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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: cb878b2e4d35e33⋯.png (934.63 KB,3501x2281,3501:2281,001.png)

164272 No.39989

It is said, countless years ago, leaders of the occult brought forth the end of the world by summoning demons onto Earth. They brought with them the death and destruction one might expect only for God to come down with an army of angels. After seemingly forever the wars that have come to be known collectively as the Eternal War came to an inconclusive end. Both God and demons were defeated and the world was shattered. All that remains of the old world is ancient ruins of cities scattered throughout the lands.

The magic of both the demons and the angels have altered humans. None need to eat sleep or hydrate anymore which is for the best as most rivers and lakes have all but dried up. All that is left for fresh water are small streams, just enough to keep the forests vegitated.

Some humans have been altered to the point where they're not recognizably human anymore.

Name:

Age:

Fluff:

Race: (See below for races)

Alignment: (Angelic, Demonic or Human)

Gender:

Map Colour:

Starting position:

[30 points to spend in the following stats]

Strength: (How strong you are. Pretty self explanatory)

Agility: (How fast you can move. For every point, you will move that many pixels in a move action)

Dexterity: (How good your hand eye co-ordination is. Helps with guns)

Constitution: (How well you deal with poison and how fast you recover from injuries. You recover 1 HP per turn for every point)

Intelligence: (How smart you are. Encompasses how much you know and how fast you learn)

Charisma: (How well you communicate with people)

Health: 50

Inventory:

Magic is dangerous. If you fail a magic roll, you lose half your current health. It is also extremely powerful, however.

Devices of the old world, such as guns or automobiles, are incredibly rare however they do exist. Many waste their lives searching for them.

Hellfire does not damage you while you are in it however monsters are far more common in these lands

[Alignment]

Angelic: Angelic races have been altered from holy power. They recieve a +1 charisma bonus to other angelic beings and humans

Demonic: Demonic races have been altered from unholy power. They are often covered in blemishes and boils. They recieve a +1 charisma bonus to other demonic beings and monsters

[Races]

Human: Also known as the uncorrupted, they are possibly the most common race. They do not have an alignment or racial bonus.

Elves: The most common race after humans. They have lankier frames and sharper features. +5 to magic rolls, -1 to Strength

Brutes: Demonic Brutes are also known as Orcs. They have a bigger, sturdier frame however their minds have been effected by the corrupting power. +1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma

Dwarves: The least common race, Dwarves are short and stout with heavy builds. They can take a hit from strong blows and recover quicker than most. +1 Constitution, +5 Health, -2 Agility, -1 Charisma

You have 2 action a turn, each action is 1 hour

1: Crit fail

2-15: Double fail

16-30: Fail

30-60: Success

61-90: Double success

91-99: Triple success

100: Crit success

____________________________
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141203 No.39991

File: 1ad18a6aa1149f2⋯.jpg (429.88 KB,1920x1200,8:5,1391187076320.jpg)

>>39989

Name: Czechjekjesh Brjekjesh

Age: A hot new age

Fluff:

Czechjekjesh has learned that this new and hostile world lives by one hard currency. Ancient and other Artifacts recovered from the Hellfire. He will venture forth into this Hellish landscape regularly to obtain what others seek to attain and then sell it to the highest Russian/Ukrainian speaking bidder, while of course keeping the best bits for himself.

Race: Human

Alignment: Human

Gender: CIS Male Scum

Map Colour: Any

Starting position: Near some hellfire

Strength: 5

Agility: 7

Dexterity: 7

Constitution: 8

Intelligence: 2

Charisma: 1

Health: 50

Inventory:

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9d366f No.39992

File: f276ef5ff3708cd⋯.jpg (212.35 KB,722x490,361:245,bustin___out_the_big_guns_….jpg)

Name: Bork the Orc

Age: The perfect age for orcin' around

Fluff: Bork the Orc is a very big orc. He is also a very brave orc, seeking to make his orcish parents proud by making a name for himself and proving his worth to the world. To do this he has embarked on a great adventure to recover the Staff of Gork, a mystical scepter located somewhere in the hellfire (no one knows if it really exists, and it might be just a rusty spoon for all we know). Once he brings it back to his family he will be showered with praise and made into a local legend for completing his quest. Or, at least, so he hopes.

Race: Orc (Call me a brute and I'll krump ya, orcish pride worldwide)

Alignment: Human

Gender: Male

Map Colour: GREEN

Starting position: Berlin or somewhere around there

[30 points to spend in the following stats]

Strength: 7 (6 + 1)

Agility: 4

Dexterity: 6

Constitution: 8 (7 + 1)

Intelligence: 3 (4 - 1)

Charisma: 2 (3 - 1)

Health: 50

Inventory:

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55c997 No.40002

>>39989

Name: Jeramia Codsworth

Age: 25

Fluff: Jeramia was raised in a christian group who survived the eternity. Many lost their faith when the devils fought the divine to a stand still but this group believed that they would be back and they would win next time. When the second war of eternity would end Jesus would descend and bring paradise to the world. Jeramia grew up learning such things, and how to fight and survive. He made money by repairing pre eternity artifacts the best he can and working metal. Recently he has begun to search for more artifacts. Recently he has found a large ruined city with what is seemingly a temple more ancient that the rest of the city. He believes this is the ancient seat of power of Christ, Rome, and that god is telling him to form a new christian empire. A Holy Roman Empire.

Race: Human

Alignment: Angelic

Gender: Male

Map Colour: Blue

Starting position: Near Istanbul

Strength: 6

Agility: 3

Dexterity: 3

Constitution: 5

Intelligence: 6

Charisma: 7

Health: 50

Inventory:

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eb62e6 No.40007

>>39989

>Name: Creighton Griffin King of the Sea

>Age: 32

>Fluff: Creighton's family have been on the sea since the demons came. His father was a pirate, as his father was before him, and his father before him and so on and so on. Many have forsaken the ocean as it is incredibly populated by monsters, few remain mostly fishermen and treasure hunters who brave in a desperate attempt to get rich, but not the Griffin family. They only go to sea once in their life to find and a wench to bed and have a son to carry on the legacy, once the child reaches adulthood the father jumps into the sea and the mother returns to land leaving them to survive and thrive. Creighton believes he's destined to become the ultimate ruler of the sea and has crowned himself king. This shall be the new age of the Sea King!

>Race: Pure blooded human and fuck off you muts.

>Alignment: Human

>Gender: Male

>Map Colour: Powder Keg Blue

>Starting position: The open sea

>Strength: 5

>Agility:5

>Dexterity: 7

>Constitution: 4

>Intelligence: 3

>Charisma: 6

>Health: 50

>Inventory:

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eb62e6 No.40008

>>40007

Oh didn't know random was blue, change my color to Sea Foam Red

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1b2e61 No.40009

Name: Fa'tak

Age: Unknown

Fluff: A cursed warlock who as punishment for his hubris has had his body turned into a sack of amorphous flesh which can never support itself.

Race: Human

Alignment: Human

Gender: Male

Map Colour: flesh

Starting position: In an africa hellfire zone

Strength: 0

Agility: 0

Dexterity: 0

Constitution: 0

Intelligence: 30

Charisma: 0

Health: 50

Inventory:

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7796aa No.40012

File: 16132994ae2b2a8⋯.jpg (16.67 KB,220x298,110:149,Painting_of_Lawrence_of_Ar….jpg)

Name: Laurence of The Desert

Age: 23

Fluff: Alchemist by title and chemist by trade Laurence grew up in a traveling caravan hearing tales passed down of the world of old romanticized far beyond reality and as he grew up his passions grew bolder he began to dream of experiencing those wonders himself even if he has to start from scratch. Now having left the caravan behind him he seeks any remnants of the old world he can find as he tries to rediscover some of its wonders.

Race: Human

Alignment: Human

Gender: Male

Map Colour: Mellow Yellow

Starting position:

Strength: 4

Agility: 4

Dexterity: 4

Constitution: 6

Intelligence: 9

Charisma: 3

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164272 No.40016

File: 9a1f3aa73035c36⋯.png (934.6 KB,3501x2281,3501:2281,002.png)

>>39991

Map Colour: baby blue

You carry with you your greatest possession. Some claim it's a magical artifact, other's claim it's a piece of old world tech. You know it as your diviner

Inventory: Metal Detector

>>39992

Alignment: Demonic

In search of the Staff of Gork, you have found yourself in a great ruin of the old world. You sit below a great pillar topped with a golden angel, probably a casualty during the Eternal War.

Inventory: Leather Vest (-1 damage taken)

>>40002

Alignment: Human

You find a giant temple, still standing after the Eternal War. You read "Sultan Ahmed Camisi" which you roughly translate to "Vatican City". Home of Christianity

Inventory: Tattered Bible

>>40007

You sit aboard your boat in the deepest ocean. Beneath you, you hear the stirrings of the water demons

Inventory: Rusted Sailboat (30 agility while aboard)

>>40009

You sit in the eternally burning hellfire. Unable to move under your own flesh. Cursed.

>>40012

You stand on a slight incline overlooking the desert, book in hand.

Inventory: Old World Chemistry Textbook

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88d1a6 No.40017

>>40016

What is the blackness between the lands?

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164272 No.40018

>>40017

ocean

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9d366f No.40019

Dice rollRolled 70, 82 = 152 (2d100)

Name: Bork the Orc

Age: The perfect age for orcin' around

Fluff: Bork the Orc is a very big orc. He is also a very brave orc, seeking to make his orcish parents proud by making a name for himself and proving his worth to the world. To do this he has embarked on a great adventure to recover the Staff of Gork, a mystical scepter located somewhere in the hellfire (no one knows if it really exists, and it might be just a rusty spoon for all we know). Once he brings it back to his family he will be showered with praise and made into a local legend for completing his quest. Or, at least, so he hopes.

Race: Orc (Call me a brute and I'll krump ya, orcish pride worldwide)

Alignment: Demonic I guess

Gender: Male

Map Colour: GREEN

Starting position: Berlin or somewhere around there

[30 points to spend in the following stats]

Strength: 7 (6 + 1)

Agility: 4

Dexterity: 6

Constitution: 8 (7 + 1)

Intelligence: 3 (4 - 1)

Charisma: 2 (3 - 1)

Health: 50

Inventory: Leather vest (-1 to damage)

1. Tink I'll go take a look around here, see if dere's anys hoomuns or shinies about. (Survey area)

2. All I packed wuz a ittle wee vest? I's better go gear up if I dun wanna git krumped. (Go scavenge some gear)

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88d1a6 No.40020

File: 3bfb7d84d0ac80e⋯.png (489.48 KB,581x1000,581:1000,53205648_p0.png)

>>39989

Name: Kathrin Barbara Viktoria Luise Hohenzollern-Hannover

Age: 19

Fluff: Kathrin was born and raised in a small Manor with a large underground complex near the northern tip of the big island west of Istanbul and southwest of Berlin. This world is cruel and unforgiving, so Kathrin was trained mostly in martial skills and lacked the intelligence one would expect from a noble. Being heir to the head and one of five members of her house left, it was decided that Kathrin would leave the manor at 18 to interact with outside world and gain real life experience for when her father died. Though Kathrin is skilled in fighting, especially using guns and close combat techniques and weapons, she suffers from the typical inadequacies of the human physique, though this itself is a boon as well. Though a bit uneducated about the outside world, her attractive features and generally graceful personality makes her easy to get along with and this is how she's survived while wearing her uniform. Kathrin was told by her father that a noble must be presentable, yet also ready for any occasion, so her uniform is both intimidating and inspiring, as well as ergonomic. Kathrin has found herself in the hills overlooking Berlin, hoping to find some loot and bring honor to her house!

Race: Germanic

Alignment: Human

Gender: Female

Map Colour: Field-grey

Starting position: Near Berlin

Strength: 4

Agility: 5

Dexterity: 7

Constitution: 4

Intelligence: 4

Charisma: 6

Health: 50

Inventory:

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55c997 No.40021

Dice rollRolled 4, 49 = 53 (2d100)

>>40016

Name: Jeramia Codsworth

Age: 25

Fluff: Jeramia was raised in a christian group who survived the eternity. Many lost their faith when the devils fought the divine to a stand still but this group believed that they would be back and they would win next time. When the second war of eternity would end Jesus would descend and bring paradise to the world. Jeramia grew up learning such things, and how to fight and survive. He made money by repairing pre eternity artifacts the best he can and working metal. Recently he has begun to search for more artifacts. Recently he has found a large ruined city with what is seemingly a temple more ancient that the rest of the city. He believes this is the ancient seat of power of Christ, Rome, and that god is telling him to form a new christian empire. A Holy Roman Empire.

Race: Human

Alignment: Human

Gender: Male

Map Colour: Blue

Starting position: Near Istanbul

Strength: 6

Agility: 3

Dexterity: 3

Constitution: 5

Intelligence: 6

Charisma: 7

Health: 50

Inventory: Tattered Bible

1&2. Search the holy place for anything of interest or may come in handy.

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eb62e6 No.40023

Dice rollRolled 96, 85 = 181 (2d100)

>>40016

>>Name: Creighton Griffin King of the Sea

>>Age: 32

>>Fluff: Creighton's family have been on the sea since the demons came. His father was a pirate, as his father was before him, and his father before him and so on and so on. Many have forsaken the ocean as it is incredibly populated by monsters, few remain mostly fishermen and treasure hunters who brave in a desperate attempt to get rich, but not the Griffin family. They only go to sea once in their life to find and a wench to bed and have a son to carry on the legacy, once the child reaches adulthood the father jumps into the sea and the mother returns to land leaving them to survive and thrive. Creighton believes he's destined to become the ultimate ruler of the sea and has crowned himself king. This shall be the new age of the Sea King!

>>Race: Pure blooded human and fuck off you muts.

>>Alignment: Human

>>Gender: Male

>>Map Colour: Powder Keg Blue

>>Starting position: The open sea

>>Strength: 5

>>Agility:5

>>Dexterity: 7

>>Constitution: 4

>>Intelligence: 3

>>Charisma: 6

>>Health: 50

>>Inventory:Rusted Sailboat (30 agility while aboard)

1: Creighton skims through the water diving as deep as he can looking for any sharp pieces of metal or wood to use as a weapon.

2:"Oi ya fucking cunts down there. Don't think I can't see ya. I'm the true king of the sea and I challenge any of ya to come up here and challenge me!" [yell at sea demons]

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1b2e61 No.40024

Dice rollRolled 93, 76 = 169 (2d100)

Name: Fa'tak

Age: Unknown

Fluff: A cursed warlock who as punishment for his hubris has had his body turned into a sack of amorphous flesh which can never support itself.

Race: Human

Alignment: Human

Gender: Male

Map Colour: flesh

Starting position: In an africa hellfire zone

Strength: 0

Agility: 0

Dexterity: 0

Constitution: 0

Intelligence: 30

Charisma: 0

Health: 50

Inventory:

Actions:

1. Research a body possession spell

2. Research a telekinesis spell

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7796aa No.40038

Dice rollRolled 18, 77 = 95 (2d100)

>>40016

Name: Laurence of The Desert

Age: 23

Fluff: Alchemist by title and chemist by trade Laurence grew up in a traveling caravan hearing tales passed down of the world of old romanticized far beyond reality and as he grew up his passions grew bolder he began to dream of experiencing those wonders himself even if he has to start from scratch. Now having left the caravan behind him he seeks any remnants of the old world he can find as he tries to rediscover some of its wonders.

Race: Human

Alignment: Human

Gender: Male

Map Colour: Mellow Yellow

Starting position: North African Desert

Strength: 4

Agility: 4

Dexterity: 4

Constitution: 6

Intelligence: 9

Charisma: 3

Health: 50

Inventory: Old World Chemistry Textbook

1. Read of the book in all it's knowledge holding glory

2. Using my (poor) knowledge of the weather head directly North towards the ocean

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141203 No.40135

Dice rollRolled 10, 100 = 110 (2d100)

>>40016

Name: Czechjekjesh Brjekjesh

Age: A hot new age

Fluff:

Czechjekjesh has learned that this new and hostile world lives by one hard currency. Ancient and other Artifacts recovered from the Hellfire. He will venture forth into this Hellish landscape regularly to obtain what others seek to attain and then sell it to the highest Russian/Ukrainian speaking bidder, while of course keeping the best bits for himself.

Race: Human

Alignment: Human

Gender: CIS Male Scum

Map Colour: Baby Blue

Starting position: Near some hellfire

Strength: 5

Agility: 7

Dexterity: 7

Constitution: 8

Intelligence: 2

Charisma: 1

Health: 50

Inventory:

+ Metal Detector

1. Czechjekjesh would have to find a weapon first of all. Of course he couldn't hope to find some incredibly great piece of equipment but anything that could be used to stab or club to death one of the Devil's creatures would be fine.

2. Once he had obtained a weapon our hero would venture forth into unknown territories searching for artifacts of old!

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055312 No.40194

>>40020

You left the comfort of your bunker a year ago. Since then you've made friends, lost friends and made your way to another island. Unfortunately, the only thing that you have left from your life underground is your uniform.

Inventory: Prussian Hussar's Uniform (+1 charisma)

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a92e48 No.40195

File: 8c0ae1ceed9fcd7⋯.jpg (435.4 KB,1600x1200,4:3,1485234304692.jpg)

Dice rollRolled 100, 93 = 193 (2d100)

>>40194

Name: Kathrin Barbara Viktoria Luise Hohenzollern-Hannover

Age: 19

Fluff: Kathrin was born and raised in a small Manor with a large underground complex near the northern tip of the big island west of Istanbul and southwest of Berlin. This world is cruel and unforgiving, so Kathrin was trained mostly in martial skills and lacked the intelligence one would expect from a noble. Being heir to the head and one of five members of her house left, it was decided that Kathrin would leave the manor at 18 to interact with outside world and gain real life experience for when her father died. Though Kathrin is skilled in fighting, especially using guns and close combat techniques and weapons, she suffers from the typical inadequacies of the human physique, though this itself is a boon as well. Though a bit uneducated about the outside world, her attractive features and generally graceful personality makes her easy to get along with and this is how she's survived while wearing her uniform. Kathrin was told by her father that a noble must be presentable, yet also ready for any occasion, so her uniform is both intimidating and inspiring, as well as ergonomic. Kathrin has found herself in the hills overlooking Berlin, hoping to find some loot and bring honor to her house!

Race: Germanic

Alignment: Human

Gender: Female

Map Colour: Field-grey

Starting position: Near Berlin

Strength: 4

Agility: 5

Dexterity: 7

Constitution: 4

Intelligence: 4

Charisma: 6(7)

Health: 50

Inventory: Prussian Hussar's Uniform(+1CHR);

1; Explore the forest, there's gotta be abandoned campsites or artifacts that were missed

2; Train Constitution by jogging and increasing cardiovascular and respiratory system

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4d452f No.40196

File: 45930448e0f65ca⋯.jpg (32.76 KB,480x480,1:1,740014ea546a7cf2ed05b95432….jpg)

Name: Albert Wolfgang Ludwig Erik Hohenzollern-Hannover

Age: 20

Fluff:

Albert is the first cousin of Kathrin and was raised by his father in New York. Although still a noble Albert has always been more relaxed about his position and sees people as equal. Alongside his education he had plenty of friends. Unlike his cousin Albert was never particularly martially gifted however he was a natural leader and was able to think in a decisive and authoritative manner since a young age. Albert now plans to venture out and hopes that he will find new friends along with some treasure.

Race: Human (Germanic)

Alignment: Human

Gender: Male

Map Colour: Navy Blue (Or any shade of dark blue.)

Starting position: New York

————————-

[30 points to spend in the following stats]

Strength: 4

Agility: 4

Dexterity: 3

Constitution: 4

Intelligence: 7

Charisma: 7

Health: 50

Inventory:

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4d452f No.40197

>>40196

Dexterity is 4

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055312 No.40198

File: e2ffa5af6b397f7⋯.png (934.59 KB,3501x2281,3501:2281,003.png)

>>40019

You search the ruins of this once great city and it seems deserted. You see a skeleton outside a crumbled building. The door of the building still stands but it has claw marks running down the wood with the skeleton's hand sitting just below. Attatched to the skeletons femur by a leather band is a combat knife.

Inventory: +Combat Knife (+15 damage)

>>40021

You find a large, framed painting of a bearded man in robes. This must be Jesus Christ.

Inventory: Portrait of Sultan Ahmed

>>40023

Creighton finds an old remnant of the eternal war. A mine used by humans trying to defend themselves, luckily it's been deactivated thousands of years ago. You break off a sharp chunk of metal from the ancient explosive to use as a weapon.

Inventory: +Metal Shard (+10 damage)

You yell into the water. Something breaches directly infront of you and yells back. It is a seemingly endless serpentine creature with countless legs, each with tens of finned toes. You are temporarily deafened as you stare down the fanged maw of this ocean giant. Roll to dodge it crashing down and swallowing you and your ship whole.

>>40024

You quickly learn how to possess other's bodies however your body still carries your soul and if it is destroyed, you'll die.

Magic: Possession

Soon after learning how to possess other's you learn how to move small objects with your mind.

Magic: Telekinesis

Being in hellfire gives you a greater chance to come across monsters except a monster comes across you. A giant centipede with bulbous boils scitters over mounds of burning land. It's terrifying mandibles snap before it lundges at you.

>>40038

You begin reading the book of chemistry but it doesn't hold your attention. You find yourself reading the same line 5 times before you put it away.

>>40135

You search for a weapon. You pick up a rock that seems to burn with other-worldly fire. It doesn't hurt to touch it.

Inventory: +Burning Rock

You head deeper into the hellfire. You come across a large metal case, half buried in the sand. You pry it open with a bit of force and inside is an Old World musket, probably considered an antique even before the eternal war. With it you find a bag of gunpowder, a bag of 12 iron balls and a bayonet.

Inventory: +Musket (+25 damage), +12 iron balls, +gunpowder, +bayonet (+15 damage)

>>40195

You walk towards the forest but get short of the tree line by the end of the hour. You do find a small safe, blasted open. Inside is a loaded revolver with 8 shots.

Inventory: +Revolver (+40 damage), +8 .32 rounds

You jog the rest of the way into the sparsely wooded area. The forest is still ahead of you.

Constitution: 5

>>40196

You sit below the shattered coca-cola advertisement in Times Square. You hold your silver flute to your chest.

Inventory: Silver Flute

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c1bbbb No.40199

Dice rollRolled 78 (1d100)

Dodging

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a92e48 No.40201

File: 7cb3aa29dac7e48⋯.jpg (184.38 KB,741x1200,247:400,Saxon portrait of a noblew….jpg)

Dice rollRolled 47, 93 = 140 (2d100)

>>40198

Name: Kathrin Barbara Viktoria Luise Hohenzollern-Hannover

Age: 19

Fluff: Kathrin was born and raised in a small Manor with a large underground complex near the northern tip of the big island west of Istanbul and southwest of Berlin. This world is cruel and unforgiving, so Kathrin was trained mostly in martial skills and lacked the intelligence one would expect from a noble. Being heir to the head and one of five members of her house left, it was decided that Kathrin would leave the manor at 18 to interact with outside world and gain real life experience for when her father died. Though Kathrin is skilled in fighting, especially using guns and close combat techniques and weapons, she suffers from the typical inadequacies of the human physique, though this itself is a boon as well. Though a bit uneducated about the outside world, her attractive features and generally graceful personality makes her easy to get along with and this is how she's survived while wearing her uniform. Kathrin was told by her father that a noble must be presentable, yet also ready for any occasion, so her uniform is both intimidating and inspiring, as well as ergonomic. Kathrin has found herself in the hills overlooking Berlin, hoping to find some loot and bring honor to her house!

Race: Germanic

Alignment: Human

Gender: Female

Map Colour: Field-grey

Starting position: Near Berlin

Strength: 4

Agility: 5

Dexterity: 7

Constitution: 5

Intelligence: 4

Charisma: 6(7)

Health: 50

Inventory: [Prussian Hussar's Uniform(+1CHR)]; [Revolver (+40 damage), +8 .32 rounds];

1; Search for more artifacts on the way to the Forest

2; Train Dexterity by avoiding obstacles effectively and doing yoga when at rest while travelling towards forest

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4d452f No.40202

Dice rollRolled 25, 77 = 102 (2d100)

>>40198

Name: Albert Wolfgang Ludwig Erik Hohenzollern-Hannover

Age: 20

Fluff:

Albert is the first cousin of Kathrin and was raised by his father in New York. Although still a noble Albert has always been more relaxed about his position and sees people as equal. Alongside his education he had plenty of friends. Unlike his cousin Albert was never particularly martially gifted however he was a natural leader and was able to think in a decisive and authoritative manner since a young age. Albert now plans to venture out and hopes that he will find new friends along with some treasure.

Race: Human (Germanic)

Alignment: Human

Gender: Male

Map Colour: Navy Blue (Or any shade of dark blue.)

Starting position: New York

————————-

[30 points to spend in the following stats]

Strength: 4

Agility: 4

Dexterity: 3

Constitution: 4

Intelligence: 7

Charisma: 7

Health: 50

Inventory:

-Silver Flute

1. Albert finds a decent place with an open area and starts to play a song on his decorated Silver Flute. It is a melody that has been passed down from his father and his fathers father. It is said to be a wonder when played correctly but sub par if the performer does not have enough skill.

2. Along with the flute playing Albert shows of his dance moves. The eloquent and fluid movements are ones that only a noble trained in the art could possibly make. (Train Charisma.)

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d4b0bb No.40203

Dice rollRolled 40, 11, 54 = 105 (3d100)

Name: Bork the Orc

Age: The perfect age for orcin' around

Fluff: Bork the Orc is a very big orc. He is also a very brave orc, seeking to make his orcish parents proud by making a name for himself and proving his worth to the world. To do this he has embarked on a great adventure to recover the Staff of Gork, a mystical scepter located somewhere in the hellfire (no one knows if it really exists, and it might be just a rusty spoon for all we know). Once he brings it back to his family he will be showered with praise and made into a local legend for completing his quest. Or, at least, so he hopes.

Race: Orc (Call me a brute and I'll krump ya, orcish pride worldwide)

Alignment: Demonic I guess

Gender: Male

Map Colour: GREEN

Starting position: Berlin or somewhere around there

[30 points to spend in the following stats]

Strength: 7 (6 + 1)

Agility: 4

Dexterity: 6

Constitution: 8 (7 + 1)

Intelligence: 3 (4 - 1)

Charisma: 2 (3 - 1)

Health: 50

Inventory: Leather vest (-1 to damage), Combat Knife (+15 to attack)

1. I need sumfin shooty! Let's go look around foh da fokkin' boom already! If I find stabby I maybe find da boom around 'ere too. (Search for gun)

2. Den I's go looks fer some orc bruvs ta join me quest.

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9f5361 No.40216

Dice rollRolled 10, 31 = 41 (2d100)

>>40198

Name: Jeramia Codsworth

Age: 25

Fluff: Jeramia was raised in a christian group who survived the eternity. Many lost their faith when the devils fought the divine to a stand still but this group believed that they would be back and they would win next time. When the second war of eternity would end Jesus would descend and bring paradise to the world. Jeramia grew up learning such things, and how to fight and survive. He made money by repairing pre eternity artifacts the best he can and working metal. Recently he has begun to search for more artifacts. Recently he has found a large ruined city with what is seemingly a temple more ancient that the rest of the city. He believes this is the ancient seat of power of Christ, Rome, and that god is telling him to form a new christian empire. A Holy Roman Empire.

Race: Human

Alignment: Human

Gender: Male

Map Colour: Blue

Starting position: Near Istanbul

Strength: 6

Agility: 3

Dexterity: 3

Constitution: 5

Intelligence: 6

Charisma: 7

Health: 50

Inventory: Tattered Bible, Portrait of Sultan Ahmed

1&2. Run back to my people to tell them of this find and that we must settle near this holy site. Bring the portrait as proof.

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ce02d8 No.40251

Dice rollRolled 54 (1d100)

Dice roll Rolled 93, 76 = 169 (2d100)

Name: Fa'tak

Age: Unknown

Fluff: A cursed warlock who as punishment for his hubris has had his body turned into a sack of amorphous flesh which can never support itself.

Race: Human

Alignment: Human

Gender: Male

Map Colour: flesh

Starting position: In an africa hellfire zone

Strength: 0

Agility: 0

Dexterity: 0

Constitution: 0

Intelligence: 30

Charisma: 0

Health: 50

Inventory:

Actions:

1. Possess the centipede

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5988c4 No.40257

Taking new players?

Name: Jon Jones (Alias: Adolf Breivik)

Age: 27

Fluff: Jon Jones was an archivist in Berlin, where he sifted through the hastily printed tomes which were compiled in the last days before the war, when the ancients took all knowledge in their vast Library of the Unreal, and gave it physical form. As the papers rotted with the years, they were copied to new manuscripts by the archivists of Berlin. The result of centuries of copying was the condensation and perversion of information. On a certain day, three years ago, Jon Jones discovered a book which would forever change his life. The Book of StrömFönt. The book told of ancient heroes of old, two of whose names he took to be his own, who stood against the dark influence of the Moslems and Juhs, and their Liber'ell cronies. He did not know who these monsters were, but from the tales within his book, they were the foulest creatures imaginable, with no regard for their own lives or the lives of others, and who sought only to bring destruction to the world. Looking at the old maps, corrupted as they were by centuries of copying, they must have succeeded. The book tells of a cruel, unforgiving land to the South and East, now across the seas, called Zyon. It is here, Jon convinced himself, that he must go. He reckoned that if he could cleanse the influence of the Juhs and Moslems from the Earth, the days of Reich and Empire may come about again, for all of mankind.

Race: Human

Alignment: Human

Gender: Male

Map Color: Imperial purple

Starting position: Berlin

S: 4

A: 5

D: 6

C: 6

I: 4

Ch: 5

Health: 50

Inventory:

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5988c4 No.40258

File: 3a14576f28736d8⋯.jpg (27.4 KB,480x448,15:14,IMG_2244.JPG)

>>40257

This is me hi

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a92e48 No.40263

File: 16c33b7ad5ea568⋯.png (1.31 MB,2000x1000,2:1,1496762887927.png)

File: a25824a960f6143⋯.png (310.97 KB,1000x500,2:1,1496776366958.png)

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af842c No.40376

Dice rollRolled 69, 74 = 143 (2d100)

>>40198

Name: Czechjekjesh Brjekjesh

Age: A hot new age

Fluff:

Czechjekjesh has learned that this new and hostile world lives by one hard currency. Ancient and other Artifacts recovered from the Hellfire. He will venture forth into this Hellish landscape regularly to obtain what others seek to attain and then sell it to the highest Russian/Ukrainian speaking bidder, while of course keeping the best bits for himself.

Race: Human

Alignment: Human

Gender: CIS Male Scum

Map Colour: Baby Blue

Starting position: Near some hellfire

Strength: 5

Agility: 7

Dexterity: 7

Constitution: 8

Intelligence: 2

Charisma: 1

Health: 50

Inventory:

+ Metal Detector

+ Musket (+25 damage)

+12 iron balls

+ Gunpowder

+ Bayonet (+15 damage)

1-2. His burning hot rock at his side Czechjekjesh would continue to roam the Zone, going deeper into territories previously unexplored to discover other artifacts of value.

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2b7117 No.40409

Dice rollRolled 50, 72 = 122 (2d100)

>>40198

>>Name: Creighton Griffin King of the Sea

>>>Age: 32

>>>Fluff: Creighton's family have been on the sea since the demons came. His father was a pirate, as his father was before him, and his father before him and so on and so on. Many have forsaken the ocean as it is incredibly populated by monsters, few remain mostly fishermen and treasure hunters who brave in a desperate attempt to get rich, but not the Griffin family. They only go to sea once in their life to find and a wench to bed and have a son to carry on the legacy, once the child reaches adulthood the father jumps into the sea and the mother returns to land leaving them to survive and thrive. Creighton believes he's destined to become the ultimate ruler of the sea and has crowned himself king. This shall be the new age of the Sea King!

>>>Race: Pure blooded human and fuck off you muts.

>>>Alignment: Human

>>>Gender: Male

>>>Map Colour: Powder Keg Blue

>>>Starting position: The open sea

>>>Strength: 5

>>>Agility:5

>>>Dexterity: 7

>>>Constitution: 4

>>>Intelligence: 3

>>>Charisma: 6

>>>Health: 50

>>>Inventory:Rusted Sailboat (30 agility while aboard)

1:DODGE

2:Sail away come sail away

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305c44 No.40415

File: dc9443f559fefbf⋯.png (28.27 KB,895x921,895:921,1389911882990.png)

>>39989

Name: KHAN! THE UNBREAKABLE!

Age: 34

Fluff: A previous arena champion that did it all for the fans, KHAN! has since become bored with the paltry competition the arena has begin to churn out, and after his final fight in the arena has decided to roam the world fighting anything he can in search of A GOOD FIGHT!

Race: Human

Alignment: Human

Gender: Male

Map Colour: the brightest hottest pink I can, KHAN! Shall stand out for ALL TO SEE AND CHALLENGE!

Starting position: A Gladiator Arena

[30 points to spend in the following stats]

Strength: 10

Agility: 1

Dexterity: 1

Constitution: 10

Intelligence: 2

Charisma: 6

Health: 50

Inventory:

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ae0430 No.40458

>>39989

Name: Derek Cloverton

Age:24

Fluff:Generations past the Colvertons were clerics and priests. Paladins fighting for God. But with the death of god they have forsaken their allegiance to a dead god and instead take the knowledge of the arcane they had recieved to do gods work and instead do their own work. Doing what good they can in the world and try to eke out their lives, defending themselves with the holy light.

Race: Elf

Alignment: Angelic

Gender: Male

Map Colour:Radiant blue

Starting position: wherever it's fitting

[30 points to spend in the following stats]

Strength: 3

Agility: 4

Dexterity: 4

Constitution: 6

Intelligence: 9

Charisma: 3

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de9891 No.40808

File: 5f7b93139170e61⋯.png (934.59 KB,3501x2281,3501:2281,004.png)

>>40201

You train your dexterity and find that as you get better, it becomes more harder to improve.

Dexterity: 8

You continue heading North East, heading towards the forest. In the middle of the sparsely forested plain, you find a patch of ground that is uncovered by dirt. You believe it to be an ancient road and sitting in the middle is a rusted out shell of a car. It's missing one of it's two doors and you can tell it wouldn't be able to run. All four of it's wheels are missing but you could probably pry the other door off and use it as a shield if you wished to.

>>40202

You begin playing your flute. A couple notes are off slightly and you forget a portion of the song however you're sure it's a temporary thing.

As you play, you dance. Your body moving to the rhythm and your limbs become more fluid with every movement.

Charisma: 8

>>40203

You find a store with a faded sign reading Frankonia. It seems to have been completely raided but when you step inside, you find a crossbow, hidden behind the counter.

Inventory: Crossbow (+20 to attack)

You trudge through the streets and see a fellow orc. You call to him and he turns around. He begins running towards you with a club raised in the air. He screams a horrific warcry

>>40216

You run out into the desert to find that your people have been killed by a pack of demons or dehydrated to death. Only 2 survived.

>>40251

You possess the mind of the centipede. Remember you must protect your original body to survive.

Strength: 2

Agility: 8

>>40257

Inventory: The Book of StrömFönt

You sit in a house which is mostly still intact. From outside you hear an orc yell and another one begins to scream

>>40376

You find an old rusted out car, half burried in the hellfire. It definitely won't run but the battery, you determine, hasn't broken and leaked acid everywhere which means it can be recharged. The music player is still intact too.

Inventory: Car Battery (dead), Car Stereo

>>40409

You successfully dodge the creature which sinks back to the dark depths.

You begin sailing in a random direction. You think North.

>>40415

You stand in the middle of the Jah-Kahta arena. You hold your defeated enemy's head in you hand as tens of people shout your praise while banging their makeshift weapons and shields together on the rim of the pit. Two metal giants look down, pleasingly upon you atop their iron pillars in the middle of the arena, legend has it they were the first two contestants in this pit.

Inventory: Leather Hat

>>40458

A statue of an old god casts a shadow over you. You stand there with a book of your learnings in hand.

Inventory: Book of Learnings

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305c44 No.40810

Dice rollRolled 88, 24 = 112 (2d100)

>>40808

Name: KHAN! THE UNBREAKABLE!

Age: 34

Fluff: A previous arena champion that did it all for the fans, KHAN! has since become bored with the paltry competition the arena has begin to churn out, and after his final fight in the arena has decided to roam the world fighting anything he can in search of A GOOD FIGHT!

Race: Human

Alignment: Human

Gender: Male

Map Colour: the brightest hottest pink I can, KHAN! Shall stand out for ALL TO SEE AND CHALLENGE!

Starting position: A Gladiator Arena

Strength: 10

Agility: 1

Dexterity: 1

Constitution: 10

Intelligence: 2

Charisma: 6

Health: 50

Inventory: Leather Hat

1. Now that the final fight is finished it is time to leave Jah-Kahta, there are no more challenges here for me, charter a boat with the winnings of this fight to Sing-Apor, I hear that they're a city right in the middle of hellfire, there should be SOMETHING there

2. On the trip work on my agility, even if I CAN take hits with no problem, doesn't mean I should.

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a92e48 No.40813

File: b91335c82e9488c⋯.jpg (514.07 KB,587x978,587:978,samusjacket_by_akairiot-d9….jpg)

Dice rollRolled 69, 69 = 138 (2d100)

>>40808

Name: Kathrin Barbara Viktoria Luise Hohenzollern-Hannover

Age: 19

Fluff: Kathrin was born and raised in a small Manor with a large underground complex near the northern tip of the big island west of Istanbul and southwest of Berlin. This world is cruel and unforgiving, so Kathrin was trained mostly in martial skills and lacked the intelligence one would expect from a noble. Being heir to the head and one of five members of her house left, it was decided that Kathrin would leave the manor at 18 to interact with outside world and gain real life experience for when her father died. Though Kathrin is skilled in fighting, especially using guns and close combat techniques and weapons, she suffers from the typical inadequacies of the human physique, though this itself is a boon as well. Though a bit uneducated about the outside world, her attractive features and generally graceful personality makes her easy to get along with and this is how she's survived while wearing her uniform. Kathrin was told by her father that a noble must be presentable, yet also ready for any occasion, so her uniform is both intimidating and inspiring, as well as ergonomic. Kathrin has found herself in the hills overlooking Berlin, hoping to find some loot and bring honor to her house!

Race: Germanic

Alignment: Human

Gender: Female

Map Colour: Field-grey

Starting position: Near Berlin

Strength: 4

Agility: 5

Dexterity: 8

Constitution: 5

Intelligence: 4

Charisma: 6(7)

Health: 50

Inventory: [Prussian Hussar's Uniform(+1CHR)]; [Revolver (+40 damage), +8 .32 rounds];

1; Pry the door off and use it as a shield

2; Carry the shield with me while travelling into the forest as constitution training

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a92e48 No.40814

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d4b0bb No.40817

Name: Bork the Orc

Age: The perfect age for orcin' around

Fluff: Bork the Orc is a very big orc. He is also a very brave orc, seeking to make his orcish parents proud by making a name for himself and proving his worth to the world. To do this he has embarked on a great adventure to recover the Staff of Gork, a mystical scepter located somewhere in the hellfire (no one knows if it really exists, and it might be just a rusty spoon for all we know). Once he brings it back to his family he will be showered with praise and made into a local legend for completing his quest. Or, at least, so he hopes.

Race: Orc (Call me a brute and I'll krump ya, orcish pride worldwide)

Alignment: Demonic I guess

Gender: Male

Map Colour: GREEN

Starting position: Berlin or somewhere around there

[30 points to spend in the following stats]

Strength: 7 (6 + 1)

Agility: 4

Dexterity: 6

Constitution: 8 (7 + 1)

Intelligence: 3 (4 - 1)

Charisma: 2 (3 - 1)

Health: 50

Inventory: Leather vest (-1 to damage), Combat Knife (+15 to attack), Crossbow (+20 to attack)

1. STABS 'IM!

2. SHOOTS 'IM!

3. KRUMPS 'IM!

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d4b0bb No.40818

Dice rollRolled 4, 28, 26 = 58 (3d100)

>>40817

dice

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9f5361 No.40819

Dice rollRolled 28, 3 = 31 (2d100)

>>40808

Name: Jeramia Codsworth

Age: 25

Fluff: Jeramia was raised in a christian group who survived the eternity. Many lost their faith when the devils fought the divine to a stand still but this group believed that they would be back and they would win next time. When the second war of eternity would end Jesus would descend and bring paradise to the world. Jeramia grew up learning such things, and how to fight and survive. He made money by repairing pre eternity artifacts the best he can and working metal. Recently he has begun to search for more artifacts. Recently he has found a large ruined city with what is seemingly a temple more ancient that the rest of the city. He believes this is the ancient seat of power of Christ, Rome, and that god is telling him to form a new christian empire. A Holy Roman Empire.

Race: Human

Alignment: Human

Gender: Male

Map Colour: Blue

Starting position: Near Istanbul

Strength: 6

Agility: 3

Dexterity: 3

Constitution: 5

Intelligence: 6

Charisma: 7

Health: 50

Inventory: Tattered Bible, Portrait of Sultan Ahmed

1&2. Lead the survivors back to the holy site to rest and rebuild in relative safety.

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a5a56a No.40843

File: 35ac60a53ae447e⋯.jpg (195 KB,1024x1448,128:181,21521636.jpg)

File: 6d5cbf594a635f1⋯.png (137.22 KB,833x605,833:605,location.png)

>>39989

Name: Michel Blancheure

Age: 28

Fluff:

>There were many tragedies in the events during and after the apocalypse that shattered Earth. Billions perished, empires collapsed, and faiths were broken. But in a fortress in what was previously the Pyrenees, one aspect of the old world endured.

>The Institut de Santé et de Solidarité, or ISS, had established a base of operations there several years before apocalypse. Within its walls, the worst of Armageddon was endured.

>The members of the ISS sheltered what civilians they could, preserving the sanctity of life they held most dear. But most importantly, they preserved the medical knowledge and devices of the old world. As war ravaged the continents and the world was split, diseases old and new returned to plague an already wearied mankind. Worse still, mutations and demonic corruption now tainted the genes and souls of humanity. It was a new breed of contagion, one far more difficult to cure.

>Michel is an Isser, the descendants of the ISS doctors and scientists. Their colony has grown outside of the fortress walls, able to reclaim lands as the apocalypse cooled. But there is much work to be done.

>Devoted to purity and health, the Issers study diseases for cures and protect their population from malnutrition and mutation. It is a difficult fight, made worse by the constant threats of the world. And so the Issers introduced the Docteurs Militant, a corps of soldiers who protect the Isser from physical threats and enforce the will of the High Clinic. Led by the Surgeon-General, they were split into a variety of specialties.

>Michel belongs to the Régiment Diagnostique, the Isser's legion of scouts and field agents. His duty is to explore the outside world, document diseases and corruptions, and collect samples for further study. Armed for his own defense, Michel sees himself as the surgeon's scalpel. Ready to excise troublesome parts to save the diseased body of the world.

Race: Human

Alignment: Angelic

Gender: Male

Map Colour: Bright red

Starting position: See attached

Strength: 3

Agility: 4

Dexterity: 6

Constitution: 8

Intelligence: 7

Charisma: 2

Health: 50

Inventory:

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f21fe4 No.40844

Dice rollRolled 93, 38 = 131 (2d100)

>>40808

Name: Albert Wolfgang Ludwig Erik Hohenzollern-Hannover

Age: 20

Fluff:

Albert is the first cousin of Kathrin and was raised by his father in New York. Although still a noble Albert has always been more relaxed about his position and sees people as equal. Alongside his education he had plenty of friends. Unlike his cousin Albert was never particularly martially gifted however he was a natural leader and was able to think in a decisive and authoritative manner since a young age. Albert now plans to venture out and hopes that he will find new friends along with some treasure.

Race: Human (Germanic)

Alignment: Human

Gender: Male

Map Colour: Navy Blue (Or any shade of dark blue.)

Starting position: New York

————————-

[30 points to spend in the following stats]

Strength: 4

Agility: 4

Dexterity: 4

Constitution: 4

Intelligence: 7

Charisma: 8

Health: 50

Inventory:

-Silver Flute

——————————–

1. Scout the surrounding area for anything of worth.

2. Try to think of new songs to play on flute.

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3bae87 No.40975

Dice rollRolled 71, 76 = 147 (2d100)

>>40808

Name: Czechjekjesh Brjekjesh

Age: A hot new age

Fluff:

Czechjekjesh has learned that this new and hostile world lives by one hard currency. Ancient and other Artifacts recovered from the Hellfire. He will venture forth into this Hellish landscape regularly to obtain what others seek to attain and then sell it to the highest Russian/Ukrainian speaking bidder, while of course keeping the best bits for himself.

Race: Human

Alignment: Human

Gender: CIS Male Scum

Map Colour: Baby Blue

Starting position: Near some hellfire

Strength: 5

Agility: 7

Dexterity: 7

Constitution: 8

Intelligence: 2

Charisma: 1

Health: 50

Inventory:

+ Metal Detector

+ Musket (+25 damage)

+12 iron balls

+ Gunpowder

+ Bayonet (+15 damage)

+ Car Battery (dead)

+ Car Stereo

1. Aw yeah baby, making the big bucks! Time for Czechjekjesh to train his Constituion some more, after all he wanted to be able to outrun whatever lurked in the hellfires.

2. Half the part of outrunning was not just being able to run for ages, but being able to run fast. Train Agility!

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c1bbbb No.41069

Dice rollRolled 32, 18 = 50 (2d100)

>>40808

>>Name: Creighton Griffin King of the Sea

>>>>Age: 32

>>>>Fluff: Creighton's family have been on the sea since the demons came. His father was a pirate, as his father was before him, and his father before him and so on and so on. Many have forsaken the ocean as it is incredibly populated by monsters, few remain mostly fishermen and treasure hunters who brave in a desperate attempt to get rich, but not the Griffin family. They only go to sea once in their life to find and a wench to bed and have a son to carry on the legacy, once the child reaches adulthood the father jumps into the sea and the mother returns to land leaving them to survive and thrive. Creighton believes he's destined to become the ultimate ruler of the sea and has crowned himself king. This shall be the new age of the Sea King!

>>>>Race: Pure blooded human and fuck off you muts.

>>>>Alignment: Human

>>>>Gender: Male

>>>>Map Colour: Powder Keg Blue

>>>>Starting position: The open sea

>>>>Strength: 5

>>>>Agility:5

>>>>Dexterity: 7

>>>>Constitution: 4

>>>>Intelligence: 3

>>>>Charisma: 6

>>>>Health: 50

>>>>Inventory:Rusted Sailboat (30 agility while aboard)

1: "AHH the open sea. How beautiful. How majestic. How… BORING. I need action in me life. Let us find a ship to rob!"

2: Afterwards Creighton returns to his small room aboard the ship and practices his scrimshaw on a piece of drift wood.

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8621c4 No.41077

Dice rollRolled 12, 70 = 82 (2d100)

>>40808

Name: Jon Jones (Alias: Adolf Breivik)

Age: 27

Fluff: Jon Jones was an archivist in Berlin, where he sifted through the hastily printed tomes which were compiled in the last days before the war, when the ancients took all knowledge in their vast Library of the Unreal, and gave it physical form. As the papers rotted with the years, they were copied to new manuscripts by the archivists of Berlin. The result of centuries of copying was the condensation and perversion of information. On a certain day, three years ago, Jon Jones discovered a book which would forever change his life. The Book of StrömFönt. The book told of ancient heroes of old, two of whose names he took to be his own, who stood against the dark influence of the Moslems and Juhs, and their Liber'ell cronies. He did not know who these monsters were, but from the tales within his book, they were the foulest creatures imaginable, with no regard for their own lives or the lives of others, and who sought only to bring destruction to the world. Looking at the old maps, corrupted as they were by centuries of copying, they must have succeeded. The book tells of a cruel, unforgiving land to the South and East, now across the seas, called Zyon. It is here, Jon convinced himself, that he must go. He reckoned that if he could cleanse the influence of the Juhs and Moslems from the Earth, the days of Reich and Empire may come about again, for all of mankind.

Race: Human

Alignment: Human

Gender: Male

Map Color: Imperial purple

Starting position: Berlin

S: 4

A: 5

D: 6

C: 6

I: 4

Ch: 5

Health: 50

Inventory: The Book of StrömFönt

1/2. Orks killing one another is not my concern. If I had my way, they would all be menial laborers and cannon fodder. They are not capable of being productive citizens. However, a lion will eat an old carcass just as readily as a majestic gazelle. I should grab an improvised weapon: A chair leg, a bit of pipe, a glass bottle, or something of the sort; and check out the disturbance from a concealed vantage point. If it is two orks fighting, as I would guess, I'm not concerned. If it's a greater threat, then I should flee, for survival is the one law of this land.

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