90410b No.43734 [View All]
Shattered earth NationBuilder
The year 2018 The earth collided with a magical singularity. Shattering the earth and settling in its core, enveloping the remains in a magical field. Now the earth consists of shattered landmasses floating around in the air. Occasionally crashing into eachother, connecting the landmasses or destroying them. Sometimes the islands also fall down into the hungering void below, never to be heard from again.
Each round there is a chance for a completely random landmass to fall down, taking everyone on it down with it 2 turns later.
Entire areas have had their people mutated into new races with magical traits and abilities. However for some any technology more advanced than a simple steam engine fails when they try to use them. Other areas have been spared the magic and can still use technology. Though they have still suffered greatly and their technological level has been greatly reduced.
The magical energies people have learned to harness have been mostly Elemental, Spatial and mutagenic. In that order.
It has now been 50 years since the event. Societies have stabilized a bit and new knowledge has been amassed. Now also islands have started to fall and there is impetus to save yourselves. Migration, conquest and prejudice is all around. Who will reign supreme and who will fall?
The larger the island the better the bonuses you can get from searching them or making projects on them, but the smaller the easier to defend. The largest islands even give an extra dice.
you each turn roll 4d100 for actions.
To make a nation you fill in the following and roll 1d100 to decide your starting island.
Nation stats:
Fill in:
Nation name:
Race name:
Racial traits:
Color:
fluff:
Do not fill:
Bonuses:
Magics:
Technologies:
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (on territory "home number"
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c73978 No.44561
>>44553
You really wanna do this?
*Angry berserking dwarf noises intensify"
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615fb1 No.44562
| Rolled 59, 96, 70, 80, 56 = 361 (5d100) |
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into gender-less formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their deity's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies: Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 6/8) Trapping Average
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 6/8,
,
>Armies: 1 Militia (on territory "25") , 1 spearmen army, 3 infantry
Designs: Monsteroo knights, Floatpowder
>Mana: 80 (1 x 5/turn)
1-3. We need more to protect the farms and protect our people. (Recruit for the Army)
4-5. We need knights for the possibility of war or any beasts (Recruit Monsteroo Knights)
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931adf No.44563
| Rolled 99, 35, 78, 4, 14, 55, 34, 41, 69, 69, 99, 19 = 616 (12d100) |
>>44379
Nation name:
Nintenation
Race name:
Switches
Racial traits:
Annoying, daft, and impossibly smug is the best way to describe the little shits collectively known as Switches. Small, about a third the size of a regular human, and partially robotic in nature, these small dog like creatures are rather smart, and seem to have a affinity with technology. Although they seem to be individuals, there does seem to be some sort of link between the dog like robots, although what exactly it is, nobody knows. What is known, however, is that they are a bunch of cheeky assholes that love toying and messing with people. They are big fans of games and media, and have a talent when it comes to business as well.
Color: Grey/Greyish Blue
fluff: Back before there was a huge magical implosion, or what ever, every one knew there was one supreme ruler: Nintendo. Ninentdo this, Nintendo that! There were entire groups of people who loved, hated, and deified the god known as Ninetendo. So when Nintendo, wise that he was, saw that the end was coming, he created the ultimate gift! The Switch! So that when the apocolypse came, people would still have a way to enjoy life. But before he could release them to the public, the catastrophe struck! Leaving thousands, no millions of unsold Switches in the darkest depths of Nintendoe's Fortress of Power. Until now, that is..
Bonus:
Cyborgs: These little cyborgs contain advanced technology and get +5 to all robotics related rolls in and out of combat.
Tech:
Robotics average
Cybernetics weak
Electronics Average
Missiles weak
Aeronautics weak
Territories: 1 (Territory "number")
Resources:
Metals (6)
Projects:
3/8 City
Aeronautics weak 3/6
missiles weak 4/6
2/8 Research Center
Armies: 1 Militia (on territory "home number")
1-5) "FWOOSH! THUNDA BOLT!" Says the leading Switch, making large arm motions. "We gotta get our product out fast! And safely? And how do we keep it safe? BY BLOWIN THE SHAZBOT out of posers!"
(Missile Research)
6-9) "Alrighty, while they work on the Missiles, lets work on the city! Plasma screens, big TV's, and more!"
City 3/8
10) "In return for their help, we gladly pay back the favor!"
Help the newcomers set up a base/city
11-12) "And hey, lets get that research center up as well! I wanna build even more cool stuff betterer! Maybe Spring arms! ROCKET SPRING ARMS!"
2/8 Research Center
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931adf No.44564
>>44563
Note: I want to send envoy's to help the Dwarves rebuild their sploded city
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72a529 No.44565
| Rolled 60, 3, 89, 91 = 243 (4d100) |
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics average
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Guns average
Armor weak
Designs:
"Pit Dogs":
Attack: 2
Defence: 2
Movement: 1
[Ranged]
Territories: 10 (31, 21, 22, 23, 29, 30, 32, 36, 37)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects: Guns 2/8, Armor 2/6, colonize 10 1/3, colonize 11 3/5
1/4. Enact order 66 and construct the planes necessary for it. (Electronics, Stealth, Aeronautics, Guns, Armor)
+20, Electronics average, Armor weak, Guns average, Stealth weak, Aeronautics weak
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72a529 No.44566
>>44565
also there is oil if that gives any bonus
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8f5fad No.44573
| Rolled 23, 79, 96, 91, 7 + 16 = 312 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 100 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Armorsmithing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60
Buildings:
City (100) +4 to all rolls
Defences (100)
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Tamed (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Projects:
4/25 Wyrm taming
Defences (100) 4/5
5/8 city (58)
5/8 Hop Spell
2/8 Hydromantic harpoonguns
2/3 Colonize 49
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Uber Frog Spearhopper (on territory 58, 68)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
3 Frog Spearhopper Army (on territory 100, 2 on 68)
2 Uber Frogman Peltast army (on territory 100, 68)
>>Designs: https://pastebin.com/4WuBkFyL
>Host Induced Memery
Angry Wyrms
1. The last bricks of our new city are being laid as we speak, another beacon of radiant dawn in this cruel and unforgiving world, another bastion against the doom that awaits all people.
2. And as we speak the last batch of colonist to our new island should be arriving shortly
3. Speaking of which, we need reports of the terrain on these colonies of ours, have scouts examine our new holdings
4. Work on the Hop spell continues, perhaps it shall also aid us in understanding the giant hop spell better as well
5. The taming of the Wyrms shall progess as planned, slowly and at a distance until we don't get eaten.
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90410b No.45420
| Rolled 4, 51, 94 = 149 (3d100) |
>>44573
>>44545
production of sonic rifles have begun. The short range rifles store mana in them and then use that mana to unleash a shockwave of debilitating sound that disorients and ruptures blood vessels in eyes and skin of the target. Rupturing eardrums and leaving the target in a generally poor state.
Sonic rifles weak
Enchanting weak 4/6
Crystaline growth strong
>>44546
The integration of the Aetherials keep going surprisingly well. Your cultures both value martial prowess and with slight nudges the aetherial start seeing things more and more the Asgardian way. There has already started appearing cross-racial couples. So far no pregnancies have come to term but with proper care maybe it works.
Your troops are busy flying and will arrive at the dwarves (start of next turn)
Pillagers 2/6
2/4 infused weapons weak
>>44547
Much effort is put into mastering soulinfusion to a greater degree but so far no breakthroughs have been made. However movement and activity has been spotted on the other side of the dark portal. You are unsure of what is going on on the other side.
soulinfusion weak 4/6
>>44550
You recieve intel that the vampires have sent an invading force towards you that will arrive soon (start of next turn)
The rebuilding is mostly done and a detachment of switches arrive wanting to help with the rebuilding
5/8 rebuild city
armourcrafting weak 1/6
>>44555
The great fall is still deeply ingrained in the psyche of your people. Never again shall so much be lost. Ways to quickly dissassemble and then assemble buildings beging to make sure you can quickly move everything neccessary and set up anew if need be.
2/4 Modular buildings weak.
>>44562
You recruit so many troops that your island can no longer support more armies. Expansion will be needed or an increase in farms if you want more troops. Though most people are questioning why they need this many protectors against the various wildlife in the area.
+5 spearmen.
+2 monsteroo knights.
>>44563
You seen off builders to the poor poor dwarves. This goes to show what happens if you aren't careful.
The kind but now endangered mongrels were of great help with making progress for the city! The building is going way better than expected! And some of them are almost as cute as your shiny switches.
You help them set up on your islend (ONLY HALF BONUS FROM YOUR ISLAND NOW).
The research lab rises high and looks glorious. Now all that remains is filling it with equipment and competent staff.
Missiles average
Missiles average 1/8
6/8 Research lab.
>>44565
Your people are massacred and subjugated by the treachery from the vampires. Plans are set in motion and some ST66 are completed
+1 ST66
>>44573
The toadmen proudly plant their soggy flag as the lesser frogmen mills about setting up the colony. This is a fitting place though a little too dry for you. Though that slightly changes as one of the frogment throws what appears to be a heavy sponge at the fire. Which is immediately doused as a bathtubs worth of water immediately floods out of it. Experimentation shows that this sponge absorbs impossible ammounts of water but no other kinds of liquids and also ignoring all impurities in it. It can apparently hold a volume of water about 50 times its own size and only increases in weight by one tenth of the weight of the water. The water is immediately expelled upon intense head such as that of fire.
(49) colonized
Aquahold sponges (49) Holds 50x their size in water only increasing in weight by 10% of the water weight)
Spell: (20) Hop: (an improved version of lesser hop that allows the hop of a distance aprox that of the distance between 49 and 38)
>>44548
>>44554
The bat carriages and their handlers tries to take over the island. However this was completely expected as it theu landed and screamed loud then charged across the open field towards the quaking defenders. Only to start disappearing into holes in the ground before they really notice what's going on. Landing on electrified metallic spikes the vicious screeches turn pitiful and then silenced in a roar as the oilbarrels in the pits ignite.
Keks: -1 bat carriage, + all the islands you have troops on that oneman doesn't.
oneman: lose all islands keks has troops on that you don't.
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90410b No.45421
| Rolled 71, 86 = 157 (2d100) |
>>45420
EVENT Island (51) has started rapidly rising above the other islands!
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cd0f6a No.45422
| Rolled 98, 46, 85, 35 = 264 (4d100) |
>>45420
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 83+6/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyvern/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
Herr Schreiber now addresses his new board of directors. "Lady Hinrietta, it is good to see you again. Everyone else, congratulations on your promotion. As you can see we are behind schedule everywhere. Please make this not so, and everyone please make sure I don't have to repeat what happened to your predecessors."
1. Finish working on spatial magic. +2 11/12
2. Continue research into mutagenic magic to increase the size of creatures.. +2 2/6
3. Finish colonization of island 40. +2 2/3
4. Finish work on the modular building designs (weak) 2/4 +2
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c566a5 No.45423
| Rolled 97, 3, 50, 83 = 233 (4d100) |
>>45420
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Enchanting Weak
Bows Weak
Dragonboats
Firewater elemental bombs (your bombers drop powerful incendiary bombs that spawn fire elementals from the blaze that fight on your side until they go out. each bomber in a battle also spawns a temporary fire elemental)
Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 3 (86,76,78)
Resources:
+Flamewater Queen (86)
+Lightning ore (86)
+Floatstone (86)
+Aetherial minority (78) (76)
+Metal (76)
+Mana Crystals (78)
+Manastoring Crystals (78)
Projects: Aeromancy Weak 3/6, Lightening Ore 2/6, Pillagers 1/6, 1/12 Pyromancy weak 1/4 Infused Weapons weak
Armies: 3 Viking 1 Sky Knight 1 Veteran Sky Knight 5 Dragonboats
Mana: 60 + 15/turn
—-
1. Continue to colonize 75 2/3 +6
2. Research Pillagers 2/6 +6
3. Research Infused weapons weak 2/4
+Weaponsmithing Average
4. Research Lightening Ore 2/6 +6
+Smithing weak
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8f5fad No.45434
| Rolled 52, 91, 14, 42, 61 + 20 = 280 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 105 +15/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Armorsmithing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60, 49
Buildings:
City (100) +4 to all rolls
Defences (100)
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Tamed (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Aquahold sponges (49) Holds 50x their size in water only increasing in weight by 10% of the water weight)
Projects:
4/25 Wyrm taming
Defences (100) 4/5
5/8 city (58)
2/8 Hydromantic harpoonguns
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Uber Frog Spearhopper (on territory 58, 68)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
3 Frog Spearhopper Army (on territory 100, 2 on 68)
2 Uber Frogman Peltast army (on territory 100, 68)
>>Designs: https://pastebin.com/4WuBkFyL
>Host Induced Memery
Angry Wyrms
1. We suppose that our troops should be retrofitted with the new items we've researched. We assumed that this would be done but a recent inspection has revealed that for some asinine reason they are still using older technology.
2. On the topic of developing new technology we shall continue work on the harpoon guns.
3. And the city construction on 58 shall continue as well.
4. Raise some new units of Icedrake Riders, toadmen of course, if we must move troops to do so then do it, the older men can defend the newer colonies.
5. The work on the greater hop spell continues as well
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2e4785 No.45446
| Rolled 5, 56, 13, 19 = 93 (4d100) |
>>45420
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth Strong
Crystal weapons Average
Crystaline structures strong
Sonic rifles weak
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
enchanting weak
enchanting weak 4/6
Territories: 1 (Territory "95" Psirenia)
Mana:90 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Great magical amplifier(95) 3/10
Armies: 1 Militia (on territory "Psirenia")
Designs:
Solder:
attack:1
Defence:1
Movement:1
1. Begin working on a Air and Spatial spell to create a way to rapidly translocate people and supplies in order to colonize other islands. It will do this by creating a slipstream effect pulling someone through air and space comfortably until they reach their destination.
+Average Aeromancy
+Average Spatial
research center +10 to research rolls (95)
+2 island bonus
2.Keep working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range. 3/10
Crystaline growth Strong
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
Enchantment weak
+2 island bonus
3.Improve our enchanting once more! 4/6
+2 island bonus
+10 Research center
+Crystalline Growth average
4. Begin working on a way to make Armor and such out of our crystals. Back it with metal in key location but not so much as to unduly encumber our men or any vehicles in the future.
+Crystalline growth Strong
+Metal
+2 island bonus
+research center +10 to research rolls (95)
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2e4785 No.45447
>>45446
Growth strong on 3
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16a6e6 No.45452
>>44543
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
Bonuses: +10 to all magical research
Magics: Geomancy weak, spatial magic weak
Technologies: Smithing weak. Weaponsmiyhing weak. Enchantment average, golemcrafting weak.
Worker golems +2 to all rolls.
Territories: 1 (61)
Resources:
Mana crystals (61)
Projects:
Armies: 1 Militia (61)
Magical unviersity 6/8
Focicrafting weak
Focicrafting weak 2/6
spatial magic weak 2/6
Magical communication weak 3/4
Golemcrafting weak 3/6
Scientific principles weak 3/4
Stat Post
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16a6e6 No.45453
| Rolled 55, 99, 68, 26, 77, 45, 87, 14 = 471 (8d100) |
>>45452
"The Government promises our very next project will be a terraformation operation to create THE best paradise vacation centers on earth.
But we need to finish our current projects. Then we can all get some much needed time off!"
1. Magical unviersity 6/8
Worker golems +2 to all rolls.
2-3. Focicrafting weak 2/6
Worker golems +2 to all rolls.
+10 Magical Research
4-5. spatial magic weak 2/6
Worker golems +2 to all rolls.
+10 Magical Research
6. Magical communication weak 3/4
Worker golems +2 to all rolls.
+10 Magical Research
7. Golemcrafting weak (upgrade) 3/6
Worker golems +2 to all rolls.
+10 Magical Research
8. Scientific principles weak 3/4
Worker golems +2 to all rolls.
+10 Magical Research
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c73978 No.45454
| Rolled 34, 39, 32 = 105 (3d100) |
>>45420
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
guns average 3/8
Armourcrafting weak 1/6
2/4 Trapping weak
Bombs weak
Design:
Dwarven infantry:
[Ranged]
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
Territories: 2 (48) (47) Colonizing 49 1/3
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects: Repairing city 5/8
Armies: 1 Militia (48) Dwarf riflemen army (48)
Auto action :Finish reconstruction of the fort.
Action 2:Recruit more infantry for the incoming invasion
Action 3: We need to prepare, get the troops into defensive positions and may Armok guide our weapons so that they strike true.
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247019 No.45594
| Rolled 73, 10, 63, 62, 61 = 269 (5d100) |
>>45420
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Architecture weak
Soulwood crafting
armorcrafting weak
Conquest Assimilation Average
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion weak:
Territories: 27 +2, Shared with SAD: 30, 29, 37, 31, 32, 21, 22, 23 +8
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), Metals (29), Stabilized Dark Portal (29), Convicted minority (29), Magical Lab (30) +10
Projects: Spatial magic weak 4/12, 1/6 (6)Improved bestial mutation, soulinfusion weak 4/6
Armies: 1 Militia (27), 3 Vampiric Armies (2 at 27, 1 at 37), 1 demonic bat knight (37), 9 noble batknights(1 on 30; 1 at 32, 21, 22, 23, 29, 36; 2 at 48)
Designs:
Vampiric army:
attack: 1
Defence: 1
Movement: 1
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat carriage
Attack: 3
Defence: 1
Movement: 5
[Monstrous flier][Clumsy][only two per island][transport]
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat Knight:
Attack: 5
Defence: 3
Movement:6
[monstrous flier] [only two per island] [knight]
Upgrades: +Weaponcrafting, + Armorcrafting weak, +Soulwood.
Mana: 300+ 50/turn
—–
1-2) Upgrade our soulinfusion magic; +10 lab, +16 from islands
3-5) Recruit noble Batknights on 37; +16 from islands
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247019 No.45595
>>45594
Noble batknight form 21 invades 6
Noble batknight from 22, 23 and 32 invades 25
Noble batknight from 29 explores the portal, carefully
Demonic batknight from 37 invades 31
Noble batknights from 30 and 36 invade 47
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247019 No.45596
| Rolled 11 (1d100) |
>>45595
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247019 No.45604
| Rolled 9, 80 = 89 (2d100) |
>>44554
>>45420
2 Noble bat knights at 48
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247019 No.45607
>>45604
Noble Demonic bat Knight:
Attack: 5 *2
Defence: 3 * 2
Movement:6 * 2
[monstrous flier] [only two per island] [knight]
+Weaponcrafting, + Armorcrafting weak, +Soulwood
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c73978 No.45615
| Rolled 90 (1d100) |
Rolling for combat.
+Bombs weak +Electronics average +Guns average +Armourcrafting weak
+ Racial bonus Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
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c73978 No.45616
| Rolled 86, 68 = 154 (2d100) |
>>45615
aditional 2d100 for the other units
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90410b No.45620
| Rolled 61 (1d100) |
>>45454
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90410b No.45622
| Rolled 70, 45, 7 = 122 (3d100) |
MOVEMENT HAS BEEN STANDARDIZED.
WHEN THERE IS A BONUS TO A SPECIES LIKE GENEMODDED, OR [NOBLE] OR [UBER] WHEN THEY ARE USING A MONSTER OR VEHICLE THAT DOES MOST OF THE FIGHTING ONLY 20% OF THEIR BONUS GOES THOUGH. UP TO 50% WHEN IT'S AN EQUAL AMMOUNT OF RIDER + MOUNT FIGHTING (EG SCRUFFYS ICEDRAKES).
>>45422
There are hardly limits to how excited your mages are. A whole new school of magic unlocked that works nothing like how the old mutagenic works! Mastery over space itself at your fingertips. Of course the current capabilities are not all that great but that can surely be changed with deeper understanding and Lady Hinrietta promises that however impressive the current state is it is nothing when compared to the future.
The Sanofir are also spreading. The new land is yet unnamed but it seems a bountiful land of much natural beauty with mesas and a small jungle
Spatial magic weak
Spatial magic weak 2/6
Mutegenic magic weak 3/6
island 40 colonized.
>>45423
The new land is a cold place ravaged by common snowstorms. The aetherials do not like this place but the Asgardians feel just at home and proficiently set up settlements.
(75) colonized.
infused weapons weak 3/4
Lightning ore 4/6
>>45434
The way the frogmen do war is being rethunk and improved upon. New weapons, new mounts new soldiers! Everything has to be new and better. From the smallest pond to the vastest mountain the sound of hopping frogs shall echo. The splash of our ancestors shall not be forgotten as the frogs reign supreme.
Hydromantic harpoonguns 5/8 (counts as lowest level of weaponsmithing, hydromancy and enchantment)
+2 progress to greater hop. can't find the progress for it in your sheet.
Warden (or insert non-meme name) design 1/5
Attack:2
Defence:2
Move:1
Bonus:
[Hybrid ranged] [Amphibious] [mana dependant 0.2] [armored] (6 armored troops per source of metal allowed) [enchanted weapons] [Enchanted armor]
Icedrake rider 2/6
Attack: 3.5
Defence: 2
Move: 4
Bonus:
[Monstrous flier] [3 per island shared between all drake units] [knight] [armored] (6 armored troops per source of metal allowed). [mana dependant 0.2][enchanted weapons] [Enchanted armor]
>>45446
The massive amplifier starts to throne over the city it's placed in. In the center of a large square it rises massively to allow as many as possible of your people to gather around it and add their voice to the chorus. The mages theorize that they COULD make a slipstream like that with some research and some sails to attach to the people and goods that will be ferried along a stream between two monoliths.
5/10 amplifier
1/4 Crystal armor weak
>>45452
Shit gets done in the magical community. The golems work better and faster and the foci are more powerful. Able to focus more magic and guide it precisely. And all this is despite the fact that they don't even have a proper university to work in as the last finishing touches are applied to it.
7/8 magical university
focicrafting average
focicrafting average 1/8
spatial magic weak 5/6
Golemcrafting average
Golemcrafting average 1/8
>>45454
With assistance the repairs are finally completed. And that's lucky since it seems you now are at war after the horrid vampires attacked you with their fel bats. Luckily your guns mowed them down. But even with that they did a lot of damage.
+1 dwarven infantry
>>45594
The armies spread far and wide to wage war and add more land to the dominion of the blood court. You eagerly await news of the subjugation of the dwarves.
Soulinfusion weak 3/6
+6 noble batknights or until you reach your cap.
>>45604
>>45615
The batknights arrive at the dwarven homeland circling above to find a good location to strike when suddenly a thundering sound is heard and several demonic bats plummet down to the ground underneath. The thundering sounds keep on and metal projectiles keep hitting the knights. Deciding that the air was not a safe place the surviving batknights dive down with terriying shrieks into the lines of the nearest gunners. The milita gets massacred as the batknights tear into their lines. However their sacrifice is not in vain as the time they have bought allows the infantry to shoot over them into the batknights and the zeppelins to take off and get overhead. Dropping primitive bombs indiscriminately into the batknights and milita. There is much cursing and anger when it happens and a small mutiny has to be put down over the fact that they were killing many friendlies with the bombardment. The last few of the batknights take off into the air with a vengeful scream they charge into the balloons of the zeppelins, drawing the fire and tearing at them as they're gunned down. Their dead bodies hit the ground but with them falls the zeppelins.
Keks: -2 noble batknights.
Drow: -1 milita, -1 zeppelin
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90410b No.45623
| Rolled 10 (1d12) |
>>45622
51's movement
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c566a5 No.45624
| Rolled 97, 44, 28, 15 = 184 (4d100) |
>>45622
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Enchanting Weak
Bows Weak
Dragonboats
Firewater elemental bombs (your bombers drop powerful incendiary bombs that spawn fire elementals from the blaze that fight on your side until they go out. each bomber in a battle also spawns a temporary fire elemental)
Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 3 (86,76,78, 75)
Resources:
+Flamewater Queen (86)
+Lightning ore (86)
+Floatstone (86)
+Aetherial minority (78) (76)
+Metal (76)
+Mana Crystals (78)
+Manastoring Crystals (78)
Projects: Aeromancy Weak 3/6, Lightening Ore 2/6, Pillagers 1/6, 1/12 Pyromancy weak 1/4 Infused Weapons weak
Armies: 3 Viking 1 Sky Knight 1 Veteran Sky Knight 5 Dragonboats
Mana: 60 + 15/turn
—-
1. Research infused weapons weak 3/4 +8
2. Research Lightning ore 4/6 +8
3. Colonize 67 +8
4. Research Pillagers 2/6 +8
>Move all armies and boats to 75
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c566a5 No.45625
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cd0f6a No.45626
| Rolled 18, 89, 32, 74 = 213 (4d100) |
>>45622
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Spatial Weak (2/6 next level):
Mana: 86+13/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 2 (39,40)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyvern/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
1. Continue work on the modular building design tech. 2/4 +4
2. Continue work on mutagenic magic to increase the size of a creature. 3/6 +4
3. Well, I promised humanoid-beast chimerfication experiments and that is what we are getting. Take the 'volunteers' and start combining them with lightning wyverns. +4
+Mutagenic magic weak
4. Explore island 40 for resources/magic beasts/anything of interest. +4
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72a529 No.45627
| Rolled 40, 96, 54, 27, 68, 77, 98, 74 = 534 (8d100) |
>>45622
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics average
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Guns average
Armor weak
Designs:
"Pit Dogs":
Attack: 2
Defence: 2
Movement: 1
[Ranged]
"ST66"
[secret]
Territories: 2 (31, 6)
Armies: Pitdogs 1 (31), ST66 1(31)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects: Guns 2/8, Armor 2/6, colonize 10 1/3, colonize 11 3/5
1/4. Create Pit dogs
+4, Electronics average
5/8. Create ST66
+4, Electronics average
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8f5fad No.45634
| Rolled 80, 95, 11, 58, 61 + 20 = 325 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 120 +13.6/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Armorsmithing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60, 49
Buildings:
City (100) +4 to all rolls
Defences (100)
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Tamed (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Aquahold sponges (49) Holds 50x their size in water only increasing in weight by 10% of the water weight)
Projects:
4/25 Wyrm taming
Defences (100) 4/5
5/8 city (58)
5/8 Hydromantic harpoonguns
Icedrake rider 2/6
8/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Uber Frog Wardens(on territory 58, 60)
2 Toadman Peltast (1 on 58, the other on 100)
2 Toadman Wardens (1 on 58, the other on 100)
3 Frog Wardens Army (on territory 100, 2 on 60)
2 Uber Frogman Peltast army (on territory 100, 49)
>>Designs: https://pastebin.com/6nxP2udX
>Host Induced Memery
Angry Wyrms
1. The City on 58 shall be finished, it has dawdled in the much of the island long enough.
2. The new weapons are almost finished, we can almost taste the power they possess.
3. The upgrades on the defenses shall progress as well for Chadlia, we shall turn out city into a citadel.
4. Taming an icedrake is one thing, but riding it is entirely another. We must continue to progress in this plan, and seize what is ours.
5. The island we have marked as "50" beckons those among the frogmen who seek to settle new lands. We shall abate them in this thirst.
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c73978 No.45642
| Rolled 64, 11, 21 = 96 (3d100) |
>>45622
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
guns average 3/8
Armourcrafting weak 1/6
2/4 Trapping weak
Bombs weak
Design:
Dwarven infantry:
[Ranged]
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
Territories: 2 (48) (47) Colonizing 49 1/3
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects:
Armies: Dwarf riflemen army (48) Dwarven Infantry (48)
Action 1-3 Improve guns technology
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615fb1 No.45643
| Rolled 20, 32, 80, 22, 47, 66, 49, 28, 64, 63, 43 = 514 (11d100) |
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into gender-less formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their deity's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies: Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 6/8) Trapping Average
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 6/8,
,
>Armies: 1 Militia (on territory "25") , 6 spearmen army, 3 infantry, 2 knights
Designs: Monsteroo knights, Floatpowder
>Mana: 40 (1 x 5/turn)
1-3. Now lets see if our own could be able to patrol the skies and fight for us (See if we can use floatpowder with the knights)
4-6. We need to experiment with the Floatpowder to with the Emberstones to see what could happen (Add Float powder to Emberstones)
7-9 We need to build larger farms to feed our people some more (Farming Average (1 extra food per farm. Average 6/8))
10. We need to build schools for our own are starved of knowledge (Build some schools)
Activating the bloom
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2e4785 No.45650
| Rolled 45, 16, 17, 31 = 109 (4d100) |
>>45622
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth Strong
Crystal weapons Average
Crystaline structures strong
Sonic rifles weak
Crystalline armor weak 1/4
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
enchanting weak
enchanting weak 4/6
Territories: 1 (Territory "95" Psirenia)
Mana:95 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Great magical amplifier(95) 5/10
Armies: 1 Militia (on territory "Psirenia")
Designs:
Solder:
attack:1
Defence:1
Movement:1
1. Keep working on a spell to translocate settlers to settle new islands.
+Average Aeromancy
+Average Spatial
research center +10 to research rolls (95)
+2 island bonus
2.Keep working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range. 5/10
Crystaline growth Strong
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
Enchantment weak
+2 island bonus
3.Improve our enchanting once more! 4/6
+2 island bonus
+10 Research center
+Crystalline Growth strong
4. Keep working on a way to make Armor and such out of our crystals. Back it with metal in key location but not so much as to unduly encumber our men or any vehicles in the future.
+Crystalline growth Strong
+Metal
+2 island bonus
+research center +10 to research rolls (95)
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2e4785 No.45651
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247019 No.45653
| Rolled 76, 59, 5, 51, 9 = 200 (5d100) |
>>45622
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Architecture weak
Soulwood crafting
armorcrafting weak
Conquest Assimilation Average
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion average:
Territories: 27,30, 36, 37, 29, 21, 32, 22, 23 +18
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), Metals (29), Stabilized Dark Portal (29), Convicted minority (29), Magical Lab (30) +10
Projects: Spatial magic weak 4/12, 1/6 (6)Improved bestial mutation
Armies: 1 Militia (27), 3 Vampiric Armies (2 at 27, 1 at 37), 1 demonic bat knight (31), 12 noble batknights(1 on 6; 3 on 25; 2 on 47; 6 on 37)
Designs:
Vampiric army:
attack: 1
Defence: 1
Movement: 1
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat carriage
Attack: 3
Defence: 1
Movement: 5
[Monstrous flier][Clumsy][only two per island][transport]
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat Knight:
Attack: 5
Defence: 3
Movement:6
[monstrous flier] [only two per island] [knight]
Upgrades: +Weaponcrafting, + Armorcrafting weak, +Soulwood.
Mana: 300+ 50/turn
—–
1-3) research zombie plague, +10 labs +18 from islands, +average soulinfusion, +average mutagenic
4-5) Recruit more noble bat knights
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247019 No.45654
>>45653
+18 from islands for last actions
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247019 No.45655
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247019 No.45659
| Rolled 53, 41, 37, 64, 55 = 250 (5d100) |
>>45627
1
Demonic bat knight from 37 invades 31
2
With Bestial mutation.
>>44161
3
Noble Bat knight from 21 invades 6
>>45642
4-5
2 noble bat knights from 30 and 36 invade 47
Demonic bat Knight:
Attack: 5/6
Defence: 3/3,6
Movement:6/8
[monstrous flier] [only two per island] [knight]
Upgrades: +Weaponcrafting, + Armorcrafting weak, +Soulwood.
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247019 No.45660
| Rolled 85, 32, 6 = 123 (3d100) |
>>45653
>>45626
3 noble bat riders invade 39
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72a529 No.45661
| Rolled 1, 85, 67, 96, 81, 39, 78, 80 = 527 (8d100) |
>>45659
1/7. Pitdogs
8. ST66
Electronics average, Stealth weak, Guns average, Armor weak
The sky shall be filled with bullets
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cd0f6a No.45662
| Rolled 79, 53, 43 = 175 (3d100) |
>>45626
>>45660
1. Blizzard wyvern army keeps low taking out the bunches of diving bat knights.
2. The demonic lightning wyverns keep high, making sure to land on the island if mortally wounded. (2 casts of Adrenal overload)
3. Militia keeps hunkered to fight off those who land.
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cd0f6a No.45663
>>45662
Tech: Mutagenic weak, Weaponsmithing Weak, Taming Weak
Spells: Adrenal overload (+10 10% chance of dying) -10 mana
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90410b No.45664
| Rolled 81 (1d100) |
>>45663
1-20 = dead from adrenal overload
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247019 No.45665
>>45653
1 noble batrider goes from 37 moves to 29 and guards the portal
2 from 37 Noble bat riders guard the airspace around 31
3 from Noble bat riders guard the airspace from 39 to Blood court territory.
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16a6e6 No.45666
>>45622
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
Bonuses: +10 to all magical research
Magics: Geomancy weak, spatial magic weak
Technologies: Smithing weak. Weaponsmiyhing weak. Enchantment average, golemcrafting Average, focicrafting average
Worker golems +2 to all rolls.
Territories: 1 (61)
Resources:
Mana crystals (61)
Projects:
Armies: 1 Militia (61)
Magical university 7/8
focicrafting average (upgrade) 1/8
spatial magic weak 5/6
Magical communication weak 3/4
Golemcrafting average (upgrade) 1/8
Scientific principles weak 3/4
Stat Post
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16a6e6 No.45667
| Rolled 66, 19, 70 = 155 (3d100) |
>>45666
"ATTENTION!
As promised, your illustrious Government hereby announces our countries next big cultural improvement project.
OPERATION SAND AND SUN!
We will advance our magitechnological capabilies to develop a tropical beach paradise of our island, and thereby reap the rewards. A monument to our ingenuity."
https://www.youtube.com/watch?v=zb0XLBrqVM4&index=1&list=PLX9R3E_Pz-fYxf6y0d1nM_IvNe9q40QyD
1. The beach will be a great attraction for future University students. A place they can relax and have awesome night parties. But first, we need the school to be finished.
University 7/8
Worker golems +2 to all rolls.
2. Send out surveyors to our shores and start preliminary research of the coastline. I want a list of any new magics or resources we need to develop our beach paradise.
"Most likely we'll need alchemy to convert the rocky terrain into soft sand, and some weather enchantments to encourage the sun to shine and warmer weather."
+10 to all magical research
3. We're definitely going to need our Scientific Principles to par for this project. Magic is not an exact science after all. Scientific principles weak 3/4
+10 to all magical research
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16a6e6 No.45668
| Rolled 16 (1d100) |
>>45667
4. We'll also need our Spatial Magic finished too so we can easily move materials for the beach project. I have a feeling its going to be a long while in the making.
+10 to all magical research
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72a529 No.45669
>>45661
the way I see this playing out is that the callous leaders sent in the worst regiment out in the open to be bat bait and once the vampires charged headfirst AGAIN the entire area was lighted up by gunfire from the rest of the troops
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