Welcome to /builders/
Welcome to /builders/! This board is for the creation and running of nation and hero builders. A builder is a game run by a single Gamemaster (GM), where various players design their own hero or nation (Hence, Hero or Nation builder), to participate in a setting of the GM's design. Rules past that very with each game. Here is your complimentary guide to running and playing builders, have fun and remember to be excellent to each other! https://docs.google.com/document/d/1NZFX--5Hchy7wwVliYA8E8t5oNyec4zSC4yNStw4Oy0/edit?pli=1The Isle - Thread 1
The Storms that surround this southern Island have drawn in the settlers heading for the fabled Iceland. Scattered many were fed to the beasts beneath the water but many have made it to the Land. With fertile soil and little else to do the People began to make themselves a new home.
Population Pools:
Blue: 4500
Green: 3000
Purple: 4000
You have two d100 to use for actions per turn, Companion and Items are used to enhance to outcome of the roll. A company or Companion can be used separately, giving you an extra roll for them, however losses are easier and heavier if you are not present.
Agents of S.H.I.E.L.D Builder
Welcome to the wonderful world of MARVELS. You will be thrust into this familiar world as an Agent of SHIELD. Taking on a variety of missions and tasks to protect the world from chaos and supervilliany.
[Rules/Character Creator]
[Timeline] http://pastebin.com/wg3LWQsV
[Character Sheet]
Name:
Race:
Role:
Background:
If you are making a character with powers put your race into the thread before making a character. 10 sheets will be accepted.
APEX
Pick 1 species to use, then post your sheet. It may be land sea or air. Prefer it if some play land, some sea, and some air.
There are species present other than the ones on the list, but you may prey upon anything you can, and pvp preying is a-okay in my book, and in yours too if you want the points, since eating other players species nets more points than eating npc species.
You must use a tripcode for this game. Thats ‘(name)##(password)’ in the ‘name’ field of your post.
Also and finally, I’m having to edit in letters my keyboard can’t use, so please understand if it takes me a moment to post.
I’ll be updating regularly.
I’ll be updating the map regularly as well.
I have to bounce files around to pic-edit them so map updates are going to take a bit longer.
APEX
This is the setup posts only, the actual game starts tomorrow.
Praetificans - Modern Fantasy /d/ Hero Builder
Welcome to New York City, 2015! But this ain't the city of lights you remember.
As long as people have been around, there's been magic. It's a fact of life - some people are just born with the ability to cast fireball.
'course, it's not just humans that are magic. There's the elves, dwarves, orcs, trolls, even the goblins can work mana, even if it's pretty rare for all races. Just ask an ancestor spirit or something, they'll tell ya.
But then, you know all of this, of course. Now comes the part where WE learn about YOU. Just fill in the form, we'll get you set up with government-authorized housing and occupation based on your history, skills, yadda yadda. Good luck out there mate, you're gonna need it.
Oh, and welcome to America!
–FILL IN THE FOLLOWING–
>Name:
>Race:
>Fluff:
>Magic Class (if applicable):
–GOVERNMENT USE ONLY–
>Inventory:
>Health: Healthy
>Mana:
>Occupation:
>Companions:
>Spells:
>Skills:
>Bonus:
(Skills are graded in the following scale: [Basic] - +5 to related rolls, [Advanced] - +10 to related rolls, [Expert] - +15 to related rolls.)
(Mana will be drained based on the level of spell cast. Mages gain 1 mana every 2 turns unless they advance.)
Fantasy Hero /d/ Builder Thread 2
Hello, and welcome the Fantasy /d/ Herobuilder.
You enter a violent, savage world. A world of dark gods and raging imperialism, of magic and science and powers unknown. Of Barbarians and Pirates, of Slaves and Slavers, of Monsters and beings of all sorts.
Are you an Adventurer? A warlord? A knight? A demon? or something else?
Fill this in
>Name:
>Race:
>Fluff:
Don't fill this this:
>Health: Healthy
>Money: 5 Gold Coins
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Skills:
>Equipment:
>Followers:
>Bonus: Based on fluff
>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)
Colony builder:
Earth is doomed. Sign of alien life had at last been detected. However that detection was of a massive asteroid being pulled by a solar sail towards earth.
As expected this did not really thrill the populace in general with the the whole imminent death and all.
With an estimated 16 months before impact the goverments went together to create arks. Meant to take the best and brightes. The healthiest and most diverse of mankind to new worlds. Equipped with the most advanced technology of 2047. An advanced SI, genetic labs equipped with embryos and incubators, Suspended animation tubes to keep the crew and populace of 50 dormant for the journey and most of them for the early stages of the colony. Weapons were added with the realisation of the existance of outside threats. Massdrivers and lasers on the arks and Lasers, explosives, coilguns and Oh so many non-lethal weapons in the ark armoury.
The project did not go flawlessly and conflicts arose regarding who would send how many people on the arks and it all came to a point with the nuclear annihilation of Brazil when they held one of the launch sites hostage.
But as the asteroid approached the arks streaked out to solar systems deemed potentially life-sustaining. 6 Arks in all driven by solar sails and Ion engines.
After 43 years of travel the ark is waking up the necessary crew to prepare for landing. Contact with all other Arks has been lost. Wether it's due to catastrophy, equipment failure, distance or something else is unknown.
You are the crew. Thoroughly vetted and choosen for your ability to fill an important role on this new colony. (I won't accept lolrandom characters. they have to have a chance of getting on the ark).
First we vote on:
1. What kind of planet is it?
A. Frozen planet.
B. Arid planet.
C. Barren planet.
D. Volcanic planet.
E. Oceanic planet.
F. Desert planet.
All of these planets ARE possible to have a colony on and have different advantages and disadvantages. if there is life on them is unknown.
2. the arks had slightly different focuses to try to get atleast one to survive. what was the focus of this one?
A. Military.
B. Genetics.
C. Industry.
D. Botaniy.
E. Zoology.
F. Academia.
3. Who is captain?
4. Who is Head of security?
5. Who is chief engineer?
Character:
Name:
Fluff:
Skills:
Bonus:
Inventory:
Status:
Other:
Each turn you roll 2d100 for actions and if you have 1 of the superior positions you can roll a 3rd d100 to do an action in that area.
the success scale is 50+ success with potentially MASSIVE bonuses and penalties to the action. The goal is to make it a somewhat realistic simulation of the success rate of a person with your training and abilities.
for example a person shooting a rifle at 30 meters range with a little bit of trainig at a target would get +-0. while someone with NO TRAINING at all would probably get something like -30 or 40.
Think through your actions. Interact with eachother and be reasonable. Nobody wants to die because nobody wanted to repair the air-scrubbers.
WW2 Wehrmacht Eastern Front Hero Builder
The date is June 22, 1941. For two years the great war has raged, and for two years the mighty Third Reich, under the leadership of Adolf Hitler, has spread across Eurasia. The Nazi party has changed germany. No longer is it crippled due to world war 1, no longer will it tolerate the jewish and non-aryan, and no more shall it be trampled upon! The Third Reich rises across europe, and the Axis powers shall take the world by storm!
On this day the Eastern front has begun. The largest and most brutal military campaign in human history. The Holocaust, operation Barbosa, and more all take place along this front. As a glorious soldier of the Wehrmacht it is your sovereign duty to rid of communism and the jewish, to cleanse the world of all that stands in the way of the Reich.
Hitler believes in you, Germany believes in you. Now all you have to do is survive the horrors of war…
You all are part of the same army unit
>Name:
>Rank:
>Soldier Job:(Line, Grenadier, Sniper, Machine gunner, Flamethrower, tank operator…)
>Fluff:
Do not touch:
>Equipment:
>Weapon(s):
>Supplies:
There is a realm separate from our own. If you are unlucky, you'll find yourself transported to this realm. The realm is so separated though that the people sent there aren't from the same time periods. You have woken up in the middle of no where, your memory is hazy
Name:
Colour:
Fluff: (include time period, occupation, age, etc.)
——–
Skills:
Inventory:
Party:
Demon Rising Builder Redux
Congratulations Scum! You're an imp, born by getting chucked out of the sea of chaos into the pits of Gehenna. You're the lowest weakest and least magical of demon kind, used as fodder and food for your betters. However with some time , much work and a massive amount of luck you might ascend to the rank of lesser demon.
You dream the dream that all demons dream, to raise yourself to the rank of Demon Lord. To gain complete dominion over a pit and make it your own. However the road is long, dark, hard and is full of competition and other pitfalls. However you're now completely without merit as you are, even though you lack a name. For you see while all imps look more or less the same some lucky imps have a few changes and upgrades in their form that make them slightly better than their fellows. More likely to survive and thrive in the various pits the demons dwell in.
Fill In:
>Physical differences:
>Magical differences:
>Body color:
Note you can only get up to 3 differences from norm total and the stronger the difference the more slots it will take. I.E. One slot of wings would let the imp glide, true flight would require two slots said flight would be slow as flying goes. Moderate speed flight would require 3 etc.
Don't fill out or you get eaten by a wandering demon
>Rank: High Imp
>Name: Nameless (names will not be acquired until you become a true demon)
>Bonus:
>Allegiance:
>Innate abilities:
>Influence:
Meta: This is a redux of my previous builder. Things have been cut out due to my inability to execute properly(like the mortal world), and I am instituting a 8 player hardcap. If you're absent for more than 5 turns you're dead and a new player gets a chance. To those who were invested in their imps I apologize, but the old builder was untenable in my opinion.
Mecha Hero-Builder
Welcome to the shattered world of Praeteria, now emerging from a 700 year darkness, when the old world died in a hail of fire and then smothered under the blanket of an eternal winter. Now the world is putting itself back together, but yet some relics of the old world remain. Tools of war, using technology long lost to the people of this new world; Giant metal gods that range from the size of a large tree to a small mountain. The people who found these machines are the rulers of this new world. You are one of these people, but unlike some of the others around you, the machine you found is relatively weak, but that's not to say you couldn't level a city with it. It is an odd time, with god machine and armored knight roaming the land in stride, but it is also a time of opportunity, as the fledgling nations of the world seek to both expand their borders and deal with neighbors, be it by the quill or the sword, or alternatively, giant laser death cannon.
The first day of school is always imposing. New classes, new teachers, and new people. And with the construction of Serenity High School just this year, you'll have no warning which teachers will take your phones upon seeing them.
Located in the secluded mountain town of Anarbor, the school was built with much fanfare across the county. State of the art, Smartboards™ in every classroom, carts full of Chromebooks, nonstick desks, and comfortable des…sorry, didn't have the funds for those. The three story building is arrayed in a massive squared "C", with the grassy quad in the center.
You are one of the many students attending the new school. Some are from the surrounding area, having attended the now reduced schools in the county. Others are newcomers to Anarbor and even the state, with a large number coming in due to many jobs being offered at a government facility. And more others came merely for the school.
STATS:
>Name
>Age(15-18, this is important)
>Physical Description
>Background(Determines bonus)
Don’t Touch
>Stereotype
>HP
>Combat Modifier
>Reputation
>Food
>Equipment
>Followers
>Sanity
>Bonuses
Roll chart is as follows
1-5: You're fucked
6-10: You're kinda fucked
11-19: You fucked up, but not that bad
20-29: You did what you needed to do, but in the worst way possible
30-39: You did what you needed to do, but in a very mediocre way
40-59: Average, plain, boring, safe average
60-79: Damn Good
80-95: Really good
96-99: Finishes most projects, cool results
100: A wild Laser Rocket appeared! https://www.youtube.com/watch?v=8avabTMAYPc
Meta: Shit is gonna go down, mostly an open secret OOC. PM me if you have questions
Meta: This is gonna have a lot of designing and construction from limited or scavenged items. Describing how you make something and from what materials will net you a bonus to your actions.
Meta: This is a HB at start, but as you gain Followers, you can choose to shift to a NB. Heroes have 2d100 a turn, nations have 3d100 a turn.
Eternal Night /d/ Hero Builder
"They will clash, the gods of the Day and Night.
An eclipse where the sun and moon fight over the heavens.
Alas, the sun will fall." - Lady in Red.
The Sun spent her time and energy on creation. Making life spring forth on every corner of the world. The moon grew jealous; Instead of creating his own he stole the Suns creations during the night when she was turned away. However this corruption lead many to be unable to touch her light again.
The constant conflict between the two have been known of since those early days. It would always be so, The dark hunts the light during the night, the light hunts the dark during the day. The children of the day and the creatures of the night have always been divided. A circle of strife where one side lashes out against the other and the other seeks vengeance. Bloodshed is common on both sides. But during the day, their dear mother, the sunlight herself, has always protected the “Good” And “Righteous.” Giving the light an advantage over the children of the dark.
Until one day, prophesied the lady in red divined, The prophesy that the world scoffed at, struck true. In a blaze during the eclipse, hundreds years after the divination was made, the sun fell in an inferno to earth. As her divine form touched the soil her body shattered into hundreds of shards, scattering over the lands. A desperate attempt to survive the goddess hid herself in countless souls to one day be reunited.
This was only 2 months ago. As the protection of the light was lost an eternal night began. Already on the first handful of days several cities fell to the hordes of vampires, werewolves and other dark nightmares that now feely roam the lands. Guided by the pale moon still visible in the sky. Only through the innate magic of the lands does the crops grow and the temperature allow life. Though without the extra help from the sun great hardships plague the lands. Methods to create sunlight thought spells or other means can be discovered to ensure a good harvest.
>Magic.
Everyone contains magic to some degree; It is part of the soul and can be depleted. There are situations of mages killing themselves by using a far to powerful spell compared to their own capacity. However it is found that in intimate acts the two involved souls help each other recharge as well as heal wounds. It is therefore common for a powerful mage to have one or several companions for the sole purpose of pleasurable recharging.
It is also possible for two souls to be joined through acts of great passion, where a mage could empower a soldier into a mighty force, yet the soldier become dependent on the mage for more energy and recharges.
One with powerful magic can also use intercourse as an alternative way to force a change on their victim’s essence. Some use this as a way to corrupt good to the side of the dark, while a powerful force of the good might be able to use it to force a creature of the dark into their submission or even purify it.
GoT Troupe Builder
"The Stark's were right" the maester says, looking out the ruined watchtower, the snow falling hard, as it has for the last year or so. He turns away from the dreary sky to the warmth of the fire and takes a seat next to the knight, his armor dented in most places, and rusted in all others. "Dead right, the poor bastards," retorts the knight, as he wipes some blackish ooze off his sword "Winterfell was the first to fall when this Night without End began." the maester looks forlornly at the flames, watching the embers dance as they slowly fade. "Hey old man, you hear that?" the knight says, a sudden fear taking his voice "I cannot say that I do, my hearing has departed me somewhat in my old age." "That's the thing, there isn't any noise, not even the wind…" A creaking, quiet as a dormouse, then silence again. "It's the dead of night boy, maybe the storm just died down, regardless, I'm going to sleep, and you should too, we have a long way ahead of us till we reach the sands of Dorne." "Verily, never thought I'd be so happy to see those sun-baked again." another creak, louder this time; the knight grabs his sword, chipped and slightly misshapen from constant use. "Something's here" The knight whispers, quickly kicking out the fire. "By the seven! Do you think it's one of them ?" says the maester as he fiddles with his chain link nervously; its Valaryian steel link glimmering softly in the darkness, his voice barely audible, but the hint of terror in it unmistakable. "Hard to tell, to quiet to be a wright, but not quiet enough to be a ice spi-" The words, trapped forever on the tip of the knight's tongue as his head rolls lazily off his shoulders, a being with flesh pale as snow walks out from the shadows, his blade, that of pure ice, now slick with the late knight's blood. "S-STAY BACK! BEAST FROM THE NORTH" The maester hands start to glow in imitation of the flame, however, the heat in his hands is very real… "BY THE LIGHT OF R'HLLOR, I CLEANSE THEE FROM THIS WORLD!" he screams, flames suddenly shooting from his hands. The White walker staggers, then an unearthly scream rises from it's frozen throat, it crumples under the barrage, but the maester refuses to let up, he continues to char the creature, to ensure it's death. Content that the heap on the floor is dead, the maester quickly runs to his fallen comrade, uttering a quick prayer, he blesses the man's corpse before administering the last kiss to the corpse, hoping that R'hllor's light will drive the taint of the Other from his body. Regretfully, he picks up his small rucksack and heads out into the now resurgent storm, a solemn pray uttered from his still quivering lips "The night is dark and full of terrors…but the fire burns them all away. Lord of Light, please bring back the dawn." He quickly disappears in the snowdrifts, and all is calm once again.
Age of Sigmar Builder™
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:
Political Guild Builder
''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 of hope for humanoids and civilization - the colony of the empire. You take the role of a guild within the city, sent by the emperor to govern the city and defend it while the empire assembles their 200,000 troops and sail your way to secure the area once and for all. Your guild will be facing off darkness from the outside and intrigue between the other guilds from the inside. How will you act? Improving yourself within the city by might weaken the city against the hordes of evil outside. Improving the city may come over your own benefits. Will you strike the right balance?
Become influencial and write the laws everyone in the city will bow to!
Start a rebellion to become the ruler of the city!
Become the hero the city needs and slay the dark beyond the walls!
Ally with darkness and see the city falls!
And much more…
http://imgur.com/oG5mnhw - how the game is being played
http://imgur.com/nxBzbVa - character mechanics
http://pastebin.com/WqVzHLej - sign up (please contact me through mibbit IRC via PM before signing up)
In Victory and Defeat (2)
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 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.
>Should you intend to not receive updates for a month or two you can sign up here:
(The Family's name is currently "Nation" obviously this is just a placeholder and can be changed if you can agree on a new name)
Name: [Your Name] Nation (the clue is all players are members of the same family)
Fluff: [Tell us a bit about your character, what is he/she good at? Where lie his/her flaws?]
Inventory: [Do not fill this out] (One Family Heirloom of your Choice)
Skills: [Do not fill this out]
Flaws: [Do not fill this out]
Bonuses: [Do not fill this out]
Two actions per turn.
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
Space Fantasy /d/ Builder Thread 2
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!
Kirtai Hero Builder
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, gimme something fun if Y)
>Fluff:(Better fluff = Better stuff)
Dont touch:
>Health:
>Mana:
>Equipment:
>Followers:
>Goods: 5 Kirtali Currency
>Spells:
Corrupt Steampunk NeoVictorian Imperial Capitol Herobuilder
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:
Innovelis: Thread 1
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.
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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.
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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
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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?)
-Economy Type: (What kind of currency do your people use? What is their market like?)
-Religion: (Has varying effects based on the setting. Can affect bonus/eccentricity.)
=Hero Sheet=
-Hero Name: (What is your name, hero?)
-Hero Gender: (Male/Female)
-Hero Species: (What manner of creature are you?)
-Hero Color: (What color do you want to be on the map? Please pick a color not already taken.)
-Hero Fluff: (Describe your nation. This helps decide your starting technologies, bonus, and eccentricity.)
-Hero Type: (Pick one of the six basic tags. This will decide your hero’s stats as a unit. See Section 4.)
Space Fantasy /d/ Builder
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:
Lewdbold's "im better than stamper" /d/readful builder.
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
>Money: 5 Gold Coins
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Equipment:
>Followers:
>Bonus: Based on fluff
>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)
Heros can rule over nations, but they must forge a new one. Otherswise, its fair game.
Underbuilder: Thread #1
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.
Plague over Poulontoria (Prologue to MHbuilder)
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 outside the port. There is to be no escape.
But who are you, and what will you do in the wake of the Plague over Poulontoria?
>><<
Name:
Race: (w/ brief desc if not generic)
Type of Hunter: (fluff)
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 1
[+to hit, difficulty of others to hit you]
Intellect: 1
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
>><<
>I highly recommend those seeking to become Magick Users read the below document's Sections 3 & 4
Rules+Explanations:
https://docs.google.com/document/d/1AbiGrLvhhRYbZYOaq24upeewDjqZV-_YREvluZqI8ws/edit?usp=sharing
Dz'thxia a land of terrifying intrigue
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
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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
Sci-Fi nationbuilder reboot.
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 for your nation, It allows you to take resources, and lets you send your armies from more areas. And most importantly it looks cool on the map and lets you feel superior to those that have less territories than you do.
>> YOUR CAPITOL IS WORTH 3 OF EACH RESOURCE!!
Resources: Fertile(F) is fertile grounds and food.
Metal(M) is minerals, iron etc.
Oil(O) Is oil needed to have vehicles moving and energy produced. Each oil gives 1 free E.
Energy(E): is a produced resource and needed for various things.
Results: Your actions are divided into crit failures,failures, successes and crit sucesses.
a rolled 1= crit failure. something BAD happens here, it might be a nuclear reactor blows up in your lands or there is a revolt, whatever is fitting.
2-39= Failure.
40-80= Success.
81-99= double success
a rolled 100 = critical success. something REALLY GOOD happens for you, anything from finding Discovering how to manipulate the higgs boson to making REALLY good soup.
Tech progress goes ( /4 is how many steps each tech needs to complete)
Weak /4
average /6
Good /8
Excelent /10
Supreme /12
and no matter what you roll if several of your rolls are the same number then those actions combine and automatically succeeds. For example training solders rolled 70 and breeding dogs rolled 70 then they combine and the result might be that you get wardogs or some kind of chimera soldier due to a bored scientist happening to have nothing better to do.
Your armies will consist of different models that can be standard troops or unique to your faction. These models will be unlocked similarly to researching and will depend on what technology and such you have. What troop it is will determine the stats and what bonuses they might have.
All troops have stats that follow:
Name:
Recruitment: ( how much free resources you must have each turn to be able to recruit one)
Upkeep: (How many resources this unit takes from free to upkeep each turn)
Attack: The attack strength of the unit
Defence: The defence strength of the unit
Move: The mobility of the unit.
Extra: Extra abilities/info.
The standard units are:
Infantry:
Recruitment: F:1 M1
Upkeep: F1
Attack: 1
Defence: 2
Move: 1
tanks:
Recruitment: F:1 M1 O1
Upkeep: F1 M0.5 O1
Attack: 3
Defence: 1
Move: 3
Fixed defences:
Recruitment: F:1 M1 E1
Upkeep: F0.5 E1
Attack: 0
Defence: 3
Move: 0
King of the Cinder: A Post-Apocalypse Nation Builder
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 before the fall is quite well known. What is out there in the wastes and cities hiding, hidden, or waiting?
>>[[GM: This is a pulpy post-apocalypse themed nation builder. So long as you stay toward pulp and avoid strict realism while avoiding too much fantasy, you will be right on track. Please read the rules, as they are experimental.]]
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To be filled in by player during generation:
——————————————–
Name:
Race:
Color:
Fluff: One or two paragraphs (or more) please. You may be rewarded for genuine effort.
Government Type:
Economy Type:
Religion [if any]:
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Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Rules: http://pastebin.com/tvxm3uMC
Stampers /d/readful tale
Welcome to /d/readful tales a brand spankin new /d/ hero builder revolving around a seemingly endless mansion of horrific beasts and abominations without further ado let us get into plot and whatnot.
The year is the twentieth of the dawn of fire. You have all journeyed forth on a boat to a land plagued by horrors that were summoned in the local estate on the hill by a insane necromancer. Your objective is simple venture down into the very bowls of the estate and find a way to shut the gates of c'zthnark stopping the eldritch abominations from coming through.
RULES……………..ha there are no rules rules are for faggots.
No template because you faggots can probably figure it out it's name age fluff than I fill out inventory and whatnot as well as bonuses ya dig?
A rules light nation game. You are about to lead a new nation to glory or to destruction. Your people were hunter/gatherer nomads that have taken your promise of greatness and have stopped moving to settle into a town.
Nation Name:
Nation Colour:
Race: (May give you a starting bonus and disadvantage that are as strong as the other)
Starting Location:
Fluff: (This is the dawn of society, it should be very short. and add to it throughout the games as you develop things such as governments and interact with others and the world around you)
Food: 10
Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)
Military: (can't be greater than 90% of Pop)
Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)
Tech/Magic: Stone Tools
Bonuses: (can be gained by adding to your fluff)
Disadvantages: (will also be gained when things are added to your fluff)
5d20 a turn. 1s and 20s are crit fails and crit successes respectively. Will update once a day. If you ask for a location or colour that is already taken, a new location or colour will be given to you and I will pick bad colours. Like Maroon.
The blank area is grassland however, it still contains plenty of hills and trees to provide with enough resources for a thriving nation.
Broken Nation Prologue
The Central Empire has stood for longer than 1000 years by most counts, longer than 2000 years according to the Fae Courts. And never in it's long history has it lain so desolate as it has today.
The Emperor and Heir lie dead along with the Mother-Empress, and only by a miracle, many claim to be from the gods themselves, has the other eldest half-sibling of the former Crown Princess now shown their own royal blood, and a link to the regalia.
Never the less, they are too young, at the tender age of twelve years of age this day, the Regents Council must take the floor of the Imperial Senate, and set the course of the Empire for the next 6 years. In 6 years time, the Crown Prince will be of age to take the throne properly and rule the Central Empire, but until that day, the Empire sits in the hands of the Regents.
The issues facing the imperial regents is the following:
Regent's Council Only:
1) The formal recognition of the Crown Prince Cichol Ta'lach Centis as heir apparent.
2) The signing of the marriage contracts between the Prince and his two prospective betrothed Lady Vallinia Strikeclaw of the Snake Clan Beastfolk (Denial puts him in debt for 1 Military, 1 Shadowy, and 1 Nobility Oath), and Lady Nachezerina Vladostinak the Nephilim Vampire House on the North Western Boarder Regions (Denial puts him in debt for 2 Military Oaths and 1 Shadowy Oath).
Full Senate Decisions:
1)The Empire is beset on 3 sides:
1a) There are raids across the wild lands to the east upon the farmer protectorate townships not technically within the Central Empire Borders, but who pay tribute to the Central Empire. The source of these raids is unknown. Who will be assigned to investigate?
1b) The Crag Barons have not sent a deligation at all to this, and there are rumors that they are sealing their boarders against official intrusion, and raising tarrifs on trade against the Central Empire. But these are uncomfirmed
1c) The mining communities of the central plains have reported more and more frequent shaft collapses and raids by the mysterious denizines of the deeps.
2) A full investigation into the death of the Emperor and most of his entourage has not been launched. What is known is that a freak storm blew up near the mouth of the Centris River, and his Ship of the Line foundered, and was dashed against the reefs there, cracking it open and killing almost all hands.
3) The allocation of resources to bring the Old Wing of the Palace up to full operational capacity (Failure to allocate resources to this endeavor will result in the lvl.10 Sky Castle, Emain Macha, bequethed to the Crown Prince, to be immobile until resources are allocated to it to allow it's maintanence and repair from ages of neglect to essential automagical systems).
Do Not Post, rules post to follow.
Dawn Of Dawns Tribal Builder
In the first light of a new world new life crawls from the primordial muck. As time races forwards intelligent life blooms forming into close nit tribes that vie for dominance on this young world. While you thrive or be crushed under the heel of history.
Tribe Name:
Name:
Leader:
Color:
Fluff:
Location:
Each turn you will have 4 actions with 1d100 each. Game will start with 4 players.
Mistborn builder
a few generations ago the world suffered under the lord ruler. The Skaa slaving away with hardly any rights. The sky covered with ashes protecting the world from the rays of the sun. But that was before the downfall of ruin and the coming of harmony.
As a citizen of Elendel you are part of an age of prosperity never before seen in this world. What are you?
Either be a koloss(huge brute, but agressive and of diminished mind) /kolossblooded. A brute being of size, strength and durability. Or roll 3d18 to decide if you are a mistling, a ferring. or maybe a mixture? or maybe even a true mistborn or ferruchemist!
with the appearance of steampowered trains and rails the world is connected within the safe areas and with the recent revolvers and rifles beasts can more easily be put down. All in all the world is safer than ever. Except some foul rumors…
Name:
Description:
Powers: Leave blank
Perks: Leave blank
Inventory: some simple things
other:
I will update occasionally
Cityworld Builder
Welcome the the planet of Cynesial an entire word covered in a sprawling city. Despite the sheen and elegance of the atmos-scrapers of the surface the planet isn't anywhere as luxurious as it looks. In the streets of the surface, beneath a never ending river of floating traffic millions of people bustle about trying to make a living in a world divided up by vying factions. Uncountable crime syndicates fight over continent spanning territories and shady businesses often drag people from the streets away for product testing. The planet's very government is hard pressed to keep order in with their security forces being outnumbered on every front, only holding the planet together with their training, discipline and equipment. Illegal goods are easy to obtain from the literally underground markets and deep below the surface in the abandoned city horrific creatures and mutant tribes roam. There are even rumours of a city of machines down on the planet's true surface. Due to all of these threats the planet has been quarantined by the galaxy at large and survives via a fleet of unmanned cargo ships delivering food and supplies every month.ACCORD: The Orelius Event
Ladies and Gentlemen welcome to my game, ACCORD: The Orelius Event. This is a 100% co-op game that takes place in a Sci-fi universe. All the necessary details are in the rules. Meanwhile plot and other details depends on the players fluff, as you shall see in the rules.
Sheol Builder [Thread 1]
[Hellbuilder: The Rules]
[Introduction]
Welcome to Hell. Or, rather. A Hell. There are many hells, strictly speaking, each of them weird or wild in their way. Most of the are bad, some are neutral, some higher, some lower. Some are worse. Some are better. However, like most things it has rules and a follows a general manner and order of things. Hell is generally arranged and managed by Satan and his leviathan bureaucracy based out of the rings; Satan himself only manages to control the entire mess thanks to his immense prestige, brutal armies, and formidable intellect.
You are in Sheol. Sheol is a middling hell of an old type. If it were a color it would be dark grey: certainly grim and unpleasant, but not the pitch black that is the sight of the lower layers of the pit. This mediocrity carries certain benefits as it is a special place: Satan maintains it as a training area and a place where orderliness presides over the usual clamor and chaos of the lower pit. Because of this Sheol-trained forces are able act as Satan's shield and sword: they fight enemies internal, external, and utterly alien to existence itself. Now, while it is true that there is always a certain degree of violence in the pit – it is Hell after all – but too much or too frequent brings intervention by God or the powers. As such Satan needs such troops for interventions and control around the Hells to keep such brush fires to a minimum.
However, and this is a problem: though Hell is timeless, training and the general conduct of existence and the constant turnover of Sheolite troops; their constant destruction is problematic insofar as it takes a year or so for them to respawn (it's not like there's anywhere else to go). As such, given the raw amount of fighting, new recruits are constantly needed or existing soldiers grow bored; death in any real sense only occurs if the powers-on-high manage to save the soul of some errant hellion. Of course, there are worse things than God, and those things can destroy a what God has created without much issue…
This is where you come in. You have been brought to the most prestigious Sheol-based university (SHU) for training due to a peculiar ability that you have. This makes you very impressive to the powers of Hell, and you are at the institution for that ability. You will be trained, equipped, and developed into a very fine servant of the powers until the end of the time or whenever Armageddon rolls around. Hopefully it will be soon, but frankly Satan doesn't seem terribly optimistic about this millenia. Nevertheless, great Lucifer hopes this latest batch of recruits (#9990) will break the general trend…
[Player Provide The Following]
What Is Your Name?:
What Kind Of Creature Are You? [It can be anything, really]:
What Do You Value? [Strength, Love, etc?]:
What Is Your Strength? [what do you do well?]:
What Is Your Weakness? [what you are weak against]:
What Is Your Story? [fluff]:
What Is Your Personality? [Longer explanations helps..]:
Solaris - The Reprisal
Solaris - The Reprisal
Session 0
The Meridian Hegemony, the crux of socio-political growth in the galaxy. A unified system for all races, humanoid and otherwise. A system where votes are measured in degrees of socio-economic progress, cast by mega-corporations, monarchy and democratic council alike.
But all this doesn't matter now. For the Hegemony and the Periphery burn.
It started as lights in the Periphery flickering out, scouts and surveyors missing check ins. Until the infamous Battle of Lone Star, where we learned the strength of the enemy. Where we learned how doomed we truly were. A self-replicating race of homonid-esque machines, operating in resounding unison across the galaxy, with fleets of ships of unheard of strength. This was the enemy that knocked our door down. This was the enemy that burned our homeworlds. This is the enemy that lead us to flee.
With the last vestiges of civilization crushed under the weight of the rolling tide of the Enemy, a plan simply titled "Evacuation" was enacted. Small fleets made up of the remaining FTL-capable ships grouped up to dive into the depths of the stars beyond the Periphery, and attempt to hide among the billions of remaining stars in the galaxy. Your ship is one of these, tasked with the heavy burden of carrying the mantle of your civilization's future into the stars…
RULES (Original Rules & Combat Rules for now): http://squidkid.ink
The TL;DR :
I abide by the rule of cool. If it's not broken, stupid, or otherwise detrimental to the story, it flies. If it's awesome and improves the story, I'll leave the only stumbling block to the dice.
-> If you abuse this rule, I reserve the right to remove the portions that adversely affect game-play, although I will almost never do this.
Don't be a dick, plain and simple. If you're going to harass, harm, or otherwise bar a player from achieving goals, have a solid role-play reason for it. Saying "because I can" doesn't cut it.
Dice is law. While I'm lenient in a lot of regards, the dice rolls are what they are. You may not re-roll, pre-roll, or call foul. I'm not RNGeezus, and I wont fudge your rolls for you.
*New turns are declared with important information regarding the location of the fleet, notable anomalies, and other information. If you post before the new turn is declared, you may miss out on that information. I will not allow you to redo a turn if you do so!*
Broken Nation Builder Preliminary Thread
The full game will not be starting until a proper map can be posted, but for the moment, I'm looking for 7 people to declare positions. Positions are first come first serve. Once Positions have been declared, then players can start filling out character sheets.
Paradox world
The story in brief.
>A nuclear age world was catapulted through time and space
>It spent 33 septillion years time locked, various technical processes continuing infinitely and never running out of resources but also never finishing
>It returned to normal time
>All beings and all structures on it instantly experienced 33 septillion years of time, crumbling instantly into mineral dusts
>A paradox field kills organic life that tries to go to or from, but robotic and cybernetic life isn't affected by it that much
>The paradox field isn't permanent, but it is a guarantee of security from organic beings invading, so the great techno-powers of the universe struggle to claim this planet
>It is both in a strategic location and ripe with thousands of years of minerals, as well as rare elements normally only found in nuclear science processes
You, daring pioneers of feared and fierce technopowers, have been selected to conquer and claim it. All of it. However, you are different races and are not (at present) in any alliances with any other players..
See the pastebin for further rules and information, its set to expire in 1 month, so it can be updated and reposted at the end of each month if changes are made.
Primal World
Your people find themselves stranded in an unfamiliar environment- a prehistoric world, untouched by time. They have no recollection of who they once were as a society, nor any idea of what they may become. That is all up to you, the player. Your tiny nation can become anything, from peaceful traders to bloodthirsty conquerors, waging peace or war… or both! This is a world where anything is possible; brutal and savage orcs may rise up to become an advanced, civilized society, and high-tech, sophisticated robots may dwell in caves, bashing things with rocks, if you so choose.
Welcome to Primal World. Good luck, and have fun!
First thing's first, create your burgeoning nation…..
———————-
Name: (What do your people call themselves?)
Race: (What ARE your people?- helps determine starting eccentricities, base pop growth)
Fluff: (A general physical/intellectual description, for now- but civilization is just beginning, and you may (if you choose), add onto this as your nation grows and progresses, creates it's own distinct culture, discovers new technologies, and makes new friends. (Or enemies. Either one.) )
Color: (What color you are on the map)
Location: (General- forests, plains, etc.)
–Don't fill out (unless specified)–
Food: (Determines pop growth)
Population(+growth per turn): (generated by GM)
Happiness: 0
Structures: Simple Dwellings (fluff accordingly)
Defense: 0
Military: (generated by GM)
Resources: (generated by GM)
Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)
Eccentricities: (generated by GM)
Space Opera Herobuilder
The Eridnus sector, on the fringes of known space, all that lies in it have remained unseen by mortal eyes, and what glorious wonders lie within its expanses? This is where you come in, whether you are an explorer from Signus-7, a Y'thignrll Smuggler from Nova Angelos, or just some random schmuck from some galactic by-water looking to find his fame and fortune out among the empty expanses of Eridnus, it matter not, because in the end, all that lies between every crew and the cold embrace of the void is a few feet of hull.
>Fill this in
Name: (what name shall be sung in the bars and taverns of Eridnus's few space stations?)
Origin Fluff: (Where did you come from, how did you get here?)
Ship Name: (She's keeping the void at bay, at least grace her with a name)
Ship Fluff: (Every ship has a story, how'd you acquire it, does it have any quirks?)
Ship Type: (See below, beginners are restricted to Corvettes/Frigates )
Corvette: Smaller quicker ships
>Crew:Up to 200
Frigate: The most common ship type in the galaxy, fair mix of speed and armor
>Crew: 300 - 600
Cruiser: A heavier ship, common in militaries around the galaxy, trades armor for speed
>Crew:1000 - 2000
Capital Ship: The heavies, these babies are often the flagships of fleets, good luck getting one.
>Crew: 5000 - 7500
Titan: These things are the combined might of dozens of capital ships, they can often conquer whole systems unsupported, if you see one, you most likely are milliseconds away from becoming atomized
>Crew: No less then 10000
>Don't fill this in
Ship Health: (based on ship type)
Crew: (fucking d'oy)
Weapon systems:(Number of and what Type, based on fluff/ Lasers/plasma/projectiles)
Engines: (Number of and what Type, based on fluff)
Armor and/or Shields: (Based on fluff and ship type)
Bonuses: (Based on Fluff)
Flaws: (Based on Fluff)
Join the IRC: http://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
I will field questions through there, so as to not clog up the thread
old threads here: http://archive.4plebs.org/tg/search/subject/Space%20Opera%20HeroBuilder/
The continent of Alboria, The single interest of the Sharshan Archtriumvirate, the Political Union of the Religious beliefs of the Human People. The discovery of Alboria was at first dismissed by the three churches, but as evidence mounted and the discovery of magic, an art long buried in the churches vaults, that they decided they needed to step in. Few great states had arisen on the Continent, the most notable being the Empire of Zhu, a Matriarchal Kingdom the makes its home in the fertile valley of the North. The High Priestess of the Lady of the Solemn Light had convinced that like her, the Matriarch was a holy Haiden maiden to the solemn lady herself. While this occurred in the North the Papu, leader of the Charisty Faith, began settling the un-colonized peninsula now named the Albrech peninsula, after himself. His religion was one of peace, after all how could the church collect taxes if the people were dead, and had promoted the union of the churches those 300 years ago. Lastly the War Priest of Varism, A man who sought the destruction of the union and saw Alboria as the means to accomplish that.
In this Game you play as a humble immigrant from the Continent of Sharshan, be it to escape religious persecution by the high three or to spread the word of the church you have traveled a long way. You have made your one to one of Sharshan’s three outposts, the Colonies of Charisty, the Imperial Gate of Zhu, or the Mercenary Camps of Varism’s right hand.
Choose one of the three starting locations, or choose shipwrecked (pretty self explanatory)
Fill this out
>Name:
>Age:
>Gender/Sex:
>Fluff:
Actions are d100s and you will get 4 on your first turn and 2 for each turn after. Your turns will begin after I have given you some stuff to go along with your fluff.
NEXUS BUILDER: CHARACTER POSTING AND Q&A THREAD
Let me tell you a story about god. 'Let there be no genesis,' is the first command of [GOD]. For indeed, there was none. God had always existed and had never existed. At the instant of [GOD]'s creation and death, [GOD] was the undisputed master of the omniverse. They had, and will have no equal. [GOD] knew all multidimensional songs, knew all syllables of royalty, and wielded the infinite powers of reality and burned with infinite fractal fire. [GOD]'s power was great. Existing in an infinite state, [GOD] had no equal. Being was only circular. It was a wretched life, without meaning or perception. Imagine infinite stories to tell and no one to tell them to. So god rejected singularity and circularity and made the first and greatest division: Division of Self. He c omitted a holy suicide. From him was birthed multiplicity, gods of black and white. They forged a city of iron and red stone, and ruled and warred there for aeons. The Nexus. And when they tired of infinity, they forged inheritors, so as to sustain and perceive their mightiest works. Finally, each faced a different direction and told a story. Each story burned a beautiful line, and each line a spoke, and all the spokes formed the wheel, the collective of all universes, all planes. To each god, a universe. And at the center, The Nexus, the ultimate mausoleum.
The seat of creation stood silent for an uncounted age. The gods decayed, angels and devils grew monstrous and swollen. But it was breached. There in that rotting city, a solitary man cracked the gates of heaven. Through the power of will he had recovered a fraction of the universal song. He had sought to meet god, but in doing so he inherited creation itself. His first act was to make battle with the prime angels, the last attendants of god. He smote their ruin across the dead city. The first master of the universe. With the firmament breached, it was not long before others came. They were the ultimate masters of their kind. Heroes, warriors, poet-kings. They, who inherited god's final works, and would seek to rule them. They found the seat of creation no longer defended, but not occupied. The fruit of the first conquest. There amidst the smoking ruin of the prime angels they gathered, the masters of the universe who sought ultimate hegemony. And thus, did the first master of the universe become the ruling master. It was these masters who rebuilt the great works of gods and bent them to their will. They, who sought the void, and forged bodies for the angels, and agreed on the law. They, who subdued, masked, and named the devils, and stole their secrets.
For a time, they were content to remain apart from all other worlds, aloft, a virtuous society of philosopher god kings. There they coaxed many secrets from the universe, and lived in enlightenment, art, and song. It was a fat age, ripe with learning. It was not to last. Amidst that multitude, a singular hunger grew. The hunger of dominion. To rule. The gods made a fatal error in using the pure essence of [GOD] in their creations. They granted them a terrible curse. A will. A will that lead to hunger. To give names to forbidden things. To discord, greed, and violence. To want. To insanity. To ruin.
It is from this will of creation you were born, from the multiplicity of one. By this will your flame chooses to burn even in death. A weaker flame would be smothered by the universe, fading into nothing more than starstuff returned to the greater flame ever giving and rekindling itself with souls new and old. By this means of creation, you persist. Without a body, you were to either find a new host or find yourself returned to The Nexus. Not by your choice or knowledge, you are pushed to The Nexus turned to ruin in this age of recession. Confused by your surroundings, you find awaken lost in the central ring of The Nexus. What you do now will decide whether your will persists, and if you take a place as a new ruling master of a returned enlightened age.
—–
This is the first thread for [NEXUS BUILDER].
[CHARACTER SHEET]
Name(What name were you bound by before you found your way here?):
Race(The form of your flame molds to a shape, even as starstuff.):
Gender(Are you a male or female? Perhaps your race is without?):
Color(As little more than will, you appear a mass of color, roughly holding your form.):
Character Background(Tell about your time before The Nexus.):
Planar Background(Surely your world was different as well? Tell about it.):
>>The Year 2037. Following the great recession of 2036 and the fall of the Trump administration, the world has held its breath as the United States totters on the edge of collapse with the entire world economic system similarly poised to implode into perpetual stagnation. Prior to this era it was once said that it was easier to think of the end of the world than the end of capitalism, but now it seems both might occur at the same time: Kaiju, monsters from disparate origins, have begun to hound the urban centers of the once great nation states of the world and have begun to attack any major population center they can find.
>>As is their way, the states of world are slow to react and lumbering: their economies are shattered and their militaries are gutted by many years of climate change, internal conflicts, and other challenges. Despite the Kaiju, has begun another war with India, Japan has begun to clash with China, and the European Union was formally dissolved last year. The world is a petty bickering place with little coordination and zero hope to speak of. As such, Kaiju attacks have run rampant with the cities of Sydney, Paris, and San Diego being destroyed. Nuclear weapons, once thought to be the ultimate defense of mankind, have proved to be useless – the Kaiju in question all have some sort of defense that seems to defeat such weapons, and conventional combat is wholly ineffective.
>>In 2038 things changed. The world began to formally coordinate their defense under the newly formed GKI (Global Kaiju Initiative). This transnational organization, drawing from researchers and specialists from around the world, had established fortified cities in London, New York, Hong Kong, and Tokyo. GKI operates a host of experimental weapons and projects, and attempts to stop the Kaiju – you – from YOUR apparently random acts of destruction. The organization is unproven and untested, but the effective administration and amount of resources put into it seems to promise success.
>>You are one of the these Kaiju. How will you handle the world? Beneficent protector or hated enemy? Capricious ally or wrath of god?
>>This game can support 10 Kaiju and a GM defined amount of Mini-Kaiju
>>IT IS EXPERIMENTAL AS THE GM HAS NEVER RUN A GAME OF THIS SORT BEFORE. RULES ARE BEING PREPARED.
–
Player fill this out
–
Kaiju Name:
Kaiju Origin Fluff: [A story or information about your Kaiju]
Kaiju Attack: [How does your kaiju handle violence?]
Kaiju Alignment: [Good, Evil, Neutral, Chaotic]
Kaiju Location: [Where?]
Other Kaiju Facts: [Things that might be funny]
>New 8chan is kill
Fuck this shit. Who wants another builder? It's a new premise I thought up, and it's probably only going to run a couple turns before I get swamped with even more work, but hey, whatever.
It's Star Wars time, bitches.
Since Jaundice's builder is kill, I'll be making a new one.
Please note that this is not concurrent with any Star Wars timeline. Neither the EU nor the new movies' plot will come up in this builder. Your choices will first affect you, then those around you, and maybe, if you play your cards right (or horribly wrong) planets, systems, or the entire galaxy.
Over the course of this builder (if it takes off), your character will grow according to your choices, beginning as a blank slate, who will affect, and be affected by, his surroundings in such a way that he develops skills, natural talents, and other traits.
Your childhood will last two turns, your teen years will last three turns, and the rest of your lifespan will develop over the course of the game.
It is fourteen years before the Battle of Yavin. You, of course, don't know that for several reasons: One is that it hasn't happened yet, another is that you're an infant. As of right now, your father (or equivalent figure if born to non-humans with non-traditional means of reproduction). Is filling out a form describing himself, his partner, their economic status, and… well, you'll see the form itself now.
[OFFSPRING REGISTRY FORM, IMPERIAL CENSUS OFFICE]
CHILD'S NAME:
SPECIES:
SEX:
FIRST PARENT'S NAME:
SECOND PARENT'S NAME:
FIRST PARENT'S SPECIES:
SECOND PARENT'S SPECIES:
FIRST PARENT'S OCCUPATION:
SECOND PARENT'S OCCUPATION:
INCOME (Please rate on a scale of one to ten. Actual figures are too much for the primitive droids we have doing the paperwork. 10 is extremely affluent, 5 is middle class, and 1 is financially destitute.):
PLACE OF RESIDENCE (Please only be as specific as a planet. Again, the droids are fairly mediocre.):
——————–NOT ON FORM——————–
Roll 1 d100.
Iron Bones Superhero Builder: INFINITUM Edition
The end times are upon the United States of America, and soon upon the whole world. The country's greatest heroes and villains have fallen against an ironclad evil– a legion of robotic, laser-toting skeletons led by the insidious Skeleton Prime. Much of the country has fallen into its grip– few capable of standing up to this horrid foe still remain.
That is where YOU come in. You are a superhero, a supervillain, a super-whatever– and because of your pitiful, overlooked, D-List status, you were not targeted by the Skeleton forces nor asked to fly into battle against them. And so you have survived.
Now, with the League of Righteousness dead and most of D.O.O.M slain or AWOL, it is YOUR time to rise up, defeat the Cyber Skeleton Legions, and claim that sweet, sweet superhuman street cred for your own.
CHARACTER SHEET
Name: The name the superhuman community and the news know you by. Secret identity optional.
Age: Approximate, as needed.
Origin Story: How YOU became a superhuman/alien/dog, and the basis for your superpowers and super-equipment.
Blood Type: Fill this out.
Signature Color: Pick a color. One that I can actually access in MSPaint. You may want to wait until the map-wipe for this.
Domain: Doctor Doom has Latveria, Batman has Gotham. You have your own domain, represented by your Signature Color. The bigger your domain, the more resources you can draw upon, but the harder it is to defend.
Superpowers: Determined by Fluff/Origin Story.
Equipment: Determined by Fluff.
Followers: Determined by Fluff.
Renown: Starts at D-List
PREVIOUS 4CHAN THREAD AND OTHER THREADS HERE: https://warosu.org/tg/thread/39813420
ALL PREVIOUS PLAYERS: You have THREE DAYS to declare that you are present IN-THREAD, or have someone vouch for your presence if you cannot post. After three days, inactive players will be wiped CLEAN and new players will be put in and STATTED.
Until then, you fucks, don't post actions or anything. New players are advised to hold off on picking a location until the map-wipe, but it's up to you, m8.
Medvedka Builder
The year is 2050 in Novosstaniye Medvedka (нoвoccтaниe мeдвeдь), currently the second-largest city in Russia proper and located a skip and a beat northeast of Moscow. After the depression of 2035, the United States of America and Canada have fallen off the worldwide stage, struggling to pick itself up. However, a resurgence of nationalism and productivity in a solidified EU have allowed the European states to enter into a cold war with an exponentially growing China, a teetering balance of power that threatens to collapse at any moment. Russian power, in contrast to the changes of the last 30 years, has been largely stagnant since taking Ukraine in 2016, dealing many much-needed resources to both China and the EU. Novosstainye Medvedka, translated to the ‘Uprising Bear’, was built in 2027 and has experienced the single largest growth of any settlement in history, the city filled to the brink with the extra populations of Russia, Europe and China. The interesting ethnic makeup of the city and relative neutrality of Russia have convinced both superpowers that Novosstainye Medvedka is the key to swaying Russia in favor of their side, with eventual victory all but assured with Russia’s sole support. A rising tide of Russian Nationalism and a possible explosion of Russian power threaten to clear the entire playing field, and it seems everyone from the gangs of the Medvedkan slums to the biggest supercorporations and every PMC and Secret Society in between has an agenda for Novosstainye Medvedka, and, perhaps, the world. Sheet and rules next post.Barnestown: A Zombie Survival Builder
Barnestown, Michigan.
For the past week, the news has been overrun with stories about mysterious illnesses, riots, and natural catastrophes breaking out across the world. Russia, the United Kingdom, Canada, the USA.
Barnestown, of only perhaps 50 thousand people, has been in a state of panic.
Hospitals have reported a high occurrence of random bites, assaults on staff, and unexplained deaths. The police force is strained. The mayor is dead silent. The lights flicker on and off.
As people pack onto the highway and the Barnes River Bridge to leave the city for safer waters, they find themselves forced back at tankpoint by the Army. Not the National Guard. The Army. Tensions run high. Riots start forming in the streets, even as reports– very credible, video-evidenced reports– start coming out that, in Barnestown, the dead are starting to walk. And they are hungry.
It is October 4th. 8 AM. The sky is cloudless. The sun is bright. The leaves have yet to fall, but they remain a bright kaleidoscope of colors.
4 hours ago, the Barnes River Bridge was destroyed by way of specially placed explosive charges. The army insists that no civilians were harmed.
A barricade and armed perimeter has been set up around the entire city, and riverboats toting missile launchers and men with assault rifles monitor the river.
You're stuck here. For now. With the living dead.
The Groans of the Britons Builder
The isles of Britannia were abandoned by the Emperor Honorius decades ago, and what followed was a swift collapse of order. The industrial civilization of Rome could barely hold itself together under a central authority, and the isles of Britain, set adrift, fared no better, reverting to pre-roman farming styles and construction styles. A few Romano-Briton settlements remain, bereft of support and surrounded by Scoti, Pictii and All manner of raiders. The people of Britannia are not hardened celts as they once were, no, they are Romans, weak and without knowledge, huddling around the only sources of protection left. The great towns are disintegrating, monuments falling to dust, and now on the horizon comes another calamity, to follow starvation, Scots, Picts and Irishmen, The Saxons, the Angles, and the Jutes. They have traveled to the isles for many a year, but with the shield of Rome cast aside, they now flee to the more fertile lands of Britannia eager to start new lives, or take them from those who hold them now.
Will the Britons survive this period of strife, calamity and misfortune, or will they be subsumed by the tribes surrounding them, or worst of all, continue their current fall into depravity, misery and starvation.
Well with that done, welcome to The Groans of the Britons Builder, (Abbreviated to, I think rather unhelpfully TGotBB)
This will resemble a blend between hero-builder and nation-builder. You may start as a single character, but you may gain power, wealth, and followers. For example, a Saxon character may be a warrior on his liege's ship, traveling from Saxony to Britannia, and from there he may rise to be a great thane, ruling over vast swathes of his lord's land, or even overtake his lord, if the dishonor could be borne on his line.
Without further ado, here's the application
>Character Template: (Saxon, Angle or Jute from Germania, invading or migrating, or a Frank, Spaniard or other former Roman, perhaps sent to trade, or as dignitaries to this little mess of an island, or A Briton, perhaps a landowner on the island, or even a Dane or other tribesman, come to stake his claim. These will all come with their own benefits and losses.)
>Name: (Romano-British, Germanic, Roman, Frankish, you get the idea)
>Race: (See above)
>Fluff: (I'd like a paragraph or so. You're welcome to pick your own level in society, though no-one starts with a landed title except the Britons. And do be reasonable)
>Allegiance: (To the Britons, the Saxons, or your local Lord)
>Colour:
(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)
>Home:
>Lands/Holdings:
>Title:
>Inventory:
>Location:
>Bonus:
In Victory and Defeat - #Nation Family Builder
"You? A noble? Bugger off beggar!", the Guard laughs in your face. He has every right to. What a pityful sight you are, you and your once great family of nobles. Far from the East is where you're from. Once your family held a Castle there, but then the Uhlmannen came. They burned it down, razed it, enslaved your people and salted your fields as they spat on your god and set your church alight. Nothing remained.
Now here you are, in front of a new city like beggars. Dressed in rags, barefoot. You lost anything you had left when the bandits came for you. Your hand instinctively wanders into your rags.
Everything except for one thing. A family heirloom you had protected with your life.
(Pick an item, something at least partially subtle, so no full body armor or horses)
Either way this is the end of your journey. Weissstadt and within Weissburg. Not the most secure location in the Kingdom, but more than far enough away from it's borders. Two noble families ruled here in their always ongoing rivalry. You had never met before and there was no kindness to be expected of them. You would have to make it on your own, like peasents.
However it seemed like god had given you his blessing.You had received another chance and you made the journey alongside your family more or less healthy. A chance to start over again. But remember, whatever your actions will be in the weeks to come, they will influence how your family is perceived and thus shape life for your other family members as well.
(The Family's name is currently "Nation" obviously this is just a placeholder and can be changed if you can agree on a new name)
Name: [Your Name] Nation (the clue is all players are members of the same family)
Fluff: [Tell us a bit about your character, what is he/she good at? Where lie his/her flaws?]
Inventory: [Do not fill this out] (One Family Heirloom of your Choice)
Skills: [Do not fill this out]
Flaws: [Do not fill this out]
Bonuses: [Do not fill this out]
Two actions per turn.
This is fifth thread for King of the Cinder. I don't know what to add at this point. The map is rushed.
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Rules: http://pastebin.com/tvxm3uMC
Previous Thread: https://8ch.net/builders/res/17557.html
Previous Thread 2: https://8ch.net/builders/res/15579.html
It is the Age of Sail and YOU have set out to the "New World" to seek whatever it is you seek most. Are you here for adventure? Perhaps wealth. Or maybe even the power that goes with forming your colonies all throughout this new land. Whatever it is that has dragged you here you are not alone in that quest. There are others who seek the same that will stand in your way.. And the land itself will fight you every step of the way.
This is a NB/HB thread. There are three nation "Classes" to choose from.
Colonial Charter: You are head of a colonial effort from your home country, You have the financial and manpower backing that they can provide. This is a double edged sword however, they may make unreasonable request or punish you for decisions they deem inappropriate.
Independent: You may be a Merchant coalition trying to seek it rich, a group of religious refugees, or even a roaming pack of fishermen seeking better waters. Whatever you are, you take the dangerous journey at your voalition, you have no backing and no master. It will be an arduous undertaking, but at least you are free
Outlaw: Whether you are a pirate outfit, slavers, or a group of marauders, you are the outcast of society and you like it that way. Everyone hates you and you are actively out to steal the fruit of other players hard work. It can be very profitable but it will be very difficult. Your people complain less when lacking creature comforts but to survive you will need to pillage and steal your way through life. Honest merchants won't trade with you but black markets prove to be useful assets in the new world.
Heroes can be anything or nothing, the world is your oyster and can be anything for you.
(Keep in mind this is LOW fantasy, the only magic from the "European" side is very basic holy magic that constitutes healing and the like, it is very reagent heavy as well. You can use historical countries if you wish but I would prefer you to make up your own. Assume Age of Sail tech level, Decent gunpowder tech but melee still has its place.)
Dice at start are 3d100
>Nation Stats
Start Position:
Name:
Country of Origin:
*Country Fluff:
Nation Fluff:
Nation Type:
Dont Fill
Resources:
Assets:
Military:
Navy:
Bonus:
Negative:
Tech:
>Hero Stat Sheet
Starting Position:
Name:
Country of Origin:
Profession:
Fluff:
Do Not Fill
Followers:
Assets:
Inventory:
Resources:
Bonus:
Negative:
DEUS VULT: A crusader HB by Franz
Welcome to Anatolia squire! We are here to rid the Holy Land of the filth that is the Muslim religion!
What? You say you're a knight? AHAHAH! A joke like that will get you thrown in the dungeons!
Fill this in:
Name:
Age:
Country of origin:
Fluff:
Do not fill in:
Weapons/Equipment:
Bonuses:
Companions:
Rank: Squire under knight (roll 1d20)
Syndicate Thread 2: Electric Boogaloo!
>BIDS HAPPEN THIS TURN NOT BEFORE
edition
Previous Bread:
1. You gain +0.3 wealth\turn, and
>3 regions,
but [Old (Bad) Blood]–after your major competitor in Europe went down The Powers That Be did some digging. They don't know everything yet, but your Threat Level Assessment Report has just been updated.
Extensively.
>+3% Heat
2. Mr. Kurosawa's considerable credentials allow him to prepare a run where there might have been a shitshow. Still, it's a run just waiting to be a shit-show.
3. +1 Wealth\turn–you control Honshu, but outlying islands yet evade your omnipresence. Still, people are coming to see you as the central authority in Japan.
>+10 regions
4. You manage to gain the [Accounting II] technology through purely theoretical means. +0.2 wealth\turn as you manage to re-organize some of your assets more effectively.
>You may now hire a 2nd agent
5. You get [AI 2] to [3/15]
>>-[Nu-U Towers(HQ)]+[Perimeter Defense+]>>-[Nu-U Towers(HQ)]+[Perimeter Defense+][Interior Checkpoints]
>>-[Hemlock Group Compound][HQ: Eastern Europe]>>-[Hemlock Group Compound][HQ: Eastern Europe][Interior Checkpoints]
+0.6wealth\turn, gain [Hong Wo Towers][HQ: Asia]
>6 regions
2. Your investigation is underway–still gathering leads and chasing down dead-ends [2/10]
3. No progress is made.
4. Medical Applications III[10/30]
Agent Actions
5. Reports from Dr Vendermyn’s lab grow substantially less… palpable. You don’t know what’s going on over there. He assures you the lab in California has proven indispensable for his work, however. [??/??]
6. Nelson IV manages to salvage some gains in the Peloponnese after an underling offended a prominent Greek shipping magnate. +1 wealth\turn,
>1 region
1. You manage to install [Interior Checkpoints] in the HQs.
>>roll d6 for Personnel Casualties
>>-10% Solvency
>>-7 Wealth
>>+0.1 wealth\turn
>1 region
>>Gain: [IdioTV: -0.5 Wealth\turn, Outlet to manipulate public opinion]
22, 67, 7, 53, 99, 41
atk: 22, 67, 41
def: 87, 81, 88
Alexander Billiton makes an aggressive maneuver, his Proper Prior Planning helping him get a leg up on the competition. It’s not all gains, however.
Your middle managers manage to make some costly gains, ceasing one of their corps.
3. -1 Wealth as shucksters sell you gutted hulls and you realize the folly too late to cancel the whole transaction.
4. Gain the asset [FAF Missiles], effective in Anti-Air and Anti-Tank combat.
5. Djeff goes above and beyond in the line of duty.
>20 regions
+2 wealth\turn
gain the puppet corp: [RusAsian Sea & MagRail: +0.2 wealth\turn, easy access to transit all over Asia]
gain the asset [RusAsian MagRails]
6. Lysteria, seeing the acquisition go south in the face of her lackluster business skills, says “fuck it” and starts a gunbattle in a boardroom. Both sides take heavy casualties before the day is done.
-5% Solvency
-2 Wealth
-1 region
-0.1 wealth\turn
Lose: [IdioTV: -0.5 Wealth\turn, Outlet to manipulate public opinion]
-1d4 Personnel (your roll)
You initiate the run.
39, 55, 51, 51, 1
You gain +0.6 wealth\turn–your Chairman personally sees to it that acquisitions continue apace. She’s careful to skirt north of Old Guard and Powers That Be held regions, however.
>6 regions
2. You obtain [AMBroadcasting World Wide: +0.7 Wealth\turn, can acquire media
3. You get a good batch of [Sonic Suppressor Tanks] shipped to Laserian.
4. Your jingles are growing in power. The time will soon be ripe.
[Propaganda III][8/20]
5. You Agent is [Wounded] at the outset of what was looking to be a productive training session. They do not get to act nexturn as they are recovering.
Throne of the Empire -Revival of Bello-
New players can either replace afk nations or pm me for another *secret* option.
You are a Lord of a Province of the Great Empire.
>Lord's Name:
>Fluff:
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name:
>Color: (Also write the number of your location)
>Fluff: (Fantasy Races are allowed)
>Population:
>Military:
>Economy:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
>What happened last thread
Emperor Bello has died.
Now for the sake of the Empire, the majority of the Lords must vote who shall be the new Emperor.
The Voting happens every 10 turns. All Lords, Ladies, or representatives must travel to the throne before then.
Rules not mentioned above: http://pastebin.com/0FtuGsBA
Cyberpunk Merc Squad Builder
Pitch:
Nu Kal City glistens on the otherwise desolate, glassed West Coast of Noramerica. The corporate oligarchs who run this city base themselves out of a central tower which doubles as a prison for high security for VIPs. After an expansion into Japan gone south they find themselves trillions of kreddits below their quarterly subkreddit schedule, and they've lost the whole investment save for one thing.
The only child of the Golden Dragon Yakuza's Oyabun, his cherished daughter and princess, Momo. They hold her now in their fortress tower at the heart of NKC and hope to blackmail her for impossible sums. So the Oyabun, unwilling or able to meet this extortion with anything less than professional violence, has turned to elicit mercenary services.
Are you a bad enough group of dudes to save the Oyabun's daughter, /builders/?
>><<
CharSheet
>><<
[Player Fills Out]
Name:
Gender:
Fluff:
(Spend 7 points) [all refresh up to cap, permanent number (spendable number)]
Vitae: 1 (1) [+1/day]
→(Health, physical exertion)
Psyche: 1 (1) [+1/day]
→(Knowledge, mental exertion)
Luck: 0 (1) [+1/day]
→(Spend to reroll)
Cyber: 0
(How much Cyberware you have; see Items in Rules for shopping list)
[DM Fills Out]
Overdrive: (Special Snowflake /Ability/)
Edge:
Quirk:
Skills:
[Marksmanship I] [Driving I] [Swimming I] [Climbing I]
Weapon: [10mm Pistol: MT: 3, HM: -3]
Equipment:
[Zero Suit (Whole Body Below Neck)] [Helmet: Head] [Breastplate: Chest]
Kreddits: 500
Rules:
https://docs.google.com/document/d/1_xn-72jK-8dLcHbC9c6RYTk7hDim5cvRiWB7nZAPUMY/edit?usp=sharing
Magic Revolution
In the year 2020 a wave of rapid advancement in green energy technology and implementation, called the Green Revolution, swept throughout the world. In the year 2040 pollution has dropped to nearly the same as it was before human habitation in most of Europe, and a few short years after in North America. In the year 2045 unexplained phenomenons occur in Germany, Japan, and USA involving creatures of myth and explosions of unknown causes. Now it is 2050 and the magic revolution is in full swing.
This is where you come in. You are a citizen of Greenlight California, a super city designed and maintained as the most advanced city in the states. Not only any citizen either, you are one of the one in millions able to create large amounts of mana and use it, a magic user, and you have been given permission by the city to open your own school of magic. A school of magic differs from a normal school, and more akin to a gym focusing on a martial art, you are allowed to study magic, develop new spells and ideas, and teach those to your disciples in your own way as long as you do not break any other laws or manipulate the minds of others.
Magic:
Magic is a strange force that is not fully understood. What is known is that all living creatures create mana and that even non-living things have mana in them. There are some creatures that create large amounts of mana, these either become Magic Users, monsters, or explode from their own energy. Magic users can 'spin' mana from inside themselves to become mana threads, these threads are 'weaved' into spells. Mana can also be consolidated into gaseous, liquid, and crystalline solid forms. Unfortunately alone these have no properties to be used and will usually remain inert. They must be 'colored' by an 'element' such as fire, water, or air. This coloring process happens by leaving Mana Matter in the presence of the desired element, or for Mana thread passing through a 'lens' which is usually a Mana Crystal of the desired element. Mana can also be infused into a substance, and if done through a lens can be used to give the material magic properties. There are also 'sprites' or beings of pure mana that can be bribed with mana into aiding a magic user.
Character sheet:
Name: What are you called?
Age: How old are you?
Gender: Are you a boy or girl?
Backstory: What is your story?
School Name: This is usually something short that reflects what you will be teaching and researching, such as Pyromancy, Elementalism, or Technomancy.
—-Do Not fill out—–
Inventory: 1000 Credits, Magic User License
Property:
Known Magic:
Magic Your Teaching: (You can teach any spell you want and know and you can refuse to teach something)
Disciples: 0
Renown: 0% (How many people know of you)
Influence: 0% (What people think of you, negative means they think of you as evil, positive as good)
Bonus/Flaw:
When you make a character roll a d10 and give me an idea on where in the city you want to start.
Rules:
- Be original with your character
- You must be human, and you cannot be a monster.
- Be creative, have fun with trying to learn new magic. Fluff up what you are doing and you may get some bonuses, or do something completely different.
- Starting dice are 2d100, but you get 1d100 more per disciple to order them around, but disciples are hard to find, especially if you have nothing to teach.
- I can add more rules if I damn please.
Apocalypse Academy Thread #2
This is the 2nd thread for Apocalypse Academy.
Previous Thread: http://8ch.net/builders/res/13902.html
Previous Fluff Thread: http://8ch.net/builders/res/15890.html
Current Fluff Thread: http://8ch.net/builders/res/17778.html
King of the Cinder #4
This is fourth thread for King of the Cinder. The previous thread is full and we can't have nice things. LELSISMAXIMUM
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Rules: http://pastebin.com/tvxm3uMC
Previous Thread: https://8ch.net/builders/res/15579.html
DMW's Alpha Centauri Builder, Prep Thread
In the last gasp of the United Nations attempt for Peace, a colony ship to Alpha Centauri, the UNSS Harmony was launched under Captain Laurel. Disaster struck the Harmony en-route as meteorite struck the ship, greatly damaging it and forcing the cryofrozen colonists awake. Though various members of the crew focused upon their own agendas, through the efforts of Captain Laurel the Harmony was held together until an engine misfire put the colony ship into a rapidly decaying orbit. Amongst the confusion, someone shot Captain Laurel and damaged the ships computers.
Seeing that several crew members were already abandoning ship, Captain Laurel ordered the remaining colonists and crew to evacuate, staying aboard the doomed Harmony's bridge to give the colonists enough time to land safely. Releasing and scattering the resource pods across planet was his last act as the Harmony began to tumble and burn up in Planet's atmosphere, eventually crashing to the surface as a wreck.
Thus begins Humanity's newest chapter. You play as a faction leader, shepherding the colonists who have followed you through the test of time and the trials of Charon. Will you Explore Planet, to discover its secrets? Will you Discover new technologies that Earth never dreamed of? Will you Build a mighty economy, developed beyond what your current colonists might dare? Or will you Conquer, sweeping your enemies before you? In each, you might find yourself the master of Alpha Centauri.
—
Rules: https://docs.google.com/document/d/1eMmmvJUCQuERa2Z09h0Zk8kwiCvN_eUklveG-1UYNoM/edit
Faction Name:
Faction Color:
Faction Leader:
–Spend 6 points across these four traits
–Each point is +1 to related Faction Leader actions and Research
-Explore:[]
–Planet has many mysteries, and your Explore stat determines how well you can find and benefit from them.
-Discover:[]
–Much knowledge has been lost, but a high Discover stat can help you not just relearn old technology, but push the boundaries of science.
–Build:[]
–Amateurs talk about tactics, but professionals study logistics. A good Build stat allows you focus on the infrastructure of your Faction.
-Conquer:[]
–War never changes, even on Planet. A high Conquer stat means better focus on Units and Combat, and bonuses to units.
Faction Leader Fluff: [Include Earth background, Role on the UNSS Harmony, Actions taken after being Awoken from Cyro]
[DON'T FILL OUT]<except Capitol name>
Wealth: 10(+2.1/turn) [Wealth = Territory x 0.1, +Buildings]
Territory: 1
Faction Stability: 0 [Sliding Scale, -3 to +3]
Max Settlement Actions: 2
Secret Projects:
Settlements: [ Player Named Capitol:Pop 1/8, +.2/turn ][Headquarters: +1 Wealth/turn]
Leader's Mania:
Leader's Weakness:
Technology:
Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]
Unit Designs: Scout[INF,1x], Colony Pod[INF,Defenseless]
—–
I still need to obtain a proper map. Updates likely to be once a day, in the Californian Evening, Thurs through Mon.Still tweaking the rules; will entertain comments and suggestions on such.
WW3 Nation Builder
The year is 2028, and the world is on the brink of war. Worldwide oil supplies are quickly dropping to critical levels, and multiple nations have managed to increase their power to the point where they could be an actual threat. There have been many rumours of oil in africa, though with the recent stabilization of many african countries it is alot harder for other nations to infiltrate and learn what needs to be learned. If any nation has oil reserves somewhere its very tightlipped, and espionage of the highest class or aggresive action will be needed to find out whether they do or not.
South america also has major rumours of being an oil oasis, but like africa it has partially stabilized. Unlike africa, it is easy to send in men to check for oil undercover, though with a number of other nations competing for a chance the black ops fighting will be extreme if sny rumours are found true.
Each player has an oil reserve numbering at 20. You lose two oil a turn, and as oil reserves get lower civil unrest(which is already rising)will only increase as prices rise. You can do anything realistic, research weapons, conduct black ops missions, search for oil, or attack another nation. Make it seem like another nation sponsored a terrorist attack, steal oil, all of this is allowed. Nuclear weapons are allowed, but gm approval is needed and launching nukes too early or at a certain time may result in them being shot down or cause gg to happen.
(Maximum of 12 nations, any nation you pick will be a superpower)
Stat sheet below:
Nation:
Government:(it may have changed)
Color:
Fluff:
Current country ruler:(your PC)
Major imports and exports:
Dont touch:
Military forces:
Oil Reserves: 20(+1 per turn)
Civil Unrest: 0
National Stability: 100%
GDP: 15(each 1 equals 1 trilion us dollars)
GDP status: Shaky
Dice are 4d100. Each dice is for a thing.
1. Presidential or ruler action
2. Government action
3. Black Ops/Special Forces/Top Secret Action
4. Military/Police Action
You also get a 5 and 6th dice for national events. You can lower civil unrest via police action or otherwise(lower taxes, try to give money to people etc) and you can ruin another countries gdp in a few ways
Apoc. Academy Fluff Thread #3
Because everyone likes to roleplay cus' shit is fun.
Previous fluff threads:
Ibellica is a world set in the early 16th century. Arquebuses are used alongside glittering knightly cavalry charges, and the pike and halberd have begun to truly supersede the sword and shield of previous generations. Across the world a new land has been found, long forgotten by scholars and wizards alike. The Sword Order flexes its muscle, clamping down on the practice of Magic and unregistered witches and warlocks that roam Valencia. The Imperial States and Otterbach-Anchluss break from their war to recover their strength, while Chauchard, Gwynreth, and Espana all chafe under the eye of the Confederacy and their own colonial ambitions. Only one nation can reign supreme in Ibellica. Will it be yours?
Tn Ibellica you will take over the role of national leader of one of the 11 nations found at the bottom of the Rules linked above.
[Political builder] The Patriarchy
In a mythical land surrounded by ever creeping darkness, there stands a city. A beacon of hope for humanoids and civilization. You take the role of a guild leader within the city, facing off darkness from the outside and intrigue between the other guildleaders from the inside. How will you act? Improving yourself within the city by might weaken the city against the hordes of evil outside. Improving the city may come over your own benefits. Will you strike the right balance?
Become influencial and write the laws everyone in the city will bow to!
Start a rebellion to become the ruler of the city!
Become the hero the city needs and slay the dark beyond the walls!
Ally with darkness and see the city falls!
And much more…
–
Fill your sheet like this: http://pastebin.com/cjRxZpbN
each turn has 2 phases
Council phase:
> In this phase you can choose either to vote on city laws that will change how the game is being played, or choose to leave the council and get your own personal event.
> In this phase everyone who remained to vote for laws in the council can make alliances and trade freely
> DM posts the updated city stats with everything you need to know about what's going in the city.
Action phase:
> In this turn DM posts a list of possible actions player can make. All possible actions will be described to great depth and will be based on your scores and stats. The types of actions and the outcomes may be dynamic cased on the laws you implemented in the council phase and on your political status.
LET THEE POLITICAL ENTRIGUE BEGIN
Grimoire Advent HB
December 10, 20XX, an unidentified object made collision with the planet. Although damage is reported as minimal, the object has been speculated to be unstable, and several military and research groups have been moved into the area until further notice to study the anomaly. Borders to the area have been closed due to the appearance of the mysterious object, and as such, many riots have begun and the civilian sectors have fallen into chaos. Additionally, several labs believed to have relations to an underground research group, ORACLE, have been uncovered in the area, and mutated individuals have escaped, spreading what is being referred to as ‘decay’. Such individuals are to be avoided at all costs and are considered highly dangerous. Civilians in the area are instructed to stay indoors, and avoid contact with potential threats within the area.
[Please note your character's starting location/objectives are decided by your chosen class and fluff.]
—–
Ruleset: http://pastebin.com/rNGg812s
IRC:https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
[Please direct all questions to the IRC, I'm happy to answer them]
—–
PLEASE FILL OUT:
Name:
Role:
Level:
Health: 100
Wealth: 0
Decay: 0
Fluff:
DO NOT FILL OUT:
>Inventory:
>Skills:
Bonus/Eccentricities:
—–
ROLES/CLASSES:
[Soldier]
-Combat Uniform (+5 Combat Mod)
-Standard Pistol (+5 Combat Mod)
[Civilian]
-Regular Clothes (+5 Action Mod)
-+10 Wealth
[Officer]
-Standard Pistol (+5 Combat Mod)
-Police Uniform (+5 Action Mod)
[Scientist]
-Lab Coat (+5 Research Mod)
-Strength Serum (One Time +25 Combat Mod)
[Doctor]
-Doctor’s Coat (+5 Research Mod)
-Healthpack (Recover +25 Health)
[Engineer]
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
[Genetic Experiment]
-+10 Corruption
-Tattered Clothing (+5 Action Mod)
—–
YOU HAVE 2d100 TO START
Fantasy Hero /d/ Builder
Hello, and welcome the Fantasy /d/ Herobuilder.Zork Buildr: or, a tale of N\S\F\W
>this is a simple d20 game to kill time between serious buildrs, don't both getting salty over it
>you get one action. If you move or something moves into you and it's hostile a fight ensues. You will roll for Advantage but I will process the fight. View the above > for reference.
>there is a simple fog of war
The object of the game is to escape the dungeon, but knowing you shitters I suspect you'll find some other ways to have fun ( ~ ʖ °)
>the map exists as-of this thread's posting, but it's up to y'all to figure it out (° ʖ -)
[[Fill Out]]
Name:
Backstory:
Gender:
Race: Dwarf/Elf/Gnome/Human/Orc (Only)
[[DM Fills Out]]
Health: [7/10]
Special Snowflake /Ability/:
Inventory:
[No Backpack]
[No Pockets]
[Left Hand Open]
[Right Hand Open]
>No player limit, anytime infinite drop-in
>AFK characters eaten by a grue on 6th turn of inactivity
>there is no turnbank but you're assumed to Rest any turn of inactivity, which may be beneficial
Useful Action Suggestions:
>ignite x with y
>move to w/e/s/n (if a valid exit exists in that direction)
>Rest
>Eat
>put item in [hand/pocket\backpack]
>put [clothing] on [yourself]/[another]
>[w]ield shield\weapon in [left/rigt] hand
Strands of Light - A Fantasy Nation Builder
The year is DC 518, over five centuries since the death of the Champion of Light. The Champion ended that millennia-long era of bleakness and savagery known as the Time of Troubles, freeing the continent of Sandara from ignorance and strife and uniting it under his rule. But his rule was sadly short-lived. The ruler of the Sandaran Empire disappeared one day, and was never again seen. The next century saw his domains dwindle, the Regent in his stead unable to maintain the same presence that held his massive armies and kept so many nations in sway. Regions rebelled and broke away, disloyal peoples entered from foreign regions, and the empire was reduced to a shadow of its former glory.
Now, five centuries later, kingdoms new and old have surfaced to carve up the unclaimed lands of Sandara abandoned in its exodus. But new and old are the threats that shall confront them along the way, not least their fellow nations in their greed and glory. The nations of Sandara are forming, the strands of light are thinning, flickering. Where will you stand when the darkness threatens?
READ THE RULES: http://pastebin.com/H4mU3dgP
Then, FILL THIS OUT:
>Nation Name:
>Leader Name:
>Location:
>Color:
>Nation Fluff:
>Leader Fluff
— DON'T FILL THIS OUT —
>Population: 2500
>Territory: 3
>Stability: 100
>Technologies:
>Buildings:
>Unique Locations:
>Unique Units:
>Military
>>Infantry:
>>Navy:
>>Cavalry:
>>Artillery:
>>Magi:
>>Other:
>Resources
>>Food: [300 Food (50/turn)]
>>Lumber: [200 Lumber (20/turn)]
>>Stone: [100 Stone (10/turn)]
>>Metals: [100 Iron (10/turn)]
>>Other: 0
>Magic (Type): 0
-Spells:
"It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the vast Imperium of Man for whom a thousand souls are sacrificed every day so that he may never truly die.Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in His name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat to humanity from aliens, heretics, mutants – and far, far worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods."
There's the spiel, you've heard it before and you'll here it again, so here's the actual details of the game, this is the Arcuaus Sector, in Ultima Segmentum, the Imperium once held control of the Sector back in the days of the Great Crusade, but during the Horus Heresy, warp storms in the area denied it to both sides, and thus was Arcuaus isolated from the galaxy at large for nigh on several millenia. Now, in the year 787.M41, the storms have lifted and the Imperium has called forth a new crusade to conquer the lost sector, but other powers are at play here, and it seems that every faction in the 40k world has something at stake here….
Tell us, oh traveler, who are you, and what is your role here?
Fill this out
>Name:
>Race:
>Alignment: (only for chaos/non-chaos races/people)
>Fluff:
>Pysker: Y/N?
————————————–
Don't fill this out:
————————————–
Equipment:
Inventory:
Favor: (Chaos players only)
Powers: (Pyskers only)
Bonus:
^this is also fluid, as in I will add and drop additional sections as I see fit
Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.
This is the seventh(!!!?) thread, as the first as reached a post limit. (huea)
Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".
Rules: http://pastebin.com/Y2GzvhQa
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Previous Thread: https://8ch.net/builders/res/15228.html#17132
Galactic Nation Builder
Welcome to the Milky way. Home of humans and so many other races. In the rise and fall of galactic empires now is an interesting time. Old fallen empires rise again, new empires discover FTL travel for the first time, and revolutions form new empires. Now a great era in the timeline of the galaxy begins, what part will you play?
Fill this out where it says to:
Name:
Race: If not human be creative, if you make a race of humans with makeup or pointy ears without a very good reason I will slap you.
Color: Single solid colors
Fluff: One or two paragraphs please. You may be rewarded for genuine effort.
Government Type: Get political, please.
Economy Type: Get political. Command, cooperative, etc.
Religion/Ideology: What do your people believe in?
FTL Method: How do your people get around?
To be filled in by GM:
Population: (generated by GM) (+-/turn)
Food: Adequate
Raw Currency: (generated by GM) (+-/turn)
Legitimacy: (generated by GM)
Culture: (generated by GM)
Industry: (generated by GM)
Policies: None
Unique Buildings: (generated by GM)
Defenses: (generated by GM)
Military Units: (generated by GM)
Naval Units: (Generated by GM)
Resources/Quantity: (generated by GM) (amount)
Technology: (generated by GM)
Trade Routes: [none initially]
Planets: 1
Bonuses/Eccentricities: (generated by GM)
Rules:
- You have 3 actions, a research slot, and a random nation event slot. The 3 actions can be used for anything but research. You can research one thing at a time and rolled to progress. The random nation event slot is rolled every turn and something may happen to your nation, good or bad. Put fluff in to add direction to the result.
- It takes an action from a player to give a resource to another and it may take time to reach them depending on distance and travel technology. Giving technology is the same.
- Over-extension happens when you have more planets than you do culture. People will be unhappy and might revolt. Can also be used to peacefully take over border planets.
- Remember to build up your planets or your people may complain. Build up, Expand out, or build satellites to house more people.
- Fluff up your actions and slots with how your people go about doing something and you may get different results. This is especially important for special resources and ancient artifacts.
- No nation is truly good or truly evil, and no one believes themselves to be evil, get cultural and have fun. Your not playing angels and demons here.
- Expansion is just the claiming of more space, relatively easy. You may find planets during these actions but most will be found through exploration.
-I have the right to add more rules if I damn please.
Magic Apprentice Builder
Once upon a time, as any story begins, there was a young Magical Apprentice, or two, or five…. ten…. ok you know what, I'm not reading this story for each of you. Better idea, write your own story, wont that be fun?
*Ahem*
You! You are a young magical apprentice, under the teachings of one of the great masters. Your mission, should you choose to accept it, (And you already have) is to learn all that you can about magic, and endear yourself to your master enough that he will declare you his heir, or if you so desire you can set out on your own and quest to become a Wizard/Warlock/Witch/Magician/Fishmonger of legend!
But, watch out, for there are other apprentices that are looking to do the same thing as you, and not all of them are as nice as the local constabulary. And then you also need to worry about the monsters outside of the tower, the monsters inside the tower, the failed experiments, the successful experiments, bad potion ingredients, week old fish. Truly an Apprentice's life is fraught with peril, but if you can make it through, power and Glory are yours for the taking, until someone comes along and knocks you over the head for it anyways.
This is third thread for King of the Cinder. The previous thread is full and we can't have nice things.
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Rules: http://pastebin.com/tvxm3uMC
Previous Thread: https://8ch.net/builders/res/14004.html
Syndicate Buildr
It is the year 207X, and there is only business.
Shadowy super-corps have replaced governments for the delivery of basic goods and services and the management of the global economy. There is no war, between the neutered nations. There is no more starvation, for those who can pay. You can live forever–if you can afford the cyber-tech and drugs.
The old world order is due for a shake up. Nobody's holding down the fort as execs sit fat and happy thinking they own the world. Time to change that.
Cybernetics, narcotics, advanced weaponry, magical pharmaceuticals–there are so many markets to corner, and such little time. Because you're not the only person in on the shake-up, and soon you'll need to see who's going to run the world.
<<this Buildr caps at 10 Syndicates. Other players may join as Agents, getting d100 actions and bound to not counteract their employer. If another Syndicate is removed, a player Agent may be installed as its Chairman and graduate to full-fledged Syndicate-hood, no longer compelled to serve their master.>>
[Fill Out]
Syndicate Name:
Syndicate Fluff:
Colour:
Starting City/Region:
Chairman Name:
–Grit:[spend 5 across these]
Action-y business.
–Guile:[]
Espionage-y business.
–Acumen:[]
Business-y business.
Chairman Fluff:
[DON'T FILL OUT]<except Headquarters name>
Wealth: 10(+1/turn)
Pull: 5(+.5/turn)
Regions: 1
Agents:
Puppet Corporations:
Assets: [Pistols]
Personnel: 15
Solvency: 75% [How solid your Syndicate's control is]
Heat: 0% [How much the powers-that-be want you dead]
Projects:
Significant Properties: [Player Named Headquarters]
Chairman's Edge:
Chairman's Heel:
Conglomerate's Edge:
Conglomerate's Blindspot:
Technology:
Raouls:
4 actions to start.
1 action per Agent.
Action 1: d100, your Chairman's personal action (anything your Chairman could personally facilitate.
<you can assume s/he has a small personal complement of bodyguards or/And saboteurs>
Action 2: d100, Corporate Action (anything the conglomerate could do).
<does not personally risk your Chairman, can involve a multitude of non-Agent personnel>
Action 3: d100, Corp/R&D Option slot: can either research or be an action.
Action 4: d100, your R&D [Research] Slot.
The Aether. The beginning plane. Empty except for the divine energy, but not for long. The void of the Aether shifts as the first beings come into existence. The gods have been born, and you are one of them. Now who are you, and what will you create?
Fill this in:
Name: {What do you call yourself?}
Appearance: {What do you choose to look like to your fellow gods in the Aether?}
Domain/concept: {What do you hold domain over? Note, this does affect what you are good at.}
Fluff: {Remember, you were just born within the Aether. Anything saying otherwise and I will fuck you up}
Apocalypse Academy
Humanity is on the edge of destruction. Civilization buckles under the weight of assaults from deamons, corrupted witches, horrors from other dimensions, and biological weapons from alien worlds. The news is filled with humanist propaganda and tales of great heroes leading the military forces of humanity to victory, but the truth is that humanity's soldiers are being butchered with every stand they mount.
Humanity has been forced out of the Pacific Ocean and most of the surrounding coasts for nearly four years. Korea, Japan and most of China have been destroyed, while Vietnam has managed to defiantly dig in against seemingly unending waves of horrors from beyond this world. Eastern and Northern Austrailia are devastated, the population forced into an ever shrinking section of the continent's West coast.
North America lies shattered well over a decade after the American Jazz Crisis, the fractured fiefdoms forged out of the crisis barely able to hold the horrors of the Pacific at the Rocky Mountains and the occassional pocket of resistance along the Cascades. Central and South America likewise have managed to hold out where mountain ranges stall the advance of the Pacific's horrors.
Africa is an ever-shifting mess as warlords battle eachother and incursions from beyond this world, though there are three beacons of hope upon the Dark Continent. South Africa continues to stand defiant, while a resurgent Rhodesia has grown into Greater Rhodesia from the fires of anarchy. Both nations have seen great success against the witches and daemons that assail them from the depths of Africa, growing increasingly powerful as they reclaim regions lost to Humanity. Egypt is the final beacon of hope in Africa. Holding the unenviable title of most embattled nation, Egypt is struck by a C class threats or higher every month on average, with an average of 4.2 D class or lower threats striking during the same period. While some credit this to the Lion of the Sinai, many note that the Israeli and Jordanian contingents of the forces stationed in Egypt see more combat than any others.
In the Middle East, the Persian Gulf states struggle with semi-annual 'Angel' attacks targetting Mecca and Jerusalem. Israeli and Jordanian contributions to battle these attacks are often downplayed or outright ignored by the Gulf states.
Russia's vast size has crippled efforts to effectively counter attacks upon the nation. With the Pacific lost, Russian commanders have effectively returned to the strategic plans of the 1940's, with a twist. Now, Russia effectively ceases to exist East of the Ural mountains. So far, there have been ten Battles for Moscow.
Europe herself stands oddly intact. Some credit this to formerly suppressed items of 1940's German origin, while others credit the elite Swiss Guard of the Vatican and their decicive interventions in nearly every major incursion upon European soil.
The only hope for Humanity is found in the so called 'Apocalyse' Academies. Scattered across the remaining outposts of civilization and fed by legions of youths in the hope of producing skilled soldiers to plug the crumbling borders.
You are one of the youths that has made the cut to attend Euro Central Academy. Humanity is betting everything on you. No pressure.
Future Hero/Villain Builder
Welcome citizen to New Wayvilla, the city of the future! Filled with the latest in technology this city is assured to have all your needs. We have advanced cybernetics, free electricity, the best in medical coverage, and even are making breakthrough's in robotics. Take in our beautiful beaches, pure and enhanced forest, and so much more we have to offer in the city with the highest amount of metahumans in all of america. Please, enjoy your stay!
You just got your hero/villain/rogue license from the hero academy/assassin school(or if your a rogue your not affiliated with either secret school)and its time to make your mark on the world.
Character sheet:
Real Name:
Hero/Villain/Rogue Name:
Race:(white, black, mutant, alien, robot, etc)
Affiliation:(hero, villain, rogue)
Powers:(Can be anything within moderation)
Power Origin:(self explanatory, how did you get your powers)
Costume:(if any)
Fluff: A paragraph or two will do.
Roll a d100 with your powers to determine their overall strength
Dont touch this:
Gear:
Money: 10,000
Hideout:(Heroes and Villains are given a starting apartment, Rogues may choose where they want in the city[like a cave or underground lair]but wil have no support from a foundation unless they find one on their own)
Rep: 0(for heroes positive is better, villains negative is better, and rogues can go either way)
The Not-So-Magical Nations of Orlais
The Empires have fallen to the corruption at their core and the enemies at their borders. It was a long time in coming and many new nations have taken up the mantle of ruling their small territories carved by blade or by politics from the husk of the old world. It's time for the New World to be born.
There are two options for generating your civilization. You can roll http://chaoticshiny.com/civgen.php and post it or you can fill out the chart below. Just ignore the magic portion that you pull. People who just fill out the chart are lame and should be shunned.
Name:
Race: (Purely magical races are not allowed. It must be mundane. IE no snoopytons, no golems, no ethereal creatures of the mist etc.)
Color: See the map key for available colors. (IE: Red with white trim)
Fluff: One or two paragraphs please. You may be rewarded for genuine effort.
Government Type: Get political, please.
Economy Type: Get political. Command, cooperative, etc.
Religion:
Location: Where you are on the map. The GM has the final say on location.
To be filled in by GM:
Population: (generated by GM) (+-/turn)
Food: (generated by GM)
Raw Currency: (generated by GM) (+-/turn)
Legitimacy: (generated by GM)
Culture: (generated by GM)
Industry: (generated by GM)
Unique Buildings: (generated by GM)
Defenses: (generated by GM)
Military Units: (generated by GM)
Resources/Quantity: (generated by GM) (amount)
Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)
Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] (generated by GM)
Trade Routes: [none initially]
Territory: (generated by GM)
Bonuses/Eccentricities: (generated by GM)
General Rules
- Territory provides .1 currency and .1 population per hex. Building up a hex doubles bonus. Towns turn into .2/.2, large towns .4/.4 etc. Losing towns will take an additional portion of currency, population, and resources.
- Every unit costs both resources, currency, and population. Unit upkeep and cost will be reflected in the recruitment result. For this reason keep all units tracked separately.
- Magic is based around the use of magical resources which can be found through trade, research, or expansion.
- You have 3 actions, a research slot, and a random nation event slot. The 3 actions can be used for anything but research. You can research one thing at a time and rolled to progress. The random nation event slot is rolled every turn and something may happen to your nation, good or bad. Put fluff in to add direction to the result.
- It takes an action from a player to give a resource to another and it may take time to reach them depending on distance and travel technology. Giving technology is the same.
- Baseline Technologies automatically spread after 5 turns to your neighbors, then to their neighbors after 5 more turns etc.
- Over-extension happens when you have more settlements than you do culture. People will be unhappy and might revolt.
- Building cities, towns, and villages can be beneficial. Especially since your capital can become overcrowded or your people will wonder why they're all living in villages in the middle of nowhere. Then you get angry and hungry peasants.
- Fluff up your actions and slots with how your people go about doing something and you may get different results. This is especially important for special resources and the rediscovery of magic.
- No nation is truly good or truly evil, and no one believes themselves to be evil, get cultural and have fun. You're not playing angels and demons here.
-I have the right to add more rules if I damn please.
ÆØN Progession Nation Builder
Welcome to the world of ÆØN, a world ready to be filled with sentient life and nations, yours specifically! This game will(hopefully)progress from the beggining of civilization to when the world takes to space! As such here is the statsheet and a map!
Name:(name your budding civilization)
Race:(as we are starting from the bronze age, the races you pick are the only ones of their kind for the time unless another player picks the same thing)
Location:(where would you like to start?)
Color:
Fluff:(1 or 2 paragraphs at least please, the better it is the better the stats)
Government:
Economy:
Religion:(vague or detailed, your call)
Specialty Magic:(you can always have none if you wanna take that risk or be jack of all trades, though this will mean your number of magical units is rather unstable)
Oppressive Communism the game(If you can come up with a better title by all means tell me)
The year is 2021 Russia has invaded the U.S and things have gone to utter shit, that is if you were one of those filthy capitalist pigs,but luckily for you, you have been born strong glorious russian citizen. However the motherland is not all it's cracked up to be the lack of freedom,the imposed curfews, the violent riots taking place every other day in the street. Russia is worse than america right now and you either have to find a way to flee your homeland safely or come up with a plot to overthrow the corrupt government pigs controlling your beloved country , our slogan used to be Съ Нами Богъ(God is with us) but nowadays you are beginning to think god has turned his back on the people. Above all else your number one priority is to not arouse suspicion, OBEY, FOR BIG BROTHER IS ALWAYS WATCHING. " ENTER OPPRESSIVE COMMUNISM THE GAME"
COMMUNISM THE GAME(place holder until we get a better name)
The year is 2021 Russia has invaded the U.S and things have gone to utter shit, that is if you were one of those filthy capitalist pigs,but luckily for you, you have been born strong glorious russian citizen. However the motherland is not all it's cracked up to be the lack of freedom,the imposed curfews, the violent riots taking place every other day in the street. Russia is worse than america right now and you either have to find a way to flee your homeland safely or come up with a plot to overthrow the corrupt government pigs controlling your beloved country , our slogan used to be Съ Нами Богъ(God is with us) but nowadays you are beginning to think god has turned his back on the people. Above all else your number one priority is to not arouse suspicion, OBEY, FOR BIG BROTHER IS ALWAYS WATCHING. " ENTER COMMUNISM THE GAME"
Magical Nations of Baader #6!
Welcome to Baader, the World of Buried things! It's a magical nation game where you survive, grow your nation, and generally try to have fun. ** The game can't handle more players, but the GM might be able to let you in. ** [[games reoccur every week at 6PM EST]]
The theme of the game is mid-power fantasy with political themes.
>>GM Note: There have been several adjustments to the rules.
Rules: http://pastebin.com/Y2GzvhQa
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Previous Thread: https://archive.4plebs.org/tg/thread/43414253/
Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.
This is the third (!) thread, as the first as reached a post limit.
Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".
Rules: http://pastebin.com/Y2GzvhQa
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Previous Thread: https://8ch.net/builders/res/11428.html
Vizera, land of the fallen, Fantasy NB
Welcome to Vizera, land of the fallen. Why the fallen? Long ago it was said the races of the world created wonders a plenty, used great and powerful magic, and communicated with gods and elemental lords. Those days are lost, lost in the fall. Monsters roam the world in larger numbers, the secrets of magic and other knowledge have been lost to us. But that was long ago, when we were forced to stone tools once more. Now we have swords of iron and castles of stone. May fate smile on your people, my lord.
Fill this out where it says to:
Name:
Race: (Must be something fleshy and non-magical. No undead, constructs, spirits, elementals, or races with magic abilities or rely on magic to live.)
Color: See the map key for available colors. (IE: Red with white trim)
Fluff: One or two paragraphs please. You may be rewarded for genuine effort.
Government Type: Get political, please.
Economy Type: Get political. Command, cooperative, etc.
Religion: Atheism is *not strictly penalized*.
Location: Where you are on the map. The GM has the final say on location.
To be filled in by GM:
Population: (generated by GM) (+-/turn)
Food: (generated by GM)
Raw Currency: (generated by GM) (+-/turn)
Legitimacy: (generated by GM)
Culture: (generated by GM)
Faith: (given by GM)
Industry: (generated by GM)
Unique Buildings: (generated by GM)
Defenses: (generated by GM)
Military Units: (generated by GM)
Resources/Quantity: (generated by GM) (amount)
Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] (generated by GM)
Trade Routes: [none initially]
Territory: (generated by GM)
Bonuses/Eccentricities: (generated by GM)
Rules/ Notes:
- You will not start with magic, no matter what. Magic exists and evident in the world through monsters and magic items in ruins but the secret of how to do magic was lost in the fall, you will have to find it again.
- You have 3 actions, a research slot, and a random nation event slot. The 3 actions can be used for anything but research. You can research one thing at a time and rolled to progress. The random nation event slot is rolled every turn and something may happen to your nation, good or bad. Put fluff in to add direction to the result.
- It takes an action from a player to give a resource to another and it may take time to reach them depending on distance and travel technology. Giving technology is the same.
- Over-extension happens when you have more tiles than you do culture. People will be unhappy and might revolt.
- Building cities, towns, and villages can be beneficial. Especially since your capital can become overcrowded. Then you get angry and hungry peasants.
- Fluff up your actions and slots with how your people go about doing something and you may get different results. This is especially important for special resources and the rediscovery of magic.
- No nation is truly good or truly evil, and no one believes themselves to be evil, get cultural and have fun. Your not playing angels and demons here.
-I have the right to add more rules if I damn please.
Magical Nations of Søren #2
Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.
This is the second thread, as the first as reached a post limit.
Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".
Rules: http://pastebin.com/Y2GzvhQa
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Previous Thread: https://8ch.net/builders/res/10348.html#q10348
Demon Rising Builder
Congratulations Scum! You're an imp, born by getting chucked out of the sea of chaos into the pits of Gehenna. You're the lowest weakest and least magical of demon kind, used as fodder and food for your betters. However with some time , much work and a massive amount of luck you might ascend to the rank of lesser demon.
You dream the dream that all demons dream, to raise yourself to the rank of Demon Lord. To gain complete dominion over a pit and make it your own. However the road is long, dark, hard and is full of competition and other pitfalls. However you're now completely without merit as you are, even though you lack a name. For you see while all imps look more or less the same some lucky imps have a few changes and upgrades in their form that make them slightly better than their fellows. More likely to survive and thrive in the various pits the demons dwell in.
Fill In:
>Physical differences:
>Magical differences:
>Body color:
Note you can only get up to 3 differences from norm and the stronger the difference the more slots it will take. I.E. One slot of wings would let the imp glide, true flight would require two slots said flight would be slow as flying goes. Moderate speed flight would require 3 etc.
Don't fill out or you get eaten by a wandering demon
>Rank: Imp
>Name: Nameless (names will not be acquired until you become a true demon)
>Bonus:
>Allegiance:
>Innate abilities:
Planet X: A God's boredom
After billions of years, being an all-powerful God can get boring, especially for a trickster God. Searching for something to do, he comes across a world in our earth's solar system: Planet X. Life here is much like earth, but unlike earth, mass extinctions have never happened, and there is little intelligent life. The Great Trickster gathers members of species from across the universe, strips them of their memory, and touches them down onto the fresh soil of Planet X.
Let the Game begin.
Rulesheet: http://pastebin.com/iED1zpk2
Chat: https://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Statsheet
Name: (What do your people call themselves?)
Race: (What are you? (determines starting bonuses) )
Racial Fluff: (Determines starting bonuses-not nation fluff, which will come later as your civilization progresses)
Color: (What color you are on the map)
Location: (General- forests, plains, etc.)
—Don't Fill Out—
Food: (determines pop growth)
Population (+growth per turn)
Military: (generated by GM)
Resources: (generated by GM)
Industry: (generated by GM)
Science: (generated by GM)
Bonuses: (Generated by GM)
Flaws: (Generated by GM)
Petr'oil: Risklike Hexxer, Game 01
Rules
>https://docs.google.com/document/d/1doP6bxRc9m144vbhrdVrwkx9Pe9Zqt-ouIyZigCEnFI/edit?usp=sharing
We utilize the official /builder/ irc, #Nation on mibbit.com, for coordinating play.
We currently need 1 more Kretchen Commander to even out the game.
The current players are
———————————–
Kretchen (Purple) Commanders:
Werenhof, Engineer
Royshkan (Red) Commanders:
Commander Ishmael La'Ahad, Zeppelin Commander
Commander Leopard, Armor Commander
Desert Princ(ess)es:
Prince Azziz, Warlord
Prince Galbatorix, Warlord
Magical Nations of Søren
Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.
Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".
Rules: http://pastebin.com/Y2GzvhQa
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
—
The update schedule will be roughly daily, at a rate that I am unsure about. To start, fill this in:
Name: Something not stupid, please.
Race (Determines bonuses): Something not stupid, please.
Color: (Determined map color): See the map key for available colors. (IE: Red with white trim)
Fluff (Determines bonuses): One or two paragraphs please. You may be rewarded for genuine effort.
Government Type (Determines some stats): Get political, please.
Economy Type (Determines some stats): Get political. Command, cooperative, etc.
Religion (Determines magic): Atheism is *not strictly penalized*.
Location: Where you are on the map. The GM has the final say on location.
Lands of Eidolon
Welcome to Lands of Eidolon, a nationbuilder where new nations rise from the ground up in a world where the ruins of a once great empire remain. Several new races have just taken their steps into forming communities, soon to form into powerful nations.
—–
Rules: http://pastebin.com/Y2GzvhQa
This game functions on the alpha rule system created by Red_Philosophy.
—–
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Moon Colony Builder
Welcome to the Future!
Humanity has spread beyond its home to its closest neighbor: The Moon. While this has brought prosperity to the Earth in the form of cheap metals, Helium 3, and a place for countries to compete rather than the battlefield, it's all about to be for nothing.
An unforeseen group of asteroids just obliterated everything on Earth's surface and in orbit, leaving the Lunar Colonies as the only survivors.
…Good luck with that!
>Colony Name:
>Fluff:
>Location:
>Color:
Don't fill this out:
>Population: 10,000
>Civil Order: 10
>Needs Met: 1
>Bonus:
I'm probably missing something up there.
Some clarifications in the next post.
The Return: A Fourth Age Builder
The year is TA 328. High King Eldarion I, Son of Aragorn II Elessar, has just died. His son, Aranyond I, has ascended to the throne at the age of Forty-Six. Most men of the Reunited Kingdom have not known conflict, as the War of the Ring ended over three centuries ago, and King Elessar’s wars of unification ended hundreds of years ago. The ents of Fangorn and a handful of the most ancient dwarves remember the heroism that led to the downfall of the second Dark Lord and Enemy of the World. However, whispers of an evil cult have persisted for over a century, though none of the rumors have any credence to them. The realm of Man is peaceful. Some elves have elected to remain in Middle Earth after the War of the Ring, for it is the land that they have always known. They yet reside in Mirkwood, Lothlorien, and Imladris, with many others scattered throughout Arda. The Hobbits of the Shire continue their peaceful, solitary existence and remain ignorant of the world outside their borders. The Dwarves of Middle Earth live and work in their deep halls, as they ever have, with many living in Khazad-Dum (Retaken by Durin VII, ruled by Durin IX), Erebor, or Belegost. Harad and Rhun are autonomous, with some of their land being ruled by the Reunited Kingdom after the reunification wars of Elessar I. They enjoy a happy peace with the people of Middle Earth. The land is in the midst of a golden age, and it seems that the dark shadows of the past have been thrown off forever.
Modern/Sci-fi Nation Builder
The year is 2015.
The global economy is about to shatter like a bullet going through glass, and the middle east has exploded in conflict. The 1% richest men have become the most politically powerful, and control the entire world. Meanwhile, Ukraine has become a hot-spot in armed conflicts with the US, Ukraine, and Russian military forces. And all the while, a secret bill is being passed all around the world, to throw out human rights, and entertainment for profits sake. In Europe, and in Northern America, surveillance is increasing more, and civil rights within the continents are beginning to dissapear.
But that doesnt matter to you. You are a tiny nation, residing within another country. Will you take over the inferior countries, or will you fade into obscurity, like many others?
Island: Tales of the New Kingdoms
The World had long since change after the appearance on the first island, the wealth and mysteries it held fueled a revolution in Europe that slowly spread to the World, what civilized lands still separate from the World Power were split into thousands of small land holdings. The Major Examples of this were the warring states of India and the Crusader states. The Crusader states was the work of Spain and Rome coming together a funding a massacre of biblical proportions that lead to the end to the Spreading Muslim Empires, growing fat on trade they pour resources into their demise and came out relatively ahead. These blood soaked lands were now filled with refugees, soldiers and massive amounts of consumer goods flowing between Europe and the Xiang Dynasty. Partitioned up and ruled by tens of thousands of petty lords, all under the name of God they aided in the growing trade routes between Europe and China. That is until the discovery of the New Continents, with this in mind the lords were scrambling the grab ahold of these new lands, a civil war had begun…
You are a citizens of these broken realms every nationality is represented along these routes, you watch as the Crusaders children look down upon those their fathers oppressed. What you do with your life is up to fate, what you do with the lives of others, well that is up to you.
http://pastebin.com/egpBSLPM - Lore on the civilized world
>Name:
>Sex:
>Nationality/religion/Race: Whatever best describes your character in these lands (Magical races are allowed, these races are from the new continent and are however mostly trade goods or slaves.)
>Ruler: (Give me an Area on the Map and describe who rules there, this will be your starting location)
>Fluff:
Bonus will not be like normal, they will be entirely based upon fluff and will be for the most part monetary. Unless you are another Race at which point you will get a trait, once again entirely based upon fluff.
S.T.A.L.K.E.R. Hero Builder
The year is early 2013, as the Brain Scorcher within the Zone of Alienation, bordering within Ukraine and nearby Belarus, has been deactivated by a STALKER named 'Marked One'. STALKERs, Dutiers, Freedomers, looters, and bandits alike have flocked towards the center of the zone, in hopes of a treasure trove of artifacts, or for the legendary wish granter. Whether you decide to adventure deeper within the lands of The Zone, or stay, only you can choose. Or perhaps you'd like to start your own band of STALKERs, or possibly a faction?
Name:
Age:
Appearance:
Gender:
Skills: [Do not fill out]
Gear: [Do not fill out]
Fluff: [Your backstory, how you got here, what happened before you entered the zone, and Etc.]
Also, sorry if this game looks like shit, I just started making builders again.
Shattered World HB
Long ago the world shattered. The lands changed rapidly and created a new landscape. Almost all who were caught within the shattering died. Many of those that lived were hunted down by monsters after the shattering ended. Your ancestors lived thanks to living within the city of Ark. Ark and it's surrounding lands have been surrounded by a magic barrier that protected the land from the Shattering and monsters. Times were hard, most books in the libraries have been burned during the long winters. Overcrowding and starvation are rampant. If it not were for the blessings of the gods disease would have killed everyone left years ago.
Now the year is 127 AS and the barrier has fallen. You were once a citizen of Ark but now have been kicked out or left willingly due to the overcrowding to settle this new land. Now then, who are you, and what will you do in this new world?
Notes: Magic and magic like things work in a specific way, you will not be able to start with magic but are able to learn how magic works. So far no one from Ark knows.
Character sheet:
Name:
Age:
Gender:
Race: (Only standard fantasy humanoid races, if I don't know what it is you can't play it. This means YOU Orodnon)
Fluff:
———- Don't fill out bellow the line ——–
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack
Skills:
Bonus:
I will update tomorrow and then weekly.
Supers
The year is 2018. The world is pretty much as it was three years ago. Politicians still squabble over the same bullshit, corporations still screw the little guy, and you are still short on rent money. Looking around your flat, you wonder how you got to where you are.
Fill these out:
Name:
Age:
Sex:
Ethnicity:
Place of Birth:
Place of Residence:
Heavenly Virtue:
Deadly Sin:
Fluff:
Do not fill these out:
Power(s):
Traits:
Money:
Inventory:
Gods Willing - Mythological Hero Builder
"That which is not dead" Edition
Archive: https://archive.moe/tg/search/subject/Gods%20Willing/
The religions and mythos of the world are myriad and endless. For millenia, humanity has prayed to awe-some gods and fought beastly monsters. Each region held its own pantheon and its own culture, and the world grew in spite of the countless fel things spoken of by storytellers and seers.
But something has changed - for what reason it cannot be said, but the gods, spirits and monsters of the many mythologies are caught in a chaotic shift known as the Conflux. Chaac sends fierce storms through the deserts of Arabia. Freyja's chariot rides through the plains of North America. The god's followers are often caught in the same transporting chaos that afflicts their divine - and so are the monsters they fought. Prayers are often met with strange and unfamiliar answers, and warriors face odd new lands to conquer and beasts to fight.
Now is your time. You are a figure of legend, be it a hero, monster, prophet, or vagabond, caught as so many have been in the storms of the Conflux. Where you will end up is beyond even the Fates, but we must first know where you have been…
(Any character concept fitting or based within a real-world mythology before the 16th century will be allowed here, so long as it's of a moderate power level [no demigods yet, sorry].)
>Fill out the following
Name:
Race:
Allegiance: Choose either a god from a real-world pantheon, or a concept like 'Death' or 'the Harvest'. You may choose not to have an allegiance.
Fluff:
>Don't fill out the following
Favor: (X) 0/100
Status: Healthy
Inventory:
Skills:
Bonus:
Actions will be 2d100
Winters' God Builder
Civilization is dawning across the world. The advent of farming has begun to let previously nomadic tribesmen settle down and form permenant communities, accumulate wealth and increase their numbers.
Somewhere along the way, each new culture begins to form…an entity. A National God, if you will. An extention of the collective unconscious which has gained awareness.
Now, it is your duty to guide your people, so that their might may grow, even to the stars. Will you succeed, and have your name spoken across the face of the world? Or will you fail, and be crushed beneath the wheel of time?
(fill this out)
>Civilization Name:
>God Name:
>Aspect: (Other than your people, what are you a god of? choose one initially)
>Color:
>Location:
>Fluff:
(don't fill this out)
>Powers:
>Population: 1
>Food:
>Happiness: 10
>Defense: 1
>Attack: 0
>Military units:
>Constructions:
>Resources:
>Items:
>Civtech:
>Wartech:
>Bonus:
>Detractor:
Newport is a vicious city. People say that someone can live here their entire lives and never even scratch the surface of what really goes on. Drug deals and shootouts are the obvious things, but there are entire meth labs, factories full of slaves working day and night for factions that are no more corrupt than the politicians letting them keep the property. These gangs and groups are nearly all powerful, they do what they want to who they want when they want, and almost no-one questions them.
You play as gang members fighting for control over the dangerous and diverse streets of Newport. From the loud and foul-smelling slums to the high-rises full of scummy lawyers. You come from all areas of life, but one constant is that you fell upon hard times. The economy is in serious recession and you can see it everywhere. Concealed carry permits are given out almost free, as walking alone without one is almost suicide. This is the dangerous world you live in, and your about to take advantage of it for all it's worth.
Write stuff for this-
>Name
>Fluff
>Basic Physical Description
>Relation to any gangs within the city
>Preferred weapon
>Business
Don't put stuff down here, it will be decided by the above
Inventory-
Skills-
Weapons-
Bonuses/Detractors-
Solaris: Phase Two -- The Reckoning (Colony/Fleet Builder)
Solaris: Phase Two – The Reckoning.
Session #6: New Homes, New Challenges
The Demurge hunts you, the Symphony subverts you, the SOC betrayed your people.
And yet you still continue.
With no civilization in sight, a weary crew and peoples begin preparations for establishing permanent colonies on worlds in the far flung Lao Sho Nebula, a place where your people have begun a bloody history in fighting for survival. Now with the promise of stability only a planet can offer, your crew is given new hope and a promise of salvation by their own blood, sweat and tears. Take solace in your survival thus far; Your defiance is your strength.
But it alone will not beat back the dark.
Previous Thread: http://8ch.net/builders/res/7005.html
READ THE RULES: http://pastebin.com/MsiZXX31
COMBAT RULES: http://pastebin.com/LEJs8sxV
PHASE TWO RULE ADDITIONS: http://pastebin.com/nyLpSc5t
If you have questions, feel free to post in thread or (preferably) message Maldaris in IRC,
>#natone in irc.mibbit.net
Nation Builder (Not Curtbowl Edition)
So, I'm stepping away from my traditional civilization type game. In this game everyone makes a separate nation or civ. You do your own actions and roll 1d100 for every action, and then when everyone has said their actions for the round I put down the results, the game continues like that. If this is popular I will continue this for as many threads as it's still popular. So start by filling out the character sheet (see below) and claiming a small area on the map. If you have any questions please ask me in this chat- https://client01.chat.mibbit.com/ . The name for the chat is #Nation and I'm Undeadciv
>Name
>Fluff
>Color
>Location
Don't fill this out, will be decided by NM and fluff.
>Population
>Food
>Happiness
>Resources
>Attack
>Defense
>Special Units
>Bonuses
>Negatives
The End Game
>B-but what about Throne?
I'm doing that right now, shut up.
—
>Leader's Name:
>Leader's Fluff:
>Leader's Traits [0/100]: (Blank)
>Nation's Name:
>Color:
>Fluff: (Race). (Then write fluff)
>Technology:
-Economy:
>Economy Bonus:
-Science:
>Science Bonus:
-Industry:
>Industry Bonus:
-Food:
>Food Bonus:
>Cities:
>Population:
>Military:
>Buildings:
>Storage:
>Nation's Traits [0/100]:
—
Fantasy, Stone Age Era
Any race available.
6-8 players max.
Randomly placed, map is pmed by chat.
Afk players leave open spots for new nations or replacing leaders.
"The builder that ties all other builders together."
Star Wars: The Salt Wars
Cold War has settled across the Galaxy.
The Sith Empire and the Galactic Republic have come to an uneasy ceasefire in the wake of the former's attack upon Coruscant and the destruction of the Jedi Temple.
The ensuing series of small-scale conflicts and arms races that have fired up across the galaxy have proven to be a boon to spacers, smugglers and bounty hunters alike. The Jedi lick their wounds, preparing once more for another war, while the Sith and their Empire press their luck with constant, inflammatory strikes upon Republic holdouts. The Republic itself struggles to hold down separatist uprisings and corruption within their own ranks.
The future is uncertain.
CHARACTER SHEET
Name: Your name, or most common moniker.
Age: Your age, as appropriate for your species.
Species: What species you are. Hutts, Yuuzhan-Vong, Droids, Ssi-Rruk and other strange races are not applicable.
Profession: Your line of work. This might change as you play. If you want to be a Jedi or a Sith, you start as a Padawan or Dark Neonate.
Faction: Which faction you belong to, important for figuring out where you travel, who you know and who your allies are.
Fluff: Your background and motivation. Misc items and possible skills go here.
DON’T FILL THIS OUT
Starship: What starship, if any, you possess.
Equipment: Your equipment.
Skills: Your skills.
Powers: Any force-related powers or exceptional species abilities.
Misc: Other dumb shit not listed elsewhere.
FACTIONS
Republic: By choice or birth, you were born in, and serve, the Galactic Republic, a bastion for freedom and democracy. You can fly unmolested in Republic space. Sith cannot be part of the Republic.
Empire: You serve the Sith Empire, in every capacity. You are likely a human, but you may also be an alien who is either forced to serve or has no interest in knowing life otherwise. You can fly unmolested in Imperial space. Jedi cannot be part of the Empire.
Hutt: You serve one of the Hutt cartels as a hired gun, a smuggler, or any other wide variety. A great many of the Hutts’ servants are aliens, some from far flung, distant planets. You can fly relatively safely within the home range of your current liege, and have access to numerous underworld favors—if you can pay the price. Jedi cannot serve the Hutts.
Independent: You might be living in the Outer Rim or Unknown Regions, or perhaps you stubbornly refuse to follow anyone. You have almost no safety net in place and only your immediate acquaintances to fall back on, but you are also free of any obligations that you would otherwise have. You know how to navigate factionless space without harm. Jedi or Sith that are Indpendent are hunted down relentlessly by their former peers.
THE FORCE
Roll 1d100 when you put up your character. If your character is explicitly a force user, as per their profession (no you can’t bullshit it by saying you’re a force-sensitive bounty hunter), then the 1d100 determines how great your natural potential with the force is, and which side you are naturally connected with. If your character is not explicitly a force user, this determines whether you have any connection with the force.
FORCE USER
1 – Strong In the Dark Side – You are destined to fall to darkness, and it will be a magnificent fall. The real question is not if you will fall, it is if you will climb your way back up.
2-10 – Seeds of Darkness – You are naturally inclined towards the Dark Side of the force, though your destiny is not yet wrought in stone.
11-89 – Undedicated – You are strong in the force, but you have no inherent leaning. Your choices will decide your alignment.
90-99 – Vestiges Of The Light – You are naturally inclined towards the Light Side of the force, though your destiny is still yours.
100 – Strong In the Light Side – You are destined to become a great force of good and compassion in the galaxy, one way or another. It is up to you whether this great act will be at the pinnacle of your enlightenment or at the nadir of your fall.
NON FORCE USER
1- Force Sensitive, Dark-Inclined
2-8 – Force Sensitive, Aware
9-15 – Force Sensitive, Latent
16-84 – Not Force Sensitive
85-91 – Force Sensitive, Latent
92-99 – Force Sensitive, Aware
100 – Force Sensitive, Light-Inclined
ROLL VALUES
1 – Disturbance Failure
2-10 – Hard Failure
11-25 – Failure
26-74 – Varying Success
75 – 89 – Success
90-99 – Double Success
100 – Vergence Success
Asshole Mercenary Builder
They year is 2043, and the city of London has been "abandoned" After a series of bombings left the city in disrepair. Those who are left are resistance groups fighting for their freedom against the government force sent to remove them from the city by force. It's the classic tale of the common man facing against big brother, the kind of story that births heroes! However you are not a hero, you are a mercenary, and you are doing this for entirely personal reasons. Whether for money, drugs, or the thrill of putting bullets into someone's head, you are here to get paid and kill anyone trying to stop you.
Tech level is just between modern and cyberpunk. Electricity guns and motion sensors are things but don't expect to be disintegrating fools.
Name: Your name
Gender:Male/Female/Trans/Agender/Dog/Tree/Whatever
Age:How fucking old are you
Nationality:Where you're from
Fluff:Why are you in this god forsaken hell hole.
Faction:3 choices, you're either working for the rebals, working for the english forces, or freelance/independent.
Inventory:Decided by Fluff
Skills:Decided by Fluff
Bonus:Decided by Fluff
The Wellness of suffering (hero builder)
Welcome to evergreen, a planet that has been frozen over by pollution and war, forcing the populace to move underground to the caves. Society has devolved over the decades, reverting to a more medieval age. Religion is also a deep part of life, the recent rise of the death cult know as the Thanatais has placed great stress upon the inquisition of the grey church. May god in coma smile upon them, for the Thanati wish death on all being, themselves being the last to go.
Welcome to my hero builder, this builder will focus more on individuals than nations. It will most likely be a high fatality game for the foolish or unlucky. However a game does not end at death, for one must achieve peace of the afterlife. Something you might long for soon enough. Things will be ran loose and casual, like me.
for rolling we use…
2d100, usual stuff.
I'll need the following from those who wish to participate.
Name:
Physical description: (absolutely no equipment mentioned here please)
Notable strengths: (I'll give you these based on class)
Flaw: (Something that you are not good at, addictions and mental illness are highly suggested here)
Class:(They will be listed below)
Equipment: (I'll give you this)
Mood: (A light idea on how you feel, you start off indifferent)
Religion: Grey Church or Thanati, pick one.
also, please roll a 1d20 when you create your character.
More tabs will be added and taken away as time goes on.
Max of ten players for now, first come first serve, if you are player eleven don't ask if you can join, cause you can't (for now) >tm<
Here are the classes.
Miner
Mercenary
Mushroomcutter
Hunter
Count
Priest
Expedition Leader
Peasant
Drugdealer
Thief
Vampire Hunter (You start off alone)
Prostitute
Consyte (A member of the Cult of Cons, dedicated to peace)
Engineer
Blacksmith
Alchemist
Pathfinder
Healer
Bone Surgeon
Crusader (You start off alone)
Monk
A new act has passed allowing prisoners to be experimented on so long as they are seen as humane. Greyrock Correctional Facility is the first prison opened that specializes in these experiments and the first test is to see how prisoners react when the two genders are integrated. This is what the public believes however but it's quite obvious by the way the tests are carried out that the people in charge don't care about results, this is just a temporary fix for the overcrowding in prisons. The first busload of prisoners arrive at the front gate and you are on board.
>Name:
>Fluff:(really go in depth here, what ethnicity is your prisoner, are they religious, what did they do to be put in prison, what gender are they?)
>Equipment: orange jumpsuit
>Skills:
Post-Apocalyptic Caravan Character Builder
It's been years since the cataclysmic event known as the Death. Bombs were fired from multiple different countries all around the world, records of this event only live on in story, as most history was lost to the atomic flame. You are the 5-6th generation of survivors. You all come from many different walks of life, but you have one common purpose. Every three years the Migration occurs. Merchants migrate from one side of the country to the other, through the desolate wastelands to arrive on the far western side. You are all taking part in that great journey. Are you a caravaneer, feircly protecting your incredibly valuable goods from the terrifying dangers of the wasteland? Or are you a Guardsman, sworn and payed protectors of what little sanity and justice there is left in this god-forsaken world. You could be an enemy agent as well, a spy or saboteur for a rival trading company, sent in as a civilian to try and take out as many competing businesses as you can. Play whoever you wish as long as they fit in the setting. Races are restricted to strains, due to the extreme radiation and vast changes of environment humanity evolved incredibly quickly, making themselves mentally and physically more resistant to the environment. This is shown in little personal mutations that come from a persons lineage or environment, these can either give buffs or detractors (most likely both).
You will roll 1d100 for each action, everyone gets two actions per round.
Stats/Fluff
Name
Birth Location/Mutations (Just add fluff for this, I'll give you bonuses and detractors later. Remember that your going to be used to your birth location, so if you were born underground the sunlight might burn a bit, but you could have really good night-vision)
Fluff (the better the fluff, the better the stats/gear)
Profession
Physical Description
Personality flaws/strengths
General Attitude/mood
Don't put anything in the following stats
General health
Stats
Weapons
Equipment
Psi-points (Due to increased need for fast reflexes and control over ones environment, the human brain itself has developed. I will give you a certain amount of Psi-Points based on fluff and mutations, these can be used to either influence others emotions, move objects, or move a roll up 1 point for each psi point)
>Mutations/Bonuses and detractors
Max count of 8 players, will be updating at random intervals in the evenings.
Solaris: Before the War, a Megacorp Builder
At the peak of the economic empire, the Osiris Conglomerate was the leading Mega-corporation in DCS space and beyond. A veritable trove of capitalistic might backed by the largest names in the galactic industrial complex, Osiris has seen a dramatic change in leadership, now led by the immortalized Klaus Vanger, a Earth-born Human, a member of the family behind the Vanger Institute. By his 17th birthday, he had already begun amassing wealth and power to rival a small nation, and by the time he was tapped to step up to the Osiris Board of Directors, his net worth was well over the total GDP of the entire Outer Rim combined. However in a shocking move that has boggled the minds of legislatures and corporate analysts the galaxy over, Klaus successfully lead a motion that dissolved the Osiris Conglomerate, giving each of its member corporations full autonomy and independence. It was in this event that your rise to power began. Where previously the Osiris Conglomerate regulated inter-corporate competition, nearly every industry has begun a brutal power struggle to achieve market dominance. Will you rise to power as an unstoppable juggernaut of industry, a spotless face of PR glory, or the symbol of modern Greed? Or will your company become a footnote in the acquisitions ledger of your foes. Only you and your ingenuity, strategy, and foresight stands between you, your company, your employees, and financial ruin.
>Stat Sheet
Corporation Name:
Industry: (Select 2-3 fields)
Fluff:
Company Logo (Pic Related)
Company Motto:
roll d100 for these
Market Share:
Capital:
Public Relations:
Security:
Connections:
Talent:
Credit Income per Quarter : (1d100 x 100)
This is set in the Solaris Universe, however it's not required to be familiar with it to play. For those that do know the lore, this is Pre-Enemy Invasion, by 150 Years. The DCS, or the Democratic Council of Species, is at its peak, and is embroiled in conflict with the Slathi Empire in the Astral Sea, the starfield to the "south" of the Core Worlds. While Corporate power holds weight in the Core Worlds, nigh autonomy can be achieved by Corporations in the Outer Rim, where much of the actual corporate R&D occurs, free from prying eyes.
Rolls are checked against your stats + an event modifier based on the action. 3d100 per turn.
Unlike Solaris, there is no resource management, however Capital and Connections determine how effective you are at acquiring and moving goods.
Credit income also determines how much money you can invest in R&D projects, as research, manufacturing and similar actions may have an associated quarterly cost.
The Objective of this game is to either aquire, bankrupt, or defame your opponents in your field of industry, or similar fields, and achieve uncontested Monopoly. This can be achieved by mergers as well.
Fields of Industry:
Entertainment
Construction
Materials Aquisition/Sourcing
Agriculture
Exploration & Colonization
Consumer Goods
Military Manufacturing & R&D
Orbital Manufacturing
Cybernetics
Architecture & Construction
Banking & Investments
Computing
Medicine & Pharmaceuticals
Archaeology
Logistics & Supply
(Write In, will need approval)
Atomic Space Empires
After the fall of the Soviet Union in 1953, and several important scientific discoveries, mankind has set out to settle the Solar System and explore the galaxy! You now lead a one of the factions that bathes in the light of our home star in the glorious year of 2015. Space is starting to fill up, and it's up to you whether to fight for a place in the Solar System, or pack your bags for worlds beyond!
As stated before, most of the system is filled, from the arid deserts of Mercury and steaming swamps of Venus, to the frozen wastes of Pluto and the comet fields, to the lagrangian stations around Earth. Space travel is fairly simple (SSTO from Earth is a snap) and a good pilot can get from New York to Luna City in an afternoon, or to Marsianingrad in under a week of steady flying. Earth's population is about fifteen billion, and total human population is pushing 25 bil. The good ol' U.S. of A is still a superpower, but most everything outside of Low Earth Orbit is outside its direct influence (also an NPC). About half of settlements are lawless frontier towns, but some larger cities have been set up. Aliens are still unknown, but you can be an exploration/invasion force from the stars if you so choose.
Fill this out
>Faction Name:
>Faction Location: (can be on a planet, moon(s), asteroid belt or in interplanetary space)
>Faction Fluff: (The better the fluff, the better the bonuses.)
Leave this alone, will be based on fluff.
>Faction Population:
>Faction Life Support:
>Faction Military Vessels:
>Faction Ground Forces:
>Faction Tech:
>Faction Minerals:
>Faction Bonus:
YAR HAR SHIVER ME TEETH
After ten long years of bloodshed and toil, the Great War has finally come to a close. All gave some, some gave all, and quite a few gave more than that.
The world is broken, with few major nations in existence any more, and most of the minor ones dealing with their own border wars and daughter conflicts.
And you? You're a captain of a ship, stationed far from home, and after years of fighting for the cause, you've decided to make the most terrible decision a captian can make: to raise the black flag, and become a pirate. Adventure, fortune and immortality are yours for the taking, but disgrace and death will forever lie in wait over the horizon.
(fill this out)
Captain's name:
Ship's name:
Ship type: (destroyer, submarine or airship)
Original nationality:
Current port: (do some research and find out where your original nation's colonies were)
Fluff:
(do not touch)
Guns:
Ammo: 10
Hands:
Morale: 10/10
Fuel: 5
Bonus:
Sagas of Lorendale
Lorendale. A name that has echoed throughout the halls of nations and homes alike. A city whose very existence has been threatened by all that has come before it. A place that inspires hope in the hearts of it's masses. There is no city like it in the world and it is our heaven. A heaven of liberty. A heaven of corruption. Our heaven. Come closer and I shall tell a tale of Lorendale. From the start to the end, I will spin this tale for you. Come take a seat and listen for awhile.
You see, there was not a Lorendale at all in the very oldest of ages. To the south of what is modern Lorendale, the tribes of Jeklan united under the banner of the Savlok Dynasty in much fanfare and glory. A victory won through war and diplomacy alike, the Savlok grew to become capable kings albeit for a few bad apples who were always "weeded" out early through political assassination. Along with Jeklan, much of the world grew to match this fledgling kingdom and dark powers made themselves known to them. To the far east, the kingdom of dragons ruled over the lands of men and kobold alike. Slaves to the whims of the wyrms, the nation encompassed all of the eastern continent that simply became known as the Dragonlands to the simpler men of the West. Some say that they is some sort of conflict in their lands but word of it has not reached me, so it is not true.
South of Jeklan, the Empire of Roses followed in their example forming a very similar nation with a much different result. Dedicated to the religion of the Rose, the Empire became fanatical in their pursuit to end heretics and infidels despite being kin of Jeklan during their earlier tribal days. Some whisper of a foul conspiracy made by the elder races. Whatever the case, Jeklan and the Roses have been in a state of endless war since the dawn of modern civilization. Borders fluctuate and soldiers endlessly die for the two nations but thankfully, there has not been a big conflict in some time. Speaking of civilization, one of the gravest threats that Jeklan faced was that of the Northmen upon the frozen continent. Choked in eternal frost and ice, these savages once sent ships of ice itself onto our shores filled with savages and beasts unknown to our land. Barbarians, one and all despite what some may tell you. Strangely, their usual raids have died out as of late. I personally think that we have pushed them back and they have turned to the east but that is me. Of coruse, there are plenty of other nations to the far south but they are boring in my opinion. Some seem to openly practice witchcraft like that of the Bonehold and some of them even hold slaves freely like the Novosi. It is of no matter. The only matter to me is of today's history. Much more interesting. Much has changed since the passing of the Witch-King Maric.
All of us remember the iron fist that he reigned with over Jeklan! The only lord of the Savlok dynasty who was shite in my opinion, he was said to practice dark magics. Peasant and noble alike died under his gaze! The economy of our lands fell into the shitter! Even our cattle died by the dozen! A grand civil war is what finally took the demon down, crown and noble alike battled while the peasants spilled their blood. We of Lorendale watched on in horror and fear! We remember our early days a vanguard against the Northmen but we are free now. Free to choose our own homes. Free to choose our harbors. Free to choose our service. Why not free from the nation of Jeklan? Even now, the little boy that now reigns over Jeklan watches hungerly over us for even once moment of weakness.
It is our duty as citizens of Lorendale to serve the Republic proudly! We all may remember the day of flowers when the Council ascended to rulership with the old lord of Lorendale paving the way for them. We all may have been a member of the revolution who opened the city gates to our fellows and stormed the guard's barracks. We all may have even been a member of the Republican Party during it's early days. It does not matter. Today is today. Tomorrow is tomorrow. We must all strive to be a noble member of this Republic and to serve it well! So I say!
Now that my Lorendale-Mandated-Storyteller speech upon our civic duty is done, let us actually get into some fun tales. Let me tell you the tale of eight people in Lorendale. Eight people who would shape Lorendale during it's infancy.Shortly after the rise of the Republic, they would make themselves known. Let me tell you of….
Spirit World Builder
Welcome to the world of Denva, home to the twin lands of Nephalia and Leskalia. A world almost permanetly split between two entirely different cultures, Denva resides directly next to
the spirit world. Spirits have been a part of the worlds culture for as long as any can remember, but are treated differently depending on the land.
In the western land of Nephalia spirits are treated as objects. The spirit masters of this land bind spirits by force of will, giving them great power in exchange for the risk of the spirits breaking free of their masters. Spirit masters focus on applying the power of spirits to many uses, unconcerned for what the spirit is or what it normally can do.
Meanwhile in the eastern land of Leskalia, spirits are respected and treated as equals. The spirit masters sync with the spirits baed on their enlightenment, and though this decreases the overall allowed power it virtually eliminates the chances of spirits tricking their masters.
These two lands have been at war many times over the years, spirits used for death just as much as they have been for creation. As of late a period of peace has filled the land, the longest ever lasting over 1000 years. But this peace is tenuous, as factions vie for power or push for more seemingly justified war.
Character sheet next post
Primeval Fantasy Nation Builder
Long ago your people walked the land under the watchful gaze of the Gods. These beings were your creators, your benefactors, your masters, and they worked wonders that the primitive minds you were allotted were mystified by. For eons your kind toiled and worked for them, bringing forth crops and castles, playing soldier in their great Blood Feuds, and generally living under that familiar and comforting yoke of servitude.
Then, however, came the Swine Lord.
The Swine Lord, a being encased in black armor wielding a massive axe and commanding a nigh endless army of misshapen Man-Beasts, marched to conquer the realm of the Gods. Your people fought alongside their masters, but the enemy's forces were too numerous and too monstrous to defeat.
The Gods fell, your people fled as the Swine Lord's booming voice echoed across creation:
"LET ALL NOW BEHOLD, THE AGE OF SAVAGERY!"
Now your race must rebuild, rising to find their place in this new horrid world, they must face the scattered Man-Beast 'Lords' with pretensions of rulership, and maybe-just maybe-defeat the Swine Lord himself and reclaim the world.
>Nation Name:
>Color:
>Race:
>Pantheon: (What Gods, did you serve? Gods of the Elements? Gods of Battle? Of Field? Of Love?)
>Utilization: (What did the Gods use your race for? Keep in mind they did not trust their creations with their powerful magic.)
>Location:
>Fluff:
Scifi Nation Builder
The time has come for empires to rise. Across the galaxy dozens of races are taking their first steps into space, their FTL ships carrying them to worlds known and unknown. As they travel they encounter each other, and the first galactic wars begin! Your race(s), like it or not, is one of many in this massive conflict. Whether it supports one group or forms its own is up to it, but for now it is safe from the flames of war, as its solar system has not been touched. Now is the time to rise in power, taking the galaxy in an iron grip. Will you be destroyed forever, stuck on your planet, or rise as a galactic power? The choice is yours after all.
Fill this in:
>Nation:
>Race(s):
>Planet:(gib details on it)
>Psionics: Y or N
>Fluff
Dont touch!
>Population: 10 Billion
>Military: 1 million soldiers, 300 Ships
>Economy Level: 1
>Tech Level: 1
>Bonus:
Fallen London Builder
1889
Three decades ago, London was stolen by bats. Dragged deep into the earth by the Echo Bazaar. The sun is gone. All we have is the gas-light of Mr Fires
But Londoners can get used to anything. And it's quiet down here with the devils and the darkness and the mushroom wine. Peaceful
But then YOU arrived
Welcome. Delicious friend.
Solaris -- The Long Journey (Nation/Fleet Builder)
Solaris – The Long Journey
Session #5: Uncharted; Unknown
The Democratic Council of Species has fallen. An unknown enemy has taken your worlds, marched machines on your capitals, and detonated EMPs in your habitats. The Enemy is ruthless, their technology advanced, their tactics cruel, and their strategy clear: To Wipe out all Sapient Life in this sector.
For those of you lucky enough to escape, you've been tasked with the greatest challenge: Survival. With no worlds to support you, no agriculture, industry, or services to provide for your people, you've banded together with races from all across the DCS. Ships remain loyal to their nations, their populace clinging to the last vestiges of civlization. And they look to you for guidance.
For the Enemy is Coming. And they will only stop when your people are dead.
Previous Thread: https://archive.moe/tg/thread/41289478/#41293564
(After a bit of discussion I decided to move this to /builders/ from /tg/, helps to have found a 8chan app for Android.)
READ THE RULES: http://pastebin.com/MsiZXX31
COMBAT RULES: http://pastebin.com/LEJs8sxV
If you have questions, feel free to post in thread or (preferably) message Maldaris in IRC,
>#nation in irc.mibbit.net
Mutation Tribe Builder
>Map is pmed to players with fog of war
You are the leader of a small tribe in a harsh, desert environment.
Your technology level is very low and you probably would have already died if Saint Wit didn't help you.
It's low fantasy, however, there is no magic available for you.
But you do get the < Gift of Saint Wit >.
Saint Wit gave all the tribes in this tragic land the power to change…
To change ourselves, animals, and nature.
A mutation.
>Tribe's Leader Name:
>Leader's Fluff:
>Tribe's Name:
>Fluff:
>Color:
(Things below are blank)
>Pop:
>Units:
>Buildings:
>Technology:
>Bonus:
>Mutation Tree:
This is The Isles. A nation born from the destruction of it's creator. It was once home to savage barbarians but a more sophisticated nation invaded and claimed the land as it's own. Unfortunately the land is infamous for mysterious creatures and deadly environments. Having put all it's forces into taming the landscape the first nation was attacked at the capital and the settlers were abandoned in The Isles. Taking culture from both the old nation and the barbarians, The Isles quickly became it's own nation. Currently, a power struggle shakes the foundations of the nation as a tyrant king uses his forces against the powerful creatures that are fighting for the land back. All of this fighting is attracting people from other cultures and lands to face the nation and delve into mystery and adventure.
It is the time of revolution but not against power. Against stationary thinking, the turn of an era. Firearms are beginning to be invented and mages are fighting technological advances.
You are a hero. Not in the classical sense but rather an extraordinary being. Although you could become a hero of the people. Or a villain. Your future is in the hands of the dice now but your present is up to you. Who are you? Into the stats you have 90 points to place. An average human has 10 in each field.
>Name:
>Race
>Colour:
>Where On The Map You Are:
>Fluff:
>Strength: (How strong are you?)
>Dexterity: (How quickly can you react?)
>Constitution: (How hard can you get hit?)
>Intelligence: (How smart are you?)
>Wisdom: (How wise are you?)
>Charisma: (How charming are you?)
>Equipment:
>Skills:
Solaris: Combat Rules Testing
In preparation for a major content & rules update, Phase Two, I'm hosting a "combat sim" for my players.
You can find the current thread here: >>7005
We'll be running this with existing tech and ships as of Turn 13, so please list your stats here accordingly.
READ THE RULES: http://pastebin.com/MsiZXX31
COMBAT RULES: http://pastebin.com/CwTh1Lqq
Rule Additions For Testing: http://pastebin.com/MrdjCMGd
As always, please join #natone on irc.mibbit.net and ping Maldaris, if you have any questions.
The Year is 2296, 15 years after the Second Battle of Hoover Damn in which a person known only as Courier Six led the united tribes of the Mojave along with an army of Securitrons to a victory over both the legion and the NCR, creating a new nation known as the United Mojave Coalition. United States is beginning its time of revival. The NCR continue to strengthen their east coast territories, while the Legion begin to falter after their loss in the Mojave and the ever falling health of Caesar. The Midwestern Brotherhood and Enclave still remain. Lastly while the Capital Wasteland has begun to improve after the start of the Water Purifier the area still suffers under bandits and the lack of a strong stable source to provide rule over the region.
Now who are you in this land and how will you mark your place in American history.
Character Sheet
Name:
Age:
Race: White, Black, Asian, Etc
Species:I'm limiting it to only Human, Ghoul, Android, Robot. No centaur, supermutant,or other abomination or animal.
Fluff:
S:5
P:5
E:5
C:5
I:5
A:5
L:5
You have 5 points to spend but you can remove from one to add to another, max 10.
Don't Fill this Out
Inventory:
Color:
Level:
Karma:
Location:
Bonus:
Map:
Blue:Ncr
Red:Legion
White:Midwestern Brotherhood
Purple:Capital Wasteland and Sundries
Green:Unified Mojave Coalition
Black:Enclave
Gloryhammer - Metal Fantasy Hero Builder
To live is to fight.
This is the universal truth on the world of Khand. No one survives if they cannot defend what is theirs or take what is not. For aeons the world has been locked in an eternal ice age called the Great Chill. Resources dwindle, and every nation must fight to control them.
In the north is the ice-choked coast of Aldhelm, unforgiving and bleak. Its residents are hunters and fishers, hardened to the cold and intolerant of outsiders. Farther north still is the Northern Wastes, a domain of giant beasts and freezing gales that could peel the wood off a boat.
In the northwest is the continent known as Dokkheim, rocky and dread. Its coasts are carved into fjords and small jarldoms, each vying for control of limited herding lands. From their ports come the fearsome Varkan, maritime raiders that plunder the southeast quickly and mercilessly.
The central continent is relatively warm, except for its fringes. As such, it is the most densely populated. The western coast is the domain of the proud Rignen Empire, its sturdy vessels fighting the Dokkheimers and its thickly-armored paladins defending its borders from the numerous terrors that plague the untamed south and center of the continent. The north is split between a dozen fiefdoms and principalities, each more concerned with its own supremacy than the fate of the others. They are the Lords of Thunder, and their rumored connection to elemental spirits makes their forces and mages a mighty sight indeed.
In the east is the great and wicked Kingdom of Khedash. It is universally reviled for its use of necromancy, but the shadowy Witch-King of Khedash has not only defended his realm, but is constantly expanding it. The sound of a Khedashi war horn strikes fear into even the bravest of hearts.
In the far south of the continent are the hidden kingdoms of the Lysalfs, noble but cryptic, proud but spiteful. They protect something of great power, but will not permit any human to know what it is.
The western islands are volcanic and volatile. Most are wise enough to avoid them, but the few that live there are as deadly and as unpredictable as the fires of the mountains above them. They are the people of Ildheim, and they are not easily trifled with. The volcanic masses are also home to fearsome and mighty Dragons, as well as stone-skinned dwarves, stalwart warriors who make their homes deep in the mountains.
In the south is the great Southern Wastes, a vast expanse of ice and glacial chasms that no civilization has yet mastered. It is less windy than the Northern Wastes, but it is also the home of the wise and massive Winter Sphinxes, who deliver their riddles in biting cold and give their answers in the cool steel of their claws. A few maritime peoples circle the Southern Wastes on an endless migration, seeking fishing waters on their mobile aquatic villages.
But where do you fit in? Will you fight for the glory of one of the noble kingdoms? Are you a vagabond who fights for gold or self? Do you seek the might and wisdom of empires past? Or will you strike against the dark and the monstrous, leaving your mark in history?
Whatever your choice, you have chosen the path of survival. You have chosen the path of war.
Fill this in
>Name:
>Race:
>Fluff:
Don't fill this in
>Inventory:
>Skills:
>Titles:
>Bonus:
>Flaw:
The Sun was setting on one of the World’s first great ages, The People had built monuments and wandered the world but they had accomplish little in their time here. But nearly 400 years ago a man had finally had enough, no more wandering. He cultivated the land around him and started the world’s first farm, He died that winter when a tribe came through his lands and ate all his crops, but his vision had not died. All this time after and word of this practice had reached your ears, so you traveled to a land you remembered to be lush only to find you weren't the only ones with the idea. So you all settled down, but relations were tender to say the least…
You will also get a character bonus depending on fluff, if you wish to join a tribe another person has made their population will be tripled giving you and them more influence in the growing city the tribe will be influenced by your fluff though, it is now both of our tribes: (If this is not something you would like please say so next to your tribe, if any attempt to join they will be told they can’t)
Personal Stats
>Name:
>Job:
>Tribe:
v don’t fill this out v
>Inventory:
>Personal Holdings:
>Bonuses:
Knights of the Pentagonal Table Builder
Welcome to the British Isles, circa 1141, after it's abandonment by the Legions of the Grand Quellonian Empire.
The remnants of the Legion have crumpled inwards, one full legion remaining in a grand total, the most effective military force in the isles. The Kingdoms of southern britain, consolidated by the empire, have formed into three kingdoms,The First: Berentague, holding cornwall, backed by the Doux of Brittany, holding more continental culture, and a much more foreign system of governance. The Second, The Kingdom of Loess, ruled by Aetheb The Yielding King, holding the most classically British tradition, a blend of pre-empire culture and Quellonian, currently at war with the third kingdom, Far Saxony, Ruled by the Grand Chief Alaric the Quellonian, who has reaved across the coast of Britain, stealing and looting, before entrenching himself on the rest of the island.
North of Loess and Berentague, is the Greatest state still present, the Perwin Principality. The Perwin Principality rules all of central wales, having established a protectorate state over the Warring states of Powen and Powin, ruled by the sons of the late Pows the Great. The Principality is ruled by Princeps Cathador, whom was maimed decades ago in a joust with the father of Aetheb. He is nearly 90 years of age, his kingdom ruled by his three sons, Cucull, Kay and Constantine, who make a decent enough triumvirate to rule. The Principality has recently done the unthinkable, establishing two settlements in the unsettled and insane frontierland of Eire, The lands inhabited by countless hordes of beastmen, revolving around the pulsing heart,felt by woods witches and the mad hermits of all the isles.
North of the Principality, the Marches lie, York and Lancaster, interchangeable working to fight off the northerners or each other, or the saxons, or whoever happens to be nearby. North of the Two warring Marches, lies the Grand March, built around Hadrian's wall, left on the isles to hold off the northerners at all costs.
And in the Untamed north, lie the myriad states of Scotland, revolving around the Kingdom of Gowrie, recently reunited by Utr the German. Utr, through a blend of strength and brutality united the tribes of southern scotland, making his capital in Gowrie, on the site of the ancient city, forcing the tribal savages to the lands of the Bearded Men, and the rather simply named Northern Pictland, named by traders, as it has little to no settlements. The other civilized nation in Scotland is the Empire of the isles, Ruled by the self proclaimed Emperor of all the Sea.
Now that we have the isles out of the way, who are you? A Knight of Loess? A Merchant of Berentague? Perhaps even a Beastman of Eire?
>Character Template:
>Name:
>Race: (Beastman,Quellonian, Cornish, Welsh, Powish, Powenish and so on)
>Fluff:
>Allegiance:
(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)
>Home:
>Lands/Holdings:
>Title:
>Inventory:
>Location:
>Bonus:
Throne for the Empire
A little paper was given to you as you wait in front of the Emperor's throne room.
"Welcome, Lord/Lady of …..
>Lord's Name:
>Fluff:
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name:
>Color: (Also write the number of your location)
>Fluff: (Fantasy Races are allowed)
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
, the summoning will start momentarily."
This is a very odd event, Emperor Bello called in all Lords and Ladies to be present for a summoning today.
You can see all the other Lords and Lady are present around you.
You may use this time too mingle or get to know them if you wish, until the Emperor announces his reason why you all are here.
Bleak Skies Nation Builder
Welcome to the world of Undilavel, a massive and dark world. In the skies hangs a black sun, its light covering the world in depressing soul crushing despair. At night there is no moon, only an all encompassing darkness in which the true horrors of the night live in. The people of this world live in walled areas, only going out of their safe enclosures when absolutely necessary. Even then they are not safe, as flesh-sculptors and mimics infiltrate their cities to get in reach of the soft flesh and warm blood inside, along with many other horrid creatures.
There is no such thing as healing magic or true warmth. Magic is destructive, a beast willing to consume both the caster and the target. The closest one will ever reach to healing magic is the devouring of blood and souls, as magic does not come without a price. The materials of this world range the more feared parts of the color spectrum, from bone white to soul devouring black, and everything in between.
The only truly sentient races are Humans, Dark Elves, Non-feral Vampires, and a few other beings of the night. They are the ones who retained their knowledge and mindset compared to those who lost their's eons ago, the last children of such a horrid place.
One of the above walled cities is owned by you, a member of the last few intelligent races upon the surface off Undilavel. Will you rise to greatness, or fall into obscurity as another dead peace of flesh?
Fill this in:
>Leader Name:
>Nation Name:
>Race:
>Special Magical Arts:(if any)
>Color:
>Leader Fluff:
>Nation Fluff:
Do not open unless you wish the creatures of the night to take you:
>Population:
>Military Forces:
>Resources:
>Leader Bonus:
Cleric Builder
You are a cleric, devoted to a great and powerful god. What god is that? That's up to you! There are many people in need of conversion and many tasks your god will need you to do so there is a lot of work ahead for you. But paradise and service to your god is your reward!
This is a fantasy world so you can be other races but keep it reasonable.
Fill this in
>Name:
>Race:
>Fluff:
>Deity:
Do not fill this in
>Equipment:
>Skills:
>Bonus:
Creator God Sandbox Builder
Welcome to a universe of chaos. Unlike many others in the multiverse, this one is still pure raw aether, waiting to take its form. There is no sky, there is no land, there is only the aether…and the beings that are forming in it. In this mighty maelstrom of power, order is finally asserting itself and creating the first living things…
And the first living things are Gods.
There are no concepts of time and space, no mortal thoughts or perceptions, but as these gods come into being these concepts shall be made, for these beings are the precursors to all that shall come. Their actions will shape a world that does not exist, and create a universe of order. But first, they must make a kingdom of order in the realm of chaos…
>God name:
>General Description of god:
>Concept:(Only one for now)
>Fluff:
Boredom - A History Making Game
Pretty much roll 2d100 *10 that is initial population, during each round you will roll 1d100 for additional population growth.
Keep track of you population, I will be keeping track to… >.>
With your population you can do three things
1.Expand Borders (100 population)
2.Create/Expand City (1000 Population) - produces finished good and more people
3.Develop Province (500 population) - resource production now occurs
The main focus of this game is however the story building the population growth and building is just for a progress tracker. Along with each "action" you will post a bit off fluff for your country. Use the IRC for Fluff with other nations, you can add as much or as little with each post.
Have fun
Thank to Cartogrpaher's Guild for the map :)
X-Com Builder
The year is 2023, and aliens exist. One year ago, the extraterrestrials first invaded Earth. They were beaten back, but at great cost. It was decided that a specialized fighting force must be created, should they ever return. You are of that force.
Fill in:
>Name
>Age
>Gender
>Nationality
>Fluff
—————————————————————————-
Do not fill out (These will be determined by your fluff. Make it good.) :
>Class
>Abilities
>Inventory
Island Builder 2.5 (Hero Builder)
The world is young, and even younger are the people. The cultures that inhabit this planet live out their mundane lives fighting against themselves and nature. But you will change that soon they will be fighting each other, you are the champions of this world the first generations of heroes that would drastically change the course of history. Above are to maps one showing the climate of the world, determining what you might fare against in those regions, and the second is the geo culture map. The Culture map shows the 16 cultures and their areas of influence.
Choose one Based on this info and then make your hero.
1. Pao Pao - Peaceful Island people who worship the Sea and her storms as gods. A Matriarchal society where the women control politics, breeding, and crafting while the men fight and fish to impress the women.
+Male: Storm Rider - Failure and Crit Failures on Water are significantly reduced in damages.
+Female: Craftswomen - +10 to crafting rolls with what you are good at (you choose 1 thing that you are good at)
2. Incomplete
3. Shetathi - A vile race of Cannibals who don't have the manners of Manao. They raid and capture people across the seas and bring them home where they are ritualistically butchered and fed to the gods (and themselves).
+Merciless - If the situation is right you are allowed to murder you fellow players
4. Seir'ka - Living in the dry steppes they live a life of hardship, centered around keeping each other alive the seir'ka are great traders. The seir'ka are fighters but most of the time those fight are non lethal raids on rival clans. Rarely does a lethal attack happen on another Seir'ka.
+Tribal Unity - +10 to interaction with your tribe, +5 to interacting with other Seir'ka
5. Incomplete
6. Bärsärk - A tribe of hunters you scour the cold forests and grassy plains of the Center Continent in search of food and warmth.
+Hunters - +5 to rolls against large beasts (killing, harvesting and tracking)
7. Thac'al - living in the abundance of the Great Jungle they are a free spirited people who rarely settle down.
+A land of many customs - +5 to cultural discoveries and diplomacy with other cultures
8. Conin Isle - An Island fertile and divided, 7 kings rule these rich lands. The kings take many wives and fight each other over lands, advanced compared to many but so preoccupied with themselves they would quickly fall behind.
+7 king's Riches - +1 token of a kings favor (this item can be anything you can think of, within reason)
9. Sinöörit - A culture that control large swaths of land, they build great monuments and cities in these fertile plains, forever trying to one up there predecessor with even greater fetes of engineering.
+Engineer - +5 to all Engineering related actions
10. Wani - Similar to the tac'al but the live deep in the norther swamps a harsh environment compared to the lusher forests of the south. The Worship the Great alligator goddess Wanit as she has blessed them with her children, the alligators, which are the wani's main food source. IN return for her good graces the feed captives to the alligators and sacrifice living Thac'al children to boost the goddess's fertility and have her birth more of her delicious children.
+Muck dweller - +5 to all movement and tracking rolls
Super Science Builder
At last, you made your perfect invention! After dozens of failures and going through hundreds of assistants, you created something(relatively)stable! And just in time too, the M.A.D scientist commitee has opened registrations after losing 10% of its members in a freak black hole accident! Luckily you have the form right in front of you, all you have to do is fill it out and send it right to them!
M.A.D Scientist sheet:
>Name:
>Age:
>Ethnicity:
>SCIENCE!!!!:(whats your main scientific Field you dolt!)
Thank you for filling out your M.A.D sign up sheet! There is a ding as the paper teleports an official M.A.D lab right to your home. Excellent!
>Lab type:
>Inventions:[Insert first stable invention]
>Research money: 1million
>Facilities: M.A.D certified Lab
The Royal Road Builder
Welcome to the path of the emperor. Lets begin.
Read the Pastebin: http://pastebin.com/VTGd9VTz
Here is a light summary of the different kingdoms.
Yellow. The Kingdom of Breman. Mostly human.
Green. The Kingdom of Thor. Mosty Dwarven.
Red. The Kingdom of Britten. Mixed Races. Ruled by a Giant King.
Light Blue. The Kingdom of Rosenheim. Mixed Races. Ruled by a Human King.
Purple. The Principality of Thebe. Mostly Elfs. Ruled by a High Elven king.
Blue. The Kingdom of Haven. Mostly dwarves and humans with some other races.
And here is the character sheet.
>Name:
>Race: (Generic fantasy, Human, Dwarf, Elf except you can also have distant humanoid monster ancestry. Such as Orcs, Giants, Arachnids and the like. Warning, this will affect how people react to you)
>level: 1
>Health: Healthy
>Fluff: (This will determine your Bonus, starting skills and starting class. Remember you are starting off at the bottom, you cannot be a Wizard, knight, lord or in any real position of power. You can however get these things as the game progresses. You can be an apprentice of magic, a warrior, a Squire or anything that has the potential to lead to something you want.)
Do not fill out.
>Class: (Will be determined by fluff. You can change it later as you explore the world)
>Skills: (You will start with some but can get more as the game progresses.)
Galactic Civilization Builder
Galactic Civilization builder yo.Fantasy Guild Builder
Rijkhaven, founded on the Volkan coast, where it is fed by the wide river Reinstrom. Though it has stood for only 150 years, it is the premier trading port of the Volkan Kingdom, attracting the attentions of many financially savvy immortal lords. The wealth of the nation's fishing, mining, lumber, and so on all pass through here to travel to the other realms, and their riches come to Rijkhaven in turn.
You, as the guildmaster of one of the many guild chapters in Rijkhaven, are in a prime spot to make your claim on this burgeoning wealth. After all, the King has declared that any official profession not run by the state may form for themselves a charter and a guild. Whether butchers, bakers, or enchantment makers, every group of artisans, mages and working men band together to set prices, write regulations, and notarize activities. Any non-guilded member of said profession is more likely to be run out of business because they lack the clout and the resources a guild such as yourself is afforded. However, it's always wise to look for new talent.
But enough of that. You want to be a guild, you're going to need to fill out a few things.
- - - - - - - -
>Guild Title:
>Profession:
>Name of Guildmaster:
>Charter Stipulations:
>Fluff:
- - - - - - - - -
AUTHORIZED FOR COMPLETION ONLY BY MINISTER OF GUILD AFFAIRS
- - - - - - - - -
>Members: 30
>Affiliates:
>Funds: 1,500g
>Status (your place in Rijkhaven and beyond): Inconsequential
>Writs (Government mandates and privileges):
>Bonus:
>Other:
Titus /D/ark Fantasy: WHY DID YOU VOTE FOR THIS
Psst.
Psst! 'Ey!
You one'a th' loonies, then? Naw?
Well, 'at's good, 'at's real good…
Now, I'm 'yer newest pal, Trusty Patches. 'Ere's a little form for 'ya t' fill out…
Finish that up, an' I'll point 'yer towards some right good treasure!
Nyahaha! Nyahahahaha…
>Name:
>Race: (Human, Elf, Dwarf, Halfling, Orc, any crossbreed or a race of your own design approved by me. What you decide to be depends on where you start out.)
>Token: (Something close to you. Holding onto it keeps you sane. Bad things happen to those who lose their tokens.)
>Fluff: (What ARE you? Are you a cleric, coming to assist a chapter in purging the lands of corruption? Are you a thief, stealing from those well-off to line your own purse? Are you a wandering warrior, selling your sword to the highest bidder?)
DON'T FILL OUT BELOW
>Health: Fine
>Equipment: (What you're currently wearing or using.)
>Inventory: (What you have, but don't have equipped.)
>Bonus:
…Oh?
'Yer noggin's a bit whacked up? Don't quite remember 'yer homeland, 'en?
Let me refresh 'yer memory…
Off in th' north's th' icy nation'a Hierglan. Right stiff fuckers, them, can't take a joke. Humans, mostly, heard tell of elves and the like being prosecuted. Rumor says their capital city's built right on top'a th' portal t' th' Abyss itself! But 'at can't be right, can it?
On th' western part of th' globe's Arnuhr. Traders, merchants, politicians, slimey little Kobold bastards couldn't lift a sword if they tried. Hear they're bein' hit by a plague, right now, if 'm not mistaken…
A couple'a islands out in th' ocean're inhabited by tribes'a giants. Don't know too much about 'em, but I do know th' Church'a Light thinks there's some nice artifacts out there, an' they're setting up a crusade t' get 'em.
South, y'got deserts. Rumors of a golden city, out there, scant sightings from nomads who say it appears and disappears at random. Probably jus' heat stroke, but 'ey, could be tons'a riches…
T' the east, you've got Grenrhall. Real religious place, full'a clerics an' such. Any race under th' sky lives there, even those nasty little goblins.
That's about all I know…
Kehahahaha….
Tower Hero Builder
Well, after going to bed one night you wake in a white room with only your underwear and a piece of paper that reads:
“
Welcome,
You have been chosen to participate in the Infernal games. To your left you will find a bag with some items.
You are currently on Floor 1 within the tower of Asmodeus; 100 floors in total.
Should you wish to return to your life and not suffer eternity within the pit, you must reach level 100.
Thank you for your time
Yours truly
Lucifer”
———
Fill in
———
Name:
Color:
fluff:
Do not fill in
—————-
Bonus: (based on fluff)
Equipment:(Roll 1d100 with your post to determine what you get)
Health: 50/50
The Builder - The Card Game Builder
Welcome, Builders!
Today we are going to play a builder about a card game that's named "The Builder".
Where all the cards either come from my imagination or classic themes from popular builders, my builders, your builders, all builders!
So let's try this possible trainwreck failure of a builder.
>Name:
>Age:
>Fluff:
Don't Fill
>Rank/Points: Newbie/0
>Deck's Power/$:
Stats
>Willpower:
>Heart of the Cards:
>Manifestation:
FILL THIS
Get your, "Starter Ace Card", by filling this out
>Description: (Post an image if you want)
>Uniqueness: (Give special traits)
>Fluff:
>Which Builder?: (If this card came from a builder, tell me which one.)
Ace Card can either be something you made up, from a builder game, a movie, etc.
>It's the year 1922 and prohibition in the United States has been around for 2 full years. So too have some of the most deadly men in America the Mafia. You are one of these men, you are currently a member of a little known mafia gang led by one Valentino Screwball. However, it is apparent to you that Valentino is slipping, he is forgetting what we do in the Mafia, and so he must be…..disposed of. Your mission is to become the next Godfather and whack Mr.Screwball, and of coarse…you need to do all this without being pinched by the feds
>Fill this in:
>Name:
>Nickname:
>Age:
>Gender:
>Fluff:
Fill this in and I scoop your eyes out:
>Rank: Sgarrista
>Weapons: Smith and Wesson Model 12
>Switchblades
Bonus:
Magical Realm Knight Builder
You're the champion of your cause and you've been teleported into a magical realm. Your job is to eliminate all other competition or be a bitch ass nigga and team up. Winning this builder gives you a bonus in the next one :^)Gladiator Manager Summer Edition
Great Empires rise and fall, but the Free City endures. Some say the blood spilled in the Great Arena brings the favor of the gods of all lands, others whisper that the Senate is full of immortals that play the game of thrones decades ahead of all others. Another year of games have begun in the Arena, luring in those that would seek their fortunes by providing the Arena with fresh blood. You are one of those that would call themselves a Gladiator Manager, sending both slaves and free bloods to their glory or deaths in the Arena. Or perhaps you're some sort of crazy that wishes to enter themselves into the games and claim the glory you know is rightfully yours?
Fill this in
>Name:
>Race: (Most any generic fantasy race allowed!)
>Fluff:
Don't fill this this:
>Buildings:
>Funds: $1,000
>Skills:
>Equipment:
>Bonus: Based on fluff
>Gladiators:
We're rolling with 2 actions per turn, 1d100 each action.
For combat we'll be switching over to 1d20 per gladiator.
The Veil: Post Apoc Builder
In the year 2024, the continental United States- along with all but Northernmost Canada and Southernmost Mexico-were wiped off the map. Not in a conventional sense, brought about by warfare or disease, but quite literally a vast expanse of darkness enveloped the entirety of that region of the earth, cutting off all contact in an unexpected cataclysm.
The world reeled like a boxer that had taken a hard haymaker to the jaw, the remnants of the American military abroad struggled in enemy territory until they could be extracted, economies went into nosedives, mass panic and speculation as to whether or not the strange occurrence could happen again ran rampant.
But slowly, ever so slowly, the world got back on its feet, as the world was wont to do. The big blue (and marginally black) ball kept spinning until after a great many expeditions and probes were lost trying to investigate the insides of the massive blot, the world have given up ever understanding what had happened.
Then everyone woke up on January 1st, 2070 and realized it had all come back. The veil had been torn away and reports were coming in of a devastated land, where nature ran rampant, civilization looked to have devolved into anarchy, and the wildlife appeared to have mutated beyond all recognition.
All attempts at establishing contact with communities in the area in the name of diplomacy and disaster relief have failed, either assaulted by savage-almost tribal-forces or hunted mercilessly by the mutated fauna.
A mere three months after America returned, it was quarantined, a place where only a fool would go…
Paladin Builder
It's a hero builder. Select an order from the list, and fill out the sheet. Go nuts. I'll update in even intervals of whenever the hell I feel like it. Rolls are done using d100s.
Everyone starts from the same place except Avengers, everyone starts off as a freshly ordained recruit. I'll have missions for you based off your order, specializations, and fluff. You can team up with other players if you want, go it solo, or just work with NPCs.
Fill this out
>Name:
>Order: (Pick one from the OP pic)
>Fluff: (How did you become a Paladin and why are you in the order you're in?)
>Specializations: (Pick three between Diplomacy, Stealth, Ranged Combat, Horse Riding, Swordsmanship, Sanctification, Smiting)
>Holy Powers: (All have Prayer which allows one to purge themselves of outside influences, need to spend time learning more or pick one as a specialization)
>Mundane Skills: (Taken as specializations, need to learn others over time from appropriate teachers)
>Color: (I'll have a map…eventually. Maybe)
Don't fill out
>Mission:
>Bonuses:
>Flaws:
GLITTERSHINE FANTASY ICE AGE HERO BUILDER EXTRAVAGANZA
The world is cold, the land is dead, and the people are hard. The only breath of release from the cold is a short summer season where the snows stops for a while but it is only a brief relief. Magic is low in the world, in the old days someone would be able to cast a mountain of flame but now lighting a torch can be tiring to those who aren't fully trained.
LEARN THE LORE FAGGOT
>Name:
>Race:
>Fluff:
Don't fill this this:
>Health: Healthy
>Belongings:
>Skills:
>Followers:
>Bonus: Based on fluff
Civil War: Orange Sunsets
In this alternate history world the civil war was delayed long enough for the west to be populated.. But the inevitable did happen and the country was at war with itself however the lines didn't quite draw out as planned and there are far more players then any side had anticipated
Choose your side, and prepare your new country for war.
Assume diplomacy is neutral as of current, there are obvious cultural imbalances that put nearby nations on edge however.
Leader Name:
Country Name:
View On Slavery: Pro/Con/Abstain
Fluff:
(Dont fill these)
Bonus:
Flaw:
Food: Fair
Economy: Fair
Technology:
Military:
Diplomatic Agreements:
Infrastructure:
The Age of Rebirth: Midgard HB/NB
(A huge thanks to Dafty for helping me out with the lore to this game, and big thanks to Baz for the map)
Welcome once again to Midgard, home of the humans, child of the cosmos. You have returned to the beginning of what will be known as the Age of Rebirth, the cycle of growth, following a spectacularly awful Age of Decay of which your kind just barely managed to survive. In this long period of fear and suffering your kind lived through much; blistering heat, torrential floods, disease, famine, creatures of towering height and deadly capability of tearing flesh and bone…all caused by the gods’ will to prepare Midgard for the coming era. And now YOU and your people have survived to stake a claim in this renewed world, and perhaps claim it all, entirely…for yourself.
However, the gods’ reawakening has not gone completely according to plan. Despite urging and instances of forceful relocation by the gods to their own worlds, many non-human residents of Midgard remain. Several gatherings of elvish and dwarven individuals hid out from relocation by the gods, either through magical means, divine intervention, or even burrowing so far beneath the world of the humans that the gods couldn’t detect them. And although the cleansing performed by the gods upon Midgard did well to remove most of the presence of the old world, mythical beasts of lore still walk the lands, while ancient remnants of what was still dot the landscape with their presence.
Though much of this world remains a mystery to you and your people, there is one truth that has been passed on throughout each cycle by the gods since the dawn of time; the epic of King Huthraddr. It is known in legend that the human King Huthraddr, First Lord of the Divine Compass, Uniter and King of all, Blessed by Odin himself, was the first ruler of the cycles to lead the entirety of Midgard without qualms. It is also known in myth that the hero who successfully performs King Huthraddr’s legacy once again by means of origin quests, including sagas such as his driving back of the Jotnars, slaying of Gyninbolki, servant of Hela-Half Dead, and learning of how to forge Velyn-Metal, will be blessed with his unwavering leadership ability.
So what will be your story of success, new leader? Will you participate in the retelling of the epic of King Huthraddr, and seek out the completion of other origin quests? Or perhaps seeking the divine favor of a god is more of your liking? Will you be known as a savage, letting no god or being alike stand in your way of conquest? An explorer, letting the treasures that dot Midgard be your reward? A magician, uncovering the mysteries of magic set forth by the gods’ creation of the world? Or something else entirely?
Above everything, there is one truth that remains certain.
In this Age of Rebirth…your story is your own.
Link to Lore (Required that you read before playing): http://pastebin.com/Ui0LVSEX
Please Fill this Out:
>Civilization Name:
>Color:
>Civilization Race:
>Racial Bonuses: {Copy/Paste from the Lore Pastebin}
>Civilization Fluff:
>Leader Name:
>Leader Fluff:
>Leader Traits: {Do Not Fill Out}
Do Not Fill this Out:
>Population:
>Food Levels: {Mediocre}
>Buildings:
>Resources:
>Known Lore:
>Magic:
>Relationship with the Divine:
>Afflictions:
Television channel builder
The year, 2010, The place? the East Coast of the U.S.A. Television has been around for a while, but with new innovations popularity has skyrocketed. You and your company are one of the effects of this. You are a small company looking to make the big time in the industry. This is a new age for this country…the age of network television!
>Name:
>Gender:
>Age:
>Personal Fluff:
>Company Name:
>Company Fluff:
Do not fill out
>Cash: $500,000
>Adult Viewers (18+):
>Adolescent Viewers (14-17):
>Child Viewers (13-):
>Total Viewers:
>Personal Bonus:
>Company bonus
Dice Rolls 1-10 = Critical Fail
11-49: Minor Fail
50-89: Success
90-100: Critical Success
Rapture - Post Apocalyptic /d/ Hero Builder
Scientists called it spirochete urlarsoni, but most people just called it the Plague. It spread like wildfire, faster than anything seen in history. And modern medicine, for all its accolades, could do nothing to halt its destruction. In a matter of weeks, the major cities of the world were rife with it. In months, most had been evacuated. By a year later, the lights of the world went black. With many angry at the ineffectiveness of government efforts to stop the Plague, simmering tensions boiled over at last. Riots, anarchy, militant rebellion, jaywalking, the world fell into ruin.Zombies Kingdom Relaunch
Ah yes, Whiteville. What a beautiful town in an undisclosed and not really important location somewhere in an industrial nation where everyone speaks English. With a busy town center and some suburban outskirts it has everything you could want, from shopping malls to industry and cemetaries. But of course something is not quite right, though nobody knows that yet.Modern Fantasy Gang Builder: Own The City!
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.