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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: a81750adced90bc⋯.jpg (1.41 MB,1920x1200,8:5,Basically This.jpg)

63591b No.46094 [View All]

It was Aprils 1st, 2018 and a normal normal April fools day. That was until the sun turned a royal purple and the world as we knew it broke beyond recognition. It was a cataclysmic disaster. Mass hysteria, floating buildings, infrastructure breaking randomly, nukes being launched and then vanishing, the electrical grid going haywire, calls from dead relatives, and you are pretty sure combustion stopped working for a moment there. As well, strange beings have begun to appear. Monsters with strange powers and mutant forms that seem to be a byproduct of whatever is going on, and many seem to be hunting humans. The world went to hell in the course of month. Now it is May 1st, you think, and things seem to be stable. Survivors have begun to appear but much has been destroyed from these phenomenons. You somehow survived in the ruins that were once Houston. The old world has been shattered and all that remain are survivors and monsters.

At start I will be allowing 5 monster and 5 survivors. You may reserve a spot if you post the reservation in thread.

Monster app:

Base: What were you before being mutated.

Description: What do you look like?

Stats:

-Size- 1 How big you are 1 is a tiny animal, 2 is a small animal to a child, 3 is human, 4 is a bear or horse

-Body- 1 Strength relative to body size as well as durability

-Mind- 1 Intelligence. 1 is animalistic, 2 is monkey, ape, child, or very stupid human level, 3 is human level.

Traits: evolutions beyond base stats, such as wings or claws.

Abilites: Magical abilities. Base abilities are random.

Evo points: 10 These are spent on changing stats and gaining or upgrading Traits and Abilities.

Essence: 0/10

Health: Size * Body + Anything from traits. At 0 you will die without help. This is your current and max health.

Thirst: 0/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

Hunger: 0/100 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Playing A monster: You are a being mutated by magical energy. You can mutate by gathering enough essence from other creatures. Animals give little, less than 1 essence, but humans give 1 essence or more, and other monsters give an amount proportional to the amount they have gathered. Once you reach the cap of essence you get 10 evo points and must spend a turn in a safe place to mutate. While mutating you can not fight and take twice the damage from attacks. To get to the next level of a base stat you must spend an amount equal to the current level squared (1 to level 2, 4 to level 3, 9 to level 4). Base Traits cost 1 point each but are weak, upgrading a trait costs the number of upgrades on a trait +1. Base abilities and upgrades cost the same amount but you may pay additional evo points to gain a choice between two or more base abilities. If you want to get an ability before you make the rest of the character just claim a spot and pm me.

Survivor sheet:

Name:

Fluff:

—- Don't fill in below this line—

Skills: What you are good at. You get these through fluff, training, and failing related actions (Without crit failing).

Inventory: What you have on you. I'll give you items based on fluff

Followers/Allies: None

Health: 10/10

Thirst: 0/12 +1/turn How long it has been since you last drank anything hydrating. You get a penalty equal to half this number rounded down and at max you die.

Hunger: 0/168 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus: Something special about you. Based on fluff.

Playing a survivor: Shit's fucked, no help seems to be coming and monsters are everywhere. Get yourself some supplies, weapons, and allies. Try not to die in this world, and maybe try to uncover some secrets of what happened. You can use an action to train a skill, getting you an increase to the skill equal to 1/10 of what you rolled. You also get 1/10 the difference between what you rolled and what you needed for a success for failing an action based on that skill.

Rules for both:

- Turns - Turns are equal to a third of the day, this means that there are morning turns, afternoon turns, and night turns in a sequence. Unless you state otherwise it is assumed that you sleep during the night turn. Sleeping during a turn means you take half the dice result you rolled, but don't take penalties for being tired later (-10 until you sleep, doubles each day you don't sleep). You can designate you sleep a different turn and can stay awake during the night turn without penalties. You can take as many actions as you want, being a d100 each, multiples of dice number*10 means more successes. So 2 dice 1 success is 20 and 2 is 40, below 1/2 the roll needed for a success is failure with penalties.

10 postsand6 image repliesomitted. Click reply to view. ____________________________
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ed60b8 No.46114

>>46094

Name: Goose the Escapist

Base: Syrian Hamster

Description: Once this cute and fuzzy creature had been a normal hamster that was known to break out of any cage it was put inside, however he was still a simple creature back then and putting his wheel outside of his cage would eventually lure him out to go for a run. Once April's Fools started however he went through a radical change. He grew many times larger (relatively), gained the ability to create lifelike illusions, and most importantly he had attained true sapience. Now able to resist the base impulses of his animal instincts he is able to be truly free and make the entire world his running wheel.

Stats:

-Size- 1

-Body- 1

-Mind- 3

Traits:

Abilites: Illusions (Realistic, Moving)

Evo points: 0

Essence: 0/10

Health: 1

Thirst: 0/12 +1/turn

Hunger: 0/100 +1/turn

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63591b No.46115

>>46113

Anon, please either read the rules or learn basic math. If you have questions or don't understand something get in the discord and ask.

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282bde No.46116

>>46115

Not me

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5b9cf6 No.46120

I reserve human, i will post tomorrow morning unless my reservation isn't held then oh well

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282bde No.46121

Monster app:

Name: Rex

Base: Pit-bull

Description: Rex is a large pit-bull for his breed with white fur before the apocalypse. Now he expanded considerably and grew very hungry as he eats almost anything that comes to him. However he is a bit of a dumb dog at times but strangely very very voracious when near animals or other humans. With a durable body made to withstand abuse and a jaw that can rip and tear flesh of larger animals it seems that he's adapted to eat anything

Stats:

-Size- 3

-Body- 2 Strength relative to body size as well as durability

-Mind- 1

Traits: Bulldog Jaws, Hardened Bones, Thick Skin, and Dog Nose

Abilites: Magical abilities. Base abilities are random.

Evo points: 0 These are spent on changing stats and gaining or upgrading Traits and Abilities.

Essence: 0/10

Health: 6 + Anything from traits. At 0 you will die without help. This is your current and max health.

Thirst: 0/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

Hunger: 0/100 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

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024e7e No.46122

File: 3f922f5385f1a3f⋯.jpg (76.9 KB,600x322,300:161,Bonesnap_Turtle.jpg)

Name: Ironshell the Dragon Turtle

Base: Snapping turtle

Description: The beast they call Ironshell is a ferocious beast with a foul temperament that resembles a dragon but has a rock-hard shell that can block all sorts of attacks. Unlike the standard turtle it is quite adapted for speed, and moves much faster than the stereotypical turtle, and moves even more swiftly when in its home under the waves, its leathery, muscular limbs Thanks to its gills which are in addition to its lungs it is an amphibious creature, usually not straying too far from bodies of water because Ironshell likes to hide safely beneath the depths where no threat can reach. Its favorite prey are human sailors and those foolish enough to straddle the coasts, and with his power he can slam against ships and sink them easily.

Stats:

-Size- 2 (child size)

-Body- 2 (a little bit strong)

-Mind- 1 (animalistic)

Traits: Rock-hard shell 2, Amphibious 1, Snapping turtle jaws 1 (2 pts), Webbed feet + claws 1

Abilites: Random magic ability 1

Evo points: 0 left

Essence: 0/10

Health: Size * Body + Anything from traits. At 0 you will die without help. This is your current and max health.

Thirst: 0/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

Hunger: 0/100 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

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5e31fb No.46129

>>46115

How about you tell me that's wrong instead of being a passive aggressive cunt?

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a8c39c No.46130

>>46129

First off humans cannot be monsters

Second you spent 12 points over the allotted 10

Given both were explained quite clearly in the opening. Well he's not being passive aggressive so much as telling you, that you need to pay more attention.

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5b9cf6 No.46131

>>46130

Maybe his character is a humanoid monster under the delusion that they were a human originally

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282bde No.46132

>>46131

Or a fag

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5b9cf6 No.46133

File: ecedbbe810b3cfd⋯.jpg (60.93 KB,679x516,679:516,disagreement-hierarchy.jpg)

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282bde No.46134

>>46133

His character looks like a mary sue.

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b9452e No.46135

File: d25403976264289⋯.jpeg (55.25 KB,777x656,777:656,smug anime argument.jpeg)

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5b9cf6 No.46136

>>46135

I have this as well but my image folder is a big fat mess.

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63591b No.46139

>>46130

>>46129

This is mostly correct except monsters could have been once been human.

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5b9cf6 No.46153

File: af153859e1b1a0e⋯.jpg (175.38 KB,1000x750,4:3,1474951981804.jpg)

>>46094

Name: Naomi "Sakura" Miyazaki

Fluff: Born in Asia, Sakura's family moved to Houston when she was Nine in the pursuit of the American Dream. They found it, but not quite in the way they thought. Sakura's Father was a Chemist for the Yakuza and had left to escape them. They found him, and put him in debt to them in exchange for sparing his life. Sakura's Father died by an accident he caused when she was 16 and her Mother and herself worked for 3 years, living in shitty homes and even looting during the Hurricane to pay off their debts. Sakura's Father had wanted her to escape their criminal background and go to university and become a good and successful person and she did not want to let him down. Sakura has a rough and somewhat defensive personality, but her parents teaching has kept her relatively good-natured and moral. She was to attend university to become a bio-chemist when the apocalypse began. Her Mother was killed, sacrificing herself to a monster to buy her daughter time to escape. Now, Sakura sneaks from building to building, picking up what she can to just survive.

Skills: What you are good at. You get these through fluff, training, and failing related actions (Without crit failing).

Inventory: What you have on you. I'll give you items based on fluff

Followers/Allies: None

Health: 10/10

Thirst: 0/12 +1/turn How long it has been since you last drank anything hydrating. You get a penalty equal to half this number rounded down and at max you die.

Hunger: 0/168 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus: Something special about you. Based on fluff.

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60f242 No.46158

>>46094

Base: Spiderbro

Description: Spiderbro gave his life for his master. However with the coming of the apocalypse the time has come to rise anew. Ist a spider, but bigger.

Stats:

-Size- 1

-Body- 2

-Mind- 2

Traits: Poison Spit 2, Webbery 1, Spider Wall Walking 1, Excessive Spider Breeding 1

Abilites: Astral Shield at once per Night

Evo points: 0

Essence: 0/10

Health: 1 * 2 + Anything from traits

Thirst: 0/12 +1/turn

Hunger: 0/100 +1/turn

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60f242 No.46177

>>46158

Base: Spiderbro

Description: Spiderbro gave his life for his master. However with the coming of the apocalypse the time has come to rise anew. Ist a spider, but bigger.

Stats:

-Size- 1

-Body- 2

-Mind- 2

Traits: Poison Spit 2, Webbery 1, Spider Wall Walking 1, Excessive Spider Breeding 2

Abilites: Astral Shield at once per Night

Evo points: 0

Essence: 0/10

Health: 1 * 2 + Anything from traits

Thirst: 0/12 +1/turn

Hunger: 0/100 +1/turn

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0dfc71 No.46183

File: 7af153e4c5be893⋯.jpg (61.54 KB,564x641,564:641,13452165.jpg)

>>46094

Name: Johnathan Mays-Kerry

Fluff:

John was stationed overseas when the world broke. He'd enlisted with the Navy three years prior and left his family behind in Houston. He'd been trained as an engineer and technician, but spent the majority of the intervening time sitting bored at an outpost, listening for enemy transmissions. When the odd reports started coming in, John didn't know what to make of it. Someone's really shitty idea of an April Fool's prank, no doubt. That was what he thought, at least until he saw a phoenix coursing through the sky. If it weren't for the fact that the rest of the base saw it too, he'd think he had gone crazy.

While the rest of his command was panicking and trying to make sense of this disaster, John had only one thought in mind: getting home. He packed his bags and commandeered one of the base's planes in the chaos. Before his CO knew what was happening, he was gone. He had to stop twice for fuel, once in Turkey and then again in Spain. He never asked permission. When the world was going insane, no one would mind a few drops of petrol. All through his journey, John got a bird's-eye view of the madness unfolding. Cities collapsing, bizarre monsters roaming the countryside, the earth itself overturning and letting loose horrors.

He stopped on the coast of Georgia for another fill-up, ready to make the final leg. He was tired as all hell, but he'd gotten this far and he wasn't about to wait. Some sort of overgrown rodent, its face and back bristling with spikes, attacked him as he was resupplying. He narrowly made it back to his plane and set off before the beast had him in its jaws. Once in the air though, John felt safe. He saw the cityscape of Houston rising in the distance, and hope rose in his heart. Then he saw how the skyscrapers bent, the sickly way the towers and roadways twisted, broken and overrun, and his hope sunk. He would have to land outside the city and make his way in.

Before he could land, a monstrous bird of some variety soared past his plane, belching fire. The flames scorched his engine and the plane began careening towards the earth. John fought with the controls, wrestling to slow the plane's descent from "lethal" to "badly jarring". It collided into the red dirt with a hard crunch of glass and metal, and John's face slammed into the dashboard.

He woke up hours later, bearing a few nasty scars, but still in working condition. The same couldn't be said of his ride. Aside from the busted turbofan, the canopy had also crumpled inwards and the radar controls within the nose were completely shot. It'd take a lot of work to get it fixed, and materials he didn't have. But that was to be dealt with later. For the time being, John has begun setting up a camp near the crash site, far enough outside the main city to avoid the urban chaos, but near enough that he could make regular scavenging trips into the deserted streets. He hasn't found his family yet, but he'll be damned if he's going to stop looking.

—- Don't fill in below this line—

Skills:

Inventory:

Followers/Allies: None

Health: 10/10

Thirst: 0/12, +1/turn

Hunger: 0/168, +1/turn

Bonus:

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63591b No.46185

File: 62ab08e3cf3f8fc⋯.jpg (84.01 KB,400x325,16:13,rustmonster3_zps2067bcba.jpg)

Humans:

>>46098

+Follower: Tom (Your friend)

+Skills:

+5 Pistols

+5 Rifles

+5 Animal Handling

+5 Driving

+Inventory: Smith & Wesson Model 10 Revolver (6), 30 0.38 rounds, Bowie Knife, Duffel Bag, 2x Spare clothes, Canteen (Full: Water)

+Bonus: Model Texan Beauty… Wait what? - You are an effeminate fucker in looks. Lithe framed, high pitched voice, and a feminine face that refuses to grow a beard no matter what you try. You would be the ideal texas woman if you were an actual woman. In either case you everyone who doesn't already know you will assume you are a woman at first glance and you get a +10 to negotiating and deceiving people who still believe you are a woman.

Your friend, Tom, was doing well for himself before the world decided to shit the bed. Got himself a enough scholarships to Houston U that he was able to rent a house really close to the campus. It was just supposed to be a normal break from the hard work on the ranch and spring break for the university. Well that was about a month ago, and before your car inverted on itself. Your bug-out kit is still in there, as far as you know. You still hear the screams of something attacking the neighbors in your nightmares. Thankfully things seem to be settling down. Now might be a good time to start moving out.

>>46101

+Skills:

+5 Knife Fighting

+5 Strength

+5 Endurance

+5 Search

+Inventory: Kitchen Knife (Bloody)

Health: 5/10

+Bonus: Suicidal - You arn't a smart man, and you didn't make much money. A shit construction worker in a dead end job, but your wife still married you anyway. She was the light of your life, and now she is gone. You killed her. You get a +20 in combat and can while in combat you do not fall until you reach -5 hp, however the lower health you have at the end of combat any allies have a -5 to healing you per negative hp and enemies double the damage dice they do on you.

Why? You've been standing over the corpse of your wife, or what was once your wife, for about an hour now. Why? Why her. You've seen monsters like this walking through the streets. You've seen them tear people apart. Why did your wife become one? You can't stand here forever, you need to find a safe place. You need to live… why?

>>46102

+Skills:

+5 True Occult Knowledge

+5 Endurance

+5 Physics Knowledge

+5 Electrical Engineering

+Inventory: Work Jumpsuit, Research Notes, 2x Capture Box, Spectral Grappler (Probably wont explode)

+Bonus: Who ya gonna call - You are one of the leading experts on strange happenings and what you call 'true occult knowledge'. Well that is until this had you throw about half your theories out the window. Either way, you probably know more than anyone else in the world about what is going on. You can reroll actions to study, identify, or interact with non-monster occult phenomenon.

You couldn't stop it; possibly never could have stopped it no more than you could stop a super volcano eruption. You knew that the ghosts weren't really ghosts, but possibly some other kind of spirits causing strange phenomenons. You and your friends learned to capture them, locking them away in hopes that they wouldn't cause any more trouble. They started appearing more and more, and everything was nearing a the peak after the government unleashed all the spirits imprisoned. You weren't expecting the power of the spirits to spike to such a degree. Last you saw of your friends was weeks ago, before you were teleported to Houston. You find yourself in the Toyota with a few other survivors.

>>46103

+Skills:

+10 Stealth

+5 Lock-picking

+5 Search

+Inventory: The clothes on your back you dirty vagabond.

+Bonus: More in common with a hobo - You spent a good bit of time on the trail, like a real cowboy! Sorta. You got from the east coast to here mostly without a dollar to your name and are used to surviving that way. You get a +10 to searching for food, water, and other basic necessities and failure will result in something, although the quality will be questionable.

You lost the horse weeks ago. An invisible purple lion thing tore into it while you were asking for directions a bit away. Thankfully you were able to sneak away. After that you were able to make it the Toyota center relatively safely. Many others also made it there, and then promptly vanished into thin air. It only got stranger when people started appearing from thin air too. Now the center is sparsely populated but things seem to be stabilizing, for now.

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63591b No.46186

File: 127899ef7328a2b⋯.jpg (51.79 KB,736x541,736:541,FUN.jpg)

>>46183

+Skills:

+5 Pistols

+5 Rifles

+5 Hand to Hand

+5 Piloting

+Inventory: M18 Pistol (10), 30 9mm ammo, Swiss army knife, Canteen (Full:Water)

+Bonus: A real shit soldier - While you are no doubt a military criminal you doubt it matters now. It also doesn't matter for this bonus! You get a +10 in combat situations with other humans due to actually having military training.

While crashed on the outskirts you were able to make it to the Toyota dome. Getting home would have to wait for a bit as you lay low and hope you don't just vanish like a good many of the others did. However now things seem to be calming down and it might be a good time

to start heading out.

Monsters: Since I am a lazy bastard I will only explain traits who's bonus might not seem obvious, otherwise you are good to post. Yes that means you don't get a fluffy opening post.

>>46111

Trait Explanations (if not already obvious):

- Poisonous Body (Base) - Those that touch you will be mildly irritated and those that bite you will take 1 point of poison damage

- Webbed Hands and Feet (2) - Don't take penalties for fighting in water and can move faster in water.

>>46114

Abilites:

- Illusions (Realistic, Moving) - You can create small illusions that can move as you desire, but you must concentration on them. Other creatures make a contested roll at -10 - 5 * the difference in their mind stat (none if human) to tell it is an illusion. I will roll this behind the scenes.

>>46121

Traits:

- Jaws - Bite attack, uses a 1d4 for damage, + size and body to damage (currently +5)

- Hardened Bones - +2 max HP

- Thick Skin - Armor 1 (Armor reduces incoming damage by 1 dice, at no dice no damage is done)

- Dog Nose - Allows you to track prey by scent. Strong smells will give you a penalty to actions and stronger penalties in combat.

>>46122

Traits:

- Shell (1 upgrade)- Armor 2

- Snapping turtle jaws (1 upgrade) - Bite attack that uses a 1d4 for damage, +size and body to damage (currently +4)

- Webbed feat (claws) - don't take any penalties for fighting under water, can travel faster in water, and can do a claw attack that uses 1d4 for damage, +size and body to damage

>>46177

Traits:

- Poison spit (1 upgrade) - (It's called venom in english WD) Bite attacks that deal damage also poison enemy, poisoned enemies take 1 damage a turn and have -5 to combat actions.

- Spider Breeding (1 upgrade) - You can create 2 egg sacks a week. These will take a day to hatch and will hatch into a spider swarm. Spider swarms aid in combat and can be ordered as followers. Spider swarms deal 1 for damage and get +10 to attacking a single enemy. These are not true children, however, and will die at a week old.

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ed60b8 No.46187

>>46186

I want muh hair growth power as well

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a8c39c No.46188

Dice rollRolled 46, 59 = 105 (2d100)

>>46186

Monster app:

Name: Garm, The Unlikely

Base: Tiger Salamander

Description: Garm looks almost entirely like his base, that being of a fully mature and metamorphosed tiger salamander, scaled up to the size of a dog. The only truly notable changes in his limbs which are opposable and can be used to grasp things, and in his coloration, which instead of the Grey green and black typical of his kind errs more towards grey black and greenish yellow, signifying his body is mildly toxic. He is titled the unlikely due to his ability to blink and at times make metal strike like a bullet. Allowing him to harm enemies far tougher than a dog size salamander should be able too.

Stats:

-Size- 2 How big you are 1 is a tiny animal, 2 is a small animal to a child, 3 is human, 4 is a bear or horse

-Body- 2 Strength relative to body size as well as durability

-Mind- 2 Intelligence. 1 is animalistic, 2 is monkey, ape, child, or very stupid human level, 3 is human level.

Traits:Opposable Thumbs

Amphibious

- Poisonous Body (Base) - Those that touch you will be mildly irritated and those that bite you will take 1 point of poison damage

- Webbed Hands and Feet (2) - Don't take penalties for fighting in water and can move faster in water.

Abilities: Magic Resistance 1, Blink, Magic gun 1x a day(3 turns)

Evo points: 10 These are spent on changing stats and gaining or upgrading Traits and Abilities.

Essence: 0/10

Health: 4 Size * Body + Anything from traits. At 0 you will die without help. This is your current and max health.

Thirst: 0/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

Hunger: 0/100 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

1. Look around surroundings, get the lay of the land.

2. Find some water, something big enough for me to make my home in.

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0dfc71 No.46189

Dice rollRolled 92, 54 = 146 (2d100)

1/2 - Having a roof over his head is a relief, but John knows better than to waste time idling. Gather up a couple of people who look like they know how to swing a bat or fire a rifle, and go out looking for food and water. Essentials.

>>46186

Name: Johnathan Mays-Kerry

Fluff:

he crash

>>46183

>Skills:

+5 Pistols

+5 Rifles

+5 Hand to Hand

+5 Piloting

Inventory: M18 Pistol (10), 30 9mm ammo, Swiss army knife, Canteen (Full:Water)

Followers/Allies: None

Health: 10/10

Thirst: 0/12, +1/turn

Hunger: 0/168, +1/turn

Bonus: A real shit soldier - While you are no doubt a military criminal you doubt it matters now. It also doesn't matter for this bonus! You get a +10 in combat situations with other humans due to actually having military training.

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9674d2 No.46190

Dice rollRolled 74, 59, 81 = 214 (3d100)

>>46185

Survivor sheet:

Name: Bob

Fluff: Bob's wife had turned right there in the kitchen.His life had entered a desperate struggle agains't his maddened laughing wife who could turn invisible. As the fight went on they became monstrous. She seemed unwilling to deliver the final blow from sadism or some lingering remnant. Bob was in the corner like an animal bleeding from several cuts despite her never having picked up a knife. He took sharp knife and slashed his hand letting the blood pool as laughs came from all around. His sudden extending of his hand sprayed blood droplets all over the kitchen and some seemed to hover in the air in front of him. With a burst of aggression he lunged forcing her onto the ground. The urge for survival left no room in him for sentiment as he took the knife in the ice pick grip. A cry of despair emanated from the kitchen. Those that looked within saw a man who had defeated some vile chitinous creature and it was caressing his face.

Skills:

5 Knife Fighting

5 Strength

5 Endurance

5 Search

Inventory: Kitchen Knife (Bloody)

Followers/Allies: None

Health: 5/10

Thirst: 0/12 +1/turn How long it has been since you last drank anything hydrating. You get a penalty equal to half this number rounded down and at max you die.

Hunger: 0/168 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus: Suicidal - You arn't a smart man, and you didn't make much money. A shit construction worker in a dead end job, but your wife still married you anyway. She was the light of your life, and now she is gone. You killed her. You get a +20 in combat and can while in combat you do not fall until you reach -5 hp, however the lower health you have at the end of combat any allies have a -5 to healing you per negative hp and enemies double the damage dice they do on you.

1 Heal and recover. Drag myself to the bathroom for painkillers, bandages, hot water and towels. Maybe a shower will be able to clean these hands and this knife. I can barely move the fingers clutching this knife I've been gripping it so hard. 5 Endurance 5 Search

2 Grab the rest of the painkillers, bandages and sleeping pills. If the pain gets too much maybe I can just chug the rest and sleep. 5 Search

3 Go back to the kitchen find the locket I gave her on our anniversary and grab the rest of the knives. I need something to bring me back from this precipice of despair. Then Its been a while since I did knife tricks but I've still got a hand for it.

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efb3a7 No.46191

File: 84ef63fffec603f⋯.jpg (438.45 KB,1920x1080,16:9,4765891-cowboy-wallpaper.jpg)

Dice rollRolled 64, 88 + 15 = 167 (2d100)

>>46185

Survivor sheet:

Name: Klaus Von Sturm

Fluff: Klaus had always wanted to go to America, not because he didn't love germany, but because he was a huge fan of westerns and cowboys, which were severely lacking in the Rhinelands of his youth. This is why when he finally managed to save up enough money he travelled west, crossing the Atlantic as a passenger on a cargo ship, arriving at the shining beacon of liberty that was new york. He was promptly mugged 30 feet from the debarking ramp of the boat. A true bowboy wouldn't be discouraged by such varmits, however, and Klaus decided to keep on his journey to the American Midwest, the land of the cowboys! It took him 2 months to hitchhike to Houston, arriving there on April 1st, 2018. He was just reaching the first ranch on the city limits when the world ended, and now all Klaus is a six shooter, a horse he managed to convince to let Klaus him, and a beaten duster he took from the stables.

And a bitchin' 12-gallon Stetson.

+Skills:

+10 Stealth

+5 Lock-picking

+5 Search

+Inventory: The clothes on your back you dirty vagabond.

Followers/Allies: None

Health: 10/10

Thirst: 0/12 +1/turn How long it has been since you last drank anything hydrating. You get a penalty equal to half this number rounded down and at max you die.

Hunger: 0/168 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

+Bonus: More in common with a hobo - You spent a good bit of time on the trail, like a real cowboy! Sorta. You got from the east coast to here mostly without a dollar to your name and are used to surviving that way. You get a +10 to searching for food, water, and other basic necessities and failure will result in something, although the quality will be questionable.

1. Somehow Klaus had managed to lose his gun on the way to the center, an odd thing. He also somehow innately knew how to pick locks and sneak around, despite being a rather large german man, and never having picked a lock in his life. However he did not have time to worry about such frivolous things, rather he would look for what he really needed in this world to defend himself, something a real cowboy would use and would surely not be in short supply in Texas…

A gun.

+ [Search]

2. Despite the best effort of the fat lazy neckbeard in the sky, praise his Cheetos-encrusted fingers, Klaus had found others. After finding the big iron that would never leave his hip, Klaus would join the others in scavenging the area for supplies, and hopefully trade stories with these cowpokes.

+ [More in common with a hobo]

+ [Search]

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b9452e No.46198

File: dce8fc9aa4d7545⋯.jpg (171.35 KB,1080x718,540:359,alaska mauve5.jpg)

Dice rollRolled 25, 70 = 95 (2d100)

>>46185

>Name: Ashley McDermott

>Fluff: the son of a rancher in the western part of the state, Ashley had grown up around enough guns, veterans and prepping to have a bug-out bag ready in his car at all times, although his delicate looks and quiet demeanor had always kept him from really being "one of the guys". When reality started to tear itself, cutting a visit to friends in the city short, he was surprisingly well-prepared for the chaos of the next month. Now, with things seeming to stabilize, he intends to try and brave the open country and make it back to his family's land.

>Skills:

+5 Pistols

+5 Rifles

+5 Animal Handling

+5 Driving

>Inventory:

Smith & Wesson Model 10 Revolver (6)

30 0.38 rounds

Bowie Knife

Duffel Bag

2x Spare clothes

Canteen (Full: Water)

>Followers/Allies: Tom

>Health: 10/10

>Thirst: 0/12 +1/turn

>Hunger: 0/168 +1/turn .

>Bonus: Model Texan Beauty, +10 to negotiation and deception if people think you're a woman

Serves me right, going into the city. Never know what to expect here–perverts, muggers, reality collapse. Running low on bullets after having to waste these monsters, but it seems quieter. Best course of action would seem to be to get back to the ranch, and make sure my folks are okay.

1, 2: try and find a working vehicle, preferably a truck

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28bde6 No.46199

>>46191

>Inventory:

+ The clothes on your back you dirty vagabond.

+ Colt SSA, 3 Clips

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60f242 No.46201

Dice rollRolled 66, 22 = 88 (2d100)

>>46186

Base: Spiderbro

Description: Spiderbro gave his life for his master. However with the coming of the apocalypse the time has come to rise anew. Ist a spider, but bigger.

Stats:

-Size- 1

-Body- 2

-Mind- 2

Traits:

- Venom spit (1 upgrade) - Bite attacks that deal damage also poison enemy, poisoned enemies take 1 damage a turn and have -5 to combat actions.

- Spider Breeding (1 upgrade) - You can create 2 egg sacks a week. These will take a day to hatch and will hatch into a spider swarm. Spider swarms aid in combat and can be ordered as followers. Spider swarms deal 1 for damage and get +10 to attacking a single enemy. These are not true children, however, and will die at a week old.

Webbery 1, Spider Wall Walking 1

Abilites: Astral Shield at once per Night

Evo points: 0

Essence: 0/10

Health: 1 * 2

Thirst: 1/12 +1/turn

Hunger: 1/100 +1/turn

1-2. Lay the maximum amount of spider eggs.

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282bde No.46206

Dice rollRolled 14, 68 = 82 (2d100)

>>46186

>Monster app:

>Name: Rex

>Base: Pit-bull

>Description: Rex is a large pit-bull for his breed with white fur before the apocalypse. Now he expanded considerably and grew very hungry as he eats almost anything that comes to him. However he is a bit of a dumb dog at times but strangely very very voracious when near animals or other humans. With a durable body made to withstand abuse and a jaw that can rip and tear flesh of larger animals it seems that he's adapted to eat anything

>Stats:

-Size- 3

-Body- 2 Strength relative to body size as well as durability

-Mind- 1

>Traits:

Bulldog Jaws- Bite attack, uses a 1d4 for damage, + size and body to damage (currently +5)

Hardened Bones- +2 max HP

Thick Skin- Armor 1 (Armor reduces incoming damage by 1 dice, at no dice no damage is done)

Dog Nose- Allows you to track prey by scent. Strong smells will give you a penalty to actions and stronger penalties in combat.

>Abilites: Magical abilities. Base abilities are random.

>Evo points: 0 These are spent on changing stats and gaining or upgrading Traits and Abilities.

>Essence: 0/10

>Health: 8

>Thirst: 1/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

>Hunger: 1/100 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

1. See what land has after all one should know what their home has

2. Smell some stuff see if any rivals claimed it or anything hasn't taken it over.

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024e7e No.46207

Dice rollRolled 46, 78 = 124 (2d100)

Name: Ironshell the Dragon Turtle

Base: Snapping turtle

Description: The beast they call Ironshell is a ferocious beast with a foul temperament that resembles a dragon but has a rock-hard shell that can block all sorts of attacks. Unlike the standard turtle it is quite adapted for speed, and moves much faster than the stereotypical turtle, and moves even more swiftly when in its home under the waves, its leathery, muscular limbs Thanks to its gills which are in addition to its lungs it is an amphibious creature, usually not straying too far from bodies of water because Ironshell likes to hide safely beneath the depths where no threat can reach. Its favorite prey are human sailors and those foolish enough to straddle the coasts, and with his power he drag hose foolish enough to venture to the water's surface deep under the waves and to their deaths with ease.

Stats:

-Size- 2 (child size)

-Body- 2 (a little bit strong)

-Mind- 1 (animalistic)

Traits:

Rock-hard shell 2 (Armor 2)

Amphibious 1

Snapping turtle jaws 1 (Bite attack, uses 1d4 for damage + size and body, currently +4) Webbed feet (claws) 1 (don't take any penalties for fighting underwater, can travel faster in water and can do a claw attack that uses 1d4 for damage + size and body, currently +4)

Abilites: Water Infusion 1 (Once a day you can infuse a bit of water into an object. This will hydrate living creatures and do other shit for non-living creatures depending on what it is. Can also overhydrate things causing bad stuff to happen, e.g. drowning)

Evo points: 0 left

Essence: 0/10

Health: 4/4

Thirst: 1/12 +1/turn

Hunger: 1/100 +1/turn

1. Scout out the area, try to find a good underwater hole to nest in

2. I must eat, find a weak-looking human near the water's edge and drag him under.

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a3af60 No.46250

File: 7bc5fdcef210c65⋯.jpg (183.21 KB,1280x720,16:9,maxresdefault (1).jpg)

Dice rollRolled 35, 94, 67 = 196 (3d100)

+Skills:

+5 True Occult Knowledge

+5 Endurance

+5 Physics Knowledge

+5 Electrical Engineering

+Inventory: Work Jumpsuit, Research Notes, 2x Capture Box, Spectral Grappler (Probably wont explode)

+Bonus: Who ya gonna call - You are one of the leading experts on strange happenings and what you call 'true occult knowledge'. Well that is until this had you throw about half your theories out the window. Either way, you probably know more than anyone else in the world about what is going on. You can reroll actions to study, identify, or interact with non-monster occult phenomenon.

1. Does the workshop still exist? Those fools at the government shut off our containment unit, but perhaps the shop and its equipment facilities still have some use.

2. How about the car? Beneath most of those flashy, advertising lights was some useful equipment like the Spiritual Uber Capture Container (aka the S.U.C.C.)

3. Four guys who spend most of their time on duty at a workshop ready to drive off at a moments notice. Most of us found it more convenient not to have separate apartments anyway. After a previous episode where we were trapped by the entities for more than a month we found it prudent to stock up on gallons of water and dried foodstuffs. Well, mostly junk foods, but still. . .hopefully its still around.

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a3af60 No.46255

>>46250

EDIT:

1. I've never been to Houston before. Find a map. . .or a tour guide or something.

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a3af60 No.46256

Dice rollRolled 24 (1d100)

>>46255

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63591b No.46302

>>46188

1&2. You have set yourself up in a nice spot under a bridge near a piece of land where many stones stick up from the ground and on the other side of the bayou is a mostly flat piece of land where some hedges are. (Look up Waugh Drive Bat Colony, you are there) The city is never quite but you can see some fish and other aquatic creatures in the bayou and there is a pillar of standing water not far from your home.

>>46189

1. You meet a few strange people who may or may not be useful, including a German trying to sound like a stereotypical cowboy (scruffy) and a dude in a Ghostbusters costume (Baz). Otherwise there seem to be a few guys with guns that have been on watch. Four agree to follow to help gather supplies, but while all of them have a firearm of some kind none of them have a working car.

+Followers: 4 Citizens (Armed: Pistols)

2. You and your group head across the street to the Hilton; the 'ghostbuster' comes with you the and the 'cowboy' joins you later after finding a shotgun and rum somewhere. The power is out in the building, as you suspect it is around the entire city, and the smell of death is strong. It doesn't take long to figure out why. The inside of the building is filled with bodies. Some look chewed on by rats but others look like they just laid down and died. You resolve to get out of there fast and end up grabbing 140 water bottles from the starbucks storage and 140 assorted stacks from the storage as well. You stuff what you can into a few backpacks and head back to the Toyota center. Everyone is quite happy, considering they were running out of food and fresh water, and put it into storage.

+Group Inventory: 110 bottles of water, 110 assorted snacks

>>46190

1&2. You drag yourself to your shower. You try the water but it isn't working so you just use some alcohol and a rag to clean off the blood and clean the wounds. You then, quickly, bandage the gashes. You chug a few painkillers and the pain seems to go away, for now. +0.3 hp/turn

3. You are able to find her locket, and the rest of the kitchen knife set. +7 Kitchen knives (various)

>>46191

1. You talk to some of the locals to get some possible locations nearby to find a gun. After they stop laughing at your attempt at a western accent you get that there are a few nightclubs down the street from here. After a quick search you find the clubs they were talking about and it seems to be mostly untouched; just some bottles falling over. Checking behind the bar you are able to find a shotgun and a couple of boxes of shells for it. + Remington MODEL 870 (6 Slugs), 15 12 gauge slugs

2. You also grab a few bottles of booze before meeting up with the others at the Hilton. You are able to find a good bit of bottled water and snacks, no doubt going to be a rip off for whoever forgets that those room snacks cost extra, and head back to the toyota center before the stench of the dead gets to you.

+Group Inventory: 2 bottles of Spiced Rum

>>46198

1&2. You are able to find a truck in the driveway in one of Tom's neighbors. Easy enough. Thankfully this guy was also, somewhat, organized and you are able to find the keys on the other side of the garage door. After applying some 'gentle persuasion' to the window before Tom can stop you. "You gotta be more careful. Loud noises may draw more of those mons…" Tom is cut off by a feminine voice from inside the building. "Hello?"

>>46201

1&2. You lay your eggs on top of a building. They will take 3 turns to hatch.

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63591b No.46303

>>46206

1&2. You find yourself in the middle of a field surrounded by red stairs,metal structures backed by hills, and two forked posts on either side. You do not even need to sniff around to see a monster that might have claimed this area as it's territory. A large bird flies over and lands at the top of the nearby structure on the hill. The bird is black with red tipped feathers, claws, and beak. It seems to ignore you, focusing on the human it has in it's grips.

>>46207

1. You spend the morning going up the bayou but don't find any caves that can fit your form easily. You might be able to carve one out at a few points in the bayou and you find some wooden structures overhanging the water that could hide you from above only. (If you decide to carve your own hole you get 2 successes added to whatever you roll.)

2. You find a lone human while looking around the wooden structures. He hops into a small boat tied to the dock. You are too low in the water for him to see easily and you use this to your advantage. You move up while he has his back turned and strike out. Roll a bite attack for your surprise round and you have entered combat.

>>46250

1. You are in a designated emergency shelter with many locals of the city and plenty are willing to aid you in getting around the city if you are suicidal enough to venture out unarmed and alone.

2. You start to think about your car, then you realize it is probably back in New York with your friends. If you get the right parts you might be able to remake any equipment you left behind, but some parts will be easier to make than others.

3. Again you start to think of your stockpiled resources in case of emergencies, then you remember you arn't in New York and all you have is what is on your back. You decide to help the group going to loot the Hilton. You recognize the result of a spiritual disturbance as it seems the employees just laid down where they stood and died in those positions.

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60f242 No.46307

Dice rollRolled 98, 84 = 182 (2d100)

>>46302

Base: Spiderbro

Description: Spiderbro gave his life for his master. However with the coming of the apocalypse the time has come to rise anew. Ist a spider, but bigger.

Stats:

-Size- 1

-Body- 2

-Mind- 2

Traits:

- Venom spit (1 upgrade) - Bite attacks that deal damage also poison enemy, poisoned enemies take 1 damage a turn and have -5 to combat actions.

- Spider Breeding (1 upgrade) - You can create 2 egg sacks a week. These will take a day to hatch and will hatch into a spider swarm. Spider swarms aid in combat and can be ordered as followers. Spider swarms deal 1 for damage and get +10 to attacking a single enemy. These are not true children, however, and will die at a week old.

Webbery 1, Spider Wall Walking 1

Abilites: Astral Shield at once per Night

Evo points: 0

Essence: 0/10

Health: 1*2

Thirst: 2/12 +1/turn

Hunger: 2/100 +1/turn

>Eggs hatching in 3 turns

1-2. While agile and capable of walking on various surfaces the spider remained weak and tiny. It would be best to feast upon carcasses for now in order to grow its strength while it waited for its brood to hatch.

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b9452e No.46309

>>46302

>Name: Ashley McDermott

>Fluff: the son of a rancher in the western part of the state, Ashley had grown up around enough guns, veterans and prepping to have a bug-out bag ready in his car at all times, although his delicate looks and quiet demeanor had always kept him from really being "one of the guys". When reality started to tear itself, cutting a visit to friends in the city short, he was surprisingly well-prepared for the chaos of the next month. Now, with things seeming to stabilize, he intends to try and brave the open country and make it back to his family's land.

>Skills:

+5 Pistols

+5 Rifles

+5 Animal Handling

+5 Driving

>Inventory:

Smith & Wesson Model 10 Revolver (6)

30 0.38 rounds

Bowie Knife

Duffel Bag

2x Spare clothes

Canteen (Full: Water)

>Followers/Allies: Tom

>Health: 10/10

>Thirst: 0/12 +1/turn

>Hunger: 0/168 +1/turn .

>Bonus: Model Texan Beauty, +10 to negotiation and deception if people think you're a woman

1, 2: Anyone hanging around after all this time is either tough as nails or not fully human. Have Tom get ready behind the car–I'll stay out of sight next to the door, pistol drawn, and answer back. "M'am? We didn't think anyone would have stuck around here this long. We're headed out to the countryside if you'd like to join us. "

[negotiate for use of car/follower]

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b9452e No.46311

Dice rollRolled 36 (1d100)

>>46309

actual dice

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9674d2 No.46312

Dice rollRolled 46, 99, 67 = 212 (3d100)

>>46302

Survivor sheet:

Name: Bob

Fluff: Bob's wife had turned right there in the kitchen.His life had entered a desperate struggle agains't his maddened laughing wife who could turn invisible. As the fight went on they became monstrous. She seemed unwilling to deliver the final blow from sadism or some lingering remnant. Bob was in the corner like an animal bleeding from several cuts despite her never having picked up a knife. He took sharp knife and slashed his hand letting the blood pool as laughs came from all around. His sudden extending of his hand sprayed blood droplets all over the kitchen and some seemed to hover in the air in front of him. With a burst of aggression he lunged forcing her onto the ground. The urge for survival left no room in him for sentiment as he took the knife in the ice pick grip. A cry of despair emanated from the kitchen. Those that looked within saw a man who had defeated some vile chitinous creature and it was caressing his face.

Skills:

5 Knife Fighting

5 Strength

5 Endurance

5 Search

Inventory: Kitchen Knife, and7 Kitchen knives(various), Locket

Followers/Allies: None

Health: 5.3/10 +0.3 hp/turn

Thirst: 1/12 +1/turn How long it has been since you last drank anything hydrating. You get a penalty equal to half this number rounded down and at max you die.

Hunger: 1/168 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus: Suicidal - You arn't a smart man, and you didn't make much money. A shit construction worker in a dead end job, but your wife still married you anyway. She was the light of your life, and now she is gone. You killed her. You get a +20 in combat and can while in combat you do not fall until you reach -5 hp, however the lower health you have at the end of combat any allies have a -5 to healing you per negative hp and enemies double the damage dice they do on you.

1 Train Throwing Knives. +5 Knife Fighting, 5 Endurance, 5 Strength

2 Check the fridge, cupboards and drawers for drinks, food, smokes and a flashlight. Its getting late out. 5 Search

3 Get a fire going in the fireplace, just gotta find my lighter. 5 Search

Then Bob clutches his locket "If only you were here"

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024e7e No.46314

Dice rollRolled 3 + 4 (1d4)

Name: Ironshell the Dragon Turtle

Base: Snapping turtle

Description: The beast they call Ironshell is a ferocious beast with a foul temperament that resembles a dragon but has a rock-hard shell that can block all sorts of attacks. Unlike the standard turtle it is quite adapted for speed, and moves much faster than the stereotypical turtle, and moves even more swiftly when in its home under the waves, its leathery, muscular limbs Thanks to its gills which are in addition to its lungs it is an amphibious creature, usually not straying too far from bodies of water because Ironshell likes to hide safely beneath the depths where no threat can reach. Its favorite prey are human sailors and those foolish enough to straddle the coasts, and with his power he drag hose foolish enough to venture to the water's surface deep under the waves and to their deaths with ease.

Stats:

-Size- 2 (child size)

-Body- 2 (a little bit strong)

-Mind- 1 (animalistic)

Traits:

Rock-hard shell 2 (Armor 2)

Amphibious 1

Snapping turtle jaws 1 (Bite attack, uses 1d4 for damage + size and body, currently +4) Webbed feet (claws) 1 (don't take any penalties for fighting underwater, can travel faster in water and can do a claw attack that uses 1d4 for damage + size and body, currently +4)

Abilites: Water Infusion 1 (Once a day you can infuse a bit of water into an object. This will hydrate living creatures and do other shit for non-living creatures depending on what it is. Can also overhydrate things causing bad stuff to happen, e.g. drowning)

Evo points: 0 left

Essence: 0/10

Health: 4/4

Thirst: 0/12 +1/turn

Hunger: 2/100 +1/turn

COMBAT - SURPRISE ROUND: Ironshell whips out of the water in a frenzy and latches on to the hapless man's leg, attempting to pull him off the boat and into the watery depths.

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63591b No.46317

Dice rollRolled 9 (1d100)

>>46314

You grab the man and drag him below the water. Your beak has pierced the man's abdomen but he is still fighting.

Man's attack. -20 for being underwater. You may roll combat actions (d100s for each action you wish to take). Any successful attack will finish him off.

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282bde No.46318

Dice rollRolled 52 (1d100)

>>46303

>Monster app:

>Name: Rex

>Base: Pit-bull

>Description: Rex is a large pit-bull for his breed with white fur before the apocalypse. Now he expanded considerably and grew very hungry as he eats almost anything that comes to him. However he is a bit of a dumb dog at times but strangely very very voracious when near animals or other humans. With a durable body made to withstand abuse and a jaw that can rip and tear flesh of larger animals it seems that he's adapted to eat anything

>Stats:

-Size- 3

-Body- 2 Strength relative to body size as well as durability

-Mind- 1

>Traits:

Bulldog Jaws- Bite attack, uses a 1d4 for damage, + size and body to damage (currently +5)

Hardened Bones- +2 max HP

Thick Skin- Armor 1 (Armor reduces incoming damage by 1 dice, at no dice no damage is done)

Dog Nose- Allows you to track prey by scent. Strong smells will give you a penalty to actions and stronger penalties in combat.

>Abilites: Magical abilities. Base abilities are random.

>Evo points: 0 These are spent on changing stats and gaining or upgrading Traits and Abilities.

>Essence: 0/10

>Health: 8

>Thirst: 2/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

>Hunger: 2/100 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

1. If that bird has food then there might be food here. Lets look for food

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024e7e No.46320

Dice rollRolled 82 (1d100)

>>46317

2ND COMBAT ACTION:

Ironshell, now in his domain, finishes off the man by going straight for the throat. Tonight he will eat well…

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63591b No.46321

>>46320

You adjust your bite as the man tries, and fails, to hit your eyes with his fists. You pierce his neck and his flailing stops after a few seconds. +1 Essence if you eat the corpse.

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efb3a7 No.46322

Dice rollRolled 82, 88, 51 = 221 (3d100)

Survivor sheet:

Name: Klaus Von Sturm

Fluff: Klaus had always wanted to go to America, not because he didn't love germany, but because he was a huge fan of westerns and cowboys, which were severely lacking in the Rhinelands of his youth. This is why when he finally managed to save up enough money he travelled west, crossing the Atlantic as a passenger on a cargo ship, arriving at the shining beacon of liberty that was new york. He was promptly mugged 30 feet from the debarking ramp of the boat. A true bowboy wouldn't be discouraged by such varmits, however, and Klaus decided to keep on his journey to the American Midwest, the land of the cowboys! It took him 2 months to hitchhike to Houston, arriving there on April 1st, 2018. He was just reaching the first ranch on the city limits when the world ended, and now all Klaus is a six shooter, a horse he managed to convince to let Klaus him, and a beaten duster he took from the stables.

And a bitchin' 12-gallon Stetson.

>Skills:

+10 Stealth

+5 Lock-picking

+5 Search

>Inventory:

+ Remington MODEL 870 (6 Slugs), 15 12 gauge slugs

+ The clothes on your back you dirty vagabond.

+ Colt SSA, 3 Clips

Followers/Allies: None

Health: 10/10

Thirst: 1/12 +1/turn How long it has been since you last drank anything hydrating. You get a penalty equal to half this number rounded down and at max you die.

Hunger: 1/168 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

+Bonus: More in common with a hobo - You spent a good bit of time on the trail, like a real cowboy! Sorta. You got from the east coast to here mostly without a dollar to your name and are used to surviving that way. You get a +10 to searching for food, water, and other basic necessities and failure will result in something, although the quality will be questionable.

1. Well buddey that was a o-kay rustling trip pardner! Join some other kowpokes and rustle up some neato stuff.

2. While us boyos are out see if I can rustle up some spare ammo for my guns.

3. After returning set up some empty bottles or any hostile wandering creatures and practice my shooting skills with 'em.

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0dfc71 No.46341

Dice rollRolled 86, 92, 37 = 215 (3d100)

1/2 - Food n' water. Good. We've got enough supplies for a while, then. But that don't matter if we're all dead of course. Head out with my followers and that uh… Cowboy… and drill them on shooting. Bein' that I'm the only one with actual military experience, they could use the instruction. And I could use a bit of practice myself.

>+5 Pistols

3 - After the drilling session, figure I should go try to rummage up some possible parts for the plane. Haven't told the others 'bout it yet. Don't want to risk them trying to loot it for metal or some shit. Only once it's ready.

>>46302

Name: Johnathan Mays-Kerry

Fluff:

he crash

>>46183 (You)

>Skills:

+5 Pistols

+5 Rifles

+5 Hand to Hand

+5 Piloting

Inventory: M18 Pistol (10), 30 9mm ammo, Swiss army knife, Canteen (Full:Water)

Followers/Allies: 4 Citizens (Armed: Pistols)

Health: 10/10

Thirst: 0/12, +1/turn

Hunger: 0/168, +1/turn

Bonus: A real shit soldier - While you are no doubt a military criminal you doubt it matters now. It also doesn't matter for this bonus! You get a +10 in combat situations with other humans due to actually having military training.

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024e7e No.46354

Dice rollRolled 58, 58 = 116 (2d100)

>>46321

>Name:

Ironshell the Dragon Turtle

>Base:

Snapping turtle

>Description:

The beast they call Ironshell is a ferocious beast with a foul temperament that resembles a dragon but has a rock-hard shell that can block all sorts of attacks. Unlike the standard turtle it is quite adapted for speed, and moves much faster than the stereotypical turtle, and moves even more swiftly when in its home under the waves, its leathery, muscular limbs Thanks to its gills which are in addition to its lungs it is an amphibious creature, usually not straying too far from bodies of water because Ironshell likes to hide safely beneath the depths where no threat can reach. Its favorite prey are human sailors and those foolish enough to straddle the coasts, and with his power he drag those foolish enough to venture to the water's surface deep under the waves and to their deaths with ease.

>Stats:

-Size- 2 (child size)

-Body- 2 (a little bit strong)

-Mind- 1 (animalistic)

>Traits:

-Rock-hard shell 2 (Armor 2)

-Amphibious 1

-Snapping turtle jaws 1 (Bite attack, uses 1d4 for damage + size and body, currently +4)

-Webbed feet (claws) 1 (don't take any penalties for fighting underwater, can travel faster in water and can do a claw attack that uses 1d4 for damage + size and body, currently +4)

>Abilites:

-Water Infusion 1 (Once a day you can infuse a bit of water into an object. This will hydrate living creatures and do other shit for non-living creatures depending on what it is. Can also overhydrate things causing bad stuff to happen, e.g. drowning)

>Essence:

1/10

>Health:

4/4

>Thirst:

0/12 +1/turn

>Hunger:

0/100 +1/turn

FREE EATING ACTION:

Ironshell devours the corpse in a frenzy like a one-turtle school of pirahnas.

ACTUAL TURN:

1. Ironshell, feeling the instinctual need for shelter, decides to carve out a shelter of his own deep within the waters of the bayou, where he is king. (+2 successes from last turn)

2. But the need for more prey is constant, and with a new home comes the need to defend it from outsiders. Ironshell looks once more for prey and interlopers around the bayou's shores.

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024e7e No.46355

>>46354

Czeched

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a8c39c No.46393

Dice rollRolled 23, 67 = 90 (2d100)

>>46188

Monster app:

Name: Garm, The Unlikely

Base: Tiger Salamander

Description: Garm looks almost entirely like his base, that being of a fully mature and metamorphosed tiger salamander, scaled up to the size of a dog. The only truly notable changes in his limbs which are opposable and can be used to grasp things, and in his coloration, which instead of the Grey green and black typical of his kind errs more towards grey black and greenish yellow, signifying his body is mildly toxic. He is titled the unlikely due to his ability to blink and at times make metal strike like a bullet. Allowing him to harm enemies far tougher than a dog size salamander should be able too.

Stats:

-Size- 2 How big you are 1 is a tiny animal, 2 is a small animal to a child, 3 is human, 4 is a bear or horse

-Body- 2 Strength relative to body size as well as durability

-Mind- 2 Intelligence. 1 is animalistic, 2 is monkey, ape, child, or very stupid human level, 3 is human level.

Traits:Opposable Thumbs

Amphibious

- Poisonous Body (Base) - Those that touch you will be mildly irritated and those that bite you will take 1 point of poison damage

- Webbed Hands and Feet (2) - Don't take penalties for fighting in water and can move faster in water.

Abilities: Magic Resistance 1, Blink, Magic gun 1x a day(3 turns)

Evo points: 10 These are spent on changing stats and gaining or upgrading Traits and Abilities.

Essence: 0/10

Health: 4 Size * Body + Anything from traits. At 0 you will die without help. This is your current and max health.

Thirst: 0/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

Hunger: 0/100 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

1. Go hunting, find some food and kill it, then eat it. Sneak as close as I can then use blink yo get right on top of it and kill it with my hands and mouth.

2. Build a burrow underwater I can retreat into for rest.

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