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The lorde returneth

File: 1423439536698.jpg (491.77 KB, 1500x865, 300:173, 1420151585981.jpg)

630783  No.3[Reply]

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=1

Join the /builders/ community at:

https://discord.gg/AuBDqAA

Post last edited at


File: 8644bc0d9d2107c⋯.jpg (183.67 KB, 1024x744, 128:93, battle_between_2_gods_art_….jpg)

fcb24a  No.46071[Reply]

EMPIRES OF EUROPA: WAR OF THE GODS PART 2:

One thousand years ago, the gods of Order and Chaos declared war upon each other, using Earth as their battleground. Whole continents were devastated by the onslaught, as battle after battle turned the land into what would come to be known as the Void Wastes, completely inhospitable lands where death energy sucks the very life out of all who dare to tread upon it. One area of land that escaped complete destruction was the continent of Europa along with the northern tip of the desert continent of Africa and the frozen island of Grønland across the seas, along with various other islands such as Britannia and others. The lands that were spared gave life to many different civilizations, which slowly developed into proper nations, each with the knowledge of smithing bronze and having other related technologies.

It has been many, many years since the first civilizations planted their roots and began growing, and indeed now they have grown into bustling and vibrant cultures. Most have conquered the art of working iron as well, sending the world into the Iron Age and advancing their military and industrial strength greatly. All but one civilization have forged pacts with the mysterious gods, and can now harness the forces of magic, which will undoubtedly prove to be useful. However, they know not what motivates such powerful beings to take such an interest in them.

New players please fill out the following sheet.

>Nation name:

(Self-explanatory, please pick something smart)

>Color:

(Your color on the map, no black, white or grey please. Also see the terrain tab)

>Fluff:

(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)

Do not fill out:

>Population:

10,000

(If this hits zero, you die. Affects various things, such as your ability to passively defend your terriPost too long. Click here to view the full text.

496 posts and 183 image replies omitted. Click reply to view.

a4f040  No.50171

File: 644b00a6305971c⋯.jpg (498.29 KB, 1920x736, 60:23, lincoln-renall-battering-r….jpg)

Dice rollRolled 97, 79, 72 = 248 (3d100)

>>50142

GOTLAND

>Population:

16,441

>Food production:

23,000

>Population growth:

4.75%

>Hunger:

None

>Territory:

13

>Outposts/towns/cities:

Visby (Capital)

Skydda (Outpost)

Terassydan (City)

Thorheim (City)

>Happiness: 7

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Swords III, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Gotland Military Training IV, Bows III, Masonry I, Surveying I, Brewing II (beer), Pottery I, Gotland Navigation I, Shields I

>Buildings:

[Visby](Capital)

Clan Hall

Extra Housing

Harbor

Barracks

Stone Walls

Tavern

Lettuce Farm

Wheat Farm

Temple of Thor

[Skydda](Outpost)

Wheat Farm

[Terassydan](city)

Teras Sielu (Damaged)

Extra Housing (Damaged)

The Skyforge (Legendary

Iron Mine (Damaged)

Tavern (Damaged)

[Thorheim] (City)

Fisheries (damaged)

Stone Walls (damaged)

Extra Housing (damaged)

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


f99881  No.50172

Dice rollRolled 91, 87, 8, 38 = 224 (4d100)

>>50132

Mediterrans (Tansen)

>Population:

18345

>Food production:

21,750

>Population growth:

4%

>Hunger:

None

>Territory:

20

>Outposts/towns/cities:

Mediterra (capital)

Ferrumterra (Outpost) (Sardinia)

Aureumterra (outpost) (Corsica)

Tabulaterra (outpost) (Sicily)

>Happiness:

+3

>Technologies:

Food: Farming III, Fishing IV (Mediterran Nets), Animal Husbandry III

Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking

Military: Bows IV (Mediterran Bows) Mediterran Amphibious Assault Training III, Spears IV (Iron Tridents), Military Training I

Science: Mediterran Alphabet

Cultural: Brewing II (Mediterran beer)

Magic: Blessed medicine II

>>Buildings:

>Capital

Mediterran court of the king and his people

Mediterran Temple of Salacia (Iron, Marble, Bronze)

Harbor (Mediterra)

Barracks (Damaged)

Taverns (Mediterra)

Cloth Workshop (Mediterra),

>Ferrumterra

Mediterran Temple of War

Ornate Buildings

>Standing Army:

>Naval;

55 Mediterran TrirPost too long. Click here to view the full text.


87f30e  No.50174

File: d1885d75dfbecc0⋯.jpg (216.22 KB, 907x509, 907:509, sand turned to glass.jpg)

File: 79a85e66017b9d0⋯.jpg (58.17 KB, 800x480, 5:3, long seax.jpg)

>>50132

>Nation name:

Prussia

>Color:

Dark grey

>Fluff:

As the war began to tamper down, the Baltic tribes unified themselves under the banner of King Bulslav of Prussia. Bristling outwards to the rest of the world, their state is the military and the military is the state, and doctrined themselves around rigid discipline, fortified networks, and siege warfare.

>Population:

10,812

>Food production:

15,500

>Population growth:

2% (4%)

>Hunger:

Surplus

>Territory:

10

>Outposts/towns/cities:

Konigsberg (City)

>Happiness:

4

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Fishing I, Medicine II, Forges I, Swords II, Armor III (Lamellar armor), Mechanisms I, Physics I, Siege Weapons III (Catapults, scatter ammo), Military Training III, Shipbuilding I, Bows II, Code of Laws I, Masonry I

>Buildings:

Burg Hohenzollern

Extra Housing (Konigsberg)

Barracks (Konigsberg)

Stone Walls (Konigsberg)

Cucumber Farm (Konigsberg)

Iron Mine (Konigsberg)

Forge (Konigsberg)Post too long. Click here to view the full text.


87f30e  No.50175

Dice rollRolled 95, 21, 24 = 140 (3d100)

>>50174


6b3aa1  No.50176

>>50174

The Konians will accept the Prussian's gift and return the gesture with one of our own. We will send the Prussians a set of our finest horses along with some of our newly woven hemp clothing




File: 11feed2daa751bd⋯.jpg (77.29 KB, 1000x599, 1000:599, flat,1000x1000,075,f.u1.jpg)

ff8175  No.43686[Reply]

he Glorious Empire, once proud and mighty, has fallen on hard times as of late. With much infighting at home and disillusion with Imperial rule in the frontier colonies, there is no strong sense of pride, and the people turn to their regional cultures more than the overarching sense of loyalty to the Emperor and the Capital of Eurdan that once existed, but is now long gone. Word grows in the East, of a powerful warlord rallying the once divided tribes of barbarians and beasts to his banner, smelling blood in the water and the decaying corpse of the empire flounders. All that stands between the Lands of the Empire and the wilds and their hordes of people (and otherwise) who see this bloated corpse as no more than a sack of loot needing a little convincing to spill its treasures, is the Fortress of Lavius’s Spite, built at the spot where the legendary 5th Emperor Lavius ąl Adûnius fought a battle with a mighty dragon for 12 days, and on the final day cast his opponent down from the mountaintop and smote him upon the mountainside, his fall creating the valley where the fortress now lie. Farad himself was not seen since that day, and the resulting succession crisis between his twenty sons is partly to blame for the state of the empire today. Regardless, the Garrison at the Spite, as it is commonly called, has been vastly reduced as generals eager to carve up their own sections of the empire have recalled men more loyal to their leader then the crown, with only a single legion of the original 6 that manned the fort remaining.

The Fortress itself is a massive stonework marvel of engineering, composed of a giant wall/gatehouse as the front of the valley with an additional fortress about half a league further behind at the other end of the valley. The Wall, cut from the stone of the mountain with foundations of dragon-bone deep beneath the earth, is 50 ft tall and deep enough that 10 men can walk abreast its length. Towers dot the fortifications at equal intervals and atop these towers stand mighty onagers, with ballista also dotting the walls in several places. Small barracks also exist in the wall itself, so that the men stationed there will not have to return to the rear fort every night. The Rear fortress itself is intimidating as well, a citadel with room for 20,000 men, walls thicker than some of the nearby hills, and several barracks for the Griffin Calvary famous in the empire, but only a paltry 15 ofPost too long. Click here to view the full text.

605 posts and 235 image replies omitted. Click reply to view.

462e7e  No.50112

File: f955628c95bf9fd⋯.jpg (135.12 KB, 1191x670, 1191:670, 4d87302f720baad97a939f65ad….jpg)

Dice rollRolled 2, 99, 47 = 148 (3d100)

>>50074

Name: Boar

Fluff: A "citizen soldier" of brutish looks and seemingly dull intelligence. However those who spend time around him often complain of his strangely watchful eyes which seem to always be drinking in all information around him. Commended in the past for sounding a horn in the night to warn of an ambush by barbarian forces. Boar continues his watch a loyal soldier even against all odds.

Class: Centurion (Auxiliaries)

Location: Fort

Health: 9/10

Gear: “Drow Centurion” - Badass cave exploring motherfucker

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+[Parma Fascinum] - A shield depicting the God of Protection, Fascinus. It’s stronger than steel and weighs a fourth of what it should. - 20 to all attacks against you, grants counter-attacks to attack rolls lower then your attack roll for twice the normal damage.

+ [Eiur's Torment With Deathstone Pommel] - + 15 to CCQ rolls, + 20 to unarmored foes, applies bleeding on rolls higher than 60. Kills with weapon grant a +25 to the next combat phase, unique enemies only, damage taken is doubled.

+ [Ward of Y'golla] - - 15 to all attacks against you. Stacks a additional - 2 for every health point you lose.

Inventory:

+ [Spyglass] - A trinket from the far west, a set of various size glasses that allow you to see far off things with clear vision.

+[Recent map of the Underdark] Spooky tunnels and shit

+[Vitis] + 10 to soldiers rolls near you, provided you use it to beat them

+[Alysandra]- Hot Drow Waifu

Command:

78 Drow Crossbowmen

20 Drow Pit Fighters

55 Untrained Drow

7 Drow Sorceresses

88 Drow Civilians

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

b13997  No.50162

Dice rollRolled 22, 89, 76 = 187 (3d100)

>>50096

Name: Morg Gleiz

Fluff: Morg was part of a local tribe, one who had gotten wealthy and prosperous helping the Empire. When the drums were heard the shamans of the tribe made a deal with Braxios. They would provide their stockpile of food and the services of some of their warriors, in exchange to be let through the wall and retreat deeper into the empire away from the menace. Despite there being disagreements on the matter, Baraxios was no fool in this case and accepted the bargain, knowing the extra men and food would be a great help for the coming fight.

Morg being a younger warrior and without a woman was left with the Legion. He was set to serve as a scout for them, as he was a hunter as well as warrior. Having spent all his life in these forests to make his way and life. He knows them well, and he is hoping the legionary's will let him sue it to both their advantages.

Class: Auxillary

>Basic Training: + 5 to combat rolls involving you and your shield brothers. All 30 of them.

+ [Basic Melee] - Enough hand to hand and close quarters combat training has made you competant enough to know what you're doing in the thick of combat. + 5 to all melee combat rolls.

Location: Front Fort

+ [Boar spear] +8 Melee, +0 cc

+ [Bow and Arrows] +5 ranged attacks

+ [Axe/hatchet] +5 melee, +8 cc

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me

Inventory:

+ [Goat Horn] - From the tribe, its bellows can sound from miles away, can be used to warn of impending danger.

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or onPost too long. Click here to view the full text.


0c4fcf  No.50163

Dice rollRolled 83, 44, 40 = 167 (3d100)

Health: 10/10

Gear: Acolyte – Battle Wizards of the Army, as this is a new regiment it does not possess the truly mighty wizards of the older legions, but their skill in battle is nothing to doubt.

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

+ [Spells] - [Blessing of Vulcan] - The craft God shines upon you and all that you touch, engines of war work better and mundane instruments as well. 2 turn cooldown.

[Hammer of Vulcan] - The wrath of the God of Crafts strikes down upon the enemy. 3 Turn cooldown.

[Cast Alight]

Inventory:

+ [Empire Machine manual] - A book (how futuristic) containing all the known knowledge of Imperial machines, allows you to repair and build any of them, given the time and resources.

Bonus: [Learned Man] - Octavius has attended the finest schools of war that Empire has to offer, and has been in a few sieges as well, behind the front lines of course. Still, he knows his way around a war machine. + 10 to all repair/building rolls.

+ 30 Scorpion Bolts

+ [Drow Crossbow Bolt]

+ [Black Blood Stained Rock] - + 15 Damage to foes without armor.

+ [Druchii Spellbook] - Light and Dark magic

+ [Amulet of Power] - Reduces cooldown time for advanced spells by 1 turn

+ Crossbow Magazine Plans

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


529137  No.50164

Dice rollRolled 15, 30, 23 = 68 (3d100)

>>50092

Name: Biggus Dickus Maximus Africanus

Fluff: Biggus is a priest of Hercules and as such had two jobs before being a battle priest. The first was to get fit, and the second was to encourage others to get fit. As was the divine word of hercules. Such was his devotion to the art of wrestling and boxing that he was gifted magic by Hercules, the magic of self improvement and improvement of others, and was promptly brought into the army. While he fought well, almost exclusively using his fists to kill monsters and barbarians, his ability to follow orders was terrible. As such he was sent to the fort in the middle of nowhere.

Class: Acolyte

Location: Front

Health: 11/12

Gear:

+ [Acolyte’s Cloak] – Provides no physical protection but is enchanted to enhance spell casting. + 15 to casting rolls.

+ [Pugio] – A dagger, + 2 to melee rolls

>Spells

+ [Rage] - The Rage of the God of Strength fills your muscles, and you deal twice as much damage as a normal for a limited period of time! + 15 to one attack roll (doesn't count for combined rolls, can only be used on one dice) for 2 turns, 3 turn cooldown (0/3)

+ [Inspire] - You fills those around you with the resolve of the mighty Hercules himself, and they are motivated to fight on regardless of the odds! Negates all mental debuffs to nearby targets for 1 round, soldiers near you will fight to the death. 3 turn cooldown. (0/3)

Inventory:

+ [Caestus] - Your prize from Roma, though the city seems sPost too long. Click here to view the full text.


91b72d  No.50173

Dice rollRolled 5, 44, 53 = 102 (3d100)

>>50097

Name: Quintus Claudius Maximus

Class Legionary

Health: 10/10

Gear:

Legionnaire – A basic foot soldier, rank and file.

+ 2 [Pila] + 5 to ranged attacks, 1 use unless recovered and repaired

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica segmentata] - 10 to attacks against you

Inventory:

+ [Talismen of Teiwaz] - Granted to your Father by the father of your Mother, it is the symbol of the Germanic God of War, and it brought your father luck until the day it didn't. It is one of your most prized possessions, and seemingly grants you luck in combat despite your age and inexperience. Can be used to move a roll up a success level (barring nat 1's and 100's) once per combat encounter.

Bonus:

+ [Green as Grass] - You are young, inexperienced, and generally naive when it comes to war. As such your commanders tend to view you more as child then a man. This irks you, but the less lashes you receive the better. When training and assisting around the fort, failures (barring nat 1's) are less severe, as reflective of your failures being attributed to your age rather then your stupidity or laziness.

Strength - 6/10 or something

1. Break some goblin skulls, as in Purge the greenies

2 PURGE

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



File: 794893460b2bd32⋯.png (79.37 KB, 2000x1000, 2:1, Map.png)

a5f31e  No.49828[Reply]

Time for a new thread because the old one was getting a hassle to scroll through.

In the far North things have changed. Given time the Old Subans and New Subans have grown further and further apart. Lead by the Twelve High Chieftains the New Subans have taken to calling themselves Nubans. They have shown ferocious military might in their conquests against the Sibans. The Sibans themselves having largely migrated to an island in the far North to avoid the Nubans' warmongering grasps. Their only friends are the Spoobans who have enjoyed peace and prosperity, making strides in matters of culture and intellect.

The Olbans, having travelled South in search of new lands have clashed many times with the local Bassk. Both Bassk and Olban hate is strong and the wrongs that each have commited to the other will not be forgotten for centuries to come. Still for now they exist together in relative peace. The Bassk themselves have come a long way, ruled over by the Warlord Bojar who has united the various tribes for now under the threat of violence. Though his alliances are fickle the Bassk squirm in unison under his iron fist.

To their South East the Ibuzen have learned to accept that there is nothing beyond death, seeking perfection in life their meritocracy is a shining example of dedication. Much unlike their Eastern Cousins the Ibizans who worship the Sun God Maharib, who they believe rules over them, the skies and all the other Gods who reside within. Under his powerful gaze they have achieved many great things, expanding in all directions, besting the beastly Pigmen and establishing new lands, ruled from Red Rock. A home to veterans of many wars the people of this faraway land have enjoyed prosperity and unrivaled excellence in all agricultural fields.

The Ibi-Arami, located between their cousins to the North and South live lives of relative unimportance and peace, unimpressed by larger going ons in the world. To the very South the Arami lands lie. Plagued by continuous Pigmen attacks the fishermen have learned to fight the threat and turned their curse into a blessing, using Pigmen slaves to revitalize their economy and do their bidding. Still to the West hordes of Pigmen linger, somehow survivingPost too long. Click here to view the full text.

20 posts and 4 image replies omitted. Click reply to view.

ab785d  No.50106

>>50077

Having proposed to Aurora she accepts your condition. However none of your priests are willing to marry you as they seem to suspect it to be a test, none of them willing to determine the love in your relationship with Aurora. However they would easily be willing to marry you to Thottica, though even now they are suspect as they are certian of Thoticca's feelings towards you, but not your feelings for her. It would be easy for a priest to receive harsh punishments if a married member was merely going to claim they had felt no love to begin with.

Those Bassk living in the Bassk Lands under the Bojar appear to be most suspicious of such an offer and refuse unwilling to believe that a man would pay for such a thing, that or maybe your translations were off. However within the Greater Ibizan territories your men do locate someone who will speak both Bassk and Ibizan. He is brought to your court to aid in translations where needed.

>Wives: (should you choose to)

+ Thoticca

>Characters of Interest:

+ Dawit (Bassk Interpreter)


1f639d  No.50109

Dice rollRolled 1, 67, 63 = 131 (3d100)

>>49979

Name: The Pig

Fluff: The creature formed from the cries of rage and despair of every dead pig, it slowly rose through the bodies, It looked at humanity and the word echoed through its mind

Word of Power: Butcher

Abilities: [Werehogs]

You may turn pigs into Werehogs, at your will they will turn into pigmen and wreak havoc wherever they may be. Furthermore you may turn any mortal you touch into a pig. If you so wish with a touch you may turn them back into humans, Werehogs cannot be reverted into human form. Werehogs will not attack you but have only very basic intellect and will struggle with more complex orders. You may also take the form of a normal pig

[May contain traces of Pig]

You gain the ability to fuse other wildlife with pigs. They will follow very basic commands.

[Abominations]

You may combine three survivors into one Abomination, they will be taller and stronger than the average human, though less intelligent.

[Abomination] You are an Abomination, you are to pigmen as a boar is to a pig. You will abandon your human form and become despised and feared amongst humans. After the first time you turn into an Abomination you may only return to one other form, either human or pig. The other is lost forever.

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

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

48d8ff  No.50113

Dice rollRolled 84, 5, 10 = 99 (3d100)

>>50069

>Name: Dunkan

>Word of Power: Purity

>Fluff: You are not a man but a vessel, crafted by the gods you serve one purpose, a single word in a language far more ancient and terrible than any other. It resonates within you, gives you purpose and fills you with life. It is your very essence, something that makes you oh so much more than a mere man. Given a mission, by the gods themselves, the order to remove the sickness upon the world, that is man.

>Abilities: [Purifying Fire] You gain the ability to burn a mortal from the inside out when you touch them, furthermore fire is much less harmful to you and you gain a buff to detecting whether a mortal’s intentions are deceitful or honest.

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

+ Ibizan Coins (1 Legendary Harvest)

+ Healing Supplies (Unspecific Amount)

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

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


6e22e6  No.50125

Dice rollRolled 46, 56, 28 = 130 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

>Fluff: Skeleton Jack is a friendly skeleton raised by the gods and the power of his Word. His favorite thing to do is spooking people, and he does it very well. However, he gets lonely, so he uses his powers to make lots of skeleton and zombie friends, which along with his spooping often gets him into trouble with the living. He dreams of creating a skeleton utopia where he and his undead friends can spook in peace.

>Abilities: [Master of Bones] - You gain the ability to infuse the bones of mortal humans with their souls. They will be bound to your will and follow your commands, while retaining their own consciousness they will execute your commands. This ability is restricted to mortal humans.

[Breaker of Chains] You gain the ability to return free will to those whom you have resurrected, however once you have released them you can never return them to your control.

>Other stuff:

https://pastebin.com/j1NwqpQa

1. Great! Now that I'm skilled in spearfighting all I need to do is make myself a mighty spear indeed! I'll forego the fancy names for my own spear and merely call it the Spear of the Skeleton King.

2. Then we'll need to decide the next Knight of the Round Skull! The Fourth Games of Sir George the Great will henceforth begin, this time to test the swordfighting abilities of the contestants and determine who would best deserve the honor of wielding the mighty blade Aronfright!

3. Then the next Academy will be built in Vertebra Village to bring the joy of knowledge to all!


924898  No.50170

Dice rollRolled 32, 16, 57 = 105 (3d100)

>[Name]: Maluwen

>[Word of Power]: Form (as into Shape)

>[Abilities]:

[Earthshaper] - You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore, you have extensive experience in smithing.

>[Skills]:

[Gardening] ~ (Trained)

[Smithing] ~ (Beginner)

>Home: The Stone Tree [Stable]

[Branches] – a tangle of massive stone limbs extending from the Trunk

1: Jewel Fruits

2: Rock Nests

2.1: Golden Eggs

[Trunk] – a large pillar of stone extending upwards from the earth

1: Amphitheater

[Roots] - an extensive tangle of chambers and passageways winding through the earth beneath the Stone Tree

1: Forge

1.1: The Heated Chamber

1.1.1: The Heated Pool

Actions:

1: My solace amongst the dark chambers of my roots was temporary, their emptiness making a haunting laughter of my footsteps as I make my way through them. I would fill them with beauty, and to do so I would need to once more make my way to my forge… [Work on increasing my Smithing Skill]

2. My hands covered in stone hammer against the heated metal my Ability to shape the metal aided by my heavy blows. I had exhausted myself these past few days creating something to aid me in my craft, my lust for detail for my works could not yet be met by the crude shaping of my hands no matter how my abilities aided them. [Craft a tool to allow me to impart greater detail upon my crafts]

3. My time outside the forge in the upper levels left me wondering where it had all gone wrong, my towering craft standing in solitudPost too long. Click here to view the full text.




File: c597be13aaf183e⋯.png (436.73 KB, 3675x2350, 147:94, hero_builder_map.png)

eada8a  No.38078[Reply]

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

549 posts and 147 image replies omitted. Click reply to view.

978db5  No.50123

Dice rollRolled 40, 23, 56 = 119 (3d100)

>>50083

Name: Raphael Hench

Age: 25

Origin Story: Raphael the long lost brother of jack hench, at the news of his brothers death he decided to try to follow in his footsteps. Eventually, he ended up in the back alley with some goons and was about to get killed, it was then where he manifested his brothers power and two nameless mooks came to his rescue. Now he aims for vengance against the skeleton legion

Blood Type: O+

Domain: Away from the skeleton legion

Signature Color: Anything but orange is preferable

Superpowers: [Super Charisma], [B-List Mook Summoning], [D-List Device Invention] [C-list Super Dodging]

Equipment: [5 Skeleton Laser Rifles]. [Destructive Ion Singularity Ordinance Projector– DISOP]

[Mesmerizing Turban Of The Great Edwardini], an immensely powerful psionic artifact that bends people and animals to your will as long as the pinwheel is spinning; in combat, you must dedicate one of your "rolls" to keeping it going and commanding anyone me mesmerized by it.This fearsome headress can even temporarily mesmerize Cyber Skeletons, but they get a resistance roll with each round with increasing bonuses.

Followers: Ben and Jerry [A-List Mooks[ Seasoned Mooks, 3 Mook Lifters, [2 Mook Battalion]

Renown: D-List

Weakness: [Reboot] - Raphael is subject to a strange and bewildering phenomenon well known in the superhero community as "reboot," where powers are manifested in tangentially related individuals upon one super's death, with minor details in the "new" super's lives spontaneously switching and Post too long. Click here to view the full text.


2fa112  No.50124

File: e373dd442ea01a7⋯.jpg (120.14 KB, 800x533, 800:533, download (12).jpg)

>>http://pastebin.com/jqJPHFCr

>Name: The Mastermind

>Age: At least 100

>Blood Type: AB+

>Signature Color: Dark Red

>Domain: New Mexico

>Superpowers: [Super Intellect], [D-List Device Invention] [Awesome Scar] [B-List Entropy] [B-List Sonic Blast (Rock-N-Roll)][B-List Super Singing]

Operation MAGA FOXTROT DELTA - [COMPLETE]

Operation BELLIGERENT FIST - Army Group North 0/3; Army Group Center 0/3; Army Group South 0/3; Army Group California 0/3

Operation INSOMNIA FOUNDRY - Skeleton Item Recycling [COMPLETE]; Blankstone Replication Templates 0/4; Barracks Construction 1/3.

Completing ALL of these items will grant you the [War Ready] bonus, greatly improving your fighting power against the Skeleton hordes. Otherwise, the individual items are their own reward.

STAT POST + PROJECTS

"METAAAAAAAAAAAAL!

UNLIMITED. . . .METAAAAAAAAAAAAAAAAAAAAAAAAAAAAL!"


2fa112  No.50126

File: 1cf0364b5fbd0b9⋯.jpg (445 KB, 1539x1088, 1539:1088, keith-wilson-gangster-demo….jpg)

File: 3b753f5c33b0914⋯.jpg (151.76 KB, 1200x708, 100:59, CwHtXp6UEAAjpkq.jpg)

Dice rollRolled 41, 5, 23 = 69 (3d100)

>>50090

https://www.youtube.com/watch?v=TEWuZ0QBvlo

1. Use my MASTERMIND intellect and evil genius to help the Hell Rider with his Hellconomy. Join him in recruiting all kinds of infernal capitalists, demonic tycoons, and underworld types to rebuild a little bit more of this great American economy.

Establish strong economic and trade ties and connections with the Hell Rider's new state, strengthening both of us.

When we retake new york from those skeletal assholes, it'll be just like the good old days but better for you underworld business types.

+DOOMONOMY

+ MAGA FOXTROT DELTA - Complete. +15

+ACKBook Pro

2. Now that we have ALL THIS METAL, the TASKMASTER can go about completing the nationwide barracks so we have a place for all the millions of soldiers we're going to deploy in our army groups 1/3

+DOOMONOMY

+DOOMGOVERNMENT

+MAGA FOXTROT DELTA - Complete. +15 (includes stuff like [Energy Sappers], [DOOMilitary Factory], etc.)

+Operation INSOMNIA FOUNDRY - Skeleton Item Recycling [COMPLETE]

+[TaskMaster] (B-List) (Temporal Quirkery) (D-List) Endurance, Physical Fitness and Strength

3. MECHNEATO is going to use his SUPER COOL TECHNOKINESIS to assembly thousands of tanks, aircraft, artillery, airships, vehicles and EVERYTHING for our big and powerful ARMY GROUP CENTER 0/3

+DOOMONOMY

+DOOMGOVERNMENT

+MAGA FOXTROT DELTA - Complete. +15 (includes stuff like [Energy Sappers], [DOOMilitary Factory], etc.)

+OperatPost too long. Click here to view the full text.


fc35cc  No.50150

Dice rollRolled 3, 55, 40 = 98 (3d100)

>>50084

Name: Mr. President

Age: 1 year

Origin Story: Mr. President is a cat that was used in the animal testing phase of the the Mastermind's super power creation program. Mr President was actually the first animal subject to survive the procedure although developed no noticeable powers at the time. What the researchers did not know was that Mr. President did develop powers, the power to biologically adapt and alter it's genetic makeup to the current situation. He used this power to survive the parts of the experiment that were killing other animal subjects. Now with the lab partially destroyed and him free Mr. President does cat things.

Blood Type: A

Signature Color: Brown (again)

Domain: Wherever in Mastermind's territory the super experiment lab was.

Superpowers: A-list Cat Allergies, B-List Adaptation, D-List Power Absorption, B-List Cat Combat (5/20 A list), D-List Purregenration, C-List Multi-Paw (4 Limbs)

Equipment: [Collar] [Sunning Spot] [Strange Crystalline "Toy"] [Strange Coyote Corpse] 3 [Strange Glowing Cybernetics] [Pile of Twitching Amalgamate Parts]

Followers:

Renown: Starts at D-List

Weakness: [Cat] - You are a cat. A super-powered cat with a certain level of uncanny cunning, but… a cat nonetheless. You are unable to take many actions such as diplomatic endeavors, gaining followers, and anything involving opposable thumbs.

Health: Healthy

1-3. Bored now. Go find something of interest.


9ed54b  No.50165

Dice rollRolled 53, 70, 55 = 178 (3d100)

>>50083

Name: Alex "Dragoon" Walker

Age: Twenties

Origin Story: Was a Normal Guy until the Spirit of a very old and powerful(at one point) Earth Dragon possessed his body, Now He fights to become strong a retake the world, one rock at a time

Blood Type: AB+

Signature Color: Green

Domain: Northern Georgia, Alabama, Mississippi, Most of Lousianna including New Orleans, Southern Arkansas, Southern Tennessee, part of North Carolina, and Most of Virgini

>Superpowers:

[A-List Rock Manipulation]

[A-List Endurance]

[A-List Metal Manipulation]

[Maximum Dragon Rock Fusion]

[B-List Super Strength]

[B-List Dragon's Breath]

[B-List Physical Fitness]

B-List Spear Combat.

D-List Flying

C-List Flying 2/10

>Equipment:

[Fortified Base.]

[Enhanced fortifications]

[Improved Infrastructure]

[Superhard Fortresses]

[Skeleton Alloy Ammo]

[Anti-air defenses]

[7 Radio Towers (can reach anywhere East of the Rockies]

[Advanced Training Room.]

[Alloy Armor]

[Masterwork Draconic Adamant Armor].

[Fortified Advanced Research Lab}

[Basic Skelescrap Forge!]

The Mantlespear

8 Skeleton Scrap

[Basic Dampening Caster]

>Followers:

[Mayor of Atlanta]

[18 Armored Veteran SurvPost too long. Click here to view the full text.




File: f7478e2feaf33c4⋯.jpg (100.15 KB, 1024x576, 16:9, colony ship.jpg)

a41cad  No.49275[Reply]

12,000 years ago humans enter this universe through a natural wormhole found at the edge of the Alpha Centauri system. Science vessels were sent through to a distant galaxy. These scout teams surveyed the star system they were in and scattered to other systems to find out more of this galaxy. However, they found their their projections for the wormhole to stay open were wrong and their way home was gone. The scientists gave in to panic and infighting, scattering to distant corners of their new galaxy to settle planets that seemed habitable. The ancestors of the those who settled Starstead chose the desert planet in the Aeon system. They chose a planet with large amounts of visible Ionic Hydrogen and Grav Crystals, materials containing the Impossible particle that changes normal materials into physics defying materials. The ruins of the their original ship were found in the desert next to a dried up oasis after approximately ten thousand years. The humans spread throughout Starstead and formed new civilizations, rising and falling around the oasis that supported them, the artificial intelligence awakened from the ship escaping into the desert to form it's own civilization. Now the year is 9,086 and the humans and AI of Starstead have rediscovered the jump drive and reached for the stars once again.

You are one of the brave souls to set up a permanent residence outside of the Aeon star system. You are a member, or associate, of the Temple of Ascendancy. It is debated whether the Temple is a religion or not as it only preaches that men can become as gods and that the Impossible particle can lead to greater and fantastical forms of evolution. You have been chosen to become a part of the Temple's first extra-solar commune. Good luck explorer, and try not to get killed by any aliens.

Character sheets:

Human-

Name:

Age:

Backstory:

—-

Damage: Healthy

Skills: Given by backstory

Inventory: You can have 3 suitcases in personal items. You may have more or less depending on Patron. This includes spare clothes.

Thirst: 0/4 +1/turn How long it has been since you Post too long. Click here to view the full text.

83 posts and 18 image replies omitted. Click reply to view.

a41cad  No.50023

>>49852

+18.6 Longarms

You try to get Jim to teach you to shoot but he seems to focused on just shooting himself, like he doesn't even pay attention to what is actually goes on in the colony and just spends every day shooting. Maybe he has brain damage? Either way you at least learn how to hold, reload, and fire a gun from watching him.

4. With the aid of your assistants you are able to gather 2 units worth of the gas by hand over the day. Many of the workers are calling it Wisp Light due to how it looks.

>>49854

1. You begin construction, but it will take a bit longer as you are working alone. You are able to get the floor done, but need to put up the walls and roof, then put up all the wires and buttons. 1/3

2. Even the cracks are up to code! A+, best engineering you have ever seen.

3&4. You get back to work on the dam and get to reworking the plans. Adding some bypasses for the native wild life is easy enough, and you add it to your internal plans. You do realize that you will need some more equipment to have the facility generate electricity and siphon drinking water.

>>49857

1&2. You bring the recruits to learn from Jim. Well, you would if he actually payed attention and tried to teach. In the end it was just him shooting, like he does every day, and you watching him. You do learn a bit, checking his stance and how he adjusts his aim. +11 Longarms.

3. While you arn't able to do much for the training course the new laborers are making quick work of digging out what needs to be leveled and they are done by the end of the day. It will take a while and you will need equipment to create the obstacles or whatever you want to add to the training course.

4. "Unfortunately with that incident a few days back armed vehicles won't be possible. Hell, unarmed vehicles are going toPost too long. Click here to view the full text.


6cb3d7  No.50024

File: f2178cb2149f8fe⋯.jpg (2.55 MB, 1804x1844, 451:461, foundations-groundworks.jpg)

Dice rollRolled 86, 9, 43, 38 = 176 (4d100)

>>50023

>AI-

>Name:FUM J4C7

>Description: weighing 10 tons. dimensions 1200 x 1800 x 2000 mm. This Unit is designed for construction, decontruction, repairwork, landscaping and just about you name it. it's robotic arm is capable of fine manipulations and with it's multitude of tool attachments you know with Mikeson Processing & sons no colony is left behind.

>Backstory:J4C7 is one of the many contractors from Mikeson Processing & sons Ltd, a colony facilitator company now bankrupt after numerous scandals involving various accusations of machinism followed by a long hard court battle forcing Mikeson Processing & sons to file for bankruptcy. J4C7 is techically out of a job but is still bound to his current contract serving the Temple of Ascendancy working back water planets for colonisation.

>Damage: Voice synthesiser inoperable and easily fixable, don't ask why he wont fix it.

>Skills: +13.7 Construction

>Inventory: 5 units of spare parts for machines.

>internalized plans: [hydro-electrical treatment and power facility}{eco-friendly]

>Power: 10/10 -1/turn automatically recharge from colony power stores.

>Upgrades: Large Size (+10 to Strength based rolls) Construction tools (+10 to construction rolls) Internal Cement Mixer Excavator Arm (+10 to digging rolls)

>Bonus: Your boss was Bob - You can reroll a die for construction or set up for construction. This ability recharges after the project is completed.

Right well I think I've done enouPost too long. Click here to view the full text.


f3dba9  No.50044

Dice rollRolled 44, 99, 86 = 229 (3d100)

>>50023

Name: Vasily Sokol

Age: 25

Backstory: Vasily was a biologist who studied extensively the effects of the impossible elements on the body. His study on natives who had been growing their crops in soil rich with I.E garnered much attention, especially from the Temple of Ascendency who had then quickly targeted him for recruitment. Seeing how their goals meshed well with his research he was a quick convert and had joined the first wave of expansion.

—-

Damage: Healthy

Skills:

+10.5 Biology

+22.4 Xenobiology (This planet)

+10.8 Diagnosis

+30 Geology

+0.8 Tactics

+5.4 Knowledge: Nutrition

+0.7 Knowledge: Chemicals

+0.1 Pistols

+20.5 Longarms

+1 Snipers

+0.8 Hand to Hand

Inventory: 0.5 Units Ionic Hydrogen, 5 small high quality Gravity Crystals, Scientific data is on a laptop (Gives +10 to actions related to Impossible elements on biological systems), Laser rifle, Soil and flora samples, 2 wisp light

Thirst: 0/4 +1/turn

Hunger: 0/56 +1/turn

Bonus: Quack - Many call you insane, or unethical at least. At least the Temple understands, and even helped in some prototyping with the modified hawk Darius. You may reroll any action that forwards or implements your enhanced biology research, however a second failure may lead to greater loss of resources.

1. Gather more samples with the grunts

+30 Geology

2. Since the grunts are interested in the local fauna for cPost too long. Click here to view the full text.


a41cad  No.50045

Dice rollRolled 74 (1d100)

>>50044

Reasons


69fed1  No.50118

Dice rollRolled 8, 33, 61, 60 = 162 (4d100)

>>50023

Name: George Pine

Age: 29

Backstory: One of the youngest accomplished officers of his generation Captain George Pine, or Colonel of Volunteers George Pine to his veterans of the Second Deathborg Wars. A popular war hero and decorated for gallantry and courage in devoting his men to wave after wave of assaults on fortified Deathborg positions. This prevented the Deathborg menace from escaping the city which allowed Pine's ship, The Deliverer, to launch a successful orbital bombardment on the occupied city of New Durga resulting in a minuscule several million casualties among the local population. Rather then take a cushy desk job on an inner world base he decided to join the Temple's extra-solar commune. There would be danger of the a frontier world and the excitement of founding the civilization that would carry on the memory of his achievements.

Damage: Healthy

Thirst: 0/4

Hunger: 0/56

+Inventory:

two jump suits; one formal and one casual, a copy of George Pine's Big Book of War, and a Stillsuit.

diamond focused laser gun and its ammo

5 Spare batteries for laser rifle. 5/5 charges each.

Darius requires a small amount of Ionic Hydrogen in his food every few days, at least, to stay healthy. He can produce and release bio-electricity.

Hawking Gloves for Darius.

+Skills:

+19.4 Tactics

+5 Pistols

+21 Longarms

+8 Knowledge: Military

+5.3 Computers

+Bonus: Every mission is a suicide mission - You can reroll a combat action once per turn, however damage to you, people under your command, and/or civilians will be doubled.

+Bonus: Tactical Genius - When you are in command of a battle you may hold part of your forces in rPost too long. Click here to view the full text.




File: fa2382e71cab810⋯.png (224.29 KB, 1295x920, 259:184, mymap.png)

a1a7ee  No.49937[Reply]

Everyone knows that elves (i.e you) are the best at everything, but those elves who are impure (i.e not you) are holding you back and ruining your image! The only solution to this problem is to eradicate the impure and reign supreme in the world as is intended. Shockingly everyone else seems to be opposed to your perfect vision and actually have the gall to oppose you! It is time to rally your kin and show your lessers why you are the best and most favored of them all.

Here are the rules: https://pastebin.com/z2nD36G4

Tell us your history and what makes you standout as a snowflake in a field of snow and give your objectively true account of the world. In the words of the first (real) elf "We must secure the existence of our people and a future for elven children"

Nation Name: [Name]

Subrace: [Decides a bonus]

Background: [Decides a bonus]

Location:

–Don’t touch—

Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +2/turn

Resources:

[Materials: 10]

Settlements:

[Starting Hamlet]

-Infrastructure:

-Defenses:

Military:

Magic:

Technology:

Society Bonus:

Race Bonus:

59 posts and 33 image replies omitted. Click reply to view.

78e28f  No.50060

Dice rollRolled 57, 27, 22 = 106 (3d100)

Nation Name: Dryadales ignis

Subrace: Fire elves

Pop: 16 +2/turn

Food: 16 +2/turn

Resources:

[Materials: 14] +4 a turn

Settlements:

[Igni](Hamlet)

-Infrastructure:

Hunting Lodge

Lumbermill

Iron mine

-Defenses:

Base Defenses [1]

Military:

Magic: Fire II

Technology: Hunting I, firecasters I, Siege I, Industry II

Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.

The hobbits must be made to be useful, we have tolerated them more than long enough. Raise up 2 units of infantry to handle them we will annihilate the strong ones and use the compliant ones to farm food for us.

1. Unit one

Boomsticks I, Siege I, Fire II

2. Unit 2

Boomsticks I, Siege I, Fire II

3. We must come up with a good way to keep these hobbits useful. research slavery


78e28f  No.50061

Dice rollRolled 98, 9, 40 = 147 (3d100)

>>50060

Fuck you


ce4335  No.50062

Dice rollRolled 68, 96, 5 = 169 (3d100)

>>50053

Nation Name: Arastel-Vil-Ninava

Subrace: Heartland High Elves

Background: Arastal-Vil-Ninava or "Tower That Holds Up the Firmament" has been since time immemorial. Ever since elves came down from the firmament of Heaven and the Greater Gods made themselves one with creation, the tower has existed. The chosen of the Gods, the chosen stewards of the world, the high Elves of the heartland, they govern the tower.

Long have they held the path to ascension from their other lesser cousins, and brooked no rival for the boons it provides. Long have they watched as their kin fragment and divide into myriad subtypes, each one less worthy than the last. No more. No more will the people of the great tower watch as their kin degenerate. No more will they be snubbed for being heirs of creations at the words of the gods themselves. No more will they be threatened by the broken kin who monger war and strife.

The High Queen Aliana has made the harsh decision to expand the borders and grasp of her people. Thus the forges are fired. The magic of old dusted off. The armor of their forefathers oiled and mended. To unite the peoples together, so the elves can live in harmony once more, war may be waged.

Location: Smack dab in the middle of the map, where the spirits and gods came down from Heaven to become reality and elves as we know them.

Pop: 16 +2/turn

Food: 16 +2/turn

Resources:

[Materials: 2] +2 turn

2 Lunar Marble +1 turn

Settlements:

[Imperial City](Hamlet)

+Village upgrade 2/5

-Infrastructure:

Farm

Arastal-Vil-Ninava(Sanctuary)

Quarry

Lunar Refinery(+1 Lunar MarbPost too long. Click here to view the full text.


f3c1de  No.50114

Dice rollRolled 100, 86, 17 = 203 (3d100)

Nation Name: The Eternal Kingdom of Amduscia

Subrace: Skeleton Elves

Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?

Location: Pictured

Pop: 22 +4/turn

Food: 22 +4/turn

Resources:

[Materials: 10] + 2/turn

Settlements:

[Amduscae](Hamlet)

-Infrastructure:

Hunting Lodge

Hunting Lodge

Mausoleum of Amduscae

Soul Farm (+2 materials/turn)

Academy of Amduscae (able to create 1 magic unit)

-Defenses:

Base Defenses [1]

Military:

+2 Skeleton Warriors (1.0 strength, 0.5 materials [Expendable])

Magic: Necromancy II

Assimilated Magic: Necromancy, Black, Ice, Creation

Technology: Hunting I

Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.

1-2. We must strike while the iron is hot and rout the fooliPost too long. Click here to view the full text.


f13dca  No.50117

Dice rollRolled 3, 77, 2 = 82 (3d100)

>>50053

Nation Name: Tyr-Amare

Subrace: Snow Elves

Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.

Location: Northern plains

Pop: 12 +2/turn

Food: 20 +4/turn

Resources:

[Materials: 14] +2/turn

Settlements:

Ceolantreff (Hamlet)

-Infrastructure:

Fishing Wharf

Ice Carver

-Defenses:

Base Defenses [1]

Military:

Magic: Frost II (4/10)

Technology: Fishing I, Ships I

Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.

1. Upgrade ship technology

2. Research swords

3. Ask the friendly frost giants to help protect us from the hostile frost giants.




File: cd0586c19cb4e51⋯.jpg (427.22 KB, 836x620, 209:155, Ancient City.jpg)

2a1d8c  No.49786[Reply]

Welcome to lords of the city. a hero builder where you will be the influential people that take charge of an ancient city state in a low fantasy setting. The culture of the city and surrounding lands, as well as the basic geography, will be up to the vote of the players. All votes have an Other option, if you have an idea present it and as long as it is reasonable it will be allowed.

Magic. The only major fluff set is how magic works. Magic is not something that can be taught, and spells can not be copied by other magic users. Magic users can feel if another person can use magic, describing it like part of a sense such as a certain smell or aura. When someone who can use magic becomes aware of their latent power they instinctually know what they need to cast their first spell. Many are drawn to these objects beforehand, and some awaken their magic by accident this way. Magic is unique to the individual and spells are usually versatile, powerful, and costly. Magic users are rare, and can have a lasting impact on the world around them.

There are a few things to vote on:

1. Do you guys live in a river valley, and if so what is the river like?

- Rivers are for bitches, no river. (Hard mode)

- Small river, not a major river.

- Hard to predict flooding that causes damage

- Easy to predict regular flooding

- Other.

2. Local Climate zone?

- Polar

- Temperate

- Sub-Tropical

- Tropical

3. Local geography.

- Hills

- Mountains

Post too long. Click here to view the full text.
23 posts and 2 image replies omitted. Click reply to view.

309f98  No.49897


2a1d8c  No.50022

I will post a new thread for turns and IC discussion next week, for now you can make your characters.

—Fill out the below —

Name:

Position in the City: (What you do in the city, this will influence skills)

Fluff: (The more you give the more I can work with.)

You can be a magic user, but please pm me about what kind of magic you want to use so we can work it out.

Everyone will have 3 actions a turn with the base for a success being a 40, this can increase or decrease with fluff and circumstances. Over 70 and it is +2, 90 and it is +3, nat 100 is a critical and I have fun with criticals. Under 20 and it is -1, Under 10 and it is -2, and of course nat 1 is a critical failure.

If you have any questions just ask.


a9a7f5  No.50047

File: e0644c7dcd1f7e6⋯.jpg (891.25 KB, 1901x2798, 1901:2798, 1416963913239.jpg)

>>49786

Name: Igna

Position in the City: Maiden Magic User

Fluff: Gift of Prometheus reborn. Beautiful wielder of fire. When the father of Man brought his gift of fire he did so carrying it within a brand of iron. So it is that Igna must have iron to call forth fire. These hands only know magic, music and iron. No weapon has advanced past her veil of fire. The importance of fire in the development of mankind, the importance of magic, and the importance people place on beauty have allowed for her to benefit from veneration of the people and allowances in society not often granted to women.


627425  No.50115

Name: Tiberius Bretonius Regulus

Position in the City: Captain of the Guard

Fluff: Tiberius Bretonius Regulus was born in a small town to a family of hard-working smiths who taught him three things: how to smith, how to fight and to always follow the straight and narrow. From a young age he was conscripted to fight in one of the many wars during Roma Subterra's hectic founding, and while on such campaigns he learned the hard way of the horrors of the world. Tiberius then resolved himself to rooting out and destroying the evils of the world and putting criminals to justice, and after his years of military service were through he returned to his roots in Roma Subterra and rose through the ranks of the Cohortes Urbanae or City Guard, upholding the law and ensuring that evildoers were caught and punished. Soon he distinguished himself by the capture of several high-profile criminals and rose to the position of Captain of the Guard. Now, in this great city, as long as Tiberius and the Cohortes Urbanae roams the streets, the LAW will be FOLLOWED and criminals will pay the PRICE!


627425  No.50116

File: 554648b9f71bdb5⋯.jpg (360.87 KB, 1024x1788, 256:447, Imperial_roman_legionary_b….jpg)




File: 1fad9df4c8c13be⋯.jpg (232.16 KB, 1552x515, 1552:515, Map.jpg)

a06172  No.50029[Reply]

You are a band of adventurers tasked by Lord Tiberius Revont to make out into the frontier lands known as the Stolen Lands to kill the self proclaimed "Bandit King" Stag Wolf. Due to your skill and teamwork you slew the bandit king and returned to claim your prize. One amongst you is proclaimed Baron of the Stolen Lands and is now tasked to build up a nation around yourselves and tame this brutal frontier. The rest of you have decided to stay as well for your own reason and have been rewarded handsomely for your troubles. However be warned, the once Stolen Lands were unclaimed for a reason, powerful threats lurk in the shadows of the forest, and other nations wish to turn your state into a vassal or slave nation, but with the risks come possibly endless resources and treasures!

Character Sheet

>Name:

>Race: Any Classical Fantasy stuff but try to keep it sensible. Must be sentient/not creepy

>Title: Leave blank for now

>Fluff: Bit about yourself, remember you were a big enough badass to kill a pretty dangerous bandit. But not soloing dragons yet.

>Bonus: Blank

>Inventory: Blank

>Resources: Blank

>Property: Blank

Everyone role a d100 when you make your character, whoever rolls the highest is Baron.

Two Actions per turn you know the drill.

30 posts and 18 image replies omitted. Click reply to view.

612166  No.50076

Dice rollRolled 20, 61 = 81 (2d100)

>>50063

>Name: Alfonso Acquarone

>Race: Aasimar

>Title: Leave blank for now

>Fluff: While at first glance Alfonso may appear to be but a simple squire to one of the more renowned warriors in his party. His skill is such that he is able to keep up and even surpass them when it comes to fighting against the forces of evil. He attributes his success and abilities to a being known simply as the holy spirit which takes the form of a dove. When he heard of the atrocities committed by the bandit king his immediate response was to set out and purge the world of his evil, but with the bandit king now defeated Alfonso must dedicate himself to the rise of a new nation. A task that requires a firm swordgrip as well as an open hand if he wishes to bring good to the land for generations to come.

>Bonus: [Destined Hero] Fate has called you forward and will guide you on your path to something greater. You receive a +1 to EVERY roll you do which will slowly grow as you get closer and closer to your destiny.

>Inventory: Ordinary Long Sword

>Resources: Blank

>Property: Blank

1/2. While one man can do great things, It takes many to keep society safe and functioning. With this in mind Alfonso begins helping recruitment efforts for the guard/army and ensuring that they have the moral fiber and strength necessary to do their job with honor and diligence.

[Destined Hero]


8bd3e4  No.50078

>>50064

Economics: Grug

Military: Chainface

People: Glitters

Rolls will be posted soon


8bd3e4  No.50079

File: 20965d4f6503633⋯.jpg (322.41 KB, 1200x1600, 3:4, George, Prince of Wales Ho….jpg)

Dice rollRolled 5, 73, 73 = 151 (3d100)

>>50064

>Name: Frederik von Haushaffen

>Race: Human

>Title: Baron

>Fluff: Frederik was born to wealthy noble parents in a nearby Barony, though he was very far down in the line of succession. So instead he took up a life of adventuring, setting off from his family estate when he was around 18. He has taken up the quest to once again gain a noble title.

>Bonus: [Born Nobleman] While you may have not been immediately in line for the position your parents did take the time to teach you the finer aspects of ruling. Receive +5 to all actions revolving around dealing with nobility.

>Inventory: Blank

>Resources: Blank

>Property: All of the Stolen Lands, Tuskdale

1. Our first order of business should be to conduct a Census, we don't yet know the exact population and race distribution of the Stolen Lands (note to self: Rename soon, "Stolen Lands" does not give one a good mental image.)

2. Upon taking council with father Zachariah, he has put forward a plan to study the local history of the lands, in order to ascertain the positions on loyalties of nearby tribes

3. Third and final on our initial task list is to assess our current position and determine what resources are nearby


6972f4  No.50080

Dice rollRolled 70, 26 = 96 (2d100)

>>50063

>Name: Chainface

>Race: Human

>Title: Military Advisor

>Bonus: [Relentless Spirit] You've suffered so much, and lost even more, and yet you still stand and still move forward, and you're sure as hell are going to be taken from this mortal coil kicking and screaming… Well maybe not screaming because of the whole voice thing but whatever. Any time you are beaten in combat/killed you will be given an extra roll to try to survive through sheer force of will and anger.

>Inventory: +2 Greatclub of Elf Killing (+10 to killing elves)

>Resources: Endless Bar Tab

>Property: Blank

1. Chainface begins a recruitment drive for the local militia, bringing in strapping young men and those seeking a second chance to be trained, armed and used as a defensive force for the fort.

2. Chainface also seeks to build his rapport with the common people. Leaders must be seen as approachable and friendly, so he makes good use of his endless bar tab to spend some time getting to know the citizens of Tuskdale.


86bf20  No.50091

Dice rollRolled 21, 28 = 49 (2d100)

>>50063

>Name: Vandrick Blackmaul

>Race: Dwarf

>Title: Leave blank for now

>Fluff: Vandrick is a dwarf from the oldest holds, and a cleric of the god of civilization and craft. He has toiled in the craft and spreading the blessings of his god throughout civilization. He met the party during this journey and felt the will of his god go with them, and so he joined them on the adventure. Now he knows why, and looks forward to aid the party and bring civilization to these untamed lands with blood, sweat, and iron.

>Bonus: [Servant of Civilization] You feel your god bless upon you when you take actions to help the frontiers people build up their new civilization. Gain +10 to colonizing rolls.

>Inventory: Holy Symbol

>Resources: Blank

>Property: Blank

>Other/Personal Notes: equivalent artifice and community domain

1. Aid Baron Haushaffen with the census. It will be good to get an account of what people we have, what resources we have, and what we are lacking.

2. Aid some of our lumber gatherers by using the Communal Ant Haul spell to allow them to carry more, at least for two hours.




File: a60ffb434c7f1e6⋯.png (864.13 KB, 1250x800, 25:16, Horrible Placeholder Map.png)

2ca901  No.49936[Reply]

Welcome to Ecantus, a land born of the elemental winds and ripe with fledgling civilizations eager to claim their place upon the islands that make up this world. Ecantus Nation Builder is a 'hyperfantasy' game where magic's strength is vast and limitations for such are few and far between. Nations have begun to establish themselves upon the fragments of Gaia, a continent which once bled into this world from the plane of elemental earth, Behetheus. To the distant south exists the metal isle 'The Ancient', an artificial continent dotted with uninhabited cityscape and born of an unknown origins. The world is vast and ripe with resources for the taking. How will you claim them for yourself?

=======================================================

To join, please fill out the following:

Nation Name:

Race:

Color:

Starting Location: (Pictures are acceptable. Note map biomes are liable to change slightly)

Government: (Impacts starting stability and susceptibility to certain stability changes.)

Religion: (Impacts starting/potential magic and may impact Eccentricities)

Fluff: (Impacts Eccentricities, Tech, Magic, and other factors.)

16 posts and 27 image replies omitted. Click reply to view.

56e1a5  No.49985

>>49936

Nation Name: The Dragon Mafia, The Family

Race: Dragons Nobles with lizardmen and kobolds

Color: Gold or Platinum

Starting Location: Eastern part of northern mountains on the main continent.

Government: Godfather and his chief enforcers with petty enforces below them. They collect protection money, secure territory, and engage in business to stimulate the economy when needed.

Religion: The God of Dragons. He did mate with the world and beget his dragon children with great Gaia. In his post-coital sleep he sheds his scales and are blown into the elemental wind by His breathe and this creates the lizardmen and kobolds. Personal strength, power in blood, accumulation of wealth, and family are the chief virtues.

Fluff: After dragons came into being they made of themselves petty kingdoms, families, and feuds in their secluded mountain homes. This changed when Draclon Brandothius came into power. He brought the families together, mobilized the lizardmen and kobolds by taking on humanoid form and displaying his generosity, ingenuity, and fidelity to those that would join him. He recruited nine petty kings to be his enforces and gave unto each a special wand of wood and metal that would shoot fire. In humanoid form he appears as a sharp dressed man in a striped suit as do his enforcers who walk among the subjects. Their humanoid form takes less energy to maintain and so they need not enter the dragon's sleep which can last ages. The lizardmen and kobolds are lead by the new dragons of this era into creating prosperity, culture and power in civilization.


57c0f3  No.49989

File: 0cbdc0ac565f384⋯.jpg (149.17 KB, 1024x534, 512:267, The_Sky_City.jpg)

File: 230f19ae89a1d73⋯.jpg (68.91 KB, 960x540, 16:9, 515c4d4132349.image.jpg)

File: 8d255ec50d0611f⋯.png (136.01 KB, 220x244, 55:61, Regalia Skies.png)

Nation Name: The Inheritors/Tortugal

Race: Humans

Color: Copper

Starting Location: Northern End of The Ancient

Government: Corporatocracy

Religion: Cult of Hermes. It is not an explicit religion, but a collections of beliefs and superstitions in the god of luck whose smile or frown can bring a man to glory or cast him to the winds. He who with winged shoes sprints over cloud and air, the god of chance that can make the lowest peasant the wealthiest man or bring down the greatest company to ruin. Hermes values the daring, the adventurer, and the innovator who brings new and exciting things into the world. He hears the clink of good luck charms, but don't weigh yourself down with them or he will laugh at you.

Apart from that, most believe that there is no one true religion or afterlife, but rather, that when a person dies their soul is released into the magical aether and then flies to the afterlife which they most believe in, guided by the god they call upon. To those who do not ascribe to any particular afterlife or god, they will simply be reincarnated back to a random life. Those with good hearts are light as feathers and fly well, those with bad hearts have heavy souls laden with sins and fall to the lower hells where either their sins will be purged with fire or those with truly black hearts will forever be tied like an anchor to the lowest abyss. Fanatics of the Cult of Hermes, the closest thing to an organized religion, believe that if they impress him enough through their deeds, he will give them a boost to escape the cycle and dwell in the higher planes of paradise forever.

Fluff: The Inheritors believe themselves descendants of those who built and lived in The Ancient. According to their history, when the "Great Malfunction" occurred, an entire section of The Ancient broke off and drifted away. These survivors became the ancestors of the Inheritors, who retained as much of their knowledge of magical technology as they could. This island would eventually become known as 'Tortugal', the flying city and thPost too long. Click here to view the full text.


57c0f3  No.49990


75f447  No.49991

File: 3f87054d7459231⋯.png (42.36 KB, 250x229, 250:229, 1530291203841.png)

File: 8a55fcef62e1dbf⋯.jpg (111.16 KB, 1280x720, 16:9, maxresdefault (1).jpg)

Nation Name: Ooga Booga

Race: Cavemen

Color: Orange

Starting Location: Same spot as before

Government: Big Grug rule little Grugs

Religion: Cult of the Sky Father

Fluff: The lands of Ugg are primordial lands, untouched by the corruption of civilization aside from a mighty complex of caves known as Ugga which serves as the capital of the Ooga Booga Tribe, a tribe of neanderthals and proto-humans that lives a simple life as hunters and gatherers here in the lands. They dislike people who are too advanced, stating often that they're "playing god" and that Sky Father will be angered by those who grow too advanced, and this is verified by the fact that the lands themselves seem to hate technology, making engines cease to work, geared contraptions break and guns jam. And so it is that even while vast cities developed to the southeast the denizens of Ooga Booga proceeded to live their simple life and stay strong while doing so.


75435b  No.50010

File: b04d6b7d87a50ae⋯.png (3.03 MB, 1920x1080, 16:9, vodyani.png)

File: bee4fdc9617f858⋯.jpg (182.5 KB, 1280x720, 16:9, northern-lights-1250561_12….jpg)

>>49936

Nation Name: The Spectrum

Race: Four-dimensional eldritch beings crammed into three-dimensional artificial bodies (Abbr. as Spectrals)

Color: Dark Violet

Starting Location: Southern most tip of the eastern continent

Government: Is a colony ruled by an expedition leader, who is both the civil and military leader, who in turn answers to the Spectral Queen who lies within the void. Any sort of military reinforcements that come from the Rift answer primarily to their leader, who does not necessarily have to listen to the expedition leader, but All answer to the Queen.

Religion: Generally speaking, beings from other realms have no need for 'gods' per se, but revere the Spectral Queen quite as much like a divine being.

Fluff: What lies between the many universes is a curious thing. Once upon a time, it was but one being. A being who could see and manipulate time-and-space, whatever that could qualify as in the void, as one could like putty. Its a maddening thing, to be all alone in a limitless void. Then She found a way to bridge her void to a universe. And thus began the conquests. To conquer the life in a universe and feed it like meat to a sausage maker into her Rifts, upon which that meaningless floating of atoms in her void can be used for as much whatever she wanted. The more universes She took, the more atoms She had. The more atoms She had, the more She could make. The more She could make, the stronger Her armies. The stronger Her armies, the more universes to take. And for as infinite the many possibilities of universes there can be, so too will She be there to take. Sure, each new universe is a new challenge, with new systems and laws of physics to abide, but it will all belong to Her, in the end.

From Her rift in this universe, the light is sucked in, and the expedition comes out, ready to conquer for Her.




File: 89276e83dfe25c8⋯.jpg (182.2 KB, 1063x752, 1063:752, battle.jpg)

File: 6555d2f6df54c2b⋯.jpg (37.06 KB, 600x795, 40:53, prince.jpg)

81b53b  No.49547[Reply]

The Young Prince’s Campaign Builder

In the Year 862 BL the King of Arulia, James Austric-Howel III, passed away whilst out hunting with his court. In the days after this shocking event his brother, Ernest Austric-Howel, proclaimed himself King ignoring the line of succession and marrying his brother’s widow. His young son, Adam Austric-Howel, has attempted to rally what supporters he can to his cause on the Fields of Elenore in the Northern Reach. Will you answer his call and help return the young prince to his throne?

—–

[Character Sheet]

Name:

Age:

Class: [https://pastebin.com/Hq51gcLu] Chose from pastebin

Units: [Fill in from pastebin]

Backstory: [Fill in for bonus and slight base unit changes]

Stat Explanation:

[Causality Rate: 0 to 100%]

This determines a units combat effectiveness and heals at a base of 5 percent per week (out of combat turn) when above 60 percent. When below 60 percent a unit can only regain health by recruiting new members which lowers it’s Experience value.

[Equipment -15 to +25]

Represents the general weapons, armor and other things your units need to fight, different equipment can bestow special modifiers.

[Morale -15 to +25]

The mood of your troops and willingness to continue to battle for the cause, taking 20% causality rate in a battle forces a morale check to stop the unit from breaking based on current causality percentage. [20% Causality Rate = DC 20 +/- Morale]

[Experience -15 to +25]

Combat experience and discipline, can affect rolls to pull off more complex maneuvers in combat to give more situational modifiers.

[Special Modifiers:]

Special modifiers/equipments/training a unit may have that changes their combat use/effectiveness.

Post too long. Click here to view the full text.
24 posts and 18 image replies omitted. Click reply to view.

751a93  No.49837

File: 935aeb1201885c9⋯.jpeg (39.91 KB, 260x473, 260:473, 0E50D0C2-0546-4DA0-B905-1….jpeg)

File: cee7de21416c9fb⋯.jpeg (83 KB, 415x558, 415:558, C1C18F27-ECD1-4E3F-B685-0….jpeg)

>>49547

Name: Giovanni Viscori

Age: 32

Class:Mercenary Captain

Backstory: A mercenary captain from a southern city-state called Casarano. Came to Arulia to support Prince Adam Autistic-Howl like many others.

Casarano Pikemen

[Unit Type: Infantry]

[Causality Rate: 0%]

[Equipment: +5]

[Morale: 0]

[Experience: +10]

[Special Modifiers: Medium Armor reduce causality by 1/3. Spearmen- if braced remove cavalry charge bonus]

Casarano Crossbowmen

[Unit Type: Crossbowmen]

[Causality Rate: 0%]

[Equipment: 0]

[Morale: +10]

[Experience: +5]

[Special Modifiers: Light Armor reduce causality by 1/4, Crossbows- ranged weapons that ignore armor/no melee attack]


ebdfaf  No.49839

>>49700

Increase Experience to +15

>>49837

Reduce morale by -5

Add Special Modifier Insulting- once per battle this unit can insult another giving them a DC 50 to target this unit


6b49d5  No.49840

Name: Daniel Von Stube

Age: 41

Class: [https://pastebin.com/Hq51gcLu] Chose from pastebin

Units:

[The Hussars]

[Unit Type: Cavalry]

[Causality Rate: 0%]

[Equipment: +5]

[Morale: +15]

[Experience: +15]

[Special Modifiers: Light Warhorse +15 while charging, Medium Armor reduce causality by 1/3]

Backstory: The Von Stube family line has had a long history of breeding quick horses. While they are minor nobility that did not stop them from breeding speedy horses and then equipping their cavalry with it. These Cavalry riding fast horses excel at scouting missions, hit and run attacks and skirmishing with enemy units in general. While the Hussars can be sent into the thick of the fight, they are better off striking at the enemy's flanks.


6b49d5  No.49841

>>49840

Forgot to post my class, it is Knight


774176  No.49923

File: 233ae7ac326ab24⋯.jpg (34.39 KB, 636x358, 318:179, 400469A300000578-0-image-a….jpg)

File: 4fabda7f8aa86ab⋯.jpg (108.31 KB, 648x414, 36:23, Death_Riders_Squadron.jpg)

File: 4fabda7f8aa86ab⋯.jpg (108.31 KB, 648x414, 36:23, Death_Riders_Squadron.jpg)

>>49840

[Character Sheet]

Name: Head Marshall Karl Bellomtus

Age: 37

Class: Knight

Units:

[Iron Rider of Vrakas]

[Unit Type: Heavy Cavalry]

[Causality Rate: 0%]

[Equipment: +15]

[Morale: +10]

[Experience: +10]

[Special Modifiers: Warhorse +25 while charging, Heavy Armor-reduce causality by 1/2]

Backstory: Hailing from the territories of Vrakas in the barren wastes of the far northwest, the Dread Irons have spent generations fighting off and running down the roving bands of savages, bandits, desperate rebels, and those unknown from beyond the wastes who test Arulian borders and frontier. Forming a community of those born and raised to fight against the terrors of the wastes, and the errant-turned-stalwart knightly rejects who mettle out anonymous glory for themselves, the Dread Irons of Vrakas have become reknowned in the region for their unshakable will in combat, a resolve made of contempt towards Arulia's enemies of which is almost religious in their fervor. Despite their mission to protect the Arulia's frontier, all the more still, the king acknowledged the power of such a group, making the title of Head Marshall a noble position, and using the Dread Irons as a shock troop to throw at the most hardy of positions, knowing that all the men there would sooner die than rout. Throughout the kingdom, the haunting iron-masks of the Dread Irons strikes fear into the King's enemies.

Most renowned amongst the Dread Irons of Vrakas are the Iron Riders, men who have shown to have been above and beyond the skill, fortitude, and potential of your average Dread Iron, which is impressive in-of-itself. These men are then trained as the ultimate shock troop in their fights against the savages of the wastes, those who crash and break the enemy, and who themselves will not break until their mount and bodies do.

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



File: 55e78bb1329e2ce⋯.png (25.78 KB, 2000x1000, 2:1, Map.png)

e2699d  No.41164[Reply]

Humanity is in its infancy, having recently understood the concept of Agriculture three Civilizations have emerged as of now.

The Suba (Purple) are a loose congregation of Tribes inhabiting the forests on the Eastern Continent's Far North.

The Ibiz (Green), inhabit the warm, yet fertile Central Lands, massive rivers supplying an ever increasing population in an otherwise inhospitable landscape. They are ruled by a Monarch chosen by the Gods themselves.

The Arami (Red), live even further South, they know little about Agriculture, however they are first to have mastered the art of Fishing supplying the relatively small communities which span along the coast.

Though humanoid in form and size you are by no means Human. What runs through your veins can only be described as Immortal Blood. When you were fashioned by the Hands of Gods Unknown you were little more than an empty Vessel. An emptiness that was filled by the deafening whisper of a Single Word. It is your existence, your essence, the very thing you draw Power and Life from.

(The Word of Power functions basically as Bello's Charm builder did with the exception that are the Charm in Humanoid form. If you are unfamiliar, you get to choose one word, I will give you the choice between three different abilities out of which you can then choose one. You can gain additional abilities through the course of the game. Note that some may seem stronger than others, if you feel like you're being treated unfairly, cry to me about it and I'll figure something out.)

Fill out the first two (Also tell me where you want to start)

>Name:

>Word of Power:

>Abilities:

>Other:

667 posts and 156 image replies omitted. Click reply to view.

7771ef  No.49810

Dice rollRolled 92, 50, 53 = 195 (3d100)

Name: Soridul

Fluff: War, always war. Wherever Soridul went, he found the horrors of war to follow. Homes burned, innocents slaughtered, land rendered barren from foul magics and fire. Mankind was a violent race, Soridul realized this early on, when his small village was raided by a group of tribal savages from the northern waste of the world, and it was Soridul alone who survived, spirited away by his mother into the nearby hills. Soridul, at the ripe age of 4, could not understand why his mother then started running in the other direction, screaming loudly and causing a general ruckus, but he remembered her last words; "Run my son, run and live, live with honor and do right by the Maker's Will." He lived a life away from the people of the world, in the wilds of nature. He grew strong on his own, living off the land and facing every challenge he faced with stern determination and precociousness. Soridul wandered the world, from its northern reaches to the southern deserts. It was in his 23 summer that he first spoke to another human being, having stumbled upon a village much like his own in the midst of being raided by tribals very much like the ones that raised his home all those years ago. Compelled to act, he picked up a sword from a nearby slain man of the village and sought to cutting the raiders down to size. He found that war, for as much as he detested it, came easy to him, as he cut through the Northmen with relative ease. He found satisfaction in fighting the good fight, the righteous cause. Soridul found in himself a fire, a passion to defend those who could not defend themselves, and to inspire others to do the same. War was hell, but righteous war was glorious. He had at last found it, the meaning of that cryptic word his mother had told him so many moons ago. Honor. He would fight for Honor.

Word of Power: Honor

>Stats:

https://pastebin.com/KinBYCWU

1. We shall set up shop in one of the fPost too long. Click here to view the full text.


9b4a05  No.49812

Dice rollRolled 44, 65, 5 = 114 (3d100)

>>49793

>Name: Dunkan

>Word of Power: Purity

>Fluff: You are not a man but a vessel, crafted by the gods you serve one purpose, a single word in a language far more ancient and terrible than any other. It resonates within you, gives you purpose and fills you with life. It is your very essence, something that makes you oh so much more than a mere man. Given a mission, by the gods themselves, the order to remove the sickness upon the world, that is man.

>Abilities: [Purifying Fire] You gain the ability to burn a mortal from the inside out when you touch them, furthermore fire is much less harmful to you and you gain a buff to detecting whether a mortal’s intentions are deceitful or honest.

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

+ Ibizan Coins (1 Legendary Harvest)

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

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


1a825b  No.49815

File: b814affa76272e3⋯.png (53.27 KB, 737x427, 737:427, bonezone.png)

Dice rollRolled 74, 45, 15 = 134 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

>Fluff: Skeleton Jack is a friendly skeleton raised by the gods and the power of his Word. His favorite thing to do is spooking people, and he does it very well. However, he gets lonely, so he uses his powers to make lots of skeleton and zombie friends, which along with his spooping often gets him into trouble with the living. He dreams of creating a skeleton utopia where he and his undead friends can spook in peace.

>Abilities: [Master of Bones] - You gain the ability to infuse the bones of mortal humans with their souls. They will be bound to your will and follow your commands, while retaining their own consciousness they will execute your commands. This ability is restricted to mortal humans.

[Breaker of Chains] You gain the ability to return free will to those whom you have resurrected, however once you have released them you can never return them to your control.

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

3 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

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


8f6f59  No.49827

Dice rollRolled 33, 65, 36 = 134 (3d100)

>>49791

Name: The Pig

Fluff: The creature formed from the cries of rage and despair of every dead pig, it slowly rose through the bodies, It looked at humanity and the word echoed through its mind

Word of Power: Butcher

Abilities: [Werehogs]

You may turn pigs into Werehogs, at your will they will turn into pigmen and wreak havoc wherever they may be. Furthermore you may turn any mortal you touch into a pig. If you so wish with a touch you may turn them back into humans, Werehogs cannot be reverted into human form. Werehogs will not attack you but have only very basic intellect and will struggle with more complex orders. You may also take the form of a normal pig

[May contain traces of Pig]

You gain the ability to fuse other wildlife with pigs. They will follow very basic commands.

[Abominations]

You may combine three survivors into one Abomination, they will be taller and stronger than the average human, though less intelligent.

[Abomination] You are an Abomination, you are to pigmen as a boar is to a pig. You will abandon your human form and become despised and feared amongst humans. After the first time you turn into an Abomination you may only return to one other form, either human or pig. The other is lost forever.

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

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

bd17c7  No.49879

The game will continue in this thread: https://8ch.net/builders/res/49828.html




File: cd0586c19cb4e51⋯.jpg (427.22 KB, 836x620, 209:155, Ancient City.jpg)

f51e99  No.49777[Reply]

Welcome to lords of the city. a hero builder where you will be the influential people that take charge of an ancient city state in a low fantasy setting. The culture of the city and surrounding lands, as well as the basic geography, will be up to the vote of the players. All votes have an Other option, if you have an idea present it and as long as it is reasonable it will be allowed.

Magic. The only major fluff set is how magic works. Magic is not something that can be taught, and spells can not be copied by other magic users. Magic users can feel if another person can use magic, describing it like part of a sense such as a certain smell or aura. When someone who can use magic becomes aware of their latent power they instinctually know what they need to cast their first spell. Many are drawn to these objects beforehand, and some awaken their magic by accident this way. Magic is unique to the individual and spells are usually versatile, powerful, and costly. Magic users are rare, and can have a lasting impact on the world around them.

There are a few things to vote on:

1. Do you guys live in a river valley, and if so what is the river like?

- Rivers are for bitches, no river. (Hard mode)

- Small river, not a major river.

- Hard to predict flooding that causes damage

- Easy to predict regular flooding

- Other.

2. Local Climate zone?

- Polar

- Temperate

- Sub-Tropical

- Tropical

3. Local geography.

- Hills

- Mountains

- Forrest

- Desert

- Plains

- Swamp/Marsh

- Other

I will accept characters after voting and discussion for the culture, location, and fluff of the city is done. Just think of your characters Name, Role in the city,Post too long. Click here to view the full text.

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d2c6e6  No.49780

1. No river (BASED LAKE)

2. Temperate

3. Hills with lotsa caves


cb99c9  No.49781

>>49777

1. River with predictable, regular flooding that leads to the ocean

2. Temperate

3. Hills


6153a7  No.49783

>>49777

1. Tons of water in the underground caves

2. Temperate, duh.

3. Hills with one huge cave system underneath, partially flooded.


c9963a  No.49784

>>49777

NO RIVERS

TROPICAL CLIMATE

DESERT

FINAL DESTINATION


206c7e  No.49785

>>49777

1. massive river that regularly overflows

2. Temperate

3. Mountains with numerous swampy basins from the overswelling river




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5a03b0  No.5[Reply]

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
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5a03b0  No.26455

Dice rollRolled 78, 28 = 106 (2d100)

1/2 Billy goes around asking the people of how there days been, and how they feel about asss stabbing


2f1b5a  No.46203

bumperino


92a057  No.46880

>>46203

Me too


5055e9  No.46881

>>46880

really makes me think


ef6015  No.49752

File: 4fe1fee02993ae9⋯.jpg (216.55 KB, 800x600, 4:3, Ron Manson Fat.jpg)

We still doing this? Is it too late to join in?

Fill this in

>Name: Ron Manson

>Race: Human

>Fluff: A Low City-born peasant of the Holy Broman Empire. He grew up in an orphanage in one of the larger, seedier cities, where he was the class clown, an outgoing conversationalist, and a Casanova Wannabe while working as a simple city laborer and orphanage aid when needed. .

As soon as he was of age, he was shipped off to fight in the Holy broman Empire's wars alongside his fellow orphans. He's since been sent on a suicidal solo mission by his annoyed superiors to adventure as the Empire's main representative into the unknown away from his friends and fellow soldiers, but he's keen to make the best out of it.

He's a huge believer in comradery, the Holy Broman Empire, the common man, and human superiority but he knows his roots, he loves children, people whom he considers his family, and the idea of mutual love. He wants to settle down, mary a nice human girl and have a bunch of children. But until then, he's content purifying the lesser race's bloodlines to make Human-Mutts and sees it as his burden.

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: Holy Broman Empire




File: ed613dfd1734500⋯.jpg (131.3 KB, 900x559, 900:559, Space Battle2.jpg)

File: 31a0865ec18cfcc⋯.jpg (108.05 KB, 884x525, 884:525, Star fleet massing.jpg)

f2939e  No.47850[Reply]

The Enterra Galaxy, home to hundreds of sentient races and even more worlds suitable for colonies, not counting asteroid belt, space stations, fuel stations, Starbases and more. Thirteen major Empires span the galaxy and dozens of other less important principalities and sovereignties exist in between them, used as proxy states, trading partners, strategic allies or more. Wars waged for the resources of a planet or two was commonplace, but in general despite the moments of war and strife, Enterra was peaceful.

That Changed a decade ago when first contact was made with not one, but two, trans galactic empires. The Domovoi Empire and Strelatyan Imperacy both coming from the opposite sides of one another. Both had seeded agents across the galaxy before hand and both had the same opinions of sovereignty of nations not their own. Namely that it did not exist and if the barbarian natives would not kneel to them, that they would beat them down into subservience instead. After both powers revealed themselves all hell broke loose across the galaxy as Ai projects were subverted, politicians bent to alien wills, and more. The major powers were broken from within and besieged by an enemy more numerous, prepared and technologically advanced from without. Thus began the decline of Enterra’s major player, and so too the decline of the lesser states.

Slowly even as the two powers fought rabidly against each other, the galaxy was worn down and beaten. People were forced to watch as planets, loved and nations were forced under the yoke of oppressive flesh shaping royalty or cold uncaring uploaded autocrats. Many nations still fought, but all knew that there was no future in it. After all the best the galaxy had to offer since the precursors was falling inexorably. So, the concept of Refugee fleets were introduced. Taking a colony ship, filling it with as many people as possible for a long journey and coupling it with a screening and support fleet. These cities in the stars would seek out a place away from the tyrannical outsiders, whether in this galaxy or abroad and rebuild the shattered societies and nations that managed to scrape them together. Obviously, this favored the industrial might of the larger nations as even though they were falling they had the might to create such fleets fully in the time allotted and vet the peopPost too long. Click here to view the full text.

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330a72  No.49661

>>49660

Fuel:100 (-1 per turn ) (2 for kharak)

Water: 58 (-1 Per Turn) (2 for kharak)

Raw Metal: 56 (10 for Kharak)

221/475 Storage

stats fixed*


11500b  No.49693

Dice rollRolled 21, 3 = 24 (2d100)

>>49653

Nation Name: Cakonov-Kinari United Corporation

Race(s): Any civilized race

History: Cakonov-Kinari was a relatively small interplanetary state before the invasion. It relied mostly on its status as a neutral mining and banking hub for protection, which dissuaded most expansionist empires from treading on its territory, save the occasional pirate or marauder fleet. When pirates did enter the borders, the company mostly resorted to mercenary forces, as they never had a true military force, besides the small escorts tasked with ferrying officials to and from board meetings. Cakonov-Kinari is structured like a standard mining corporation, headed by a chief executive officer who is also the head of the board of executives. The invasion all but ensured the destruction of the company as many knew it. The first to jump (on the) ship were the executives, who managed to fund their own escape, as well as many of the employee's. They also managed to acquire a small mercenary force to act as their guards for the journey. Now Cakonov-Kinari is a part of the ever expanding refugee movement, their remaining funds being stretched thin

Core Fleet Stats: 2 attack, 1 defense, 9 mobility, 5% Shields

Fleet: The Cakonov Merchant Fleet

Civvie Ships -

Colony ship 1 D, 5 M, 5S; 25 storage Slots, 20 hp

Supply Freighter x2 1 D, 5 M, 5S; 200 Storage 10 hp

Mining Ship 1 D, 5 M, 5S; 25 storage 15 hp

Mobile Shipyard 1 D, 5 M, 5S, 20 hp

Military Ships -

"Growth" Corvette 1 O, 1 D, 15 M, 5 S, 5 HP

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db8c18  No.49694

Dice rollRolled 99, 2 = 101 (2d100)

>>49653

Nation Name: The Stilsar Remnant

Race(s): The Stilsar. A Humanoid Fungoid species. A mix of radiation and carrion eaters. Averaging 5 feet in height and with a stocky body. Spores found within their body and are spread when hurt or shaken enough. Most Stilsun have a near suicidal disregard for safety due to their method of reproduction.

History: The Stilsar have always been a violent and inventive race. Born on a world that had seen nuclear war where only some insects and fungus survived. After thousands of years of evolution the Stilsun were born. Their tribes and kingdoms regularly warred for the ruins of the old world and for the lost technology within. The Stilsun have a focused intelligence specialized for working with technology they may not fully understand but finding a way to use it. It is hard to tell if progress was quicker or slower as new technologies were introduced randomly and then built upon due to the many ruins. Even as they became space fairing the didn't really unify. Many Stilsun became citizens of other space empires due to losing a planetary invasion, traders being killed or mugged, and many other similar cases of 'infestation'. As well the many planets of the Stilsun empire warred with each for petty reasons. When the infinite war reached their galaxy many fought but a few, the remnant, decided to take the chance with the others fleeing and see if they can't make something of it. A new planet and the odd bit of scrap might be worth the risk.

Core Fleet Stats: 5 attack, 8 defense, 9 mobility, 8 shields

Fleet:

Civilian - Colony Ship, 4 D, 5 M, 8S; 25 storage Slots, 20 hp

Mobile Shipyard, 4 D, 5 M, 8S; 20 hp

Supply Freighter, 4 D, 5 M, 8S; 200 Storage 10 hp

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


1152bf  No.49708

Dice rollRolled 65, 8 = 73 (2d100)

Nation Name: The Free Corps

Race(s): Mostly humans and "honorary members"

Core Fleet Stats:

Offense +9

Defense +7

Mobility +9

Fleet:

>Civ

-Colony Ship [Free] "Storm-Pioneer Transport 2456"

>Military

-Heavy Carrier [14] "Valkyr's Bastion"

Offense +10

Defense +8

Mobility +8

Weapons:

Lasers 1d6+ offense

Defense:

Improved armor - Energy +2

Improved armor - Kinetic +2

Improved armor - Missile +2

Anti Missile Defense System

Strikecraft:

4 Fighter Squadrons - "ME 794 Fighters 'Valkyries'"

2 Bomber Squadrons "ST 0BA Bombers 'Shtoobas'"

-Light Cruiser "Quiver of Mars"

Offense +9

Defense +7

Mobility +10

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


5bdd5c  No.49715

Dice rollRolled 97, 96 = 193 (2d100)

>>49655

>>>>Nation Name: The Conquered World

>>>Race(s): Krajek

The Krajek seem like a mix of spiders, ants and wasps. Standing at about two and a half feet tall they are covered in very fine hair which allows them to climb most surfaces.

A Krajek possesses six limbs, of which the primary purpose of four is movement while the set in the front is generally more sensitive and able to perform more refined tasks.

On their back the Krajek have a small set of wings, however due to the relatively heavy nature of their exoskeleton these only allow the Krajek to perform leaps rather than fully fledged flight. When threatened Krajek hit their wings against their carpace, a sound that if amplified by a sufficient amount of Krajek, sounds like marching soldiers.

Contrary to popular belief it is not the Krajek's stinger, but their bite that transmits a neurotoxin which disables the victim and allows a Krajek to then infect the prey with their offspring via stinger.

Setting them apart from Insects Krajek do not have Antenna, but rather a set of eight eyes.

>>>History:

Long Story.

>>>Technology:

+ Improved Railguns

>>>Core Fleet Stats: 7 Offense, 6 Defense, 3 Mobility, Shields 64

>>Fleet Storage: 146/383

+ 44 Water

+ 64 Fuel

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