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GIVE US BACK OUR BANNERS, HOTWHEELS

File: 1457927833042.jpg (100.73 KB, 390x542, 195:271, Age_of_Sigmar_cover.jpg)

04247a No.25133[Reply]

What Ho, mighty adventurer of the realms! Welcome to the Age of Sigmar™, a realm of mighty battles in a world(Or Worlds, we're not really sure about it) of unending war! Get your weapons, armies and wallets ready for a clash between the gods! As the God King Sigmar™ launches his war against the Chaos Gods™, you are caught in between! Thankfully, from your work, you have a good supply of Sigbucks™, and the local wizards of the Workshop of Games to help supply you with a army! All you must do is complete a few simple tasks, and splendorous armies of High Quality Figures™ will be yours!

Name:

Race:

Back Story

Warscroll of Hero:

Followers/Hero's:

5 posts and 3 image replies omitted. Click reply to view.

827a28 No.25296

>>25290

A mighty scion of Khorne it seems! Well than, the blood god does like its faithful!

Warscroll Compendium:

https://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-warriors-of-chaos-en.pdf

Warscroll:

EXALTED HERO WITH

BATTLE STANDARD


21e452 No.25312

Dice rollRolled 23 (1d100)

>>25296

>Name: Khojin 'Daugher of Khorn' Okin

>Race: Khorn-blessed Human

Warscroll Compendium:

https://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-warriors-of-chaos-en.pdf

>Warscroll of Hero:

Exalted Hero with Battle Standard

>Followers/Hero's:

Dice: In order to prove myself to Khorn, I need to spill the blood of worthy warriors and monsters, but with the abundance of plebs around, I would require a warband to ensure that those fucks don't get in my way.

>Get some Marauders to serve as cannon fodder.


70bf8a No.25370

Dice rollRolled 91 (1d100)

>>25296

Name: Duke Von Fuckstein

Race: Brettonian

Back Story: It was a bad dream. There were no skaven in his backyard nor greedy wizards draining his men dry. There was just him when he awoke on the field of battle with the grace of the lady empowering him in this strange new land. There were no dreams here. It was a new start for him and one that he would take greedily as he showed his opponents how he earned his name. Its by fucking them up. or just fuckign them. if you didn't get it.

Warscroll:

Knight of the Realm.

Followers:

30 Men At Arms


70bf8a No.25371

Sorry, I accidentally dropped the action

1) Go scouting out around the area and identify what the fuck is going on.


353c26 No.25373

File: 1458354614822.jpg (279.36 KB, 900x1134, 50:63, AwesomeDorf.jpg)

Name: Strom Smeltjaw

Race: Dwarf

Backstory:

Strom is a walking stereotype. He is a miner, a smith, a brawler, and a drinker. However, he doesn't share his kin's proclivity for artillery, or other mechanical devices. He concerns himself more with arming the warriors of the Dwarves, and armoring their battle-bears. Despite his complete ignorance of life outside of the mountains, he departed to see the world, and left a note in his shop:

"Urist, my boy. Watch this shit while I'm gone. I took my hammer and some coin. Having an adventure now, see you later."

In fact, he'd taken more than just his hammer and some coin, he took half of the liquor cabinet's contents, travelling clothes, and supplies, but those things are a given for a Dwarf journey of any length.

Warscroll of Hero:

Followers/Heroes:




File: 1453287346224-0.jpg (519.42 KB, 1436x1408, 359:352, pregame1.jpg)

File: 1453287346240-1.jpg (296.73 KB, 900x1165, 180:233, Guild members.jpg)

612bf4 No.22234[Reply]

''The Empire our mother and the Emperor our father,

who tasked us to sail, build a kingdom like no other.

We built a new city from nothing but ashes,

yet creatures awaited for us in the marshes.

Oh mother send us faith,

Oh fatrher send us strength,

Darkness arises from depth.

We banish the devils we track down the beasts,

yet each day that passes they lurk in the mists!

We fight the evil and purge the undead,

yet it won't be long until we are all dead.''

Ugh by the name of all the gods I HATE poems! Says the emperor, thrusting his fist against the wooden table. The silver plattery shakes, but not as hard as the councilor on the very far end of the table, scuffling to impode into his robes. I… I know sire. B-but this is all the common folk are talking about, is what the bards sing in t- The emperor interrupts him by thrusting his fist against the table again, this time the councilor squeaks in a cowardly voice. I DO NOT CARE FOR THE PEASANTRY THOUGHTS!. The plattery stops shaking before the councilor speaks again Yes lord, o-ofcourse you don't. But If we ignore the pleadings of the people and let our colonized city to be demised- Why would I care about one city? There are a thousand more! the emperor grunts and drinks from his goblet . The councilor takes a deep breath before speaking again, this time in a clear crystal voice Sire, it is your great name that is on the stakes here. The emperor chokes on his wine and drops the goblet to cling and roll on the marbled floor. It takes him a minute of coughing before straightening up in his chair again. Fine! send the entire fleet with 200,000 men!. W-wait sire, the situation is not severe, we need merely a thousand to deal with- NO! YOU FOOL! MY NAME IS AT THE STAKES HERE!.

This is where our story begins. In a mythical land surrounded by ever creeping darkness, there stands a city. A beacon Post too long. Click here to view the full text.

192 posts and 75 image replies omitted. Click reply to view.

857e13 No.24212

>>24211

also a way to balance out ambushes and frame jobs would be that you can only have one 'trap' illegal operation for ever 3 actual illegal operations you have. It's the only way to get dirt on enough non-guild members in the area to make sure they're in on it and won't turn you in.

That way 'law abiding' guilds can't just turn their entire zone into a trap filled fuck-fest.

Probably should also be some stat like intelligence that lets you not trigger an ambush or a frame job.


857e13 No.24213

>>22951

>>24212

Another suggestion would be that given that each of your guild types has 2 words in the name, and each guild type provides 2 effects (active and passive)

You should have that be the way it works. You pick two terms for a guild's type, and combine them, and that gives you your active and passive.

Shadowy Society for example;

Shadowy: Can shut down watchtowers

Society: Immune to punishments for crimes.


857e13 No.24214

>>24213

Oh! Final suggestion.

A clear picture of what threats are where on the map: >>22557

along with the depiction of what resources are where in a clear manner.

And I think the ability for the Sentinels should definitely be focused around increasing safety and to allow business to proceed as usual, perhaps even grabbing people from the barracks as a militia for impromptu missions, or declaring certain missions to be 'group' missions where people can contribute together.

Finally, as we discussed here: >>22701

Adjust your enemy spawn rates. Remember, the way you have this game set up, LARGE NUMBERS of enemies are HARDER to deal with than HIGH LEVELS of enemies. High levels for enemies are -impossible- to deal with for guilds without incredible amounts of luck. None of our guilds could even -touch- a high level opponent.

Likewise, for fights, the AI should switch up targets, and the paladin and warrior classes should deliberately try to take hits for other squishier classes whenever they can unless they have the [Coward] trait, even if they are evil. Now if they're [Evil] and have a [Rival] that's being attacked, they won't defend the rival, but they'll otherwise defend people because they're motivated by self interest and not COMPLETE blithering idiots who don't understand that when fighting, you watch out for your allies so that they'll help you fight the guys trying to kill you.

Likewise, a [Coward] should overcome their [Cowardice] and try to defend a friend if they are of the paladin or warrior classes. And anybody should try to take a hit for a [Friend] if their own HP isn't lower.


857e13 No.24215

>>24214

Oh, sorry, FINAL final suggestions.

You know how Settlers of Catan has 'trade' spaces? And they're not actually on the map?

We should have those on the port side, and 'gates' on the other side, always adjacent to at least two hexes. Controlling them will give you benefits. Like controlling a gate would give you a steady income of the resources related to that gate, where as controlling a port/dock would give you a constant steady stream of wealth.

So:

West: The Docks, give +1 Wealth a turn for every hex adjacent to them you control. Give +1 Wealth for every 'trade' action taken on the map as well if you control all ports.

North: The Meadow Gates, give +1 Meat a turn for every hex adjacent to a meadow gate you control. Gives +1 Meat for every meat harvesting action taken that turn, and +1 wealth for every mission taken to the north. Those last two only proc if you control all northern gates

East: The Field Gates, give +1 Crops for every hex you control adjacent to a field gate. Gives +1 crops for every crop harvesting mission taken, and +1 wealth for every eastern mission taken. Those last two only proc if you control all eastern gates

South: The Mine Gates, give +1 ore for every hex you control adjacent to a mine gate you control. Give +1 Ore for every mining action taken that turn. Give +1 Wealth for every southern mission taken. Those last two only proc if you control all southern gates

Basically controlling the gates lets you control the TOLLS.

The Gates to the North, South, and East give both resources AND wealth because, in actuality, those types of actions are far less likely to be taken than trade actions.

Trade actions occur incredibly often. Whenever somebody sells or buys something at market, orPost too long. Click here to view the full text.


573b9e No.25277

File: 1458159910619.jpg (1.01 MB, 1296x3408, 27:71, tech tree plz.jpg)

>>24215

>>24214

Answered you most of those on #Nation. If there is anything more you want me to answer just ask for it (I know i still haven't replied on everything and I don't mind elaborating more so everyone could see)

Anyhow just dropping the tech tree. Took far longer than you can imagine to make this thing, putting these mechanics into code is nightmerish but the result is always worth the while.

This is just the first preview of the tech tree and it may change.

New attribute called "research" is now added to the game, you will receive attribute according to the total amount of int your guild has each turn. (more ways such as building libraries exist to father boost research score)

Cheers for all of you who are still following, hope you'll all see how the wait was worth it in the end.

I assure you I'm fully spending nearly my entire free time developing this game.




File: 1452949939969.png (335.66 KB, 637x679, 91:97, InVictoryAndDefeat.png)

c66873 No.22011[Reply]

The first weeks if not months have passed since you made your way from the cold East towards the city of Weissstadt. The #Nation Family has found itself in the employment of various different key figures, quickly asserting its position within various factions. Although some of your family members have been swallowed by the city, their re-emergence unlikely at best, many more of you have distinguished themselves as leader of men, ferocious fighters, knowledgable scholars, faithful zealots as well as a number of less traditionally prestigious things such as unrecognizable spies, relentless wrestlers, proficient manwhores and experienced drinkers.

The state of the realm is dire, the old King having been murdered by his younger brother, seizing the throne with the help of the Western lords who now seek their much promised independence, as all attempts to thwart the continue Uhlmannen fail, though needless to say some of the heroic members of the Nation family are engaging the issue at this very moment.

Villages have been plundered and smaller cities burned, the path of the Uhlmannen warhorde inevitably heading for Weissstadt. Their mission unknown but their intent self evident it remains to be seen whether the city will be able to withstand the horse lords' brutal onslaught.

Between the beautiful daughter of the Whitecastle family giving birth to a bastard son, iron and food prices climbing to staggering heights and the formation of a church organization planning to bring faith to a city in dire need and the constant sabre rattling of the competing noble families it is up to you to ensure your own family's survival in these turbulent times.

>All Members of the Nation family add: (yes this means everyone)

Family Trait:

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it Post too long. Click here to view the full text.

16 posts and 2 image replies omitted. Click reply to view.

516a65 No.22639

>>22634

"I am Oo'ka B'aa, of the Ae'bweya, the Tall Men. I come from the lands where the sun watches over Gazelle, Lion and Elephant."


6f7cc9 No.22643

>>22639

“Well, Oo’ka B’aa of the Tall Men, I am Bartholomew Nation of house Nation. Now. “Bartholomew turns to the Red Cloak that brought the Pagan to him. “Andrew, you have brought this pagan to me so you are the only one I can trust with this." Bartholomew gestures to Oo’Ka. "Oversee this Pagan as he strives to prove himself, act in your best judgement to discern if he deceives us. If you find that he is, do as you judge appropriate. Take with you whoever you want and know that as you are responsible for this Pagan I am responsible for you." Bartholomew turns to Oo’ka. “I grant you this once chance to prove youself, do not attempt to escape from Andrew or deceive him. Move swiftly, lest his patience with you run thin. Bartholomew turns to Andrew and gives him a benevolent smile. "Go now, and in God's name. Bring the truth to light.”


516a65 No.22720

Dice rollRolled 23, 25 = 48 (2d100)

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

+ Construction (50)

+ Medicine (100)

+ Searching (6)

Post too long. Click here to view the full text.

cdede7 No.25095

File: 1457898420603.png (110.99 KB, 600x476, 150:119, 76 - gaXZZ3s.png)

Dice rollRolled 59, 94 = 153 (2d100)

>>22011

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[11 Silver; 6 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (96)

+ Riding (50)

+ Insults (4)

+ Dodge (14)

+ Intimidate (5)

+ Honor (5)

+ Scouting (8)

+ Charisma (5)

+ Stealth (5)

>Job:

>Trait:

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

Post too long. Click here to view the full text.

527dfc No.25143

Dice rollRolled 14, 65 = 79 (2d100)

1/2 - Excited by his new employment opportunities, Edmund throws himself into his training, practicing both swordsmanship and athletics exercises every morning in the courtyard. He even fashions a tiny helmet for Craven to wear out of an old buckler cap. Those Uhlmannen scum will be here soon, and Edmund will give those fowl cur a taste of Nation steel!

>>22011

Name: Edmund Nation

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Nation is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 25 copper

+ Iron Sword (Whitecastle)

+ Leather Armor (Whitecastle)

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Running (4)

+ Hand to Hand (8)

+ Intimidation (1)

+ Swordfighting (60)

+ Dueling (50)

+ Luck (8)

+ Mechanical Understanding (?) (16)

Post too long. Click here to view the full text.



File: 1457814699068.jpg (4.66 KB, 265x190, 53:38, Cellstage.jpg)

9d143e No.25023[Reply]

Welcome to the dawning of a new era..you have just been born in the gene-pool today begins your journey from a tiny cell all the way to the space age.

This is fairly rules light,but I ask you do nothing overtly silly like create a race of penis creatures.

Name:

Race:

Fluff:

Traits:Don't fill this one in either

Carnivore,herbivore or omnivore:

Tech:You don't fill this one out obviously

7 posts and 1 image reply omitted. Click reply to view.

9d143e No.25044

>>25026

Name: Scruffanthanx

Race: Bacteria

Fluff: A bacteria strain with the tendency to rapidly restructure its DNA ever 10 generations

Traits:Rapid mutation:Every 10 turns you may roll one d100 to undergo a rapid series of mutations that puts you closer to the creature stage

Carnivore

Tech:Blank until tribal stage

Pop:10(+1 every turn)

Food:50/50(Lose 2 every turn if you reach zero your pop will start to die off)

>>25028

>Name: cellington

>

>Race: a cell?

>

>Fluff: it's a cell that eats other cells by shooting away tiny barbs that breaks them down with acid. what more should I say? it's a cell

>

>Traits:Acidic barbs:You gain a +5 bonus to combat with other cells,only time will tell if you keep these barbs or lose them as you evolve

>

>Carnivore,herbivore or omnivore:Omnivore

>

>Tech:Blank until tribal stage

Pop10(+1 every turn)

Food:50/50(lose 2 every turn if this reaches zero your pop will start to die off)

>>25031

Name: Tibrax

Race: ???

Fluff: Tibrax is a species known for profound, often uncalled for, mutations. Indeed, it is genomically unstable bordering on some sort of biological schizophrenia; this makes it prone to arbitrary and strange changes. The only thing thPost too long. Click here to view the full text.


6973e3 No.25046

>>25023

sooooo… should we post or something? you could atleast tell us how many actions we have.


9d143e No.25050

>>25046

Go ahead and post you get three actions d100 for each.


6b7abd No.25052

Dice rollRolled 43, 96, 19, 90 = 248 (4d100)

Name: Tibrax

Race: ???

Fluff: Tibrax is a species known for profound, often uncalled for, mutations. Indeed, it is genomically unstable bordering on some sort of biological schizophrenia; this makes it prone to arbitrary and strange changes. The only thing that remains consistent about it is that females seem to inherently prefer tentacles of all sorts for reasons that aren't clear; selection as such favors tentacles but it is arbitrary otherwise.

Carnivore,herbivore or omnivore: Omnivore

Traits: Darwinist:It's easier for your cell to mutate and often happens randomly,but the mutations seem to favor tentacles. Every turn roll a d100 to see if you mutate.

Tech:Blank until tribal stage

Pop:10(+1 every turn)

Food:50/50(Lose 2 every turn if this reaches 0 your pop will start to die off)

——–

Actions

——–

1. Tibrax goes hunting for food as best it can. [Food]

2. Tibrax also starts reproducing. [Reproduce]

3. After that, if there's time, Tibrax starts expanding to new areas. [Expand]

4. [Mutation]


6973e3 No.25053

Dice rollRolled 47, 79, 70 = 196 (3d100)

>>25044

1-2) The cellington cells start emitting small small particles that are found pleasant by other cellington and possibly other cells. leading to cellingtons grouping together and possibly attracting prey.

3) The cellingtons start to get a more rapid cell-division rate. leading to an increased need for food. but also increasing the rate at which they multiply

Name: cellington

Race: a cell?

Fluff: it's a cell that eats other cells by shooting away tiny barbs that breaks them down with acid. what more should I say? it's a cell

Traits:Acidic barbs:You gain a +5 bonus to combat with other cells,only time will tell if you keep these barbs or lose them as you evolve

Omnivore

Tech:Blank until tribal stage

Pop11(+1 every turn)

Food:48/50(lose 2 every turn if this reaches zero your pop will start to die off)




File: 1457367868664.jpg (199.05 KB, 1280x772, 320:193, 1434484778750.jpg)

3296fc No.24791[Reply]

The year is 4893, 2000 years since the inhabitants of earth left it and made contact with the hundreds of other races across the stars. During that time there have been advancements in magic and technology, wars for resources and land, and much much more. But whatever happens in this galaxy is unimportant, as this is a story about YOU! What you do could be minor, another mere citizen in a galaxy with trillions, or it could be major, a bounty hunter tracking down the biggest crime lord in centuries. In the end its up to you…

Make your character!

>Name:

>Race:(Either standard fantasy or alien. If alien in some way include a pic or a very good description)

>Fluff:(Better fluff better stuff)

>Current Planetary Locatiom:(Im gonna take this risk, and allow you to put in what your planet is and where it is. Or you can be in space.)

>Magic Class:(Universe is very high magic, so you can be creative. Just explain wtf it is meant to do if you put something unique)

Leave this Blank:

>Health: Healthy

>Mana:

>Spells:

>Equipment:

>Ship:(If applicable)

>Bonus:

Old thread continued here!

24 posts omitted. Click reply to view.

ecb20a No.24898

Dice rollRolled 94, 96 = 190 (2d100)

>>24874

Name: Aria of clan Nomez

Race: Skein, A race of Snake humanoids whom are close to nature and naturally good at healing with magic.

Current Planetary Location: on the ship of: ( Baz character name.)

Fluff: Aria is an unusual Skein, ever since she was young it was notable that she seemed incapable at casting even the simplest of spells to heal injuries or help plants grow, but at least she was good at taking care of plants the mundane way. It wasn’t until a later date when she was in a crash accident that they discovered that she has insane regenerative abilities. It seemed the magic had changed her biology instead.

Magic Class: Regenerator.

Health: Slightly Wounded.

Mana:10/10

Spells: None, but you can heal with your bodily fluids which drains mana first then health depending on the amount of healing done

Equipment: Regenerative body, Medical Laser Pistol, snaek tits ( ͡° ͜ʖ ͡°)

Ship:

Bonus: Regeneration- Unless someone drives a spike through your brain for good you wont ever die.

"Yes sir."

Aria looks down at the bruised and battered Terry, it seems her blood had taken better effect than she had hoped, It had been years since she healed someone in that manner, usually only sharing such secrets with the Ship doctor, Captain and their Right Hand. With care she lifts him up, takes him to the medical wing and leaves him on one of the functional beds before slithering out to check on others. She helps any survivors she finds, either helping them to the medical wing if they are injured or directing them to the captain to help out with fortifying the ship. Aria later then returns to the medical wing to do her best in tending to the remaining wounded she found while Birch is out.

Post too long. Click here to view the full text.

09594d No.24928

>>24906

why did you roll twice you slut


7483f2 No.24941

Dice rollRolled 93, 45 = 138 (2d100)

>>24874

>Name: Khole Varlseer

>Race: Human

>Fluff: Khole is the engineer for the ship of {insert Bazrael1's character here}. He is the only engineer of the ship. That is because every other engineer on the ship either decided to join the normal crew and plunder or were so annoyed with his rigged repairs or random experiments that they decided to leave. No problem though, Khole just replaces them with golems anyway. Ship works fine anyway.

>Current Planetary Locatiom: On the ship of {Insert Bazrael1's character here}

>Magic Class: Magitech engineer

Leave this Blank:

>Health: Slightly Wounded

>Mana: 10/10

>Spells: Beam Fix (lvl1)

>Mutations:

>Equipment: Magic Wrench, Unstable Engineer Shotgun

>Ship: TSS Interpid

>Bonus: [Mad Engineer]You have a chance of turning mechanical failures into successes with penalties

1&2. Find out what the fuck happened to the engines.


264ff2 No.25012

Dice rollRolled 39, 57 = 96 (2d100)

>>24874

>Name: Dr. Terry Lamb

>Race: Human

>Fluff: A college graduate from the prestigious Royal Terran Academy of Science and the Arts, Dr. Terry Lamb is a prodigy in all the wrong ways, His genius and curiosity is only matched by his miser attitude and obsessive compulsive need for order and cleanliness. For while he is a man of science and technology, he holds a particular dislike for aliens and their "Magics". Infact, he barely can stand them, and cloaks himself in a bio-hazard suit of his own design. The only reason he is willing to work with them, is the simple fact that, well, Space College aint cheap.

>Current Planetary Location:TSS Intrepid

>Magic Class: None, never test

>Health: Severe condition

>Mana:

>Spells:

>Equipment: Biohazard suit, Solar Eagle(Desert Eagle but in SPESS)

>Bonus: Science prevails. You gain a +10 to things science related but a -10 to things magic related.

1) Ow. Ow. Hello pain, my old friend. Stupid Aliens. Ow. Those thoughts flicker through Terry's mind as he lays in the wreckage. Slowly, he contemplates whether or not he should let himself die, before meekly calling out for "Help…"

2) He tries his hardest to heal anything he can on his own, but it doesn't look good for the scientist.


c9d3d0 No.25014

Dice rollRolled 35, 26 = 61 (2d100)

>>Name: ???

>>Race: Xenomorph (Queen)

>>Fluff: Life is hard as a queen with all the ruling and paperwork you do….unless you're a bug that is. This aliens hive was all but wiped out expect for her she stowed away on board a cargo ship where she has since been rebuilding her hive. She is a rare breed of alien that actually has magic due to some altered genes from testing in laboratories and as such most of her brood will be specialized in stealth magic.

>>Current Planetary Location: On board a Cargo ship in deep space

>>Magic Class: Steath

>>Mana:10/10 Charges

>>Spells:Shadow Step(Lvl 1) Shadow Eggs(Lvl 1)

>>Equipment: 70 Newborns, 10 Orc Hybrids

>>Ship:TSS Kulinoth Cargo Ship

>>Bonus:[Xenomorph Queen]Exactly what it says on the tin

>>+Human Breeder

>>+Pregnant with human-xenomorphs

1. Lay more eggs.

2. Birth the hybrid, hopefully it can blend I. With the crew




File: 1457409030258-0.jpg (105.83 KB, 700x913, 700:913, fc332c7e2d908b5299f32b52b5….jpg)

File: 1457409030335-1.jpg (601.53 KB, 1152x595, 1152:595, https://41.media.tumblr.co….jpg)

980391 No.24842[Reply]

Welcome to the grand floating continent of Kirtai home to a vast number races and countless millions. This land in the sky has been here since time imemorable, though no-one is sure how anyone managed to get to it.

Down below the rest of the world is prowled by giant beasts and creations both magical and technological. The people of Kirtai enjoy a relative peace, magic helping their lives along as the major nations deign not to war or fight. Those Nations are:

Alanosil: Technological center of Kirtai, this vast city state lays claim to virtually all skyships in one way or another. Its people are independent and creativity flourishes. They are slightly xenophobic, fearing outsiders will ruin their land

Detroni: Mixing pot of the realm, it holds the most people of any race and is the cultural center of Kirtai. If anything has passed hands it is likely to have been here at somepoint. All races are equal here, and its gladiatoral event is quite a spectacle as well.

Belzio: Smallest major city state yet not overlooked, Belzio houses some of the most powerful armies in the realm due its high concentration of magic and mages. Its people consider themselves the original inheritors of Kirtai

But the former balance is slowly devolving. Belzio wishes for more control, Alanosil's lords wish to take the earth below but needs the resources above, and the internal peace Detroni is shaky due to unspoken reasons.

Whethere that concerns you or not doesnt really matter though! Be it born on Kirtai or from the earth below, you are here for personal reasons. Maybe you're a proud nationalist, maybe a slaver, maybe a simple soldier. Whatever you are, you will influence the world somehow.

Fill this out

>Name:

>Race:(if your not human or anything typical then just be a bit discriptive)

>Class/Job:(Battlemage or Tailor for example)

>Magic:(Specific Magic style or type Y/N? Rid of this if N, gPost too long. Click here to view the full text.

24 posts and 12 image replies omitted. Click reply to view.

980391 No.24986

File: 1457754575663.jpg (86.47 KB, 736x733, 736:733, 1e1c950fbb3359c707b5e1c2b2….jpg)

>>24908

You travel through the sewers of Belzio, waste both natural and magical flowing through its deep parts. The stench is almost alien to you, the only thing you are used to being the smell of regular flesh and magic. Oddly the amalgamation of odors is comforting, as if you have returned home somehow. Your tiny feet carry you swiftly across the wet ground, and you slip into a tunnel as you attempt to follow a scent similar to yours.

You soon find the source of that similar smell, a nest of your brethren surviving down here. They turn to you and let out squeaks, one of the bigger ones even stepping into your path and making hissing noises at you in an attempt to be threatening.

How barbaric.

(Red how do you respond. If you fight give me a battle roll)


b285b7 No.24987

File: 1457754896925.jpeg (555.67 KB, 760x573, 760:573, images.duckduckgo.com.jpeg)

Dice rollRolled 9 (1d100)

>>24986

Mentally intimidate the opposition. If required, kill him.


980391 No.24988

Dice rollRolled 75 (1d100)

>>24987


980391 No.25004

>>24987

>>24988

You and the big rat stare each other down. You see the primitive gleam in his eyes, and can see from his lean body that he is all muscle. You give him a menacing look, and decide to end this fight before it begins. You reach out with your mind and prepare to brutalize his own. But as soon you touch his mind he goes into a rage and leaps at you.

You and him are knocked to the ground as he claws at you savagely, ruining your concentration. You slash back at him with your scalpel and manage to slice into flesh, which does a phenomonal job of pissing him off further. The two of you tumble and roll as you fight, and with all your might you manage to push him off just long enough to turn tail and run for your life. You dont know how long you had to run from the bigger beast, just that your wounds bleed and ache from the fight you just lost and that you've used up some mana for nothing.

>Health: 7/10

>Mana: 9

>Dont Post


41d71b No.25005

File: 1457790547521.jpg (98.34 KB, 736x397, 736:397, 9e63babd673818d69ef7fd7d60….jpg)

>>24909

You stand in a dark alleyway of Detroni, the smell of a dozen different races coming together to fill the nearby market with some amalgamation of an odor. Ahead of you is a crowd of shoppers and workers as people go about their meaningless daily lives, unaware of the big picture and the bigger world. Here a Dark elf gives an Orc a blue blade inscribed with runes, there a Drider Potion seller advertises her wears to the crowd. Meanwhile a number of guards in heavy armor walk around a merchant noble, his small head held high on a neck so thin his adam's apple is visible. The sound of metal hitting ground in step is loud and likely mesnt to be intimidating. The people move out of his way, most not wanting to end up on the wrong side of a sword or spell.

Curious as to who he his you dare to ask someone about what gives this speck the right to walk through here at this moment. You step out of the alley smoothly, the face of the rouge giving you an identity in the light as you search for an answer. You turn to question someone, but everytime you ask your question you receive nothing more than a glance of disdain or a sneer, as if the very notion of answering the question disturbs people.

You turn from them and look back to the now distant procession. It seems you shall have to procure information someway else for now. These Detronians seem to be quite rude to you…

>Dont Post




File: 1457408392987.jpg (111.17 KB, 704x414, 352:207, lantern_city_justin_yun.jpg)

74c52c No.24840[Reply]

Corrupt Steampunk NeoVictorian Imperial Capitol Herobuilder

This is the Capitol of the Universal Empire, a state that controls half the planet and dominates the rest. Through the use of its Aether Technology, the Empire in in a position of unmatched might - and with it, corruption and decadance. Dickensian would begin to describe the conditions of the lower classes, while the rich squander wealth in vain pursuits. Factions conspire within the military and government, and the Emperor is weak-willed and prefers to spend his time on quiet pursuits than affairs of State. Illnesses run rampant, cured by the Aether creation of Aqua Vitae - but such healing comes at a price of both coin and humanity.

And this is the city and the world in which you live, be you normal human, living machine, or animalistic moreau. Perhaps you are or once was partof the military. Maybe a noble in search of an end to boredom. A living machine seeking more than just labor, or a moreau searching for answers beyond instinct.

We shall see.

Note: Never run a HB before. This may suck :v

Rolls: 3d20 for actions. Combat is an action. Locations are limited to Capitol and the immediate surronding farms/mines/towns.

1: Crit Fail, Bad Stuff

2-7: No Success

8-13: Meh Success

14-19: Good Success

20: Crit Success

-fill out this-

>Name:

>Current location:

>Fluff:

-don't fill out this-

>Health

>Inventory:

>Skills:

>Reputation:

>Powers:

17 posts and 9 image replies omitted. Click reply to view.

a5bfcd No.24890

Dice rollRolled 14, 6, 1 = 21 (3d20)

-fill out this-

>Name: Isaiah Ackley

>Current location: A poor bar in the Capitol

>Fluff:

Isaiah ain’t no good talkin man. ‘E ain’t no rich man. Isaiah just a man whose good at hittin stuff, and puttin down drinks. One time, sommun gave ‘im a buncha money an’ told ‘him ta get some modif’cations. So ‘e gottim self a fansy shmancy metil arm, to hit stuff betta. Cause thats what ‘e does: hit stuff good.

>Health: 6/6

>Inventory: [Bottle of Cheap Strong Booze][Oil Lubrication Kit]

>Skills: [Unarmed Melee][Endurance]

>Reputation: [None]

>Powers:

Fansy-Shmancy Metil Arm: You have replaced your dominant arm and hand with an experimental Aetheric Steel Automail. You take no health when someone hits the arm, and deal extra damage when you hit someone with it.

Fansy-Shmancy Repair Bills: Your experimental Automail can be temperamental, with a chance of breaking down in combat [Lower half of Failure spread], and needing some nasty repairs when on a Critical Fail. When the Arm needs repairs, it's dead weight.

1. “Gimmeh ano’er one o’ too. I stil tirstee.” [Drink excessively]

2. “Who d’ ya tink ya lookin at?” [Start a bar brawl]

3. “Herd 'bout anyun who mite wan' som'tin' hit?” [Ask bartender about jobs]


4008e8 No.24893

>the name alone

How could anyone say no?

>Name:

Yesleniya Petrovich

>Current location:

Swank-Ass Pad

>Fluff:

Social Engineering has always fascinated Yesleniya, and without ethical review boards or paternalistic "morality" thrust upon the Sciences, she has pursued an Ultra-Darwinist agenda in her own way by attempting to find the Übermensch–the Super Man instincts she believes to be locked inside of (a select few) normal humans by society, propriety, and constraints of common ethics. She will go to any lengths to achieve unlocking the Übermensch in her subjects. Even if they do not survive, she can gather data and try, try again.

-don't fill out this-

>Health

>Inventory:

>Skills:

>Reputation:

>Powers:


ce6c3b No.24897

Dice rollRolled 10, 3 = 13 (2d10)

>>24860

-fill out this-

>Name: Boltik Alsfelt

>Current location: The lower slums, local chapel

>Fluff: Boltik was never a soft man. Never a soft boy. Never a soft /anything/. He has led his entire existence in the face of awful corruption and horrors, from the moment his father died in the coal mines, the moment he learned of his mother's rape and death, the moments spent as a young orphan, the moment he was ordained as a Priest of the Church of Evalyn, The moment he wed his beloved, and the moment that she was taken from him by the plague. He has lost so much, and struggled on. The world is cruel to Boltik. But now was the time for Boltik to be cruel to the dark world that had hurt him so dearly.

>Health: 5/5

>Inventory: [Icon of Evalyn][Holy Book][Blessed Steel Blade]

>Skills: [Theology][Melee Weapons]

>Reputation: [Lower Class:+]

>Powers:

Faith Unyielding: In actions where endurance of mind or body are important, you gain a +3 to your roll.

Those Who Seek Darkness…: You have a harder time seeing brighter sides of things, and where others might see gray you only see black.-3 to all interaction rolls.

1) Begin holding mass at the market square for all those who wish to listen and repent.

2) At night, we shall purge the darkness on our own. Stalk the allyways looking from crime and corruption


f89c57 No.24905

Dice rollRolled 13, 3, 11 = 27 (3d20)

>>24856

>Name: Maris de l'Espritmarteau

>Current location: Capitol Slums

>Fluff: Maris was once the son of a lower noble family. Like many young nobles he was sent to university to learn about the world and make alliances with the future generation. He quickly picked up the sciences of Aether and started his own tinkering. He may have even become recognized as a prodigy, if it were not for the eternal games of the bored nobles. Maris's family was cast down from the ranks of the nobility due to the plot of another noble house, and the rest pounced for the chance to have more toys for their games. His father and mother committed suicide, his sisters and brothers either escaped to the streets and lost to him or taken by a noble to become their play thing in one way or another. Maris escaped, having been out testing an invention of his and only hearing the news after a week from a trusted servant. He destroyed his lab and took only his working prototypes and a locket with the picture of his family. Alone on the street for a few days he was found by Mina Rivelton, and made a deal. In return for supplies and the satisfaction of seeing the nobles suffer he will create and invent weapons and machines for the revolution.

>Health: 5/5

>Inventory: [Portable Toolkit][Small bottle of Aether crystals]

>Skills: [Recreational Tinkering][University-level Aether Theory]

>Reputation: [Nobility:–]

>Powers:

Persuasion: You gain a +5 to NPC diplomacy due to your noble background. You might want to destroy the class system, but your posh accent gives you advantages.

Fallen Noble House: -5 to dealing with the nobility. Posh accent and ratty clothing combine to be objects of derision. This replaces Persuasion when dealing with upper class.

Byzantine Plots: You have potential friends in high places, allies of your parents or enemies of those whoPost too long. Click here to view the full text.


10970e No.24914

(At max characters. Will try to update later today, but might be delayed until Thursday. HolyFire, you have 3 actions, only used two)




File: 1454790885033.png (1.2 MB, 2140x1750, 214:175, Innovelis.png)

6ab932 No.23028[Reply]

It is the dawn of a new age on the continent of Innovelis as the Age of Silence passes. For thousands of years, the continent has laid untouched and silent, returning to its natural state as the remnants of the once great Kott Empire are consumed by the land. In this silence, your people found themselves upon this island. Whether through exploration or here from birth,, you now have claim to the land, building a nation for your intents and desires. Or, perhaps, you are a hero or explorer, here to claim the treasures of the now gone Kott Empire.

———-

Welcome to Innovelis!

We currently cap at 7 nations, and may extend to 10 if the game proves to be manageable. No limit on hero slots, but one may be implemented at a later date.

———-

IRC: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Rules: https://docs.google.com/document/d/1_CNG5Bz0hSgqrAHC5vtfhwgICRY8v8ov9qkVDIC_2Ok/edit?usp=sharing

———-

Fill one of these out:

=Nation Sheet=

-Nation Name: (What is your nation called?)

-Nation Species: (What species makes up your nation?)

-Map Color: (What color do you want to be on the map? Please pick a color not already taken.)

-Nation Fluff: (Describe about your nation. This helps decide your starting technologies, bonus, and eccentricity.)

-Government Type: (What type of government do your people use?)

Post too long. Click here to view the full text.
205 posts and 58 image replies omitted. Click reply to view.

3fa3af No.24315

[Meta: For the record, waiting for Regalia for an update on exactly what I found. Regalia had said on IRC that it was a Prototype Kott Armor of some type, but didn't want to specify further]


5b8c5c No.24338

Dice rollRolled 53, 100, 49, 46, 45 = 293 (5d100)

>>24315

[The Authority of Riga]

Government: Authoritarian Magistrial Republic

Economy: Early Market, Government Controlled Black Market

Extended Fluff and Laws: http://pastebin.com/xvmRfy64

High Magistrial Election in 5 Turns

Population: 9 (+1/turn)

Food: 9 (+1/turn)

Currency: 9 (+1/turn)

Industry: 3

Territory: 1

Unique Buildings: [Riga, Capitol City]

Defenses:

-[Rigan Simple Garrison][HP: 3/3][.3x][Basic]

Military Units:

-[Magistrate in Arms, Simple][HP: 3/3][.3x][Basic]

-[Magistrate in Arms, Simple][HP: 3/3][.3x][Basic]

Resources:

–[Wood:3.2:+.1/turn]

–[Stone:3.2:+.1/turn]

-[Kott Power Armor:1]

Technologies: [Scavenging I][Artifact Identification I][Education I]

Bonus:

-Descendants: You are the descendants of the Kott Empire, and have a knack for recovering and understanding their lost technologies. Rolls to search ruins and identifying artifacts gain a +20 bonus.

Eccentricity:

-Living Laws: Your legal system is constantly changing, and your people rely wholeheartedly on the law to dictate every aspect of their lives. Every project you take requires an extra success to complete. It has to go through your 'legal process.'

In Progress:

-Expansion 2/5

Actions:

1: See Below, If/Elif/Else actiPost too long. Click here to view the full text.


fa7e9f No.24343

File: 1456815954159-0.jpg (61.72 KB, 284x402, 142:201, fairy.jpg)

File: 1456815954198-1.jpg (7.73 KB, 266x185, 266:185, 10768594031.jpg)

Dice rollRolled 33, 40, 99 = 172 (3d100)

>>24167

>>24292

https://www.youtube.com/watch?v=jqaNi3RbS_Q

A day had passed, or was it several? Fairies weren't exactly keen at keeping track of time, but nevertheless, the Prince had yet to return, and there was much worry as the packing neared completion and the caravan was about to start; yet without their beloved pioneer-leader to head it! Furthermore, the ruins he was purported to be in were glowing with an eerie magical energy; the Princess was in a state of great worry.

[Principality of Flowers]

Fluff: >>23106

Population: 7 (+1/turn)

Flowers: 7 (+1/turn)

Currency: 7 (+1/turn)

Industry: 3

Unique Buildings: [Old Sunset Point]

Defenses:

-[Venus Mantrap Garden][HP: 3/3][.3x][Basic]

Military Units:

-[Hana, Sentairy][HP: 2/2][.2x][Basic][Flying]

-[Scutellaria, Sentairy][HP: 2/2][.2x][Basic][Flying]

Resources: [Wood:3.2:+.1/turn][Stone:3.2:+.1/turn]

Technologies: [Farming I][Bartering I][Sunflower Magic I]

Territory: 1

Bonus:

-Winged: You have wings! That means you can fly! Oh boy! All living fairy units get [Flying].

Eccentricies:

-Tiny: All of your military units are incredibly small, and suffer a penalty to their attack modifier and health.

Post too long. Click here to view the full text.

fa7e9f No.24344

File: 1456816097534.jpg (182.99 KB, 850x982, 425:491, sample-1ca98cc892e80904cbd….jpg)

>>24343

Population: 8 (+1/turn)

Flowers: 8 (+1/turn)

Currency: 8 (+1/turn)

Resources: [Wood:3.3:+.1/turn][Stone:3.3:+.1/turn]

(Forgot to update these! Silly me!)


031e6d No.24816

is this dead? I really hope it's not dead… the rules were really cool.




File: 1434484778750.jpg (199.05 KB, 1280x772, 320:193, 88055.jpg)

d6afde No.4316[Reply]

The year is 4893, 2000 years since the inhabitants of earth left it and made contact with the hundreds of other races across the stars. During that time there have been advancements in magic and technology, wars for resources and land, and much much more. But whatever happens in this galaxy is unimportant, as this is a story about YOU! What you do could be minor, another mere citizen in a galaxy with trillions, or it could be major, a bounty hunter tracking down the biggest crime lord in centuries. In the end its up to you…

Make your character!

>Name:

>Race:(Either standard fantasy or alien. If alien in some way include a pic or a very good description)

>Fluff:(Better fluff better stuff)

>Current Planetary Locatiom:(Im gonna take this risk, and allow you to put in what your planet is and where it is. Or you can be in space.)

>Magic Class:(Universe is very high magic, so you can be creative. Just explain wtf it is meant to do if you put something unique)

Leave this Blank:

>Health: Healthy

>Mana:

>Spells:

>Equipment:

>Ship:(If applicable)

>Bonus:

473 posts and 58 image replies omitted. Click reply to view.

ee4346 No.24763

Dice rollRolled 3 (1d10)

>>24707


4122ee No.24767

Dice rollRolled 41, 78 = 119 (2d100)

>>24745

>Name: Veronica "I'm not short and I'm not stacking anything, what the fuck are you talking about!" Fiyera

>Race: Half-halfling

>Fluff: Father was a halfling. Mother was a human. Grew up in a loving home. Not fat, just big boned. Good with a wrench. Not a wrench wench, very insistent on that. Never seen a person repair a jump drive so fast. Recommend hiring her immediately, if you can handle her constant shouting.

>Current Planetary Location: SPAAAAAAACE

>Magic Class: What the FUCK is a magic

Leave this Blank:

>Health: Healthy

>Mana:

>Spells:

>Equipment: Wrench, Plasma Pistol

>Ship: TSS Kulinoth Cargo Ship

>Bonus: [Experienced engineer] You are quite skilled at using the functions of a ship to your advantage

1-2: Well, tertiary power is stable, at least. All tests are seeing a stable voltage level increase of over 23%, fluctuations in the grid have dropped significantly (Good job screwing the fucking thing down, Jerry, the cables half-unplugged every time the gravity generator compensated for rotation.)

But… It's really, really sounding as if something's wrong. Maybe I'm just paranoid, but that sounds louder then rats down there. And I'm only getting static from above deck…

"Hello, hello, Engineering announcement three. Consider me consolidating whoever hears this into engineering. Everyone who reads, that is, anyone who'se by an intercom or a speaker, and yes, that means you Jerry you lazy good for nothing son-of-a-bitch, get your ass over here. Something's up. I'm only getting static from above deck and the sounds below deck are getting more frequent and they definiPost too long. Click here to view the full text.


190351 No.24785

Dice rollRolled 4 (1d10)

>>24745

After ascertaining her own condition, Perenna's first thought is to check to see if there were any casualties during the crash. With good fortune they landed in a region with good telecom access. If the telecom even still works…


17a720 No.24790

>>24747

Health: Severe condition

>>24748

Health: Damaged

>>24755

Health: Partially wounded

>>24756

Health: Partially wounded

>>24758

Health: Wounded

>>24762

Health: Hurt but Healthy

>>24763

Health: Major Wound

>>24785

Health: Wounded

>>24759

The newborn head on out to catch fresh meat. Meanwhile you focus on your new prisoner. Though he is scared you still manage to turn him on, and soon you have your way with him vigorously. By the time your finish your scouts have come back with many warm bodies…

+Pregnant with human-xenomorphs

+20 captives

>>24767

Once again you only get more static. Maybe its the radio systPost too long. Click here to view the full text.


9235e1 No.24792

Dice rollRolled 91, 95 = 186 (2d100)

>Name:Birch

>>>>Race:Elf

>>>>Fluff: Birch was picked up by {Insert Bazrael's Character} when he came across her stuck in a bar on an outpost planet. Born with the ability to manipulate Aethar she act as the ships on board mage.

>>>>Current Planetary Locatiom: Baz's Ship Tm

>>>>Magic Class: General Aethar Manipulation, force fields, energy blasts, etc.

>>Mana:10/10 Charges

>>Spells:Aether Blast (Lvl 1) Aether Field(Lvl 1)

>>Equipment: Aether Pistol

>>Ship: TSS Intrepid

>>Bonus:[Born Mage]Like many you had to learn to control your magic, which most beings have. Unlike most though you were born with much more control and potential, making it much easier to cast aether spells and learn new ones.

Health:Wounded

1-2:PANIC PANIC PANIC. "This is Chief Medical "Doctor" Birch, all critically wounded or majorly wounded personnel please find your way to the medical wing or what's left of it. If you are not in complete shit condition please find someone who is and help them here."

Start taking care of the influx of injuries and work through the pain.




File: 1455858835084.jpg (2.7 MB, 5468x2858, 2734:1429, b8pi35P.jpg)

2cdf8f No.23596[Reply]

Welcome to the world of friskilvania. A dark age is soon to arrive and you are its heralds.

You can play as either the ruler of a particular nation, or a rouge hero/villian.

Name:

Colour:

Fluff/background:

Population: 100

Money: 500€

Tech/Magic:

Bonuses:

Armies:

Each turn you post 3 actions along with related bonuses that will affect the rolls and roll 3 d100. write "dice+3d100" in the email field. You then wait for the end of turn while being idle, watching some tv or maybe chatting with the other players and making fluff posts.

Combat actions are not part of the normal 3 actions but are separate. To fight you post a new post stating where to send your armies, how many armies and other relevant information, then you roll 1d100 for each army.

(defense bonuses only work when defending, but then count as x2, this is also true for other situational bonuses)

Writing fluff and generally roleplaying is encouraged and might give bonuses to rolls and actions, free actions can also be gained by roleplaying outside of your standard actions, eg. having a warmeeting with other players etc. can lead to bonuses and to things happening without actually being part of one of the normal actions.

Bonuses: Bonuses might be anything that might provide bonuses to certain actions goes if it's believable.

There are combat bonuses and general bonuses, combat bonuses might be for example weaponry or defences. While general bonuses could be infrastructure or puppets. There is overlap between the two categories.

HFill this in

>Name:

>Race:

>Age:

>Gender:

>Fluff:

Don't fill this this:

>Health: Healthy

Post too long. Click here to view the full text.
147 posts and 45 image replies omitted. Click reply to view.

c0bda4 No.24710

Dice rollRolled 41, 58, 98 = 197 (3d100)

>>24622

Name:Yashima

Colour: Yellow

Fluff/background: The child of the rain goddess and a mortal man, the First Emperor united the warring clans. With a sword capable of slicing through castle walls, he drove the monsters from the island and claimed it for his people. Many years have passed since then, with the First Emperor's line remaining unbroken. An alchemist recently stumbled on a new technology in his search for immortality, a black powder that burns fiercely when exposed to sparks. The extent of this has been limited to the halls of the noble clans, for fear of it's effects on the balance of power within the realm.

Population: 100

Money: 500€

>Tech/Magic:

[Fire sand: Weak]

[Steel Forge: Weak]

[Feudal system: Weak]

[Tentacle taming: weak]

[Drake Taming: Weak]

[Fire Brand: Medium]

>Bonuses:

–Of the Oriental- You gain a 5+ bonus to developments in technology and bureaucratic actions

-Chosen of the Emperor- You gain the Unit: The Emperor [x1][Hero][Inspiring] For every turn, add .2 to his attack bonus. If he dies, he comes back in Three turns, at [x1]

-Of the Asian persuasion- Your peoples vagina's are sideways, and their dicks upside down. What the fuck. You gain a +5 to rolls to raising your population. Some how, they just function better. Also, your people can't be taken as slave population.

>Armies:

2 Imperial Soldier[x1.5]

The Emperor mounted on Asarka[5.6x][Hero][Inspiring][Flying][Mounted][Fire Breathing]

1 ) Continue our work on making weapons from Fire Sand 2/8

2&3 ) Search the land for a material that can withstand incredPost too long. Click here to view the full text.


452f31 No.24712

Dice rollRolled 38, 63 = 101 (2d100)

>>24623

>Name:Joker of the night

>Race:Human

>Age:28

>Gender:Male

>Fluff:http://pastebin.com/M90AQ1is

Don't fill this this:

>Health: Healthy

>Money: 5 Gold Coins

>Belongings: Clothes, Rucksack

>Level: 0

>Fame/Infamy: (You earn this in game)

>Equipment:

>Followers:

>Bonus:-Jester of the Night- You gain a 5+ to all actions that have to do with performing or distracting.

-Better Together- When you roll for an action involving The Thief of the Night, add 10+ to the roll. NOTE: The Thief of the night must roll for the same action as well.

-In the Night- All travel made during the night is halved.

–Emissary of the Wag– You bare the /privilege/ of serving the one true ruler of the Waglands, the Wag itself. No one who serves the beast shall dare cross your path.

>Location: Unknown Port town

1.I need to gather more rumors, a drake the emperor tamed a drake? I suspect my stay in yashima shall be quite eventful.

2.Lets head out for the ferry and set out upon our journey.


0a1885 No.24713

Dice rollRolled 94, 35, 99 = 228 (3d100)

http://pastebin.com/yzX5ywHJ

mobile can't format so turn in pastebin


0353da No.24744

File: 1457237809541.jpg (12.73 KB, 320x320, 1:1, DamSon.jpg)

>>24713

>94

>99


b66c26 No.24746

>>24744

Dara why not come back to the chat?




File: 1451111557898.png (1.13 KB, 283x178, 283:178, Undertale.png)

f5e78c No.20403[Reply]

Long ago, two races ruled over Earth: HUMANS and MONSTERS.

One day, war broke out between the two races.

After a long battle, the humans were victorious.

They sealed the monsters underground with a magic spell.

Many years later…

Legends say that one day, when seven human souls are gathered, King Asgore will break the spell, and free everymonster.

Until that day, all monsters are trapped below the surface. And you are one of them. You have lived in the underground for a very long time, just like every other Monster. But that is soon to change. There are rumors that a new human is entering the underground. And with that, comes the possibilities. A Human soul is a useful thing for any monster to have. Not only does it ensure great power and the ability to leave the underground, but with the right use, almost any height is reachable.

RULES:

-Characters can not be any from the original game

-All Major characters in game, aside from Toriel and Asgore, are no longer present

Please, Fill this out:

Name:

Monster Kind:

Home(Snowdin, Waterfall, Hotlands, Newhome):

Fluff:

Fighting Style (How your character fights):

Quirks (What makes your character unique?):

Dreams (What does your character aspire to do?):

Based on these answers, this is how you'll earn your stats.

61 posts and 11 image replies omitted. Click reply to view.

3ea307 No.23534

Dice rollRolled 19, 41 = 60 (2d100)

1,2. Start on my way to New Home. I think I've made up my mind about traveling to become a royal jester.


f5e78c No.23535

>>22113

Hm…Not too many wrong doings around here…Weird. Oh well! Lets look harder!

It seems that the delivery man is a little late, yet some how, you get a post card apologizing for the lateness.

>>22138

Doesn't seem like it…Oh wait! Finally, some one to- Darn it, just another Temie. The dumb things keep sneaking into your den as if to get spooked! Oh well, better luck next time you think, as the white….dog…cat thing? slinks out of the grotto.

>>22160

Hm. Things were only getting trickier the more you looked into the collar's technology. The last royal scientist, despite her ineptitude, had conjured up some basic schematics… and while they give you some IDEA on what to do, it's still a long way away.

2/9

>>22170

You get some nice little furniture for your home, and some plants! How quaint! And you even got one from that little dragon! how adorable! All your friends will say how nic- oh thats right. You don't have any friends.

>>22174

you sit quietly, something you hate to do. However, just as you start to move, it sinks into your body, and falls out from your under belly! It seems that its a tad bit too heavy for your…jelly like form to hold up without focus.

However, this annoyance also distracts you from thinking up ways to hurt gothic.

Post too long. Click here to view the full text.


a69711 No.23536

Dice rollRolled 49, 35 = 84 (2d100)

1. Be a Hero. Help the people of WATERFALL with anything they might need help with. T (1/4)

2. Prepare better for a trip to Snowdin. Warm up some rocks by laying them next to the Hotland bridge, order some clothes from NEW HOME using the local delivery service.

http://pastebin.com/SJqCvb1E


7984ef No.24627

File: 1457089095196.png (1.25 KB, 120x120, 1:1, Whimineer.png)

Dice rollRolled 1, 86 = 87 (2d100)

>>23535

(Tetro)

http://pastebin.com/uzFExw7V

1: What do you mean there's a delay? Must be a lack of good workers. Maybe some recruitment could help that problem out.

>Recruit alt-universe versions of the Core monsters to guard the Snowdin Town's construction site, like Whimineer and Foreman Froggit.

2: As well, I don't want to come over here for every minor incident, the Riverperson's fees aren't cheap, you know? Hell, get some buisness cards made with my number on them, so that if anything get buggered up, they can just phone me for advice instead of getting me to get over here again. Besides, it would help to promote the Tetco brand, because they're BUSINESS CARDS!

>Produce business cards.


9a963f No.24706

Dice rollRolled 65, 82 = 147 (2d100)

>>23535

1-2. Continue to work on the collars, I am at a race against time and that. . .human. 2/9




File: 1449566580182.jpg (51.52 KB, 640x453, 640:453, Plague over OP.jpg)

2bc161 No.18842[Reply]

d20 Hero Builder about being a Hunter of Monsters.

Themes:

+Gothic Horror

+Gray/Grey Morality

+Nature of Life

+Ethics of Murder

+Civil Religion

+Mysticism

+Necromancy/death

The land is overwhelmed. In the wake of conflict, kingdoms lick their wounds and turn to their collective fears towards the things fester on the edges of society, and the rot that threatens it from below. Two Great Holds of Dwarves tower over the land, their caravans fewer and better armed–first the war cut them off from their brethren in the east, and now the Steppe Orcs do. Remote settlements and historical redoubts of civilization are under siege by foes rarely evident on the surface. The Belifaunt Imperium chafes under the threat of the Tundral Horde finally pushing past the stalwart Vakyngr. Something awful rises in the Swamp Kingdoms, and though it has been home to many abominations over the years, this one reeks more of civil conflict. Djenseria, secure in its victory over the Imperium, remains determinedly ignorant of what their libertine policies towards forbidden knowledge have wrought. Telistara to the south has closed the Sandsweep Pass, amid rumours the heartland of their domain has descended into a decadent rule by Magocracy–although their bustling tropical ports are more busy thoroughfares than ever.

Everywhere the threat posed by monsters grows. Unable to spare their deadliest warriors and unwilling to continue paying for sufficient standing forces, the rulers of the land seem to abandon the people to their own fates as threats mount. Hunters are needed now more than ever.

Acting on rumor of a Necromancer Cult on Poulontoria, you book passage across the channel and arrive on the island. Awaking from your slumber you hear on every lip the same story–the Craftsman's Ward is overrun with a queer plague, the Inquisition killed to all but a man, and the final survivor has summoned the fleet. Ships scramble in the harbour too late; seven Dromons lined with ballistae hold steady outPost too long. Click here to view the full text.

131 posts and 16 image replies omitted. Click reply to view.

2bc161 No.23554

Full update to come, bringing Regalia up to sp33d

>>20816

+1 Fame from killing foe.

You hire a historian, who is -1 Wealth\turn in Upkeep.

[Historian: Currently Researching Magical Swords]. You may change his research topic as a free action.

You arrive at the

>Ruins

There is chaos and fighting. You sneak past it.

>You are belowgrounds in the ruins


7182a9 No.23556

Dice rollRolled 4, 8, 19 = 31 (3d20)

[Crane]

—–

[Stats]

Name:[Crane]

Race:[Human]

Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.

Stats:

-Strength:[3][+1](4)

-Swiftness:[4][+3](7)

-Intellect:[1]

-Charisma:[0]

—–

Vitality:[18(20)]

—–

[Fame]

Fame:[3]

Wealth:[19]

Cadre:[1]

[Unit Names]

-Historian: Currently researching magical swords.

-

-

Upkeep:[-0](Wealth/Turn)

—–

[Equipment]

Weapon of Choice: Blade of Poulontoria (+3 Swf, +1 Str, 50% chance to drain any foe of 1 random humor on a deathblow and mutate based upon the humor absorbed)

Vestment: Gentleman's Armour: -1 incoming damage, +2 to social interactions

Knowledges:

-Surgery [Good]

-Alchemy, Poison [Good]

-Herbology [Poor]

Items of Note:

-[Surgery Tools]

-[Throwing Daggers][x7](+1 Swiftness)

-[Assassin's Blade](+2 Swiftness)(10% Chance to deal double damage on hit.)

-[Assassin's Masque](90% chance to conceal identity.)

—–

Bonusses/Eccentricities:

-[Jack of All Blades](+2 damage with any bladed weapon.)

-[Few Words](-3 to all social interactions.)

—–

Corruptions

-[None]

—–

[AcPost too long. Click here to view the full text.


3cf342 No.23610

I am interested as well. but need update.


2bc161 No.23611

>>23610

>>23610

I'll hit you up in irc wunce I've posted one for ya.


de8f0c No.24023

>>21347

1. "Hold Back the Waves!"

Wealth 2, Fame 2

"Huge swarms of Plaguespawn are rushing out of the plague ward, and the scorched earth stratagem that hemmed them in when they were haphazard is failing. We need people on the front lines."

2. Ghamonk learns of a mad Wizard in the Plague Ward that has remained in his tower. It's rumored to be full of gold he's looted from the plague victims, but for some reason the plague freaks ignore him…

3.

>>21348

Withese things in mind you depart for the ruins, where you arrive to find some people from the city have killed many necromancers and shattered a few skeleton warriors and hell hounds.

You hear their leader is underground and they're trying to smoke him out.




File: 1455950832872.jpg (7.81 KB, 284x177, 284:177, Dz'thxia.jpg)

7a45f5 No.23616[Reply]

Enter Dz'thxia a land of terrifying intrigue. The land has been beset by a terrible darkness. Foul creatures have emerged from the night and it is up to you and you alone. As the brave heroes of this land you must find a way to exterminate the threat that is continuing to grow larger every day.

Rules:

1.Three actions per turn roll d20 for each

2.This is intended to be a serious builder act accordingly

3.Fluff is allowed and encouraged.

Fill this part out only

>Name:

>Race:

>Age:

>Gender:

>Fluff:

DM fills this part out

———————————–

Inventory:Clothes,Rucksack

Health:20/20

Sanity:20/20

Gold:500

>Fame/Infamy: (You earn this in game)

>Equipment:

>Bonus: Based on fluff

>Location:The Kings Legs Tavern

12 posts and 9 image replies omitted. Click reply to view.

7a45f5 No.23674

ALMOST FORGOT DO NOT POST YET YOU CAN FLUFF THOUGH.


7a45f5 No.23885

You may post now!!!


dc2f4e No.23899

Dice rollRolled 15, 6, 4 = 25 (3d20)

>Name: Faele Letlutter

>Race: Human

>Age: 68

>Gender: Male

>Fluff: A practitioner of holy magics, Faele Letlutter has led a long life of pious devotion to the Gods, myriad in number and function, vastly powerful, and impossible for a mortal to fully comprehend. Faele forgot the last part of the Gods' description, and has spent decades pouring over tomes, learning the names, functions, and symbols of the Gods, as well as the powers they bestow upon their followers. He is convinced that there is some power that unifies the gods, separates them from the races of the mortal coil, and is essential to truly understand any deity. His reason for coming to Dz'Thxia? He believes that there has been some kind of wisdom left behind in the ruined places of that land, and that the darkness itself may carry with it answers to the secrets of the universe.

———————————–

Inventory: Clothes,Rucksack

Health: 20/20

Sanity: 20/20

Gold: 500

>Fame/Infamy: (You earn this in game)

>Equipment: Red Robes, Blessed staff

>Bonus: Every 5 turns, you may pray to a god of any pantheon and request divine intervention

>Location: The Kings Legs Tavern

1. Taverns. I've been in more of these in my time than I can count, and I can count damn high. I've got an odd relationship with them. On one hand, the lighting and atmosphere are usually nice enough, but it can smell, and the patrons are unpredictable at best. Still, those with room and board can provide a base of operations, at least to those with gold. I may be able to work out living arrangements with the proprietor. A little haggling here, some charming there, and even the offer of work if I get desperate. It's not my strong suit, but negotiation can't be unlike public speaking, right? I'm good at that.

2. ExaminePost too long. Click here to view the full text.


e2e8d3 No.23916

File: 1456298645359.jpg (205.26 KB, 700x700, 1:1, Dwarf_Saga_Singer.jpg)

Dice rollRolled 6, 13, 7 = 26 (3d20)

Name: Yurb the Licentious [AKA: "Beardass"]

Race: Dwarf

Age: 101

Gender: Male

Fluff: Before the troubles, young Yurb was known as something of a party dwarf. He drank, ate, and philandered to the point of being a reputed hedonic slob. Then, with the coming of the darkness, Yurb found that the rush of combat was much more interesting and keen to his sensibility – and he could get paid for it. Indeed, not only was every rush slightly different, but the experience and skill required was quite to his skillset: Yurb is the hardiest and most resilient dwarf this side of the world and his skill in combat is second to none. Yurb also has a small bird ("Ugly Jim") that occasionally (see: usually) makes vulgar comments. Jim is just really annoying and doesn't contribute anything positive. Not that Yurb would say much positive, really, because he's sort of disagreeable to people for long periods of time until they warm up to him (less so vice versa). All of this is probably why he lets Jim stay around…

———–

Bonus:

———–

Born for combat:You're a bloody dorf combat is in your blood it's in your stone heart +5 to all combat rolls…..+10 to any involving those treehugging hippies the elves.

—————

Equipment:

—————

[Battle Axe, Dwarven][Armor, Dwarven][Ugly Jim]

———–

Actions

———–

1. Yurb is drinking heavily today. Perhaps too heavily. And he's swearing. Loud. At the bartender. And people near him. After that, he picks a fight and just starts hitting anyone that tries to talk sense to him. Eventually he settles on arm wrestling. [Arm Wrestle]

2. After that, Yurb gets too drunkPost too long. Click here to view the full text.


491cc6 No.24009

Dice rollRolled 17, 4, 9 = 30 (3d20)

>>23671

>Name: Almeris Bogan

>Race: Human

>Age: 24

>Gender: Male

>Fluff: Almeris is what is known as a Soul Alchemist. He is a magic user who takes a piece of the soul of those he defeats and turns it into a new spell or ability that he may use. This is done by placing the bits of soul into specially designed soul flasks.

At a young age Almeris was taught to be a soul alchemist by his father, one of the teachers of soul alchemy in the prestigious school of soul alchemy. He quickly learned all he could about the art of soul alchemy and then was sent on The Collecting. The Collecting is a tradition where young soul alchemists are sent out into the world to collect the souls of monsters for their spells. It is frowned upon to get spells any other way besides their first one, which is usually given to them at the start of The Collecting. Almeris now roams the world as a monster hunter, looking for prey and power.

DM fills this part out

———————————–

Inventory:Clothes,Rucksack

Health:20/20

Sanity:20/20

Gold:500

>Fame/Infamy: (You earn this in game)

>Equipment:

>Abilities: Fire Breath, Alchemy

>Bonus: Based on fluff

>Location:The Kings Legs Tavern

1. Look about, try to see if there are any monster hunting contracts.

2. Talk to the patrons of the tavern and look for rumors of monsters.

3. See if I can find a book on monsters. I thought I had one in my bag, but it seems I lost it.




File: 1443899079902.jpg (1.01 MB, 2664x1217, 2664:1217, 1387639979141.jpg)

a248c4 No.10179[Reply]

SHADOWRISES SCI-FI NATIONBUILDER REBOOT

In this nationbuilder you are on an earthlike planet that has recently passed our technological level.

How to make your posts.

Name:

Colour:

Fluff/background:

Fertile:

Metal:

Oil:

Energy:

Tech:

Bonuses:

Armies:

Each turn you post 4 actions along with related bonuses that will affect the rolls and roll 4 d100. write "dice+4d100" in the email field. You then wait for the end of turn while being idle, watching some tv or maybe chatting with the other players and making fluff posts.

Combat actions are not part of the normal 4 actions but are separate. To fight you post a new post stating where to send your armies, how many armies and other relevant information, then you roll 1d100 for each army.

(defense bonuses only work when defending, but then count as x2, this is also true for other situational bonuses)

Writing fluff and generally roleplaying is encouraged and might give bonuses to rolls and actions, free actions can also be gained by roleplaying outside of your standard actions, eg. having a warmeeting with other players etc. can lead to bonuses and to things happening without actually being part of one of the normal actions.

Bonuses: Bonuses might be anything that might provide bonuses to certain actions goes if it's believable.

There are combat bonuses and general bonuses, combat bonuses might be for example weaponry or defences. While general bonuses could be infrastructure or puppets. There is overlap between the two categories.

Territories: Territories are good for several things, it works as HP forPost too long. Click here to view the full text.

423 posts and 118 image replies omitted. Click reply to view.

342c8a No.23976

File: 1456354247446.jpg (194.88 KB, 1740x1231, 1740:1231, soldierspigs_aotw.jpg)

Dice rollRolled 52, 75, 64, 41 = 232 (4d100)

>Name: Heavy Metal's Pigs Ltd.

>Fluff: >>23702

>Unique Buildings:

>Main Convoy's STATs:

Attack: 5

Defence: 8

Move: 4

>Other Armies:

>Unit Designs:

[E-1 Hogger Superheavy Tank]

Recruitment: F:0.5 M10 O3

Upkeep: F0.5 M 1 O 4 E2

Attack: 9

Defence: 6

Move: 3

Bonus: DD-weapon/resistance: Takes less damage from DD-weapons,

Artillery: this unit rolls an additional d100 that is applied as a 2 attack/1defence damage before other damages apply (not vs air)

Anti-air: Does not have penalty vs air targets.

[Porker Main Battle Tank]

Recruitment: F:1 M1 O1

Upkeep: F0.5 M0.5 O1.5

Attack: 5

Defence: 2

Move: 5

Bonus:

Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)

>Tech:

[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Excellent] [Tank Fuel Efficiency: Weak] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]

>Resources:

[Fertile: 7][+1/turn]

[Metal: 22][+1/turn]

[Oil: 82][+1/turn]

[Energy: 7][+1/turn]

>Bonuses:

-Stripminers: Instead of having Post too long. Click here to view the full text.


1a280c No.23979

File: 1456355691731-0.jpg (371.53 KB, 1920x1080, 16:9, 3c30d9_5667891.jpg)

File: 1456355691735-1.jpg (484.19 KB, 1280x1024, 5:4, Wasp.jpg)

Dice rollRolled 5, 15, 51, 54 = 125 (4d100)

>>23957

Name: Jikartans

Colour: Green

Fluff/background:

Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.

Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come Post too long. Click here to view the full text.


eea086 No.23981

File: 1456356391926.jpg (378.43 KB, 240x180, 4:3, MFW2nat1s.jpg)

Dice rollRolled 69, 72, 73, 81 = 295 (4d100)

>>23956

>Name: The Mefestung Order.

>Resources:

[Fertile: 4 (5)] [Metal: 6 (4+2 from Shameless)] [Oil: 4 (4)] [Energy: 4 (4)] [Urauser Moves: 2 (0.5 per turn)]

>Tech:

[Shipbuilding: Strong] [Airplanes: Average (4/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]

>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )

1 [Order Trooper] (Count-as standard Infantry)

>Bonuses:

Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)

Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.

Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.

Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed.(1/8)

While I could post a very fluffy post, the matter of the fact is that in order to do /anything/ important, I need the Urauser fixed. So…

1-4: Fix it fix it fix it fix it fix it fix it!

>Fix it. (1/8)


68eb9d No.23983

Dice rollRolled 21, 72, 29, 62 = 184 (4d100)

>>23956

Name: The Jub-Jub Tribe

Colour: some shade of green

territory:57

Fertile: 4

Metal: 7

Oil: 8

Energy: 3

Tech:Woodcrafting weak

Bonuses:

Armies:

6 warbold stickpokers

-Huntergatherers: All your units take 1 F less maintenance.

-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.

-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.

-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.

1.2.3 Growing space

4. Raise more warbold stickpokers


3d4149 No.23987

Dice rollRolled 15, 36, 50 = 101 (3d100)

>>23957

Name: Ascendant

Colour: Blue

Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.

We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.

Fertile: 3 [1]

Metal: 5 [1]

Oil: 3

Energy: 3

Territory: 7 (was 11, changed to match map)

Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next

Bonuses:

+1 research.

Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12

Armies: 1 standard infantry

Buildings: [Capital missile batteries]

[Military research complex, Weapons research get +20]

Post too long. Click here to view the full text.



File: 1446432491306.png (367.29 KB, 1570x980, 157:98, BW.png)

4ece49 No.12959[Reply]

The year is 2XXX. The third world war has destroyed the former United States and the remainder of the world. The cause of the conflict is unclear: nuclear weapons were certainly involved, and prolonged wars certainly led to the exchange. At the time of the end, the United States military had found itself trapped in a spiral of debt, complete defeat on two fronts, and rotting civil infrastructure combined with an anemic civil society. By the time the bombs fell the state had hollowed itself out with yet another wave of defense appropriations with civil strife gripping many cities in protest. The protests would come too late: the bombs hit at around the time police began openly resorting to using live rounds on the political dissidents, looters, protesters, and others. After the bombs, the civil governments nationwide collapsed entirely as petty gangs and militias consumed each other and the rotting blubbery bulk of the state. A thousand tiny wars between proto-states, demistates, cartels, mormons, protestants, black muslims, hoods, anarchists, the poor, and racists erupted. With that, two centuries of experiment by a gaggle of rich men had come to a disgraceful grisly finale worthy of Rome.

The nuclear winter that followed the petty wars proved worse than anyone could have expected. It lasted for three years decade and exterminated most human beings on the planet: 60% of the 8 billion souls would die from the bombs and fallout, another 20% from disease, and another 17-19% would die in a variety of ways uncatalogued – shallow graves, fields, or huddled in frozen and dead cities.

It is now. The world no longer exists. In the ruins of the former United States, odd things have come to stir and stake their claim in the wastelands. The radiation has finally retreated and the skies have yielded enough mercy to allow crops. The birds have begun to migrate again. The ocean does not have an acidic taste. Fish can be seen in the rivers sometimes. The rotting corpses of the great cities house great treasures that await plundering.

You are among what stirs. As you struggle from whatever place you come from, you find a world of cinders. The question is: what is your place in it? The freakish experiments by the state are legendary, and the hysteria of technology befoPost too long. Click here to view the full text.

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034666 No.14000

Dice rollRolled 1 (1d3)

>>13981

Expansion roll


04fc2b No.14040

>>13925

[Cowboys catchup]

1. The expansion stalls due to some water on the roadways. The horses are spooked for some reason.

2. You build a trade route to New Camelot. (Add trade route: New Camelot [Huge;+2/cur/turn;+1/culture/turn]

3. You hold the first battle. The audience is somewhat small, but it seems to go okay. If you manage to get a big one it might lead to something interesting maybe… (+2 culture.)

4. You finish up religion. Woo doggies! (set technology: Religion to II)


849c9e No.22854

Name: The Prismatic

Race: Psionic Humans

Color: Purple/Black

Lore: Psionic Humans are Humans gifted by the powers of eldritch beings from the Prism. The Prism to some is a nightmarish realm filled with unsightly creatures that will haunt the minds of normal men and women, but the Prismatic have come to full comprehension of the Prism.

Before the bombs dropped, the Prismatic mostly went to ancient ruins to conduct their rituals. Such ruins would be Eskoth, an ancient city beneath Providence, Rhode Island. These rituals communed with the Outer Lords and their minions, who gave them even more insight and power to the inner workings of the Prism and realms beyond.

After the bombs had fell, the Prismatic's Psionic remained in the city of Eskoth, venturing out to explore what ruin and pandemonium mortals had brought. Throughout Massachusetts and Rhode Island, the Prismatic tried to come into contact with Human settlements. Some were eager to trade with these robed folks who carried around strange arcane artifacts that granted superhuman abilities. Those that displayed Psionic potential and wanted to join the Prismatic must go through a series of mental and physical trials in order to become apart of such an organization.

But, it would not be time for the Prismatic to become feverishly hunted by a group of cross wearing fanatics who claimed to be the last Christians of Earth (Note: I'm not one of those pretentious fedora lords).

The Prismatic mandate that war should only be done in self defense, not on the offensive. A few psychic bolts were enough to eviscerate a few companies at best, but then all of a sudden they started to haul and bear anti-psionic technologies.

Left with no other avenue, the Prismatic brought upon a Prismor named Gax'tar, the Blood Weaver. Gax'tar slaughtered these Warriors of The Cross with virtual impunity. Their numbers would be depleted and butchered by tides upon tides of horrific Prismors that the Prismatic had loss all control over the monstrous interdimensional

creatures.

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83a8ec No.22863

>>22854

The latest thread is here anon,

http://8ch.net/builder/res/781.html


8bdcbf No.23893

Dice rollRolled 77, 68 = 145 (2d100)

Name:The New England Patriots

Race:Human

Fluff: Tom Brady may be down,but he's not out " The new england patriots have seen better days what with all the scandal regarding their cheating,but that doesn't matter they are still up to their cheating ways because now WHO THE FUCK'S GOING TO STOP THEM??? I mean it's the apocalypse or after it no government is going to accuse us hell we have no government. we are loyal to football and only football we shall do anything it takes to win including cheat because. Fuck you, I'm Tom Brady.

Government Type:Fuck you, I'm Tom Brady!

Economy Type:You broke the rules finding out about how I broke the rules.

Religion:Football is love Football is life.

>>You have been granted an additional bonus:

3. FUCK YOU I BREAK THE RULES: Every time you roll from 25-50 you can re-roll an action (once per roll per turn).

1. Search for rare earth metals

2. Finish industry V research 8/10

Industry: [33]

[Bureaucracy V][Civil Oversight: +4 to civil construction rolls]

[Tools IV]

[Infrastructure II]

[Power III]

[Mechanics V][Mechanical Production: +2 to all mechanical production]

[Industry IV]

[Cybernetics II]

[Power armor II]

[Autofoundries III]




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