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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: 8ea12f4df21f5dd⋯.jpg (141.7 KB,720x411,240:137,5561.jpg)

a1cf24 No.52810

In August 2019 an asteroid was spotted on a collision course for Earth. It’s size suggested that a collision would plunge the world into a new ice ball age. The world governments, mostly, set aside old grievances for the survival of humanity; and ruthlessly put down any that didn’t. Projects were made to colonize the moon and mars, self contained vaults were created, habs that could hopefully survive the great freeze were built, and genetic facilities run by an AI was created to monitor these projects and create new humans through artificial wombs and stored semen and eggs in case of the worst outcomes. Of all of these projects the craziest was project Isekai, a project to colonize an alternate reality. Moving along a fourth dimensional axis it was believed that one of a few things could happen: the colonization of another planet through FTL travel, the colonization of an alternate reality, and horrible death. The project was completed just in time and the colonists were hurried through the portal. To your surprise you are alive on an alien world; but will that last?

Overall rules:

The rules will likely be bent or broken in some cases, and that is fine. I’m not perfect and I enjoy rule of cool scenarios.

While I will try to keep everything balanced I make no promises. I will do my best to give everything you try to do, within reason, to do something.

Use some logic. Bad decisions will not be saved by good rolls, unless they are crit successes, then the dice gods love you and hate me (as always). So giving your kids to the creepy guy in return for vague promises of something good will probably not work for you.

I am autistic about tech. This will not be avoided. To be able to research some things you will need to have another prerequisite tech, resource, or other such prerequisite. Such as for gunpowder you will need saltpeter, charcoal, and sulphur.

Bitching solves nothing.

Have fun. It is a game.

100- Crit success (Every 20 over 100 is another +1

99-99- 3

60-89- 2

40-59- 1

20-39- 0

10-19- -1

2-9- -2

1 Crit fail

Faction Sheet: If it is between {} that means you name it.

Name -

Fluff - (Fill out whatever you feel you need to. The more you give the more I have to work with.)

Color - (What color do you want to be on the map? Check to be sure it is different from the other players please.)

Snowflake - (What snowflake options are you taking?)

Techs - Common Modern (See below)

Research - (What is your current research)

Magic - (Magic is split based on the schools of magic, or how magic is utilized)

Units - 1x {Guards} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - (You may choose 3 modern resources to bring with you. See below.)

Bonus - (Given based on fluff and snowflake options)

See full rules for snowflake options, tags, and more in depth rules: https://docs.google.com/document/d/1gV6oemqNSZS4TvSkRuI0rpIiyrOHZjKrwzYMXwTXMEM/edit?usp=sharing

____________________________
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d046ec No.52812

Name - The Human Supremacy Front

Fluff - The HSF is a hastily assembled group of Private Investors, Private Military Contractors and volunteers brought together by a common purpose, to Protect Humanity as a species at all costs, to eliminate all non-human sentience that may exist on the other side of the portal, and to assist Humanity as a whole. In the initial days of the Front's founding, many were ridiculed as paranoid Sci-Fi junkies after one too many Warhammer 40k book readings, but as the day of the asteroid's impact drew closer, doubts formed in the minds of those who had looked down on the Front. After all, if they really did end up on another world, there's no telling what could be waiting just outside their portal opening. They joined, out of fear of the unknown, genuine belief in the Front's goals, or out of convenience. Like it or not, the Businessmen, soldiers of fortune, and ordinary people are in this for the long haul, and this world shall see humanity rise to dominance, whether that be on their own merit, or among the broken bodies of her enemies!

Color - Gray

Snowflake -

For Science!

Well stocked

Techs - Common Modern (See below)

1. Gunsmithing

2. Ballistic Chemistry

3. Engineering

Research - (What is your current research)

Magic - (Magic is split based on the schools of magic, or how magic is utilized)

Units - 1x {1st Guards of Humanity} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources -

Major: Big ass library of books and schematics

Minors: Mining Equipment, Logging Equipment, Chemistry Equipment

Bonus - (Given based on fluff and snowflake options)

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38abfd No.52813

File: fe66a356e20eee3⋯.gif (870.8 KB,500x250,2:1,Otaku.gif)

Name -N.E.E.T.S

Fluff - A nation composed entirely of the destitute anime watching degenerates of society, when volunteers for the new world were called upon the NEETS were the first to jump on it, surprising considering their horrible anxieties and seclusions, now they could finally live out their wildest dreams they could finally live the anime. Their waifus could finally be claimed all their training with swords, katanas and other medieval weaponry would finally pay off as they marched forward into the great unknown to establish their own society, with all of their nerdy skills they would all become the heros the new world needed.

Color - Light blue

Snowflake - Magic, Well stocked

Techs - Common Modern (See below)

Research - (What is your current research)

Magic - Spirit Magic

Units - 1x {Heishi} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Anime, Snack foods, Katanas, Manga, Bows, Notebooks

Bonus - (Given based on fluff and snowflake options)

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14e6f7 No.52814

Name - New World Pioneers

Fluff - When the looming threat of destruction was accompanied by the promise of a new world, some jumped at the chance. Among them were the New World Pioneers. Formed by a group of sportsmen and outdoor enthusiasts and their families, key members of the group included horse ranchers, radio operators, and the operators of a steel mill. Though they had no idea what this new world may hold, the members of the NWP knew that they wanted to see all of it. They loaded up carts of steel and supplies, pulled by their horses, and made their way through the portal. On the way, both them and their animals were changed. When they appeared on the other side, the horses had become sleipnir: stronger, faster, leggier. Perfect for covering even more uncharted ground. The humans of the NWP found that they were able to converse with spirits in this new world, opening up mysterious secrets for discovery. It has only convinced the NWP even further that they are destined to traverse every inch of this mysterious new world.

Color - Purple

Snowflake - Magic: Spirits, Mutated Stock: Sleipnir

Techs - Common Modern (See below)

Research - (What is your current research)

Magic - Spirit Magic

Units - 1x NWP Riders [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Horses(Mutated), Radios, Steel

Bonus - (Given based on fluff and snowflake options)

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e7654c No.52815

Name - Partakers of Fruition

Fluff - With the plethora of choices available it takes a particular mindset to decide upon what is on its face the most insane and unlikely to work option. One has to find not only the other options distasteful, but also this one good and worth risking everything for. Those people can only ever be considered true fanatics. Enchanted by the prospect of immediately colonizing an earth-like planet without being forced to live on a space station, underground base, or settling on a barren planet. They signed up for the isekai project so that they can feel the earth on their feet rather than cold steel. The idea of a new world resonated so strongly that much like the nature worship of the ancient pagans they have taken this new world to be their ultimate idol. Wishing to become one with its majesty and grow in prosperity. The Partakers of Fruition are obsessed with fertility in all its forms whether it is in the raising of animals, growth of crops, or excessive procreation.

Color - Green

Snowflake - Survivalists, Religious

Techs -

Research -

Magic -

Units - 1x {Pioneers} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Seeds, drugs, Tractor

Bonus - (Given based on fluff and snowflake options)

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5a167f No.52818

-Name - Court of Solomon

-Fluff - Just as adversity breeds those who wish to preserve and protect, it breeds those who wish to manipulate and control. Former politician Hans Alexander Wolfgang initially planned to fashion himself as the herald of a new age through the assembly of his own taskforce to aid and influence the proposed Isekai Project. Despite his faction’s successful candidacy, Hans succumbed to illness before his plotting could reach fruition. His son, Solomon Wolfgang, quickly found himself at the head of his father’s still-devout organization. Solomon, sharing the same want for power as his father, sought to take advantage of this devotion by breeding fanaticism in his newfound followers. Solomon promised his associates their place among the elite of a new world that they would build together. This ‘Court of Solomon’ began to generate great clout as Wolfgang continued to sell himself as the sort of leader the new world would require. By the time the gate to the new world had opened, the Court of Solomon had successfully cemented its status as a full-fledged cult beneath its leader. With their doctrine, they made the promise that they would bring order to whatever savage world laid beyond.

-Color - Red

-Snowflake - [Influential][Religion]

-Techs - [Common Modern]

-Research - None

-Magic - None

-Units - 1x {Wolfguard}[Ranged][Free Upkeep] <In Capital>

-Settlements - None

-Wealth - 3

-Influence - 3

-Resources - [Concrete][Steel][Kevlar]

-Bonus - (Given based on fluff and snowflake options)

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848c4c No.52820

File: e85ce82bca9d52e⋯.jpg (165.07 KB,480x324,40:27,SIGVALD_2.jpg)

File: 0b4d5e5082d916e⋯.png (88.48 KB,210x330,7:11,heather-human-monk.png)

File: 24e9db366456533⋯.jpg (110.98 KB,736x1187,736:1187,5f7e968bee613b336576bb6bb0….jpg)

Name - The Society

Fluff - (Fill out whatever you feel you need to. The more you give the more I have to work with.)

Color - Grey

Snowflake -

Magic: SOUL MAGIC

Mutation: Changeling

Techs - Common Modern

Research - (What is your current research)

Magic - (Magic is split based on the schools of magic, or how magic is utilized)

Units - 1x {Guards} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - (You may choose 3 modern resources to bring with you. See below.)

Bonus -

Unlike the other factions who seek to dominate the local society through advanced technology and outside knowledge and resources, The Society seek to bring the locals to heel from within, whoever they are whatever they are.

The Society is a cadre of societal elites, actors, conmen, and the occasional sociopath. Experts at persuasion, manipulation, and control. Quite a number of them are specifically experienced at understanding and exploiting foreign cultures and immigrants, adapting different cultures and languages and using it to their advantage.

The darker aspect is that many of them also are very hedonistic and debauched, intending to exploit the locals for more than just personal gain but absolute control of their bodies, minds, even souls if they could.

They have by means divulged only to their members, aquired the art of Soul Magic. More so, at great cost, many of them spending a fortune, they have aquired the mutative ability of Changeling, the ability to shift forms at will. Many of them do so to acquire beautiful gorgeous bodies the better to lord over others. They are the self-proclaimed guardians of the Gene Vault, with a plethora of false personas and alternate identities known only to their own inner members.

The Society hope to reach out to the locals, through silver tongue, honeyed words, eye candy and a helping of soul magic bring them under heel and take from them everything. Without them even knowing a thing.

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848c4c No.52821

File: 0a5632e322bf76b⋯.jpg (87.26 KB,880x586,440:293,Modern-Blacksmith.jpg)

File: c29ddc5b2d54924⋯.jpg (88.42 KB,750x817,750:817,aa92bd34ac748380f1487c527b….jpg)

File: e4854784a04624f⋯.jpg (281.23 KB,600x492,50:41,Wood-Fired-Boiler-600-kg-h….jpg)

>>52820

>Edit: Scratch that gene vault

Resources:

-Manual/Foot Pedal Sewing and Textile machines

-Modern Blacksmith equipment (Wood Fire Forge + Steam Milling)

-Wood Steam Boiler

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5dccd9 No.52826

Faction Sheet: If it is between {} that means you name it.

Name - The Secessionists

Fluff - The old world is dead long live the new world, may the kings and tyrants of old be dragged down from their castles of sand and made out to be the fools they truly are. May all who yield to the wills of these silver tongued vipers be rejected alongside them.

Led by the enigmatic Colonel Horst The Secessionists believe that only those who have the will and the drive to carve out a place in the new world deserve to have power within it and that everyone must start with only the equipment on their backs and any place held in the old world is dust except in the skills it provided. Horst and his men are the informal leaders of this organization and plan on setting out for the coast with plans of establishing a base of operations there and using the water both as a source of food and as a means of exploring the world and establishing contact with any natives.

Color - Mauve

Snowflake - Survivalist

Techs -

Research -

Magic -

Units - 1x {Guards} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Mining Equipment, Construction Equipment, Industrial Foundry (Furnace, Smelter, Anvil, Frames)

Bonus -

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4fc290 No.52827

>>52810

Faction Sheet: If it is between {} that means you name it.

Name - DrakeKnights of Terra

Fluff - Outside View- An order of doctors, medical scientists, martial artists, athletes, coaches, support staff, and their families. In assembling these people it was hoped that they could practice their arts in any world they went to, and by applying what their knowledge over the human body and what is it capable of, to survive and thrive. In order to acquire the resources needed to establish themselves it would be necessary to build trust with the human factions and the locals. Practicing knowledge, risk, and fighting always provide the greatest yields. With these conditions in mind, working together, pooling resources and skills needed to fight and survive, they have formed what could only described as a Knightly Order. It seemed obvious that since they all came from Earth that they should name themselves for that distant world. They hope to achieve enough resources to create chapters around the human inhabited lands. In practice the warriors of this faction are hoping to achieve a form of heavy cavalry or heavy infantry that will make the most of their medical, conditioning, and martial knowledge.

Interior View- Sports and martial sports tycoon Bob Bobadome has bought his way through the portal. He was a genius at selling sports and bringing people together. This new world was just the sort of opportunity he was BORN for. He would put the athletes and medical specialists he had brought with him to work fighting and servicing in any way that would earn them the money and reputation needed to survive and thrive. Luckily there were no intellectual property laws as far as he could tell and so he decided on the 'Knights of Terra' to try and capitalize on the people he knew best and what could hold them together. Hes brought his prized texas longhorns and his beloved collection of birds, but immediately after arriving the birds grew massive, shed their feathers for scales, and took flight as drakes! He is now the proud owner of some loving and hungry drakes.

Color - Green

Snowflake -

For Science!

Mutated Stock

Techs - Common Modern (See below)

1. Medicine

2. Conditioning Training

3. Earth's Martial Arts

Research -

Magic -

Units - 1x {Squires} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Drakes (Mutated Birds), Cattle, Medical Plant Seeds

Bonus - (Given based on fluff and snowflake options)

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278069 No.52828

>>52810

Faction Sheet: If it is between {} that means you name it.

Name - The Not-So-Obsolete

Fluff - The Not-So-Obsolete started almost as a joke, where smiths, miners, watchmakers and other less useful vocational trades in the modern world flocked to the chance of being once again recognized for having achieved a high degree of skill. As the day of reckoning drew near however, the NSO started getting more and more serious. The already skilled craftsmen honed their skills to the finest edge they could achieve in preparation for the coming journey, Extensive workouts to handle the stress of a new life of manual labor. Their souls hardened by… several litres of booze. It all culminated as they stepped through the portal changed on a whole different level.

Color - Brown

Snowflake -

Mutated: Dwarven

Magic: Primal Fusion

Techs - Common Modern (See below)

Research - (What is your current research)

Magic - Primal Fusion

Units - 1x Marksdwarf Militia [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Mining Equipment, Smithing Equipment, Distilling Equipment

Bonus - (Given based on fluff and snowflake options)

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a1cf24 No.52856

File: c875ef862762c4b⋯.png (94.24 KB,3173x1844,3173:1844,Isekai FOW.png)

As the last of your people escape through the scientists start rushing through, a noble few staying behind to hold open the portal for the rest to escape the coming doom. With a final salute the portal closes and you can finally see the new world you have escaped to. It is much more like earth that you would have thought. The air is breathable but it is really cold and many equate it to being in Tibet or the Great Basin except the ground rocks are fairly green. Some distance away is a large ridge-line and, otherwise, it is fairly flat in most other directions. Some people find marks that may indicate slight water flow heading southward. During the night strange beasts can be heard and people are kept on edge. It doesn’t help that the horses somehow grow an extra set of legs that can t seem to phase through each other and the chickens devolve into dino-dogs the size of a bull. Then some people became fantasy style dwarves, female beards and all, and some people wander back with creatures made of various classical elements. It is a strange time all thing considered. However, you arn’t all dead yet and people need direction.

State of the neutral city: No material for housing, No food production, No water!

HSF: You planned ahead for the possibility of asserting the dominance of humans upon a new world. This may have to wait as you find yourselves in the middle of a cold desert with no sign of water. Thankfully your books should be fine, until people run out of patience and the little wood brought and decide warmth is more important than knowledge.

Clarification: The Library removes the penalty for the generic tech for mechanical and electrical devices up to common modern. You can also easily retry the roll if you fail. You have all Chemistry, not just ballistic.

+Bonus: Purge the unclean - All Earth Human units gain +2 to all combat rolls against native non-humans, +1 vs native humans, and +1 vs Earth Non-humans.

NEETS: You did it! You have transported yourself to a fantasy world! Sadly you can’t seem to figure out how to bring up your stat menus, you weren’t greeted by a sexy goddess (although that might be for the best since that would mean you died), and besides the sudden appearance of shortstacks that still cringe when you speak to them there is a distinct lack of fantasy wifus anywhere near you. Some of your guys do find a neat creature made entirely of snow with eyes and a mouth of dark, discolored, snow. They appear to understand you and are quite jovial little guys, just enjoying hearing the stories you brought and seeing the pictures. They also allow you to cast magic! When someone bonds with one of these guys they can offer some energy and they can shape snow and ice. They arn’t strong, but magic!

Clarification: Spirit Magic - Spirits: {Name} (Tiny, Ice)

Advancing in spirit magic involves searching for new spirits and researching what they like.

+Bonus: Weebshit: -1 on all combat but +1 progress per turn on magic research.

NWP: It has been a strange time since you left the portal. The land around you is pretty shit but at least it isn’t a completely frozen hellscape; just a partially frozen hellscape. Then your horses somehow grew something like an extra set of legs but didn’t seem to interact with the first set and just made the horses faster and stronger. Some of the biologists and vets took to heavy drinking after seeing that. Then their drinking song apparently attracted some kind of fairy made of swirling mist or clouds. Little guys apparently love to hear people sing. When the bond with someone they can even take some kind of energy from the person and perform magic for them, and can apparently control air.

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a1cf24 No.52857

Clarification: Spirit Magic - Spirits: {Name} (Tiny, Air)

Advancing in spirit magic involves searching for new spirits and researching what they like.

Sleipnir: Have 8 speed base. Give [Cavalry] Tag

Bonus: Curiosity hopefully wont kill you: +10 to scouting, prospecting, and study of new world items such as creatures, minerals, and ruins.

Partakers: The good news is that it isn’t metal under your feet. The bad news is that it is still cold and hard. The religious ecstasy of being on your holy land is finally over and the practicality of your survival has kicked in. The soil is shit, being filled with rocks and frost, and the animals that may have been raised keep turning into monsters. You pray that you can find something good soon.

Clarification: Each unit of seeds can be considered the seeds of various crops, such as herbs, peppers, vegetables, or a cereal grain. Remember you only have 3.

Bonus: Totally not a sex cult: +1 Loyalty in cities when first created or taken. +1 Production from farms. (Aka +1 food, drugs, ect. From farms.)

Solomon: This isn’t the best situation for your court. While your sycophants and loyal tools hing on your every word the survival situation is much worse than you thought it would be if you survived the portal. While you have gained influence with those that are not already working for the other factions that have formed before and after the transition that has begun to stall. Now you hear that people have discovered some kind of magic and animals have mutated into monsters. You have a lot of work to do if you truly want to take control.

Bonus: Cult of Personality - Decadence actions do not cause cities to lose loyalty if they are a part of your religion. All units you build gain the [Zealot] tag. If your leader is ever killed you will lose loyalty at -2/turn in every city start at half your current positive loyalty and double your negatives.

The Society: Beauty. No matter the time period or society beauty and suave can get you almost anything. This is what the members of The Society have learned all their lives. Good looks and confidence can get you rich, and all three can let you get anything else. Many of your group were nearly in shock when they woke up to find themselves lacking many features on their face, skin pale, and eyes like black pools. This was quickly rectified as they found they can easily change their shape to mimic that of another humanoid. Thankfully they were smart enough to hide this fact. Many also figure out how to channel a power deep within themselves that seems to be the basis of magic in this world and can read a colored ‘aura’ around people to tell emotions. Sadly the only people you could try to control are other people from earth.

Clarification: Soul Magic - Spells: Aura Reading; Soul magic lacks the ability to control the world but allows you to interact with soul energy. You can research spells in this vein to progress your understanding of soul magic.

Changeling: You get a +2 to espionage actions against humanoid civilizations and a +10 to diplomacy with the same.

Bonus: Bazstabs and Circus: You get a +2 to espionage actions that arn’t wilderness stealth. Entertainment buildings give an extra loyalty when built.

Secessionists: Yeehaw brother. Since leaving the old world all you have been given is an ever growing list of shit. First you find out that some of them no good, blue blooded, snake tongued politicians got out and have been forming some kind of group probably hellbent on controlling you all in this world too. Then you find out that no one has a damn clue where the coast is. It doesn’t help that the place you landed is a god damn desert and one that never seems to get hot. Your only comfort is knowing the damn politicians and actors are probably screwed harder than you are.

Bonuses: Rebel Yell: When a city of yours is captured you will gain 3 militia level units with [Stealth] and [Spy] tags. These units will disappear when the city is retaken, converted, or the loyalty to another ruler reaches +10.

Drive to succeed: You start with the goal “Settle on the coast”. Every 8 turns or when you succeed a goal you must choose a new goal. If you complete a goal within the turn limit you will receive a bonus depending on the difficulty of the goal.

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a1cf24 No.52858

Drakeknights: Masters of the one thing that you, literally, could not leave behind you find yourself with a bunch of weebs, cults, rednecks, and midgets. Your prized bird collection also turned into what looks like a goddamn dinosaur with colorful feathers on the males around the head, end of the tail, and feet. Thankfully they don’t seem to be having trouble with the cold weather. It’s probably that they are bigger than a horse and strong enough to be used for a mount. For some reason they also act a bit like dogs mixed with angry predator birds and are very willing to charge and jump on anything they see as prey. On the bright side all the nonexistant natives don’t have anything in the way of tech.

Clarification: Drakes can not fly but moved at mounted speed. They also give +2 to combat and [Keen], which procs an espionage roll when they are near hidden units to spot them, and [Hunter] which doubles damage to a unit when more than one [Hunter] is attacking the same unit.

+Bonus: Dragging the corpse of chivalry from the grave and reviving it with a lightning storm - You have a pool of 3 rerolls that you can use to reroll any non-crit roll for yourself, someone you are aiding, or someone you are directly opposing that turn (as in fighting or directly using actions in an attempt to screw over, these can be secret actions). If you use the reroll on another you must get their permission, in thread, to get the use of your bonus back. You may also aid another player or an NPC and request to gain a use back. You can only have a max of 3 stored.

The Not-so-Obsolete: So a bunch of drunkard craftsmen stepped through a portal and grew beards. Congratulations you are now a joke in a much different way than you were before. Jokes on the others, though, you can see heat! Seems like you all stepped through the portal and changed into fantasy style dwarves, and some of them accidentally finding a way to attune to classical greek elements and gain sick magic. Unfortunately Bill’s beard is now made of fire and Ted’s eyes are literally diamonds. At least you are better off than the guys whose chickens turned into dinos.

Clarification: Dwarves - Dwarves have the ability to live comfortably underground. This means that you can make relatively safe cities dug into mountains or in other reasonable terrain. You don’t take penalties moving through mountains but infantry troops move at a pace of 2 hexes. Underground cities also count as a mine.

Primal Fusion - Elements: [Fire, Water, Earth, Air], Methods [Elemental Control]

Primal fusion is the magic gained by binding your soul to an element. While the body may mutate it allows for powerful magic without needing a spirit. You will have to research either more elements or methods to progress. A mage unit can only have one element and one method counts as one equipment. Methods are not spells but how a magic user manipulates their fused element. For example Elemental Control is the free control of their element. Basically element bending.

Bonus: Fuck DaVinci - No penalty to Common Modern tech for any metallurgy, small scale engineering, or small scale crafting techs. You also get a +1 progress for all research into materials native to this world and +10 to crafting and building rolls.

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00ade5 No.52871

Dice rollRolled 85, 81 = 166 (2d100)

>>52858

Name - New World Pioneers

Fluff - When the looming threat of destruction was accompanied by the promise of a new world, some jumped at the chance. Among them were the New World Pioneers. Formed by a group of sportsmen and outdoor enthusiasts and their families, key members of the group included horse ranchers, radio operators, and the operators of a steel mill. Though they had no idea what this new world may hold, the members of the NWP knew that they wanted to see all of it. They loaded up carts of steel and supplies, pulled by their horses, and made their way through the portal. On the way, both them and their animals were changed. When they appeared on the other side, the horses had become sleipnir: stronger, faster, leggier. Perfect for covering even more uncharted ground. The humans of the NWP found that they were able to converse with spirits in this new world, opening up mysterious secrets for discovery. It has only convinced the NWP even further that they are destined to traverse every inch of this mysterious new world.

Color - Purple

Snowflake - Magic: Spirits, Mutated Stock: Sleipnir

Techs - Common Modern (See below)

Research - Air Spirits

Magic - Spirit Magic - Spirits: Sprites(Tiny, Air)

Units - 1x NWP Riders [Ranged] [Cavalry] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Horses(Mutated), Radios, Steel

Bonus: Curiosity hopefully wont kill you: +10 to scouting, prospecting, and study of new world items such as creatures, minerals, and ruins.

Finding themselves immediately thrust into a perilous survival situation, the NWP waste no time in setting out to rectify it. The spirits, the sleipnir, and the radios would all come in handy to find a way out of this mess. Those that stayed in camp would be set upon researching these new air spirits and seeing what they can do, as well as how to bond more closely with them.

1-2. Meanwhile, every spare sleipnir goes to a scout, and they all spread out to find a way out of this godforsaken place, or anything at all here capable of supporting life, at least temporarily. The riders would move fast on their steeds, ask their spirits to look around from the skies if they are willing, and use their radios to inform each other in real-time. +10

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4fc290 No.52874

Dice rollRolled 91, 51 = 142 (2d100)

>>52858

Name - Drakeknights

Fluff - Outside View- An order of doctors, medical scientists, martial artists, athletes, coaches, support staff, and their families. In assembling these people it was hoped that they could practice their arts in any world they went to, and by applying what their knowledge over the human body and what is it capable of, to survive and thrive. In order to acquire the resources needed to establish themselves it would be necessary to build trust with the human factions and the locals. Practicing knowledge, risk, and fighting always provide the greatest yields. With these conditions in mind, working together, pooling resources and skills needed to fight and survive, they have formed what could only described as a Knightly Order. It seemed obvious that since they all came from Earth that they should name themselves for that distant world. They hope to achieve enough resources to create chapters around the human inhabited lands. In practice the warriors of this faction are hoping to achieve a form of heavy cavalry or heavy infantry that will make the most of their medical, conditioning, and martial knowledge.

Interior View- Sports and martial sports tycoon Bob Bobadome has bought his way through the portal. He was a genius at selling sports and bringing people together. This new world was just the sort of opportunity he was BORN for. He would put the athletes and medical specialists he had brought with him to work fighting and servicing in any way that would earn them the money and reputation needed to survive and thrive. Luckily there were no intellectual property laws as far as he could tell and so he decided on the 'Knights of Terra' to try and capitalize on the people he knew best and what could hold them together. Hes brought his prized texas longhorns and his beloved collection of birds, but immediately after arriving the birds grew massive, shed their feathers for scales, and took flight as drakes! He is now the proud owner of some loving and hungry drakes.

Color - Green

Snowflake -

For Science!

Mutated Stock

Techs - Common Modern (See below)

1. Medicine

2. Conditioning Training

3. Earth's Martial Arts

Research - Animal Husbandry

Magic -

Units - 1x {Squires} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Drakes (Mutated Birds), Cattle, Medical Plant Seeds

+Bonus: Dragging the corpse of chivalry from the grave and reviving it with a lightning storm - You have a pool of 3 rerolls that you can use to reroll any non-crit roll for yourself, someone you are aiding, or someone you are directly opposing that turn (as in fighting or directly using actions in an attempt to screw over, these can be secret actions). If you use the reroll on another you must get their permission, in thread, to get the use of your bonus back. You may also aid another player or an NPC and request to gain a use back. You can only have a max of 3 stored.

>>52871

"This place is more barren then a beggar's bank account. You boys find anything yet with those slick horses? Might have to burn the assorted dung piles for warmth, say thats not a bad idea seeing as we aren't hurting for campfire rocks out here."

1/2 Gather assorted manure, could come in handy for a few things out here.

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848c4c No.52889

Dice rollRolled 9, 77 = 86 (2d100)

The Society: Beauty. No matter the time period or society beauty and suave can get you almost anything. This is what the members of The Society have learned all their lives. Good looks and confidence can get you rich, and all three can let you get anything else. Many of your group were nearly in shock when they woke up to find themselves lacking many features on their face, skin pale, and eyes like black pools. This was quickly rectified as they found they can easily change their shape to mimic that of another humanoid. Thankfully they were smart enough to hide this fact. Many also figure out how to channel a power deep within themselves that seems to be the basis of magic in this world and can read a colored ‘aura’ around people to tell emotions. Sadly the only people you could try to control are other people from earth.

Clarification: Soul Magic - Spells: Aura Reading; Soul magic lacks the ability to control the world but allows you to interact with soul energy. You can research spells in this vein to progress your understanding of soul magic.

Changeling: You get a +2 to espionage actions against humanoid civilizations and a +10 to diplomacy with the same.

Bonus: Bazstabs and Circus: You get a +2 to espionage actions that arn’t wilderness stealth. Entertainment buildings give an extra loyalty when built.

Short post before work.

1-2. Fuck this survival shit.

Send people out and go look for a native village we can chum up with for food and shelter. Learn their language, we come in peace, blah-blah-blah please let us work for you for food and water and roofs over our head.

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c344a5 No.52890

Dice rollRolled 32, 61 = 93 (2d100)

Name -N.E.E.T.S

Fluff - A nation composed entirely of the destitute anime watching degenerates of society, when volunteers for the new world were called upon the NEETS were the first to jump on it, surprising considering their horrible anxieties and seclusions, now they could finally live out their wildest dreams they could finally live the anime. Their waifus could finally be claimed all their training with swords, katanas and other medieval weaponry would finally pay off as they marched forward into the great unknown to establish their own society, with all of their nerdy skills they would all become the heros the new world needed.

Color - Light blue

Snowflake - Magic, Well stocked

Techs - Common Modern (See below)

Research - (What is your current research)

Spirit Magic - Spirits: [Jack frost](Tiny, Ice)

Units - 1x {Heishi} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Anime, Snack foods, Katanas, Manga, Bows, Notebooks

+Bonus: Weebshit: -1 on all combat but +1 progress per turn on magic research.

1-2 Fuck its cold, Lets build some houses, manusl labor sucks hard, but if we all work together it'll go easier. Also fireplaces in our log cabins are a must

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d046ec No.52891

Dice rollRolled 28, 14 = 42 (2d100)

Name - The Human Supremacy Front

Fluff - The HSF is a hastily assembled group of Private Investors, Private Military Contractors and volunteers brought together by a common purpose, to Protect Humanity as a species at all costs, to eliminate all non-human sentience that may exist on the other side of the portal, and to assist Humanity as a whole. In the initial days of the Front's founding, many were ridiculed as paranoid Sci-Fi junkies after one too many Warhammer 40k book readings, but as the day of the asteroid's impact drew closer, doubts formed in the minds of those who had looked down on the Front. After all, if they really did end up on another world, there's no telling what could be waiting just outside their portal opening. They joined, out of fear of the unknown, genuine belief in the Front's goals, or out of convenience. Like it or not, the Businessmen, soldiers of fortune, and ordinary people are in this for the long haul, and this world shall see humanity rise to dominance, whether that be on their own merit, or among the broken bodies of her enemies!

Color - Gray

Snowflake -

For Science!

Well stocked

Techs - Common Modern (See below)

1. Gunsmithing

2. Ballistic Chemistry

3. Engineering

Research - (What is your current research)

Magic - (Magic is split based on the schools of magic, or how magic is utilized)

Units - 1x {1st Guards of Humanity} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources -

Major: Big ass library of books and schematics

(The Library removes the penalty for the generic tech for mechanical and electrical devices up to common modern. You can also easily retry the roll if you fail. You have all Chemistry, not just ballistic.)

Minors: Mining Equipment, Logging Equipment, Chemistry Equipment

Bonus - Purge the unclean - All Earth Human units gain +2 to all combat rolls against native non-humans, +1 vs native humans, and +1 vs Earth Non-humans.

————————————————————————————————————————-

We're finally here, and we have no time to waste. We were fortunate not to have an army of inhuman things rushing us from the moment we arrived, but the land around us seems, barren. First of all, we need to gather resources and help out the populace. Hearts and minds will be an essential part of our continued existence here.

Actions:

1. Mountains to our west will be prospected and any valuable materials like iron or copper are to be designated and mined asap.

2. Set up aid stations and a basic perimeter of defense around the "city". Aid station volunteers are instructed to save better supplies for humans, and to give out less beneficial items to any and all non-humans. There cannot be any overt fighting in this place, not yet, as that would lead to all of our deaths.

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e7654c No.52892

Dice rollRolled 32, 96 = 128 (2d100)

>>52858

Name - Partakers of Fruition

Fluff - With the plethora of choices available it takes a particular mindset to decide upon what is on its face the most insane and unlikely to work option. One has to find not only the other options distasteful, but also this one good and worth risking everything for. Those people can only ever be considered true fanatics. Enchanted by the prospect of immediately colonizing an earth-like planet without being forced to live on a space station, underground base, or settling on a barren planet. They signed up for the isekai project so that they can feel the earth on their feet rather than cold steel. The idea of a new world resonated so strongly that much like the nature worship of the ancient pagans they have taken this new world to be their ultimate idol. Wishing to become one with its majesty and grow in prosperity. The Partakers of Fruition are obsessed with fertility in all its forms whether it is in the raising of animals, growth of crops, or excessive procreation.

Color - Green

Snowflake - Survivalists, Religious

Techs -

Research -

Magic -

Units - 1x {Pioneers} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Seeds, drugs, Tractor

Bonus - Totally not a sex cult: +1 Loyalty in cities when first created or taken. +1 Production from farms. (Aka +1 food, drugs, ect. From farms.)

1. Even if the climate is poor to grow crops that does not mean we have to live by its whims. We shall construct indoor hydroponics that shall be just as efficient if not more so than if they were grown outside. Our first crop shall be vegetables.

2. We shall send a group of pioneers out to go exploring and seeing what can be foraged and hunted for food in the meantime.

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60849d No.52897

File: 749541ceef608c1⋯.gif (75.5 KB,387x312,129:104,1554936904461.gif)

File: 8ddc8178ccdd30c⋯.jpeg (50 KB,797x448,797:448,5cb6c91c54a47.jpeg)

File: 19de5a522dedd6d⋯.jpg (153.81 KB,960x953,960:953,fmliz71tkfk21.jpg)

Faction Sheet: If it is between {} that means you name it.

Name - Clownworld

Fluff -

https://www.youtube.com/watch?v=rn2Y1r8uLZ4

"BREACH IN SECTOR 3! BREACH IN SECTOR 3! THEY'VE PASSED THE LAST LINE OF DEFENSE! ABORT MISSION! OPERATION BIG TOP HAS FAILED! I REPEAT, OPERATION BIG TOP HAS FAILED! SHUT IT DOWN!"

This was the last transmission from the portal room as the degenerates of the world overran the portal's defenses and slipped through the portal just before the portal facility's self-destruct sequence activated. Upon entering the portal, the SJWs, retards, trannies, communists, etc. were one and all irreversibly morphed by the portal's energies into what can best be described as their true form. Their hair became curly and colored like a perfect rainbow, their skin turned green and their noses became red and round. More importantly their brains are wracked with a sort of high-functioning insanity, and as a result their actions are unpredictable and oftentimes hilarious. These clowns are led by a figure known only as the Honkler, who is said to be the most hilarious and chaotic clown of them all. While one would think that a society of clowns would never normally work, it actually has so quite well (albeit in the most hilarious way possible) as it has for decades on Earth.

Their true purpose and motivations may be uncertain, but what is clear is that where they go, chaos and ruin inevitably follows as the clowns strip the sanity, morality and stability from any civilization they come into contact with. Indeed, if the meteor didn't destroy the Earth, the collective Clownworld would.

They say that a sound can be heard before the end of times, and it goes something like this:

HONK HONK.

Color - Rainbow, if that's unacceptable then a nice bright hot pink

Snowflake - Mutation (Clowns), Magic (Soul Magic, corruption and insanity-causing magic and shiet pls)

Techs - Common Modern (See below)

Research - (What is your current research)

Magic - Soul Magic

Units - 1x {War Clowns} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - (You may choose 3 modern resources to bring with you. See below.)

Bonus - (Given based on fluff and snowflake options)

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60849d No.52898

File: e4e2c1f4a399a6b⋯.jpg (481.13 KB,1661x2560,1661:2560,81vk pv7snL.jpg)

>>52897

Forgot to add resources, gimme a printing press, an electric generator and pic related

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2f865d No.52924

Dice rollRolled 59, 16 = 75 (2d100)

>>52857

Name - The Secessionists

Fluff - The old world is dead long live the new world, may the kings and tyrants of old be dragged down from their castles of sand and made out to be the fools they truly are. May all who yield to the wills of these silver tongued vipers be rejected alongside them.

Led by the enigmatic Colonel Horst The Secessionists believe that only those who have the will and the drive to carve out a place in the new world deserve to have power within it and that everyone must start with only the equipment on their backs and any place held in the old world is dust except in the skills it provided. Horst and his men are the informal leaders of this organization and plan on setting out for the coast with plans of establishing a base of operations there and using the water both as a source of food and as a means of exploring the world and establishing contact with any natives.

Color - Mauve

Snowflake - Survivalist

Techs -

Research -

Magic -

Units - 1x {Guards} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Mining Equipment, Construction Equipment, Industrial Foundry (Furnace, Smelter, Anvil, Frames)

Bonus - Rebel Yell: When a city of yours is captured you will gain 3 militia level units with [Stealth] and [Spy] tags. These units will disappear when the city is retaken, converted, or the loyalty to another ruler reaches +10.

Goal - "Settle on the Coast"

1-2.It's a cold barren wasteland and while this crucible will burn away the weakest of us we will still need food and shelter, our men will canvass the area looking for any signs of animal activity preferably anything moving in herds whose tracks we can follow.

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0c463f No.52963

Dice rollRolled 94, 7 = 101 (2d100)

>>52858

Faction Sheet: If it is between {} that means you name it.

Name - The Not-So-Obsolete

Fluff - The Not-So-Obsolete started almost as a joke, where smiths, miners, watchmakers and other less useful vocational trades in the modern world flocked to the chance of being once again recognized for having achieved a high degree of skill. As the day of reckoning drew near however, the NSO started getting more and more serious. The already skilled craftsmen honed their skills to the finest edge they could achieve in preparation for the coming journey, Extensive workouts to handle the stress of a new life of manual labor. Their souls hardened by… several litres of booze. It all culminated as they stepped through the portal changed on a whole different level.

Color - Brown

Snowflake -

Mutated: Dwarves - Dwarves have the ability to live comfortably underground. This means that you can make relatively safe cities dug into mountains or in other reasonable terrain. You don’t take

penalties moving through mountains but infantry troops move at a pace of 2 hexes. Underground cities also count as a mine.

Magic: Primal Fusion - Primal Fusion is the magic gained by binding your soul to an element. While the body may mutate it allows for powerful magic without needing a spirit. You will have to

research either more elements or methods to progress. A mage unit can only have one element and one method counts as one equipment. Methods are not spells but how a magic user

manipulates their fused element. For example Elemental Control is the free control of their element. Basically element bending.

Techs - Common Modern (See below)

Research -

Magic -

Primal Fusion -

Elements: [Fire], [Water], [Earth], [Air]

Methods: [Elemental Control]

Units -

1x Marksdwarf Militia [Ranged] [Free Upkeep] <In Capital>

Settlements -

Wealth - 3

Influence - 3

Resources - Mining Equipment, Smithing Equipment, Distilling Equipment

Bonus - Fuck DaVinci - No penalty to Common Modern tech for any metallurgy, small scale engineering, or small scale crafting techs. You also get a +1 progress for all research into materials native to this world and +10 to crafting and building rolls.

The NSO, thrusted into the new world, take one look around at the company that they travelled with, and a mixture of disappointment, approval and trepidation spreads equally among the NSO.

1: With no food, no water and no housing, imminent death from a variety of causes waits around the corner. Those of us who are not endowed with magic shall start digging out living quarters, which will hopefully isolate us from the elements.

2: For those of us who are endowed with magic, they shall attempt to search the earth for edibles primarily, and other interesting features secondarily.

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a1cf24 No.53036

NWP:

1&2. Scouts are sent out towards the East. At least you are pretty sure it is the east for this world. There is only one sun so hopefully the planet doesn’t have some weird laws, like having the sun revolve around the earth or only provide light. Your scouts report nothing of any real note. They think they see something to the north east but it is hard to tell, looks like another mountain. There are still many erosion marks that lead to the south and now to the north east. Much of the land has the same greenish hue. There are also few animals but the scouts do see some. They remind the scouts of mountain goats but bigger and faster and someone mentioned a lion like creature. Smaller creatures were noticed but mostly ignored.

Research: After a bit of discussion, or whatever asking yes or no questions can be considered as the tiny wind spirits can’t speak, and they do know of larger wind spirits. Seems like it will take some more work to get them to guide you to where you can find larger spirits but it might be worth it. (Research accepted, counts as a basic tech, you will receive a location you know will have small wind spirits and a bonus to making a pact with them)

Drakeknights:

Seeing as there ain’t shit here you decide that you need to gather some shit, literally. While you arn’t gathering human waste just yet you create a group of poor people to gather shit from the drakes and the sliphnir while they are in the camp. Someone mentioned that they read about using horse dung as fuel for fires in the steppes. Might do some good. +Shit Collectors: -1 Wealth or Influence. +1 Dung Resource

Event: Some of your men, feeling a little jealous of the guys with magic horses and wind spirits, decide to try to also get their own spirits. They try to sing, their drakes try to sing with them, the spirits fly away, and people are sad. It seems that spirit magic is harder than your group thought and it discourages them from further attempts. Next spirit magic tech takes an extra progress to complete.

The Society:

Congratulations! Your scouts found something! It was not a village and the lion like creatures around the area don’t look like the friendly types. It appears that the scouts found a low area in the normally fairly flat lands and is where the groove marks heading south have been going. The land is very muddy with very shallow lakes of standing water. A variety of life is attracted to this land and it hosts some desner brush and even sparse trees. There are even small spirits, as the other groups are calling them, that look like floating spheres of water. These spirits may be why the area is still here and not evaporating in the dry air.

(Remember your research faggot)

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a1cf24 No.53037

NEETS:

It is very quickly found out that you have neither the supplies to build with nor the supplies to get the supplies to build with. There also isn’t enough snow to really work with in the area to make igloos. After a lucky happenstance a group is able to find a nice cave system that they were able to set up in and your group quickly takes it over. Not being the best at physical exercise and have no light sources your group is pretty fucked about scouting the deeper areas but they do find that the cave network has many openings near the surface. Not the most comfortable but it is better than the chill winds of the desert. +Near surface cave home.

(Remember your research faggot)

HSF:

Your greatest geologists are sent out to scout the mountains in the west for any ores. They report nothing of any interest just more green dust. You also have your men set up a perimeter around the tent city and aid stations, but quickly get in a few brawls with various people around the tent city. Nothing big but the people of the other factions are more wary around you. -10 to the next attempt to influence the people of other factions.

(Remember your research faggot)

PoF:

Plans are drawn up to build a hydroponics farm so that food production can begin. The engineers are getting excited but they soon realize that they do not have the materials needed to build a hydroponics system. Even taking apart the tractors for parts wouldn’t work since they don’t have the tools to turn them into even a janky hydroponics system. Your scouts head south following the erosion marks. They find a large field of mud and stagnant water. A variety of life is attracted to this land and it hosts some denser brush and even sparse trees. There are large goat like creatures and even lion like creatures. Smaller animals are also noticed. There are even small spirits, as the other groups are calling them, that look like floating spheres of water. These spirits may be why the area is still here and not evaporating in the dry air. They note that it may be possible to farm potatoes near here with some irrigation, hunt the wildlife of the area, or possibly see if any of these plants are edible.

Addendum: Religious Bonus - Planet worshipers - Cities near a natural landmark and a majority follow your religion have a permanent +2 loyalty.

(Remember your research faggot)

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a1cf24 No.53038

Honker:

You are clowns that have fully become a new species of clowns. Pale skin with strange colored hair, red noses, and too wide smiles. You’ve mostly been shunned for being creepy and weird.

+Bonus: Honk - You have a bank of 3 uses of your bonus. You must declare the turn before to use your bonus and on who. The affected person has the +/- of the result chart flipped, with crit fails and successes being flipped as well. You must get the permission of another player or correctly predict in your post where/who the turn event will affect and if it will be good/bad/or neutral (dice roll from 1-30, 31-69, 70-100).

Probably pedophiles too - All units have the [Terror] tag, which gives a penalty of half the bonus of your units combat bonus rounded down to a whole number against the enemy being fought in combat, to all infantry units.

Soul Magic - Spells: Temporary Insantiy; Soul magic lacks the ability to control the world but allows you to interact with soul energy. You can research spells in this vein to progress your understanding of soul magic.

Secessionists:

You send some men out to search for possible animals to hunt and it becomes readily apparent that there are. There appear to be a species of large quadruped that looks like a mix of horse and goat. After hunting some down it seems like it is possible to eat them and that they taste like more gamey goats. Unfortunately they are a rare sight in the desert normally. If you find a watering hole or other place they may regularly gather then you might have a good hunting spot. +10 to next action to set up a hunting camp.

(Remember your research faggot

NSO:

Your people hate being in the sun. Seeing the NEETs in their caves you feel they have the right idea and start making some underground homes like those read about in the australian outback. These quickly spread and are connected via underground tunnels into being a full housing complex under the surface with various entrances under and above ground. Your section of the tent city is now an actual settlement, although you are still lacking water, power, and food. You set the primalists to work on the food issue and the some of the earth group declare the rocks that the workers are digging up delicious! After a few cases of broken teeth you find that you can not normally eat rocks. You also find that there is a large quantity of copper in these rocks so not a big loss. Your people do now have a slight distrust of the primalists thinking them mad. -20 to next action with the primalists. +1 Copper Ore. +Dugout homes.

(Remember your research faggot)

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a1cf24 No.53040

File: 1bec011b6d524fc⋯.png (97.39 KB,3173x1844,3173:1844,Isekai FOW.png)

All: Starvation - Food supply has become a serious concern for the population. In 2 turns if the city does not have a food resource it will begin to starve. Any faction that has left the city by that time will need their own source of food or else they too will begin to starve. A source of water has been found so it isn’t a major issue any more.

Minor issues: Cold and exposure to the elements are beginning to take their toll on some.

The only known source of water is somewhat far away.

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e7654c No.53041

Dice rollRolled 65, 33 = 98 (2d100)

Name - Partakers of Fruition

Color - Green

Snowflake - Survivalists, Religious

Techs -

Research - Spirit Magic(Water)

Magic -

Units - 1x {Seeders} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Seeds, drugs, Tractor

Bonus - Totally not a sex cult: +1 Loyalty in cities when first created or taken. +1 Production from farms. (Aka +1 food, drugs, ect. From farms.)

Religious Bonus - Planet worshipers - Cities near a natural landmark and a majority follow your religion have a permanent +2 loyalty.

>Move the Seeders to the new settlement

1. Create a Farming Village here and begin planting potatoes. Use the tractor to aid in making plots.

2. Make the village a proper settlement and claim this area for ourselves

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4bbbe2 No.53058

Dice rollRolled 12, 98 = 110 (2d100)

>>53038

Faction Sheet: If it is between {} that means you name it.

Name - The Not-So-Obsolete

Fluff - The Not-So-Obsolete started almost as a joke, where smiths, miners, watchmakers and other less useful vocational trades in the modern world flocked to the chance of being once again recognized for having achieved a high degree of skill. As the day of reckoning drew near however, the NSO started getting more and more serious. The already skilled craftsmen honed their skills to the finest edge they could achieve in preparation for the coming journey, Extensive workouts to handle the stress of a new life of manual labor. Their souls hardened by… several litres of booze. It all culminated as they stepped through the portal changed on a whole different level.

Color - Brown

Snowflake -

Mutated: Dwarves - Dwarves have the ability to live comfortably underground. This means that you can make relatively safe cities dug into mountains or in other reasonable terrain. You don’t take

penalties moving through mountains but infantry troops move at a pace of 2 hexes. Underground cities also count as a mine.

Magic: Primal Fusion - Primal Fusion is the magic gained by binding your soul to an element. While the body may mutate it allows for powerful magic without needing a spirit. You will have to

research either more elements or methods to progress. A mage unit can only have one element and one method counts as one equipment. Methods are not spells but how a magic user

manipulates their fused element. For example Elemental Control is the free control of their element. Basically element bending.

Techs - Common Modern (See below)

Research -

Magic -

Primal Fusion -

Elements: [Fire], [Water], [Earth], [Air]

Methods: [Elemental Control]

Units -

1x Marksdwarf Militia [Ranged] [Free Upkeep] <In Capital>

Settlements -

Wealth - 3

Influence - 3

Resources - Mining Equipment, Smithing Equipment, Distilling Equipment

Bonus - Fuck DaVinci - No penalty to Common Modern tech for any metallurgy, small scale engineering, or small scale crafting techs. You also get a +1 progress for all research into materials native to this world and +10 to crafting and building rolls.

Research: Some form of elemental travel for those of us endowed with magic. While some may be content with the current state of their magic, it is obvious that it is not enough…

1/2: Housing and water are now within our domain, now we need food. Desperately. All of our manpower shall be devoted to this task, in whichever way is most efficient. Preferably a crop that would be cultivatable underground, but at this moment we can't be picky.

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14e6f7 No.53059

Dice rollRolled 56, 49 = 105 (2d100)

>>53036

Name - New World Pioneers

Fluff - When the looming threat of destruction was accompanied by the promise of a new world, some jumped at the chance. Among them were the New World Pioneers. Formed by a group of sportsmen and outdoor enthusiasts and their families, key members of the group included horse ranchers, radio operators, and the operators of a steel mill. Though they had no idea what this new world may hold, the members of the NWP knew that they wanted to see all of it. They loaded up carts of steel and supplies, pulled by their horses, and made their way through the portal. On the way, both them and their animals were changed. When they appeared on the other side, the horses had become sleipnir: stronger, faster, leggier. Perfect for covering even more uncharted ground. The humans of the NWP found that they were able to converse with spirits in this new world, opening up mysterious secrets for discovery. It has only convinced the NWP even further that they are destined to traverse every inch of this mysterious new world.

Color - Purple

Snowflake - Magic: Spirits, Mutated Stock: Sleipnir

Techs - Common Modern (See below)

Research - Air Spirits

Magic - Spirit Magic - Spirits: Sprites(Tiny, Air)

Units - 1x NWP Riders [Ranged] [Cavalry] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Horses(Mutated), Radios, Steel

Bonus: Curiosity hopefully wont kill you: +10 to scouting, prospecting, and study of new world items such as creatures, minerals, and ruins.

Those of the NWP that stay at camp again continue with the Air Spirit research, particularly into the capabilities of the spirits. What can they do?

1. More scouting, this time the scouts head North. +10

2. Meanwhile, others try to find a temporary solution to the food problem. They ride out on the sleipnir after some of those creatures they found before, counting on the horses' superior strength and speed to run some potential food down

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38abfd No.53062

Dice rollRolled 73, 40 = 113 (2d100)

Name -N.E.E.T.S

Fluff - A nation composed entirely of the destitute anime watching degenerates of society, when volunteers for the new world were called upon the NEETS were the first to jump on it, surprising considering their horrible anxieties and seclusions, now they could finally live out their wildest dreams they could finally live the anime. Their waifus could finally be claimed all their training with swords, katanas and other medieval weaponry would finally pay off as they marched forward into the great unknown to establish their own society, with all of their nerdy skills they would all become the heros the new world needed.

Color - Light blue

Snowflake - Magic, Well stocked

Techs - Common Modern

Research - none

Spirit Magic - Spirits: [Jack frost](Tiny, Ice)

Units - 1x {Heishi} [Ranged] [Free Upkeep] <In Capital>

Settlements - near surface cave home

Wealth - 3

Influence - 3

Resources - Anime, Snack foods, Katanas, Manga, Bows, Notebooks

+Bonus: Weebshit: -1 on all combat but +1 progress per turn on magic research.

1.We are going to need food for sure, see if we can find any edible plants or like a deer or something…we need food.

2.we need to get a fire going lets search for materials amd do that. If we do this we can stay warm

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4fc290 No.53063

Dice rollRolled 85, 79 = 164 (2d100)

>>53036

Name - Drakeknights

Fluff - Outside View- An order of doctors, medical scientists, martial artists, athletes, coaches, support staff, and their families. In assembling these people it was hoped that they could practice their arts in any world they went to, and by applying what their knowledge over the human body and what is it capable of, to survive and thrive. In order to acquire the resources needed to establish themselves it would be necessary to build trust with the human factions and the locals. Practicing knowledge, risk, and fighting always provide the greatest yields. With these conditions in mind, working together, pooling resources and skills needed to fight and survive, they have formed what could only described as a Knightly Order. It seemed obvious that since they all came from Earth that they should name themselves for that distant world. They hope to achieve enough resources to create chapters around the human inhabited lands. In practice the warriors of this faction are hoping to achieve a form of heavy cavalry or heavy infantry that will make the most of their medical, conditioning, and martial knowledge.

Interior View- Sports and martial sports tycoon Bob Bobadome has bought his way through the portal. He was a genius at selling sports and bringing people together. This new world was just the sort of opportunity he was BORN for. He would put the athletes and medical specialists he had brought with him to work fighting and servicing in any way that would earn them the money and reputation needed to survive and thrive. Luckily there were no intellectual property laws as far as he could tell and so he decided on the 'Knights of Terra' to try and capitalize on the people he knew best and what could hold them together. Hes brought his prized texas longhorns and his beloved collection of birds, but immediately after arriving the birds grew massive, shed their feathers for scales, and took flight as drakes! He is now the proud owner of some loving and hungry drakes.

Color - Green

Snowflake -

For Science!

Mutated Stock

Techs - Common Modern (See below)

1. Medicine

2. Conditioning Training

3. Earth's Martial Arts

Research - Animal Husbandry

Magic -

Units - 1x {Squires} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Drakes (Mutated Birds), Cattle, Medical Plant Seeds, 1 Dung

+Bonus: Dragging the corpse of chivalry from the grave and reviving it with a lightning storm - You have a pool of 3 rerolls that you can use to reroll any non-crit roll for yourself, someone you are aiding, or someone you are directly opposing that turn (as in fighting or directly using actions in an attempt to screw over, these can be secret actions). If you use the reroll on another you must get their permission, in thread, to get the use of your bonus back. You may also aid another player or an NPC and request to gain a use back. You can only have a max of 3 stored.

>>53041

Deliver the Partakers the collected dung for their farming village to increase production as arranged prior.

1 Scout for Shelter to get out of the cold, in the mean time we can use excess dung as a source of fuel for warmth and light.

2 Have some of the drakes and Cattle defecate in a field of our claiming for nutritional medical plants such as Garlic and other crops from among our Medical Plant Seeds.

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60849d No.53064

File: 7c6064c6d2d4e14⋯.jpeg (58.68 KB,800x450,16:9,5cb6c8bb2d3ab.jpeg)

Dice rollRolled 51, 44 = 95 (2d100)

Name - Clownworld

Fluff - >>52897

Color - Rainbow, if that's unacceptable then a nice bright hot pink

Snowflake - Mutation (Clowns), Magic (Soul Magic)

Techs - Common Modern (See below)

Research - (What is your current research)

Magic - Soul Magic - Temporary Insanity

Units - 1x {War Clowns} [Ranged] [Terror] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Printing Press, Electric Generator, How to Invent Everything by Ryan North

+Bonus: Honk - You have a bank of 3 uses of your bonus. You must declare the turn before to use your bonus and on who. The affected person has the +/- of the result chart flipped, with crit fails and successes being flipped as well. You must get the permission of another player or correctly predict in your post where/who the turn event will affect and if it will be good/bad/or neutral (dice roll from 1-30, 31-69, 70-100).

Probably pedophiles too - All units have the [Terror] tag, which gives a penalty of half the bonus of your units combat bonus rounded down to a whole number against the enemy being fought in combat, to all infantry units.

Soul Magic - Spells: Temporary Insantiy; Soul magic lacks the ability to control the world but allows you to interact with soul energy. You can research spells in this vein to progress your understanding of soul magic.

1. Oh boy, a town full of souls. But it looks like this town is a bit too full! We'll make a base, a base, a wonderful place! A hidden and secret and totally safe space! But not too far from this town here you see, otherwise we'll shrivel and die and ree. Our magnificent book will help us invent the place from which we will sow discontent! (Build shelter)

2. Next we'll have a look around, for a place where water and food abounds! Truly I cannot tell a lie, we'll need food and water if we want to make pies! And if there's anything else let's nab it too, I'm sure we'll have a use for it soon….

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a1cf24 No.53072

Partakers:

You head south and set up a potato farm on the more fertile lands of the south and expand the village to house your faction. While the farm is complete, even with the extra effort to not have the dung from the dino riders mix into your drinking water, your settlement preparations are not yet done. Your people are split on if the settlement should be temporary or permanent and what kind of housing to make or if they should stick with fur tents. Thankfully the water spirits don’t seem to mind you. Some of your members are fascinated with the creatures and, after seeing how the other spirits help those they like, have begun observing the creatures and seeing what they enjoy.

Farm is done. +3 Food (1 Base, +1 Bonus, +1 from fertilizer, costs dung upkeep, Double if you use the tractors as upkeep as well.) -1 seed (remember you have 3 of starting resources but can be they can spent unlike normal resources)

Settlement: 0/3

NSO:

While a crop you could cultivate underground would be amazing, and may exist in this world, none of your people have ever seen something like that. Instead they follow up on some tales of giant goat elk things and start hunting. Your people didn’t bring seeds but everyone brought guns. It nets you some good meat, furs, and bone. As for the primal fused some have started to try to empower their movement with their elements. Results have been mixed. With water it is theoretically easy but the pools arn’t big enough to test it, wind too but getting enough lift is difficult, earth results in a lot of dares and head trauma, and fire is just a bunch of head scratching.

Hunting camp: +1 Food, +1 Furs, +1 Bone

NWP:

You send some men north to scout and they come back with nothing of note to offer. The north seems a little hillier than the south but not enough to be a serious observation. It seems that the altitude may increase slightly heading north. Some also note that they saw smoke to the north east and what might be mountains to the north. Some stick around in the north semi-permanently in a hunting camp in an attempt to gather food. It is taking a little getting used to, especially since the Slyphnir are getting spooked by the gunshots. For those that stay at camp they find that the spirits understand their speech, probably magic, but can’t speak themselves. They generally accept the requests of those they like and can use magic, although the dwarf primal fusers are stronger, and can use their elemental bodies to move quickly with the wind. They can also provide buffs such as making others faster, harder to bind, and other spiritual effects related to wind than actual movement of air. When asked if there were stronger spirits they nodded yes.

Hunting camp: ⅓

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a1cf24 No.53073

NEETS:

Some of you leave the caves and start hunting some of the large goat like creatures found roaming around the place. It takes some getting used to as no one has seen any creature like this on earth. Thankfully you do have some gun nuts in your faction and they quickly start setting up a hunting camp to take advantage of places they seem to like to roam.

As for fire there isn’t enough brush around to really have steady fires so your members start gathering dung from some of the animals the other factions have. It takes a few bribes of rare figurines though. -1 Wealth, +1 Dung

Hunting camp: ⅔

(remember your research faggot)

Drakeknights:

You start sending the dung collected to the partakers to use in their farms. Their potato yields are quite good thanks to this generous contribution. For now the city has potatoes. Seeing this increase in yield more dung collectors are paid for and more shit is collected. You notice some of the neets start grabbing the shit from your animals too. Seeing as how even the neets have a home, even if it is a literal cave, you send scouts out in search of a place that you might be able to call home. Deciding on the south west your scouts head to the sharp ridge that make many think this place may be a bowl shape. Climbing the ridge they see a breathtaking view of a large coastal desert resembling a massive beach with an ocean stretching beyond. Looking back into the bowl they see that the mud fields are quite large as well. They also find that this place is probably a plateau, too, considering the size of the cliff to the coast. Some other guys start trying to figure out how to get the dinos to breed. They hope it is as easy as birds of paradise.

-1 Wealth, +1 Dung

Clewns:

You read your book and find that you need materials to build actual homes. You decide to hide in the caves with the other degenerates. At least it is warm if with a weird smell. You look around and realize you will have to farm or hunt. Most likely hunt since you didn’t bring any seeds but every group brought a few guns. Apparently there are some large goat like creatures around the place and their meat is apparently alright.

(remember your research faggot!)

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a1cf24 No.53074

All:

The world begins to shake. It’s an earthquake and to the north east what sounds like an eruption can be heard. The quake and eruption are short lived and quickly calm down. Taking stock nothing seems to have any major damage and the few buildings and caves are fine. The spirits are acting strange though and are seemingly attracted to the spot where the portal was opened. At that spot a pillar of light is found. The pillar shifts in color and the ground around it slowly shifts from normal, to filled with lively grass, to decayed grass, to crystal, to molten, and more. The spirits seem more comfortable around the pillar and will sometimes disappear into it and return.

I’m lazy so map updates later.

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b2183b No.53077

Dice rollRolled 82, 13 = 95 (2d100)

>>53038

Name - The Secessionists

Fluff - The old world is dead long live the new world, may the kings and tyrants of old be dragged down from their castles of sand and made out to be the fools they truly are. May all who yield to the wills of these silver tongued vipers be rejected alongside them.

Led by the enigmatic Colonel Horst The Secessionists believe that only those who have the will and the drive to carve out a place in the new world deserve to have power within it and that everyone must start with only the equipment on their backs and any place held in the old world is dust except in the skills it provided. Horst and his men are the informal leaders of this organization and plan on setting out for the coast with plans of establishing a base of operations there and using the water both as a source of food and as a means of exploring the world and establishing contact with any natives.

Color - Mauve

Snowflake - Survivalist

Techs -

Research - Exotic Materials (find new world junk and compare it to old world junk)

Magic -

Units - 1x {Guards} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Mining Equipment, Construction Equipment, Industrial Foundry (Furnace, Smelter, Anvil, Frames)

Bonus - Rebel Yell: When a city of yours is captured you will gain 3 militia level units with [Stealth] and [Spy] tags. These units will disappear when the city is retaken, converted, or the loyalty to another ruler reaches +10.

Goal - "Settle on the Coast"

1. Excellent we have animal life, follow their trails and set up a hunting camp whereever life seems to congregate (+10)

2. We should do some basic mining to build a supply base and check for anything nonstandard, begin building a basic quarry with the goal of collecting stone for basic construction work.

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9764b7 No.53120

Dice rollRolled 52, 98 = 150 (2d100)

>>53074

Faction Sheet: If it is between {} that means you name it.

Name - The Not-So-Obsolete

Fluff - The Not-So-Obsolete started almost as a joke, where smiths, miners, watchmakers and other less useful vocational trades in the modern world flocked to the chance of being once again recognized for having achieved a high degree of skill. As the day of reckoning drew near however, the NSO started getting more and more serious. The already skilled craftsmen honed their skills to the finest edge they could achieve in preparation for the coming journey, Extensive workouts to handle the stress of a new life of manual labor. Their souls hardened by… several litres of booze. It all culminated as they stepped through the portal changed on a whole different level.

Color - Brown

Snowflake -

Mutated: Dwarves - Dwarves have the ability to live comfortably underground. This means that you can make relatively safe cities dug into mountains or in other reasonable terrain. You don’t take

penalties moving through mountains but infantry troops move at a pace of 2 hexes. Underground cities also count as a mine.

Magic: Primal Fusion - Primal Fusion is the magic gained by binding your soul to an element. While the body may mutate it allows for powerful magic without needing a spirit. You will have to

research either more elements or methods to progress. A mage unit can only have one element and one method counts as one equipment. Methods are not spells but how a magic user

manipulates their fused element. For example Elemental Control is the free control of their element. Basically element bending.

Techs - Common Modern (See below)

Research -

Magic -

Primal Fusion -

Elements: [Fire], [Water], [Earth], [Air]

Methods: [Elemental Control]

Units -

1x Marksdwarf Militia [Ranged] [Free Upkeep] <In Capital>

Settlements -

Wealth - 3

Influence - 3

Resources - Mining Equipment, Smithing Equipment, Distilling Equipment

Bonus - Fuck DaVinci - No penalty to Common Modern tech for any metallurgy, small scale engineering, or small scale crafting techs. You also get a +1 progress for all research into materials native to this world and +10 to crafting and building rolls.

Research: Continue on the path of elemental travel. While those of the fire element may not benefit from it, the usage of it in the other fields well out balances it. No field of research has been without setbacks or stumbling blocks.

1. The distance to nearest water source is troubling, and while it may not be a problem now, it would be useful to fix sooner rather than later. Create a channel of water from it leading to our home, shaped by the earth elementists.

2. Those not busy with solving problems with the logistics of essential supplies will get to work with exploratory mining. Attempt to find out if there exists ores or gems in the nearby vicinity.

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e7654c No.53128

Dice rollRolled 93, 86 = 179 (2d100)

Name - Partakers of Fruition

Color - Green

Snowflake - Survivalists, Religious

Techs -

Research - Spirit Magic(Water) 2/3

Magic -

Units - 1x {Seeders} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Buildings- Farm +3 Food (1 Base, +1 Bonus, +1 from fertilizer, costs dung upkeep.)

Wealth - 3

Influence - 3

Resources - 2 Seeds, drugs, Tractor, 3 Food +3/t

Bonus - Totally not a sex cult: +1 Loyalty in cities when first created or taken. +1 Production from farms. (Aka +1 food, drugs, ect. From farms.)

Religious Bonus - Planet worshipers - Cities near a natural landmark and a majority follow your religion have a permanent +2 loyalty.

1. Create another farming village that produces medicinal herbs using the tractor to help make the plots.

2. If we do not partake in all this world has to offer then what is the point of life? For those that do not commune with the land through cultivating crops then there is still much more to see and do before settling down in any one area. We shall construct our city with furs and tents to conserve building materials and so we may go on pilgrimage to find the natural wonders in this world.

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14e6f7 No.53129

Dice rollRolled 82, 52 = 134 (2d100)

>>53072

Name - New World Pioneers

Fluff - When the looming threat of destruction was accompanied by the promise of a new world, some jumped at the chance. Among them were the New World Pioneers. Formed by a group of sportsmen and outdoor enthusiasts and their families, key members of the group included horse ranchers, radio operators, and the operators of a steel mill. Though they had no idea what this new world may hold, the members of the NWP knew that they wanted to see all of it. They loaded up carts of steel and supplies, pulled by their horses, and made their way through the portal. On the way, both them and their animals were changed. When they appeared on the other side, the horses had become sleipnir: stronger, faster, leggier. Perfect for covering even more uncharted ground. The humans of the NWP found that they were able to converse with spirits in this new world, opening up mysterious secrets for discovery. It has only convinced the NWP even further that they are destined to traverse every inch of this mysterious new world.

Color - Purple

Snowflake - Magic: Spirits, Mutated Stock: Sleipnir

Techs - Common Modern (See below)

Research - Air Spirits

Magic - Spirit Magic - Spirits: Sprites(Tiny, Air)

Units - 1x NWP Riders [Ranged] [Cavalry] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Horses(Mutated), Radios, Steel

Bonus: Curiosity hopefully wont kill you: +10 to scouting, prospecting, and study of new world items such as creatures, minerals, and ruins.

Spirit researchers at camp get to work on that speed magic, if the sleipnir can run with the wind enhancing them, we could cover even more ground.

1. Keep at that hunting, we are in desperate need of food. 1/3

2. Scouting again, try going South past the water to see what we can find. +10

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4fc290 No.53133

Dice rollRolled 10, 35 = 45 (2d100)

>>53073

Name - Drakeknights

Fluff - Outside View- An order of doctors, medical scientists, martial artists, athletes, coaches, support staff, and their families. In assembling these people it was hoped that they could practice their arts in any world they went to, and by applying what their knowledge over the human body and what is it capable of, to survive and thrive. In order to acquire the resources needed to establish themselves it would be necessary to build trust with the human factions and the locals. Practicing knowledge, risk, and fighting always provide the greatest yields. With these conditions in mind, working together, pooling resources and skills needed to fight and survive, they have formed what could only described as a Knightly Order. It seemed obvious that since they all came from Earth that they should name themselves for that distant world. They hope to achieve enough resources to create chapters around the human inhabited lands. In practice the warriors of this faction are hoping to achieve a form of heavy cavalry or heavy infantry that will make the most of their medical, conditioning, and martial knowledge.

Interior View- Sports and martial sports tycoon Bob Bobadome has bought his way through the portal. He was a genius at selling sports and bringing people together. This new world was just the sort of opportunity he was BORN for. He would put the athletes and medical specialists he had brought with him to work fighting and servicing in any way that would earn them the money and reputation needed to survive and thrive. Luckily there were no intellectual property laws as far as he could tell and so he decided on the 'Knights of Terra' to try and capitalize on the people he knew best and what could hold them together. Hes brought his prized texas longhorns and his beloved collection of birds, but immediately after arriving the birds grew massive, shed their feathers for scales, and took flight as drakes! He is now the proud owner of some loving and hungry drakes.

Color - Green

Snowflake -

For Science!

Mutated Stock

Techs - Common Modern (See below)

1. Medicine

2. Conditioning Training

3. Earth's Martial Arts

Research - Animal Husbandry

Magic -

Units - 1x {Squires} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 2

Influence - 3

Resources - Drakes (Mutated Birds), Cattle, Medical Plant Seeds, 1 Dung

+Bonus: Dragging the corpse of chivalry from the grave and reviving it with a lightning storm - You have a pool of 3 rerolls that you can use to reroll any non-crit roll for yourself, someone you are aiding, or someone you are directly opposing that turn (as in fighting or directly using actions in an attempt to screw over, these can be secret actions). If you use the reroll on another you must get their permission, in thread, to get the use of your bonus back. You may also aid another player or an NPC and request to gain a use back. You can only have a max of 3 stored. 3/3

Cease dung gathering

1 Scout to the South East

2 Hospital. It will just be a field hospital for now, but we can still reset bones and diagnose any mundane illnesses that pop up.

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4fc290 No.53134

Dice rollRolled 84 (1d100)

>>53133

Reroll that scouting

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ea8980 No.53162

The South Will Rise Again -

A hunting camp is easily set up around that watering hole found down south. Starts bringing in some nice pelts, meat, and bone for whatever you guys would want to use them for. Unfortunately, though, the mining operation is a non-start. This is mainly due to the fact that one of your guys noticed that there was a vein to the SW near where the hunting camp was set up. While there is a large amount of copper around the city it appears there is a good bit of what they suspect is a nickel ore. Some say it may be better to just keep the equipment for now and wait until they find something more valuable or at least iron. Some of the boys have been comparing old world materials with new world materials of the same type. Considering the best you really have is stone, copper, and whatever decides to spawn around the pillar of light, with the tech you have now it is very hard to find any differences. People who deal with the copper say that all the base standards, melting point and all that, are within a good deviation of what it is back on earth. Putting the copper into the pillar of light for various periods of time, both earth and local samples, and it is found that the deviations shifted slightly in random directions for some properties. While some think it may be a fluke the common consensus is that materials on this planet should work the same as back on earth except those that have been exposed to some sort of magic for long periods of time. It should also be noted that married scientists had to remove their rings or get jumped by very angry spirits. Apparently they don’t like having gems around the pillar of light.

+1 Food, 1 Hides, 1 Bone

+Tech: Ambient Magic Theory (Base) +5 to studying local materials native to this world.

Dorf Fortress-

In true dorf fortress fashion you create a quick system of underground transit for the water to move from the southern watering hole to your home base under the city. You also decide to set up some filters along the way to help reduce the taste of copper and dirt in the water. It works alright, still tastes like copper and dirt though. During that endevor you also found out that there is a vein of nickel in the south west that you quickly dig a tunnel to along the same route and start a small mining village for. As for the research it goes fairly well, the wind guys can now fly for a short period of time, the water guys can breath in water and swim really well, the earth guys can seemingly swim through stone but say it’s like swimming through mud, and the most interesting is the fire guys who can apparently just teleport a short distance although it has to be between two points that are connected by something relatively flammable.

+1 Stone, +1 Nickel Ore, +Water tunnel to southern puddles, Method: [Elemental Travel]

Farmer John and His Drug Buddies -

Seeing the success in the first farm you quickly go about making another. This farm isn’t being supplied with fertilizer but you make it work and start producing medicinal herbs for the people of the city. Well, if you decide to sell them. You also create a good amount of tents for your ‘city’. While some would call it shoddy it works and allows your group to move around the world. Just be careful, your farms have started to stockpile their goods with this new tent city and if that is broken they may get stollen. These farmers have also been discussing with the water spirits that inhabit the southern mud lands. While discussing may not be the right word, they don’t speak, they certainly understand you. They also enjoy the mint you have started farming and a few gifts of mint will get them to do almost anything they can for you.

Event: Some time later the Pioneers came storming past the new city and somehow knocked up a Gaia damn windstorm that knocked over a lot of the tents and even blew some away. While it was easily fixed a lot of people were very annoyed with the Pioneers after this event. -10 to any action that may help the Pioneers and +10 to any action that may harm the pioneers for 3 turns.

+City {Name} [Nomadic]

+2 Medicinal Herbs

+Magic: Spirit Magic {Name} [Tiny, Water]

-1 Food on first farm as supply of dung as been cut off by Drakeknigts

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ea8980 No.53163

Modern Day Cowboys -

With some extra help with the spirits speeding up your horses to a ridiculous degree and allows you to round up quite a few of the goat creatures for hunting. Some think that they could do it again and try to tame the things. This adventure, and insane speeds, also brought the attention of a new kind of wind spirit. The thing looks like a pure white eagle with pure blue eyes. “Fast fuckers ain’t ya! Almost as fast as I am! Know what, you’ve earned my respect ya flighty fucks and probably the respect of my friends too when I tell them bout this.” It wasn’t long until the things started hanging around you and helping out the ones that regularly went hunting. Using your newfound friends and your normal, eight legged, horses you head south and reach the end of the mud fields, which ends in a mountain range and the same large coastal desert over the ridge. “Damn shame, them mountains ain’t fun. Old Mountain spirit Ghun lives there but he never wants to come out and play. Old bastard just isn’t lively.” You also notice some hints of Nickel near where you have already scouted and heading farther south until about half way down the mud fields.

Event: When out running around with your new spirits it seems that their own races seemed to have, accidentally, caused a small wind storm. It ended up blowing away a lot of the Partaker’s tents in their city. Woops.

+Spirits {Name} [Small, Wind]

+1 Food, +1 Hides, +1 Bone

Bird Fuckers -

You send some scouts south east along the edge of the watering hole or mud field, whichever the guys prefer to call it that day. This place is a bunch of empty nothing and it really gets on the nerves of the scouts. Reaching the edge of the mud field they find a few things. The first being a mountain range to the south that reaches higher than where you are now. The second is a ridge that they suspect is another edge to the plateau you are on, and the third is what they suspect is another pillar of light in the distance. Someone also says they thought they saw a group of humanoids in the distance, but everyone else says it was only rocks and didn’t really look humanoid. The scout was adamant that they were walking. Seeing this poor man crack you decide to create a hospital in the city. More of a medicine tent and bone setting but it gets the job done. While the set up is easy the hard part is actually getting supplies for the damn thing. While you could try trading with the drug and sex cult you did just end their supply of dung. At least hanging out with them netted you some knowledge on how to take care of and breed your animals. A lot of guys were worried since the Drakes can easily kill a man. Thankfully they arn’t dangerous when mating, but they are picky and choose males based on their plumes and their ‘singing voice’. They can be bred by isolating them during mating season though.

+Tech: Animal husbandry

+1 Wealth returned from dung collection upkeep.

All: I apologize for the delay. I wanted to get the work on the map done but work has increased due to the holiday and I decided to put the update out so you weren't forced to wait another week to post.

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dc6ddc No.53181

Dice rollRolled 28, 39 = 67 (2d100)

>>53163

Name - New World Pioneers

Fluff - When the looming threat of destruction was accompanied by the promise of a new world, some jumped at the chance. Among them were the New World Pioneers. Formed by a group of sportsmen and outdoor enthusiasts and their families, key members of the group included horse ranchers, radio operators, and the operators of a steel mill. Though they had no idea what this new world may hold, the members of the NWP knew that they wanted to see all of it. They loaded up carts of steel and supplies, pulled by their horses, and made their way through the portal. On the way, both them and their animals were changed. When they appeared on the other side, the horses had become sleipnir: stronger, faster, leggier. Perfect for covering even more uncharted ground. The humans of the NWP found that they were able to converse with spirits in this new world, opening up mysterious secrets for discovery. It has only convinced the NWP even further that they are destined to traverse every inch of this mysterious new world.

Color - Purple

Snowflake - Magic: Spirits, Mutated Stock: Sleipnir

Techs - Common Modern (See below)

Research - Air Spirits

Magic - Spirit Magic - Spirits: Sprites(Tiny, Air) Wind Eagles(Small, Wind)

Units - 1x NWP Riders [Ranged] [Cavalry] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - Horses(Mutated), Radios, Steel

+1 Food, +1 Hides, +1 Bone

Bonus: Curiosity hopefully wont kill you: +10 to scouting, prospecting, and study of new world items such as creatures, minerals, and ruins.

Spirit researchers back at camp latch onto what their new pal the Wind Eagle said about telling his friends. Spirit communication. Could their wind spirits go about and gather information from spirits abroad and come back to inform us? What would it take to make such negotiations?

1. Taming the goats sounds like a fine idea. Make it so! Will be nice to get a stable source of food.

2. Keep up with the maximum high speed scouting. This time, try to circle around the edge of those western mountains. +10

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