henchmen

3 Associates[1.6]

>>35882

1. Your brutal training regime continue…But hey, practice makes perfect! Especially if some "Negative" reinforcement is included…

Basic Training[4/8]

>>35918

1. With the Cyclops mostly taken care of, you return to the Maritime Investigation to find…Nothing. After the strange burning sign, and a few other reports, there doesn't seem to be any sort of activity about the Maritime district that involves the Paranormal.

2. The Courier returns, letter in hand, as you find him at your door. Taking the letter firmly, you look back, to find the Courier gone.

[PM me]

>>35980

1. No matter where the courier looks in the industry districts, he finds no leads, and no traces of the former Industry based resistance group. They're HQ ransacked, their men strung up, and their leader no where to be found, it seems that for the time being, cyclops is dead.

2. Finding a decent set of wheels is no small feat in the Maritime district. You find a old jalopy, outdated, but…Well, functional. But you need to work the seller down a bit.

Old Jalopy[1/2]

3. Although the Computers of legend remain out of reach for the less fortunate and poor, there is a good alternative: Enter the typewriter. With a few payments, and a loan or two, you now have a nice set for the office.

>REMOVE: Resource

35$

>UPGRADE:

Post Office[+75/turn]

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c8c265 No.36157

File: e8e1fc9a00005ca⋯.jpg (19.01 KB,480x240,2:1,Fire.jpg)

File: ad0ea594d3a8a19⋯.jpg (21.13 KB,500x250,2:1,Childrenwithfire.jpg)

>>35982

>Health:[100/100 HP]

>Combat Rating: [1.15]

>Tags: [Efficient][Concussive][Fast]

>Inventory:

1 Pistol[+.15]

1 Basic Machinery Cache]

>Connections:

Industrial Underworld: Severed

>>36025

1. Your connections go very, very far. And the administrators seem quite enthusiastic about you meeting one of the higher ups. Soon, you have a man on a train, and on his way to the Office of Administrator Klaus. Although, you can't help but feel a shiver run up your back..

[PM me]

2. Getting people into Archival is hard; There is a reason is those outside of Archival are called "Nobodies." Those who do not share the culturally enhanced reaches of Archival are shunned, and mocked within its glowing walls.

>>36060

1. Work continues, the family is happy to help clean their former abode, and future workplace.

[2/4]

2-3. Rousing the old drunkard, Ol' Dirty Jack takes a bit to get back into the hang of things like walking and talking without a slur. However, he is soon back to his disciplinary self. With a bit of time, he could whip these dock workers into something a bit more…effective.

Dock Hands[1/6]

>>36064

1. The shark shakes his head, but seems a bit more calmed down. He mutters something, about how being in the sunken district is almost safe, before taking one of the bottles and taking a shot. However, he seems a bit more at ease as he sees the young blood sharks. He agrees to work with you, on a few conditions: No questions about his past. You feed and protect him. No questions about what your protecting him from, either.

>ADD: Henchmen

Stan the Shark[1.5][+15 to Science related rolls]

2. As you gather around the Radar, you watch with morbid curiosity as wave after wave of blipping dots move through the waters surrounding the Bar. There were…So many. What was going on? What was happening here?

>>36146

1-2. Exploring the burned out mansions with a few of your men, you find a few bits and bobs of wealth. Nice little bits to sell, a few things to pocket. The orphans you find, those not carted off to the orphanage, seem quiet. They're ash covered, and the few people left to oversee them don't look much better. But as you start to notice a few…things. Eyes, for example, keep popping up everywhere. Windows, arch ways, ruined paintings. Just…Eyes. Eventually, stumbling through the ash, you kick a small cylinder out of a pile of burnt books. Picking it up, you are greeted once again with the Eye.

>"The Eye" Investigation(1/6)

>>36154

You fall asleep. You awake, but somewhere else, and with a burning pain on your marked hand, that quickly subsides. Your surrounding seems different. The world around you is brighter, colorful. A golden skyline illuminates your view.

>EVENTS:

>WEATHER REPORT!

"Ho Ho! This is the weatherman, reporting from the Weather Spire in the CORE district! Expect heavy rain clouds in the upcoming days! They seem a bit…Sad? Ho Ho, but that doesn't mean we have to be! Look on the sunnyside, and soon, those storm clouds will be washed away!"

>MORE FIRES THROUGHOUT THE ARCHIVAL DISTRICT

Once again, a crazed pyromaniac has set fire to numerous estates, parks, and overpasses through the Archival District. The purpose of these immolations is unclear, and continues to bamboozle the Archival District's finest. When asked, the District Associate had this to say: "Its, just a matter of time. Matter of time before we catch them. This isn't really a concern. But, we will do our best. Our best to catch them." This journalist is happy to report however, that many of the estates burned, were in older, and deteriorated states.

>MORE MISSING IN MARITIME

As of this report, around 100 people have been declared missing. This is disconcerting, but coupled with the numerous tomb robberies, things have unsettled the Maritime district. Even the Black Egrets, who are now fortifying the Dock Yards into what seems to be a HQ, seem disconcerted.

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c8c265 No.36159

Dice rollRolled 79, 69 = 148 (2d100)

>>36155

Leader's fluff & Gang's Fluff: >>35181

Leader & Heroes: Amon Fogel[1.75][Mad Dog]

Henchmen: 3 Demons[1.8], 5 Scum [.6]

Inventory: 2 Basic Drug Caches, 1 Basic Occult Cache, 10 Blades[+.5]

Skills: Basic Brutalization, Basic Intimidation, Advanced Anarchy, Basic Training [4/8]

Bonus: Demented Destroyers of Death- Unlike so many other gangs in this city, you have a certain viciousness to you, that repulses even the most hardened of criminals. You may choose to pay in human lives, whether they be prisoners or your own henchmen, when rolling. For each life you pay, you get a +15 to the roll.

Connections: Generally terrible

Location: Thanod & Co Manufacturing plant

>crude drug lab 2/6

ACTIONS

1-2: training continues, fogel included (note that fogel has been included in all previous trainings as well).

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c8c265 No.36161

Dice rollRolled 79, 46 = 125 (2d100)

>>36155

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3]Resplendent Saber[+.2][Master Crafted]

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

2 Blank Masques[1] Axes[+.10]

1 Despair Masque[2][Slow][Resilient] GreatSword [+.5][Slow]

1 Rage Masque[1.6][Berserk] Axe[+.10]

1 Rose Masque[.9] [Luster] (5/6)Assassin Blades[+.1][Concealed]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

100$

4 Assassin Blades[+.1][Concealed]

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. continue to train rose to lead the shows. 5/6

2. Then train, myself I seem to be rusty.

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c8c265 No.36163

File: f2ee818c3c2205f⋯.png (Spoiler Image,98.61 KB,320x320,1:1,Ace Attorney.png)

Dice rollRolled 60, 51, 83 = 194 (3d100)

>>36155

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

5 Dockmen [1.5]

6 Revolutionaries [1.2][Concealed]

2 Couriers [1.1][Messager]

2 Commonfolk [1]

>Resources:

125$

3 Basic Pistols [+.10]

3 Swords [.05]

Post Office [+75$/turn]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

Dock Worker's Union-In Touch

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

1: While being able to afford things like the typewriters and supplies for the office was nice and all, manpower was a severe issue. Most of the people with Johnson are too suspicious to be sending mail in broad daylight, while the two commonfolk at hand were overworked with the flow of mail and packages. It was clear that the post office needs to hire new people. Given the resent cases of disappearances, however, the Beacon would have a token to play in the hiring of workers. By providing them with a better working environment compared to other working class jobs, and with the security against any threats of kidnapping, Johnson hoped that the work force for the post office would be expanded.

>Recruit office workers and the likes for the Post Office. +Advanced Propoganda +Basic Recruiting +1 Couriers +2 Commonfolk

2-3: Meanwhile, the warrant for Johnson's arrest continues to drain on his patience. He was never a man to direct from the shadows, yet as long as the warrant remains, he can not walk openly in public. However, with what the commonfolk said about what happened with their attempts to bury the corpses, and the fact that the Beacon showed no hostilities until the Guards opened fire upon them in the dockyard's square, Johnson knew there must be a way to turn this around. Infact, he knew just the guy to do so, someone who used his Post Office before and left a business card. At the dusk of day, hiding himself from guards' sight through covering clothes and defensive dockmen, he headed to the office of the person in question…

In order to clear his name, Johnson would need a Attorney. An Ace Attorney.

>+James J. Johnson, 5 Dockmen (Sorely for protection), +Basic Recruiting, +125$

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c8c265 No.36284

Dice rollRolled 85, 74 = 159 (2d100)

>>36155

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing][4/8]

1 Mother[1.5][Caretaker]

>Inventory:

3 Mechanical Repair Kits

4 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Resource:

Son Manufacturer[+1 Son[1.25][Mechanical]/turn;-1 Basic Machinery Cache;-1 Living Subject]

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. "Let's enlighten some people to the wonders of my work." Kidnap some people to test out the son manufacturer

2. "I'LL IMPROVE THE GRANDSONS UNTIL GOD HIMSELF TELLS ME TO STOP." Have the grandson's navigational systems improve

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c8c265 No.36291

Dice rollRolled 7, 56 = 63 (2d100)

>>36155

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

6 Test Subject [2][50% chance to die when used in action]

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

1 Painted Lady[1.2][Allure]

>Inventory:

7 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

2 Willing, full bodied men

0 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

Basic Pheromonal Boosting [Painted Ladies]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: Rampaging Mutant[Location: Unknown]

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1. Well shit. Send the Painted Lady out to get an information network going. I am going to need info on where that mutant is before someone else kills him.

+Painted Lady

2. Then I need to work on a serum to degrade the muscle tissue to reverse the symptoms. Once injected the mutant should degrade to non-painful and hopefully thinking range.

+20? (Basic research, Basic Jurryrigging?)

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c8c265 No.36304

File: bcbcbfecc4ac3f1⋯.jpg (520.14 KB,1441x1548,1441:1548,Sherlock_Holmes_-_The_Man_….jpg)

Dice rollRolled 69, 16, 74 = 159 (3d100)

>>36157

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

Dirty Jack[1.6][Trainer]

13 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

170 Dollars

9 Basic Pistols[+.10]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Work Wanted Ads [+1 Dock Man a turn/-75$ a turn]

Neighborhood Watch [+25$/turn]

Basic Dockyard [+30$/turn]

Basic Fishery [+20$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

The Beacon- In touch

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Continue work on the Inn 2/4

2. Continue training 1/6

3. Kane grimaced as he read the latest edition of the “Maritime Times” as Patricia poured him a cup of coffee. More missing persons and it seems little miss Maritime Lord had her Black Erget building some sort of castle. These were his people and they were being snatched off the streets having gods knows what done to them. These docks were his and he would be damned if anymore people who be taken on his watch. He would call up that Smuggler, Jimmy was his name, the one who rescued Patricia and get to work getting to the bottom of this.

+Ellis Kane[1.55]

+Pistol [+0.10]

+Smuggler [1.2][Sly]

+Pistol [+0.10]

+ Dock Yards- Good

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c8c265 No.36318

File: 299a0bd245de281⋯.png (308.54 KB,1018x431,1018:431,Smith_without_shades.png)

Dice rollRolled 44 (1d100)

>Name:

Crimson Skeleton

>Health:

[100/100 HP]

>Combat Rating:

[2.15]

>Tags:

[Marked][Charismatic][Stealthy]

>Inventory:

Trench Coat

Mask

>Connections:

he wakes up. he looks and sees the city again. all that he had seen and felt, what he had learned over there is fresh in his mind. but for all that he witnessed, it failed to answer the question: "why am I still here." he didn't understand why he should care about what he learned, about the city or its people, why he should even be alive anymore. all that he believed in was folly. he has a mask, a human face. he puts it on and some shades, no longer wearing the uniform of a dead cause, and walks to somewhere, anywhere but here. he looked for a purpose.

#1 he sees. the world comes to him sharper, clearer, and vibrant. his sight changes as the mark on his hand incites confusion and wonder. what is happening to him ???/???

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c8c265 No.36334

Dice rollRolled 19, 96 = 115 (2d100)

>>36155

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

5 Friends [.5][Man of Standing]

2 Minor Administrator[1.1][Unknown]

1 Major Administrator[1.2][Unknown]

2 Servants [1.5]

1 Wet Worker [2] [Equipped w/pistol, +.15, Concealed]

>Inventory:

1190 Dollars

4 Masks

3 Basic Poison Caches

4 Pistols [+.15][Concealed]

4 Daggers [+.5][Concealed]

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Resources:

Royal Society Club lv. 2[+10 Sway/turn]

Haute Coutre lv. 1 [+10 Sway/turn, +20$/turn]

110 Sway

>Location:

Archival District, +2 level, the Royal Society Club House

1. Irritating, but my particularly immense sway within the upper echelons of Archival Administration should allow both an efficient search for those who would be most useful to SOCIETY interests, inside and outside of it, and to bring them in. With interest coming in from the most influential of the entire district, the Status Quo will soon be aligned with us as a whole - which calls for more skilled servants.

+30

2. Ensure that Klaus's hosting goes well. He is clearly a man of culture and intellect, and not one of extravagance - his introductions to SOCIETY proper should reflect that. He seems a fine sort, and I am sure we will have no problems, but a man of his prestige being aligned with us would prove incredibly useful.

+50

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c8c265 No.36340

Dice rollRolled 47, 26 = 73 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

10 Made Men[1]

Madame Helena[1][Enforcer][As long as you control Madame Helena, all Call Girls add +3 to their $ per turn

Inventory:

The Exquisite Beauty Massage Parlor

1 Casino[+50 Dollars a turn]

Basic "Massage Parlor"[+40 Dollars a turn]

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

239 dollars +181/turn-85/turn

11 Drug Cache

3 Contraband Caches

Slave Trade[+1 girl a turn/-85$ a turn]

7 "Call Girls"[+13$ a turn per girl]

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged, Provider

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1-2. "The fuck are these? Some kind of rival gang symbol? This is some creepy shit right here. But what the hell maybe it is another gang, we better keep on a lookout."

Keep on investigating! "The Eye" Investigation(1/6)

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c8c265 No.36366

Dice rollRolled 48, 7 = 55 (2d100)

>>36157

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

Stan the Shark[1.5][+15 to Science related rolls]

1 Trader[1.2][Concealed]

>Inventory:

1 Harpoon With Chain [1.1]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

8 Uncooked Crabs

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. Ok whatever the heck is this we are getting ready, Lemon Sharks guard the entrances in case anything goes down be ready to reinforce or protect a retreat.

2. Everyone else is going out the front door with weapons up to see what exactly is knocking on my door

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c8c265 No.36367

Dice rollRolled 37, 45 = 82 (2d100)

>>36155

Name: Commander Viktor Shatterhand

Faction Name: The Iron Watch

Fluff: This city is diseased,

The Scourge brought in death and evil from the seas, corrupting the entirety of this once grand city. Such a shame to see order and justice be tossed to the side at the slightest nudge from chaos and disorder.

It is quite obvious that the comman man can not decide for themself what is right and just, and thus it falls onto those who are willing to grab for it and pursue Order among all things. Some will claim that my methods are archaic, or brutal, or perhaps even inhumane. However the times we are living in are brutal and inhumane, and if this is what it takes to restore order then I shall burn this city to the ground and begin anew.

Faction Fluff: The Iron Watch shall defend the rabble of the city from it's own corruption, any injustice shall be dealt with harshly so that chaos will not grow from fertile soil. The prisons of the Watch and it's enforcers shall be feared, and this fear shall prevent criminal thoughts from ever coming to fruition. No evil or chaos shall escape our gaze, nor outrun the Hounds of Justice.

Our Justice shall prove our Might, our Convictions shall strengthen our armor, Our very souls shall be dedicated to Order and the Iron Watch.

>Leader & Heroes:

Commander Viktor Shatterhand[2.3]

>Henchmen:

6 Knights[1.75]

>Inventory:

7 Blades[+.5]

4 Jail Cells

1 Basic Medical Cache

>Skills:

Basic Combat[1.10]

Basic Heresiarchy

Advanced Interrogation

Basic Fortifications [1/8]

Basic Patrolling [2/8]

"Strange Symbol" Maritime Investigation[1/8]

>Resource:

>Bonus:

The Righteous Need Not Fear- You have come to this city, bearing flame an fire. Invited by the District Lady herself, you have been appointed a secret provision against the corruption in the city. Deniable, yet authorized, you will recieve messages from the Lady, and in turn you will achieve them. And if you continue to do so, you will be rewarded for your faith.

>Connections:

Industrial District Lady- Good.

>Location:

Industrial District, 2 level, Royal Tower's Avenue, Private Tower

1. Go to accept this new "Knight" Test them to ensure their compliance with all Iron Watch Regulations

2. Investigate the Maritime district, the trace may have gone cold but that shall not stop us from finding the criminals.

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c8c265 No.36472

Dice rollRolled 15, 50 = 65 (2d100)

>>36155

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

6 Associates[1.6]

>Inventory:

860$ +150/-40/-200

3 Rifles[+.15]

1 Drug Cache

>Resource

"Fixed" Boxing [+150$/turn]

Rumor Mill [+5 Sway/turn]

Basic Drug Smuggling [+1 Drug Cache/turn; -40$ turn]

[BASIC] PARTY [ON]:

-$200; +30 to henchmen recruitment; +10 per night and +10 for each gang leader or figurehead attendee

-/+ All Gangs and Archival District factions know of you

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

>Rival:

The Count [NULL]

Location: Archival District, +3 Layer, Gadenson Estate

1. Send 3 of my associates off and about the Archival and see if we can't find some derelict structures to turn into more profitable ventures. +3 Associates [1.6], +25 Sway, +Basic Persuasion, +Basic Bartering

2. Wolfshem seems like a smart enough fellow, very business savy. Send him to the Maritime to see if he can't do something in terms of animal fights. Barbaric as it is, people love to pay for it. +3 Associates [1.6], +$50, +Basic Persuasion, +Advanced Charisma

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c8c265 No.36474

>>36472

>>36473

woops

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c8c265 No.36578

File: f30f5634bd022ae⋯.jpg (37.17 KB,460x259,460:259,Industry Outer.jpg)

File: 131b84bbc467003⋯.jpg (73.69 KB,564x564,1:1,Archival Art.jpg)

>>36284

Sending your grandsons out into the streets as a field test of your latest Navigational systems, you gleefully watch them return, carrying with them a few horrified people.

>ADD: Resource

2 Male Subjects.

2. God doesn't seem to object at all, as you continue to tinker and improve the Grandsons navigational systems. Soon, they would be able at operate at longer distances, and away from you.

[6/8]

>>36304

1. Work goes fare enough on the Inn, with the family and workers doing a great job on fixing the old place up. It'll be back in pristine condition in no time!

[3/4]

2. Drilling your men around the docks, Ol' Jack is having a hell of a time trying to beat information into the heads of your Docksmen. Not much is learned, but your boys do have a few scrapes and bruises from not listening to the old man.

[1/6]

3. Sending your smuggler out around the docks, he looks for information about the kidnappings and strange ongoings surrounding the District. Walking through the dark streets, it seems everyone is on edge, as they crowd around the bars and well lit areas. Well, every one but a few quiet, dark faced men. Suspecting something foul a foot, the Smuggler gives chase after them as they flee into the shadows. Firing a shot after them, one of the men fall over, his colleagues abandoning him. Pulling aside his dirty suit, the man seemed long dead even before being shot. Reporting back, the Smuggler seemed…Unnerved.

>>36318

1. The Mark burns and writhes upon the Flesh of the man known as the Crimson Skeleton. Once again, you are teleported, your hand twitching in response. Now, you sit on a roof, hundreds of miles into the sky. You can see the clearly, a glowing light rising up from the ocean. You can hear it too; a slow, dead, thud.

1/???

>>36340

1-2. Sending your men out to search through the dust, they seem a bit put off by the boss's sudden decision. But, hey, perhaps, they reason, that your lookin for some nice and shiny loot that survived the fires. Pillaging through the ashen parts of the district, the boys feel a lingering sight upon them. Like something was watching them…However, after doing a bit of searching, you come up with a letter. It's a bit singed, but it read's as so:

"Dear ____

Knowing you, brother, your nose must be buried deep in the Letters of a book. but, if you could move your Attentions from the book, and towards your siblings, i would Understandably love to inform you that my wedding is coming up quite Soon! i know that your not quite supportive of my Beloved. but i would be delighted to see you arrive! Besides the tram my Engagement party, there is Lots Of Ways you can reach it."

-With love, _

P.S. Could you get the necessary pass for our other visitors? I know you can get practically anything nowa days.

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c8c265 No.36579

File: 8e9d2be8554698f⋯.jpg (3.21 KB,480x360,4:3,MARCH.jpg)

File: 6a078791f46e927⋯.png (59.29 KB,450x450,1:1,Clock Work Guard.png)

>>36366

1. Leaving the Lemon sharks to guard the entrances, you and your boys prowl outside of the bar, weapons in hand. Yet, to your dismay, and eventual fear, you see nothing.

2….That is until, you slowly move towards the deep rivers of water. Looking down, your eyes filtering out the dank and dirty water, you can feel your pulse tremble as you witness what marched below you.

[PM me]

>>36159

1-2. Training continues to go exceedingly well, as the Demons show the scum who's the boss around these parts. Even more, Fogel beats any thoughts of rebellion out of the Demon's heads, displaying his own power.

Basic Training[7/8]

>>36161

1. As Rose finishes her training, she steps forward from the final step of her final trial, kneeling before you in a pantomime act. She nods her head in approval, before looking up and rising to you, a smile on her eyes. You could tell, she was ready to lead your troupe.

>UPGRADE: Henchmen → Hero

The Rose Masque[1.25][Luster][Charade]

>ADD: Bonus

Illustrious Charade- Under the guidance of Rose, your troupe members have taken on a new elegance. You gain a flat bonus to performances. But that is not all that your Troupe members have learned from the pupil. After damage calculations, roll a d2 for each Henchmen lost. On a 2, the Henchmen is revived.

2. Heading off on your own, you begin training yourself.[1/2]

>>36163

1. Attracting a good number of applicants, the idea of working in safety, and for good pay, really does rake in the people. Now just to sort through the applicants.

>Upgrade:

Post Office[+85$/turn]

>ADD: Henchmen

2 Post Office workers[.5]

2-3. The lawyer pressed his hands together as he read over the case file. It would be difficult to crack, but, as he looked up to the man before him, he sighed. He was not one to leave a man in need of justice wanting.

"Alright, Mr. J. I'll take your case. But.. I'll need some time to prepare your case…"

>Remove: Resource

125$

Lawsuit[1/4]

>>36367

1. As you approach the royal academy of science, located directly in the heart of the Industrial District, you can't help but have your curiosity stimulated by the amazing inventions around you. Mechanical and electrical gates, automated weaponry, rail-less carriages, and much, much more. While the Archival District may have been more technologically advanced, the Industrial district was almost the superior when it came to physical engineering.

And then you met the knight. Standing at 9'ft, and holding what seemed to be a anti-tank rifle, the giant "knight' was being scrambled over by a team of professionals, working on any last minute calibrations. As you neared, the chief scientists smiled and greeted you. Proud to have one of their creations hand picked for field testing, the lower-ranked adepts seemed overjoyed. Quickly, they began running over the combat commands and other processes need to command this "Knight"

>ADD: Henchmen

1 ClockWork Knight[5]

2. You begin setting out towards the Maritime District….

[1/2]

>>36472

1. Sending your men about the less cared for parts of the Archival District, they seem to be either picking up the pieces of something already picked over, or, finding the buildings in worse and worse shape..and than suddenly, seeing them right next to a pristine, freshly built building. Either one would require further investigation.

2. Although there seems to be some sort of shadow hanging over maritime, you are able to set up a basic, if slightly tilted animal fighting ring.

>Add Resource:

Basic Animal fighting Ring[+10$/turn]

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c8c265 No.36580

File: cd019b3bc641e93⋯.png (138.48 KB,518x508,259:254,SKULL.png)

File: a757b928e003f0d⋯.gif (2.87 MB,375x500,3:4,Maritime Attack.gif)

Dice rollRolled 2 (1d3)

>EVENT:

New Moirai; A city, filled with people, life and energy. From the glowing halls of Archival, the Golden Sky Scrapers of CORE and the bustling markets of Maritime, few cities in the world could even begin to compare to the life and energy that New Moirai had. Usually, at least.

On this night, New Moirai sat quietly, as if holding its breath as a dark shade of silence settled upon the peoples all across the district. No one seemed at ease, and many people would come to speak of this night in vivid memory, as few could dare sleep. It was as if the utter quietness of the city had taken a hold on the lungs of its people, bottling up their air.

And then releasing it in one fell, screech. In the Maritime District, few were prepared for the sudden and catastrophic destruction of one of the Meidician Casino, home to one of Maritimes most vicious gangs. Broke almost cleanly in half, by hulking, giant hands made of bone and nerves, all could see the tumbling of the Tower.

But the source of the destruction quickly disappeared as soon as it came, the giant hands falling apart into the bones of the deceased, as tower toppled into the streets below. But, the nightmare was not soon over. Reanimated by the hateful energies, the bones of the fallen began to rise, rebuilding themselves in horrific shapes and attacking nearby people. It was only thanks to the quick and tireless counter-attack of the Black Ergets, were the battle lines made, and the District not over ran.

"People of the Maritime District! This is your lady speaking! Please stay within your homes and estates, and do not leave under any circumstances! If you are unable to return home, proceed to the nearest church!"

>ANNOUNCEMENT:

The D3 rolled at the beginning of the chart will determine how many turns it will take the undead forces to start breaking through the Black Ergets lines. It will also represent how long the Undead will attack after breaking through. You have that many turns to prepare, and than stave off the attacks.

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c8c265 No.36581

File: 5c5fea59e6584b5⋯.jpg (2.51 MB,1207x1200,1207:1200,TheBeaconOfHOPE.jpg)

Dice rollRolled 56, 88, 67 = 211 (3d100)

>>36579

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

5 Dockmen [1.5]

6 Revolutionaries [1.2][Concealed]

2 Couriers [1.1][Messager]

2 Commonfolk [1]

2 Post Office Workers[.5]

>Resources:

85$

3 Basic Pistols [+.10]

3 Swords [.05]

Post Office [+85$/turn]

Lawsuit [1/4]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

Dock Worker's Union-In Touch

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

https://www.youtube.com/watch?v=z7Gli9TxN4E

1-2: Johnson would be, horrified at such sights, of dead men walking once more, striking against those who still walk as living beings. While the Marinetime District's Lady may be insane for saying that the populus should hide away, the Black Ergets may provide some time to rally up a militia to provide much needed defence against the rising tide of the undead.

Heading back into the streets, as the forbidding thunder from the clouds above strikes the city, Johnson would preach to the fleeing masses, requesting those willing to defend their livelyhoods to stand forward and bring forward what they can.For it is now not about the threat of the government that endangers the people, but a clear, evil force striking against the people of New Moirai, and it is up to them to assist in defending their kin against such horrifying monstosities!

>Recruit as many units as possible, to defend the Marinetime District! +James J. Johnson +5 Dockmen [1.5] (3 w/ Pistols, 2 w/ Swords) +Basic Recruiting +Basic Patriotism +Advanced Propoganda

3: As Johnson preached an call to arms against the undead invaders, those who can do so were sent to buy supplies, for while they may get the manpower to assist the defence, they would lack the armament to supply the masses.

>Buy guns, to help defend the Marinetime district! +Basic Patriotism +6 Revolutionaries [1.2][Concealed] +2 Couriers [1.1][Messager] +2 Commonfolk [1] +2 Post Office Workers [.5]

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c8c265 No.36582

>>36581

(Forgot to add "+85$" to the third action, we need all the guns we could get)

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c8c265 No.36583

File: e11a6a214812898⋯.jpg (19.26 KB,500x296,125:74,PostLetter.jpg)

>>36581

>>36304

As the gunfire of the Black Erget was heard as they fended off the shambling hordes, a Courier was sent to deliver a critical message to Ellis Kane. Avoiding the Marinetime Guards patrolling the streets, she would reach the place where he would be: The HQ of Kane & Kane Docking Co. Entering inside, she urged the dock workers inside to meet with him, as she has a letter to deliver.

Once it reached him, the letter would be rather to the point, about what Johnson asks of the leader of the Dock Workers Union:

"To Ellis Kane,

I am James Jennifer Johnson, otherwise known as 'JJJ' when it comes to corporate manners. I am here to ask for aid in setting up a bastion against the rather apparent threat of the walking dead. For while the District Lady suggests that the people retreat to their homes, it will leave them divided and defenceless when the 'Black Ergets' lines fall.

All I request is three things: Supply able men and weapons to help defend the weak and the helpless, guide those fearing for their lives to the bastion I speak of, and hold the line when the district lady's army falters. I have the hope that the people can be saved from this necromantic threat, and through our combined efforts, we may save even more.

~ JJJ"

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c8c265 No.36607

Dice rollRolled 97, 26 = 123 (2d100)

>>36579

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[1.3]Resplendent Saber[+.2][Master Crafted] 1/2

The Rose Masque[1.25][Luster][Charade](Assassin Blades[+.1][Concealed])

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

2 Blank Masques[1] Axes[+.10]

1 Despair Masque[2][Slow][Resilient] GreatSword [+.5][Slow]

1 Rage Masque[1.6][Berserk] Axe[+.10]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

100$

4 Assassin Blades[+.1][Concealed]

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

Illustrious Charade- Under the guidance of Rose, your troupe members have taken on a new elegance. You gain a flat bonus to performances. But that is not all that your Troupe members have learned from the pupil. After damage calculations, roll a d2 for each Henchmen lost. On a 2, the Henchmen is revived.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1.My, my, walking dead, and not just those skinny trollops called models either. Regardless I still need to train. My combat ability is still lacking from where I need it to be. My every slash must be quick and lethal, my guard seemingly open but insurmountable, I must be quick and efficient in battle. Peace must be the ever clam eye of the storm in battle, the rock that the enemy breaks against. My foes must see me kill without effort in masse, and so must my followers. I must be the terror and rallying point, the void against which all the battle plays. 1/2

+Basic Combat

Ezekiel Samson (Peace)[1.3]Resplendent Saber[+.2][Master Crafted]

2.However, that is not enough. We need more and better weapons, armor, supplies to reinforce our home, and for that we need money. The best way to do that would be performing. Sadly, with the bones rising, performances out in the open would net a poor yield. So instead we will leverage our connections with the Martime elite, and perform for them. Rose will lead it, a pulse pounding heartwarming adventure about the hero's journey to save his young love from the clutches of an evil undead lord.

+Illustrious Charade

+Advanced Distraction

+Basic Acting

+Basic Disguise 3/8

+3 Disguise caches

The Rose Masque[1.25][Luster][Charade](Assassin Blades[+.1][Concealed])

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

2 Blank Masques[1] Axes[+.10]

1 Despair Masque[2][Slow][Resilient] GreatSword [+.5][Slow]

1 Rage Masque[1.6][Berserk] Axe[+.10]

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c8c265 No.36608

>>36607

Maritime Elite- Good on 2 as well

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c8c265 No.36620

File: 50f312fe5e7d1dd⋯.jpg (8.85 KB,300x168,25:14,download-5.jpg)

>>36583

To JJJ

Listen here you cur, the districts lady's plan is a fine one and sure to save many lives. Her Black Ergets even now lay their lives on the line to stem this black tide.

If you wish to do some real good and actually help the district, bring your men to the Ancient Mariners Square the next morning. We have skulls to break and dead to put to rest.

From,

Ellis Kane

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c8c265 No.36622

File: 8da21d3556c2484⋯.jpg (69.01 KB,900x636,75:53,zombie_horde_by_luca540-d4….jpg)

>>36578

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

Dirty Jack[1.6][Trainer]

13 Dockmen[1.5]

>Inventory:

1 Mechi-Boat

245 Dollars

9 Basic Pistols[+.10]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Work Wanted Ads [+1 Dock Man a turn/-75$ a turn]

Neighborhood Watch [+25$/turn]

Basic Dockyard [+30$/turn]

Basic Fishery [+20$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

The Beacon- In touch

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Shake a fuck leg lads, you need that training done of the double. 1/6

2-3. “ALRIGHT YOU BARNACLE-SUCKERS! THE WHOLE BLOODY MARITIME DISTRICTS IN DANGER! I WANT YOU GOING DOOR TO DOOR! THE MARITIME MILITIA IS FORMING UP. YOU ALL KNOW THE DRILL, PIPES, BATS, CLEAVERS, CHAINS AND GUNS! EVERYMAN WHO WANTS TO FIGHT BEFORE HE DIES SHOULD GET OUT HERE!”

+Basic Authority

+10 Dockmen

+Dock Yards- Good

+245 dollars

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c8c265 No.36623

Dice rollRolled 31, 5, 77 = 113 (3d100)

>>36622

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c8c265 No.36624

>>36291

>>36580

*caughcaughcaugh*Neverupdatedme*caugh*

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c8c265 No.36651

Dice rollRolled 24, 99 = 123 (2d100)

>>36578

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing][6/8]

1 Son[1.25][Mechanical]

1 Mother[1.5][Caretaker]

>Inventory:

3 Mechanical Repair Kits

3 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

>Resource:

Son Manufacturer[+1 Son[1.25][Mechanical]/turn;-1 Basic Machinery Cache;-1 Living Subject]

1 Male Subjects.

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. "Excellent now lets rob the machinery warehouses and hopefully my sons will get it right." Rob the machenery warehouses

2. "Lastly improve the navigational systems before I get a migraine on why it isn't finished." Improve Grand Sons navigational systems

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c8c265 No.36662

Dice rollRolled 12, 28 = 40 (2d100)

>>36579

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

6 Associates[1.6]

>Inventory:

720$ +150/+10/-40/-200 = -$80

3 Rifles[+.15]

1 Drug Cache

15 Sway

>Resource

"Fixed" Boxing [+150$/turn]

Rumor Mill [+5 Sway/turn]

Basic Drug Smuggling [+1 Drug Cache/turn; -40$ turn]

Basic Animal Fighting Ring [+$10/turn

[BASIC] PARTY [ON]:

-$200; +30 to henchmen recruitment; +10 Sway per night and +10 for each gang leader or figurehead attendee

-/+ All Gangs and Archival District factions know of you

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

>Rival:

The Count [NULL]

Location: Archival District, +3 Layer, Gadenson Estate

1. Recruit some more boys from the party tonight. +30 [BASIC] PARTY, +Advanced Charisma, +Basic Persuasion

2. Send Wolfshem and the rest of them, along with myself, down to the boxing ring. Considering the fact that everyone's more so busy with a more lifethreatening situation there, I would find this is the perfect time to do some renovating. I'll arm ourselves too just incase something nasty happens.

Either way, lets spruce up the place: Add more seating, improve the rigging system, make it so we can squeeze as much money from them as possible.

+$10, +2 Associates [1.6] w/ 2 Rifles [+.15], +4 Associates [1.6], +Jay Gadenson [1.75] w/ Rifle [+.15]

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c8c265 No.36663

Dice rollRolled 21, 74 = 95 (2d100)

>>36662

Rerolling 2nd action

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c8c265 No.36664

>>36663

dammit, just take the first dice from that roll

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c8c265 No.36683

Dice rollRolled 71, 36 = 107 (2d100)

>>36580

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

Fluff: Dr Robinson was once a normal biologist living in the Botanical District. He is one of those that specialized in altering living creatures and gene splicing to create new ones. After the scourge he continued to go to work dutifully, and this ended in his slow slip into madness. Some might say it was the mix of airborne altered viruses and chemicals that did it, some might say it was the cramped dark interrior, some might say it was that one time he had to implant a man's brain into a dog because the person truly thought they were a dog, and some might say it was the rampant alchoholism and abuse of failed drugs that were supposed to make you smarter after the dog surgery. Whichever the case Dr. Robinson's mind finally broke and he slipped into the depths fo the Botanical District. He reaperaed recently, leading a gang of the insane and twisted.

Faction Fluff: A group of experiments, altered humans, and others who have joined under Dr. Robinson in his mad quest. Usually just end up securing resources, test subjects, and materials for his experiments in exchange for protection and power.

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

2 Lab Assitants [.5][+1 tor research rolls]

6 Test Subject [2][50% chance to die when used in action]

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

1 Painted Lady[1.2][Allure]

>Inventory:

7 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

2 Willing, full bodied men

0 Willing, full bodied women

1 Muscular Stabilizer

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

Basic Pheromonal Boosting [Painted Ladies]

>Bonus:

Man of Science: Once a standing figure in the Botanical District, and now a feldgling crime lord, you hold vast knowledge of the human body, and the true potential it possess. But, your depression has taken its toll. Much has been lost, but due to your inherent familiarity, it returns, in bits and pieces. You may re-roll any failed research attempts, but must keep the second one, regardless of if it is worse or not.

>Connections: Rampaging Mutant[Location: Unknown]

>Current Location: Botanical District, Level -3, Dr. Arkonas' Residence

1&2. Send the Painted Lady, Strong Man, and Boy of Silence to track the monster, disorient it, and then inject it with the stabilizer. 1/3 Monster Tracking

+1 Boy Of Silence[1][Distorted]

+1 Strong Man [2.25]

+1 Painted Lady[1.2][Allure]

+1 Muscle stabilizer

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c8c265 No.36684

>>36291

>ADD: Connections

Tracking the beast…[1/3]

>ADD: Resource

1 Muscular Stabilizer

>>36334

1. As you comb through the now highly expanded database, you begin putting together whole lists of suitable candidates. All you need now to do is to narrow it down.

Recruitment[1/2]

2. Entering your club, Klaus seems rather stimulated, and enticed by the intellectual affairs you offer. He seems to enjoy, most of all, discussing novels with his fellow members. Although, he does let it slide that he might be willing to let Society use his Camera network.

Klas[1/3]

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c8c265 No.36687

File: 147e4f41307f17f⋯.jpg (114.41 KB,1017x529,1017:529,rain.jpg)

Dice rollRolled 86 (1d100)

>>36578

>Name:

Crimson Skeleton

>Health:

[100/100 HP]

>Combat Rating:

[2.15]

>Tags:

[Marked][Charismatic][Stealthy]

>Inventory:

Trench Coat

Mask

>Connections:

#1 from afar it looks exactly as the vision shown to him before, a city burning. some of the visions he was shown were coming to pass. perhaps even, the dead were already among the living, and the sharks fighting on land. but still more questions to be had. who was the man upon his knees? that was where his vision ended. perhaps, the Skeleton pondered, did he simply exist now to be a witness to what was to come to pass? perhaps he would be the one to see what others could not see/ 1/???

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c8c265 No.36734

File: 99e1a02fc2c0601⋯.png (230.34 KB,685x1100,137:220,Akumetsu v01c02 - 074.png)

Name: Jack

Faction Name: Akumetsu

Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

==============================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

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c8c265 No.36780

Dice rollRolled 6, 7 = 13 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

10 Made Men[1]

Madame Helena[1][Enforcer][As long as you control Madame Helena, all Call Girls add +3 to their $ per turn

Inventory:

The Exquisite Beauty Massage Parlor

1 Casino[+50 Dollars a turn]

Basic "Massage Parlor"[+40 Dollars a turn]

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

348 dollars +194/turn-85/turn

11 Drug Cache

3 Contraband Caches

Slave Trade[+1 girl a turn/-85$ a turn]

8 "Call Girls"[+13$ a turn per girl]

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

Old Blood- Unlike many of your fellow gangs, you have had a first hand taste of the Core District. Decadent, Hedonistic, and ripe for profiting off of. But, in the end, after the dust has settled, your friends in high places have either been killed off, or given the boot like you. Of course, the rich still want their playthings. You gain a bonus when ever rolling to negotiate with those of the upper echelon.

Connections:

Archive Underground-Acknowledged, Provider

Core Invitee's-Neutral

>Location:

Archival District, Marino Casino, next to the Core District Electrical Gate

1-2. I have no idea what that even means. Let's keep searching for more clues until whoever is watching us reveals themselves.

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c8c265 No.36795

Dice rollRolled 57, 1 = 58 (2d100)

>>36579

>Leader & Heroes:

Armand Caligula [2.2]

>Henchmen:

3 Hammerheads[1.75]

2 Tiger Sharks[1.8]

3 Lemon Sharks[1.7]

Stan the Shark[1.5][+15 to Science related rolls]

1 Trader[1.2][Concealed]

>Inventory:

1 Harpoon With Chain [1.1]

8 Crude Clubs[.5]

4 Medical Caches

1 Alcohol Cache

250 Dollars

1 Basic Radar Machine [6 mile range]

8 Uncooked Crabs

>Skills:

Basic Surgery

Basic Boating

Basic Radar

Advanced Bio-Modding[Sharks]

>Bonus:

Green around the Gills- Noted among the District as deadly racketeers, you are perfectly suited to a amphibious life style. You gain a +[1.00] bonus in combat against [Fully Submerged enemies], and you also have access to parts of the Submerged Botanical District.

>Connections:

Maritime District-???

>Location:

Botany District, -3 Level, The Shark's fin saloon

1. Well this is all a bit too terrifying for my tastes but anything I'd find in the lab's wreckage wouldn't be worth what I might get before or during any attack. I (being Caligula) will personally lead a group to the lab where the boys came from. Stan can earn his keep as a professional eye for anything in the lab in case they aren't interested in helping us. [swim ahead of the zombies to the lab bringing Caligula, Both Tiger Sharks, and Stan]

2. While I'm gone the Hammerheads and Lemons can go for some proper looting and find where those mechanical animals are hiding and see about coralling them back to the saloon.

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c8c265 No.36806

Dice rollRolled 85, 42 = 127 (2d100)

>>36684

Faction Name: Society (The Council, The Economic League of Fellows, The Men in White, The Golden Tribe, ETERNITY)

Name: No One in Particular

Faction Fluff: Society is difficult to pin down. Its nuances and details are ever-shifting, moving about with the specific details of the age. When land is conquered, society changes with its conquerors, in the small manners of enunciation in which people speak, in the fashionable dances and clothes, in the way people make love. Oftentimes, the details of high society change - the name, the ornamentation, the dressing. But society is independent of itself - it could not survive otherwise. No one man can throttle fashion, society, organization. It would be, simply put, impossible. Which is why the steadily-increasing whispers of a second society - a council, an economic league, a golden tribe of Ishmael - are ridiculous. Parties thrown between friends are just that, and nothing more. The webweaving of societal politics goes on as usual, independent and individual, and the hedonistic details of the rich are as uncoordinated and spontaneous as ever.

No One in Particular could possibly control fashion - could control society - could control a city through its vice. It's simply not possible.

Fluff: A man in a mask can be anyone he chooses; or, if they prefer, No One in Particular. So long as the mask remains, so, too, does the mystique.

>Leader & Heroes:

No One in Particular

>Henchmen:

5 Friends [.5][Man of Standing]

2 Minor Administrator[1.1][Unknown]

1 Major Administrator[1.2][Unknown]

2 Servants [1.5]

1 Wet Worker [2] [Equipped w/pistol, +.15, Concealed]

>Inventory:

1210 Dollars

4 Masks

3 Basic Poison Caches

4 Pistols [+.15][Concealed]

4 Daggers [+.5][Concealed]

>Skills:

Basic Sociology

Basic Disguise

Basic Espionage

Advanced Spying

>Bonus:

Smoke in the Hands- Although, through uncertain machinations, you have found yourself outside of the Core District, you remain as elusive as ever. You have the ability to slip through the Districts, and as long as you control one Henchmen, your Hero's are immune to assassination.

>Connections:

Core Invitee's- Good

>Resources:

Royal Society Club lv. 2[+10 Sway/turn]

Haute Coutre lv. 1 [+10 Sway/turn, +20$/turn]

120 Sway

>Location:

Archival District, +2 level, the Royal Society Club House

1. Finish up recruitment of additional servants. [1/2, +30]

2. Continue to host and entertain Klaus, ensuring to provide him with the intellectual stimulation and refined, restrained elegance that his tastes so clearly align towards. [1/3, +50]

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c8c265 No.37212

>>36581

1-2. Gathering up as many men and women as you can possibly find, you rally them into a makeshift militia in order to defend their home.

>ADD: Henchmen 15 CommonFolk[1]

2. Those sent out to get equipment find themselves caught up in the panic of people trying to defend themselves. They return, only with a few pistols and knives they managed to knick.

>ADD: Resources

3 Swords[+.05]

2 Pistols[+.1]

>>36607

1. Practicing your blade, you fine yourself becoming swifter and swifter, witch each strike against your target becoming easier and faster.

>UPGRADE: Hero

Ezekiel Samson (Peace)[2.5][Fast]Resplendent Saber[+.2][Master Crafted]

2. Although tensions run high with the undead menace coming quickly, the rich find themselves drawn to the performance of your troupe. Although many of spent a small fortune on their own safety, you still find a good deal of money in your coffers, as the plates return filled with the Elite's offerings.

>ADD: Resources

3 Swords[+.15]

2 Pistols[+.15]

+400$

>>36622

1. Training escalates, as the looming undead threat hangs over your mens heads.

Training [3/6]

2-3. A well known member of the Maritime District, people rally behind your men, equipping themselves with what ever they can find. While you gather up quite a few Dock Workers, you find even more Commonfolk as part of your militia.

>ADD: Henchmen

4 Dockmen[1.5]

8 Milita Men[1.1]

>>36651

1. Robbing the nearest machinery warehouse, you find a few Machinery caches there were usable.

>ADD: Resource

1 Machinery Cache.

2. With the Machinery cache in your hands, you set about finishing their navigation system.

>ADD: Skill

Advanced Navigation.

>>36662

1. Although most are too busy, you do find some boys willing to work for you.

>ADD: Henchmen

1 Associate[1.6]

2. You begin the renovations, although most people are too busy fearing for their lives to attend the shows, so the Fighting ring is shut down until the work is done.

[1/4][No Income from Animal fighting until work is done]

>>36683

1-2. Sending out the biological band, you watch your creations strut out, working in near perfect function as they hunt down the beast. Soon, they are upon it, ready to put it to its end.

>COMBAT

>APPROACHING

Bio-Monster[4]

>>36687

1. This time, you flash away, and find yourself in some hidden closet. Although you cannot see directly into the room, you can tell from the strange red and gold light filtering under the door, and the pure white surroundings of the closet, you are not where you were. Or were you?

"Well?" Asks a voice, in a cold and clinical tone.

"They seem to be quite straight forward with me." said another, more plainly.

"Good. Good. Any one..In particular?"

"No. Not yet. They seem rather boring. Rather… Uninspired in general."

"I was hoping they'd be a bit more interesting. Anyways, keep an eye out. An eye out, because its not like I can. I can't."

>>36734

>Hero:

Jack[2]

>Henchmen:

2 Jacks[2]

>Inventory:

Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1]

>Skills:

Basic Cloning

Basic Justice

Advanced Purpose

>Bonus:

Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

>>36780

1-2. Nothing seems to be turning up… But, as you wander through the ruins, you think you saw something watching you. Running after the figure, you find a dead end. Confounded, there is no obvious way for them to have escaped you.

>>36795

1. Swimming ahead, you reach the lab in a short span of time. Looking around, you start mentally preparing on how you can loot the lab, and still escape the undead horde.

Looting 1/2

2. While out hunting for the Mechanical men, you witness a group of what seem to be strange, mutated men and a woman fighting a giant biological monster. If you aren't careful, you may run the Ire of the brawl, and with no water nearby, you aren't entirely sure you could take them on.

>>36806

1. More Servants are acquired, all of good standing, all of exceeding obedience.

>ADD: Henchmen

3 Servants[1.5]

2. Klaus seems entertained, but perhaps a bit weary. As if there wasn't exactly anything of any true importance. As if he had gone through this before. He hides it well, but you can tell, he's not being entirely satisfied. Yet.

2/3

>EVENT

AS the fighting continues, more broadcasts are sent out, as the Black Ergets fall back to better prepared positions. Thankfully, the Undead are seemingly heading to the Docking districts, and leaving more populated area's towards the Core in safety. This might be due to the few CORE forces sent in, as to help protect the central district.

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c8c265 No.37221

Dice rollRolled 62, 62 = 124 (2d100)

>>37212

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

Faction Fluff: http://pastebin.com/n5Hw4sCy

>Leader & Heroes:

Ezekiel Samson (Peace)[2.5][Fast]Resplendent Saber[+.2][Master Crafted] +Pistol .15

The Rose Masque[1.25][Luster][Charade] Sword +.15 + 1 Pistol .15

>Henchmen:

3 Comedy Masque[1.2](Assassin Blades[+.1][Concealed])

2 Blank Masques[1] Swords +.15

1 Despair Masque[2][Slow][Resilient] GreatSword [+.5][Slow]

1 Rage Masque[1.6][Berserk] Axe[+.10]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

500$

4 Assassin Blades[+.1][Concealed]

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

3 Swords[+.15]

2 Pistols[+.15]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

As Quickly as they come: After loosing Combat, you may attempt to flee before any casaulties can happen. You will loose all resources, but you will not loose any personel. After loosing combat, roll a d6. On a 3 or higher, all your henchmen flee.

Illustrious Charade- Under the guidance of Rose, your troupe members have taken on a new elegance. You gain a flat bonus to performances. But that is not all that your Troupe members have learned from the pupil. After damage calculations, roll a d2 for each Henchmen lost. On a 2, the Henchmen is revived.

>Connections:

Maritime Elite- Good

>Location:

Maritime District, 1st Dock, The Troupe's Caravan Cart

1. The show went better than expected, really. That's good. Now Rose sets off with Despair and Rage to get some armor for our men. Light but stronger , easily worn but protecting, either leather armor or metal breastplates. Preferably something that can go along with our theatre costumes.

+$400

The Rose Masque[1.25][Luster][Charade] Sword +.15 + 1 Pistol .15

1 Despair Masque[2][Slow][Resilient] GreatSword [+.5][Slow]

1 Rage Masque[1.6][Berserk] Axe[+.10]

2. Peace leads the rest of the masques to fortify their cart and home with whatever they can find. A storm is coming and they will be ready.

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c8c265 No.37222

Dice rollRolled 51, 93 = 144 (2d100)

>>37212

Name:Professor. Archimedes Carter

Faction Name: The Sons of Archimedes

Fluff: Professor. Archimedes Carter was once a respected teacher at a Archival District's University and a well known inventor until the scourge hit his recent investment amongst the coast and a half mechanical squid is found . Now resent allegations of fraud, unlawful experimentations, blackmail, and conspiracy are now brought to light, the name Archimedes Carter is now mud amongst the educational and innovative elite of the Archival District . As he escaped he now plots revenge against them. Now he's a wanted man who is known for kidnapping locals and subjecting them to experimentation while trying to undermine the elite.

Faction Fluff: The Sons of Archimedes are well known for being mostly comprised of mechanical men and sometimes half mechanical and half organic men that follow his every command.

==

>Leader & Heroes:

Archimedes Carter (1)

>Henchmen:

1 Robotic Servant[.25][Mechanical][Unending Loyalty]

3 "Grand Sons"[1.75][Imposing]

2 Son[1.25][Mechanical]

1 Mother[1.5][Caretaker]

>Inventory:

3 Mechanical Repair Kits

2 Basic Machinery Caches

1 Advanced Machinery Cache

>Skills:

Basic Mechanist

Basic Robotics

Advanced Engineering

Advanced Navigation.

>Resource:

Son Manufacturer[+1 Son[1.25][Mechanical]/turn;-1 Basic Machinery Cache;-1 Living Subject]

1 Machinery Cache

>Bonus:

More Machine than Man- Once a esteemed peer of mechanics, now a crazed and spiteful man, you have a natural familiarity over mechanical creatures. Any failed attempts to repair a mechanical creature, or study a pre-existing machine can be re-rolled.

>Connections:

Academy Of Engineering- Bad

>Location:

Botany District, Level -2- Cater's Residence

1. "Rob more mechanical warehouses and make sure that we get enough for building more machines" (Keep robbing mechanical warehouses.)

2. "Take a few people off of the streets and pronto" (Kidnap a few people off the streets)

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c8c265 No.37223

Dice rollRolled 97, 51 = 148 (2d100)

>>37212

Name: Jay Gadenson

Faction Name: The Gilded Ash

Fluff: Truly, if there ever was the most exemplar example of hope on this forsaken Earth, it is Jay Gadenson. A man born in destitution and poverty, his ambition allowed himself the power, the strength, the will, to do whatever it is he desired. But yet again still, Fate found itself destined to curse him, with the most terrible curse of all: Love. He fell in love Delores Aberdine, a woman as fair as her family was rich, and indeed his limitless ambition was found corralled by the lasso of love, so that it would forever be for Delores, and her alone. And yet, Fate found itself cursing him again, and set Jay off to war in the conquest of Allertenosa for the sake of resources. In that time Jay found himself glory and fame, and yet lost his love. While he was away, his beloved was arranged with Peter Vandeross, belonging to one of the wealthiest families in New Moirai. Arriving back and learning this, he set out on one mission: To become rich and prestigious enough to win her back. The source of his fortune, whether from crime, drugs, real estate, stocks, it need not matter. With this fortune, he would not spend it on parties and celebrations; he would spend it on the GREATEST of parties and celebrations. Every night, every week. And the whole of New Moirai was invited, from the lowest of dregs, to the wealthiest banker.

Yet indeed, merely owning the money is nothing. The stain on Gadenson, the stain of a poorman, is forever, and so forever keeps him out of reach of the well-to-do, and his Delores. But all the more still, he will flaunt his gold, throw his parties, throw his extravagence in all places and facets in every way, in the hope that one day his Delores will love him again. Where a lesser man might say "You can't do the impossible,", Jay Gadenson will say, "My dear boy, of course you can."

Faction Fluff: This is the collection of Gadenson's associates, his business partners and few friends he has that he has recruited on his mission. Why they signed on is irrelevant. How they will help Jay, how they can be of use, is priority. For the sake of it all, any man is worth Jay Gadenson's time, so long as it is time well spent.

>Leader & Heroes:

Jay Gadenson[1.75][Indomitable]

>Henchmen:

7 Associates[1.6]

>Inventory:

630$ +150/+10 (N/A)/-40/-200 = -$90

3 Rifles[+.15]

3? Drug Cache [adding from past turns so i may have miscounted]

30 Sway

>Resource

"Fixed" Boxing [+150$/turn]

Rumor Mill [+5 Sway/turn]

Basic Drug Smuggling [+1 Drug Cache/turn; -40$ turn]

Basic Animal Fighting Ring [+$10/turn] [RENOVATING]

[BASIC] PARTY [ON]:

-$200; +30 to henchmen recruitment; +10 Sway per night and +10 for each gang leader or figurehead attendee

-/+ All Gangs and Archival District factions know of you

>Skills:

Basic Persuasion

Basic Bartering

Advanced Charisma

>Bonus:

So we beat on, Boats against the current- Jay Gadenson is a man who has a will so forceful, so powerful, that there seems to be no force on earth that can hold back his ambition, or crush his dream. Every other turn, you may re-roll one action of your choice. However, any re-rolls will not have any bonuses applied to them, and Natural 1's may not be re-rolled.

>Connections:

Maritime Underworld-Good.

>Rival:

The Count [NULL]

Location: Maritime District, Gadenson's Animal Fighting Ring

1. Try and get those renovations done as fast as possible. Wouldnt hurt to add a bit of cover fortifications for possible future issues. Hell, lets try and get some local Maritime denizens brave enough to be out in on the work for the promise of 'perks' for those who work, such as better 'seating' and free 'food'. +10 Sway, +2 Associates [1.6] w/ 2 Rifles [+.15], +4 Associates [1.6], +Jay Gadenson [1.75] [Indomitable] w/ Rifle [+.15]

2. Keep up that recruitment. +30 [PARTY], +20 (Advanced Charisma), +10 (Basic Persuasion), +5 Sway

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c8c265 No.37224

Dice rollRolled 43, 29, 46 = 118 (3d100)

>>37212

Name: Ellis Kane

Fluff: The Kane family is as old as the city itself, running the Kane Family Fishery employing a large amount of workers and owning various other assets in the city. The Kane family has always been seen as one of the “good ones” always supplying a good wage and decent working conditions. However come the Scourge that destroyed much of the Maritime district the Kane family has been brought low. Ellis Kane is a hard man, whilst born rich he cares more for an honest days labour and always used what he could to help his fellow man. All around him he has seen the district decay and suffer under the gangs. Ellis stands at almost seven feet tall a monster of a man with a pragmatic attitude and honorable personality to match it up. He has vowed to return the Maritime district to prosperity or die trying.

Faction Name: Dock Workers Union

Faction Fluff: Formed of the hard working men of all the industries of the Maritime district the Dock Workers Union is a collection of “decent” men who want nothing but a return to normalcy and safety. Whilst mostly involved in keeping the streets safe and helping industry many members are know to have skills in much less reputable dockside work, as even smugglers and thieves preferred more stable times.

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

Dirty Jack[1.6][Trainer]

15 Dockmen[1.5]

8 Milita Men[1.1]

>Inventory:

1 Mechi-Boat

9 Basic Pistols[+.10]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

Work Wanted Ads [+1 Dock Man a turn/-75$ a turn]

Neighborhood Watch [+25$/turn]

Basic Dockyard [+30$/turn]

Basic Fishery [+20$/turn]

>Bonus:

A Honest Man- Unlike many of your competitors, you care about the common worker- Or, at least the common worker does. You are less likely to be reported to the police, and as long as you keep things in order, you are less likely to be the target of Guard Raids.

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

The Beacon- In touch

>Current Location:

Maritime District, 6th dock- Kane & Kane Docking Co. HQ

—-

1. Hurry up with that training! 3/6

2-3. Bat, Pipes and clubs. Gather anything to arm our people

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c8c265 No.37225

>>37212

>Faction Name: The New Beacon (Also known as the Revolution)

>Faction Fluff:

Composed mainly of the poorer classes from the docks, the New Beacon's main goal is to overthrow the oppressing government, in order to see both theirs and their children's lives be improved through a brand new one.

>Leader & Heroes:

James J. Johnson (w/ Sword)

>Henchmen:

5 Dockmen [1.5]

6 Revolutionaries [1.2][Concealed]

2 Couriers [1.1][Messager]

17 Commonfolk [1]

2 Post Office Workers[.5]

>Resources:

170$(?)

5 Basic Pistols [+.10]

6 Swords [.05]

Post Office [+85$/turn]

Lawsuit [1/4]

>Skills:

Basic Recruiting

Basic Patriotism

Advanced Propoganda

>Bonus:

Viva la Revolution (J.J. Johnson)- You offer something that the people of New Moirai city have not considered: A uprising like never before. You gain bonuses to recruiting and swaying the affected populations of the people to your side.

>Connections:

Maritime Guard-Wanted

Maritime Gangs-Aware

Dock Worker's Union-In Touch

>Location:

Maritime District, 5 Dock, The Sailor's Song Pub

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c8c265 No.37226

Dice rollRolled 42, 48, 22, 1 = 113 (4d100)

>>37225

1: Even if they struggled the first time around to gather the gear required to help protect the masses, there was still time to do so once more.

>Gather more weapons, to help defend the Marinetime district! +Basic Patriotism +6 Revolutionaries [1.2][Concealed] +2 Couriers [1.1][Messager] +2 Post Office Workers [.5] +100$

2: As they were doing that, Johnson was busy gathering civilians to retreat to the Ancient Mariners Square. If people hid in their homes, they would be divided in the face of the undead horde, but if they united together in a area which also happens to be near the sea, they could even out the numerical odds and stand a better chance against the shambling corpses.

>Evacuate civilians to the Ancient Mariners Square. +Basic Patriotism +Basic Recruiting(?) +James J. Johnson +7 Commonfolk [1]

3-4: The men who were capable were already hard at work constructing barricades in preparation of the undead hordes. Anything that could be used to build up defences were used to improvised a wall, from small rocks and bricks, to entire abandoned wagons, anything and everything must be used to defend against the upcoming hordes.

>Construct temporary barricades at the Ancient Mariners Square. +Basic Patriotism +5 Dockmen [1.5] +10 Commonfolk [1]

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c8c265 No.37227

File: b1283dc897ad7c0⋯.png (83.37 KB,620x387,620:387,cantgivemorefucks.png)

>>37226

>Another Nat1

>Likewise another thing happening that'll likely wipe out half my gang, again.

Well fuck you too, RNGus.

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c8c265 No.37228

File: 874e2478c76a4c1⋯.webm (4 MB,480x360,4:3,banemememagic.webm)

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c8c265 No.37230

File: 07019ac26bc9bf3⋯.webm (3.58 MB,640x360,16:9,banefriends.webm)

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c8c265 No.37231

Dice rollRolled 98, 24 = 122 (2d100)

>>37212

>Name: Jack

>Faction Name: Akumetsu

>Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

>Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

>==============================

>Leader & Heroes: Jack[2]

>Henchmen: 2 Jacks[2]

>Inventory: Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1]

>Skills: Basic Cloning

Basic Justice

Advanced Purpose

>Bonus: Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

>Connections: Relations to other factions in the city

Action 1: Before we can start bringing up justice we must first find equipment for myselves so i can start cleaning up the streets!

Action 2: Create more clones of myself

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c8c265 No.37232

Dice rollRolled 2, 4, 2 = 8 (3d5)

>>37212

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

1 Painted Lady[1.2][Allure]

The boy of silence and the painted lady are to disorient the biomonster and stun him, while the strong man is to restrain him and inject him with the muscle stabilizer.

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20f8a2 No.44116

Cute's said she would resurrect this if people posted they wanted it

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bff7ba No.44117

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4bc207 No.44133

>>44116

People to update:

Druza

Randomperson

Cornwallis

Bazboob

Curious

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b5dab7 No.44134

>>37212

Name: Jestre

Faction Name: Bronze Rose Society

Fluff: Jestre isn't a single person, instead, he is 5 masks, the men and women who wear them, the performance of a mad goddess. In this way, Jestre is immortal.

Faction Fluff: The Bronze Rose is a symbol for both gardeners and horologists, and the society therof is largely about art. Someone in possession of this award is proven to be among the most skilled at their profession. However, in the aftermath of the scourge, there are rumors that those sciences are being put to dark purpose…

==============================

Leader & Heroes: Jestre is 5: a botanist, a medical doctor, a toy maker, a wealthy man, and a concubine.

Henchmen: a hand full of unemployed gardeners, some small constructs of gears and flowers and flesh collectively called "The Fair"

Inventory: masks, swords

Skills: they all meet the minimum requirements for: dancing, acting, clockworks, botany, fencing and charm

Bonus: Determined by fluff

Connections: Iunno

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5dc12d No.44135

File: 2fc38db32b9088e⋯.png (95.12 KB,200x273,200:273,200px-Illithid_Sorcerer.png)

>>44133

Starting district?: maritime quarters.

Name: Lerbex Svalbalelt

Faction Name: New Moirai Flayers

Fluff: Lerbex is the leader of the local Mindflayer enclave. Striving to increase their influence on the society and power. Riches are merely a means to the goal. Lerbex is an ancient being that has finally been deemed capable and responsible enough to lead one of the enclaves and he is very keen to prove himself.

Faction Fluff: The new moirai Flayers are the local mindflayer enclave. Seeking to establish more and more sway over the city to work towards the Illithid goal of global dominance over the lesser species in the far future. They don't seek a violent takeover but are content to slowly spread their influence any way they can until the world belongs to them.

==============================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

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60266b No.44141

>>44133

Can they all post their latest stat block? Or link to it?

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1d1a87 No.44144

>>44117

I do as well

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4682fa No.44172

>>36683

>>37232

Linking to combat and latest stat sheet

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b9b074 No.44173

File: af3d9e93d951aac⋯.jpg (11.48 KB,236x410,118:205,ebb602a3bcf8d6b494d3a6a4c1….jpg)

File: f938e382e663e5d⋯.png (111.37 KB,510x500,51:50,LogoClanGiovanni.png)

Name: Anziani Giovanni

Faction Name: Giovanni Clan

Fluff: Charming but ruthless and cunning Anziani leads the small band of vampires, most like the last remains of the mighty giovanni clan. With the mafia critically weakened, he moves to fill the void of procuring all kinds of vices and services for the denizens of the core district. His charm and vampiric beguilement surely helping him dealing with the upper class.

Faction Fluff: The remains of the giovanni clan only remember bits and pieces from before new morai. Their clan decimated, their patriarch put to the true death, they were captured and put to sleep in sarcophagion board of prisonships. Washed into the city by the scourge their sarcophagi remained sealed and undamaged until someone foolish enough managed to open the one containing Anziani. While finding the rest of this brethren, a slow and ardous search, as they seem to be scattered amongst the districts, Anziani managed to take over a (relatively) fancy nightclub, the current base of operations of the giovanni clan.

==========================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

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b3339e No.44175

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c786df No.44177

>>44133

>Name: Jack

>Faction Name: Akumetsu

>Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

>Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

>==============================

>Leader & Heroes: Jack[2]

>Henchmen: 2 Jacks[2]

>Inventory: Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1]

>Skills: Basic Cloning

Basic Justice

Advanced Purpose

>Bonus: Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

>Connections: Relations to other factions in the city

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

b82396 No.44178

>>34885

Name: Kazuo Takami

Faction Name: Akatora-Gumi

Fluff: A poor immigrant from the east, Kazuo found himself lacking a job upon arriving in the Industrial District. Meeting with several fellow of his countrymen in this foreign land, they determined to make a living no matter the method. Forming a gang, these men honed their already remarkable fighting prowess, and set out into the world, ready to face anything.

Faction Fluff: Named to exemplify their ferocity, the Akatora-Gumi will stay loyal to their contractors, that is until the gold ceases to flow, of course. They will act as enforcers, guards, and have even been known to carry out assassinations. And to cross them means death, the authorities failed to recognize the corpse of the last man to make that mistake.

==============================

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

60266b No.44187

For all players, please post in this new thread so that I may know to update you.

https://8ch.net/builders/res/44182.html

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.



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