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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1435346435927.jpg (429.45 KB,1280x720,16:9,Bearer.jpg)

e50e1a No.5137

Psst.

Psst! 'Ey!

You one'a th' loonies, then? Naw?

Well, 'at's good, 'at's real good…

Now, I'm 'yer newest pal, Trusty Patches. 'Ere's a little form for 'ya t' fill out…

Finish that up, an' I'll point 'yer towards some right good treasure!

Nyahaha! Nyahahahaha…

>Name:

>Race: (Human, Elf, Dwarf, Halfling, Orc, any crossbreed or a race of your own design approved by me. What you decide to be depends on where you start out.)

>Token: (Something close to you. Holding onto it keeps you sane. Bad things happen to those who lose their tokens.)

>Fluff: (What ARE you? Are you a cleric, coming to assist a chapter in purging the lands of corruption? Are you a thief, stealing from those well-off to line your own purse? Are you a wandering warrior, selling your sword to the highest bidder?)

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

…Oh?

'Yer noggin's a bit whacked up? Don't quite remember 'yer homeland, 'en?

Let me refresh 'yer memory…

Off in th' north's th' icy nation'a Hierglan. Right stiff fuckers, them, can't take a joke. Humans, mostly, heard tell of elves and the like being prosecuted. Rumor says their capital city's built right on top'a th' portal t' th' Abyss itself! But 'at can't be right, can it?

On th' western part of th' globe's Arnuhr. Traders, merchants, politicians, slimey little Kobold bastards couldn't lift a sword if they tried. Hear they're bein' hit by a plague, right now, if 'm not mistaken…

A couple'a islands out in th' ocean're inhabited by tribes'a giants. Don't know too much about 'em, but I do know th' Church'a Light thinks there's some nice artifacts out there, an' they're setting up a crusade t' get 'em.

South, y'got deserts. Rumors of a golden city, out there, scant sightings from nomads who say it appears and disappears at random. Probably jus' heat stroke, but 'ey, could be tons'a riches…

T' the east, you've got Grenrhall. Real religious place, full'a clerics an' such. Any race under th' sky lives there, even those nasty little goblins.

That's about all I know…

Kehahahaha….

____________________________
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e50e1a No.5138

File: 1435347056617.jpg (51.31 KB,525x450,7:6,kay allen-1.jpg)

>Name: Jova Fuego

>Race: Human

>Token: Shiny Gem

>Fluff: What am I? You gotta ask yourself, what rules this world? Darkness. Darkness conceals, darkness corrupts, darkness kills, darkness deceives. What is the enemy of darkness? Fire. Fire reveals, fire inspires passion, fire ignites emotion, fire knows no master nor thrall. What am I? I'm the firestarter.

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

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e50e1a No.5144

>>5137

>Name: Titus

>Race: Human

>Token: A small wooden figure of a woman named Saren that he carries on a string around his neck.

>Fluff:

Once Titus was a soldier marching in the name of his lord into whatever wars he saw fit. The pay was acceptable, the comrades were great and whenever he returned to his home his sister Saren would be waiting with a meal prepared and some stories what else had happened in their village.

When Titus returned from another of his lord's exploits he found the house he had grown up in abandoned. Nobody knew where his sister had went, but when he searched for her he found a perfect wooden replica of her, a tiny figure made with almost incredible craftsmanship.

Unaware of what had happened Titus set out to find his sister and bring her home.

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

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e50e1a No.5146

File: 1435348686255.jpg (127.02 KB,1019x1600,1019:1600,Elf.jpg)

>>5137

>Name: Isøkslvel Sjelstyrket

>Race: Snow Elf

>Token: Locket

>Fluff: A Snow Elf, originally from the lands of Hierglan. Very much young for an Elf, less than a century on him, but married all the same in his home even further north than the cities of Hierglan, only coming south to try and make a name for himself as a swordsman and work to end the abominable treatment of his people. After some time, he and his wife fell into the eye of the public, but did little to truly change matters despite the people listening to his words. In a manner of months, a particularly nasty group of humans burned Isøklvel's house near the center, beating his wife to death with clubs and driving the man from the city gates, surviving only with a stick he'd managed to grab. In spite of his skills, there was no way he could fend off how many there were, and he was forced to flee with the knowledge of the burning body of his mate. Now, Isøklvel seeks only peace, and it seems as though it shall never come.

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

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e50e1a No.5155

>Name: Rozen of Astora

>Race: Human

>Token: Silver Rose Pendant

>Fluff: Noble who has been disowned by his Father. Has been trained In fencing, Archery and Poetry. He stole the Families only suit of armor before he fled from his father. The guy was going nuts, blaming Rozen for his mothers death and threating to kill him. He is now a wandering Knight, lending aid to those who deserve it.

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

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e50e1a No.5156

>>5155

No.

Astora doesn't real.

This is not Lordran.

Do not pass go.

Do not collect 200 souls.

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e50e1a No.5160

File: 1435351093663.jpg (1.16 MB,1920x1080,16:9,dark_souls_fan_art_on_snow….jpg)

>>5137

>Name: Magnus

>Race: Human

>Token: Broken Pendant

>Fluff: A sellsword from a faraway land, he came to Hierglan by boat, clutching the broken pendant given to him by a women he no longer remembers, in a home he no longer knows, he is plagued by the curse of the Longing. Cursed to forget and remember things, losing a little of himself each time till he goes completely insane, he searches desperately for a cure, even through he no longer knows why.

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

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e50e1a No.5162

File: 1435351419529.jpg (627.06 KB,810x1200,27:40,Genie.jpg)

>Name: Zahu

>Race: Djinn

>Token: A small golden oil lamp, worn around the neck on a bracelet

>Fluff: In the ancient sands of the south, are wandered by caravans, lost travelers, and the Golden Mirage, and also the Djinn, creatures of wind and magic, who are made of the secrets of the desert.

Zahu is a Djinn, who like his kind roamed the sands with the winds. Some djinn are small, barely whisps of wind who trick travelers, some pose as humans or mortals fall in love with mortals, some are made slaves, some become powerful Genie's lording over entire realms and being gifted the power to change reality.

Zahu is one of these Djinn, a powerful being, who wore his Lamp around his neck. One day, a strange talismand fell from the sky, and under its influence, he feels the need to create of the sands. . glass.

Dark Glass.

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e50e1a No.5165

>Name:Lyra the Accursed

>Race: Human

>Token: Demonic Tome

>Fluff: Lyra was once a promising cleric within the order. Until she tried to heal a fellow knight that was near death. But Lyra made a mistake when she tried to find the remedy to the dying knight but instead she found a demonic tome which promised a cure. When she read from it the knight died then he awoke with inhuman vigour and a bloodthirsty cry. So Lyra ran away to the cold north and became a rouge healer with the tome in hand

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

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e50e1a No.5168

>>5156

>Name: Rozen of Carim

>Race: Human

>Token: Silver Rose Pendant

>Fluff: Noble who has been disowned by his Father. Has been trained In fencing, Archery and Poetry. He stole the Families only suit of armor before he fled from his father. The guy was going nuts, blaming Rozen for his mothers death and threating to kill him. He is now a wandering Knight, lending aid to those who deserve it.

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

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e50e1a No.5170

>>5137

>Name: Vasiir Nalis

>Race: Sand Elf

>Token: small golden orb

>Fluff: A desert nomad of a random tribe. His tribe was not the richest, but was not poor either. He wishes to one day lead his tribe to greatness, if he can prove himself as a leader. Learned what every other kid in the tribe learned, how to find food and water in the desert, how to ride and how to fight.

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

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e50e1a No.5173

File: 1435353783811.jpg (286.94 KB,800x450,16:9,Of.jpg)

>>5138

>Equipment: Pyromancy Cinder, Robe (Red)

>Inventory: Shiny Gem (Token), Charred Book (Pyromancy Spells: Fireball, Combustion)

>Bonus: [Light Up the Night] The world is drenched in dark, being smothered in its cradle by darkness's foul stench. You plan to change that. +10 to burning evil with fire.

You begin your journey in Arnuhr, just outside a small tavern. There is corruption here, evil. You can smell it.

>>5144

>Equipment: Armor (Banded Mail, Enemies attacking get a -15 to hit), Sword (Forged Steel, +10 to attacking enemies)

>Inventory: Small Figure (Token), Coin Pouch (10 GP)

>Bonus: [Not My Time] You've fought under your lord, for good or ill. You're a scarred veteran of countless engagements, and killing you is near impossible. You begin with one token, spendable to, somehow, survive a certain death. Basically, you're Zaeed Massani.

You begin your journey in a small town in the lands of Grenrhall. Perhaps one of the priests here knows where your sister is?

>>5146

>Equipment: Cudgel (Crude, -5 to hit), Cold-Weather Clothing

>Inventory: Locket [Token], Coin Pouch (5 GP)

>Bonus: [Better Times] You want only to live in peace, a respectable goal. The death of your wife, though, torments you still. +10 to dealing with bandits, marauders and other such lawless men.

You start out on the road, drifting from place to place, up north. Direction is not easily found after such an event.

>>5168

Carim doesn't real either.

>>5160

>Equipment: Sword (Geisteel, +20 to hit), Parma (Banded Iron, can parry an enemy), Armor (Metal and Fur, -15 for enemy to hit)

>Inventory: Broken Pendant (Token), Cursed Mark

>Bonus: [Sweet Release] You've died, more times then you can quite remember. So much has been lost, and yet you power forward. +10 to rolls involving strength of will.

You begin your journey in the Hierglan docks, retrieving your weaponry. The faintests wisps of memory tell you that something is here, that can help you… Something large.

>>5162

>Equipment: Clothing, Magical Focus (Witchwood)

>Inventory: Lamp (Token), Map (Indecipherable)

>Bonus: [The Lost City] The Golden Mirage has been called many things. It has been called Utopia, where the best of the world retreated under powerful magicks to live in their own civilization of greatness. It has been called a trap for the greedy, a place with no exit and as much gold as you could possibly see, but no food. All you know is that you are drawn there, that the creation of 'dark glass' is rooted to the place, and that this map, somehow, leads there.

You begin your journey in a small camp of nomads. The script on this map must be readable by someone, somewhere, but even with your power, the words evade you…

>>5165

>Equipment: Clerics Robe (Blue and White), Clerics Catalyst (Brass)

>Inventory: Demonic Tome (Token), Healing Powders

>Bonus: [Temptation] The tome gnaws at your mind, pleading with you to read it. It claims, through voices you can just barely hear in the night, that it has power unimaginable… But the cost is your soul, your humanity, everything that makes you, you.

You begin your journey in a hut, roof coated in ice. You are expecting a family, soon, as their son is showing signs of the chilling fever.

>>5170

>Equipment: Scimitar (Forged Steel, +10 to hit), Desertwear

>Inventory: Golden Orb (Token), Totem of Proving (Heavy, -5 to long-distance travel)

>Bonus: [To Glory] You're determined to lead your people to something above the life they have now, and have begun the right of proving to set yourself up for leadership. You need simply get this totem to the center of the desert and back, and you will have your entire tribe working for you.

You begin your journey in your camp, the ceremony for your attempt to prove yourself having just ended. They are handing you bottles of water and fresh food as you leave, a valuable nicety as the travel will be gruelling.

POST

POST

POST

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e50e1a No.5175

Dice rollRolled 15, 27 = 42 (2d100)

>>5173

Name: Magnus

Race: Human

Token: Broken Pendant

Fluff: A sellsword from a faraway land, he came to Hierglan by boat, clutching the broken pendant given to him by a women he no longer remembers, in a home he no longer knows, he is plagued by the curse of the Longing. Cursed to forget and remember things, losing a little of himself each time till he goes completely insane, he searches desperately for a cure, even through he no longer knows why.

DON'T FILL OUT BELOW

Health: Fine

Equipment: (Geisteel, +20 to hit), Parma (Banded Iron, can parry an enemy), Armor (Metal and Fur, -15 for enemy to hit)

Inventory: Broken Pendant (Token), Cursed Mark

Bonus: [Sweet Release] You've died, more times then you can quite remember. So much has been lost, and yet you power forward. +10 to rolls involving strength of will.

1/2. The memories tease at the corner of my mind, like whispers of a long forgotten song, I must remember what is here for me, I shall scour the docks for what thoughts tease my broken mind. My name is Magnus, I am a warrior, my wife's name was….. was….. I don't remember.

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e50e1a No.5177

Dice rollRolled 15, 25 = 40 (2d100)

>>5173

>Name: Jova Fuego

>Race: Human

>Token: Shiny Gem

>Fluff: What am I? You gotta ask yourself, what rules this world? Darkness. Darkness conceals, darkness corrupts, darkness kills, darkness deceives. What is the enemy of darkness? Fire. Fire reveals, fire inspires passion, fire ignites emotion, fire knows no master nor thrall. What am I? I'm the firestarter.

>Equipment: Pyromancy Cinder, Robe (Red)

>Inventory: Shiny Gem (Token), Charred Book (Pyromancy Spells: Fireball, Combustion)

>Bonus: [Light Up the Night] The world is drenched in dark, being smothered in its cradle by darkness's foul stench. You plan to change that. +10 to burning evil with fire.

1/2 - Corruption, everywhere in this world. It is strong here, I will have to remove it by whatever means are available to me. Still, no need to go in, hands blazing. Check out the place, see what's up, what's good, and what's bad.

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e50e1a No.5178

Dice rollRolled 75, 64 = 139 (2d100)

>>5173

>Name: Isøkslvel Sjelstyrket

>Race: Snow Elf

>Token: Locket

>Fluff: A Snow Elf, originally from the lands of Hierglan. Very much young for an Elf, less than a century on him, but married all the same in his home even further north than the cities of Hierglan, only coming south to try and make a name for himself as a swordsman and work to end the abominable treatment of his people. After some time, he and his wife fell into the eye of the public, but did little to truly change matters despite the people listening to his words. In a manner of months, a particularly nasty group of humans burned Isøklvel's house near the center, beating his wife to death with clubs and driving the man from the city gates, surviving only with a stick he'd managed to grab. In spite of his skills, there was no way he could fend off how many there were, and he was forced to flee with the knowledge of the burning body of his mate. Now, Isøklvel seeks only peace, and it seems as though it shall never come.

>Health: Fine

>Equipment: Cudgel (Crude, -5 to hit), Cold-Weather Clothing

>Inventory: Locket [Token], Coin Pouch (5 GP)

>Bonus: [Better Times] You want only to live in peace, a respectable goal. The death of your wife, though, torments you still. +10 to dealing with bandits, marauders and other such lawless men.

1. Damnable humans! I wish for nothing else than to return north and finish what I started… but that is ill-advised. Especially without my beautiful blade, lost in the flames of my home. And far more valuable things as well… Only my locket remains of the short memories I have. West, I'll go. To the lands of the Kobolds, closest to me in this wretched place. I doubt any from more southern lands will have seen a pale elf before… and should I not find a way to stop it soon, perhaps no one ever will again, in time. If only I had my sword at the time!

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e50e1a No.5180

File: 1435354600878.jpg (205.19 KB,850x1060,85:106,575.jpg)

>>5173

>>Name: Rozen

>>Race: Human

>>Token: Silver Rose Pendant

>>Fluff: Noble who has been disowned by his Father. Has been trained In Swordsmanship, Archery and Poetry. He stole the Families only suit of armor before he fled from his father. The guy was going nuts, blaming Rozen for his mothers death and threating to kill him. He is now a wandering Knight, lending aid to those who deserve it.

>DON'T FILL OUT BELOW

>>Health: Fine

>>Equipment: (What you're currently wearing or using.)

>>Inventory: (What you have, but don't have equipped.)

>>Bonus:

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e50e1a No.5181

Dice rollRolled 50, 42 = 92 (2d100)

>>5173

>Name: Vasiir Nalis

>Race: Sand Elf

>Token: small golden orb

>Fluff: A desert nomad of a random tribe. His tribe was not the richest, but was not poor either. He wishes to one day lead his tribe to greatness, if he can prove himself as a leader. Learned what every other kid in the tribe learned, how to find food and water in the desert, how to ride and how to fight.

>Health: Fine

>Equipment: Scimitar (Forged Steel, +10 to hit), Desertwear

>Inventory: Golden Orb (Token), Totem of Proving (Heavy, -5 to long-distance travel)

>Bonus: [To Glory] You're determined to lead your people to something above the life they have now, and have begun the right of proving to set yourself up for leadership. You need simply get this totem to the center of the desert and back, and you will have your entire tribe working for you.

1&2. Let the journey begin, keep the eye out on our water and food supply so we can resupply when needed.

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e50e1a No.5185

Dice rollRolled 90, 92 = 182 (2d100)

>>5173

>Name:Lyra the Accursed

>Race: Human

>Token: Demonic Tome

>Fluff: Lyra was once a promising cleric within the order. Until she tried to heal a fellow knight that was near death. But Lyra made a mistake when she tried to find the remedy to the dying knight but instead she found a demonic tome which promised a cure. When she read from it the knight died then he awoke with inhuman vigour and a bloodthirsty cry. So Lyra ran away to the cold north and became a rouge healer with the tome in hand

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: Clerics Robe (Blue and White), Clerics Catalyst (Brass)

>Inventory: Demonic Tome (Token), Healing Powders

>Bonus: [Temptation] The tome gnaws at your mind, pleading with you to read it. It claims, through voices you can just barely hear in the night, that it has power unimaginable… But the cost is your soul, your humanity, everything that makes you, you.

1-2 Try to warm up the son and prepare the healing powders for any remedy that I know of without turning to the tome

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e50e1a No.5186

File: 1435355115330.jpg (173.54 KB,623x770,89:110,Dark Glass.jpg)

Dice rollRolled 10, 100 = 110 (2d100)

>>5173

>Name: Zahu

>Race: Djinn

>Token: A small golden oil lamp, worn around the neck on a bracelet

>Fluff: In the ancient sands of the south, are wandered by caravans, lost travelers, and the Golden Mirage, and also the Djinn, creatures of wind and magic, who are made of the secrets of the desert.

Zahu is a Djinn, who like his kind roamed the sands with the winds. Some djinn are small, barely whisps of wind who trick travelers, some pose as humans or mortals fall in love with mortals, some are made slaves, some become powerful Genie's lording over entire realms and being gifted the power to change reality.

Zahu is one of these Djinn, a powerful being, who wore his Lamp around his neck. One day, a strange talismand fell from the sky, and under its influence, he feels the need to create of the sands. . glass.

Dark Glass.

>Equipment: Clothing, Magical Focus (Witchwood)

>Inventory: Lamp (Token), Map (Indecipherable)

>Bonus: [The Lost City] The Golden Mirage has been called many things. It has been called Utopia, where the best of the world retreated under powerful magicks to live in their own civilization of greatness. It has been called a trap for the greedy, a place with no exit and as much gold as you could possibly see, but no food. All you know is that you are drawn there, that the creation of 'dark glass' is rooted to the place, and that this map, somehow, leads there.

1. It is unknown what caused the Genie's madness. It was reported just a short time ago that a great star fell from the sky.

But the nomads would be the first of his victim. Travelers stories would never be told.

The Djinn drifted in from the sands to the camp. Did they spot him, or did he go unseen? It is considered bad luck to try and harm a Djinn, especially unprovoked, so I can't imagine they would have protested.

Not that they could.

Zahu was merciless, and wielding all the dark magic he had, ensared and corrupted these simple farmers into the first of his Dark Glass walkers, creatures of living dark glass, who do his bidding.

>Convert the camp

2. And after he was done with this, the camp would become his first Glass Spire, a tiny shimmering seed in the ocean of sand that would grow into the tree of his corruption across the dunes.

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e50e1a No.5187

Dice rollRolled 84, 16 = 100 (2d100)

>>5173

>Name: Titus

>Race: Human

>Token: A small wooden figure of a woman named Saren that he carries on a string around his neck.

>Fluff:

Once Titus was a soldier marching in the name of his lord into whatever wars he saw fit. The pay was acceptable, the comrades were great and whenever he returned to his home his sister Saren would be waiting with a meal prepared and some stories what else had happened in their village.

When Titus returned from another of his lord's exploits he found the house he had grown up in abandoned. Nobody knew where his sister had went, but when he searched for her he found a perfect wooden replica of her, a tiny figure made with almost incredible craftsmanship.

Unaware of what had happened Titus set out to find his sister and bring her home.

>Health: Fine

>Equipment:

+ Armor (Banded Mail, Enemies attacking get a -15 to hit)

+ Sword (Forged Steel, +10 to attacking enemies)

>Inventory:

+ Small Figure (Token)

+ Coin Pouch (10 GP)

>Bonus:

+ [Not My Time] You've fought under your lord, for good or ill. You're a scarred veteran of countless engagements, and killing you is near impossible. You begin with one token, spendable to, somehow, survive a certain death. Basically, you're Zaeed Massani.

1-2. Certainly one of the local priests would know. If she had a reason to leave perhaps she had wished for good faith with the clergy? Or god beware if something had happened.. Titus would need to find out and follow here wherever she had went.

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e50e1a No.5195

File: 1435360207619.jpg (1.02 MB,2560x1920,4:3,downloadfile.jpg)

>Name: Juniri

>Race: Human

>Token: A large bead of fist sized dark purple necklaces

>Fluff: Junirir is a monster hunter, having been raised since she was a child to fight them. She is a skilled fighter, who was raised to be very agile and fast despite her…large assets. She is quite tall, around 6'5, and uses her large size in combination with her speed to slay opponents both large and small. She lives to slay monsters, finding a surprising amount of enjoyment in fighting whatever she can. She also has both sets of genitals, and is all around extremely sexual looking.

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e50e1a No.5201

>>5175

The memories… You can almost… remember it… J… Jac…

It slips from your mind, like a brother teasing their sibling with their toys. You fall to the ground, but catch yourself. The memory is still there… You just can't reach it.

>>5177

The tavern reeks of corruption. Every table, every dweller within it stinks of the foul odor of evil. This place is forsaken, the acts committed by those who inhabit it unimagineable…

You leave as quickly as you come in.

>>5178

The trek to the land of the Kobolds is short, to your occupied mind. The cudgel you wield feels heavy, crude, as if it would break upon a single good hit…

Before you realize, you have entered a town. A peaceful place, yet untouched by the plague, but an air of worry hangs above the denizens heads…

>>5180

>Equipment: Sword (Forged Steel, +10 to hit) Armor (Forged Steel, -20 for enemies to hit)

>Inventory: Silver Rose Pendant (Token), Bounty Poster

>Bonus: [In Shining Armor] Your father is stricken by madness, a despicable miasma on the mind that pushed you away from him. You wander the lands, striking down the evils you see. +10 to morally evil opponents, but your father wishes you back…

You begin your journey in a a small village, recently beset by the kobold plague. This disease is obviously not of natural making, it is magical…

>>5181

You begin your travel, the totem feeling light on your back during the first stretch. You have stocked food and water before you left. This, hopefully, should be..

…What is that?

>>5186

The nomads, amazingly, dared to rise against your whim. Their mystics tossed spells up, warping your gaseous form. As you noticed, they seemed resilient to your attempts to transform them…

So you transform the land, instead. A massive spire of dark glass, rising from the center of the desert! The foolish who resisted are impaled upon spikes, their bodies being quickly recomposed into the first of your golem army!

This… This will lead you to the Golden Mirage. You know it!

>Followers: [20 Dark Glass Golems]

>>5185

The boy, as they said, was suffering from the chilling fever. His body quakes and convulses, and his skin is colorless and cold to the touch.

You, though, are skilled, and have cured this very disease many times. You take a simple sprinkle of powder and rub it against the boys nose, and he quiets and calms.

His parents are ecstatic, and leave as a token of their appreciation a sack of coins.

+Coin Pouch [20 GP]

>>5187

>84+16=100

You are escorted by the guards to the church, a man in a simple robe awaiting your arrival.

You can feel his power, the strength of his soul, how determined he is in his faith, just by looking at him.

He speaks, simply, and bids you to ask him any questions three, and he will answer as the Lord of the Light doth tell him.

>>5195

>Equipment: Monsterhunter Garb, Winged Spear [Forged Steel, +15 to hit], Magical Focus (Witchwood)

>Inventory: Purple Bead Necklace (Token), Well-Kept Book (Magical Spells List: Missile)

>Bonus: [Fight Fire With Fire] With your peculiar body, it was obvious to the foundation of monsterhunters that you were descended from the beasts. Perhaps, in your bloodline, there was one? Does not matter. A +10 to fighting any of the many primordial monsters in the world.

You begin your journey in a small camp in a jungle, many other monsterhunters having gathered here to deal with an infestation.

POST

POST

POST

POST

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e50e1a No.5202

Dice rollRolled 37, 90 = 127 (2d100)

>>5201

>Name: Jova Fuego

>Race: Human

>Token: Shiny Gem

>Fluff: What am I? You gotta ask yourself, what rules this world? Darkness. Darkness conceals, darkness corrupts, darkness kills, darkness deceives. What is the enemy of darkness? Fire. Fire reveals, fire inspires passion, fire ignites emotion, fire knows no master nor thrall. What am I? I'm the firestarter.

>Equipment: Pyromancy Cinder, Robe (Red)

>Inventory: Shiny Gem (Token), Charred Book (Pyromancy Spells: Fireball, Combustion)

>Bonus: [Light Up the Night] The world is drenched in dark, being smothered in its cradle by darkness's foul stench. You plan to change that. +10 to burning evil with fire.

1 - I'll have to remember to torch that place later. In the meantime, see about finding some more wholesome accommodations.

2 - Also, try and chat it up with people. Get social, y'know? No good being that creepy woman who passes through town and leaves a burning building in her wake. Gotta stay grounded, light as many emotional fires as literal ones.

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e50e1a No.5203

>>5201

>Name: Vasiir Nalis

>Race: Sand Elf

>Token: small golden orb

>Fluff: A desert nomad of a random tribe. His tribe was not the richest, but was not poor either. He wishes to one day lead his tribe to greatness, if he can prove himself as a leader. Learned what every other kid in the tribe learned, how to find food and water in the desert, how to ride and how to fight.

>Health: Fine

>Equipment: Scimitar (Forged Steel, +10 to hit), Desertwear

>Inventory: Golden Orb (Token), Totem of Proving (Heavy, -5 to long-distance travel)

>Bonus: [To Glory] You're determined to lead your people to something above the life they have now, and have begun the right of proving to set yourself up for leadership. You need simply get this totem to the center of the desert and back, and you will have your entire tribe working for you.

1&2. Well, no reason not to check out what that is. Be careful though. If anything seems to move stay out of sight.

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e50e1a No.5204

Dice rollRolled 98, 38 = 136 (2d100)

>>5203

Forgot dice

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e50e1a No.5206

Dice rollRolled 4, 9 = 13 (2d100)

>>5201

>Name: Isøkslvel Sjelstyrket

>Race: Snow Elf

>Token: Locket

>Fluff: A Snow Elf, originally from the lands of Hierglan. Very much young for an Elf, less than a century on him, but married all the same in his home even further north than the cities of Hierglan, only coming south to try and make a name for himself as a swordsman and work to end the abominable treatment of his people. After some time, he and his wife fell into the eye of the public, but did little to truly change matters despite the people listening to his words. In a manner of months, a particularly nasty group of humans burned Isøklvel's house near the center, beating his wife to death with clubs and driving the man from the city gates, surviving only with a stick he'd managed to grab. In spite of his skills, there was no way he could fend off how many there were, and he was forced to flee with the knowledge of the burning body of his mate. Now, Isøklvel seeks only peace, and it seems as though it shall never come.

>Health: Fine

>Equipment: Cudgel (Crude, -5 to hit), Cold-Weather Clothing

>Inventory: Locket [Token], Coin Pouch (5 GP)

>Bonus: [Better Times] You want only to live in peace, a respectable goal. The death of your wife, though, torments you still. +10 to dealing with bandits, marauders and other such lawless men.

1/2: Interesting. I will check in this place, look for the social area or meeting place, and if they have a market. I have no money, but I do have skills, and might make myself useful enough to the Kobolods to earn myself a proper weapon, or be granted one. Easier for such an exotic creature as I to do so with the enterprising lizardfolk than anyone else. The lack of the plague is a blessing, as always.

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e50e1a No.5207

File: 1435362488288.jpg (57.1 KB,230x230,1:1,Glass Spider.jpg)

Dice rollRolled 53, 3 = 56 (2d100)

>>5201

>Name: Zahu

>Race: Djinn

>Token: A small golden oil lamp, worn around the neck on a bracelet

>Fluff: In the ancient sands of the south, are wandered by caravans, lost travelers, and the Golden Mirage, and also the Djinn, creatures of wind and magic, who are made of the secrets of the desert.

Zahu is a Djinn, who like his kind roamed the sands with the winds. Some djinn are small, barely whisps of wind who trick travelers, some pose as humans or mortals fall in love with mortals, some are made slaves, some become powerful Genie's lording over entire realms and being gifted the power to change reality.

Zahu is one of these Djinn, a powerful being, who wore his Lamp around his neck. One day, a strange talismand fell from the sky, and under its influence, he feels the need to create of the sands. . glass.

Dark Glass.

>Equipment: Clothing, Magical Focus (Witchwood)

>Inventory: Lamp (Token), Map (Indecipherable)

>Bonus: [The Lost City] The Golden Mirage has been called many things. It has been called Utopia, where the best of the world retreated under powerful magicks to live in their own civilization of greatness. It has been called a trap for the greedy, a place with no exit and as much gold as you could possibly see, but no food. All you know is that you are drawn there, that the creation of 'dark glass' is rooted to the place, and that this map, somehow, leads there.

>Lair:

Corrupted Glass Land

>Followers: [20 Dark Glass Golems]

1. Zahu looked upon the land, saw how it bore the first fruits of his work, his servants knelt before him, and was pleased.

Zahu wanted to fill his land with life. He scooped up a small handful of sand, and crushed it with magic, and opened his hand.

Out crawled a tiny little glass spider. The first of endless number, the first and will be the greatest.

>Create a race of glass spiders, to start multiplying and feeding off the dark glass growth, at the same time expanding it

2. The Genie stood amongs the sands, and weaved and bobbed his hands, lifting it into the air as a whirlwinds, that began to sparkle in the sun.

He was converting the very sands into glass.

>Practice Glassomancy

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e50e1a No.5212

Dice rollRolled 37, 3 = 40 (2d100)

>>5201

Name: Magnus

Race: Human

Token: Broken Pendant

Fluff: A sellsword from a faraway land, he came to Hierglan by boat, clutching the broken pendant given to him by a women he no longer remembers, in a home he no longer knows, he is plagued by the curse of the Longing. Cursed to forget and remember things, losing a little of himself each time till he goes completely insane, he searches desperately for a cure, even through he no longer knows why.

DON'T FILL OUT BELOW

Health: Fine

Equipment: (Geisteel, +20 to hit), Parma (Banded Iron, can parry an enemy), Armor (Metal and Fur, -15 for enemy to hit)

Inventory: Broken Pendant (Token), Cursed Mark

Bonus: [Sweet Release] You've died, more times then you can quite remember. So much has been lost, and yet you power forward. +10 to rolls involving strength of will.

1/2. "NO!" Magnus shouts, rising like a defiant monolith among a torrent of hateful hail, "I will REMEMBER!"

+[Sweet Release] You've died, more times then you can quite remember. So much has been lost, and yet you power forward. +10 to rolls involving strength of will.

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e50e1a No.5213

Dice rollRolled 57, 46 = 103 (2d100)

>>5201

>Name:Lyra the Accursed

>Race: Human

>Token: Demonic Tome

>Fluff: Lyra was once a promising cleric within the order. Until she tried to heal a fellow knight that was near death. But Lyra made a mistake when she tried to find the remedy to the dying knight but instead she found a demonic tome which promised a cure. When she read from it the knight died then he awoke with inhuman vigour and a bloodthirsty cry. So Lyra ran away to the cold north and became a rouge healer with the tome in hand

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: Clerics Robe (Blue and White), Clerics Catalyst (Brass)

>Inventory: Demonic Tome (Token), Healing Powders, & Coin Pouch [20 GP]

>Bonus: [Temptation] The tome gnaws at your mind, pleading with you to read it. It claims, through voices you can just barely hear in the night, that it has power unimaginable… But the cost is your soul, your humanity, everything that makes you, you.

1. Look for anyone to help heal and nurture

2.Try to find a shop

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e50e1a No.5215

Dice rollRolled 67, 49 = 116 (2d100)

>Name: Juniri

>Race: Human

>Token: A large bead of fist sized dark purple necklaces

>Fluff: Junirir is a monster hunter, having been raised since she was a child to fight them. She is a skilled fighter, who was raised to be very agile and fast despite her…large assets. She is quite tall, around 6'5, and uses her large size in combination with her speed to slay opponents both large and small. She lives to slay monsters, finding a surprising amount of enjoyment in fighting whatever she can. She also has both sets of genitals, and is all around extremely sexual looking.

>Equipment: Monsterhunter Garb, Winged Spear [Forged Steel, +15 to hit], Magical Focus (Witchwood)

>Inventory: Purple Bead Necklace (Token), Well-Kept Book (Magical Spells List: Missile)

>Bonus: [Fight Fire With Fire] With your peculiar body, it was obvious to the foundation of monsterhunters that you were descended from the beasts. Perhaps, in your bloodline, there was one? Does not matter. A +10 to fighting any of the many primordial monsters in the world.

(Sorry)

1,2. Find monsters to fight.

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e50e1a No.5220

>>5202

The town is drenched in sin, very few buildings remaining untouched by the things that happened there. And yet, many of the people are pure, unaware of the mire of darkness they live in. What occurred, in this place?

The people you speak to seem cheerful. Happy, even. They say that their town is a simple place, but many odd people have been coming in as of late. They point to the tavern you just left, and say they usually stay there.

>>5203

You walk the dunes as if they were water, weaving between them in just the formation to avoid detection. It is… a giant, glass spire, pulsing with dark energy as its tainted light glistens along the surface of the desert. Around it patrol a squad of golems, and above it, a mere speck, appears to be a djinni.

This is not a good place. You should leave.

>>5206

The kobolds attempt to kindly rebuff you, saying that they have enough workers for their businesses and that they can't spare the coin with the plague rampaging through their lands.

>>5207

The spider forms, and immediately scuttles down him and into the sand. With his minds eye, he can see it as it burrows down, and begins digging through the dunes, spreading his corruption…

And yet the sand itself seems to resist his commands, falling back to the ground considerably finer then before, but still sand nonetheless. Hrm.

>>5212

J… Jacqueline. Her name was Jacqueline. And the… The… church tower… holds the… key.

The church tower.

Jacqueline.

Jacqueline.

>>5213

You wander into the small, snow-covered town. It seems rather depopulated at this time, many of the outer houses having fallen to ruin.

The chilling fever claimed many. Few were buried. And still, the disease rampages, unchecked.

You grace the abodes of a few and rescue some, but not all can be saved. For some, they're too far gone. A shame.

The shop is woefully understaffed, but is still open. There are many things for sale…

[Dagger: 5 GP]

[Sword: 10 GP]

[Winter Clothing: 3 GP]

[Healing Powder: SOLD OUT]

[Magical Tome: 10 GP]

[Magical Focus: 5 GP]

>>5215

You venture forth from the camp, spear at the ready. The jungle is dense, but monsters… Monsters are noisy. They are big, noisy creatures that you swore to kill.

You find yourself stalking one. A strange, nearing nine-foot creature. Some horrific abberation, an unholy mixture of humanity and monstrosity. What could have created this beast?

POOOOOOOST

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e50e1a No.5224

Dice rollRolled 37, 36 = 73 (2d100)

>>5220

>Name: Vasiir Nalis

>Race: Sand Elf

>Token: small golden orb

>Fluff: A desert nomad of a random tribe. His tribe was not the richest, but was not poor either. He wishes to one day lead his tribe to greatness, if he can prove himself as a leader. Learned what every other kid in the tribe learned, how to find food and water in the desert, how to ride and how to fight.

>Health: Fine

>Equipment: Scimitar (Forged Steel, +10 to hit), Desertwear

>Inventory: Golden Orb (Token), Totem of Proving (Heavy, -5 to long-distance travel)

>Bonus: [To Glory] You're determined to lead your people to something above the life they have now, and have begun the right of proving to set yourself up for leadership. You need simply get this totem to the center of the desert and back, and you will have your entire tribe working for you.

1&2. This is not a good place to be, at all. Sneak away and continue my quest to the center. Keep my eyes out for anything else interesting though.

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e50e1a No.5225

Dice rollRolled 84, 14 = 98 (2d100)

>>5201

>Name: Titus

>Race: Human

>Token: A small wooden figure of a woman named Saren that he carries on a string around his neck.

>Fluff:

Once Titus was a soldier marching in the name of his lord into whatever wars he saw fit. The pay was acceptable, the comrades were great and whenever he returned to his home his sister Saren would be waiting with a meal prepared and some stories what else had happened in their village.

When Titus returned from another of his lord's exploits he found the house he had grown up in abandoned. Nobody knew where his sister had went, but when he searched for her he found a perfect wooden replica of her, a tiny figure made with almost incredible craftsmanship.

Unaware of what had happened Titus set out to find his sister and bring her home.

>Health: Fine

>Equipment:

+ Armor (Banded Mail, Enemies attacking get a -15 to hit)

+ Sword (Forged Steel, +10 to attacking enemies)

>Inventory:

+ Small Figure (Token)

+ Coin Pouch (10 GP)

>Bonus:

+ [Not My Time] You've fought under your lord, for good or ill. You're a scarred veteran of countless engagements, and killing you is near impossible. You begin with one token, spendable to, somehow, survive a certain death. Basically, you're Zaeed Massani.

1-2.

Question One: Where is my sister?

Question Two: How do I find her?

Question Three: Mirror mirror on the wall, who is the fairest of them all?

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e50e1a No.5227

Dice rollRolled 60, 74 = 134 (2d100)

>>5220

Name: Magnus

Race: Human

Token: Broken Pendant

Fluff: A sellsword from a faraway land, he came to Hierglan by boat, clutching the broken pendant given to him by a women he no longer remembers, in a home he no longer knows, he is plagued by the curse of the Longing. Cursed to forget and remember things, losing a little of himself each time till he goes completely insane, he searches desperately for a cure, even through he no longer knows why.

DON'T FILL OUT BELOW

Health: Fine

Equipment: (Geisteel, +20 to hit), Parma (Banded Iron, can parry an enemy), Armor (Metal and Fur, -15 for enemy to hit)

Inventory: Broken Pendant (Token), Cursed Mark

Bonus: [Sweet Release] You've died, more times then you can quite remember. So much has been lost, and yet you power forward. +10 to rolls involving strength of will.

1/2. Head to the tower, Jacqueline, better carve that into my armor as well.

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e50e1a No.5228

Dice rollRolled 6, 17 = 23 (2d100)

>>5220

>Name: Zahu

>Race: Djinn

>Token: A small golden oil lamp, worn around the neck on a bracelet

>Fluff: In the ancient sands of the south, are wandered by caravans, lost travelers, and the Golden Mirage, and also the Djinn, creatures of wind and magic, who are made of the secrets of the desert.

Zahu is a Djinn, who like his kind roamed the sands with the winds. Some djinn are small, barely whisps of wind who trick travelers, some pose as humans or mortals fall in love with mortals, some are made slaves, some become powerful Genie's lording over entire realms and being gifted the power to change reality.

Zahu is one of these Djinn, a powerful being, who wore his Lamp around his neck. One day, a strange talismand fell from the sky, and under its influence, he feels the need to create of the sands. . glass.

Dark Glass.

>Equipment: Clothing, Magical Focus (Witchwood)

>Inventory: Lamp (Token), Map (Indecipherable)

>Bonus: [The Lost City] The Golden Mirage has been called many things. It has been called Utopia, where the best of the world retreated under powerful magicks to live in their own civilization of greatness. It has been called a trap for the greedy, a place with no exit and as much gold as you could possibly see, but no food. All you know is that you are drawn there, that the creation of 'dark glass' is rooted to the place, and that this map, somehow, leads there.

>Lair:

Corrupted Glass Land

>Followers: [20 Dark Glass Golems]

>Creatures: [Glass Spiderlings]

1-2. With my lair set, and my creatures created, the time has come to gaze upon the penultimate task.

The Golden Mirage. Even to the Magical Djinn who can fly in the skies or delve beneath the earth and sea. . .it is not so easy to find. The sun and wind and sand play tricks on the eye, both mortal and magical. But this map is the one and only key to the source.

Alas, it too is beyond my current comprehension. I shall have to use all my resource to studying the map.

>Send forth my golems and spiderlings to look for clues to solve the map

>Study the map

>Start looking for the mysterious city

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e50e1a No.5229

Dice rollRolled 71, 1 = 72 (2d100)

>Name:Lyra the Accursed

>Race: Human

>Token: Demonic Tome

>Fluff: Lyra was once a promising cleric within the order. Until she tried to heal a fellow knight that was near death. But Lyra made a mistake when she tried to find the remedy to the dying knight but instead she found a demonic tome which promised a cure. When she read from it the knight died then he awoke with inhuman vigour and a bloodthirsty cry. So Lyra ran away to the cold north and became a rouge healer with the tome in hand

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: Clerics Robe (Blue and White), Clerics Catalyst (Brass)

>Inventory: Demonic Tome (Token), Healing Powders, & Coin Pouch [2 GP]

>Bonus: [Temptation] The tome gnaws at your mind, pleading with you to read it. It claims, through voices you can just barely hear in the night, that it has power unimaginable… But the cost is your soul, your humanity, everything that makes you, you.

I'm buying this

[Magical Tome: 10 GP][Magical Focus: 5 GP][Winter Clothing: 3 GP]

1-2 Look for the unaffected and let them know that I'll help

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e50e1a No.5230

Dice rollRolled 70, 26 = 96 (2d100)

>>5220

>Name: Jova Fuego

>Race: Human

>Token: Shiny Gem

>Fluff: What am I? You gotta ask yourself, what rules this world? Darkness. Darkness conceals, darkness corrupts, darkness kills, darkness deceives. What is the enemy of darkness? Fire. Fire reveals, fire inspires passion, fire ignites emotion, fire knows no master nor thrall. What am I? I'm the firestarter.

>Equipment: Pyromancy Cinder, Robe (Red)

>Inventory: Shiny Gem (Token), Charred Book (Pyromancy Spells: Fireball, Combustion)

>Bonus: [Light Up the Night] The world is drenched in dark, being smothered in its cradle by darkness's foul stench. You plan to change that. +10 to burning evil with fire.

1/2 - Right, the plan is simple then. Time to lighten up this town a little, get the fires of joy and purity stoked. I just need to burn down the source of this town's sin. Discretely, VERY discretely, get a fire started from outside the tavern, preferably somewhere not easily seen. The evil interlopers will pay for their wickedness.

>+[Combustion]

>+[Light up the Night]

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e50e1a No.5231

Dice rollRolled 38, 18 = 56 (2d100)

>>5220

>Name: Juniri

>Race: Human

>Token: A large bead of fist sized dark purple necklaces

>Fluff: Junirir is a monster hunter, having been raised since she was a child to fight them. She is a skilled fighter, who was raised to be very agile and fast despite her…large assets. She is quite tall, around 6'5, and uses her large size in combination with her speed to slay opponents both large and small. She lives to slay monsters, finding a surprising amount of enjoyment in fighting whatever she can. She also has both sets of genitals, and is all around extremely sexual looking.

>Equipment: Monsterhunter Garb, Winged Spear [Forged Steel, +15 to hit], Magical Focus (Witchwood)

>Inventory: Purple Bead Necklace (Token), Well-Kept Book (Magical Spells List: Missile)

>Bonus: [Fight Fire With Fire] With your peculiar body, it was obvious to the foundation of monsterhunters that you were descended from the beasts. Perhaps, in your bloodline, there was one? Does not matter. A +10 to fighting any of the many primordial monsters in the world.

1,2. Another day another monster to face. Juniri attacks the monstrosity, using her agility, size, and strength to disable it skillfully

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e50e1a No.5234

Dice rollRolled 96 (1d200)

>>5231

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e50e1a No.5252

Dice rollRolled 68, 79 = 147 (2d100)

>>5220

>>Name: Rozen

>>Race: Human

>>Token: Silver Rose Pendant

>>Fluff: Noble who has been disowned by his Father. Has been trained In Swordsmanship, Archery and Poetry. He stole the Families only suit of armor before he fled from his father. The guy was going nuts, blaming Rozen for his mothers death and threating to kill him. He is now a wandering Knight, lending aid to those who deserve it.

>Equipment: Sword (Forged Steel, +10 to hit) Armor (Forged Steel, -20 for enemies to hit)

>Inventory: Silver Rose Pendant (Token), Bounty Poster

>Bonus: [In Shining Armor] Your father is stricken by madness, a despicable miasma on the mind that pushed you away from him. You wander the lands, striking down the evils you see. +10 to morally evil opponents, but your father wishes you back…

1. "Let's take a look at this bounty poster."

2. Take a look around and search for some Items.

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