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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1426970099532.jpg (118.19 KB,504x360,7:5,Mappity map map.jpg)

663b5d No.905

Sup dawg? This here's gang builder. You should see a shoddy map of our fair city, New Jessica. What you're looking at is what'll soon be yours.

All gangs start with one province. Green provinces (Rural) are easier to hide your homies in, but provide less dosh. Grey provinces (Urban) provide tons of dosh, but the feds have a few police stations around that'll mess your shit up.

Blue squares are in a practical police state. Usually due to riots, gang warfare, terrorist strikes, the deal.

The river going down the center of the town is how the people keep eating, dig? It's how the Bugbears get their meat, the Elves their 'exotic spices', the dwarves their metal… Owning a province bordering it'll bring in extra money, but the feds are keeping their eyes on those places.

Now, about you and your gang…

Leader:
Gang Name:
Primary Species:
Fluff:

And here's what I'll tell 'ya.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:

2d100 for actions.
____________________________
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663b5d No.907

>>905
Leader: Kronag Half-Tusk
Gang Name: The Half-kin Society
Primary Species: Any half breed species e.g Half elves, half-orcs and half-ogres
Fluff: With half breeds being looked down upon by most other races, an enterprising and charismatic Half-Orc gathered as many of the downtrodden mixed bloods together as he could. With a speech about how they were all brothers in blood through their human heritage and that they were capable of greater things than any other people he managed to form an underground society with his new found kin. While generally unknown the gang tends to deal in illicit goods and simple robberies but are planning on making their way to the big leagues soon. For now, the society gives those that don't fit with other races a place to belong.


Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.908

File: 1426971422051.jpg (95.93 KB,648x365,648:365,Hillbilly.jpg)

>>905
Leader: Calvin McCatfield
Gang Name: The McCatfield family
Primary Species: Human
Fluff:
Dem McCatfields been living in da edge 'o da city fer generations, scraping out deyz living on da hills and forst. Ain't only three things dem boys wants'in life. Guns, Girls, and Booze. Ain't ever got enoff o' dem either.

Now Papa Calv'n, He knows how ta keep his boys in line yeah? Somebody gotta wot with all em hicks running around with big o'l blasters poking holes in errything dem boys lays deys eyes on.

McCatfield boys pride 'emselves on making da biggest and da baddest guns around. Some of em guns don't even look like they work, but believe me when you see a hole the size of a watermellon blasted into a car, ur five trees chopp'd down by a hose o' boolits, ya know da McCatfields were dere.

And here's what I'll tell 'ya. Only other thang dem boyz want is girls and booze. Ain't ever get enough girls. Ain't never get enough booze either. They'z know how ter moonshine at least.

>Location: Upper Right edge of map

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.909

>>905
Leader: Lars Wikkens
Gang Name: The City Spirits
Primary Species: Goblin
Fluff: A decedent of the olden goblin gangs. The City Spirits are a mix between a traditional gang and illegal school for the learning of modern shamanistic magic. Gathered by the current leader's brother, who was busted in an attempted robbery, but both being accomplished city shamans. Now under new leadership they seek to secure their power in this city with spirts of glass and fire.

And here's what I'll tell 'ya.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.911

File: 1426971934705.jpg (158.79 KB,578x818,289:409,cover_art___gargoyle_by_ga….jpg)

Leader: Mr. Aguorach
Gang Name: The Stone Service
Primary Species: Gargoyles
Fluff: Gargoyles arent common creatures, atleast that is what the local folk would think. They are watching, though. I fucking seen them, man. Those statues outside of the fucking library? They have eyes for a reason. I know who he is– Mr. Aguorach. He was the first gargoyle imported here, and they thought he was just a statue. But they shoulda known better– motherfucker was a foreign gang boss from the underground Vatican. He wasnt some punk alley gangster either– this guy was a proffesional. Mr. Aguorach got the West Jessica Harbor in his palm, and he has been importing more and more of his original crew to New Jessica and building up his underground empire. The Stone Service– they specialize in hiding and manipulation. Every statue you see, you better fucking watch. They move when you arent looking and they make people disappear right off the streets. I–shit! Fuck, FUCK. I FORGOT YOU WERE THERE YOU F–

*RECORDING END*

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.912

>>905
Leader: Isaiah the Seer
Gang Name: The Blind
Primary Species: Humans
Fluff: Led by the enigmatic Isaiah, a self-proclaimed but never proven Seer, The Blind are what people would call up-and-comers in the world of organized crime after committing a few high profile felonies and getting away before most people realized what was happening. While primarily human the gang will accept anyone who has been victim to some kind of magical accident or malady that has left them irrevocably changed. Isaiah himself shares in this as he was born blind to the outside world and can only see in the colours of magic.

And here's what I'll tell 'ya.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.913

File: 1426972388746.jpg (18.54 KB,420x280,3:2,8e045526e1e5ca42b757b29f93….jpg)

>>905
>Leader: Catarino Del'Hombre
>Gang Name: Los Azúcar
>Primary Species: Human, and only that!
>Fluff:
Los Azúcar are one of the older mafias in the city, if not the oldest. Originally starting off as los Agúadulce during the age of Depression, dealing with the profitable gamble of bootlegging and production of the illegal 'poison' of the time. However, times change, and with the restriction of alcohol being removed, the Agúadulce had to find a new itch of the city to scratch. The itch in question? Drugs, lots of drugs.

Now, under the new adopted name of 'los Azúcars', they are one of the the better dealers in the likes of cocaine and stuff much the same, and with a slight xenophobic spice in their leader's view, they are willing to make 'New Jessica' pure of the non-human fucks that think they can call this home!
>Gang Manpower:
>Gang Heat:
>Gang Strengths:
>Gang Weaknesses:
>Leader Bonus:
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663b5d No.914

File: 1426973814881.jpg (122.27 KB,504x360,7:5,Mappity map map.jpg)

>>907
Gang Manpower: Medium
Gang Heat: Low
Gang Strengths: [Mixed Breeds] You have a man for anything. Need a car thrown through a window? Grug the Half-Ogre's more then happy. Need a place infiltrated? Eldaen the half-elf's at your service. +5 to actions you can logically include a races abilities into.
Gang Weaknesses: [Half Breeds] As good as your people are, they're outclassed by truebloods. -5 to dealing with trueblood elves, orcs, ogres, etc.
Leader Bonus: [Half-Tusk] You've got a good reputation, for the moment. A lot of local civil rights movements look respectfully towards you. +5 to public speaking.
>>908
Gang Mayunpaur: Meedyum
Gang Heet: Low
Gang Strayngths: [Yeeehaw!] Y'all is a bunch'a rootin' tootin' point an' shootin' farm folk! Yer knowledge of th' land helps 'yer hide people, things, and people with their things! (+10 to hiding things, +5 to anything if you use a stack of Moonshine)
Gang Weeknesses: [Eeeyup!] Yer edyumuhcation idn't th' best in tha bidness. -5 'ta things that need lots of smarts (except moonshinin'!)
Leeder Bonus: [Calvin 'an Hobbes] 'Yer paw might be a bit loose in th' head. Keeps talkin' 'ta some invisible thang. Least it gives good advice! [Once every two turns, can consult Hobbes for an additional +5 to a Moonshine'd roll.]
>Add Stat: [Moonshine Count: 1]
>>909
Gang Manpower: Obscene
Gang Heat: Medium
Gang Strengths: [Goblin Rush] You've got a hell of a lot of goblins under your command. Devoting a lot of people to one job gives it a +10.
Gang Weaknesses: [A Million Is A Statistic] Goblins die. A lot. Very easily. Yours are no exception. Death counts are much larger.
Leader Bonus: [Shamanism] You're a wizard. Or, shaman. Or whatever. You know a few cantrips, can cast a few spells, and can teach people who're willing to pay.
Add Stat: [Teachable Spells: (Fireball), (Summon Familiar)]
>>911
Gang Manpower: Low
Gang Heat: Nonexistent
Gang Strengths: [Don't blink] They're still looking for him. They think he'll turn up in a ditch, somewhere. But he's gone. Nobody suspects a thing, because your people can only move when they're not being looked at. (Heat gain is much, MUCH slower)
Gang Weaknesses: [Blink and you're dead] The problem being, your people can only move when they're not being looked at. It makes daytime assassinations… Difficult. (-10 to operating in busy areas)
Leader Bonus: [Never Seen] Mr. Aguorach. The gargoyle who used to hold the Pope in his pocket. Hasn't moved in years… Hasn't kept him from talking, though. (Leader is night indetectable)
>>912
Gang Manpower: High
Gang Heat: Medium
Gang Strengths: [Anti-Magus] Mages run rampant in the police force, horrifically maiming the innocent rioters in Midtown with their acid-sprays and their Prismatic Blasts. You've got a steady stream of manpower, as long as there are riots going on in town.
Gang Weaknesses: [Blindness] Many of your people are blind. This makes certain tasks… Awkward, at least. -5 to physical labor. Getting into gunfights without sorting the blind from the not-blind is also a pretty bad idea.
Leader Bonus: [Seer] Your eyes may be white, but even through them you can see things others cannon. Once every three turns, you can make an attempt to see the future.
>>913
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663b5d No.916

>>913
Gang Manpower: Medium
Gang Heat: Low
Gang Strengths: [Pure Human] Humans are good at… just about everything. +3 to any roll.
Gang Weaknesses: [Xenophobic] You don't accept demihumans, and as such you're not able to collect any bonuses from a demihuman minority under your command.
Leader Bonus: [Ratta Tat Tat] You've got guns.
You've got lots of guns. And lots of cocaine. Combined, you're pretty tough. +5 to combat.
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663b5d No.917

File: 1426974101229.jpg (124.21 KB,504x360,7:5,Mappity map map.jpg)

>>916
NOW THAT WESTERNER HAS GIVEN ME AN ACTUAL COLOR, HE IS ON THE MAP

ALSO, POST

2d100
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663b5d No.918

>>917
Layder: Calvin McCatfield
Gayung Nameuh: The McCatfield family
Priyamery Species: Human
Fluf:
Dem McCatfields been living in da edge 'o da city fer generations, scraping out deyz living on da hills and forst. Ain't only three things dem boys wants'in life. Guns, Girls, and Booze. Ain't ever got enoff o' dem either.

Now Papa Calv'n, He knows how ta keep his boys in line yeah? Somebody gotta wot with all em hicks running around with big o'l blasters poking holes in errything dem boys lays deys eyes on.

McCatfield boys pride 'emselves on making da biggest and da baddest guns around. Some of em guns don't even look like they work, but believe me when you see a hole the size of a watermellon blasted into a car, ur five trees chopp'd down by a hose o' boolits, ya know da McCatfields were dere.

And here's what I'll tell 'ya. Only other thang dem boyz want is girls and booze. Ain't ever get enough girls. Ain't never get enough booze either. They'z know how ter moonshine at least.

>Lowcashun: Upper Right edge of map

Gang Mayunpaur: Meedyum
Gang Heet: Low
Gang Strayngths: [Yeeehaw!] Y'all is a bunch'a rootin' tootin' point an' shootin' farm folk! Yer knowledge of th' land helps 'yer hide people, things, and people with their things! (+10 to hiding things, +5 to anything if you use a stack of Moonshine)
Gang Weeknesses: [Eeeyup!] Yer edyumuhcation idn't th' best in tha bidness. -5 'ta things that need lots of smarts (except moonshinin'!)
Leeder Bonus: [Calvin 'an Hobbes] 'Yer paw might be a bit loose in th' head. Keeps talkin' 'ta some invisible thang. Least it gives good advice! [Once every two turns, can consult Hobbes for an additional +5 to a Moonshine'd roll.]
Moonshine Count: 1]
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663b5d No.919

Dice rollRolled 77, 53 = 130 (2d100)

>>914
>Leader: Kronag Half-Tusk
>Gang Name: The Half-kin Society
>Primary Species: Any half breed species e.g Half elves, half-orcs and half-ogres
>Fluff: With half breeds being looked down upon by most other races, an enterprising and charismatic Half-Orc gathered as many of the downtrodden mixed bloods together as he could. With a speech about how they were all brothers in blood through their human heritage and that they were capable of greater things than any other people he managed to form an underground society with his new found kin. While generally unknown the gang tends to deal in illicit goods and simple robberies but are planning on making their way to the big leagues soon. For now, the society gives those that don't fit with other races a place to belong.


>Gang Manpower: Medium

>Gang Heat: Low
>Gang Strengths: [Mixed Breeds] You have a man for anything. Need a car thrown through a window? Grug the Half-Ogre's more then happy. Need a place infiltrated? Eldaen the half-elf's at your service. +5 to actions you can logically include a races abilities into.
>Gang Weaknesses: [Half Breeds] As good as your people are, they're outclassed by truebloods. -5 to dealing with trueblood elves, >orcs, ogres, etc.
>Leader Bonus: [Half-Tusk] You've got a good reputation, for the moment. A lot of local civil rights movements look respectfully towards you. +5 to public speaking.

1-2)Kronag had been hearing a lot about a Dwarf merchant causing trouble and ripping off his fellow half-breeds, he did believe it was time the fellow learned to be more respectful of the society.

Calling in a group of rough looking Half-Orcs and one Half-Ogre he gave them orders to head to the Dwarf's shop and teach him a simple lesson, nothing too serious but to make sure he knows to treat their people right.
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663b5d No.920

Dice rollRolled 99, 9 = 108 (2d100)

>>914
Leader: Lars Wikkens
Gang Name: The City Spirits
Primary Species: Goblin
Fluff: A decedent of the olden goblin gangs. The City Spirits are a mix between a traditional gang and illegal school for the learning of modern shamanistic magic. Gathered by the current leader's brother, who was busted in an attempted robbery, but both being accomplished city shamans. Now under new leadership they seek to secure their power in this city with spirts of glass and fire.
Color: Green
Gang Manpower: Obscene
Gang Heat: Medium
Gang Strengths: [Goblin Rush] You've got a hell of a lot of goblins under your command. Devoting a lot of people to one job gives it a +10.
Gang Weaknesses: [A Million Is A Statistic] Goblins die. A lot. Very easily. Yours are no exception. Death counts are much larger.
Leader Bonus: [Shamanism] You're a wizard. Or, shaman. Or whatever. You know a few cantrips, can cast a few spells, and can teach people who're willing to pay.
Teachable Spells: (Fireball), (Summon Familiar)

1. We need to get some some supplies, and for that we need to get some money. Boys, go rob a bank or something.
2. I need to summon us up some magical protection. Time to summon up a concrete spirit.
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663b5d No.921

Dice rollRolled 24, 66 = 90 (2d100)

>>916
>Leader: Catarino Del'Hombre
>Gang Name: Los Azúcar
>Primary Species: Human, and only that!
>Colour: Cocaine White
>Gang Manpower: Medium
>Gang Heat: Low
>Gang Strengths:
[Pure Human] Humans are good at… just about everything. +3 to any roll.
>Gang Weaknesses:
[Xenophobic] You don't accept demihumans, and as such you're not able to collect any bonuses from a demihuman minority under your command.
>Leader Bonus:
[Ratta Tat Tat] You've got guns. You've got lots of guns. And lots of cocaine. Combined, you're pretty tough. +5 to combat.

1: "HOW ARE WE SUPPOSE TO GET ANY PROFIT IF ALL OUR LABS WENT UP IN FLAMES! YOU M-METRO HEADED FUCK! Go, get some newer labs set up, and don't fuckING BLOW IT TO KINGDOM FUCKIN' COME!"

2: "…Outside of, OF THAT S- Of that shitstain of a human, we need to set up some good order with our muscle… Get those who aren't shit with their aim, and give them the better guns, got it? Good, now get out of my sight!"
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663b5d No.922

Dice rollRolled 84, 12 = 96 (2d100)

>>917

Leader: Isaiah the Seer
Gang Name: The Blind
Primary Species: Humans
Fluff: Led by the enigmatic Isaiah, a self-proclaimed but never proven Seer, The Blind are what people would call up-and-comers in the world of organized crime after committing a few high profile felonies and getting away before most people realized what was happening. While primarily human the gang will accept anyone who has been victim to some kind of magical accident or malady that has left them irrevocably changed. Isaiah himself shares in this as he was born blind to the outside world and can only see in the colours of magic.
Gang Manpower: High
Gang Heat: Medium
Gang Strengths: [Anti-Magus] Mages run rampant in the police force, horrifically maiming the innocent rioters in Midtown with their acid-sprays and their Prismatic Blasts. You've got a steady stream of manpower, as long as there are riots going on in town.
Gang Weaknesses: [Blindness] Many of your people are blind. This makes certain tasks… Awkward, at least. -5 to physical labor. Getting into gunfights without sorting the blind from the not-blind is also a pretty bad idea.
Leader Bonus: [Seer] Your eyes may be white, but even through them you can see things others cannon. Once every three turns, you can make an attempt to see the future.

1. We need an edge over the other gangs. I will consult the winding paths to find weapons we can use. [attempt to see into the future, look for anything being transported]

2. "My people we must prepare ourselves for the destruction that our enemies will bring so that we may remain steadfast to the shifting tides. [Fortify our territory and set up men to watch the comings and goings of people within]

2.
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663b5d No.923

File: 1426975539495.jpg (62.86 KB,800x530,80:53,Airboats.jpg)

Dice rollRolled 91, 98 = 189 (2d100)

>>918
1. We got dem rivur ackssess, but ain't no boats. GREG, get dem boats up 'n running!

Dat's greg. He might got no highschool degree, but 'e knows 'is way around a monkey wrench and a beer can.

2. Get da moonshine up and running ta make more. I'm sure dem boys will get to work fast after deys run outta the first batch.

+1 Moonshine
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663b5d No.927

>>917

Leader:Fujimoru katusro
Gang Name:Das Ninjas
Primary Species: Werepires
Fluff:Being born as a species by an ancient ritual, The werepires are teh fusing of the werewolf and vampire, combinnig their abilites and negating their weakness. The weakness that they have gained are unkown, but they are feared, and now they will spred their "gift" to the rest of the world.

And here's what I'll tell 'ya.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.928

File: 1426977557479.jpg (179.25 KB,900x720,5:4,enixtm - Djinn.jpg)

>>905
Leader: Tishan Al-zalik
Gang Name: Iblisi
Primary Species: Djinni on top with human majority
Fluff: Everything in this city has a cost, everyone's willing to pay something to get it.The djinni are masters of the deal, they'll turn a profit from every 'wish' that their clients and subjects have - and every wish always ends up in their favor. Al-zalik holds tentative rule over the djinni of his gang, though most are closer to freelancers. They are united more out of convenience and mutual benefit than kinship or loyalty.

The majority of the gang's workings are performed by human menials - those who were unable to fulfill their debts to the Iblisi and now serve them. It would be unbecoming of a djinn to get his ow hands dirty unnecessarily, after all.
Trickery and scare tactics are the name of the game, and outright violence against the authorities or other gangs is dissuaded when possible. Still, many have learned not to get on the bad side of an Iblisi djinn.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
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663b5d No.930

Leader: Vyacheslav Ivankov
Gang Name: Solntsevskaya Bratva
Primary Species: hUMANS
Fluff:

The Solntsevskaya gang was founded in the late 1980s by Sergei Mikhailov, a former waiter who'd served a prison term for fraud. Based out of the Solntsevo District of Moscow, the gang recruited local unemployed, aggressive young men as foot soldiers and also made use of thief in law Dzhemal Khachidze to enhance their reputation amongst established criminals.



Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.933

>>905
>Leader: Lovinila of Regalia
>Gang Name: The Muses
>Primary Species: Nymphs and Dryads running things, mix of all races "working girls"
>Fluff: "The oldest profession has always been around, and will always be around. As long as we need to fuck, someone is gonna pay for it. And its my job to "entertain" the various tastes of this city. Now not all my girls are walking the streets, some are just dancers and singers, some even work on our darker jobs. Now Mr. Councilmen I know a lot about your campaign to get law enforcement to crack down on our "devilish practices", and i respect that. However i doubt your wife and fellow councilmen are going to have much respect for you if these pictures of what you do when left alone with an underage catgirl. Now why don't you run along before someone gets hurt?"

Location: Where ever your red light district is.

>Gang Manpower:

>Gang Heat:
>Gang Strengths:
>Gang Weaknesses:
>Leader Bonus:
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663b5d No.956

>>905
Leader:Trirek, स्टोन मुट्ठी(The Stone Fist)
Gang Name:प्रबुद्ध(The Enlightened)
Primary Species: 25% Rakashakin (Buddist Teiflings), 25% Humans, & 50% Devas (Spirits)
Fluff: The Enlightened are a cult led by Trirek, he's responsable for the Thai Garden Plauge and the Solastice Bombings. They have been known to mascrade as many temples and reasturants to gain some people's trust and adrimaration. Many of their leaders are either Rakashakin or Human. Their latest leader is a Rakashakin named Trieik Sabbad the Stone Fist who has four arms with scaled fists that can break stone

Location anywhere where there's a Buddhist Temple

And here's what I'll tell 'ya.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.1120

>>919
Dwarves.

Distant cousins of gnomes, halflings, and also the forbidden race.

In old times, they horded money, removing it from the world economy.

Is it truly such a surprise you hear of a dwarf doing this?

No, it isn't.

You send a few boys over…

"Hey, hey, HEY!

That's a FINE FUCKING CHINA VASE!"

"Well, Mr. Minestein, wouldn't it be awful if this thing were to fall and break? I mean, I'm sure some, poor, disgruntled half-elf that you scammed would be certainly wi-"

"FINE! Fine! Take your damn shekels!"

Done.

+[50 Shekels]

[New Stat! Cash: 50]
>>920

"Boys, go rob a bank or something."

"Boys, go rob a bank or something."

"Boys, go rob a bank or something."

You really don't know how to talk to goblins, do you?

[New Stat! Cash: +250 Shekels]

Gang Heat: Medium-High
>>921
"Y… Y-Yes, sir! I… Of… Of course, sir! Of course!"

The little worker runs off, intent on pleasing his boss.

The next day, you see his face on the news.

Died in an explosion.

God fucking damnit.

Oh well, at least everyone thinks it's an accident.

2:

Everybody panic.

No, not literally! Shut the fuck up, man, this is a practice run, do you want the cops on us?!

Gang Manpower: Medium-High

>>922
Your eyes flash white.

AH!

A GATHERING STORM OF BODIES

SMALL, UGLY FELLOWS

RAMPAGING THROUGH THE STREETS

LOOTING AND ROBBING

That's all you get, before you come back down.

What could it mean?

Your fortifications, meanwhile… Fail. Fail pretty badly.

>>923
Oh haaaay, Greg! You gots them boats fixed up? Good job!

Gang Strayngths: [JOYRIDE!] Y'all got boats! +5 'ta transportin' ee-lissit goods upp'n down tha river!

'Yer boys churn out a nice big batch'a Moonshine! It glistens, it burns th' back'a 'yer mouth, annit's sure pure!

+1 Moonshine

>>928
Gang Manpower: Low
Gang Heat: Nonexistent
Gang Strengths: [Make a Wish…] You seem to have a line to just about everything. You need only ask. +5 to importing things from outside the city.
Gang Weaknesses: [Three Wishes] If you overuse your 'wishing', your contacts'll get fed up…

>>927
>>930
>>933
>>956
Pls no

2 many people
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663b5d No.1121

File: 1427753557300.jpg (125.51 KB,504x360,7:5,Mappity map map.jpg)

>>1120
MAP UPDATE
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663b5d No.1122

>>1120
Layder: Calvin McCatfield
Gayung Nameuh: The McCatfield family
Priyamery Species: Human
Fluf:
Dem McCatfields been living in da edge 'o da city fer generations, scraping out deyz living on da hills and forst. Ain't only three things dem boys wants'in life. Guns, Girls, and Booze. Ain't ever got enoff o' dem either.

Now Papa Calv'n, He knows how ta keep his boys in line yeah? Somebody gotta wot with all em hicks running around with big o'l blasters poking holes in errything dem boys lays deys eyes on.

McCatfield boys pride 'emselves on making da biggest and da baddest guns around. Some of em guns don't even look like they work, but believe me when you see a hole the size of a watermellon blasted into a car, ur five trees chopp'd down by a hose o' boolits, ya know da McCatfields were dere.

And here's what I'll tell 'ya. Only other thang dem boyz want is girls and booze. Ain't ever get enough girls. Ain't never get enough booze either. They'z know how ter moonshine at least.

>Lowcashun: Upper Right edge of map

Gang Mayunpaur: Meedyum
Gang Heet: Low
Gang Strayngths: [Yeeehaw!] Y'all is a bunch'a rootin' tootin' point an' shootin' farm folk! Yer knowledge of th' land helps 'yer hide people, things, and people with their things! (+10 to hiding things, +5 to anything if you use a stack of Moonshine)
[JOYRIDE!] Y'all got boats! +5 'ta transportin' ee-lissit goods upp'n down tha river!
Gang Weeknesses: [Eeeyup!] Yer edyumuhcation idn't th' best in tha bidness. -5 'ta things that need lots of smarts (except moonshinin'!)
Leeder Bonus: [Calvin 'an Hobbes] 'Yer paw might be a bit loose in th' head. Keeps talkin' 'ta some invisible thang. Least it gives good advice! [Once every two turns, can consult Hobbes for an additional +5 to a Moonshine'd roll.]
Moonshine Count: 1]
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663b5d No.1123

Dice rollRolled 39, 1 = 40 (2d100)

>>1120
>Leader: Tishan Al-zalik
>Gang Name: Iblisi
>Primary Species: Djinni on top with human majority
>Fluff: Everything in this city has a cost, everyone's willing to pay something to get it.The djinni are masters of the deal, they'll turn a profit from every 'wish' that their clients and subjects have - and every wish always ends up in their favor. Al-zalik holds tentative rule over the djinni of his gang, though most are closer to freelancers. They are united more out of convenience and mutual benefit than kinship or loyalty.
>The majority of the gang's workings are performed by human menials - those who were unable to fulfill their debts to the Iblisi and now serve them. It would be unbecoming of a djinn to get his ow hands dirty unnecessarily, after all.
Trickery and Scare Tactics are the name of the game, and outright violence against the authorities or other gangs is dissuaded when possible. Still, many have learned not to get on the bad side of an Iblisi djinn.
>Gang Manpower: Low
>Gang Heat: Nonexistent
>Gang Strengths: [Make a Wish…] You seem to have a line to just about everything. You need only ask. +5 to importing things from outside the city.
>Gang Weaknesses: [Three Wishes] If you overuse your 'wishing', your contacts'll get fed up…

1 - This city calls out to us. It is divided, its citizens unfulfilled. Just as it ought to be. Surely there is a whelp or two in the area who craves some desire? We can arrange something to… help out a friend in need. And in doing so, bring another sibsig servant into the fold.

2 - Meanwhile, we really must get some organization in this place. My predecessor Sulim was content to let the djinni do as they pleased, but with so many police about we can't risk it. Get them together, and make it clear that things will need to be done under authority from now on.
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663b5d No.1124

Dice rollRolled 90, 22 = 112 (2d100)

>>1120
>Leader: Kronag Half-Tusk
>Gang Name: The Half-kin Society
>Primary Species: Any half breed species e.g Half elves, half-orcs and half-ogres
>Fluff: With half breeds being looked down upon by most other races, an enterprising and charismatic Half-Orc gathered as many of the downtrodden mixed bloods together as he could. With a speech about how they were all brothers in blood through their human heritage and that they were capable of greater things than any other people he managed to form an underground society with his new found kin. While generally unknown the gang tends to deal in illicit goods and simple robberies but are planning on making their way to the big leagues soon. For now, the society gives those that don't fit with other races a place to belong.
>Gang Manpower: Medium
>Gang Heat: Low
>Gang Strengths: [Mixed Breeds] You have a man for anything. Need a car thrown through a window? Grug the Half-Ogre's more then happy. Need a place infiltrated? Eldaen the half-elf's at your service. +5 to actions you can logically include a races abilities into.
>Gang Weaknesses: [Half Breeds] As good as your people are, they're outclassed by truebloods. -5 to dealing with trueblood elves, >orcs, ogres, etc.
>Leader Bonus: [Half-Tusk] You've got a good reputation, for the moment. A lot of local civil rights movements look respectfully towards you. +5 to public speaking.
>Cash:50 Shekels

1) Kronag puts down a book as his men return from dealing with the Dwarf. "Ah, excellent work gentlemen. That should have enlightened our stout friend about the way the city works. Now I must ask you all to catch on of those Goblins that have been causing all this fuss lately, so we can find out what's going on."

2)While his men are off with their assignment Kronag goes to meet with the mayor to see about havig an orphanage build for homeless half-blood children, there are a lot of them around after all. And he thinks to himself, it could help with recruitment in the long run.
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663b5d No.1126

Dice rollRolled 85, 32 = 117 (2d100)

>>1120
Leader: Lars Wikkens
Gang Name: The City Spirits
Primary Species: Goblin
Fluff: A decedent of the olden goblin gangs. The City Spirits are a mix between a traditional gang and illegal school for the learning of modern shamanistic magic. Gathered by the current leader's brother, who was busted in an attempted robbery, but both being accomplished city shamans. Now under new leadership they seek to secure their power in this city with spirts of glass and fire.
Color: Green
Cash:250
Gang Manpower: Obscene
Gang Heat: Medium-High
Gang Strengths: [Goblin Rush] You've got a hell of a lot of goblins under your command. Devoting a lot of people to one job gives it a +10.
Gang Weaknesses: [A Million Is A Statistic] Goblins die. A lot. Very easily. Yours are no exception. Death counts are much larger.
Leader Bonus: [Shamanism] You're a wizard. Or, shaman. Or whatever. You know a few cantrips, can cast a few spells, and can teach people who're willing to pay.
Teachable Spells: (Fireball), (Summon Familiar)

1. Time to go to ground, boys, and lay low for a while. Let the heat die down. You did a good job boys.
2. Summon my familiar to keep a watch of the neighborhood for any cop patrols. What better way to avoid them than to see when they are coming.
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663b5d No.1131

File: 1427756269133.jpg (84.34 KB,640x480,4:3,Guns.jpg)

Dice rollRolled 93, 94 = 187 (2d100)

>>1122
1. Ha! I knew greg'd know what 'e doing.

Reckon we oughta get'm a gah-rage ta fixun 'is cars.

2. Hush now, we gotta get us sum parts and pieces fer a gunsmithin' oparayshun. Gotta get me some fancy new parts fer mah boomstick. And some otha parts dat them NSA folk ain't gun like. Go get 'm and go by th' river by night so to make sure you ain't seen.

>Get a gunsmithing op up


>+5 Moonshine

>[JOYRIDE!] Y'all got boats! +5 'ta transportin' ee-lissit goods upp'n down tha river!
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663b5d No.1140

File: 1427759970651.jpg (115.12 KB,1260x800,63:40,FFXIV_Garuda_Complete_Artw….jpg)

Leader: SkyMother Demvila Centano
Gang Name: Sky Lords
Primary Species: Birdmen of all types
Fluff: The Sky Lords are one of the more…exclusive clans. They stick together, due to them all being Birdmen, and dont like any of them Grounders sticking around their parts. The SkyMother Demvilla is very loving and sweet to her gang…in a harsh mother kind of way. Give her what she wants your good, fail her and your not. Simple as that. The Sky Lords have few moral concerns, guys kill, girls Kill, everyone stays within the clan, and respect the Sky Mother, who rules everyone. Follow those rules and no harm will come to ya, dont…and they will see how well you fare falling from the highest building without wings. Most of the Birdmen races, even the grounded ones who are held as equals despite not being "true" birds, have at least 50% of their race in the gang, due to it being a large protective society with little care for anyone outside of the clan. The police hate them though, for they have commited some very notorious acts of narcotics dealing, murder, and arson. As such they are…less than welcome in urban areas to say the least, but when half of an entire racial group is part of a gang of flying, agile extremist its kinda hard to find them to say the least.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:
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663b5d No.1142

>>1140
(Gonna give this motherfucker a makeup turn)
Gang Manpower: Low
Gang Heat: Nonexistent
Gang Strengths: [Spitfire] Who the fuck needs bridges? You're able to cross the river at any point. Just don't fly over police stations.
Gang Weaknesses: [Soarin'] You're a bit easy to spot when you fly, like some kind of aerial show. The popo'll be more active in places you've been seen flying over.
Leader Bonus: [Wonderbolt] Your flying skills are unmatched. Rumours abound that you could even outfly a military aircraft…
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663b5d No.1144

Dice rollRolled 98 (1d100)

>>1123
No whammies no whammies
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663b5d No.1145

Dice rollRolled 52, 37 = 89 (2d100)

Leader: SkyMother Demvila Centano
Gang Name: Sky Lords
Primary Species: Birdmen of all types
Fluff: The Sky Lords are one of the more…exclusive clans. They stick together, due to them all being Birdmen, and dont like any of them Grounders sticking around their parts. The SkyMother Demvilla is very loving and sweet to her gang…in a harsh mother kind of way. Give her what she wants your good, fail her and your not. Simple as that. The Sky Lords have few moral concerns, guys kill, girls Kill, everyone stays within the clan, and respect the Sky Mother, who rules everyone. Follow those rules and no harm will come to ya, dont…and they will see how well you fare falling from the highest building without wings. Most of the Birdmen races, even the grounded ones who are held as equals despite not being "true" birds, have at least 50% of their race in the gang, due to it being a large protective society with little care for anyone outside of the clan. The police hate them though, for they have commited some very notorious acts of narcotics dealing, murder, and arson. As such they are…less than welcome in urban areas to say the least, but when half of an entire racial group is part of a gang of flying, agile extremist its kinda hard to find them to say the least.

Gang Manpower: Low
Gang Heat: Nonexistent
Gang Strengths: [Spitfire] Who the fuck needs bridges? You're able to cross the river at any point. Just don't fly over police stations.
Gang Weaknesses: [Soarin'] You're a bit easy to spot when you fly, like some kind of aerial show. The popo'll be more active in places you've been seen flying over.
Leader Bonus: [Wonderbolt] Your flying skills are unmatched. Rumours abound that you could even outfly a military aircraft…

1) The mother has been hearing alot about the cops, how they shot down a few of her birds not too long ago. Well she aint too happy about some walkers killin her sons and daughters. She wants some men to fly to the nearby police station, fuck them up fast and furious, take their gear inside, and hurry back home. That will make them remember who the fuck rules around here.

2) Low members? Mother doesnt like the sound of that. Where are all her sons and daughters she ask. Well she politely asked us and a few grounders(after breaking their legs)until she found out a location with more birds. She wants us to go recruiting, so lets get to recruiting.
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663b5d No.1147

Dice rollRolled 6 (1d100)

>>1145
1:

…Whuh?

You… want to… raid the COPS?

That's, uh…

That's real ballsy.
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663b5d No.1148

>>1147
One hour, two news crews arriving far too late and a single broken femur later, you have a bag full of the GOOOOOOD stuff.

Military grade rifles, at least 8 different shotguns with assorted ammunition, and, get this…

A 6 barrel fucking GRENADE LAUNCHER.

Of course, the cops are pretty damn pissed.

[Gang Heat: SUPER HOT FIRE (They Spit That!)]

As for population? Yeah, you recruit a few new birds.

Gang Manpower: Low-Medium
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663b5d No.1149

Dice rollRolled 59, 34 = 93 (2d100)

>>1148
(Leader: SkyMother Demvila Centano
Gang Name: Sky Lords
Primary Species: Birdmen of all types
Fluff: The Sky Lords are one of the more…exclusive clans. They stick together, due to them all being Birdmen, and dont like any of them Grounders sticking around their parts. The SkyMother Demvilla is very loving and sweet to her gang…in a harsh mother kind of way. Give her what she wants your good, fail her and your not. Simple as that. The Sky Lords have few moral concerns, guys kill, girls Kill, everyone stays within the clan, and respect the Sky Mother, who rules everyone. Follow those rules and no harm will come to ya, dont…and they will see how well you fare falling from the highest building without wings. Most of the Birdmen races, even the grounded ones who are held as equals despite not being "true" birds, have at least 50% of their race in the gang, due to it being a large protective society with little care for anyone outside of the clan. The police hate them though, for they have commited some very notorious acts of narcotics dealing, murder, and arson. As such they are…less than welcome in urban areas to say the least, but when half of an entire racial group is part of a gang of flying, agile extremist its kinda hard to find them to say the least.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:


▶Shambling Mound!bnmIAAtuWI  03/30/15 (Mon) 20:04:11 No.1142

>>1140
(Gonna give this motherfucker a makeup turn)
Gang Manpower: Low-Medium
Gang Heat: SUPER HOT FIRE
Gang Strengths: [Spitfire] Who the fuck needs bridges? You're able to cross the river at any point. Just don't fly over police stations.
Gang Weaknesses: [Soarin'] You're a bit easy to spot when you fly, like some kind of aerial show. The popo'll be more active in places you've been seen flying over.
Leader Bonus: [Wonderbolt] Your flying skills are unmatched. Rumours abound that you could even outfly a military aircraft…

1)Mother wants us to go and find some safehouses. She wants us to get some good hiding places from the cops, so lets go get em.

2)Mother needs more birds. She wants more sons and daughters to "roost" in her nest. Lets go find some more birds to join the gang.
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