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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: f5cb6f943e0e3f3⋯.jpg (108.54 KB,1024x512,2:1,Gang builder.jpg)

bb98e8 No.44182 [View All]

This is a continuation of the last thread. As of right now, I want all returning players to post their last stat block, and a link to their last action from the past thread. That way I know who to update. The link to the last thread is here; https://8ch.net/builders/res/34885.html

I would also like for people to give me a brief run down of what was going on with your gang before the thread died out.

Name:

Faction Name:

Fluff:

Faction Fluff: See Faction name

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

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

20 postsand4 image repliesomitted. Click reply to view. ____________________________
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bb98e8 No.44224

File: 2c0cb27c041452d⋯.jpg (130.26 KB,1280x720,16:9,UNDEAD.jpg)

>>44220

1&2) As you studied the letter, during the middle of the night, you heard a knock at your door; you were surprised. You had told none of the boys to come get you as you were deep in thought. Opening the door, ready to yell which ever punk it was, you only find a letter.

EVENT: As the last lines of the Erget's fall back into Killzones ready for the undead, they are confused as to why the assault slows. The Undead witch fades away as the undead slow in their approach to the Docks. Those towards the core are decimated by CORE troops, flaunting their muscles and powers. But it is soon revealed as to why the undead have stopped; A large concentration of citizens were led directly to the slaughter, and now the undead were too busy feasting to continue. [NEXT TURN, UNDEAD ATTACK BEGINS.]

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a18144 No.44225

Dice rollRolled 78, 89, 9 = 176 (3d100)

>>44222

Name: Ellis Kane

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

Faction Name: Dock Workers Union

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

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

Dirty Jack[1.6][Trainer]

16 Dockmen[1.5]

8 Milita Men[1.1]

>Inventory:

1 Mechi-Boat

9 Basic Pistols[+.10]

10 Makeshift Weapons [+0.05]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

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

Neighborhood Watch [+25$/turn]

Basic Dockyard [+30$/turn]

Basic Fishery [+20$/turn]

>Bonus:

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

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Good

The Beacon- In touch

>Current Location:

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

—-

1. Get collecting more weapons! I want each man with at least something to crack skulls with!

+Basic Authority

2. Get that fuckin training done! 5/6

+Dirty Jack [Trainer]

+Basic Authority

3. Lastly get everyone down to the dockyards, we will seal up the end of the wharf and crush every zombie that comes our way!

+Basic Authority

+6th Dock

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2fb028 No.44226

Dice rollRolled 4, 5, 1 = 10 (3d6)

>>44221

+2.75 Anziani [fast]

+2 Remade Men [classy] tommy guns +0.2 x 2

The remade men stay in cover firing at the boneheads in turn, so one can reload while the other fires. Meanwhile Anziani zipps around [fast] distracting them and taking shots of opportunity.

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801196 No.44231

Dice rollRolled 19, 53 = 72 (2d100)

>>44222

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

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

>Leader & Heroes:

Ezekiel Samson (Peace)[2.5][Fast]Resplendent Saber[+.2][Master Crafted]

+Pistol .15

+"Jester" Suit[+.15]

The Rose Masque[1.25][Luster][Charade] +Sword +.15

+ 1 Pistol .15

+"Jester" Suit[+.15]

>Henchmen:

2 Comedy Masque[1.2]

+(Assassin Blades[+.1][Concealed])

+"Jester" Suit[+.15]

Comedy Masque[1.2]

+(Assassin Blades[+.1][Concealed])

2 Blank Masques[1] Swords +.15

1 Despair Masque[2][Slow][Resilient]

+GreatSword [+.5][Slow]

+"Jester" Suit[+.15]

1 Rage Masque[1.6][Berserk]

+Axe[+.10]

+"Jester" Suit[+.15]

>Inventory:

1 Caravan Cart

2 Basic Poison Caches

4 Daggers[+.05]

3 Disguise caches

500$

4 Assassin Blades[+.1][Concealed]

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

3 Swords[+.15]

2 Pistols[+.15]

4 Elites[If they survive the waves of undead, than you will get a large sum of cash!]

6 "Jester" Suits[+.15]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

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

Illustrious Charade- Under the guidance of Rose, your troupe members have taken on a new elegance. You gain a flat bonus to performances. But that is not all that your Troupe members have learned from the pupil. After damage calculations, roll a d2 for each Henchmen lost. On a 2, the Henchmen is revived.

>Connections:

Maritime Elite- Good

>Location:

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

1. Position our cart in such a way as to maximize our advantages of weapons and tactics for defensive value. Also allow us multiple means of retreat if need be. (attempt to position our cart in such a way as to get a defensive bonus)

2. Prepare as many shots, bandages, bombs, Chemicals and other sundry supplies needed to endure the fight.

(Make sure we can last the siege by preparing supplies.)

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337542 No.44236

Dice rollRolled 69, 60 = 129 (2d100)

>>44222

Name: Kazuo Takami

Faction Name: Akatora-Gumi

Fluff: A poor immigrant from the east, Kazuo found himself lacking a job upon arriving in the Industrial District. Meeting with several fellow of his countrymen in this foreign land, they determined to make a living no matter the method. Forming a gang, these men honed their already remarkable fighting prowess, and set out into the world, ready to face anything.

Faction Fluff: Named to exemplify their ferocity, the Akatora-Gumi will stay loyal to their contractors, that is until the gold ceases to flow, of course. They will act as enforcers, guards, and have even been known to carry out assassinations. And to cross them means death, the authorities failed to recognize the corpse of the last man to make that mistake.

Leader & Heroes:

Kazuo Takami[1.35][Fast]

Henchmen:

3 Shatei[1.10]

1 Kyodai[1.3]

1 Kaikei[.75][Assistant]

Inventory:

3 Knives[+.1]

1 Submachine-gun[+.25]

1 Ancestral Blade[+.2]

Skills:

Basic Poisoning

Basic Legal ability

Advanced Assassination

Bonus: The Losing Hand- You come from a long line of cheaters, liars, and dirty buisnessmen. If you infilitrate a opposing gang in any way, shape or form, you may at any time after they have rolled and done their actions, re-assign their actions to their rolls. Essentially, you may pick which actions are paired with one of their rolls. If you do this, however, you will alert the faction to your presence.

Connections:

[Yakuza]-Your last chance.

Location: Industrial District, Maritime border

1. Hmm, maybe I'll have better luck finding work this time around.

2. Attempt to recruit from recent Japanese immigrants.

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f6c2f6 No.44238

Dice rollRolled 35, 82 = 117 (2d100)

>>44217

>Name: Jack

>Faction Name: Akumetsu

>Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

>Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

>Leader & Heroes: Jack[2]

>Henchmen: 2 Jacks[2]

>Inventory: Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1]

>Skills: Basic Cloning

Basic Justice

Advanced Purpose

Location: Industrial District

>Bonus: Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

>Connections: Relations to other factions in the city

Action 1: Before we can start bringing up justice we must first find equipment for myselves so i can start cleaning up the streets!

Action 2: Create more clones of myself

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628a46 No.44239

Please post your actions now, if you haven't already

Druza:

ADD:

Location:

Botanical District, lvl -4, St. Meiers medical facility.

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6c3535 No.44245

File: 2fc38db32b9088e⋯.png (95.12 KB,200x273,200:273,200px-Illithid_Sorcerer.png)

Dice rollRolled 19, 27 = 46 (2d100)

>>44239

Starting district: botanical

Name: Lerbex Svalbalelt

Faction Name: New Moirai Flayers

Fluff: Lerbex is the leader of the local Mindflayer enclave. Striving to increase their influence on the society and power. Riches are merely a means to the goal. Lerbex is an ancient being that has finally been deemed capable and responsible enough to lead one of the enclaves and he is very keen to prove himself.

Faction Fluff: The new moirai Flayers are the local mindflayer enclave. Seeking to establish more and more sway over the city to work towards the Illithid goal of global dominance over the lesser species in the far future. They don't seek a violent takeover but are content to slowly spread their influence any way they can until the world belongs to them.

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

Leader & Heroes:

Lerbex Svalbalelt[1.5][Flayer]Psionic]

Henchmen:

2 Full Grown MindFlayers[1.25][Psionic]

1 Elder Brain[2][Psionic][Immobile]

Inventory:

3 Daggers[+.1]

5 Brains[-1/turn]

Skills:

Basic Psionic Defensive ability

Basic Psionic Offensive ability

Bonus: Mental Masterminds- You can attempt to dominate a enemy unit in combat, or enemies that you have kidnapped once per turn. Roll a 1d100 when attempting to do so. Add 5+ for every Psionic Unit in your gang. The target will roll a 1d100 to resist. If you win the roll off, you gain control over the unit. Controlled units work at a -10 penalty, and if they roll below 0 after modifiers, they break free. Controlled units may not given any positive modifiers. You may disown any unit you have control over at any point.

[Beyond the shore…:15 Turns remain][-1 per turn]

Connections:

That…. That did not seem very good. It is worrying by we can not let worrying get in the way of the goal. It will have to be solved sometime but we think we have time yet.

1) We look for a way to access the shantytowns above. Through land or water we shall get there and if we encounter anything on the way we shall mindcontroll them to add them as thralls.

2) We also search for beings we can implant with our larvae to increase our numbers.

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5be179 No.44257

Dice rollRolled 5, 5, 2 = 12 (3d5)

>>44226

3 Boneheads[1][Undead]

Being so far away from the main horde, the three undead surge forward, aiming to do some damage.

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acddae No.44259

Dice rollRolled 84, 58 = 142 (2d100)

>>44222

Leader & Heroes:

Georgie[.7][Man Behind the Mask]

Henchmen:

Monster[4.5][Horrifying][Controlled][Mechanical][Slow]

Andy[.75][Mechanic]

Location: Botany District, LVL -4, Thanos Parkway

Resource:

Basic Drug Lab[+.5 Drug Cache/turn

Inventory:

3 Basic Drug Cache

1 Machinery Cache

1 Pistol[+.15]

Skills:

Basic Drug skills

Basic Mechanic skills

Bonus: Lets find out who this monster Really is!- Your gang is a small one, kept afloat by mad dreams and daring schemes. You may add +10 to any rolls involving drug creation and any that involve really outlandish plans. As long as Georgie is still alive, you can add his combat rating to your Monster's, even if he is not in combat.

Connections:

[Botany Gangs]-This kids got spunk.

1. A man is defined by his actions not his talk, Georgie and the Monster head down to the lower level to sack the opposition for equipment (+10 for daring do)

2. While the cats are away the mechanic will play, Andy can see about building some stationary defenses in the Lab to dissuade anyone from bothering us [Mechanic]

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bb98e8 No.44261

Dice rollRolled 3 (1d5)

>>37232

1 Biomonster[4]

The Monster, seeing its fellow creations, bellows with rage, its overgrown nostrils flaring with mindless hate. It clasps it's hands over its ears, further infuriated by the noise of the Boy of Silence, but presses on its charge.

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bb98e8 No.44262

>>44261

ROBINSON'S GARDEN:

>13.4

VS

BIOMONSTER

>10

Slamming into each other, the monster and the Strongman bash away, as the Painted Lady and Boy of Silence circle around; when the opportunity presented itself, the two pounced. Grabbing the monster by its arms, they held him back for only just a moment; a moment long enough to inject the muscle relaxant.

As the beast finally simmers down, you are thankful that you re-captured him, but are disapointed by the damage it had inflicted on itself.

ADD:

Resource:

1 Comatose Biomonster.

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438e14 No.44263

Dice rollRolled 86, 15 = 101 (2d100)

>>44262

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

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

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

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

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

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

1 Boy Of Silence[1][Distorted]

1 Strong Man [2.25]

1 Painted Lady[1.2][Allure]

>Inventory:

7 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

2 Willing, full bodied men

0 Willing, full bodied women

1 Muscular Stabilizer

1 Comatose Biomonster

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

Basic Pheromonal Boosting [Painted Ladies]

>Bonus:

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

>Connections:

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

1&2. Make sure the man heals nicely and the muscle growth has stabilized. As well make sure the new muscles won't be causing the man any more pain. +32

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2fb028 No.44279

Dice rollRolled 25, 56 = 81 (2d100)

>>44221

Leader & Heroes:

Anziani Giovanni[2.75][Fast]

Henchmen:

2 Remade Men[2][Classy]

Inventory:

210$

2 Tommy Guns[+.2][Fast]

Resources:

The Blood Sucker[+25$/turn]

Skills:

Basic Vampiric Powers

Basic Loan Sharking

Bonus:

A lovely night, isn't it?: On every night(1st turn), you get a +10 to all rolls as your vampiric nature helps loosen some gears. You also get [.20] to your overall combat when engaged on those turns. But every other turn, you get -5 to all your rolls, and [.20] subtracted from your overall combat score.

Connections:

None

Location: Archival, 1st level, 22nd street.

1) Laying low during the day the vampires visit the lower levels of the archive, looking for businesses in financial straits to loan some money too. -10 Day, +10 Loansharking.

2) The long sleep has curbed the once mighty vampiric abilities Anziani possesed. Trying to master them again he feeds the prostitues some his blood. Normally giovanni blood is extremly addicting, possessing effects similar to excasy and making humans excude an inhuman and intoxicating glow, somewhat like the giovannis themselves.

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2fb028 No.44280

>>44279

-10 day, +10 vampiric powers on action 2

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bb98e8 No.44308

>>44257

>>44226

>>44226

BONE HEADS

>1

VS

VAMPIRE BOYZ

>22

These undead goons we're no match for the power of the vampires reborn; it was a simple matter of outpacing them and cracking their bones apart.

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bb98e8 No.44400

File: 88ccce1bcb1c326⋯.jpg (20.65 KB,620x332,155:83,SAFETY FIRST.jpg)

>>44225

1) Pillaging through the docks provides some more Makeshift weapons; Every little bit will help.

ADD:

6 Makeshift Weapons[+.05]

2Basic Pistols[+.10]

2) Training is done! And just in the nick of time, too!

ADD SKILL:

Basic Training[+5]

3) As you send your men to set up the barricades, you find little time to work; As soon as you begin to construct the fortifications, you see them, in a big mob, walking down the street, the horde of undead. Your men step back, and prepare for combat.

ROLL FOR COMBAT: Due to your larger presence in the Maritime district, more of the undead have clamored towards you. And to make matters worse, as your men turn their backs, more undead begin to pile their way out of the fishery, and dockyard, prying their way free from the masonry and concrete. From the distance, you hear a evil cackle, distorted and mocking.

>ATTACKING:

40 Bone Heads[1]

1 ""Foreman""[X][Shifting][Concussive][Elusive]

>>44231

1) Herding your carts away into a protective ring, you are dismayed to find that you have too few to really encircle them. At best, you hide them against the wall.

2) Running through a already picked over district, you find a few medical supplies.

COMBAT: The Undead are jealous and greedy creatures; for they themselves lack even the most basics of life. Thus with the smell of the rich so close, and the sights and sounds of the theater so inviting, the undead clamor towards your caravan.

>ATTACKING

30 Boneheads[1]

>>44236

1) With the current situation in the Maritime district, even the people of Industrial feel a bit on edge. And that means plenty of people looking for a bit of extra protection.

ADD RESOURCE:

Basic Protection Racket[+10$/turn]

2) You find a man willing to help even the odds, although there seems to be a pretty big shortage of Oriental immigrants in this part of the city.

ADD:

1 Shatei[1.10]

>>44238

You find a few more weapons, long poles and such that can be used as hand weapons

ADD RESOURCES:

4 Basic Hand weapons[+.1]

2) You create an additional Jack

ADD HENCHMEN:

1 Jack[2]

>>44245

1) Lurking through the tunnels and waterways of Botanical, your underlings spend most of the day trying to locate some way to access the town above, but come up empty handed.

2) Once again, your search has come fruitless of regular humanoids. Something must have horribly spooked them off, it seems. But you do come back with a few mongrel dogs and other animals

ADD RESOURCES:

2 Captured Mongrel Hounds

>>44259

1) After frightening the absolute crap out of a smuggler and prospector, you are able to weasel out of him a way to get down to the floor below you. In the ruins of an old clinic, you find a passage wide enough to bring Georgie and the Monster down. Now its time to do a little digging, to see what you can find.

ADD:

Lower Floor Expedition[1/2]

2) Meanwhile, Andy works on the machinery Cache, and are able to develope some nasty little traps. Springlocks are essentially Beartraps on legs, and are all to eager to serve.

ADD HENCHMEN:

2 Springtrap[2][Disposable]

>>44263

1+2) Work goes splendedly as you finish up the unfinished procedure, binding and putting an end to the rampant grwoth. Although the bio-abomination did suffer damage, and the muscle stabalizer shrunk it down, you are able to make a fully operational Strongman

ADD HENCHMEN: Strong Man[2.25]

>>44279

1) Although times are rough, not many buisnesses are willing to loan their money to such pale, and imposing strangers so easily. They might need a bit of convincing of another manner.

2) You give the girls a bit of blood; but it might take a bit more to get them all the way there.

ADD:

Lady's of the Night[1/4]

>>44308

With the bone heads throughly thrashed, you can relax for the time being.

>EVENTS:

>WEATHER REPORT:

"Ho Ho! This is the weatherman, reporting from the Weather Spire in the CORE district! And I must say, things are not looking quite so good down in Maritime! A cold wind is blowing through, followed up by even colder creatures! I have no doubt that the CORE's security forces will take care of it…"

>PUBLIC ANNOUNCEMENT:

"People of Maritime, this is your lady speaking; Please move all peoples towards either the CORE district, or towards the Docks. We have set up fortifications along that side, and the CORE will provide forces to help counter attack! Just hold out a little bit longer! We shall see ourselves through this nightmare!"

>WAR ON ALL FRONTS

As the situation escalates in the Martime district, multiple forces from both Industrial and Archvial have been sent in. However, the Botanical District lady, in turn, has seemingly vanished from the public eye entirely. Meanwhile, the Overwath forces and Archival Guard have contributed to the counter attack. Meanwhile, great infernos billow into the night sky, as the CORE's security services cut down the enemy with ungodly power.

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05c483 No.44401

File: 83e744b905ace5e⋯.jpg (73.71 KB,620x487,620:487,2ba067b112538af3d0d8846554….jpg)

Dice rollRolled 5, 4, 1, 2, 1, 1, 2, 3, 4, 2, 4, 1, 5, 5, 2, 2, 5, 1, 4, 4, 1, 3, 4, 4, 2, 4, 3, 3 = 82 (28d5)

>>44400

Ellis Kane[1.55]+Makeshift Weapon [+.05]+Shield[+.20][Block]+Body Armor[+.25]

2 Smugglers [1.2][Sly]+2 Basic Pistol[+.10]

Dirty Jack[1.6][Trainer]+Basic Pistol[+.10]

14 Dockmen[1.5] +8 Basic Pistol[+.10] +6 Makeshift Weapons [+.05]

2 Dockmen[1.5]+2 Shields[+.20][Block]+2 Makeshift Weapons [+.05] +2 Body Armor[+.25]

7 Milita Men[1.1] +7 Makeshift Weapons [+.05]

1 Milita Men[1.1]

7 Makeshift Weapons [+.05]

3 Shields[+.20][Block]

3 Body Armor[+.25]

Basic Combat[1.10]

Basic Training[+5]

“ALRIGHT YOU DOGS! FORM UP, PROTECT EACH OTHER, LISTEN TO ME AND JACK! IF YOU WANT TO MAKE IT OUT OF THIS ALIVE WE HAVE TO WORK TOGETHER!”

Ellis moves over to the Smugglers giving them each a basic pistol whispering

“Watch out for that laughing motherfucker, if he exposes himself take him down.”

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801196 No.44402

Dice rollRolled 1, 1, 5, 2, 1, 2, 4, 5, 5 = 26 (9d5)

>>44231

>>44400

>Leader & Heroes:

Ezekiel Samson (Peace)[2.5][Fast]Resplendent Saber[+.2][Master Crafted]

+Pistol .15

+"Jester" Suit[+.15]

The Rose Masque[1.25][Luster][Charade] +Sword +.15

+ 1 Pistol .15

+"Jester" Suit[+.15]

>Henchmen:

2 Comedy Masque[1.2]

+(Assassin Blades[+.1][Concealed])

+"Jester" Suit[+.15]

Comedy Masque[1.2]

+(Assassin Blades[+.1][Concealed])

2 Blank Masques[1] Swords +.15

1 Despair Masque[2][Slow][Resilient]

+GreatSword [+.5][Slow]

+"Jester" Suit[+.15]

1 Rage Masque[1.6][Berserk]

+Axe[+.10]

+"Jester" Suit[+.15]

The troupe hides against the wall, seeing the zombie horde coming. Those with ranged weapons sue them, aiming for the heads to destroy these cursed undead. Those without guns are handed Home made Molotov cocktails, made from the poison and medicinal caches alcohol stores and spare bits of unused cloth the Troupe had on hand for costumes. The makeshift firebombs will hopefully disrupt and kill off the horde.

When the horde finally makes it to melee they troupe will force them into killzones, places where one or two people can fight and keep the numbers from overwhelming the defenders. Peace and the Despair MAsk will by at the two ahrest points, one being a clam void in the maelstrom able to kill any enemy quickly and the other is big, tough, hardy and able to rip them in two with his sword easily. The berserking rage masque will be realized into the horde when the time is right. After all, the horde's greatest strength is numbers. Assuming the defense may fail the hope will be that they horde will be so concentrated on the entry points that the Troupe and it's hangers on can escape by vaulting over the side and making a clean getaway.

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801196 No.44403

>>44402

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

2 Basic Poison Caches

Medicinal supplies I got last round and

Link above was me

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ba1f15 No.44425

Dice rollRolled 3, 3, 2, 1, 2, 1, 3, 5, 4, 4, 3, 2, 5, 5, 3, 4, 4, 1, 4, 1, 3, 3, 4, 2, 4, 5, 4, 2, 1, 1, 5, 3, 4, 2, 4, 1, 3, 1, 5, 1, 5 = 123 (41d5)

>>44401

>ATTACKING:

40 Bone Heads[1]

1 ""Foreman""[X][Shifting][Concussive][Elusive]

As the Skeletons advance, the Foreman slithers through the crowd, darting for Ellis

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ba1f15 No.44426

Dice rollRolled 4, 3, 1, 3, 1, 5, 5, 5, 2, 3, 4, 5, 3, 5, 2, 5, 4, 5, 5, 2 = 72 (20d5)

>>44402

>ATTACKING:

20 Boneheads[1]

Thanks to your quick thinking, a few molotov cocktails spill over the walls of the carvan, tumbling into the horde. Although it took all your supplies, you certainly thinned them out.

>REMOVE ALL:

Poison Caches

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3ab127 No.44427

File: 735a0a3fb0513e4⋯.jpg (58.05 KB,1065x460,213:92,2011_in_time_20th_century_….jpg)

Dice rollRolled 45, 64 = 109 (2d100)

>Leader & Heroes:

Riccardo "Ricky" Marino

>Henchmen:

10 Made Men[1]

Madame Helena[1][Enforcer][As long as you control Madame Helena, all Call Girls add +3 to their $ per turn

Inventory:

The Exquisite Beauty Massage Parlor

1 Casino[+50 Dollars a turn]

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

13 Pistols[+.10]

10 Cutters[+.8]

1 Rifles[+.15][Ranged]

1 Machine gun[+.15][Fast]

675 dollars +194/turn-85/turn

11 Drug Cache

3 Contraband Caches

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

8 "Call Girls"[+13$ a turn per girl]

>Skills:

Basic Racketeering

Basic Gambling

Advanced Smuggling

>Bonus:

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

Connections:

Archive Underground-Acknowledged, Provider

Core Invitee's-Neutral

>Location:

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

1. Ricky emerges from his search again, this time addressing his gang.

"Alright boys, let me give you the jist. We need to find out who started these fires. Why? You're not supposed to ask why, but I'll tell you: business. Plain and simple. Do your job, we get paid. Capiche?"

2. Meanwhile, Ricky himself frequents his own casino. He even has his Call Girls working on the case, asking them to write down any blurbs by anyone or any person who might have known something about the archival.

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6c3535 No.44428

Dice rollRolled 52, 50 = 102 (2d100)

>>44400

Starting district: botanical

Name: Lerbex Svalbalelt

Faction Name: New Moirai Flayers

Fluff: Lerbex is the leader of the local Mindflayer enclave. Striving to increase their influence on the society and power. Riches are merely a means to the goal. Lerbex is an ancient being that has finally been deemed capable and responsible enough to lead one of the enclaves and he is very keen to prove himself.

Faction Fluff: The new moirai Flayers are the local mindflayer enclave. Seeking to establish more and more sway over the city to work towards the Illithid goal of global dominance over the lesser species in the far future. They don't seek a violent takeover but are content to slowly spread their influence any way they can until the world belongs to them.

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

Leader & Heroes:

Lerbex Svalbalelt[1.5][Flayer]Psionic]

Henchmen:

2 Full Grown MindFlayers[1.25][Psionic]

1 Elder Brain[2][Psionic][Immobile]

Inventory:

3 Daggers[+.1]

5 Brains[-1/turn]

Skills:

Basic Psionic Defensive ability

Basic Psionic Offensive ability

Bonus: Mental Masterminds- You can attempt to dominate a enemy unit in combat, or enemies that you have kidnapped once per turn. Roll a 1d100 when attempting to do so. Add 5+ for every Psionic Unit in your gang. The target will roll a 1d100 to resist. If you win the roll off, you gain control over the unit. Controlled units work at a -10 penalty, and if they roll below 0 after modifiers, they break free. Controlled units may not given any positive modifiers. You may disown any unit you have control over at any point.

[Beyond the shore…:14 Turns remain][-1 per turn]

Connections:

RESOURCES:

2 Captured Mongrel Hounds

1) It's not the lifeforms we'd have prefered but anything is better than nothing. We implant the dogs with larvae to make guardians that shall serve us.

2) We NEED a path up to the aboves. Find some path up to the shantytowns and other districts if possible. We just need some source of people. If we can then abduct anyone we encounter at same time.

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3ab127 No.44429

>>44427

Also

*12 "Call Girls"

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b465ec No.44430

Dice rollRolled 21, 5 = 26 (2d100)

>>44400

Name: Dr. Arkonas Robinson

Faction Name: Robinson's Garden

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

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

>Leader & Heroes:

Dr. Arkonas Robinson

>Henchmen:

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

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

1 Boy Of Silence[1][Distorted]

2 Strong Man [2.25]

1 Painted Lady[1.2][Allure]

>Inventory:

7 Basic Medical Caches

3 Sets of Basical Surgical Supplies

1 Gurney

2 Willing, full bodied men

0 Willing, full bodied women

>Skills:

Basic Jurryrigging

Basic Researching

Advanced Surgical Skills

Basic Muscular Enhancement[Strong Man]

Basic Sensory Advancement[Boys of Silence]

Basic Pheromonal Boosting [Painted Ladies]

>Bonus:

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

>Connections:

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

1&2. Make one more strong man. +32

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bb98e8 No.44443

File: aee2367a569a1d8⋯.jpg (66.55 KB,600x872,75:109,ATTACK.jpg)

>>44401

>COMBAT

>DOCK YARD UNION

132.86

>>VS

>BONE HEADS

128.25

As the Undead horde crashed through the streets, they clambered towards the lines of the Dork Workers union, the lines of workers let loose a flurry of Pistols shots into the horde. But as guns ran dry, the horde set upon the Dock workers, their skeletal hands digging into living flesh greedily. But as the lines of battle emerged, by some miracle, the dock workers held the line, bashing away the monsters of the night, working in unison to help repel and push back the horde. United as a front, the "Foreman" shifted his body, contorting into a mess of flesh, before changing into a facsimile of Ellis himself! But the real Ellis, too keen an eye, put a bullet right in-between the imposters eyes. Growling the beast fled, hurt but not quite dead, off to lick its wounds.

This left the Union boys against a leaderless army, an army they were able to push back. As their numbers faded, so too did their advantage, until they were quickly routed.

Although at their feet lied many a dead friends, they were alive, and victorious.

>REMOVE:

3 Dockmen[1.5]

5 Milita Men[1.1]

All equipment is retained since you were victorious.

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05c483 No.44444

Dice rollRolled 80, 30, 76 = 186 (3d100)

>>44443

Name: Ellis Kane

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

Faction Name: Dock Workers Union

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

>Leader & Heroes:

Ellis Kane[1.55]

>Henchmen:

2 Smugglers [1.2][Sly]

Patricia [.75][Assistant]

Dirty Jack[1.6][Trainer]

13 Dockmen[1.5]

3 Milita Men[1.1]

>Inventory:

75 Dollars

1 Mechi-Boat

11 Basic Pistols[+.10]

16 Makeshift Weapons [+0.05]

3 Shields[+.20][Block]

3 Body Armor[+.25]

2 Drug Caches

1 Lockpick Cache

>Skills:

Basic Authority

Basic Combat[1.10]

Advanced Boating

>Resources

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

Neighborhood Watch [+25$/turn]

Basic Dockyard [+30$/turn]

Basic Fishery [+20$/turn]

>Bonus:

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

>Connections:

Dock Yards- Good

Maritime Guard- Neutral

Construction Foreman- Not Great

The Beacon- In touch

>Current Location:

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

—-

1-3. Fall back to the Fishery itself and barricade it as much as possible!

+Literally everyone

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bb98e8 No.44445

>>44402

>THE PEACE TROUPE

58.65

VS

>BONE HEADS

72

Aliging themselves in a strategic pattern, the Peace Troupe engage the Undead with a artful grace that is seen little elsewhere, and is only born by years of practice on the stage. Utilizing their gangers in the perfect spot, they are able to elimate a good deal of the horde as they shamble towards the carts; and for the most part, they seem to ignore the clowns that were thinning their numbers, in favor of rushing for the smell of the rich. Although a few of the troupe are seemingly torn down in the combat, the incandescent rage of the Berserker helps turn the tide, and allow for them to eliminate a good chunk of the horde, before it finally routes and scatters away. But not before dragging along one of the unfortunate Sponsors of your troupe. Rose and Ezekial are both smart enough not to pursue. Perhaps they may not get as much, but they walk away with their lives. And besides, what good is a fight with out a little tension?

REMOVE:

>Henchmen

1 Rage Masque[1.6]

1 Blank Masque[1]

1 Comedy Masque[1.2]

(use your Illustrious Charade now))

>Resource

1 Elite

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bb98e8 No.44446

>>44445

Sorry, that should read the bone heads as 69.25.

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801196 No.44447

Dice rollRolled 2, 1, 1 = 4 (3d2)

>>44445

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f6c2f6 No.44448

Dice rollRolled 79, 63 = 142 (2d100)

>>44400

Name: Jack

Faction Name: Akumetsu

Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

Leader & Heroes: Jack[2]

Henchmen: 3 Jacks[2]

Location: Botanical District, lvl -4, St. Meiers medical facility.

Inventory: Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1] 4 Basic Hand weapons[+.1]

Skills: Basic Cloning

Basic Justice

Advanced Purpose

Bonus: Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

Connections: Relations to other factions in the city

Action 1: Send out two jacks to kill off evil doers

Action 2: Create more jacks!

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acddae No.44449

Dice rollRolled 43, 7 = 50 (2d100)

>>44400

Leader & Heroes:

Georgie[.7][Man Behind the Mask]

Henchmen:

Monster[4.5][Horrifying][Controlled][Mechanical][Slow]

Andy[.75][Mechanic]

2 Springtrap[2][Disposable]

Location: Botany District, LVL -4, Thanos Parkway

Resource:

Basic Drug Lab[+.5 Drug Cache/turn

Inventory:

3 Basic Drug Cache

1 Machinery Cache

1 Pistol[+.15]

Skills:

Basic Drug skills

Basic Mechanic skills

Bonus: Lets find out who this monster Really is!- Your gang is a small one, kept afloat by mad dreams and daring schemes. You may add +10 to any rolls involving drug creation and any that involve really outlandish plans. As long as Georgie is still alive, you can add his combat rating to your Monster's, even if he is not in combat.

Connections:

[Botany Gangs]-This kids got spunk.

1. The Journey below continues, try to keep the monster looking properly spooky and get ready for a bit of harmless or maybe if we are lucky harmful looting, things that people want to protect are always better than things that got left behind.

2. Andy can keep working on some more springtraps to protect the lab hopefully it'll all be good for fortification and we can focus on things that make us some cash so we can buy nice things instead of making mediocre things

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801196 No.44451

Dice rollRolled 46, 92 = 138 (2d100)

>>44445

Name: Ezekiel Samson (Peace)

Faction Name: The Troupe

Fluff: http://pastebin.com/VumB3xdp

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

>Leader & Heroes:

Ezekiel Samson (Peace)[2.5][Fast]Resplendent Saber[+.2][Master Crafted]

+Pistol .15

+"Jester" Suit[+.15]

The Rose Masque[1.25][Luster][Charade] +Sword +.15

+ 1 Pistol .15

+"Jester" Suit[+.15]

>Henchmen:

2 Comedy Masque[1.2]

+(Assassin Blades[+.1][Concealed])

+(Assassin Blades[+.1][Concealed])

+"Jester" Suit[+.15]

1 Blank Masques[1]

+Swords +.15

+Swords +.15

1 Despair Masque[2][Slow][Resilient]

+GreatSword [+.5][Slow]

+"Jester" Suit[+.15]

1 Rage Masque[1.6][Berserk]

+Axe[+.10]

+Axe[+.10]

+"Jester" Suit[+.15]

>Inventory:

1 Caravan Cart

4 Daggers[+.05]

3 Disguise caches

500$

4 Assassin Blades[+.1][Concealed]

2 GreatSwords[+.5][Slow]

4 Axes[+.10]

1 Resplendent Saber[+.2][Master Crafted]

3 Swords[+.15]

2 Pistols[+.15]

3 Elites[If they survive the waves of undead, than you will get a large sum of cash!]

6 "Jester" Suits[+.15]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

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

Illustrious Charade- Under the guidance of Rose, your troupe members have taken on a new elegance. You gain a flat bonus to performances. But that is not all that your Troupe members have learned from the pupil. After damage calculations, roll a d2 for each Henchmen lost. On a 2, the Henchmen is revived.

>Connections:

Maritime Elite- Good

>Location:

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

1. Everyone is relieved for the relatively small losses of Troupe. Those who passed would be mourned but they all live today! To that end They will hunt for supplies left behind by the less fortunate to make sure they stay that way. (scavenge the area for weapons/armor/ poison caches/disguise/ medicine cahces and anything else we can use)

2. Despair Was less than pleased with his performance. He was slow, yes, but he should have been able to bring to bare more power against the horde. HE trains himself to excel in combat against foes, singular or many, once more. (Train Despair into a Hero)

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2fb028 No.44463

Dice rollRolled 80, 49 = 129 (2d100)

>>44400

Leader & Heroes:

Anziani Giovanni[2.75][Fast]

Henchmen:

2 Remade Men[2][Classy]

Inventory:

255$

2 Tommy Guns[+.2][Fast]

Resources:

The Blood Sucker[+25$/turn]

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

2 Basic Drug Caches

Lady's of the Night[1/4]

Skills:

Basic Vampiric Powers

Basic Loan Sharking

Bonus:

A lovely night, isn't it?: On every night(1st turn), you get a +10 to all rolls as your vampiric nature helps loosen some gears. You also get [.20] to your overall combat when engaged on those turns. But every other turn, you get -5 to all your rolls, and [.20] subtracted from your overall combat score.

Connections:

None

Location: Archival, 1st level, 22nd street.

1) As night falls, Anziani sends out his men to scout out the lay of the land. Which gangs are operating in the same area, what do they do. Who can we ally with, and who will be our rival? The recent fight with the boneheads might have been easy, but it begs for careful action in the future. +10 Night.

2) During the night the Anziani notices his powers spiking again. He tries to feed the girls some blood again. +10 Vampiric powers, +10 Night.

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337542 No.44478

>>44400

Name: Kazuo Takami

Faction Name: Akatora-Gumi

Fluff: A poor immigrant from the east, Kazuo found himself lacking a job upon arriving in the Industrial District. Meeting with several fellow of his countrymen in this foreign land, they determined to make a living no matter the method. Forming a gang, these men honed their already remarkable fighting prowess, and set out into the world, ready to face anything.

Faction Fluff: Named to exemplify their ferocity, the Akatora-Gumi will stay loyal to their contractors, that is until the gold ceases to flow, of course. They will act as enforcers, guards, and have even been known to carry out assassinations. And to cross them means death, the authorities failed to recognize the corpse of the last man to make that mistake.

Leader & Heroes:

Kazuo Takami[1.35][Fast]

Henchmen:

4 Shatei[1.10]

1 Kyodai[1.3]

1 Kaikei[.75][Assistant]

Inventory:

3 Knives[+.1]

1 Submachine-gun[+.25]

1 Ancestral Blade[+.2]

Resource:

Basic Protection Racket[+10$/turn]

Skills:

Basic Poisoning

Basic Legal ability

Advanced Assassination

[Basic Training][2/4]

Bonus: The Losing Hand- You come from a long line of cheaters, liars, and dirty buisnessmen. If you infilitrate a opposing gang in any way, shape or form, you may at any time after they have rolled and done their actions, re-assign their actions to their rolls. Essentially, you may pick which actions are paired with one of their rolls. If you do this, however, you will alert the faction to your presence.

Connections:

[Yakuza]-Your last chance.

Location: Industrial District, Maritime border

1. Let's try to "protect" some businesses

2. Train in combat

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337542 No.44479

Dice rollRolled 74, 91 = 165 (2d100)

>>44478

Forgot rolls

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698d5e No.44533

File: e90877fd4babe98⋯.png (17.35 KB,1191x670,1191:670,blue_oyster_cult_symbol_wp….png)

>>44182

Name: Priestess Farro

Faction Name: The Clergy Of The Priestess.

Fluff: Priestess Farro or by her real name Leontina Farro. An Italian women standing at 5ft7 with long flowing brown hair that goes to their back. Complete with brown eyes and priestly white robes.

Coming from the land of Italy and having connections to the mafia in big ways. It perhaps is not the biggest surprise then that she after having struck up a bargain for a lump sum of money. Found herself forming her own gang and her own mafioso cliche.

Disguised under the veneer of a harmless new age religion. With her as the prophet of the whole thing. A silver tongue willing to get dirty behind the scenes and always good at getting a deal that they need.

This false prophet could be a rather big player one day.

Faction Fluff: A church of sorts. The church of the priestess. Owning a small chapel with a small compound underneath it. Holding Mafioso roots and showing itself as a friendly face.

It hopes to recruit like a cult. Get donations from the common folk and in general lie and get whatever they can for as long as they can. Hopefully, one day spreading far and wide.

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

Leader & Heroes:

Henchmen:

Inventory:

Skills:

Bonus:

Connections:

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bb98e8 No.44534

>>44427

1&2) Rounding up your boys, you head to the burned down section of the district- and to your dismay, you note that more of the older buildings that had been damaged had been torn down, and replaced with the sleek, newer architecture of the Archival district. But you dig through the ruins that still stand. Meanwhile back at the Casino, your girls do a good job of picking up bits and pieces of Info related to the old part of town.

ADD: Investigation:

[Archival Investigation]2/8

>>44428

Implanting the larvae into the dogs was not exactly what you had hoped for; but times were dire, and you needed any edge you could get.

ADD: Henchmen

2 Incubating Guardians [1/2][1+ per turn]

REMOVE:

2 Captured Mongrel Hounds

2) As your minions roam the streets during the 'Night', you have them pick up the memories and thoughts of those nearby. You learn of a few rumors, and garner a good place to start looking

ADD: Connections

Basic Upper Route[1/3]

>>44430

1&2) Heading into your lab, you begin to work on producing another Strong Man…

>ADD: Henchmen

Strongman[1/2]

>>44444

1+2+3) Barricading the Fishery itself was no simple matter, but with the amount of man power available, and along with the supplies around, you are able to throw up sturdy tables, nail shut windows, and in general.

ADD: Resources

Basic Foritfied Fishery[+20$/turn][1.10]

As you finish up the barricades, you spot from the your defenses the next wave. You also spot a rather annoying looking face in the upcoming wave, billowing mad rants about Freedom and rebellion from his mangled jaw.

ATTACKING:

25 Boneheads[1]

2 DeadDockMen[1.5]

JJJ/w Sword & Pistol[2.4]

>>44448

1) Your Jacks head out, hand weapons gripped in their righteous fingers. They were looking for JUSTICE. And Blood. Both would be super. Eventually, you come across a group of miscreants, holding up a old begger woman, who were also begging, this time for some JUSTICE.

>ATTACKING:

4 Gangers[1.15]

2) You begin the process of creating more Jacks, reving up the Gene-Jacker.

ADD: Henchmen

1 Jack[1/2]

>>44449

1) Sending the Monster down below, your presence is duly noted by those who called the area home. Many of them fled before your ghastly apperance, and while it did give you some satisfaction, its rather hard to find a drug lab if every one keeps running away from you.

2) These sort of things take time! Or, at least, thats what Andy keeps telling you. Lazybum is probably slacking off while your about.

>>44451

1) Sending your troupe members out to scavenge for supplies, you are capable of finding some meager healing and drug supplies.

ADD: Inventory

1 Drug Cache.

2) Frustrated by his performance in the last raid, despair…well, despairs. He wanted to be so much more! So much stronger! Taking it upon himself, he begins to practice for his next perfomancer; which, draws an eye from Peace himself. Such devotion! Perhaps some personal training would see it blossom into something amazing!

Despair's Despair[2/6]

But that would have to wait; As the next wave of Undead approach, you notice that they are thankfully thinner than last time. Something must have been drawing them away…

>ATTACKING

15 Boneheads[1]

>>44463

1) Sending out some feelers, you try to pick up some names, some groups, anything thtat could lead back to a gang. The first selection of names were traced back to the CORE, but that had little to do with the more street level crime. They could come later. The other names you picked up on, were the Marinos, the newest gangsters on the block. They were like you in operations, but they had already sunk their teeth into the local scene. Other than that, there were rumors of a secret society that led through crime, but petered out after the disappearance of their leader. You also hear about a growing union of Dockers in the Maritime district.

2) Giving the two Call Girls some more blood seems to spur on their glamor and attractiveness. It looks to be that they are getting hooked now, though.

Lady's of the Night[2/4]

>>44478

1) With the protection racket up and running, you are able to get a good deal of cash. But with a little agitation, you could get a bit more.

Advanced Protection Racket[1/8]

2) You finish your training with your men, getting yourself fit for combat.

>ADD:SKILL

Basic Training[1.10]

>>44533

Leader & Heroes:

Priestess Farro[1.15][Hero][Alluring]

Henchmen:

5 Made Men[1]

1 Priest[1.1][Alluring]

Inventory:

3 Pistols[+.10]

2 Drug Caches

2 New Age Bibles

Skills:

Basic Racketeering

Basic Smuggling

Advanced Religion

Bonus: Low-Class with High Class- You give off the veneer of being a reputable, and honest church, at least for now. As long as you keep your operations quiet, you will get less attention from the fuzz. You will also get a bonus to dealing with those desperate and in search of refuge.

Connections:

Mafia- Distant

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623868 No.44535

File: d05c019ecf5edd5⋯.jpg (84.85 KB,399x543,133:181,82458639.jpg)

Dice rollRolled 4, 2, 3, 1, 4, 2, 5, 2, 5, 5, 4, 2, 3, 2, 5, 1, 4, 2, 5, 1 = 62 (20d5)

>>44534

Ellis Kane[1.55]+Makeshift Weapon [+.05]+Shield[+.20][Block]+Body Armor[+.25]

2 Smugglers [1.2][Sly]+2 Basic Pistol[+.10]

Dirty Jack[1.6][Trainer]+Basic Pistol[+.10]

11 Dockmen[1.5] +8 Basic Pistol[+.10] +3 Makeshift Weapons [+.05]

2 Dockmen[1.5]+2 Shields[+.20][Block]+2 Makeshift Weapons [+.05] +2 Body Armor[+.25]

3 Milita Men[1.1] +3 Makeshift Weapons [+.05]

Basic Combat[1.10]

Basic Training[+5]

Basic Fortified Fishery[+20$/turn][1.10]

“Alright boys, keep at the barricades and smash every single creep that attempts to bust in, You two with me Imma smash this freedom spouting imbecile.”

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801196 No.44541

Dice rollRolled 4, 2, 5, 5, 5, 4, 2 = 27 (7d5)

>>44534

>Leader & Heroes:

Ezekiel Samson (Peace)[2.5][Fast]Resplendent Saber[+.2][Master Crafted]

+Pistol .15

+"Jester" Suit[+.15]

The Rose Masque[1.25][Luster][Charade] +Sword +.15

+ 1 Pistol .15

+"Jester" Suit[+.15]

>Henchmen:

2 Comedy Masque[1.2]

+(Assassin Blades[+.1][Concealed])

+(Assassin Blades[+.1][Concealed])

+"Jester" Suit[+.15]

1 Blank Masques[1]

+Swords +.15

+Swords +.15

1 Despair Masque[2][Slow][Resilient]

+GreatSword [+.5][Slow]

+"Jester" Suit[+.15]

1 Rage Masque[1.6][Berserk]

+Axe[+.10]

+Axe[+.10]

+"Jester" Suit[+.15]

>Skills:

Basic Poisoning

Basic Combat[1.10]

Advanced Distraction

Basic Acting

Basic Disguise 3/8

Basic Training 2/8

>Bonus:

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

Illustrious Charade- Under the guidance of Rose, your troupe members have taken on a new elegance. You gain a flat bonus to performances. But that is not all that your Troupe members have learned from the pupil. After damage calculations, roll a d2 for each Henchmen lost. On a 2, the Henchmen is revived.

Second verse same as the first! Hold the line and keep them from swarming!

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6c3535 No.44542

Dice rollRolled 41, 8 = 49 (2d100)

>>44534

Starting district: botanical

Name: Lerbex Svalbalelt

Faction Name: New Moirai Flayers

Fluff: Lerbex is the leader of the local Mindflayer enclave. Striving to increase their influence on the society and power. Riches are merely a means to the goal. Lerbex is an ancient being that has finally been deemed capable and responsible enough to lead one of the enclaves and he is very keen to prove himself.

Faction Fluff: The new moirai Flayers are the local mindflayer enclave. Seeking to establish more and more sway over the city to work towards the Illithid goal of global dominance over the lesser species in the far future. They don't seek a violent takeover but are content to slowly spread their influence any way they can until the world belongs to them.

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

Leader & Heroes:

Lerbex Svalbalelt[1.5][Flayer]Psionic]

Henchmen:

2 Full Grown MindFlayers[1.25][Psionic]

1 Elder Brain[2][Psionic][Immobile]

2 Incubating Guardians [1/2][1+ per turn]

Inventory:

3 Daggers[+.1]

4 Brains[-1/turn]

Skills:

Basic Psionic Defensive ability

Basic Psionic Offensive ability

Bonus: Mental Masterminds- You can attempt to dominate a enemy unit in combat, or enemies that you have kidnapped once per turn. Roll a 1d100 when attempting to do so. Add 5+ for every Psionic Unit in your gang. The target will roll a 1d100 to resist. If you win the roll off, you gain control over the unit. Controlled units work at a -10 penalty, and if they roll below 0 after modifiers, they break free. Controlled units may not given any positive modifiers. You may disown any unit you have control over at any point.

[Beyond the shore…:13 Turns remain][-1 per turn]

Connections:

Basic Upper Route[1/3]

RESOURCES:

2) Keep trying to find the upper route by stealthily moving around and sensing the minds of the deninzens.

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698d5e No.44549

File: 70b2f13eb7c16a7⋯.png (2.02 MB,1920x1200,8:5,67744dca53396cbbf4926decd1….png)

Dice rollRolled 15, 7 = 22 (2d20)

Leader & Heroes:

Priestess Farro[1.15][Hero][Alluring]

Henchmen:

5 Made Men[1]

1 Priest[1.1][Alluring]

Inventory:

3 Pistols[+.10]

2 Drug Caches

2 New Age Bibles

Skills:

Basic Racketeering

Basic Smuggling

Advanced Religion

Bonus: Low-Class with High Class- You give off the veneer of being a reputable, and honest church, at least for now. As long as you keep your operations quiet, you will get less attention from the fuzz. You will also get a bonus to dealing with those desperate and in search of refuge.

Connections:

Mafia- Distant

Priestess Farro was in a good mood for the day. Brushing her hair getting rid of knots. A smirk on her lips of a sort.

Before exiting and beginning to lay over some basic plans with her henchmen and "priest."

1.Let's start to proselytize head door to door and get a knocking. Holding a nice good old holy book of our making. Of course, Shes sending the other priest to do this.

2. 3 of our henchmen are being sent out incognito to see what kinda connections and sources of income we can get to help pad our bottom line. The other two are going to be the priestess's bodyguards.

Of course, all these henchmen shall arm themselves with the guns we have.

>>44182

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bb98e8 No.44609

Dice rollRolled 4, 1, 5, 3, 3, 3, 3, 1, 5, 5, 1, 5, 5, 2, 1 = 47 (15d5)

>>44541

ATTACKING: 15 Boneheads

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bb98e8 No.44610

Dice rollRolled 4, 2, 4, 4, 4, 2, 2, 3, 3, 5, 5, 5, 3, 1, 4, 3, 1, 3, 2, 4, 3, 3, 3, 2, 1, 3, 5, 3 = 87 (28d5)

>>44535

ATTACKING:

25 Boneheads[1]

2 DeadDockMen[1.5]

JJJ/w Sword & Pistol[2.4]

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f40cb8 No.44611

Dice rollRolled 16, 31 = 47 (2d100)

>>44534

Name: Kazuo Takami

Faction Name: Akatora-Gumi

Fluff: A poor immigrant from the east, Kazuo found himself lacking a job upon arriving in the Industrial District. Meeting with several fellow of his countrymen in this foreign land, they determined to make a living no matter the method. Forming a gang, these men honed their already remarkable fighting prowess, and set out into the world, ready to face anything.

Faction Fluff: Named to exemplify their ferocity, the Akatora-Gumi will stay loyal to their contractors, that is until the gold ceases to flow, of course. They will act as enforcers, guards, and have even been known to carry out assassinations. And to cross them means death, the authorities failed to recognize the corpse of the last man to make that mistake.

Leader & Heroes:

Kazuo Takami[1.35][Fast]

Henchmen:

4 Shatei[1.10]

1 Kyodai[1.3]

1 Kaikei[.75][Assistant]

Inventory:

$20

3 Knives[+.1]

1 Submachine-gun[+.25]

1 Ancestral Blade[+.2]

Resource:

Basic Protection Racket[+10$/turn]

Advanced Protection Racket[1/8]

Skills:

Basic Poisoning

Basic Legal ability

Advanced Assassination

Basic Training[1.10]

Bonus: The Losing Hand- You come from a long line of cheaters, liars, and dirty buisnessmen. If you infilitrate a opposing gang in any way, shape or form, you may at any time after they have rolled and done their actions, re-assign their actions to their rolls. Essentially, you may pick which actions are paired with one of their rolls. If you do this, however, you will alert the faction to your presence.

Connections:

[Yakuza]-Your last chance.

Location: Industrial District, Maritime border

1. Be more aggressive with our protection racket

2. Lets see if anyone wants someone to disappear

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2fb028 No.44636

>>44534

Leader & Heroes:

Anziani Giovanni[2.75][Fast]

Henchmen:

2 Remade Men[2][Classy]

Inventory:

290$

2 Tommy Guns[+.2][Fast]

Resources:

The Blood Sucker[+25$/turn]

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

2 Basic Drug Caches

Lady's of the Night[1/4]

Skills:

Basic Vampiric Powers

Basic Loan Sharking

Bonus:

A lovely night, isn't it?: On every night(1st turn), you get a +10 to all rolls as your vampiric nature helps loosen some gears. You also get [.20] to your overall combat when engaged on those turns. But every other turn, you get -5 to all your rolls, and [.20] subtracted from your overall combat score.

Connections:

None

Location: Archival, 1st level, 22nd street.

1,2) During the day the vamps stay home and keep feeding the girls. +0 day, Vampiric powers

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2fb028 No.44637

Dice rollRolled 17, 43 = 60 (2d100)

>>44636

now with dice

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982cf8 No.44638

Dice rollRolled 73, 19 = 92 (2d100)

>>44534

Leader & Heroes:

Georgie[.7][Man Behind the Mask]

Henchmen:

Monster[4.5][Horrifying][Controlled][Mechanical][Slow]

Andy[.75][Mechanic]

2 Springtrap[2][Disposable]

Location: Botany District, LVL -4, Thanos Parkway

Resource:

Basic Drug Lab[+.5 Drug Cache/turn

Inventory:

4 Basic Drug Cache

1 Machinery Cache

1 Pistol[+.15]

Skills:

Basic Drug skills

Basic Mechanic skills

Bonus: Lets find out who this monster Really is!- Your gang is a small one, kept afloat by mad dreams and daring schemes. You may add +10 to any rolls involving drug creation and any that involve really outlandish plans. As long as Georgie is still alive, you can add his combat rating to your Monster's, even if he is not in combat.

Connections:

[Botany Gangs]-This kids got spunk.

1. There's treasure in these hills somewhere keep digging [continue looking around the lower levels for some people to loot the gear of 1/2]

2. Andy just needs some inspiration instead of making the same old boring things over and over again. See about putting together what he can from the mechanical parts to make a vehicle of some kind so we aren't walking everywhere and figuring out what we'll need to make it into what we need if we are missing anything [Mechanic]

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f6c2f6 No.45400

Dice rollRolled 25, 4 = 29 (2d100)

>>44534

Name: Jack

Faction Name: Akumetsu

Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

Leader & Heroes: Jack[2]

Henchmen: 4 Jacks[2]

Location: Botanical District, lvl -4, St. Meiers medical facility.

Inventory: Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1] 4 Basic Hand weapons[+.1]

Skills: Basic Cloning

Basic Justice

Advanced Purpose

Bonus: Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

Connections: Relations to other factions in the city

Action 1: DELIVER JUSTICE to this gangsters!

Action 2: Create more jacks!

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