5aeea4 No.53316
Some look up into the sky and see stars. They reach to grab what they know is so far away. Pretty lights in the distance. An illusion upon the inner surface of a bubble sitting upon a chaotic ocean of power known as the Astral Sea. Within it the planes sit protected like snow globes with their inhabitants unawares of just how miniscule they are in the grand cosmose. Your people, however, are different. A grand power on your plane your people may be the sole power on this world or hold most of the world. Your resources are vast and all on your world know the name of your empire. However, you have found that it is nothing more than an anthill compared to the vastness of the planes. Your researchers have found the harmonic resonance needed to travel to other planes by pure accident, a trick they are sure no pure research could truly point to, and have constructed a planar gate. Now you are set to expand your dominion to worlds far different from your own and encounter strange creatures and deadly enemies. Will your empire claim greatness in the many worlds or become a footnote in the histories of another? Only time will tell.
Welcome to Planar 2: 8kun edition. For those of your that played when this was on discord you can use the planes and nations created at the start of that game. For the rest of you please see the rules on this doc: https://docs.google.com/document/d/1kOTD6uuoBfIQSEjqIEm1_ReHf6bKCicjBt43Ik6Zy3k/edit?usp=sharing
The only major difference is location. The map is a 10x10 hex grid. Please either choose a location or roll 2d10. If you get the same location as another person you will be moved to an adjacent hex.
____________________________
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7b3c42 No.53317
| Rolled 4, 6 = 10 (2d10) |
>>53316
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eb0d15 No.53318
| Rolled 9, 5 = 14 (2d10) |
>>53316
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107eb2 No.53319
| Rolled 6, 3 = 9 (2d10) |
>>53316
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42c4d0 No.53320
| Rolled 2, 4 = 6 (2d10) |
>>53316
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a22bb6 No.53321
>>53316
using my old nation. Put my at 5,5 for I am the center of the universe.
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532b7f No.53322
| Rolled 8, 3 = 11 (2d10) |
>>53316
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787820 No.53323
| Rolled 53, 100, 90, 77, 82, 58, 100, 45 = 605 (8d100) |
Rolling for plane
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787820 No.53324
| Rolled 14, 42 = 56 (2d100) |
Roll for anomalies
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787820 No.53325
| Rolled 2 (1d100) |
Rerollint the 14
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787820 No.53326
| Rolled 35 (1d100) |
Again!
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787820 No.53327
| Rolled 4, 3 = 7 (2d4) |
Mirrors and Connections for the prior results
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787820 No.53328
| Rolled 73 (1d100) |
I am an idiot, rerolling one more time.
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787820 No.53329
| Rolled 2 (1d6) |
Special Materials
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268a17 No.53330
| Rolled 2, 6 = 8 (2d10) |
Joining with my old plane. Rolling for location
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532b7f No.53331
| Rolled 1, 10 = 11 (2d14) |
Lemme see the magic
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a22bb6 No.53361
Name - The Remnant
Color - Orange
Snowflake - Constructs
Techs - Farming, Herding, Steel [Advanced steels]
Research -
Spells - See Past, Teleportation Circle, Change Gravity
Units - 3x {Killbots} [Free Upkeep] <Mind's Eye>
Planets - (Mind's Eye [Synaptic Core] [Reality Matrix] [Universal Archive] [Grounds Keeper depots] [Dimensional Rift])
Wealth - 3
Resources -
Bonus - Constructs: You are robots first created by an ancient civilization that destroyed itself in a great civil war. You do not need to eat, breath, or rest but you need to have a source of electricity and your units are weak to water unless you figure out a way to make them waterproof.
Repair and understanding: Your people are used to repairing things they barely understand as your programming has degraded. You double successes on study actions for machines and can get upgrades for extra successes.
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5aeea4 No.53370
>>53316
Stand tall son of Anker for it is your time. You stand at the beginning of a new age, one that your ancestors could never have conceived of. Your people have discovered a way to create planar portals that can allow their ships through to new worlds all together. While the influence of the Emperor upon his throne can not reach beyond your plane his will shall be enforced by his people. Will you hold strong Ankarian or will you break before the dangers in the dark?
Techs: Iron [Steels], Ships[Pressurized hulls, ballasts], Enchanting
Spells: Flight, Water to Air, Control Water
Other: Planar Gates [Projected, Enlarged]
Bonus -Teachings of the void: You are so used to water and water magic, from the void to support structures on the godwheel, that water magic has become second nature to some of your people. +1 progress on research into water based magic and tech. You also get a +10 to buildings and troop recruitment that use water based magic and techs.
>>53318
The K'zevest have long been on this plane. Their instincts were to build and so they did, taking the worlds that were once here and building the great ring. Their instincts were to grow and protect and so they did. Many cycles continued like this until they started to question, and they found the pillar was the only thing older than they and must be their creator. However, they have found one thing left to them and they built it, a portal to new worlds, and their instincts call to them again.
Tech: Ironworking [Steelworking, Advanced Steels], Nanite Bodies [Nanoscopic edges, nanite constructors], Chemistry [Direct Synthesis, Metalic Foam],
Other: Planar Gates
Corruption: Construct protocols - you are designed to construct super structures use the material available in a plane and maintain certain biomes. You will slowly consume planets you encounter at 1 territory per turn.
Metalic lifeforms: While you are constructs you work more like living creatures and as such require many things biological organisms require. While you can die as easily as any biological organism you can easily be repaired by introducing other nanites. For each unit that died in combat roll a d10. On a 10 they are revived and, if you won the fight, come back damaged, or, if you lost, immediately spawn a new army. You also get a progress on a tech to counter enemy tech or tactics if you lose a battle. The tech is chosen by the GM.
>>53319
Ophilla has long been your home. The floating lands that hold upon the outer water shell allowed your people to breach for air when needed before diving back into the deep for food and resources. Long have your people prospered, creating ships that would let them explore the other worlds and fight back against the Cursed as it spreads through the deep. Now your people can find new prosperity in new planes. Will your people find something worse than the Cursed or a new pillar to build upon?
Tech: Iron [Steels], Ships[Pressurized hulls, ballasts], Enchanting, Energyt Crystal projectors, Grav Crystal refining, Cursed Refining
Spells: Shock
Other: Planar portals [Projected, Enlarged]
As a note: Shock is a short ranged spell that turns mana into electricity.
Bonuses:
Amphibious - Your race is amphibious. All infantry units of your race have the [Amphibious] tag which allows them to fight in naval combat and can be used to gain a bonus or remove a penalty with good fluff in combat.
Wary - your people are used to dealing with a corrupting and sneaky influence of the Cursed. You have a +2 when defending against espionage.
You also get 3 buildings at start so go ahead and decide what those are.
>>53320
The Dornari stare at the husk of their former home. Now a diseased thing devoid of life. They have done it, what their ancestors only dreamed of and what the inhumans feared, they have won the war but at a terrible price. Now they stand upon their ships, a people so long bound by necessity and hatred with no enemy to fight, and new possibilities yet to be discovered. Will you be rise above the bloodshed of your past and finally find peace or will you be consumed by an endless hunger for blood?
Techs: Steel (upgrade of iron), [Channeling], Electricity [Lightbulbs], Gunpowder [Smokeless], Guns [Breachloading, Infantry], Motors
Spells: Summon Basic Elemental, Circle of Protection
Other: Planar portals [Projected, enlarged]
Death before dishonor: Your people have destroyed their homeworld rather than surrender. All troops gain a +2 when fighting a defensive war and another +1 when fighting enemies that primarily use magic. You can not surrender in a war.
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5aeea4 No.53371
>>53321
No one is sure how long your people have toiled and worked under the orders of the Great Titans to help maintain themselves and re-purpose themselves from the machines of war they once were. The one your people call home has become a sanctuary of life holding many species of animals and plants the Reyes brought over to act as food sources and letting them roam relatively free with only your supervision to keep them from damaging equipment or getting out of their enclosures. With the nurturing of your Titan you have grown beyond what was thought possible and rediscovered old tech even the Titans have no memory of. Now you hold the ability to step between worlds. What you do with it is up to you.
Techs: Steel [Advanced steels]
Spells: See Past, Teleportation Circle, Change Gravity
Other: Planar Gates
Constructs: You are robots first created by an ancient civilization that destroyed itself in a great civil war. You do not need to eat, breath, or rest but you need to have a source of electricity and your units are weak to water unless you figure out a way to make them waterproof.
Repair and understanding: Your people are used to repairing things they barely understand as your programming has degraded. You double successes on study actions for machines and can get upgrades for extra successes.
Repair and understanding: Your people are used to repairing things they barely understand as your programming has degraded. You double successes on study actions for machines and can get upgrades for extra successes.
>>53330
The cacophony of the Voidborn quite as every one, young and old, are in awe at the creation. A portal unlike any other. Long have the voidborn explored their dismal and empty plane lit by a dark star. They found empty rocks and the seeds of their birth all bound in a shell that could not be pierced by magic or blade. Now you have done it, broken beyond that shell, and can step forward into new stars and new planes. What new worlds can you find Voidborn?
Techs: Voidstone seeding, Voidbeast training, Voidstone shaping
Spells: Accelerate, Pocket Dimension, Teleport, Gate, Twisting Shield
Other: Planar Gate
Constructs: Your people are made of voidstone. They do not need to eat, breath, sleep, ect. However you must create a voidstone nest to really create a colony and expect it to grow. You also are magical and magic void planes are dangerous to stay in for an extended period of time.
Voidstone: Your main source of materials is voidstone, a powerful material that gains properties based on what mineral it is grown on. You may ask what materials you have access to for this and specify one you use for tools, beasts, or troops and gain an extra tag for it.
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a22bb6 No.53372
| Rolled 5, 49, 43 = 97 (3d100) |
>>53371
Techs: Steel [Advanced steels]
Spells: See Past, Teleportation Circle, Change Gravity
Other: Planar Gates
Constructs: You are robots first created by an ancient civilization that destroyed itself in a great civil war. You do not need to eat, breath, or rest but you need to have a source of electricity and your units are weak to water unless you figure out a way to make them waterproof.
Repair and understanding: Your people are used to repairing things they barely understand as your programming has degraded. You double successes on study actions for machines and can get upgrades for extra successes.
Research. Alternative power sources. Attempt to miniaturize the power source of the titan so that we may be made greatly more efficient and can insulate ourselves from water
[Reality Matrix] [Universal Archive]
1. Scavenge things of interest around the titan. Perhaps it can give us some insight into the wonders of this place
[Universal Archive] [Grounds Keeper depots]
2. Do a survey of all the wildlife here. While we have degraded they have stayed whole as far as our records can tell. Perhaps we can find and select a few for proper domestication to do tasks for us that we cannot with their great strength of body and mind.
[Universal Archive] [Grounds Keeper depots]
3. Ultimately all the truly valuable resources have been used up to create and maintain the titans. We must send out an expedition outside the plane to see if we can find something that can serve as a proper substitute.
[Grounds Keeper depots] [Dimensional Rift]
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107eb2 No.53373
| Rolled 10, 6, 3, 3 = 22 (4d10) |
Name- Draebet Empire
Fluff- https://pastebin.com/SsFRi0Y0
Color- Light Brown
Snowflake- Lost Knowledge, Into the Void
Techs- Farming, Herding, Stoneworking, Iron [Steels], Ships[Pressurized hulls, ballasts], Enchanting, Energy Crystal projectors, Grav Crystal refining, Cursed Refining
Other: Planar Portals [Projected, Enlarged]
Research-
Spells- Shock: Turns mana into electricity, short ranged
Units- 3x {HomeForce} (Free Upkeep)
Planets- {Hidden Glen} 4/4/4 [{Admiralty Board}] [Ship Yards] [Crystal Research and Mining Board] [Giant Fishing Ship]
Wealth- 3
Bonuses:
Amphibious: Your race is amphibious. All infantry units of your race have the [Amphibious] tag which allows them to fight in naval combat and can be used to gain a bonus or remove a penalty with good fluff in combat.
Wary - your people are used to dealing with a corrupting and sneaky influence of the Cursed. You have a +2 when defending against espionage.
Action 1: Begin building up an armory
Action 2: Start building a headquarters for a sort of Inquisition.
Research: Look into planar scrying, so that when we decide to expand/leave, we can at least get an idea of what we'd be stepping into.
Bonus Research: Mining Efficiency, preferably crystal focused, but there's nothing wrong with being very good at mining in general.
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107eb2 No.53374
| Rolled 43, 40, 34, 79 = 196 (4d100) |
>>53373
Derp derp, wrong die size.
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42c4d0 No.53375
| Rolled 8, 6 = 14 (2d100) |
>>53316
Name - Dornari Emergency Coalition/Dornari Republic
Color - Steel grey
Snowflake - Into the Void, Lost Knowlage x2
Techs: Steel (upgrade of iron), Binding [Channeling], Electricity [Lightbulbs], Gunpowder [Smokeless], Guns [Breachloading, Infantry], Motors
Spells: Summon Basic Elemental, Circle of Protection
Other: Planar portals [Projected, enlarged]
Notes: As it currently stands your ships run off enchanted generates that turn mana into electricity. You also require keyships that create portals for your entire fleet.
Channeling lets you create 'pathways' for certain aspects so your airships are mainly from air elementals functioning as both the method of lift and electricity.
Research - Air-to-air combat 1/2
Units - 3x {89th Shock Troops, 153rd Rifle corp, 355th Storm Troopers} [Free Upkeep] <In Capital>
Fleets:
Planets - {Dornari Home fleet} [{Governmental Airships}] ([Habitability and Control depends on world generation])
[{Avex Resourcing Sub fleet}] (Resource building)
[{Yinth Armory Sub fleet}] (Weapons manufacturing)
[{Yinth Processing Sub fleet}] (General manufacturing)
[{Yinth Shipyard Sub fleet}] (Ship/"building" manufacturing)
Control - 4
Wealth - 3
Resources - 1 Materials
Bonus - Death before dishonor: Your people have destroyed their homeworld rather than surrender. All troops gain a +2 when fighting a defensive war and another +1 when fighting enemies that primarily use magic. You can not surrender in a war.
Actions:
1. Investigate planets.
2. Begin construction of Frigate class airships
Auto Research:
Void Combat
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42c4d0 No.53376
| Rolled 42, 25 = 67 (2d100) |
>>53375
what the actual fuck
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42c4d0 No.53377
ignore the rolls on the post above
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7b3c42 No.53393
| Rolled 64, 37 = 101 (2d100) |
>>53370
Name - Godwheel Ankarians of The Deep Plane
Fluff - https://pastebin.com/shbhQ1Zf
Color - Blue
Snowflake - Into the Void, Lost Knowledge, Ancient Artifact
Techs - Farming, Herding, Stoneworking, Iron [Steels], Ships[Pressurized hulls, ballasts], Enchanting
Research - (Resource Generation/Mining 2) Industrial Water Cutting. Hydraulic Mining using high pressure jets of water to dislodge rock and move sediment.
Military Lab- (Ankar Marine) Ship to ship combat training. Using pressurized water from backpacks as jets. Water hoses to suppress, disorient, and disable opponents. Water-jet propelled enchanted darts that can turn the water in an opponents blood into air causing venous air embolism. These air bubbles can travel to your brain, heart, or lungs and cause a heart attack, stroke, or respiratory failure. Control water to gather spent water as well as moisture to maintain combat effectiveness in dry environments. Sealed/pressurized heavy armor with a lining of water underneath, control water to help them move and fight. Water to Air to be able to breath.
Water Lab- (Water Golem) Deep Masters with good control over water can focus their 6th sense to gather water at a point and create a simple brute puppet bound to their will. Capable of following simple orders.
Spells - Flight, Water to Air, Control Water
Other: Planar Gates [Projected, Enlarged], |Throne|
Units - 3x {Attendents} [Free Upkeep] <In Capital>
Planets - {Godwheel} [{Ankarian Senate Building}] ([Habitability and Control depends on world generation]), Military Lab, Water Lab, Asteroid Miner Lvl1
Wealth - 3 (2 Occupied)
Resources - 1 Materials
Bonus -Teachings of the void: You are so used to water and water magic, from the void to support structures on the godwheel, that water magic has become second nature to some of your people. +1 progress on research into water based magic and tech. You also get a +10 to buildings and troop recruitment that use water based magic and techs.
1 Survey the Godwheel for new lifeforms we could make use of.
2 Investigate the plane below us.
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eb0d15 No.53397
| Rolled 48, 78 = 126 (2d100) |
>>53370
Name - K'zevest dominion
Fluff - https://docs.google.com/document/d/1bkQL065EBcFotEiwykInCrGGhj8bb7j-RVzZg_e5sHQ/edit?usp=sharing
Color - Red
Snowflake - lost knowledge, corruption, overmind.
Techs - Farming, Herding, Stoneworking. Tech: Ironworking [Steelworking, Advanced Steels], Nanite Bodies [Nanoscopic edges, nanite constructors], Chemistry [Direct Synthesis, Metalic Foam],
Other: Planar Gates
Research - (assimilation of other K'zevest’s)
Spells - (no spells, magic nulls)
Units - 3x {assault metals} [Free Upkeep] <In Capital>
Planets - {Vist} [{clump of metal with holes}] ([Habitability and Control depends on world generation])
Wealth - 3
Resources - (Depends on starting location)
Bonus - Metalic lifeforms: While you are constructs you work more like living creatures and as such require many things biological organisms require. While you can die as easily as any biological organism you can easily be repaired by introducing other nanites. For each unit that died in combat roll a d10. On a 10 they are revived and, if you won the fight, come back damaged, or, if you lost, immediatly spawn a new army. You also get a progress on a tech to counter enemy tech or tactics if you lose a battle. The tech is chosen by the GM.
Corruption: Construct protocols - you are designed to construct super structures use the material available in a plane and maintain certain biomes. You will slowly consume planets you encounter at 1 territory per turn.
Buildings: 1 breeding ground, 1 research center, 1 resource harvester.
1. survey the planet for creatures to inspect
2. construct farms
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5aeea4 No.53403
| Rolled 27, 99, 73, 5, 89, 12, 98, 16 = 419 (8d100) |
Plane rolls
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268a17 No.53404
| Rolled 38, 15 = 53 (2d100) |
>>53371
Snowflake - Overmind, Constructs (Voidstone), Into the Void
Techs - Voidstone Cultivation, Herding, Stoneworking, Iron, Voidstone seeding, Voidbeast training, Voidstone shaping
Research - Space magic telekinesis
Spells - Accelerate, Pocket Dimension, Teleport, Gate, Twisting Shield
Units - 3x {Void Soldiers} [Free Upkeep] <Alphanon>
Planets - {Alphanon} [{Central Assembly Hall}]
Wealth - 3
Resources -
Bonus -Constructs: Your people are made of voidstone. They do not need to eat, breath, sleep, ect. However you must create a voidstone nest to really create a colony and expect it to grow. You also are magical and magic void planes are dangerous to stay in for an extended period of time.
Voidstone: Your main source of materials is voidstone, a powerful material that gains properties based on what mineral it is grown on. You may ask what materials you have access to for this and specify one you use for tools, beasts, or troops and gain an extra tag for it.
Other - Planar Gate
Plane - 4/4/4
1. Send a search party through the planar gate to survey the new world we can now reach
2. Begin to construct a mighty flagship out of voidstone. Though it's not really necessary, we want to give a strong impression with our explorers to any sapient life we meet. Can't let us embarrass ourselves, after all
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5aeea4 No.53405
>>53372
After some study of the core power generation it is revealed that there is some powerful magic going into the production. Your people are able to work out the most basic of all of these and are now able to apply magical affects onto objects. +Tech: Enchanting
1.Other than the insights into the reactor power little else is discovered that is usable. Another approach may be needed to figure out what some of these machines do.
2. There are many species in your archives that could be used as work animals. Many of these, however, are somewhat skittish or too aggressive to be readily used. You do find one in an old residential area it is short but strong and adapted to the abandoned tunnels it was found. A quadraped with horns and a hump to store fat and water for long travels between habitable areas. Taming them was easy but setting up a place for them is somewhat harder. +Building: Strategic Animal Housing ⅓
>>53373
Research: Planar portal one way upgrade ⅕
Energy Crystals Projector mining upgrade ⅓ requires grav crystals.
1.Due to a heated political debate raging in the fleet about the possible ramifications of alien life in the multiverse and how that may affect the emprie there have been massive delays on even getting basic necessities. As such the construction of the armory is delayed slightly. ⅓
2. No progress is made on the inquisition headquarters as many of the candidates for that inquisition have been pulled off into the various factions of the debate.
>>53375
Research: Base tech Void Tactics ½
1&2. The deed is done, your home world is dead, and now infinite possibilities are present before you. However, the loss of many of their families, the massive loss of life in general, and the sudden release from a generation long total war leaves people generally unwilling to work. A few take to depression but many more take to an unauthorized party across every ship. Thankfully the damages were light but alcohol rations are low and a good bit of effort will be needed to get people back to their assigned vessels. -10 to both actions next turn.
>>53393
Research: Using your peoples knowledge of water control and pressure as well as some knowledge on enchanting you are easily able to create a stream of water so strong and thin it can cut rocks into smaller sections more easily fit into your mining ships. +Tech: Water Cutters. +1 Materials for mining buildings.
1. The Godwheel being so full of life it is easy to find new lifeforms to make use of. In the frozen outer section there exists a strange biosphere that you have had little contact with due to the harsh environment and main flora being attached to the water barrier of the Godwheel. However there exists a type of giant flying magic beast that is easily able to plung into the great sea and fly back down to safety and has some form of magical way to heat in the frozen lands. Your best trainers try to tame and just barely manage the task. It seems they plunge into the depths to fish but are actually quite placid creatures. +Tech: (Insert name here) Taming.
2. Your exploration ship reaches a plane very similar to your own, however, they find that it has spheres instead of a wheel to live on. Your scouts had only reached the ocean membrane of the world but things already seemed strange. The planet holds what seems like dead life. The areas of the planet that would be green are a black as if it all died and never grew back.
>>53397
Research: 1/? I am not sure what you are trying to do with this research. (You also need to say what that research building is for)
1. Study is done on the various animals under your care as the orders were unclear. On the bright side the understanding on how muscles work gives you a start on that research. ⅕ Nanite Bodies [Muscles]
2. The second order is slightly more clear and farms for easily cared for seed crops is completed in no time. +Building: Farm. +Resource: 1 Food.
>>53404
Research: Research begins into a magic better suited for moving things outside of themselves and in more than one direction. Spell: Telekenesis 2/3
2. Progress on the voidships is delayed as it is debated whether to make it an object, a voidbeast, or a full blown voidborn. This forms a four way vote split, the fourth not wanting to waste resources on something like that, and no side getting majority.
1. Your scouts are sent into the new plane and it is easily found to be even more dreary than your home plane. Dim light illuminates the planets from a spiked citadel from where the star should be. Your scouts come out over a frozen world. Even a cursory glance shows that probably wasn’t always the case as structures float in orbit of that planet and a good view will show tall buildings still standing despite the freezing winds.
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42c4d0 No.53406
| Rolled 44, 32 = 76 (2d100) |
>>53405
Name - Dornari Emergency Coalition/Dornari Republic
Color - Steel grey
Snowflake - Into the Void, Lost Knowlage x2
Techs: Steel (upgrade of iron), Binding [Channeling], Electricity [Lightbulbs], Gunpowder [Smokeless], Guns [Breachloading, Infantry], Motors
Spells: Summon Basic Elemental, Circle of Protection
Other: Planar portals [Projected, enlarged]
Notes: As it currently stands your ships run off enchanted generates that turn mana into electricity. You also require keyships that create portals for your entire fleet.
Channeling lets you create 'pathways' for certain aspects so your airships are mainly from air elementals functioning as both the method of lift and electricity.
Research - Air-to-air combat 1/2
Units - 3x {89th Shock Troops, 153rd Rifle corp, 355th Storm Troopers} [Free Upkeep] <In Capital>
Fleets:
Planets - {Dornari Home fleet} [{Governmental Airships}] ([Habitability and Control depends on world generation])
[{Avex Resourcing Sub fleet}] (Resource building)
[{Yinth Armory Sub fleet}] (Weapons manufacturing)
[{Yinth Processing Sub fleet}] (General manufacturing)
[{Yinth Shipyard Sub fleet}] (Ship/"building" manufacturing)
Control - 4
Wealth - 3
Resources - 1 Materials
Bonus - Death before dishonor: Your people have destroyed their homeworld rather than surrender. All troops gain a +2 when fighting a defensive war and another +1 when fighting enemies that primarily use magic. You can not surrender in a war.
Actions:
The Coalition government does not approve of such partying, but it very much does understand. To crack down on such would only lead to worse reprocussions later down the line. The DEC will take this hit to productivity, and move on. For the sake of all Men and Women of Dorn.
1. Investigate planets.
2. Begin construction of Frigate class airships
Auto Research:
Void Combat (1/2)
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107eb2 No.53408
| Rolled 54, 84, 52, 45 = 235 (4d100) |
>>53405
Name- Draebet Empire
Fluff- https://pastebin.com/SsFRi0Y0
Color- Light Brown
Snowflake- Lost Knowledge, Into the Void
Techs- Farming, Herding, Stoneworking, Iron [Steels], Ships[Pressurized hulls, ballasts], Enchanting, Energy Crystal projectors, Grav Crystal refining, Cursed Refining
Other: Planar Portals [Projected, Enlarged]
Research-
Spells- Shock: Turns mana into electricity, short ranged
Units- 3x {HomeForce} (Free Upkeep)
Planets- {Hidden Glen} 4/4/4 [{Admiralty Board}] [Ship Yards] [Crystal Research and Mining Board] [Giant Fishing Ship]
Wealth- 3
Bonuses:
Amphibious: Your race is amphibious. All infantry units of your race have the [Amphibious] tag which allows them to fight in naval combat and can be used to gain a bonus or remove a penalty with good fluff in combat.
Wary - your people are used to dealing with a corrupting and sneaky influence of the Cursed. You have a +2 when defending against espionage.
In Progress: Planar Portal upgrade 1/5
Energy Crystals Projector Mining Upgrade 1/3 (requires grav crystals)
Armory 1/3
Action 1: Advise the populace that this is why we are first preparing counter measures. AKA Continue building the Armory (currently 1/3)
Action 2: Another project to calm the masses, but also help with Corruptor issues. Meaning build my Inquisition. Please.
Research: Continue Planar Scrying/One Way Portal project (1/5)
Bonus Research: Continue this project, spend what grav crystals are needed, plus some extra for backup just in case. (1/3)
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5aeea4 No.53414
>>53393
Correction: Add Boarding/Counter-boarding tactics to techs and 2/3 for Water Golem Spell.
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7b3c42 No.53415
| Rolled 11, 89 = 100 (2d100) |
>>53405
Name - Godwheel Ankarians of The Deep Plane
Fluff - https://pastebin.com/shbhQ1Zf
Color - Blue
Snowflake - Into the Void, Lost Knowledge, Ancient Artifact
Techs - Farming, Herding, Stoneworking, Iron [Steels], Ships[Pressurized hulls, ballasts], Enchanting, Water Cutters. +1 Materials for mining buildings, Boarding/Counter-boarding tactics, Deep Whale Taming.
Research - Deep Whale Biology. This majestic creature of the Deep has so many fascinating attributes. How does it fly? How does it find prey for fishing? How does it heat itself up? How does it support such a massive frame even outside of water? Are their physical components suitable as materials? Can they be roused to our defense? Would breeding them be sensible, popular, and profitable? There are many things that could be gleaned for our enlightenment. They seem to be gentle creatures so treat them well. Luckily we can follow them into the water for up close study as well.
Military Lab- Rending Steel Harpoons. By storing kinetic energy in steel springs or by accumulating force by flight magic the ability to launch "harpoons" made of steel and designed to rend through hulls creating gaping holes to allow the Void to enter into enemy ships. Designed to be fired from the weapons room of the ship to be able to fire at objects in front of the ship and behind, depending on how the force is applied, through sealed tubes that run along the ship internally.
Water Lab- (Water Golem) 2/3 Deep Masters with good control over water can focus their 6th sense to gather water at a point and create a simple brute puppet bound to their will. Capable of following simple orders.
Spells - Flight, Water to Air, Control Water
Other: Planar Gates [Projected, Enlarged], |Throne|
Units - 3x {Attendents} [Free Upkeep] <In Capital>
Planets - {Godwheel} [{Ankarian Senate Building}] ([Habitability and Control depends on world generation]), Military Lab, Water Lab, Asteroid Miner Lvl1
Wealth - 3 (2 Occupied)
Resources - 2 Materials
Bonus -Teachings of the void: You are so used to water and water magic, from the void to support structures on the godwheel, that water magic has become second nature to some of your people. +1 progress on research into water based magic and tech. You also get a +10 to buildings and troop recruitment that use water based magic and techs.
1 (Air and Water) Bank. An idea by official Waterstein that people are willing to trade based on access to the cleanest water and air. Water which has undergone the magic process into air, and water that has been used with control water magic to achieve greater purity. Failing that they will start with a regular bank to produce wealth.
2 Build another Asteroid Miner. Another district devoted to mining will bring good gains to Anker. The cityscape yearns for sufficiency and skill to better life on the wheel.
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eb0d15 No.53425
| Rolled 83, 76 = 159 (2d100) |
>>53405
>Name - K'zevest dominion
>Fluff - https://docs.google.com/document/d/1bkQL065EBcFotEiwykInCrGGhj8bb7j-RVzZg_e5sHQ/edit?usp=sharing
>Color - Red
>Snowflake - lost knowledge, corruption, overmind.
>Techs - Farming, Herding, Stoneworking. Tech: Ironworking [Steelworking, Advanced Steels], Nanite Bodies [Nanoscopic edges, nanite constructors], Chemistry [Direct Synthesis, Metalic Foam],
>Other: Planar Gates
>Research - 1/? Balistic tech, 1/5 nanites bodies [muscles]
>Spells - (no spells, magic nulls)
>Units - 3x {assault metals} [Free Upkeep] <In Capital>
>Planets - {Vist} [{clump of metal with holes}] ([Habitability and Control depends on world generation])
>Wealth - 3
>Resources - (Depends on starting location)
>Bonus - Metalic lifeforms: While you are constructs you work more like living creatures and as such require many things biological organisms require. While you can die as easily as any biological organism you can easily be repaired by introducing other nanites. For each unit that died in combat roll a d10. On a 10 they are revived and, if you won the fight, come back damaged, or, if you lost, immediatly spawn a new army. You also get a progress on a tech to counter enemy tech or tactics if you lose a battle. The tech is chosen by the GM.
>Corruption: Construct protocols - you are designed to construct super structures use the material available in a plane and maintain certain biomes. You will slowly consume planets you encounter at 1 territory per turn.
>Buildings: 1 breeding ground, 1 research center(research: Balistic tech), 1 resource harvester, 1 farm
1. Continue the study on animals, advancing teh nanites bodies tech
2. Construct more farms, ensuring that there is plenty of food to go around and to increase the nanites.
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a22bb6 No.53426
| Rolled 50, 30 = 80 (2d100) |
Techs - Farming, Herding, Steel [Advanced steels], Enchanting
Spells - See Past, Teleportation Circle, Change Gravity
Units - 3x {Killbots} [Free Upkeep] <Mind's Eye>
Planets - (Mind's Eye [Synaptic Core] [Reality Matrix] [Universal Archive] [Grounds Keeper depots] [Dimensional Rift])
Constructs: You are robots first created by an ancient civilization that destroyed itself in a great civil war. You do not need to eat, breath, or rest but you need to have a source of electricity and your units are weak to water unless you figure out a way to make them waterproof.
Repair and understanding: Your people are used to repairing things they barely understand as your programming has degraded. You double successes on study actions for machines and can get upgrades for extra successes.
Research:
[Reality Matrix] [Universal Archive]
1. keep building strategic animal housing 1/3
[Grounds Keeper depots]
2. Ultimately all the truly valuable resources have been used up to create and maintain the titans. We must send out an expedition outside the plane to see if we can find something that can serve as a proper substitute.
[Grounds Keeper depots] [Dimensional Rift]
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eb0d15 No.53428
>>53425
Reseach center(Weapons development, researching balistich tech)
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268a17 No.53429
| Rolled 57, 58 = 115 (2d100) |
>>53405
Snowflake - Overmind, Constructs (Voidstone), Into the Void
Techs - Voidstone Cultivation, Herding, Stoneworking, Iron, Voidstone seeding, Voidbeast training, Voidstone shaping
Research - Space magic telekinesis, scrying
Spells - Accelerate, Pocket Dimension, Teleport, Gate, Twisting Shield
Units - 3x {Void Soldiers} [Free Upkeep] <Alphanon>
Planets - {Alphanon} [{Central Assembly Hall}] [Megaranch] [Voidforge]
Wealth - 3
Resources -
Bonus -Constructs: Your people are made of voidstone. They do not need to eat, breath, sleep, ect. However you must create a voidstone nest to really create a colony and expect it to grow. You also are magical and magic void planes are dangerous to stay in for an extended period of time.
Voidstone: Your main source of materials is voidstone, a powerful material that gains properties based on what mineral it is grown on. You may ask what materials you have access to for this and specify one you use for tools, beasts, or troops and gain an extra tag for it.
Other - Planar Gate
Plane - 4/4/4
1. It's decided that the Voidship will be an object, as they may have need to alter its shape for some purposes, and no one is particularly comfortable with creating a being for such a purpose. With that decided, they begin the work
2. Scouts on the new plane tread cautiously. For some reason, seeing an even more dismal plane than their own fills them with a sense of dread. They search for samples of new materials unavailable to them in their home plane to bring back for research
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a22bb6 No.53430
>>53426
Research: Specialize enchanting to focus on gathering and utilizing arcane energy so we have a more efficient power source for our bodies and to help us cast spells.
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