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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: ef7b28b9515416e⋯.jpg (235 KB,1600x900,16:9,Frostpunk.jpg)

File: 4fe2b80d28659b0⋯.jpg (582.63 KB,1920x1070,192:107,frostpunk-promo-art-01.jpg)

e71400 No.42351 [Last50 Posts]

The world didn't end in a bang, or a massive battle to decide the fate of all nations. Instead, it ended in the first snow of the winter of 1888, when the first flake fell just north of Brisbane, and then in London, Washington D.C., and Cape Hope. It didn't stop, it snowed and snowed and snowed and snowed until the whole world was covered in blanket of white. Crops failed, people starved, and millions fled to the equator to try and find some warmth; they only found chaos and death and famine.

In the far north, unexploited by the hands of men, the Empire of Britain attempted to build heat-generators, so that some may survive this seemingly endless winter.

They ran out of time.

Now your group, as far as you know, is all that's left, with the only known operating generator in god's know where, you must survive.

____________________________
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e71400 No.42352

>>42351

Rules: This will be a rules light game, basically all you have to worry about is keeping people fed and not dead. Some quick explanation on some mechanics.

>Hunger: you need to eat to survive, you lose one hunger per turn you don't eat, and varying types of food will replenish certain levels of hunger. You lose 1 hunger per turn, and when at 0 hunger you take 2 health damage per turn.

Health: A reflection of your physical well-being, which can be affected by starvation, frostbite, and various other ailments. Lose all your health and you die.

The Colony: You are not the only people here, there are others that can do and others that must be done for. These people are represented with the colony Food and Colony Hope, Population, and resource tabs which will be included at the end of every update to give you a general state of affairs. When the food is zero, people starve, which can decrease hope, which affects how people (including yourself) work. Population is the physical members of your colony, and resources are what you use to build stuff and power the generator.

Finally,

THE GENERATOR

What keeps you alive, and at the current state is at its most basic level, level 1, which will heat a area around itself of 1 hex per level. Per level, it also consumes (Level x 2) Coal per turn.

Character sheet

Name:

Fluff:

Age:

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: You get one personal item to start with, must be able to be carried by one person

Bonus:

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e71400 No.42354

Last but not least, the roll chart and actions

1-5: You're fucked

6-10: You're kinda fucked

11-19: You fucked up, but not that bad

20-29: You did what you needed to do, but in the worst way possible

30-39: You did what you needed to do, but in a very mediocre way

40-59: Average, plain, boring, safe average

60-79: Damn Good, like eggs on steak

80-95: Damn son, cool down, you're on fire

96-99: Something, somewhere got shrek't, and you got a magical pony

100: "Hey, who left this airship here?"

You get 3 actions per turn, which is a day (full, day and night) unless you specify that you're staying up all night, you'll spend half the turn sleeping. This can give you another action if you don't sleep, but you'll pay for this in the long run.

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6614ec No.42357

>>42353

Name: Michael Collahan

Fluff: Michael is a miner. He ain't the brightest man, but he is determined and strong. Those two things are what got him through the snow and to the colony. If you ask him he would say he was a simple man. Still prays despite everything, willing to work hard to earn his food, and willing to do the right thing when he can. Now he just hope that will be enough.

Age: 25

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: Pick-axe

Bonus:

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e3bc9e No.42358

>>42353

Name: Balon Havelstead

Fluff: A bored young man who loved going outside and enjoying nature. That was until it became a frozen wasteland. He enjoys exploring his new home and trying to find things under the eternal ice, though he quite enjoys thick layers of clothing and a warm lamp when he does this.

Age: 15

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: You get one personal item to start with, must be able to be carried by one person

Bonus:

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dce07c No.42360

File: eb8ccf8a2e9bc23⋯.jpg (22.15 KB,425x425,1:1,vintage-ice-fishing.jpg)

Name:Lord William Coddlesby

Fluff: A member of the peerage, back when there was a peerage. Graduated from college as a marine biologist specializing in arctic wild life, and spent much of his spare time in arctic expeditions learning from various northern tribes like the Innuit in British Canada. Entirely the reason he survived so long where so many have died. Hopes to survive using the skills he acquired.

Age: 38

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c57ed1 No.42371

File: 8fad10ac1db5616⋯.jpg (85.41 KB,780x585,4:3,saxon.jpg)

>>42352

>>42353

Name: James Bruce Stuart York

Fluff: James joined Her Majesty's Army right after finishing schooling. He had grown up in the north on a farm, so he had been around and used guns all his life, which got him noticed quickly. Known for being a crackshot in his regiment, he was stationed from Ireland to Cathay, and everywhere else for that matter, having participated in several wars through his 10 years of service. Sent with the Colony to keep it secure and assist in building operations when necessary.

Age: 28

Health: 10/10

Hunger: 5/5

Inventory:

Bonus:

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85f57a No.42372

>>42351

Name:

Alexei Emmet Johannes

Fluff:

There are many words to describe Alexei, a tinkerer, a creator, an innovator. But in truth he is a humble young man from a farm in Texas. He was always an active youth and was always working on something with his hands, whether that be art, sports, taking apart and fixing bikes or even his dads motor vehicles. Alexei grew up to be an accomplished mechanical engineer. He does not see his job as work but instead a hobby.

Age:

24

Health: 10/10

Hunger: 5/5

Inventory:

-Swiss Army Knife

Bonus:

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d748bc No.42373

File: 55854c0a4e9ab04⋯.gif (11.48 KB,265x619,265:619,wwi soldier.gif)

Name: Gregor Blyatskanov

Fluff: Gregor is big, strong man from Mother Russia, who went with Brits to build generator. He was member of engineer in Russian army, and learned to build many things. Gregor build houses, work with the metals, shooting gun and more. But then Russia went gone and now Gregor work with Brits in order to survive. They accept him because of skill, and Gregor does best to help out. He is no stranger to cold, as Russia was this way long before ice age. If only there was vodka to warm Gregor's belly, he would into the happy here in snow and ice.

Age: 35

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: Mosin-Nagant rifle

Bonus:

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e71400 No.42375

>>42357

Health: 10/10

Hunger: 5/5

Inventory:

+ [Pick-axe] - Steel and wood, simple but effective. + 5 to mining actions and to hand to hand combat.

Bonus: [Dig-Dug] - A life in the mines has given Michael an eye for gems and ores, and made him as strong as a mule as well. + 10 to mining rolls and you can carry twice as much as the average man.

>>42358

Health: 10/10

Hunger: 5/5

Inventory: Snow-Shoes - + 5 to traversing in the snow, immune to frostbite of the feet

Bonus: [Adventurous] - Some men are not destined to dwell among their peers, but to rather spend their days on the edge of what is known, discovering wonders and dangers in equal measure. + 10 to adventuring and automatically find extra loot when discovering treasure. However, when you fail in such a action, your punishment will also be doubled.

>>42371

Health: 10/10

Hunger: 5/5

Inventory:

+ [Lee-Metford Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Regular Army O'] - A decade in her majesty's service changes a man, often for better, sometimes for worse. In James's case it made him a smart, well-traveled man, good with his gun and with his rifle. + 10 to ranged combat, able to use any gun with relative ease.

>>42372

Health: 10/10

Hunger: 5/5

Inventory:

+ [Swiss Army Knife] - Contains: toothpick, can opener, comb, three kinds of knives and a small nail clipper. + 5 to tinkering actions

Bonus: [Aspiring Engineer] - All things mechanical come naturally to Emmet, and as such people will look to him when something enivitably breaks in this snowy hell. + 15 To working on the generator, + 10 to rolls involving the construction or utilization of machinery, does not stack with previous bonus.

>>42373

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory:

+ [Mosin-Nagant rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [The Bear} - Gregor is tall and hairy, a beast of a man who could be mistaken for a bear in clothes, which isn't helped by his poor English which comes across more as growls. Immune to Frostbite, in addition you receive a + 15 to hand to hand combat rolls.

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e71400 No.42376

Ser Duncan Hansley, Scribe of HMS Wind-dancer

I was the scribe of the Airship the airship Wind dancer, which crashed somewhere in the mountains around us 6 days ago. I, along with 39 others, somehow managed to find one of the generators the captain talked about while we journeyed up to this frozen wasteland. With just a small storehouse with some coal, whatever rations we could carry, and a man I'm not all that sure isn't a bear in a suit, we must survive, for we may be all that is left our the human race.

- April 1st, 1891, Ser Duncan Hansley

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e71400 No.42378

File: ef4f015d8f27ad4⋯.png (1.75 MB,5142x6075,1714:2025,mymap.png)

Colony Report:

Name: (to be chosen by the players)

Population: 40 (including you all)

Hope: 70/100 (no bonus/malus)

Food: 150 -40/turn (people eat 1 food per turn, food can be processed into meal rations which feed three people per turn, but requires a cookhouse)

Coal: 15 Coal -2/turn

Resources: Nothing, can be found in the environment around the generator and out in the wilderness

Buildings:

+ [Generator lvl 1] - Keeps all of you alive and warm, uses coal.

+ [Storehouse] - Houses 600 of any/all resources, including food and coal.

>Current Issues raised by the People

+ [No Houses/tents] - We're sleeping on the floor, which means we're more likely to get sick and we can't keep as warm.

+ [No incoming food] - At this rate we'll starve in a few days.

+ [Missing Colonist] - not all of us made it here, some of us we're lost on the trio here, we should at least send someone out to look for them, they could still be alive.

Temperature: - 32F

Winds: 40 mph

Weather: Snow drifts

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e3bc9e No.42382

>>42378

Name: Balon Havelstead

Fluff: A bored young man who loved going outside and enjoying nature. That was until it became a frozen wasteland. He enjoys exploring his new home and trying to find things under the eternal ice, though he quite enjoys thick layers of clothing and a warm lamp when he does this.

Age: 15

Health: 10/10

Hunger: 5/5

Inventory: Snow-Shoes - + 5 to traversing in the snow, immune to frostbite of the feet

Bonus: [Adventurous] - Some men are not destined to dwell among their peers, but to rather spend their days on the edge of what is known, discovering wonders and dangers in equal measure. + 10 to adventuring and automatically find extra loot when discovering treasure. However, when you fail in such a action, your punishment will also be doubled.

Actions:

Head out and scout the surrounding area try and bring some hunters with me to see if we can find some animal trails.

Rolls: (??? how many ???)

1. Scouting

2. Tracking / getting animals for food and furs

3 (if a third) try and learn some hunting skills with anyone that came with me

4. (if a fourth) do a bit more scouting

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e3bc9e No.42383

Dice rollRolled 5, 62, 44, 51 = 162 (4d100)

>>42382

rolls????

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85f57a No.42384

Dice rollRolled 51, 82, 92 = 225 (3d100)

>>42378

Name:

Alexei Emmet Johannes

Fluff:

There are many words to describe Alexei, a tinkerer, a creator, an innovator. But in truth he is a humble young man from a farm in Texas. He was always an active youth and was always working on something with his hands, whether that be art, sports, taking apart and fixing bikes or even his dads motor vehicles. Alexei grew up to be an accomplished mechanical engineer. He does not see his job as work but instead a hobby.

Age:

24

Health: 10/10

Hunger: 5/5

Inventory:

+ [Swiss Army Knife] - Contains: toothpick, can opener, comb, three kinds of knives and a small nail clipper. + 5 to tinkering actions

Bonus: [Aspiring Engineer] - All things mechanical come naturally to Emmet, and as such people will look to him when something enivitably breaks in this snowy hell. + 15 To working on the generator, + 10 to rolls involving the construction or utilization of machinery, does not stack with previous bonus.

——————————-

1. Start to set up tents and whatever shelter possible for the people of the colony, I gotta do something to make this place a little more bearable for 'em.

2. Search for parts that could be used to build things, right now I'm thinking of lighters, radiators. Something that will give people a little bit of comfort.

3. Check up on the vehicles (if we have any) and if not start to draw plans for building one.

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6614ec No.42387

Dice rollRolled 32, 40, 96 = 168 (3d100)

>>42375

Name: Michael Collahan

Fluff: Michael is a miner. He ain't the brightest man, but he is determined and strong. Those two things are what got him through the snow and to the colony. If you ask him he would say he was a simple man. Still prays despite everything, willing to work hard to earn his food, and willing to do the right thing when he can. Now he just hope that will be enough.

Age: 25

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: + [Pick-axe] - Steel and wood, simple but effective. + 5 to mining actions and to hand to hand combat.

Bonus:[Dig-Dug] - A life in the mines has given Michael an eye for gems and ores, and made him as strong as a mule as well. + 10 to mining rolls and you can carry twice as much as the average man.

1. Collect some of the nearby coal to feed the furnace +15 (Pick and Dig-Dug)

2. Then move to get some of the nearby wood. +15

3. Then start helping to build some tents with the collected wood.

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911a25 No.42388

>>42351

Name: Cassidy Blair

Fluff: Jonah Blair was never the smartest or most cunning man, but he knew danger when it was coming. Which was why the second the snows started lingering a bit too long he picked up his daughter and headed east back from the frontier to the city he so despised. Journey was a hard one and Jonah didn't make it out unscathed. Frostbite took his leg and Cass was forced to bury her pop in an unmarked grave three days south of New York City. Soon after she heard rumors of some grand fail safe plan being spear headed by the British that was looking for strong men and women to volunteer for their colony. She later heard about how they all died horrible and that they left the key to survival up their with them. She hopped onto the nearest air ship she could and made her way to find her ticket to a long warm life.

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911a25 No.42389

>>42388

>Age: 17

>Don't fill this in

>Health: 10/10

>Hunger: 5/5

>Inventory:Winchester Lever Action Rifle

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dce07c No.42392

Dice rollRolled 97, 99, 26 = 222 (3d100)

Name:Lord William Coddlesby

Fluff: A member of the peerage, back when there was a peerage. Graduated from college as a marine biologist specializing in arctic wild life, and spent much of his spare time in arctic expeditions learning from various northern tribes like the Innuit in British Canada. Entirely the reason he survived so long where so many have died. Hopes to survive using the skills he acquired.

Age: 38

1. Food was something of vital importance. William joins some of the other fellows going to track for any animals for food, and notices a man interested in learning hunting skills. Perhaps there was something he could teach, and something he could learn. >>42382

2. Not only animals, they also needed water. Of course snow could be melted, but sources of fresh water would save on fuel and possibly hold precious fish or even seal. He would help search for any ice which disguised water.

3. If a man is hurt or injured, both he and his rescue team should conserve energy. A sled would go a long way toward this, and he looks for anything that could be made a sled or a stretcher.

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3996ec No.42393

>>42388

Health: 10/10

Hunger: 5/5

Inventory:

+ [Winchester Lever Action Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Young Buck] - The young, so willful and full of hope, or as some would call it, naivety. It matters not, for no matter what, what is important is that no matter how bad things get, Cassidy will work just as hard to make this place a place she can call home. Immune to the ill-effects of hope, positive effects are doubled.

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d748bc No.42396

Dice rollRolled 82, 64, 28 = 174 (3d100)

Name: Gregor Blyatskanov

Fluff: Gregor is big, strong man from Mother Russia, who went with Brits to build generator. He was member of engineer in Russian army, and learned to build many things. Gregor build houses, work with the metals, shooting gun and more. But then Russia went gone and now Gregor work with Brits in order to survive. They accept him because of skill, and Gregor does best to help out. He is no stranger to cold, as Russia was this way long before ice age. If only there was vodka to warm Gregor's belly, he would into the happy here in snow and ice.

Age: 35

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: Mosin-Nagant rifle - Ammo: 60 rounds, allows ranged attack

Bonus: [The Bear} - Gregor is tall and hairy, a beast of a man who could be mistaken for a bear in clothes, which isn't helped by his poor English which comes across more as growls. Immune to Frostbite, in addition you receive a + 15 to hand to hand combat rolls.

1. Gregor notice it is very cold. Tents good for start but we must prepare stronk shelter for against the storms and wind. Gregor will start taking necessary steps to buildings a big cabin of log, will serve as dormitory until individual housing is good.

2. Gregor will hunt, using superior Mosin Nagant to hunt for the prey. But must try into not waste too much of ammo.

3. Gregor also look for missing colonists, but Gregor no shoot of course. Gregor will bring back to safety of camp.

Gregor propose name for town be Nation City. We will be new nation in cold icy frontier where no one else dare go. May be small but at least we are of warm. It sound good to Gregor.

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c57ed1 No.42399

File: 7c5a01c18410d6d⋯.jpg (55.81 KB,550x448,275:224,1483385414846-pol.jpg)

Dice rollRolled 22, 70, 13 = 105 (3d100)

>>42375

Name: James Bruce Stuart York

Fluff: James joined Her Majesty's Army right after finishing schooling. He had grown up in the north on a farm, so he had been around and used guns all his life, which got him noticed quickly. Known for being a crackshot in his regiment, he was stationed from Ireland to Cathay, and everywhere else for that matter, having participated in several wars through his 10 years of service. Sent with the Colony to keep it secure and assist in building operations when necessary.

Age: 28

Health: 10/10

Hunger: 5/5

Inventory:

+ [Lee-Metford Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Regular Army O'] - A decade in her majesty's service changes a man, often for better, sometimes for worse. In James's case it made him a smart, well-traveled man, good with his gun and with his rifle. + 10 to ranged combat, able to use any gun with relative ease.

1; Get myself acquainted with the rest of the Colonialists. Let them know I'll do my very best to protect them. Also, suggest the Colony be named New Albion.

2-3; Head west and hunt for the Colony.

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e71400 No.42402

>>42360

Health: 10/10

Hunger: 5/5

Inventory: + [Augustus] - a trained Gyrfalcon, who responds to your calls and yours alone. Must be feed 1 unit of food every other turn, + 5 bonus to scouting, hunting(if you're in the party), and allows communication with colony on expedition.

Bonus: [Terra Nova] - One of the few Brits used to cold and snow as opposed to rain and fog, Coddlesby knows much of what their is to know about the arctic conditions the colony is located in, and as such receives a +5 to exploration and survival roles (the latter of which are the rolls pertaining to staying alive when on an expedition).

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385389 No.42403

Name: Marshall Law

Fluff: When the winter first came, things weren't that bad, initially atleast. But his father a wise man taught him about the nature of man, they're cowards who will do anything to survive, now with the world dead, he found his purpose. Keep the law

Age: 30

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory:

Bonus:

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e71400 No.42404

>>42403

Health: 10/10

Hunger: 5/5

Inventory: [Billy Club] - So what if you enjoy it, they are criminals after. + 10 to non-lethal personal combat, + 5 to to-kill personal combat.

Bonus: [I AM THE LAW] - Ol' Johnny law has come to town. When people steal rations or supplies you are given a chance that same turn to intercept and stop them, in addition to this you can have some clout in the colony as a source of authority, as people will tend to listen to an established authority figure , giving you limited reign to command people.

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911a25 No.42428

Dice rollRolled 37, 5, 46 = 88 (3d100)

>>42393

Name: Cassidy Blair

Fluff: Jonah Blair was never the smartest or most cunning man, but he knew danger when it was coming. Which was why the second the snows started lingering a bit too long he picked up his daughter and headed east back from the frontier to the city he so despised. Journey was a hard one and Jonah didn't make it out unscathed. Frostbite took his leg and Cass was forced to bury her pop in an unmarked grave three days south of New York City. Soon after she heard rumors of some grand fail safe plan being spear headed by the British that was looking for strong men and women to volunteer for their colony. She later heard about how they all died horrible and that they left the key to survival up their with them. She hopped onto the nearest air ship she could and made her way to find her ticket to a long warm life.

Health: 10/10

Hunger: 5/5

Inventory:

+ [Winchester Lever Action Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Young Buck] - The young, so willful and full of hope, or as some would call it, naivety. It matters not, for no matter what, what is important is that no matter how bad things get, Cassidy will work just as hard to make this place a place she can call home. Immune to the ill-effects of hope, positive effects are doubled.

1-2:Cassidy ain't gonna just sit around and let some men or women die out in the cold while she sit's round doing nothing. Regardless of whether or not anyone else is gonna look for the missing colonists Cass strikes out in search of them

3:While searching for the missing people, Cass makes note to get a lay of the land for any potential places that may contain resources

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385389 No.42431

Dice rollRolled 1, 26, 81 = 108 (3d100)

>>42404

Name: Marshall Law

Fluff: When the winter first came, things weren't that bad, initially atleast. But his father a wise man taught him about the nature of man, they're cowards who will do anything to survive, now with the world dead, he found his purpose. Keep the law

Age: 30

Health: 10/10

Hunger: 5/5

Inventory: [Billy Club] - So what if you enjoy it, they are criminals after. + 10 to non-lethal personal combat, + 5 to to-kill personal combat.

Bonus: [I AM THE LAW] - Ol' Johnny law has come to town. When people steal rations or supplies you are given a chance that same turn to intercept and stop them, in addition to this you can have some clout in the colony as a source of authority, as people will tend to listen to an established authority figure , giving you limited reign to command people.

Action 1-3: Patrol the area, no crime shall be done under my watch

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e71400 No.42434

File: 1f43c867c1521ea⋯.jpg (185.61 KB,900x698,450:349,winter-forest-kellie-chass….jpg)

Dice rollRolled 91, 90, 36 = 217 (3d100)

Colony Rolls:

1. Gather Wood, Coal and Steel

2. Build tents

3. Build Cookhouse

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e71400 No.42436

>>42434

Resources: gathered by colonist

+ 15 Wood

+ 8 Steel

+ 8 Coal

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e71400 No.42437

File: 4d0bc0b12a35326⋯.jpg (65.81 KB,590x332,295:166,Frostpunk (1).jpg)

>>42382

1. Balon heads out into the snow drifts to scout around the surrounding area, only to run into the massive cliffs that surround the valley that the generator and colony inhabit. A quick attempt at scaling these rocks proves futile, as when halfway up the surface a toehold snaps beneath his feet and he is sent falling some 25 odd feet into the snow. Some bruises and a moderate back pain dissuade him from trying this again.

>Health: 9/10

2. Returning from the cliffs, balon wanders around the snowfields around the colony, looking for any tracks left by any scarce animals that would populate this clearing. There are some tracks, but Balon, not very experienced in tracking in the snow, is unable to tell if they are from man or beast. He does manage to help a man dig out a rather large box before returning to the generator however.>>42384

3. Finally returning to the generator, you spend the last part of the day talking to any man who seems to know more about hunting then you do. Unfortunately, hunting is a pleasure reserved more for the rich, of which there are very little here. Although mostly fruitless you do hear talk of one man, a former member of the old peerage, who is an expert on arctic wildlife, and it seems he would be interested in talking to you. >>42392

4. Rather then sleep, Balon heads out into the snowfields to scout once more. The nightly winds sting his face, as small pieces of snow are hurled like shards of glass at this face. AS he is finally about to turn it in for the night, he does manage to find a single piece of coal that he trips over. It appears that aside from the resources available, there isn't much in this valley. The real treasures lie out in the wild, but those will require both tools and extra men, at least five, to find and bring back.

>>42384

1. Alexei would spend the first part of the day helping the people set up tents around the generator, so that they might not be as cold when night comes. Aided by several others, they manage to construct 3 tents, or housing for 30 people. Unfortunately, this along with the cookhouse and gregori's cabin uses all the wood gathered this turn.

2. Next he heads out into the snow, to find something of use to the colony other then scrap or wood. Unfortunately this is all he finds for quite awhile, and it is only when he's about to give up hope that he literally trips over a very heavy box, buried deep in the snow. After roping in some sod wandering about, he uncovers the box and opens it to find some part for the generator, what luck!

>Generator Lvl 2 parts 1/2

3. No vehicles are located in the valley, and the only one you recall seeing on the way here was the flaming wreck of the airship that crashed on the mountain as your group was moving through the snow to the valley. Normal vehicles won't work here, the snow is too deep and soft for wheels. You'll either need to fly or to find a way to disperse your weight evenly on the snow, a track of some sort perhaps?

>pick one of the following:

+ Small airship design 3/10

+ Small tracked vehicle design 3/10

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e71400 No.42438

>>42387

1. Michael moves through the snow like an ox, parting the thick white powder with each stride as if he was walking through air. He reaches the first coal pile nearest the colony, breaking apart the frozen clumps with his pickax for easier collection for both him and others. He grabs a ludicrous amount of coal and stuffs it into his bag, before throwing it over his shoulder and walking back to camp. The load seems to lighten as he makes it back to camp, totally unaware that this is due to a small hole in his bag that steadily leaked little black chunks all the way to camp.

+ 2 Coal

2. After turning in his coal sack to the men loading up the storehouse, Michael moves back into the snow, towards the stands of trees now. Though they lack the lumbermill to properly process the still standing trees, the fallen logs prove sufficient for now. He hauls two logs twice as long as he is back to camp, but one of them is rotten in half of it and the other is dry rotted, so the furnace gains a bit a fuel but only a paltry amount of wood is had.

+3 wood

+1 "coal"

3. After that, Michael donates his strength to building the tents coming up around the generator, personally putting the bulk of the effort into building the last 2. 3 stand as the night falls, with only 10 people left huddling around the generator.

>>42392

1. William, like many of the other men looking for food in the small valley, finds none. Perhaps there is some thought behind the idea of building a hunting lodge to plan food expeditions beyond the valley. He does hear something as he joins Balon near the cliffs in the early morning, the distant call of something that resembles the call of the african elephant.

2. Watching Balon fall dissuaded William from climbing the rock-face, but that did not mean there was not another way up the cliffs. A small path was found in the midday by William alone, which he spent much of the afternoon climbing alone. After reaching the top he set out as far as he dared in the direction of which he thought there to be sea, the smell of salt on the wind indicating that it was blowing in from the ocean, or a very salty mountain. He manages to walk only 100 feet in the snow before walking straight into a solid wall of ice, clear as the sky and several stories tall. It might take some work, but this ice would be very fresh water. What's more, there appears to be something frozen inside of it, something made of metal.

+ Source of fresh water discovered outside of the city.

3. On the return trip, as he descends the path into the valley, a rumble in the surroundings hills signals a small avalanche which William narrowly manages to avoid. The Path is now blocked by snow, but the avalance did manage to knock some wood off the surrounding mountain, a small pile of it forming at the entrance to the path. Wood would be perfect for the sled!

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e71400 No.42444

>>42396

1. Gregor lays the foundations for the first blockhouse, and with some added steel it will be the first real building the colony has built. He did use up the last of the wood gathered this turn however.

2. Gregor creeps around midday, looking for an animal to shoot with superior Russian rifle. A rough snowstorm rolls into the valley, obscuring vision, Gregor finds this good because if he can no see animal, animal cannot see him either. A brief flash of moment catches his eye and Gregor turns and shoots, he also hears another shot, slightly before or after his, as he cannot tell due to his own shot, before he hears a cry and the figure slumps over. It is at this point that the storm starts to break, but a minor avalanche at the corner of the valley throws even more snow into the air, and it is all gregor can do to find his way back to the generator and not get lost in the snow. He does manage to find some extra clips that he forgot about in his jacket though.

-1 Bullet

+ 10 Bullets

3. You are eager to search for the missing comrades, as you know men and women not as hairy as yourself will freeze if they do not find shelter or warmth soon, however, saner minds stop you when you realize to head out into the wilds alone would be almost certain death. You and several other minds, all eager to explore the world, decide that the best course of action would be to build a beacon so that you may find your way back when you form expeditions to go to the wilds, and that traveling in groups in case disaster strikes.

>>42399

1. You make the rounds introducing yourself to those in the colony who remain around the generator, which is few as many are working. Many see your kind gesture as laziness, as you spent the morning talking instead of working.

2-3. You head west, being stopped by the massive mountains that surround the valley. Undeterred, you turn back and track through the valley as a snowstorm rolls in. You spot nothing for quite awhile, and the storm starts to clear. As the drifts fade you spot a figure moving, and it most definitely is moving as a man would. As you bring the gun up to aim, a far avalanche brings another cloud of snow up, obscuring your vision. Not wanting to miss this opportunity, you quickly raise your gun and fire, hearing another shot ring out sometime around yours, but you can't tell if its before or after. You hear another noise, a cry, then a series of swear words. You follow the voice until you find a man in a copper uniform with winter attire, he's been shot in his arm and his cap lies a few feet away with a bullet hole placed firmly in the center of his badge. The wound is superficial, but in all his squirming he did manage to uncover the top of… something. A little digging later you uncover a crate full of supplies. Food rations! Hardtack and smoked sausages!

+ 25 Rations

>>42428

1/2. Cassidy eagerly picks up her hat and rifle and sets out to find those missing people, no one is gonna freeze to death out in the wilds on her watch! Calmer heads remind her that once she's out there, she has no way to recognize where the colony is to get back. Several others with the same idea as Cassidy overhear this as well, and instead put their efforts into building a beacon, a floating lighthouse that will let those who leave the city find their way back even in the thickest of storms. It takes most of the day but they finally manage it and the little balloon with the giant lamp is soon floating over the colony!

3. Action devoted to finishing the beacon.

>>42431

1-3. The Marshall, as he refers to himself, makes the first of many rounds patrolling the colony to ensure that no one is hoarding resources or just generally being up to no good. This goes well until a snow storm sets in, during which Law gets turned about and lost in the drift. He starts to panic until the storms starts to lessen, and raising his hands above his head to dust off his cap he hears the soft click of a trigger being pulled, before suddenly the crack of a gun takes the hat clean off his head, followed by another one grazing his outstretched arm and drawing blood. He curses loudly before hearing two sets of feet move, one away from him and the other towards him. Before long a fellow englishmen is standing before him, and helps him up off the box he had been laying on. His arm hurt like a bloody proper before he managed to use and extra sock as gauze and keep the wound closed long enough to get him even more bloody.

>Health: 8/10

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e71400 No.42445

File: 535d72d16b97eea⋯.png (6.07 MB,10224x12150,568:675,mymap.png)

Colony Report:

Name: (to be chosen by the players)

Population: 40

Hope: 70/100

>Food: 110 Raw & 25 Rations -40 food/turn

>Coal: 21 Coal -2/turn

>Resources: 8 Steel, 1 Generator Lvl 2 Part (1 of 2 needed for upgrade)

Buildings:

+ [Generator lvl 1] - Keeps all of you alive and warm, uses coal.

+ [Storehouse] - Houses 600 of any/all resources, including food and coal.

+ 3 [Tents] - Gives people shelter for the night and decreases likelihood of them getting sick.

+ [Beacon] - Allows for expeditions to the wilds. Expeditions requires 5 people (does not have to be players) and take 1 turn (or longer depending on the task) to depart and return.

>Current Issues raised by the People

+ [No Houses/tents] - We're sleeping on the floor, which means we're more likely to get sick and we can't keep as warm.

+ [No incoming food] - At this rate we'll starve in a few days.

+ [Missing Colonist] - not all of us made it here, some of us we're lost on the trio here, we should at least send someone out to look for them, they could still be alive.

Temperature: -23

Winds: 20 mph

Weather: Steady Snow

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6614ec No.42446

Dice rollRolled 68, 58, 10 = 136 (3d100)

>>42438

Name: Michael Collahan

Fluff: Michael is a miner. He ain't the brightest man, but he is determined and strong. Those two things are what got him through the snow and to the colony. If you ask him he would say he was a simple man. Still prays despite everything, willing to work hard to earn his food, and willing to do the right thing when he can. Now he just hope that will be enough.

Age: 25

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: + [Pick-axe] - Steel and wood, simple but effective. + 5 to mining actions and to hand to hand combat.

Bonus:[Dig-Dug] - A life in the mines has given Michael an eye for gems and ores, and made him as strong as a mule as well. + 10 to mining rolls and you can carry twice as much as the average man.

1. Collect some of the nearby coal to feed the furnace +15 (Pick and Dig-Dug)

2. Then move to get some of the nearby wood. +15

3. Help build the cookhouse (if already done build more tents)

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e71400 No.42447

Funniest thing happened yesterday, that big ugly bloke that calls himself a cop was out being a tosspot, trying to stir up trouble, when some bloke shot him. Made me laugh and laugh and laugh, almost made me forget about the fact that I had to sleep on the ground that night. Almost

- April 2nd, 1891, Marcus Foley

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d748bc No.42448

Name: Gregor Blyatskanov

Fluff: Gregor is big, strong man from Mother Russia, who went with Brits to build generator. He was member of engineer in Russian army, and learned to build many things. Gregor build houses, work with the metals, shooting gun and more. But then Russia went gone and now Gregor work with Brits in order to survive. They accept him because of skill, and Gregor does best to help out. He is no stranger to cold, as Russia was this way long before ice age. If only there was vodka to warm Gregor's belly, he would into the happy here in snow and ice.

Age: 35

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: Mosin-Nagant rifle - Ammo: 69 rounds, allows ranged attack

Bonus: [The Bear} - Gregor is tall and hairy, a beast of a man who could be mistaken for a bear in clothes, which isn't helped by his poor English which comes across more as growls. Immune to Frostbite, in addition you receive a + 15 to hand to hand combat rolls.

1. Why Gregor be only one to hunt? Should get whole camp involved. To do this, Gregor build hunter lodge addition to house being built for hunter to gather and hunt things on own. It can fill with weapons and such as we find, but no Mosin-Nagant. Maybe bow and arrow or spear be best for now, do things like men of old day.

2. Now that beacon here I must find missing colonists, is probably of dead now but can at least give them good burial. Can repurpose belongings as well if needed.

3. Gregor gather more wood and scrap to turn into steel for house.

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d748bc No.42449

Dice rollRolled 98, 71, 31 = 200 (3d100)

>>42448

Gregor is of forget dice.

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85f57a No.42452

Dice rollRolled 100, 79, 54, 24 = 257 (4d100)

>>42445

Name:

Alexei Emmet Johannes

Fluff:

There are many words to describe Alexei, a tinkerer, a creator, an innovator. But in truth he is a humble young man from a farm in Texas. He was always an active youth and was always working on something with his hands, whether that be art, sports, taking apart and fixing bikes or even his dads motor vehicles. Alexei grew up to be an accomplished mechanical engineer. He does not see his job as work but instead a hobby.

Age:

24

Health: 10/10

Hunger: 5/5

Inventory:

+ [Swiss Army Knife] - Contains: toothpick, can opener, comb, three kinds of knives and a small nail clipper. + 5 to tinkering actions

+ Small tracked vehicle design 3/10

Bonus: [Aspiring Engineer] - All things mechanical come naturally to Emmet, and as such people will look to him when something enivitably breaks in this snowy hell. + 15 To working on the generator, + 10 to rolls involving the construction or utilization of machinery, does not stack with previous bonus.

——————————-

1. Continue working on the Tracked Vehicle.

2-3. Continue trying to find parts for the generator and planning to upgrade it.

4. Spend some extra time looking for any resources that could help the colony.

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d0576a No.42454

Name:Daniel withermen

Fluff:Daniel is a professional carpenter at 21 he had begun to achieve his dreams by pledging to the freemasons they would have taken his skill and learning to a new level. But with the coming of the snows those dreams are long dead. Now he is just trying to survive with everyone else the only relic of his past the carpenters hammer his father proudly gave him the day he was accepted to the masons.

Age: 23

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: You get one personal item to start with, must be able to be carried by one person

Bonus:

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3996ec No.42456

>>42454

Health: 10/10

Hunger: 5/5

Inventory:

+ [Silver Hammer] - Its not really silver because that would be stupid, just good honest steel. + 10 to building actions and + 5 to personal combat.

Bonus: [Freemason] - A member of an order of secrets, although you were not fully embedded in their ways you still know enough to recognize the works of masons when you see it, and to interact with it as well.

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d0576a No.42457

Dice rollRolled 62, 12, 21 = 95 (3d100)

Name:Daniel withermen

Fluff:Daniel is a professional carpenter at 21 he had begun to achieve his dreams by pledging to the freemasons they would have taken his skill and learning to a new level. But with the coming of the snows those dreams are long dead. Now he is just trying to survive with everyone else the only relic of his past the carpenters hammer his father proudly gave him the day he was accepted to the masons.

Age: 23

Health: 10/10

Hunger: 5/5

Inventory:

+ [Silver Hammer] - Its not really silver because that would be stupid, just good honest steel. + 10 to building actions and + 5 to personal combat.

Bonus: [Freemason] - A member of an order of secrets, although you were not fully embedded in their ways you still know enough to recognize the works of masons when you see it, and to interact with it as well.

1. The hunting lodge needs to be built as soon as possible. Food is am immediate necessity.

2.gather as much wood with colonists who can chop it down as possible.

3. So much to build but so little supplies. We need a dedicated lumbermill/lumberjack lodge. Otherwise we will perpetually be short on building supplies

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e3bc9e No.42458

>>42445

Name: Balon Havelstead

Fluff: A bored young man who loved going outside and enjoying nature. That was until it became a frozen wasteland. He enjoys exploring his new home and trying to find things under the eternal ice, though he quite enjoys thick layers of clothing and a warm lamp when he does this.

Age: 15

Health: 9/10

Hunger: 5/5

Inventory: Snow-Shoes - + 5 to traversing in the snow, immune to frostbite of the feet

Bonus: [Adventurous] - Some men are not destined to dwell among their peers, but to rather spend their days on the edge of what is known, discovering wonders and dangers in equal measure. + 10 to adventuring and automatically find extra loot when discovering treasure. However, when you fail in such a action, your punishment will also be doubled.

Actions:

1. Rest up in camp and see if i can get some wound treatment

2. Look for other members willing to go help me find resources outside the valley

3. (if sufficient members are found - Leave the Valley and begin looking scouting the wilderness) Continue looking for members for my scouting party

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e3bc9e No.42459

Dice rollRolled 72, 77, 6 = 155 (3d100)

>>42458

rolls

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c57ed1 No.42462

Dice rollRolled 50, 16, 73 = 139 (3d100)

>>42444

Name: James Bruce Stuart York

Fluff: James joined Her Majesty's Army right after finishing schooling. He had grown up in the north on a farm, so he had been around and used guns all his life, which got him noticed quickly. Known for being a crackshot in his regiment, he was stationed from Ireland to Cathay, and everywhere else for that matter, having participated in several wars through his 10 years of service. Sent with the Colony to keep it secure and assist in building operations when necessary.

Age: 28

Health: 10/10

Hunger: 5/5

Inventory:

+ [Lee-Metford Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Regular Army O'] - A decade in her majesty's service changes a man, often for better, sometimes for worse. In James's case it made him a smart, well-traveled man, good with his gun and with his rifle. + 10 to ranged combat, able to use any gun with relative ease.

1-2; What a madlad, anyways, lets do some work around the colony. Perhaps, make a structure for folks to gather foods they find out in the wilds to skin properly and all that. Also, mention naming the colony New Albion.

3; Help find missing Colonists. I can use my scope to sight them quicker.

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dce07c No.42463

Dice rollRolled 9, 44, 76 = 129 (3d100)

Name:Lord William Coddlesby

Fluff: A member of the peerage, back when there was a peerage. Graduated from college as a marine biologist specializing in arctic wild life, and spent much of his spare time in arctic expeditions learning from various northern tribes like the Innuit in British Canada. Entirely the reason he survived so long where so many have died. Hopes to survive using the skills he acquired.

Age: 38

Health: 10/10

Hunger: 5/5

Inventory: + [Augustus] - a trained Gyrfalcon, who responds to your calls and yours alone. Must be feed 1 unit of food every other turn, + 5 bonus to scouting, hunting(if you're in the party), and allows communication with colony on expedition.

Bonus: [Terra Nova] - One of the few Brits used to cold and snow as opposed to rain and fog, Coddlesby knows much of what their is to know about the arctic conditions the colony is located in, and as such receives a +5 to exploration and survival roles (the latter of which are the rolls pertaining to staying alive when on an expedition).

1. Remembering the time he spent among the natives in Canada, William takes the wood back to the camp and tries to fashion whatever he can out of the boon of wood he found. Something practical enough to be pulled by a man by hand or by a rope, especially a wounded man.

2-3. William tries to gather any chisels, hammers, or even rocks and whatever men are available to go and help hew some of the ice. A bit of it can be used to build an igloo, to give men a place to rest and warmth while hacking the ice into blocks to be slid on the ground back to camp by ropes. Ice, thankfully, was very slippery.

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385389 No.42480

Dice rollRolled 47, 25, 7 = 79 (3d100)

>>42444

Name: Marshall Law

Fluff: When the winter first came, things weren't that bad, initially atleast. But his father a wise man taught him about the nature of man, they're cowards who will do anything to survive, now with the world dead, he found his purpose. Keep the law

Age: 30

Health: 10/10

Hunger: 5/5

Inventory: [Billy Club] - So what if you enjoy it, they are criminals after. + 10 to non-lethal personal combat, + 5 to to-kill personal combat.

Bonus: [I AM THE LAW] - Ol' Johnny law has come to town. When people steal rations or supplies you are given a chance that same turn to intercept and stop them, in addition to this you can have some clout in the colony as a source of authority, as people will tend to listen to an established authority figure , giving you limited reign to command people.

Action 1-3: "Aaah what the FUCK" Arrest these bumbling idiots and treat my wounds

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911a25 No.42514

Dice rollRolled 100, 74, 56 = 230 (3d100)

>>42444

Name: Cassidy Blair

Fluff: Jonah Blair was never the smartest or most cunning man, but he knew danger when it was coming. Which was why the second the snows started lingering a bit too long he picked up his daughter and headed east back from the frontier to the city he so despised. Journey was a hard one and Jonah didn't make it out unscathed. Frostbite took his leg and Cass was forced to bury her pop in an unmarked grave three days south of New York City. Soon after she heard rumors of some grand fail safe plan being spear headed by the British that was looking for strong men and women to volunteer for their colony. She later heard about how they all died horrible and that they left the key to survival up their with them. She hopped onto the nearest air ship she could and made her way to find her ticket to a long warm life.

Health: 10/10

Hunger: 5/5

Inventory:

+ [Winchester Lever Action Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Young Buck] - The young, so willful and full of hope, or as some would call it, naivety. It matters not, for no matter what, what is important is that no matter how bad things get, Cassidy will work just as hard to make this place a place she can call home. Immune to the ill-effects of hope, positive effects are doubled.

1:Cassidy Heads out with any other colonists in search of the missing survivors

2-3: Once they return she tries to get some rudimentary housing made. Just something to block off the wind and to keep us warm at night and day.

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e71400 No.42527

>>42446

1. At dawn You dust yourself off from the little snow that made it into the tent and set out into the deeper pack snow to scavenge more coal for the furnace. After a few hours of hauling you manage to bring in a large haul of the black rocks.

+7 Coal

2.Around noon, when the sun shines just barely through the dark clouds, you haul in several trunks off wood for the colony.

+ 5 Wood

3. Not pausing for a break, you help the men building the cookhouse, when trying to lift a heavy cross-beam by yourself you accidentally drop it back on your foot. That'll leave a bruise.

Health: 9/10

>>42448

1. Gregor lends his tremendous strength to the construction efforts, aiding the people in their efforts to keep themselves from starving. A man of similar size drops one of the final crossbeams on his foot, but Gregor hurriedly lifts the wooden beam, prevent too much permanent damage, and sets it into place.

2. Now with the beacon hanging above the colony, Gregor and several others

>>42458

>>42462

>>42514

This band of 5 ( you and four players and one scrub) set out at later afternoon in the last known direction of the other survivors. The winds close in around you as you trek through the night….

3. Before leaving, Gregor aids others in collecting resources, but only manages to find a paltry amount of steel to contribute to the pile

+ 3 Steel

>>42452

1. Emmet wakes up a mere hour after he had fallen asleep, his will not his own. He runs out into the snow, hauling back enough steel to build a small house 3 times over, he brings this back into his own tent which people cleared out of when he started causing a commotion. The whir of drills and dull clang of hammer blows sounded throughout the day as sparks flew from the tent flaps. Eventually all fell silent as the midday sun shone dully overhead through a dense cloudbank, then a loud rumble is heard. Out of the tent stomps a metal man, 18 feet tall once it stands up, before a series of whirs and clicks as its various gears turn and the thing seems to kneel, before treads form from its arms and legs, its back turning into the carriage for the now mechanized sled. Big enough to sit three comfortably, and 5 packed, with room in the back for loot. A truly wonderful vechicle!

> + [Mecha Transformer of Your choice's name] - Able to traverse most weather conditions and keep occupants from freezing to death, can carry 100 units worth of shit

2/3. After your hands return under your own will, you head into the pack snow to retrieve scrap and parts for the generator, while theorizing what you'll need to fix it up and take it to another level.

+ Generator Lvl 2 Part (2 of 2 needed for upgrade)

+ 2 Steel

4. After a long do of doing much, you decide that sleep, though useful, is not for ones as week such as yourself, and trudge out into the snow with several others to collect what more you can in these spare hours. However, you don't find much, and your toes have started to turn purple.

+ 1 Steel

>Health: 9/10

>Toes - slightly frostbitten, further exposure to the snow for the next turn will result in this worsening and possible detrimental effects.

>>42457

1. Daniel, having just wandered into camp this morning, immediately tries to prove his worth and earn his keep by aiding in the construction of the hunting lodge, his actual knowledge of craftsmanship and skill with a hammer do much to ensure the building is not as ramshackle as the rest of the "buildings" around. What's more, upon realizing that they could save tremendous time by utilizing the already laid foundations that Gregor had set up for the blockhouse, he saves the colony resources and time. Ir is approaching noon as the final nail is laid and the lodge goes up.

2. It would seem, however, that putting so much into the construction effort earlier had spent Daniel, as he could not even manage to lift the wood pile he had gathered and haul it back to camp, having to leave it in the snow as the tell tale signs of hypothermia began to show in him.

3. After warming back up next to the generator, Daniel decided to spend the last part of the day setting up for a new project, a lumber-mill. Unfortunately he had only finished drawing the plans by the time that night rolled around, and had gotten no physical work done. Despite this the plans would go a long way towards speeding the progression of the building tomorrow.

>Lumbermill 1/15

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85f57a No.42550

Dice rollRolled 76, 62, 5 = 143 (3d100)

>>42527

Name:

Alexei Emmet Johannes

Fluff:

There are many words to describe Alexei, a tinkerer, a creator, an innovator. But in truth he is a humble young man from a farm in Texas. He was always an active youth and was always working on something with his hands, whether that be art, sports, taking apart and fixing bikes or even his dads motor vehicles. Alexei grew up to be an accomplished mechanical engineer. He does not see his job as work but instead a hobby.

Age:

24

Health: 10/10

Hunger: 5/5

Inventory:

+ [Swiss Army Knife] - Contains: toothpick, can opener, comb, three kinds of knives and a small nail clipper. + 5 to tinkering actions

+ + [Mecha Transformer Odysseus] - Able to traverse most weather conditions and keep occupants from freezing to death, can carry 100 units worth of shit

Bonus: [Aspiring Engineer] - All things mechanical come naturally to Emmet, and as such people will look to him when something enivitably breaks in this snowy hell. + 15 To working on the generator, + 10 to rolls involving the construction or utilization of machinery, does not stack with previous bonus.

————

1-2. Begin planning the upgrade of the generator, I must be fully prepared, organised and focused before I allow myself to do this. Draw some plans, make an action plan, prepare all the parts.

3. I am sure that after all the work I have done the colony will forgive me if I rest now. After all I will need to be 100% for fixing this generator.

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e71400 No.42551

>>42458

1. A day taken off your feet does much to heal up most the wounds, not to mention a strange tasting soup given to you by an older women who seems to be taking care of the sickly in the camp.

> Health: 10/10

2. You join the convoy heading out to search for the missing colonist, as they would be your best bet at the moment for scouting outside of the valley

3. Unfortunately the second you cross the final rock in the crags that surround the valley you twist your ankle, it won't stop you, but it hurts and it will definitely slow you down.

>Health: 8/10

>Sprained ankle: - 5 to movement rolls and combat rolls

>>42462

1-2. James, along with many others, contributes to the construction of the hunter's lodge.

3. Along with the rest of the Group, James sets out at the dead of night in the last known direction of the missing colonist.

>>42463

1. You try to haul some of the wood back with you to camp, but a impending snowstorm forces you to drop the load and make for the generator before you freeze to death. As you hurriedly move back to the generator you trip over a concealed piece of scrap metal, cutting a nasty gash into your leg. You make it back to the camp and people quickly see to your leg, but it will still hurt and slow you down a bit.

>Health: 8/10

>Wounded Leg: - 5 to movement and combat for next turn.

2-3. Though laid up in a tent, the promise of fresh water appears interesting to the men of the camp, who are tired of melting snow and then cleaning out whatever they happen to find in the resulting slush. Given clear directions by William, they take up their chisels and hammers and set out. Fortune favors the bold, and no doubt the instructions provided by William will save a few men's lives.

> +15 to colony ice gathering actions

>>42480

1/3. The next day you set about trying to find out who was the man(s?) who shot you. You find two shell casings in the snow near where the box of rations was found, and whats more, two sets of old footprints as well. One small and light, the other giant plooding prints in the snow.

>>42514

1. Cassidy is heading out into the snow to join the others in heading out of the colony, she hears a bark on the wind, distant but powerful, thinking nothing else of it she contiues to walk in the snow, over the mountains, and out in the desolate snowfields with the rest of the expedition.

2/3. The first part of the trip, entering the waste, the sky is clear enough that one can see for a few miles. Cassidy notes her bearing in regards to the mountain pass that took them up here, and from that, the generator. She notes several items that would be very interesting: A dull glow on the horizon, some many miles off, the sharp smell of sea salt, perhaps a hole in the ice to the ocean underneath? Finally, she spots what looks like an ship, an iron-hulled ship perched admist a glacial cliff some miles away.

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e71400 No.42552

Expedition Notes: To those of you who have been told that you are on an expedition; you are "pff the map, in that you are not in the colony and unless you possess some means to communicate with them, can not do so currently. You have enough food and water to last you 3 turns, and this is currently the maximum carry weight for you without expedition supplies. You have the same amount of actions as a normal turn, with also being able to preform the 4th action for no sleep as you normally would, the only cavaet is that since you are a day away from the colony, you must find shelter by nightfall or risk freezing to death. Now that you have set out, the sooner you find the colonist, the sooner you can go home, or you can give up and go home if its too hard.

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e71400 No.42553

Dice rollRolled 13, 37, 3 = 53 (3d100)

Colony Rolls:

1. Finish Hunting Lodge

2. Gather Food

3. Build Tents

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e71400 No.42555

File: 5d0efec2402cce5⋯.png (6.07 MB,10224x12150,568:675,mymap.png)

Colony Report:

Name: New Albion (Tentative)

Population: 40

Hope: 70/100

>Food: 110 Raw & 15 Rations -40 food/turn

>Coal: 26 Coal -2/turn

>Resources: 12 Steel, 2 Generator Lvl 2 Part (2 of 2 needed for upgrade)

Buildings:

+ [Generator lvl 1] - Keeps all of you alive and warm, uses coal.

+ [Storehouse] - Houses 600 of any/all resources, including food and coal.

+ 3 [Tents] - Gives people shelter for the night and decreases likelihood of them getting sick.

+ [Beacon] - Allows for expeditions to the wilds. Expeditions requires 5 people (does not have to be players) and take 1 turn (or longer depending on the task) to depart and return.

+ 1 [Hunting Lodge] - Every day hereafter, the hunters will leave for a day and return with food. (Players can also form separate hunting parties, but too many people missing from the colony will impact the colony rolls negatively)

>Current Issues raised by the People

+ [Not Enough Houses/tents] - Though Most of us have homes, some of us have to spend the night sleeping outside, and we're liable to get sick.

+ [No Cookhouse] - Raw food doesn't taste as good and we use more of it, we need a cookhouse.

+ [Missing Colonist] - not all of us made it here, some of us we're lost on the trio here, we should at least send someone out to look for them, they could still be alive.

+ [First Sick] - Though some manner, some of us have become ill. If we don't treat them, they will most certainly get worse and might die, and if don't find a way to keep them isolated, they may get the rest of us sick as well.

Temperature: -42

Winds: 50 mph

Weather: Heavy Snow, extremely dark overcast

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6614ec No.42556

Dice rollRolled 19, 10, 62 = 91 (3d100)

>>42527

Name: Michael Collahan

Fluff: Michael is a miner. He ain't the brightest man, but he is determined and strong. Those two things are what got him through the snow and to the colony. If you ask him he would say he was a simple man. Still prays despite everything, willing to work hard to earn his food, and willing to do the right thing when he can. Now he just hope that will be enough.

Age: 25

Don't fill this in

Health: 9/10

Hunger: 5/5

Inventory: + [Pick-axe] - Steel and wood, simple but effective. + 5 to mining actions and to hand to hand combat.

Bonus:[Dig-Dug] - A life in the mines has given Michael an eye for gems and ores, and made him as strong as a mule as well. + 10 to mining rolls and you can carry twice as much as the average man.

1. Help build the cookhouse.

2. Help build the lumbermill.

3. Help build more houses.

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911a25 No.42557

Dice rollRolled 33, 16, 21 = 70 (3d100)

>>42551

>Name: Cassidy Blair

>Fluff: Jonah Blair was never the smartest or most cunning man, but he knew danger when it was coming. Which was why the second the snows started lingering a bit too long he picked up his daughter and headed east back from the frontier to the city he so despised. Journey was a hard one and Jonah didn't make it out unscathed. Frostbite took his leg and Cass was forced to bury her pop in an unmarked grave three days south of New York City. Soon after she heard rumors of some grand fail safe plan being spear headed by the British that was looking for strong men and women to volunteer for their colony. She later heard about how they all died horrible and that they left the key to survival up their with them. She hopped onto the nearest air ship she could and made her way to find her ticket to a long warm life.

>Health: 10/10

>Hunger: 5/5

>Inventory:

>+ [Winchester Lever Action Rifle] - Ammo: 60 Rounds, allows ranged attack

>Bonus: [Young Buck] - The young, so willful and full of hope, or as some would call it, naivety. It matters not, for no matter what, what is important is that no matter how bad things get, Cassidy will work just as hard to make this place a place she can call home. Immune to the ill-effects of hope, positive effects are doubled.

1:Cassidy tries to steer the group in the direction of the howling, if there's a dog there might be people. Or just a dog, that'd be fine as well.

2:Make way towards the iron ship, if there are any survivors out here then they'll need a place to weather the storm and that ships as good a place as any.

3:To keep spirits up Cassidy asks about her fellow searchers. Hear about who they are and where they're from.

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d748bc No.42565

Dice rollRolled 76, 14, 56 = 146 (3d100)

Name: Gregor Blyatskanov

Fluff: Gregor is big, strong man from Mother Russia, who went with Brits to build generator. He was member of engineer in Russian army, and learned to build many things. Gregor build houses, work with the metals, shooting gun and more. But then Russia went gone and now Gregor work with Brits in order to survive. They accept him because of skill, and Gregor does best to help out. He is no stranger to cold, as Russia was this way long before ice age. If only there was vodka to warm Gregor's belly, he would into the happy here in snow and ice.

Age: 35

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: Mosin-Nagant rifle - Ammo: 69 rounds, allows ranged attack

Bonus: [The Bear} - Gregor is tall and hairy, a beast of a man who could be mistaken for a bear in clothes, which isn't helped by his poor English which comes across more as growls. Immune to Frostbite, in addition you receive a + 15 to hand to hand combat rolls.

1. "Gregor must make search of colonist, but must be careful to not lose the sight of beacon.

2. Gregor go with others to iron ship for shelter, must make search for anything of use and make place a bit more cozy. Maybe fire but remember of safety first, no fire in flammable area.

3. Gregor build many stack of sturdy rock to act as marker as we go in case we lose way back to the home. We can also findings way back to iron ship landmark easier to make further the investigations.

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d0576a No.42566

Dice rollRolled 43, 10, 57, 50 = 160 (4d100)

>>42457

>Name:Daniel withermen

>

>Fluff:Daniel is a professional carpenter at 21 he had begun to achieve his dreams by pledging to the freemasons they would have taken his skill and learning to a new level. But with the coming of the snows those dreams are long dead. Now he is just trying to survive with everyone else the only relic of his past the carpenters hammer his father proudly gave him the day he was accepted to the masons.

>

>Age: 23

>

>Health: 10/10

>

>Hunger: 5/5

>

>Inventory:

>

>+ [Silver Hammer] - Its not really silver because that would be stupid, just good honest steel. + 10 to building actions and + 5 to personal combat.

>

>Bonus: [Freemason] - A member of an order of secrets, although you were not fully embedded in their ways you still know enough to recognize the works of masons when you see it, and to interact with it as well.

1.2. work continues on the lumbermill. It will be a major necessity to address many of the problems currently facing the colony.

Lumbermill 1/15

[Silver Hammer] - Its not really silver because that would be stupid, just good honest steel. + 10 to building actions

3. Since i just got here i can begin organizing anyone with building experience to more effectively build things and deal with the situations arising that need our focus.it is no freemasons but we will make due.

4. Sleep unfortunately must be minimized due to the many pressing situations. in this case housing. I will assist anyone building more housing especially for the sick if they aren't isolated and kept warm and rested they may die/spread their sickness to others.

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dce07c No.42577

Dice rollRolled 53, 78, 42 = 173 (3d100)

>>42551

Name:Lord William Coddlesby

Fluff: A member of the peerage, back when there was a peerage. Graduated from college as a marine biologist specializing in arctic wild life, and spent much of his spare time in arctic expeditions learning from various northern tribes like the Innuit in British Canada. Entirely the reason he survived so long where so many have died. Hopes to survive using the skills he acquired.

Age: 38

Health: 10/10

Hunger: 5/5

Inventory: + [Augustus] - a trained Gyrfalcon, who responds to your calls and yours alone. Must be feed 1 unit of food every other turn, + 5 bonus to scouting, hunting(if you're in the party), and allows communication with colony on expedition.

Bonus: [Terra Nova] - One of the few Brits used to cold and snow as opposed to rain and fog, Coddlesby knows much of what their is to know about the arctic conditions the colony is located in, and as such receives a +5 to exploration and survival roles (the latter of which are the rolls pertaining to staying alive when on an expedition).

> +15 to colony ice gathering actions

1. While he recovers, William hopes that perhaps Augustus could help find the missing colonists. Gyrfalcon's have exceptional eyes and directions, and people stick out like sore thumbs in the snow. He hopes he might fly and return, and point to the direction of the missing colonists.

2-3. We need more housing. Do none of these people know how to build Igloos? Now that we have ice and a way to melt and freeze snow, teach them. Igoo's are able to conserve heat, if built properly you can light a small stove inside one without melting it. Make sure they gather some ice first.

> +15 to colony ice gathering actions

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e3bc9e No.42578

Dice rollRolled 87, 11, 56 = 154 (3d100)

>>42551

Scout and work with the group, look for the colonist but if he is found quickly try and extend the trip as long as possible in order to scout this beautiful wasteland

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aca72b No.42583

File: 2e990adbb7562d6⋯.jpg (179.88 KB,780x1180,39:59,englandfriends.jpg)

Dice rollRolled 37, 12, 87 = 136 (3d100)

>>42555

>>42551

>>42527

Name: James Bruce Stuart York

Fluff: James joined Her Majesty's Army right after finishing schooling. He had grown up in the north on a farm, so he had been around and used guns all his life, which got him noticed quickly. Known for being a crackshot in his regiment, he was stationed from Ireland to Cathay, and everywhere else for that matter, having participated in several wars through his 10 years of service. Sent with the Colony to keep it secure and assist in building operations when necessary.

Age: 28

Health: 10/10

Hunger: 5/5

Inventory:

+ [Lee-Metford Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Regular Army O'] - A decade in her majesty's service changes a man, often for better, sometimes for worse. In James's case it made him a smart, well-traveled man, good with his gun and with his rifle. + 10 to ranged combat, able to use any gun with relative ease.

1-3; Help the expedition in whatever is needed. Use my scope to find lights and such quicker than normal. Also, mention naming the colony New Albion.

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d2af2b No.42584

Name: Bob "The Builder" Olafsen

Fluff: Bob has spent most of his life as a construction worker, carrying materials and sometimes operating machines. He has gained a lot of insight and experiences, but unfortunately a back injury stopped him from continuing his work. With his superiors accidently freezing to death, he decided it's his duty to take on the role as new architect and building planner.

Age: 54

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory:

- Trusty Ol' Shovel

Bonus: [Builder Veteran] +10 Bonus to supervising construction work. Can mentor a single student at a time, they'll eventually become either an Adequate or Expert Builder.

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925adf No.42604

File: 2ffec251c9d2e05⋯.jpg (78.16 KB,780x438,130:73,160311155238-zaria-forman-….jpg)

>>42556

1. Micheal begins the morning by trudging out of his tent into the nearest construction site. He seemed groggy from the night before, and it reflects in his work, slow and sloopy. He doesn't contribute much as the noon sun rises directly overhead.

2. This only worsens as he head to the lumber-mill, and when trying to nail in a beam for the roof, he ends up crushing his thumb, the nail quickly turning purple as blood pools beneath it. A quick hot pin through said nail later and a quick bandage has him back to work if but a little worse for the wear.

>Health: 8/10

3. Finally, Michael attacks the foundations set up by Gregor 3 days ago now with renewed vigor, doing the work of 5 men all by himself.

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925adf No.42605

YouTube embed. Click thumbnail to play.

>>42557

1. Cassidy, at the head of the pack, heads away from the supposed position of the missing survivors, towards the giant wreckage of the ship some 300 feet above the ground, precariously frozen halfway in the ice, but the only shelter in this forsaken plain of ice and snow.

2. The climb itself to the ship is much more arduous, with the sheer path and constant shifting of the glacier threatening to throw all of you down the hundred or so feet you climb up already. A sudden noise, like rolling thunder, and you see a huge chunk of ice, the size of a small house, heading straight for you and your team. Smaller chunks start hitting all around you, as the small rut in the face of the glacier beneath your feet starts to crack. That's when you hear it, faint at first, but growing louder still ; A barking, and then a large grey head poking out of an unforeseen crevice in the glacial face. Its a dog, wait no, there's a larger one as well, white as snow, two dogs! They seem to be leading you towards something. Running ahead towards where the dogs are poking out from, you find a small tunnel leading further into the cliff face, and calling back to your expiditon partners you quickly run inside. You can't tell where you're going as you run further into the glacier, when you hear the footsteps of others behind you as the final piece of light from behind you disappears, followed quickly by a loud thud. You follow the sound of panting, and up and up through the icy carverns you go, until you reach a point where you find yourself touching metal, not ice. Its not soon after that you find yourself in the belly of the ship, small holes in the hole providing a faint light inside. You and the party head up a few decks where the hell is relatively unmarred and warmer, before Gregor breaks a few boxes and Balon starts a fire. The two dogs lay near you, their paws subtly scratching you, as if begging for a pet.

3. As the light outside fades and the chilling winds of night batter the outside of the ship hull, you start up a conversation, asking your fellow expeditioners about themselves. The first to speak up is…..

>>42583

>>42565

>>42578

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925adf No.42606

File: ebabfbd26aa24e8⋯.jpg (145.82 KB,523x800,523:800,004-illustrations-kristina….jpg)

>>42565

1. Gregor, trailing directly behind Cassidy, tracks the direction of the missing colonist. With all the snowfall tracks hardly last an our, but to an experienced tracker, or really any Russian, tracking in the snow was no trouble at all. A missed scarf here, a scrap of discarded meat here, the end of a shoe string, and a drop of blood in the snow. Gregor had figured out the heading where the colonist had most likely went, but by now the sun was quickly hiding behind the incoming storm clouds, and the winds picked up as the snow falls ever harder. Cassidy suggests finding refugee in the ship, before the storm would even conceal the light of the beacon. An hour later and you reach the cliff face just as the the snow is falling so hard that you can barely see 3 feet in front of you.

2. The arduous climb is hard, even for Gregor, with every third step his bulk makes a piece of the narrow path break beneath his feet, and only the quick reflexes of James and Balon are able to grab him and prevent the Russian bear from becoming the Russian splat 100 feet below. Halfway to the ship, Gregor slips and falls hard into the cliff face, a small crack forms. Gregor stares at it nervously, and as if taunting him, the crack grows and grows as he frets more and more, the large man shaking visibly as it suddenly grows exponentially upwards towards a large overhang of ice. Several pieces of ice fall on Gregor, and a loud groan is heard, before a piece of glacier the size of a house break off the face and falls straight towards the expedition. The party runs along the path as ice hits all around them, breaking off chunks of the path. Just as the chunk is seconds away from impact, Gregor sees Cassidy dart inside the glacier, and seeing Balon slip ahead of him and James stopping to help him up, scoops the two men up and heads into the dark behind Cassidy, the sound of distant barking ringing in his ears as the light behind him disappears, and a loud thud is heard as they run further and seemingly upwards into the glacier. After several minutes they emerge into the ship hull, the holes letting in light and wind, and some snow as well. Moving further into the bowels of the ship, you all make camp as best you can, yourself breaking for Balon to make a fire with. As the winds grow ever louder outside and the fire blazes bright, Cassidy begins to speak; "So, we've made it this far in this frozen hellhole, but I feel like I don't know much about y'all, so how 'bout instead of sittin in silence we tell each other about ourselves? Name's Cassidy by the way, but people call me Cass, nice to meet y'all!"

3. Gregors rock stacks, which he had piled up along the way earlier in the day, stand resolute even as the snow piles upon them. The wind, however, is much more stronger, and picks several smaller stacks apart. Several still stand by morning, though scattered, they stand defiant, like the man who built them.

+ 10 to the return trip navigation rolls (party wide)

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391cae No.42609

Dice rollRolled 75, 61, 42 = 178 (3d100)

>>42551

Name: Marshall Law

Fluff: When the winter first came, things weren't that bad, initially atleast. But his father a wise man taught him about the nature of man, they're cowards who will do anything to survive, now with the world dead, he found his purpose. Keep the law

Age: 30

Health: 10/10

Hunger: 5/5

Inventory: [Billy Club] - So what if you enjoy it, they are criminals after. + 10 to non-lethal personal combat, + 5 to to-kill personal combat.

Bonus: [I AM THE LAW] - Ol' Johnny law has come to town. When people steal rations or supplies you are given a chance that same turn to intercept and stop them, in addition to this you can have some clout in the colony as a source of authority, as people will tend to listen to an established authority figure , giving you limited reign to command people.

Action 1-3: "These fuckers, i'm gonna find them and i'm gonna put them in jail til they fucking starve!"

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7699b8 No.42611

>>42566

1/2. Daniel donates the first and middle hours of the day towards the construction of the lumber mill, as he of all people recognizes that the easily used lumber scraps they have come across will soon run out, and they'll need proper tools to process the frozen trees that they'll soon have to use.

> Lumbermill 5/15

3. Funnily Enough, a lodge is being constructed for housing, a lodge not unlike those that masons made their home in in summers past. At the end of the day, as the work stopped and people retired to their tents, Daniel called out to the people and asked for those of skill and building to come together, organizing them into a dedicated workforce to tackle the most immediate project first, as a skilled work crew could build twice as fast as a unskilled one.

>Colony Bonus: [Skilled Construction Crew] - A dedicated crew of skilled workers that will take on the most immediate construction jobs. Need to be given orders as to what this most important job is.

4. The sun sets but still Daniel works, for the snow does not sleep, the coal will not shovel itself, and death waits for no man. He aids the others in finishing the Lodge in the wee hours of the morning, as the sun rises and a new days begins. Unfortunately the long night has worn him thin, and the particularly bad storm has given him the first signs of frostbite on his fingertips.

>Health: 9/10

>Initial Frostbite Fingers - Any action spent outside for long period of time away from the generator will worsen this condition, will heal in 1 turn

>>42577

1. William sends out his falcon in search of the missing colonist, he returns by midday, from a direction north-easterly of the generator.

2/3. You set out with 4 large men and some ropes and picks, after several hours spent in shifts mining the ice, you return with several large blocks, which you further carve back at the colony to build several small igloos near some of the resource piles, as a way for people to have some small respite when gathering resources. People thank you for the effort, and occurrences of hypothermia and the first stages of frostbite have gone down. However, the furnaces used to heat the igloos have increased coal consumption.

>3 Igloos built

>Coal consumption increased by 1/turn so long as igloos are heated.

>>42578

1/2/3. Balon uses his skill to their finest on the trek, the icy wind flapping at his overcoat and his snowshoes keeping him above the snow that the others trudged through. He follows along, helping Gregor as he can with the rock piles, stacking them in such a way as to slough most of the snow off of them so they won't get buried by the incoming storm. In fact, it is Balon that indicates to the others that a storm was moving in, and following Cassidy's direction, moved towards the Ship embedded in the glacial cliff with the rest of the expedition. The storm was worse then expected, and thank god that they reached the cliffs before it hit, because the snowfall and winds prevented them from seeing more then a few feet infront of them. Balon, not used to extreme physical tasks such as this, dragged to the back of the pack as they scaled the cliff, with James just a few feet ahead ahead of him and Gregor and Cassidy several feet ahead of him. Gregor slipped several times, luckily James quick reflexes, aided by Balon, prevented the man from falling below. At about halfway up the cliff face, Gregor slips a final time, into the cliff, his bulk cracking the ice. Balon watches with building dread as the crack grows slowly, before shooting up the glacier and breaking off a house sized chunk of ice overhanging the path, and heading straight towards the party. The group sprints now, trying to outrun the chunk and the several other pieces of ice falling around them. Balon sprints ahead of James and Gregor, the big man falling to the back of the pack as Cassidy seemingly darts into the glacier ahead. Balon's left foot slips at the last second and he falls, his life flashing before his eyes before he is tugged back, James grunting from the effort of holding the man aloft. Just as the cuff of Balon's collar begins to tear, a massive shape yanks James back, and Balon with him. They are carried by Gregor into the crevice Cassidy disappeared into, Gregor unknowingly dashing both their heads on the sides of the entrance. Balon comes to right after James does, and noticing Gregor breaking up nearby boxes starts a fire. It is now that Cassidy speaks up, as the winds outside howl and what little light that was visible through a small porthole fades; "So, we've made it this far in this frozen hellhole, but I feel like I don't know much about y'all, so how 'bout instead of sittin in silence we tell each other about ourselves? Name's Cassidy by the way, but people call me Cass, nice to meet y'all!"

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7699b8 No.42612

File: b9a636f6f6d9abf⋯.jpg (457.54 KB,1920x1080,16:9,maxresdefault.jpg)

>>42583

1/2/3. James hangs about in the middle of the Expedition, saying nothing and keeping watch. Lord knows what kind of starving animal, or person, would be roaming the snow flats. The sublte howling he hears doesn't comfort his worries either. According to Gregor they're on the right track, about a little over half a day from the missing colonist, when Balon warns of an incoming storm that will most likely leave the party unable to find their way home, least of all find the missing colonist. A solemn nod from James as he looks up at the dark clouds concurs with Balon's statement, and the party heads in the direction of the Iron ship embedded in the cliff face. James handles the daunting climb as he did any march through the Kashmir pass or in bloody ol' Canada, with a stern look and sporadic grunts of determination. The large Russian slips several times, his weight too much for the edge of the path upwards to bear, and James just manages to pull him up with Balon's help. The bear of a man falls one more time 30 feet up, but into the cliff face this time. A small crack appears, James frowns, and both things grow as time wears on until his scowl is almost as intense as the house sized chunk of ice falling towards the group. For the first time in the trip, James speaks, one word, loud and clear; "RUN!" as he takes off sprinting, quickly passing the dazed Russian. To his suprise, the naturalist soon passes him, though he does slip right off the path into the void that ends several hundred feet below in hard ground. James's hand shoots out and grabs the scruff of Balon's collar, quickly being dragged to the ground as the other man fell. It almost feels like his shoulder pops out of socket as Balon's downward movement stops with a abrupt jerk, and James wonders what will fail first; the stitching in the man's jacket or the strength of his fingers. The sound of tearing cloth answers that question quickly enough, and right when he's sure that he will see another man die he feels a giant paw at his back, before he is suddenly jerked back and slung over the Russian's shoulder, Balon following suit. The last thing James sees is the path behind them, obliterated by the ice, and the light from outside fade as they enter an apparent tunnel in the glacier. A quick blow to the head knocks him out stone cold. He awakes some time later to the sound of Gregor breaking boxes, Balon passed out next to him. An hour later and the party is gathered around a fire, when Cassidy speaks up as the winds howl outside and the last light of the day fades. "So, we've made it this far in this frozen hellhole, but I feel like I don't know much about y'all, so how 'bout instead of sittin in silence we tell each other about ourselves? Name's Cassidy by the way, but people call me Cass, nice to meet y'all!"

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7699b8 No.42615

>>42550

1/2. Alexei, like a man possessed, refuses food or water and completely devotes himself to upgrading the generator. He works and works and works, adding a plate here, a vent here. Some new steam pipes, a new water tank freshly feed from snow-melt. He's about halfway done when the midday sun rises in the sky. Lunchtime.

3. Yes, lunchtime, time to rest, to take a little nap…. just… gonna rest… my eyes…

You awake to the fiery sensation of your skin burning, luckily it was just your cheek laying directly over a steam pipe, that hurts less then the resulting fall, in which you land flat on your back. A minor scalding and a twinged back.

>Health 7/10

>Sore back - -5 to all lifting or carrying actions for 1 turn, heals in 1 turn

>>42609

1/2/3. You ask around, sorting your list by the people here who actually have a gun with them, and not only a gum, but a rifle. That narrows down your list quite a bit, a mere 8 men have rifles in this colony, and 2 of those 8 are your men. Whats more, there's talk of two men who went out to hunt on the first day, both saying they were shot at and shot something, but you know what they say about hearsay.

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7699b8 No.42616

Dice rollRolled 79, 76, 8 = 163 (3d100)

Colony Actions

1. Build Lumbermill

2. Build Cookhouse

3. Finish Lodge (Level 2 Housing)

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7699b8 No.42617

Dice rollRolled 6 (1d100)

1. Hunting Roll

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7699b8 No.42618

File: 76be217578f1462⋯.png (6.07 MB,5142x6075,1714:2025,mymap.png)

Dice rollRolled 88 (1d100)

Colony Report:

Name: New Albion (Tentative)

Population: 40

Hope: 70/100

>Food: 91 Raw & 12 Rations -40 food/turn

>Coal: 23 Coal -3/turn

>Resources: 6 Steel, 2 Generator Lvl 2 Part (2 of 2 needed for upgrade)

Buildings:

+ [Generator lvl 1] - Keeps all of you alive and warm, uses coal.

+ [Storehouse] - Houses 600 of any/all resources, including food and coal.

+ 3 [Tents] - Gives people shelter for the night and decreases likelihood of them getting sick.

+ [Beacon] - Allows for expeditions to the wilds. Expeditions requires 5 people (does not have to be players) and take 1 turn (or longer depending on the task) to depart and return.

+ 1 [Hunting Lodge] - Every day hereafter, the hunters will leave for a day and return with food. (Players can also form separate hunting parties, but too many people missing from the colony will impact the colony rolls negatively)

+ 1 [Cookhouse] - Turns Raw Food into Rations at a rate of 10/turn. A 2 raw / 1 ration conversion rate as well.

+ 1 [Lumbermill] - Collects wood from the nearby tree stands. Collects 8 wood/turn.

>Current Issues raised by the People

+ [Not Enough Houses/tents] - Though Most of us have homes, some of us have to spend the night sleeping outside, and we're liable to get sick.

+ [Missing Colonist] - not all of us made it here, some of us we're lost on the trio here, we should at least send someone out to look for them, they could still be alive.

+ [First Sick] - Though some manner, some of us have become ill. If we don't treat them, they will most certainly get worse and might die, and if don't find a way to keep them isolated, they may get the rest of us sick as well.

Temperature: -53

Winds: 78mph

Weather: Snow so thick you can't see more then a few feet ahead of you

>The Hunters return with only a measly snow hare, it seems that the storm both made the prey hide, and forced them to turn back early

>Disaster, as the final touches were put to place on the first real home in the colony, a errant beam collapses and the entire structure falls! Luckily no one was hurt, but this will reset the construction of the first lodge

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7699b8 No.42619

ignore that roll

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78fc83 No.42625

Dice rollRolled 88, 27, 21 = 136 (3d100)

>>42615

Name:

Alexei Emmet Johannes

Fluff:

There are many words to describe Alexei, a tinkerer, a creator, an innovator. But in truth he is a humble young man from a farm in Texas. He was always an active youth and was always working on something with his hands, whether that be art, sports, taking apart and fixing bikes or even his dads motor vehicles. Alexei grew up to be an accomplished mechanical engineer. He does not see his job as work but instead a hobby.

Age:

24

Health: 7/10

>sore back

Hunger: 5/5

Inventory:

+ [Swiss Army Knife] - Contains: toothpick, can opener, comb, three kinds of knives and a small nail clipper. + 5 to tinkering actions

+ + [Mecha Transformer Odysseus] - Able to traverse most weather conditions and keep occupants from freezing to death, can carry 100 units worth of shit

Bonus: [Aspiring Engineer] - All things mechanical come naturally to Emmet, and as such people will look to him when something enivitably breaks in this snowy hell. + 15 To working on the generator, + 10 to rolls involving the construction or utilization of machinery, does not stack with previous bonus.

————

1-2. Continue working on the generator.

3. Rest

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11047d No.42647

File: df11a5bb9c44305⋯.png (608.91 KB,800x995,160:199,Danelaw.png)

Dice rollRolled 1, 36, 52 = 89 (3d100)

>>42612

>>42578

>>42565

>>42557

Name: James Bruce Stuart York

Fluff: James joined Her Majesty's Army right after finishing schooling. He had grown up in the north on a farm, so he had been around and used guns all his life, which got him noticed quickly. Known for being a crackshot in his regiment, he was stationed from Ireland to Cathay, and everywhere else for that matter, having participated in several wars through his 10 years of service. Sent with the Colony to keep it secure and assist in building operations when necessary.

Age: 28

Health: 10/10

Hunger: 5/5

Inventory:

+ [Lee-Metford Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Regular Army O'] - A decade in her majesty's service changes a man, often for better, sometimes for worse. In James's case it made him a smart, well-traveled man, good with his gun and with his rifle. + 10 to ranged combat, able to use any gun with relative ease.

1-3; "Lovely name Miss Cassidy, I had a great great grandmother who was a Cassidy, suppose you don't descend from them, though. Anyways, my name is James Bruce Stuart York, I'm a Sharpshooter in Her Majesty's army. I was born in Northumberland, but my family comes from York and The Highlands. Served for about ten years now, loved all ten of them, even when stationed in Afghanistan. Dusty place but very lovely when Afghanis aren't raiding your position… Suppose that's all there is to tell, really. Pleasure to meet you all, let's try and work together for the survival of Humanity, alright chaps?"

Be nice and bond with expedition mates. Also, assist in whatever needs to be done.

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20a487 No.42650

Dice rollRolled 36, 55, 67 = 158 (3d100)

Name: Gregor Blyatskanov

Fluff: Gregor is big, strong man from Mother Russia, who went with Brits to build generator. He was member of engineer in Russian army, and learned to build many things. Gregor build houses, work with the metals, shooting gun and more. But then Russia went gone and now Gregor work with Brits in order to survive. They accept him because of skill, and Gregor does best to help out. He is no stranger to cold, as Russia was this way long before ice age. If only there was vodka to warm Gregor's belly, he would into the happy here in snow and ice.

Age: 35

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: Mosin-Nagant rifle - Ammo: 69 rounds, allows ranged attack

Bonus: [The Bear} - Gregor is tall and hairy, a beast of a man who could be mistaken for a bear in clothes, which isn't helped by his poor English which comes across more as growls. Immune to Frostbite, in addition you receive a + 15 to hand to hand combat rolls.

"Privyet comrades, I am Gregor Blyatskanov, once from the Russia but now happy to help out in new home. I must of thankings for saving of me, I will repay favor. We should investigate ship, no? Maybe we can get operating sometime. Gregor mighty stone markers can guide us back to ship in future, so if we can't figure out how work we can always return later. But for now we seem to be trap until storm passes, so let's investigate ship. Can be great boon if we get it working, maybe even find lost comrade from air if lucky."

1-3. Gregor will continue to investigate ship, maybe it not so hunk of junk after all, or at least maybe it contain good things of use.

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5524ea No.42657

Dice rollRolled 17, 63, 51 = 131 (3d100)

>>42605

>>Name: Cassidy Blair

>>Fluff: Jonah Blair was never the smartest or most cunning man, but he knew danger when it was coming. Which was why the second the snows started lingering a bit too long he picked up his daughter and headed east back from the frontier to the city he so despised. Journey was a hard one and Jonah didn't make it out unscathed. Frostbite took his leg and Cass was forced to bury her pop in an unmarked grave three days south of New York City. Soon after she heard rumors of some grand fail safe plan being spear headed by the British that was looking for strong men and women to volunteer for their colony. She later heard about how they all died horrible and that they left the key to survival up their with them. She hopped onto the nearest air ship she could and made her way to find her ticket to a long warm life.

>>Health: 10/10

>>Hunger: 5/5

>>Inventory:

>>+ [Winchester Lever Action Rifle] - Ammo: 60 Rounds, allows ranged attack

>>Bonus: [Young Buck] - The young, so willful and full of hope, or as some would call it, naivety. It matters not, for no matter what, what is important is that no matter how bad things get, Cassidy will work just as hard to make this place a place she can call home. Immune to the ill-effects of hope, positive effects are doubled.

1:"Hey there little fellas" Cass says giving the two dogs a few scratches. "You missing your mama an pa too? I'm the same cuties, but you two can come with me if ya reckon. Gonna need names for ya. How bout Michael and Sariel? You did save me afta all."

2:Cassidy searches the ship for any signs of a lost colonist making residence in here.

3:She's also searching for general supplies that might be left scattered around the ship.

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e942e3 No.42658

Dice rollRolled 43, 40, 71 = 154 (3d100)

>>42604

Name: Michael Collahan

Fluff: Michael is a miner. He ain't the brightest man, but he is determined and strong. Those two things are what got him through the snow and to the colony. If you ask him he would say he was a simple man. Still prays despite everything, willing to work hard to earn his food, and willing to do the right thing when he can. Now he just hope that will be enough.

Age: 25

Don't fill this in

Health: 8/10

Hunger: 5/5

Inventory: + [Pick-axe] - Steel and wood, simple but effective. + 5 to mining actions and to hand to hand combat.

Bonus:[Dig-Dug] - A life in the mines has given Michael an eye for gems and ores, and made him as strong as a mule as well. + 10 to mining rolls and you can carry twice as much as the average man.

1-3. Back to work building the lodging, again.

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29d256 No.42686

Dice rollRolled 63, 81, 29 = 173 (3d100)

>>42611

Name:Daniel withermen

Fluff:Daniel is a professional carpenter at 21 he had begun to achieve his dreams by pledging to the freemasons they would have taken his skill and learning to a new level. But with the coming of the snows those dreams are long dead. Now he is just trying to survive with everyone else the only relic of his past the carpenters hammer his father proudly gave him the day he was accepted to the masons.

Age: 23

Health: 9/10

Hunger: 5/5

Inventory:

+ [Silver Hammer] - Its not really silver because that would be stupid, just good honest steel. + 10 to building actions and + 5 to personal combat.

Bonus: [Freemason] - A member of an order of secrets, although you were not fully embedded in their ways you still know enough to recognize the works of masons when you see it, and to interact with it as well.

Initial Frostbite Fingers - Any action spent outside for long period of time away from the generator will worsen this condition, will heal in 1 turn

1.2.3. Back to finishing up houses i am a bit chilly from my overnight so need to do work primarily on the inside where possible. I will organize the workers and direct them as needed. I may not be a full mason but I still have a lot of experience and should hopefully be able to keep them focused up and guided well while recovering today. we need everything insulated and decently comfortable. Good housing will not only help keep everyone healthy and safe but will also contribute to morale.

(Wasn't completely sure how to split things up so just did a mass post. The end goal is directing the construction crew to build houses. I will work on furnishing insides for comfort and doing insulation so I can stay warm.)

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391cae No.42688

Dice rollRolled 91, 84, 15 = 190 (3d100)

>>42615

Name: Marshall Law

Fluff: When the winter first came, things weren't that bad, initially atleast. But his father a wise man taught him about the nature of man, they're cowards who will do anything to survive, now with the world dead, he found his purpose. Keep the law

Age: 30

Health: 10/10

Hunger: 5/5

Inventory: [Billy Club] - So what if you enjoy it, they are criminals after. + 10 to non-lethal personal combat, + 5 to to-kill personal combat.

Bonus: [I AM THE LAW] - Ol' Johnny law has come to town. When people steal rations or supplies you are given a chance that same turn to intercept and stop them, in addition to this you can have some clout in the colony as a source of authority, as people will tend to listen to an established authority figure , giving you limited reign to command people.

Action 1-3: "Hunting, let's start with these two, they might have some clue as to who shot me, fucking retards."

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312901 No.42703

Dice rollRolled 95, 9, 15 = 119 (3d100)

Name:Lord William Coddlesby

Fluff: A member of the peerage, back when there was a peerage. Graduated from college as a marine biologist specializing in arctic wild life, and spent much of his spare time in arctic expeditions learning from various northern tribes like the Innuit in British Canada. Entirely the reason he survived so long where so many have died. Hopes to survive using the skills he acquired.

Age: 38

Health: 10/10

Hunger: 5/5

Inventory: + [Augustus] - a trained Gyrfalcon, who responds to your calls and yours alone. Must be feed 1 unit of food every other turn, + 5 bonus to scouting, hunting(if you're in the party), and allows communication with colony on expedition.

Bonus: [Terra Nova] - One of the few Brits used to cold and snow as opposed to rain and fog, Coddlesby knows much of what their is to know about the arctic conditions the colony is located in, and as such receives a +5 to exploration and survival roles (the latter of which are the rolls pertaining to staying alive when on an expedition).

1-3. Feeling better, William focuses on helping his Gyrfalcon and the Hunters on finding more prey. The could not survive without more food.

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7699b8 No.42707

>>42625

1/2. A new day, the same work, but this time not falling asleep over a scathing steam pipe was on the top of Alexei's priority list. The weather was starting to finally clear up, and he gets the rest of the work done. It's a beaut, but it'll burn more coal now for sure. Still, he could feel the heat radiating from it, and already see the snow melting further from the generator.

>Generator lvl 2 unlocked

>Second rung around the generators unlocked for explotation

>People in the first rung will no longer get sick due to cold

3. Sleep does not come easy to Alexei, as the people relish the chance to move father from the generator, and work with fevered pace. Still, you manage to get some shut eye before funally tucking in for the night.

>Health 8/10

>>42647

1/2/3. You try to spurt out a cleverly crafted line to make you seem interesting, but not in a snobbish way, but find yourself choking on your words, almost like a rope is around your neck. That's when you realize one literally is is, from a nearby porthole, and a sharp yanks almost snaps your neck as your pulled harshly against the porthole. Your face starts to turn blue as the others rush towards you, your neck burning as your windpipe is slowly crushed and the rope burn starts to bleed. It is then that everyone hears it, and even the rope slacks for but a moment, as a sickening lurch is felt beneath the parties feet, then a loud groan. The direction of the rope abruptly changes as you are no longer pulled off your feet, but down as whatever or whoever was hanging on the rope is now apparently falling or hanging off the side of the ship. This doesn't last long however, as soon enough everyone in the party is floating for a brief moment, before gravity remembers it exist and your all throw roughly to the rear of the room you are currently in as cold wind rushes in through the holes of the ship. Another rough lurch and your all tossed around the cabin again. It it mere moments from impact when someone yells something out, you can't make it from the oxygen loss and the pain, but you grab onto the nearest solid thing and hold on for dear life

>Roll a 1d100

>>42650

1/2/3. Gregor wakes up, poking the embers of the fire and throwing some salted pork he had on the embers to get that nice smoky flavor he loved so much. He figured that the party had about a day's worth of food and water left, best get to those colonist sooner rather then later. In poking around the bowels of the ship Gregor did manage to find a trove of items. It appears this ship was apart of the initial expedition sent north by the British to build these generators, and as such has a wealth of winter gear, some coal, and much steel not even including what's in its hull. The armory is full as well, ship shells for the 9 inch guns. Gregor had just returned to the others, who were starting to stir, when the young English soldier boy had opened his mouth to speak, before being violently dragged back by a thin rope around his neck. Gregor had just taken his first steps near the boy when he felt a familiar feeling. The ground beneath his feet lurched, and he wondered to himself if he really was so big as to make the whole ship fall. His question would have to wait, as he and the others are quickly thrown about as the ship tumbles down the glacial surface. A muffled cry arises right before impact, and gregor plants himself like a mighty oak, bracing for impact.

>roll a 1d100

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925adf No.42709

>>42657

1. Cassidy stirs, the dogs still wrapped around her in a tender, furry blanket when she wakes. She scratches the larger white one under the chin, and is returned with a large tonging. She then reaches for the other dog, the smaller (though still as big as a wolf) black one. This dog though does not allow itself to be stroked, as it quickly rises and runs out of the room, with the white dog quickly follows. Cassidy spends half and hour looking for them, but they cannot be found, or they don't want to be found.

2. Cassidy joins Gregor in plying the ship, but while he looks for resources, she looks for signs of habitation, surely if someone was out here, they would have to stop in this ship for shelter. Sure enough, she finds a small camp made further inside, near the boiler room. A small pile of bones, human bones, litter the ground, some still wet with blood…

3. Leaving the room as quickly as she entered it, Cassidy ran down the halls of the ship, trying to find her way back to the rest of the party, while noting anything interesting or any more piles of bones that might catch her eye. She enters the same bay as the burly russian, discovering a venerable hoard of items useful for surviving in this horrible place. They both head back to the galley, where the party had made camp, and James and had just begun stirring. The soldier stood up, it was then that Cass noticed a small rope that shot through the nearby porthole and lasso'd around James' neck, and before the man could say a word someone on the other end started pulling, yanking him straight across the deck to the porthole and hanging him. Cass pulled out her bowie knife, and rushed to cut James free before whoever was trying to rustle him broke his neck. She was halfway there when she heard it, then she felt it. Next thing Cass realized was that she was about 20 feet back from where she was and being thrown about like a farmhouse in a twister. Someone yelled something mere moments before impact, and Cass braced herself with whatever was nearest to her.

>Roll a 1d100

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925adf No.42716

>>42658

1/2/3. You rise early in the morning, and throughout the day work with the rest of the men at rebuilding the lodge. Its hard work, but eventually you manage to get quite a bit of work done, you are but one man however.

>>42686

1/2/3. The work crews follow the ring of the silver hammer, men and women working together to build the lodge, so that the sick may have shelter, and those that spend nights in the cold may have a place to rest their head without getting frostbite on their ears. In the mean time you take what scrap wood and steel unfit for construction you can find and manage to craft several pieces of furniture for the quickly assembling lodge. Its not much, hardly anything compared to the old furniture stores of europe, but everything helps when the alternative is sleeping on the floor and eating off of your jacket, if you even have a jack.

>Hope: 72/100

>Working Crew: Lodge Construction + 10

>>42688

1/2/3. You grab the two men talking about the hunting "incident" from the first day, both men swear up and down that they only know what they heard, which they themselves heard from a man, an old member of the peerage, when they went with him to gather ice just yesterday.

>>42703

1/2/3. William spends the day on the edge of the colony, having his pet bird fly out and guide the hunters towards prey. Its cold, but he knows that his contribution will be invaluable, and cold feet are worth a hot meal.

+ 10 to hunting roll

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925adf No.42717

File: d98a421ffbb8c44⋯.jpg (190.78 KB,640x822,320:411,1476395689314.jpg)

Dice rollRolled 68, 89, 54, 93 = 304 (4d100)

Colony Rolls:

1. Build Lodge

2. Gather Wood

3. Gather Steel

4. Hunting Roll

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925adf No.42718

File: 0b62acf802d746b⋯.png (6.07 MB,5142x6075,1714:2025,mymap.png)

Colony Report:

Name: New Albion (Tentative)

Population: 40

Hope: 82/100

>Food: 121 Raw & 9 Rations -40 food/turn

>Coal: 20 Coal -3/turn

>Resources: 6 Steel, 8 Wood

Buildings:

+ [Generator lvl 2] - Keeps all of you alive and warm, uses coal.

+ [Storehouse] - Houses 600 of any/all resources, including food and coal.

+ 3 [Tents] - Gives people shelter for the night and decreases likelihood of them getting sick.

+ 1 [Lodge] - Houses 20 comfortably, 30 cramped, insulated so people that sleep in it have limited chance of getting sick from cold.

+ [Beacon] - Allows for expeditions to the wilds. Expeditions requires 5 people (does not have to be players) and take 1 turn (or longer depending on the task) to depart and return.

+ 1 [Hunting Lodge] - Every day hereafter, the hunters will leave for a day and return with food. (Players can also form separate hunting parties, but too many people missing from the colony will impact the colony rolls negatively)

+ 1 [Cookhouse] - Turns Raw Food into Rations at a rate of 10/turn. A 2 raw / 1 ration conversion rate as well.

+ 1 [Lumbermill] - Collects wood from the nearby tree stands. Collects 8 wood/turn.

>Current Issues raised by the People

+ [Missing Colonist] - not all of us made it here, some of us we're lost on the trio here, we should at least send someone out to look for them, they could still be alive.

+ [First Sick] - Though some manner, some of us have become ill. If we don't treat them, they will most certainly get worse and might die, and if don't find a way to keep them isolated, they may get the rest of us sick as well.

+ [Gangrene] - A worker hiding a wound on his leg has had said wound become infected, it will have to be removed or he will die. == players can vote on this == http://www.strawpoll.me/14400283

Temperature: -19

Winds: 14 mph

Weather: Snow so thick you can't see more then a few feet ahead of you

>The Hunters manage to track a herd of Caribou with help of William's Falcon, they bag 3 of the weaker ones and return to camp

>Everyone has a house, hope has risen by 10, + 5 to all actions taking place inside the colony.

expedition people roll your dice then I will give you a mini-update, then you can post

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925adf No.42719

also everyone can post

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312901 No.42721

Dice rollRolled 41, 43, 66 = 150 (3d100)

Name:Lord William Coddlesby

Fluff: A member of the peerage, back when there was a peerage. Graduated from college as a marine biologist specializing in arctic wild life, and spent much of his spare time in arctic expeditions learning from various northern tribes like the Innuit in British Canada. Entirely the reason he survived so long where so many have died. Hopes to survive using the skills he acquired.

Age: 38

Health: 10/10

Hunger: 5/5

Inventory: + [Augustus] - a trained Gyrfalcon, who responds to your calls and yours alone. Must be feed 1 unit of food every other turn, + 5 bonus to scouting, hunting(if you're in the party), and allows communication with colony on expedition.

Bonus: [Terra Nova] - One of the few Brits used to cold and snow as opposed to rain and fog, Coddlesby knows much of what their is to know about the arctic conditions the colony is located in, and as such receives a +5 to exploration and survival roles (the latter of which are the rolls pertaining to staying alive when on an expedition).

1-2. Although not a doctor, Lord William did go to college and often worked alongside doctors in treating epidemics among explorers and natives on his arctic journeys. He would attempt to ply some of that information here, such as the importance of developing a means of hand washing, placing masks upon the face, having an extra layer of clothing that could be soaked in boiling salt water, and anything he could to help stem the threat of disease.

+ 5

3. He also organizes the building of another igloo, meant for the sick to keep them quarantined.

+ 5

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5524ea No.42722

Dice rollRolled 12 (1d100)

>>42709

Here

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11047d No.42723

Dice rollRolled 78 (1d100)

>>42707

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20a487 No.42727

Dice rollRolled 73 (1d100)

"OHHH BLYAAAAT!"

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7699b8 No.42758

>>42722

Cassidy grunts as the ship smacks into the ice sheet, and recoils as she is thrown from the box she had been holding onto. She is thrown back, a sharp piece of jagged metal lies in her path, only feet away from her midsection as she goes hurtling towards it…

>>42723

The rope finally snaps as the ship hits the ground, sending James Flying back before slamming into a crate bolted to the deck, he sees Cassidy fly past him as well, and reaches a arm out to grab her before she gets impaled on a jagged piece of hull that had broken during the landing. He grabs her by her midsection, but the jolt did what grabbing Gregor yesterday did not, and pops his arm out of socket, he holds her though as the ship slides and finally comes to a rest, trying not to scream the entire time…

Gregor and Balon, seeing the purple faced James and Cassidy hanging precariously close to a twisted spire of metal, rush to aid them, sliding down the deck as the ship moves across the slick ice sheet

Balon steps forward, only to have the deck fall beneath him and be sucked out into the snow. Gregor narrowly avoids the same fate, and grabs ahold of the two just as the last bit of James' grip fails. He pulls the two to him and ducks behind the bulwark he had been bracing himself against as the ship came to a screeching stop.

>Glitts: Health 9/10

>Bruised Ribs: - 5 to running actions for 1 turn

>Ash: Health: 5/10

>Crushed Windpipe: Difficulty breathing, - 15 to heavy labor and/or physical activity for 3 turns

>Dislocated Shoulder: Best relocate this, - 15 to actions involving arms until relocated, after that - 5 for 2 turns.

>Tbr: Clean Bill of health

everyone can post now

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29d256 No.42760

Dice rollRolled 35, 16, 23 = 74 (3d100)

>>42686

Name:Daniel withermen

Fluff:Daniel is a professional carpenter at 21 he had begun to achieve his dreams by pledging to the freemasons they would have taken his skill and learning to a new level. But with the coming of the snows those dreams are long dead. Now he is just trying to survive with everyone else the only relic of his past the carpenters hammer his father proudly gave him the day he was accepted to the masons.

Age: 23

Health: 10/10

Hunger: 5/5

Inventory:

+ [Silver Hammer] - Its not really silver because that would be stupid, just good honest steel. + 10 to building actions and + 5 to personal combat.

Bonus: [Freemason] - A member of an order of secrets, although you were not fully embedded in their ways you still know enough to recognize the works of masons when you see it, and to interact with it as well.

1.2.with so many getting sick we need a clinic with its own bunkhouse to isolate sick people so that it doesn't spread. I will lay down the plans and begin construction immediately along with the construction crew.

+10

3. Building with all this wood is good for now I guess. But we need to not be shortsighted. Stone is what we should be building with. It is alot sturdier in these God forsaken endless snows and winds, it also keeps temperature steady much much better. So I will begun working on a

Stone gathering lodge much like our lumber mill it will gather building supplies for us.

+10

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e942e3 No.42773

Dice rollRolled 93, 47, 50 = 190 (3d100)

>>42716

Name: Michael Collahan

Fluff: Michael is a miner. He ain't the brightest man, but he is determined and strong. Those two things are what got him through the snow and to the colony. If you ask him he would say he was a simple man. Still prays despite everything, willing to work hard to earn his food, and willing to do the right thing when he can. Now he just hope that will be enough.

Age: 25

Don't fill this in

Health: 8/10

Hunger: 5/5

Inventory: + [Pick-axe] - Steel and wood, simple but effective. + 5 to mining actions and to hand to hand combat.

Bonus:[Dig-Dug] - A life in the mines has given Michael an eye for gems and ores, and made him as strong as a mule as well. + 10 to mining rolls and you can carry twice as much as the average man.

1&2. Gather more coal for the furnace.

+20

3. As well, gather some more wood to build with.

+20

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20a487 No.42778

Dice rollRolled 3, 32, 85 = 120 (3d100)

Name: Gregor Blyatskanov

Fluff: Gregor is big, strong man from Mother Russia, who went with Brits to build generator. He was member of engineer in Russian army, and learned to build many things. Gregor build houses, work with the metals, shooting gun and more. But then Russia went gone and now Gregor work with Brits in order to survive. They accept him because of skill, and Gregor does best to help out. He is no stranger to cold, as Russia was this way long before ice age. If only there was vodka to warm Gregor's belly, he would into the happy here in snow and ice.

Age: 35

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: Mosin-Nagant rifle - Ammo: 69 rounds, allows ranged attack

Bonus: [The Bear} - Gregor is tall and hairy, a beast of a man who could be mistaken for a bear in clothes, which isn't helped by his poor English which comes across more as growls. Immune to Frostbite, in addition you receive a + 15 to hand to hand combat rolls.

1-2. That was of close call. Ship is very dangerous, we should not of stay here long. Gregor will try to get remaining supplies and venture back to surface to look for lost person. He of not in the here, I think.

3. Before go, Gregor no is doctor but at least can try to relocate the shoulder using Russian bear strength. Best of not using it too much though.

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78fc83 No.42812

Dice rollRolled 48, 74, 11 = 133 (3d100)

>>42707

Name:

Alexei Emmet Johannes

Fluff:

There are many words to describe Alexei, a tinkerer, a creator, an innovator. But in truth he is a humble young man from a farm in Texas. He was always an active youth and was always working on something with his hands, whether that be art, sports, taking apart and fixing bikes or even his dads motor vehicles. Alexei grew up to be an accomplished mechanical engineer. He does not see his job as work but instead a hobby.

Age:

24

Health: 7/10

>sore back

Hunger: 5/5

Inventory:

+ [Swiss Army Knife] - Contains: toothpick, can opener, comb, three kinds of knives and a small nail clipper. + 5 to tinkering actions

+ + [Mecha Transformer Odysseus] - Able to traverse most weather conditions and keep occupants from freezing to death, can carry 100 units worth of shit

Bonus: [Aspiring Engineer] - All things mechanical come naturally to Emmet, and as such people will look to him when something enivitably breaks in this snowy hell. + 15 To working on the generator, + 10 to rolls involving the construction or utilization of machinery, does not stack with previous bonus.

————

1. I shall go and help with the mining of the coal, I may have upgraded the generator but these people don't need an even heavier burden because of me.

2. I will also help out the people exploring the new area that has been opened up by the generator.

3. And finally I will spend the rest of the time trying to improve the area that is no longer cold in anyway I can. Perhaps making it a bit more relaxing/comfy or start to make a farm.

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391cae No.42851

Dice rollRolled 83, 60, 62 = 205 (3d100)

>>42716

Name: Marshall Law

Fluff: When the winter first came, things weren't that bad, initially atleast. But his father a wise man taught him about the nature of man, they're cowards who will do anything to survive, now with the world dead, he found his purpose. Keep the law

Age: 30

Health: 10/10

Hunger: 5/5

Inventory: [Billy Club] - So what if you enjoy it, they are criminals after. + 10 to non-lethal personal combat, + 5 to to-kill personal combat.

Bonus: [I AM THE LAW] - Ol' Johnny law has come to town. When people steal rations or supplies you are given a chance that same turn to intercept and stop them, in addition to this you can have some clout in the colony as a source of authority, as people will tend to listen to an established authority figure , giving you limited reign to command people.

Action 1-3: "I'm gonna track that old fucker down!"

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11047d No.42854

Dice rollRolled 3, 98, 29 = 130 (3d100)

>>42758

Name: James Bruce Stuart York

Fluff: James joined Her Majesty's Army right after finishing schooling. He had grown up in the north on a farm, so he had been around and used guns all his life, which got him noticed quickly. Known for being a crackshot in his regiment, he was stationed from Ireland to Cathay, and everywhere else for that matter, having participated in several wars through his 10 years of service. Sent with the Colony to keep it secure and assist in building operations when necessary.

Age: 28

Health: 5/10

>Crushed Windpipe: Difficulty breathing, - 15 to heavy labor and/or physical activity for 3 turns

>Dislocated Shoulder: Best relocate this, - 15 to actions involving arms until relocated, after that - 5 for 2 turns.

Hunger: 5/5

Inventory:

+ [Lee-Metford Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Regular Army O'] - A decade in her majesty's service changes a man, often for better, sometimes for worse. In James's case it made him a smart, well-traveled man, good with his gun and with his rifle. + 10 to ranged combat, able to use any gun with relative ease.

1; Bloody hell… I'm gunna need a drink when we get back. Better get this arm relocated, looks like the Russian's gunna help.

2-3; Try not to harry myself too much, but help gather some supplies and then get the fuck outta this bloody ship

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