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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.

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Winner of the 62rd Attention-Hungry Games
/eris/ - Wherein Is Explained Absolutely Everything Worth Knowing About Absolutely Anything.

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The King Is Dead; Long Live The King!

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. For your viewing pleasure, here is a community-made guide to running and playing builders. https://docs.google.com/document/d/1NZFX--5Hchy7wwVliYA8E8t5oNyec4zSC4yNStw4Oy0/edit?pli=1

As the board is now under new management, please review the following board rules:

1. No spamming.

2. No posting gore, animal abuse, bodily waste or other tasteless content.

3. Pornography is permitted ONLY in games that are labelled as explicit and adult-only. Please make sure that the TITLE of any such game thread reflects this. You are encouraged, but not necessarily required, to spoiler pornographic content within an explicit game thread.

4. No cheating. If you accidentally post twice or more, please delete the extra posts and KEEP the first one.

5. No salt, abuse or excessive banter in the threads. Memeing on a critfail/success or a particularly audacious action is fine, but don't go overboard with it; that's what the Discord is for.

6. For GMs: treat your players fairly. Do not play favorites.

Join the /builders/ community at:

https://discord.gg/AuBDqAA

Have fun, and be excellent to each other!

Post last edited at


File: 9618ce76dcbfc6e⋯.png (2.85 MB, 3072x1654, 1536:827, Image for Game.png)

File: b61c36061d25dcc⋯.png (3.68 MB, 1179x1173, 393:391, Battle 1.PNG)

File: 5218c799a19fc11⋯.png (3.85 MB, 1539x1168, 1539:1168, Koronam1.PNG)

3ef075  No.50580[Reply]

It is the year M41. 889, and the Imperium of Mankind continues to hold itself together by any means necessary. Enemies of the Imperium are a dime a dozen these days… Orks, Necrons, Tyranids, Dark Eldar, and the forces of chaos continually threaten the Imperium and its worlds. The Imperium has countless soldiers deployed across an innumerable amount of planets, those soldiers are what holds back the tide of darkness from washing over the Imperium entirely.

Koronam is one of the countless worlds that is threatened by the countless enemies the Imperium of Man faces. It is a simple, civilized world in its current state, with 5 Hive Cities dotting the surface of the planet. In its past, it was a battleground of epic proportions, A fortress world, with massive complexes sprawling across its surface, and reaching deep deep underground. The age-old glory days of Koronam have long since passed, the last time this world has seen a battle was almost five millennia ago. Since then the fortifications have fallen into disrepair, they weren't being used and were costly to maintain.

Once more, forces rise to threaten Koronam as they did millenia ago. The Forces of Ghozkaluk the Mighty stir and cast their gaze upon taking Koronam, a vital world to the Imperium because beyond it lie more vulnerable worlds. Here the Generals of the Imperium have decided that while the fortifications are in ruin, it is faster to rebuilt what was ruined than to make a new massive fortress-complex on another world in the path of Ghozkaluk.

The Formal Orders that you have been given upon this planet are the following:

-Rebuild the Fortress Complexes that had existed upon Koronam in order to stem the tide

-Prevent the destruction of the Hive Cities by the enemy forces

-Hold back the green tide.

It is our duty as Soldiers of the Imperium to prevent the enemy from getting past this world by any means necessary.

```THE RULES:``` https://pastebin.com/MA8f8aa9

Post too long. Click here to view the full text.
441 posts and 172 image replies omitted. Click reply to view.

6ab2de  No.51228

test test 'test'


7abf10  No.51229

Organization Name: Kill-Team Calcium 6

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Ordo Xenos

Sub-Category: Deathwatch

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery): 2 kill teams and one Corvus blackstar

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): After several notable engagements with a variety of foes, a small detachment of deathwatch soldiers have been sent to cut off the head of the mighty waaagghhh. They specialize in lighting operations that require quick deployment and exfiltration


3ef075  No.51230

>>51229

Accepted.

Troops:

12 Deathwatch Marines (Specialized against Orkz)

1 Corvus Blackstar

Bonuses: +25 to all combat rolls as all Deathwatch get.

No you do not get to requisition troops from forces here.


7abf10  No.51231

Organization Name: Kill-Team Calcium 6

Category: Ordo Xenos

Sub-Category: Deathwatch

Troops: 12 Deathwatch Marines (Specialized against Orkz)

1 Corvus Blackstar

Lore: After several notable engagements with a variety of foes, a small detachment of deathwatch soldiers have been sent to cut off the head of the mighty waaagghhh. They specialize in lighting operations that require quick deployment and exfiltration

Bonus: +25

One two and three: instruct the other imperial forces on the planet on proper Ork fighting tactics to better make sure their forces are efficient in the coming battles


3ef075  No.51232

Dice rollRolled 81, 56, 51 = 188 (3d100)

>>51231

nigga forgot to roll lmao




File: 15120e99e908e46⋯.png (428.94 KB, 1452x1281, 484:427, Local.png)

856df7  No.50203[Reply]

The city of Roma sits around the sacred underground lake of the same name. Gifted to the people of Roma by the god of the earth when the god of the sea and storms turned his fury to the land due to a slight long debated, and now storms almost constantly beat upon the shores and up through the Corridor of Winds. The cities that call the lands home are connected through long and twisting underground tunnels, the most straight paths carved by human hands, and defended by carving away paths in the hills and mountains. The city of Roma is built in a similar away, away in central lanes from the central lake. Crevices leading to the underworld break through the carved and decorated lanes every now and again. Men walk the streets with purpose, and smoke breaks towards holes in the ceiling. Welcome to Roma, sitting upon the underground trade route and rich with tin and iron. To the east lies the Corridor of Winds and the nomads that brave the storms, and to the south the great port of Tyre upon the only island known on the Sea of Storms. Now the winds change, and the fate of Roma lies in your hands.

To join please post in this thread: https://8ch.net/builders/res/49786.html

People who have characters may now post.

Map: Red is Roma.

31 posts and 6 image replies omitted. Click reply to view.

a6254a  No.51050

Dice rollRolled 97, 30, 94 = 221 (3d100)

Name: Livius

Position in the City: Artist

Fluff: Art brings into the world what is of the mind.

For Livius, this takes on a secondary meaning.

The gods, whether in genuine blessing or in malicious prank, have given Livius the power to grant life to his creations. His sculptures, his paintings, even at times his writings come to life. Not easily mind you, for there is great cost and effort involved. The higher quality the sculpture, the more well written the character, or the more precise the painting the better the result. Cursed by that which was marred and deformed for it is an ill becoming lot. Life does not come from nothing either. To turn stone into flesh, one must have a source of flesh nearby, such as a cow or a horse.

His talent is new to him, still being mastered along with his skills. To him is given a great quest to bring some of the cities greatest myths to life. The finest warriors, the most viscous monsters, and of course, the prettiest women.

+Skills:

+16.5 Sculpting

+21 Painting

+13.1 Knowledge; Myths

+Renown: 10

+Inventory: Sculpting Tools, 100 Copper coins, Tunic.

+1 Servant Sculpture

+Property: Domus, 2 Stone blocks

+Spells: Mark of Life - You may finish a sculpture with a magic mark that consumes meat, bone, and the statue to bring the statue to life. The statue will take it's personality and mentality from it's creation, and may die on creation if the statue is bad. The mark will be visible as discoloration of the skin ofPost too long. Click here to view the full text.


856df7  No.51216

Dice rollRolled 12, 38, 48 = 98 (3d100)

>>51048

The dead pour forward.


856df7  No.51218

Dice rollRolled 75 (1d100)

>>51048

1-3. Your flame pours forward, but the dead do not stop initially. Even lit a flame the creatures continue to pour forward, singular in their goal of killing you and your guards. Thankfully many begin to drop dead, some once you hit them in the chest, but many die after a bit of time of being on fire. Unfortunately some of those on fire make it to the soldiers and a few are taken down, but the enemy was nearly destroyed by the fire and the rest are cleaned up by the soldiers. A few soldiers lie dead, unlucky in having the burning corpses bite their throats, others have burns and cuts. (98 allies left, 10 wounded)

The chamber lies filled with the burned corpses of the enemy, and a few of your own. On the other side is the entrance into the deeper caves.

>>51050

1&2. You make the egg and the seeds, giving them to the farmer again. It will take another [5 turns] for it to show results but you turn your mind to other tasks.

3. You finish the sculpture of the snake, giving it a fierce pose as it crushes rock with it's mouth. It's body twines around a pillar of rock as it constricts it. It's head is armored and made for digging. All that is left is minor details, details you know will shape it's personality and then it can be brought to life.

Event progress.


0f37cf  No.51219

Dice rollRolled 79, 49, 31, 91 = 250 (4d100)

>>51218

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.

+Skills:

+10 Perform: Lyre

+18.5 Perform: Singing

+22.7 Focus (Magic)

+1.9 Ceremony (Religious)

+Renown: 12

+Inventory: Iron Rod (92%), Lyre, Maiden Garb (Prometheus)

+Spells: Control Fire - You may control and create flames within a range around you. Using this ability causes iron around you to rust and decay, and with no iron around you the ability does not work. The stronger the flame, farther away from you, and weaker focus (lower roll) the faster the decay occurs.

+Bonus: Maiden of the Flame - You are a woman born with the blessings of the gods, and many come seeking your guidance. You are in charge of the Temple of The Immortal Flame, which symbolizes the knowledge of man and prosperity of the city. You can use fire magic, have the authority to do religious practices, and some will come to you seeking to give religious service or for the blessings of the god of fire. Every turn roll a d100, on a 90+ you get one such person of interest.

+10 Flame Guard, moral boosted.

(98 allies left, 10 wounded)

1/2/3 Continue deeper into the caves, keeping the light burning and ready to attack.

4 Maiden of the Flame


0f37cf  No.51220

>>51219

+22.7 Focus (Magic) for 1-3 obviously




File: 0e65915104364db⋯.png (302.8 KB, 1800x1157, 1800:1157, Lumea.png)

3d2839  No.41677[Reply]

The Empire is dying. Over 600 years of dominance over half of Lumea slowly coming to an end. The Empire of The Golden Rose has overextended itself, civil unrest and revolts close to the heartland have stifled imperial reach to the marches and barbarians raid and pillage almost unhindered. Bloated Aristocracy and corrupt Bureaucrats have made reforms almost impossible and central government is non existent because of a young, weak emperor. Emperor Alphonsus II inherited the throne three years ago, after the untimely death of his father. His father had suffered a wound and contracted an infection on the front, but he continued back to the capital after his doctors treated him and diagnosed him healthy enough. It flared up when he got back and he died two days later. Alphonsus II was only 15 at the time and inexperienced, totally not ready to lead the empire through the crisis. It's been three years since and things have only gotten worse. Alphonsus II rule is dominated by councilors and court officials who line their own pockets and effectively rule the country, Alphonsus II himself shielded from outside news and not fully aware of the dire straits his empire is going through.To make matters worse, he is not married, adding fuel to the talk that he is not fit to rule. Many of the Provinces and Kingdoms operate effectively autonomously, the Imperial armies loyal to their generals and divided, unable to reliably support the Emperor's vassals. The condition of the Empire has reach the ears of the eastern barbarians and typically divided tribes and clans have united into warbands that raid deep into imperial territory, past the marches and even into coastal core imperial lands. To the far east, there are talks of rival empires in the making, eager to tame the savage wildlands and lead the barbarians in dismantling the Empire.

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

c49fe1  No.46613

>>46612

>>46573

I'm a smart man who connects posts smartly.


5951c9  No.46614

>>46573

Update you nigger.


3ca53a  No.46780

>>46573

continue :>


155f80  No.46783

>>46573

if you update I will join


a77f7c  No.51217

File: c083e5afe1be9ba⋯.jpg (363.59 KB, 1280x1614, 640:807, Yoshitaka_Amano_Hiten_p041.jpg)

File: 502cfea6144dc57⋯.jpg (381.63 KB, 1280x1846, 640:923, Yoshitaka_Amano_Hiten_p039.jpg)

>>41677

Name: Garolad

Sex: Male

Age: 25

Race: Half-elf

Culture: Latin/Germanic

Fluff: Adopted, he was found in the deep forest of Lumea Inlaudatus. Raised sincerely in a rural aristocrat warrior house descended from those Latins who conquered, settled, and married the locale. It was a strict and efficient household, but what affection there was between the family and the servants and slaves was pure and good. Their land was deep in the woods with a few other villages nearby. Their land had been cleared of trees and excess waters years ago when authority was strong and labor plentiful and so did not have trouble being productive. Protecting the fruits of that labor was a different matter. Barbarian raiders were growing more frequent these days, which also drove other families into hard times, destitution, and further banditry just to survive. It was a vicious cycle that could only be avoided with strength and vigilance.

Garolad is a beautiful and genuine young man of these times. He speaks a pure Latin unaffiliated with any accent that might mar it and this has endeared him classical imperialists. His ambition is to end the threats against his house and home. The only tangible inheritance of his elven lineage is his two handed-sword and circlet that have been with him since his mysterious arrival, though they have grown to fit his form as he grew, denoting a sure sign of magic. He retains a number of chosen warriors, scouts, and hunter archers to repel any invaders. His magic forte is circle magic which allows him to produce magic shields around the circle, or pushing force or disrupting the environment.

House: Bassille

Flaws: Wrathful, Closefisted, Insubordinate

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the maPost too long. Click here to view the full text.




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.

613 posts and 236 image replies omitted. Click reply to view.

067643  No.50192

Dice rollRolled 36, 67, 83 = 186 (3d100)

>>50098

Name: Gaius Namedsoonicus

Fluff:

Nobody is really aware of where Gaius came from. Quite frankly nobody around Braxios' Fighting 15th has seen the man before and nobody can recall fighting alongside him during the siege. However after the first wave he just kind of showed up ready to fight. Overall Gaius is an uninteresting character with conforming opinions and attitudes. Its unlikely that anyone would notice his death.

Location: Front Fort

Health: 10/10

Class: Legionnaire

Gear:

+ 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:

+ [Cloak] - Just a normal cloak, but for some reason you become even more unnoticeable when you put it on. + 10 to sneaking actions.

Bonus: [Unseen] - Enemies will not attack you unless you directly attack them, furthermore, people will not notice you unless you speak up or do something to make yourself known.

+ [Gold Coin] - A choice exists, between order and chaos, between light and dark, and between slavery and freedom. When you are ready to talk again, to make that choice, press this coin into your temple, embed it in your brain, if you are strong enough.

1-3. Was it Sol InvPost too long. Click here to view the full text.


682714  No.50260

going to use my talisman to wipe that 5 fail to a success >>50173


70be32  No.50267

File: 0134f178507c616⋯.jpg (32.85 KB, 425x425, 1:1, 51iuI33As L._SX425_.jpg)

>>43687

>Character sheet

Name: Publius Traianus Quintilius

Fluff: Young Publius hails from the heartlands of the Empire. The son of the thief Invisible Publius, who was invisible until a city guard shot him in the night thinking he was some sort of ghoul. As a youth, he inherited his father's profession and became known as Invincible Publius due to his capability of surviving risky situation after risky situation that came with the crumbling Empire. Eventually, he angered an important magistrate and got conscripted to Braxios' 15th, which was undermanned at the time. The magistrate had it out for him because -supposedly- Publius stole his hard-earned laurels. The magistrate could prove nothing, but still ensured that the next draft would include Publius' name in it.

Publius made a little money on his way to Braxios' with the sale of the laurels. And readied himself for the hell that awaited him there, hoping his name was more than just for show in this place.

Class: Legionnaire

Location: Front Fort

– Do not fill in –

Health: 10/10

Gear: Determined by Class, gained from battle loot and finding stuff

Inventory: Everything you’re not wearing and can’t kill stuff with

Bonus: Determined by fluff


76dd39  No.50268

Dice rollRolled 11, 37, 66 + 5 = 119 (3d100)

>>50093

Name: Otacilius Zeno

Fluff: Otacilius was orphaned as a child and raised by a mysterious man that called himself "Maximus Zeno" to be the mans protegee. Maximus later was revealed to be a Frumentarii, he raised the boy to be a well-oiled killing machine highly trained in infiltration tactics and molding him into the man he is today, a master at blending in with his environment and skilled in skulking and sneaking around he's truly a force to be reckoned with in the right environment and has clearly taken his old masters teachings to heart utilizing them to their fullest

Class:Auxiliary

Location: Front

Health: 4/8

Gear:

[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

[Bow] - Allows ranged attacks, + 5 to ranged attacks

[Shard of Death] - Provides a + 5 damage modifier to monstrous enemies, but takes a sliver of your life each time you use it (1 health per use).

x0 [Arrows] - Ammunition for your bow

x15[Poison Arrows]

x5 (Uses of) [Caltrops] - 10 to pursuit rolls against you when used (that immediate turn)

Inventory:

+ [Obsidian Stone] - The last gift of your master, allows you to temporarily become unseen. However, the turn immediately following your decloaking you are reduced to 1 point of health for that turn.

Bonus: [A blade inPost too long. Click here to view the full text.


fdf8ab  No.51177

Somehow this was bumped. Who THE FUCK deleted their post?




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.

596 posts and 99 image replies omitted. Click reply to view.

0174a6  No.51136

>>51135

We agree to this, the sooner the fleet is able to profit off of this breakthrough, the better


1c4d46  No.51137

File: 7059a2090ba75be⋯.jpg (21.49 KB, 658x702, 329:351, 583d8c0fcc57e936b0a3257f2f….jpg)

Dice rollRolled 98, 24, 64 = 186 (3d100)

>>51130

Nation Name: Serene Republic of Benevolent Ones

Race(s): Avarasian, humanoid avian creatures

History: The Serene Republic of Benevolent Ones once was based upon a veritable paradise world of their own creation. They had graced the stars but found nothing of great importance there preferring to spend their days expanding their minds with various psychedelic drugs or pondering the various schools of thought. Only the arrival of the Domovoi Empire broke them from their idyllic state forcing them to make a simple choice, submit or die. With this the Serene Republic dusted off ships long since forgotten and fled to the stars to follow a destiny among the great refugee fleet.

Core Fleet Stats: Offense: 5 Defense: 8 Speed: 10 Shields: 84

Civilian:

Colony Ship: Blissful Flight 20 HP

Colony Ship: Euphoric Enterprise 20 HP

Refinery Ship

Military:

Frigate: Decay of Morality HP 15

Offense: 4

Defense: 6

Mobility: 12

Laser: d8+4 DC 30

Shield Array: 84%

Destroyer: Death of Reason HP 20

Offense: 4

Defense: 7

Mobility: 11

Laser: d8+4 DC 30

Laser: d8+4 DC 30

Shield Array: 84%

Storage Space: 70/75

Metal: 0

Exotic: 5

Water: 21 -1/3rd t

Fuel: 43 +10/t -1/t

Research:

Improved Laser

Improved Railgun

Focused Laser

Resource Saving

Modularization

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

b42674  No.51141

Dice rollRolled 11, 77, 11, 44 = 143 (4d100)

>>51130

Nation Name: The Acherantai Decadents

Race(s): Acherantai

History:

The Acherantai are a nation who at the height of decadence and carelessness, found an immortality serum and immediately distributed it to their entire population. It was only a decade or two later that they found that not only did it grant immortality, but also sterilization. The few Acherantai who were still fertile slowly died out as a very small minority, and the ones who were sterile didn't care, they were immortal, or effectively so at least. Medicine was good enough that dying from accidents and the like was extremely rare, and only would one be able to truly die if they were attacked with the intent of murder by someone else.

Only when the Domovoi Empire rolled in to their nation did they realize their folly, as every loss meant that their population was permanently culled, and soon there were but a few worlds left of them. Desperately, they tried to supplement their population with anything they could think of, autonomous drones, vat-grown artificial life, even AI's themselves, but against the might of the Domovoi they fell, one after another. Now only a handful remain, enough to create three large cities at most, refugees of their own making.

Core Fleet Stats:

Offense: 2

Defense: 8

Mobility: 4

Shields: 62

Fleet:

CIVILIAN

Colony Ship "Seventh Son"

-Defense: 4

-Mobility: 2

Colony Ship "Fated Hero"

-Defense: 4

-Mobility: 2

Colony Ship "Chosen One"

-Defense: 4

-Mobility: 2

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

b42674  No.51146

>>51141

meant as four seperate actions, not one action with a lot of rerolls.


55dab0  No.51172

Dice rollRolled 71, 13 = 84 (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:

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

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

-Light Cruiser "Quiver of Mars"

Offense +9

Defense +7

Mobility +10

Post 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.

643 posts and 168 image replies omitted. Click reply to view.

c4d2e5  No.51114

File: cf2434439a01f72⋯.jpg (31.61 KB, 466x734, 233:367, Glueman(27).JPG)

Dice rollRolled 63, 68, 79 = 210 (3d100)

>>51098

Name: Gabe "The Glue Man" Degrossi

Age: ~49

Origin Story: Glueman was once a humble man named Gabe Degrossi, working the night shift at a glue manufacturing plant in his hometown of Boston. One night, while working his usual shift, there was a break in, a group of mobsters had a hit out on one of his fellow night guards. Instead of running and getting actual, real police to help however, Gabe took matters into his own hands. Opting to engage the mobsters in close combat with his shitty baton and flashlight. He somehow managed to knock out most of his opponents, but the few who were left ganged up on him, pushing him into a vat of glue where he sat until the next day. He was immediately rushed to the hospital, but the doctors were unable to remove the glue from his body, however, after a few more hours in intensive care, it seemed as though he had entirely become glue, as no traces of human flesh were left. Gabe Degrossi, now Glueman, soon awoke from his coma, he was shunned out of his family because of his horrible new glue-based form. He wallowed in sorry for days before seeing an ad that advertised that a local professional wrestling was hiring, Glueman, needing the money, applied and was hired. He had found his calling, Gabe Degrossi had now become Gabe "The Glue Man" Degrossi, super-powered professional wrestler!

Blood Type: A

Signature Color: Maroon

Domain: Akron, Ohio

Superpowers: [B-List Glue Invulnerability], [C-List Stretching], [C-List Stickiness], [C-List Super Wrestling]

[D-List Chairsmashing] 4/5]

[B-List Super Wrestling 3/15]

Equipment: [Stickproof Spandex Pants], [Glueman's Cape], [Elmer's Metroplex Post too long. Click here to view the full text.


ad9495  No.51117

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

>>51114


f91e47  No.51119

Dice rollRolled 10, 92, 7 = 109 (3d100)

>>51097

Name: Hank Scorpio (Handsome ScorpioCorp CEO)

Age: Average

Origin Story:

This incredible visionary is a genius entrepreneur who made lots of money with all sorts of space weapon technology. Which is also where his ambitions lie. In space. But all that aside for now, born with incredible super intelligence Hank Scorpio does whatever he can to provide a relaxed work environment for all his employees while they bring about the end of the world. Or happen to save it.

Blood Type: ABC

Signature Color: Pink

Domain: Phoenix, Arizona

Superpowers:

+ Super Intellect

+ OMEGA Regeneration Chip

+ Laser Integration System

+ A-List Physical Fitness

+ B-List Tackling

+ C-List Tackling

+ C-List High-Tech Marksmanship

+ C-List Bass Playing

+ C-List Super Strength (Untrainable)

+ C-List Device Invention

+ D-List Tool Creation

+ D-List Bass Playing

+ D-List Corporate Combat

Followers:

+ [AI Scorpio]

+ [Sprinkly Boy]

+ A-Team

+ 4 Living Metal Corporate Executives

+ 18 Scorpion Mercenaries

+ 23 Living Metal Mercs

+ 10 Living Metal Marauders

+ 10 Living Metal Commandos

+ 5 [Living Metal Conscript Regiments]

+ Weapons Expert

Equipment:

+ [Most Uncomfortable Chair], a sitting apparatus that you're pretty sure is the most uncomfortable thing everPost too long. Click here to view the full text.


978db5  No.51147

Dice rollRolled 9, 12, 93 = 114 (3d100)

>>51102

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, [3 Mook Battalions] [Willy Three-Dicks], who has C-List [Piloting]. [2 Elite Mook Battalions.]

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


fc35cc  No.51151

Dice rollRolled 99, 9, 27 = 135 (3d100)

>>51098

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), D-List Skeletal Armor

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.

[Petted] Bonus, adding a one-time +10 to a roll of your choice.

Health: Healthy

Post 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:

123 posts and 45 image replies omitted. Click reply to view.

738b0b  No.51042

File: 249db7232884310⋯.jpg (136.33 KB, 659x722, 659:722, karl-marx-reads-from-the-c….jpg)

Dice rollRolled 5, 25, 91 = 121 (3d100)

Nation Name: The Republics of Elven Democracies [RED]

Subrace: Fairy Tale Elves (short elves, strongest in magic)

Pop: 20 +2/turn

Food: 32 +4/turn (+2 Base, +2 Farm)

Resources:

Materials: 12 +2/turn (+2 Candy Alloy Foundry)

Settlements:

[Elvenvostok](Hamlet)

Resource Buildings:

[Candy Farm] (+2 Food)

[Candy Alloy Foundry] (+2 Materials)

[EMPTY] (+2 _)

[EMPTY] (+2 _)

-Infrastructure:

Farm, Farm

-Defenses:

Base Defenses [1]

Military:

Magic: Creation II

Technology: Agriculture I, Clockwork I, +Sucro-Alloys V, Wands I, Wands II, Gluco-Synthesis II

Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)

Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.

+Terraforming I 5/6

+Gluco-Synthesis III 2/10

1-3. "Every day we delay, is another day the capitalists and facist pigs conPost too long. Click here to view the full text.


656751  No.51074

Dice rollRolled 78, 58, 27 = 163 (3d100)

>>51036

Nation Name: Dryadales ignis

Subrace: Fire elves

Pop: 24 +2/turn

Food: 24 +2/turn

Resources:

[Materials: 20] +4 a turn

Settlements:

[Igni](Village)

>-Infrastructure:

Hunting Lodge

Lumbermill

Iron mine

Sanctum

-Defenses:

Base Defenses [1]

Military:

Magic: Fire II

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

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.

+Battle opportunity (can invade without using an action against hobbits for 3 turns)

+Treants are now hibernating

1. Raise more soldiers a vanguard and as many rearguards as we can

2.Continue to upgrade our capital 3/?

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

f13dca  No.51111

Dice rollRolled 74, 4, 36 = 114 (3d100)

Nation Name: Ceolanheim

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: 16 +2/turn

Food: 36 +4/turn

Resources:

[Materials: 22] +2/turn

Settlements:

Tyr-Ceolan (Hamlet)

Hvíld bróður (Outpost) (unusable)

-Infrastructure:

Fishing Wharf (Tyr-Ceolan)

Ice Carver (Tyr Ceolan)

Hunting Lodge (Hvíld bróður) (unusable)

Giant’s forge (Hvíld bróður) (unusable)

-Defenses:

Base Defenses [1]

Military: 2 Swordsman (1.4 Strength, 1.2 Materials)

Magic: Frost III

Technology: Fishing I, Ships II, Swords II

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.

Ongoing:

Frost IV 9/12

Ships III 2/8

1: We are on the verge of untapping a way to greatness. Finish the enPost too long. Click here to view the full text.


c7741e  No.51115

Dice rollRolled 1, 89, 9 = 99 (3d100)

>Nation Name: Karaz-a-Elgi

>Subrace: Short Elves (Dwarves Masquerading as Elves)

>Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.

Location: Mountainous regions on the central continent

Pop: 13 +2/turn

Food: 20 +2/turn

Resources:

[Materials: 28]

[Gromril: 1]

[Dukatz ale stash]

[Friendly Gnomes]

Settlements:

[Karaz-a-Yarm](Hamlet)

Infrastructure:

Hunting Lodge

+Forge (+2 Materials a turn)

+1 Gromril Vein 1/4 (+1 Gromril a turn)

Defenses:

Base Defenses [2]

1 Gnome Guard (2 Strength, 1 material, [Expendable])

Military:

Magic: Runes I

Technology: Hunting I, Metallurgy I, Construction IPost too long. Click here to view the full text.


24bfe8  No.51116

File: 31a9b6e8e4d0b20⋯.png (75.09 KB, 500x255, 100:51, !m1br43lrt.png)




File: c6606fe2aaa5396⋯.jpg (108.07 KB, 1191x670, 1191:670, space battle.jpg)

File: fbcff35ba7b5e66⋯.jpg (47.8 KB, 1280x720, 16:9, Space fleet.jpg)

cade08  No.47607[Reply]

This is the Preliminary thread for the space fleet game I am working on. While the rules are subject to change via fine-tuning right now, the core ship creation concept is sound. Thus people wishing to join can roll up their stats here and generate their fleet. so as to not clutter the actual thread.

Pastebin with rules here. https://pastebin.com/Sn4P8Xue

The actual game will come with story soon.

84 posts and 26 image replies omitted. Click reply to view.

cd497e  No.51013

Dice rollRolled 2, 8, 4 = 14 (3d10)

rollan for stats


cd497e  No.51014

Dice rollRolled 62 (1d100)

>>51013

and again


cd497e  No.51016

>>51014

>>51013

Nation Name: The Acherantai Decadents

Race(s): Acherantai

History:

The Acherantai are a nation who at the height of decadence and carelessness, found an immortality serum and immediately distributed it to their entire population. It was only a decade or two later that they found that not only did it grant immortality, but also sterilization. The few Acherantai who were still fertile slowly died out as a very small minority, and the ones who were sterile didn't care, they were immortal, or effectively so at least. Medicine was good enough that dying from accidents and the like was extremely rare, and only would one be able to truly die if they were attacked with the intent of murder by someone else.

Only when the Domovoi Empire rolled in to their nation did they realize their folly, as every loss meant that their population was permanently culled, and soon there were but a few worlds left of them. Desperately, they tried to supplement their population with anything they could think of, autonomous drones, vat-grown artificial life, even AI's themselves, but against the might of the Domovoi they fell, one after another. Now only a handful remain, enough to create three large cities at most, refugees of their own making.

Core Fleet Stats:

Offense: 2

Defense: 8

Mobility: 4

Shields: 62

Fleet:

CIVILIAN

Colony Ship "Seventh Son"

-Defense: 4

-Mobility: 2

Colony Ship "Fated Hero"

-Defense: 4

-Mobility: 2

Colony Ship "Chosen One"

-Defense: 4

-Mobility: 2

Storage SPost too long. Click here to view the full text.


691fb2  No.51080

>>51016

Add another freighter ship onto that.


cade08  No.51086

>>51016

Bonus: Immortal (unless Killed): Your people have lived a long, long, long time and have had plenty of time to master a variety of skills that they can bring to bare on a variety of actions. +5 to all rolls, however critfails are worse.




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.

144 posts and 25 image replies omitted. Click reply to view.

f3dba9  No.51051

Dice rollRolled 97, 60, 84, 58, 96, 13 = 408 (6d100)

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:

+35.9 Teaching

+10.5 Biology

+22.4 Xenobiology (This planet)

+28.6 Diagnosis

+30 Geology

+0.8 Tactics

+22.2 Knowledge: Impossible Elements

+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, 8 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.

Free. Assign the workers to harvest wisp light as well as put in that textbook request.

1/3. While I wait for the textbook I still have other impossible elements on hand to study. Try performing some of the samePost too long. Click here to view the full text.


f3dba9  No.51052

Dice rollRolled 18 (1d100)

>>51051

reroll that 13


69fed1  No.51053

Dice rollRolled 39, 98, 60 = 197 (3d100)

>>51044

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:

+29.8 Tactics

+5 Pistols

+24.3 Longarms

+16 Knowledge: Military

+5.3 Computers

+3.9 Geology

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


adbca9  No.51064

Dice rollRolled 98, 34, 29, 4 = 165 (4d100)

>>51044

-Name: Jonathan Derevi

-Age: 23

-Backstory: Jonathan is an evangelical ascensionist who, by ways of inheritance, was able to lay his hands on state of the art cybernetics, right on the bleeding edge of science which he himself works on and improves. Now as one of the few people who willingly transformed large parts of his body into mechanics, he was a prime target to be brought along by the Temple of Ascendancy, and he considers it a great honor to have been picked by them.

>—-

>Damage: Healthy

>Skills:

5 Knowledge: Cybernetics

10.6 Electronics

69.2 Cybernetics Engineering

>Inventory:

Both arms and legs are replaced with functioning replacements. All can go a week (7 turns) before needing to be charged with 1 unit of power each.

Proper tools to perform maintenance and experiment with the cybernetics he has, and a tablet to interface with them.

Casual wear and formal Temple of Ascendancy robes, alongside a small necklace with a vial of Ionic Hydrogen in it, a sort of holy symbol.

Spare parts for cybernetics, more mundane tools for more mundane mechanics and measuring devices for picking out nearby impossible materials.

>Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating, you will automatically drink from colony stores. You get a penalty equal to half this number rounded down and at max you die.

>Hunger: 0/56 +1/turn How long it has been since you last ate, you will automatically eat from colony stores. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

>Bonus: Iron Man - You can reroll one dice a turn on attempts to repair or upgrade your cybernetics. Other people can reroPost too long. Click here to view the full text.


adbca9  No.51065

Dice rollRolled 100 (1d100)

>>51064

Rerolling action 2 with Iron Man




File: fa68ef04fb27598⋯.png (59.06 KB, 594x479, 594:479, OP1M1.PNG)

6e624b  No.50561[Reply]

GOBO-RA8KN997, once a simple footnote in a system surveyor's report on rocky bodies in the Caspen Drift sector has now taken on a new status: home. The sirens call of a new life, of riches, of adventure and prestige has summoned you to the lonesome settlement of Rio Tinto who have been broadcasting advertisements for mineral rights, salvage rights and research and development tax exemptions to any who would call the mineral rich desert world their own and protect the settlement from pirate raids and alien attacks.

And so as the oval dropship rears back into the sky you tune into Colonial Dispatch and begin your new life…

Themes: Hexcrawler, City Builder, Co-op, Bug Hunting, Prospecting.

How To Play:

Players write a fluff paragraph then make two actions associated with 2d100 roles.

Players choose to be either a vehicle commander, structure owner in the colony or a lone wolf.

The more advanced technology you bring the harder it will be to replace and the more expensive it will be purchase from off world.

Players can request instructions or assistance from Colony Dispatch at any time for no action cost.

Name:

Color:

Vehicle Type & Role:

Vehicle Motive Type:

Equipment Slots:

1[Fill]

2[Fill]

3[Fill]

Personal Skills:

1[Fill]

2[Fill]

Crew Skill:

1[Fill]

Fluff:

Name/Faction Name:

Color:

Compound Type:

Compound Role:

Personnel Type:

Personnel Skills:

1[Fill]

Post too long. Click here to view the full text.
26 posts and 20 image replies omitted. Click reply to view.

7a66b0  No.50666

Dice rollRolled 41, 6 = 47 (2d100)

>>50662

Name/Faction Name: Forgehome of the Fifth Company

Color: Copper

Compound Type: Factory

Compound Role: On-site Production

Personnel Type: Mechanics

Personnel Skills:

1[Production]

Equipment Slots:

1[Standardized Production Line]

2[Standardized Production Line]

3[Standardized Production Line]

4[Prefab Deployment Unit]

Personal Skills:

1[Management]

Fluff:

The Forgehomes of the Xth Company are a unique occurrence on the frontier, the only place in the galaxy where self sustainability is valued higher than using the space as well as you can. Similarities can be found between the Forgehomes settled on the frontier, and the Forgeworlds of the core sectors, since they run on the same principles and ideas.

In essence, a Forgehome is a nigh-self sustaining factory, where material goes in and product comes out. No need to expand it, it does that by itself. No need to maintain it, it does that by itself. Housing a complete crew of mechanics and the odd specialists, it should have no problems keeping the factory up and running until the settled frontier outpost is a fully functional city.

1: Start SPL 2 on producing SPL parts constantly, without input.

+[Standardized Production Line]

+[Production]

+[Management]

2: Start SPL 1 on producing spare parts, components and consumable for specialized vehicles again, and so that it continues doing so without input.

+[Standardized Production Line]

+[Production]

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

c514da  No.50668

Dice rollRolled 96, 95 = 191 (2d100)

>>50662

Name/Faction Name: Jacob Ceres/ Ceres Metals Inc.

Color: Silver

Compound Type: Mine [Colony Dome Office]

Compound Role: Mining and Metal Processing

Personnel Type: Miners/Metal Processors

Personnel Skills:

1 Mining/Metal Processing

Equipment Slots:

1 Excavator

2 Metal Processor

3 Ground Penetrating radar.

Personal Skills:

1 Management

Fluff: Born on Mars Jacob Ceres was a manufactory worker, who through a great deal of knowledge and a gift for dealing with bureaucracy, managed to attain a management position. His life was fairly comfortable until the factory he was working for was accused and then convicted of cutting corners for the contract. The company disbanded and Rather than try to muscle into a different Martian corporation, Jacob took his savings bought some of the foreclosed equipment and started a metal mining and processing company. This would be it's shake down, to make or break it.

1. Well that's something at least, and close to the city. Start mining it.

+Excavator

+mining skills

+Management

2. Meanwhile use the radar from 14.30 and see how large this vein really is.

+Radar

+Mining

+Management.


8bcf0a  No.50669

File: 423eec145949985⋯.jpg (166.17 KB, 900x1074, 150:179, Get out of here STALKER.jpg)

Dice rollRolled 40, 41 = 81 (2d100)

>>50662

Name: Bobby "Bob" Magnus and his Mecha Megas "Meg" Magnus

Color: Blue

Vehicle Type & Role: Mecha & Mobile Weapon Platform

Quirks:

1 [Desert Proof]

Vehicle Motive Type: Combined Internal Combustion and Electric

Quirks:

1 [Air Scrubbers]

Equipment Slots:

1[Heavy Machine-gun RA] [Tracer Rounds]

2[Chest-mounted Nuclear Artillery Cannon(Variable .5 to 2 Kiloton Yield Shells)Option for Enhanced Radiation]

3[Revolver-Loaded Pile Bunker LA]

Personal Skills:

1[Piloting]

2[Charisma]

Crew Skill:

1[Engineering]

Fluff: Making a living on blood and steel ain't easy, but Bobby doesn't know any other way. Sometimes a strong word and a gun is all people need to get by but when you need something more you call Big Gun Bobby; on Titan Cento when he was staring down the better half of the Atsuma Red-Opium Gang from behind a barricade made of the lesser half of the Atsuma Red-Opium Gang. Bobby blew through an entire box of depleted-uranium enriched magnum rounds that day and the Titan Cento downtown has never been the same. Bobby came to Rin Tinto with his machine and his crew looking for honest -tax free- work "developing" the land until it was bug free, and buying himself a garage or a ship they can call home.

Forcing the bugs to retreat was a bit tougher then expected, but it turned out alright. Their main burrow should be looking like a glass farm now and all that was left was to send in a fresh scout drone to see the results. Bobby could do it himself but they hadn't applied an anti-rad coating recently. A scout drone wouldn't have any problem going through 15.28 as it was now though they would need to give it a shower when itPost too long. Click here to view the full text.


dbbc5e  No.50674

Dice rollRolled 98, 49 = 147 (2d100)

>>50662

Name: Antoine Dubson, Long Night Incorporated

Color: Purple

Compound Type: Pleasure District

Compound Role: Colonist Stress Management

Personnel Type: Waitstaff & Entertainers, Bouncers

Personnel Skills:

1: Entertainment

Equipment Slots:

1: Fully Stocked Synthahol Bar

2: Strip Club w/ Holographic & Live Entertainment (for all tastes).

3: "Gourmet" Restaurant; Nutriment & Vat Meat

4: Service Conveyor for Food, Drink

Personal Skills:

1: Management

With security in place and a conveyor system set up to get people fed and watered in record time, Antoine begins the arduous process of vetting his new team of bouncers and improving the aesthetics of his pleasure palace. With people fleeing the nearby sector, he's anticipating a deluge of new visitors.

1. The new bouncers are given crash courses in crisis management, deescalation and nonlethal takedowns courtesy of Long Night Incorporated's standardized Asset Protection Specialist Handbook. Hopefully by the end of this, their skills in [Security] will be improved.

2. Antoine takes pains to upgrade the compound's sound system, hooking up numerous microspeakers and connecting them to a radio antenna that will pipe in a much wider variety of music from Post too long. Click here to view the full text.


aef973  No.50680

Dice rollRolled 6, 84 = 90 (2d100)

>>50662

Name: Bubba Jeb's Walk'n Rig

Color: Green

Vehicle Type & Role: Mobile Mining Platform

Vehicle Motive Type: Nuclear powered walker.

Equipment Slots:

1 [Internal Refinery]

2 [Mining Drill]

3 ['Defensive' Missile Platforms]

Personal Skills:

1 [Navigation]

2 [Prospecting]

Crew Skill:

1 [Engineering]

Fluff: Bubba Jeb and his boys are from a slightly less backwater world. A bunch of industrious busy bodies and visionaries the boys loved the idea of making a mobile, walking city of their own. While they got the walking platform they have now up and running that was as far as they could get before they were basically run off the planet due to the low living space. However, when the open invite to Gobo they decided it was time for a fresh start and took the offer. Willing to use fresh and 'recycled' material for their own purposes and for sale they hope to make their legacy here.

1. Gather up some of that Feldspar. We can sell it to glass factories and the like. Don't have much use for it ourselves though.

2. Then move North.




File: 4603714e7a90cb0⋯.jpg (150.26 KB, 800x584, 100:73, Fall-of-Pha-thon-greek-myt….jpg)

6fab2c  No.50213[Reply]

EMPIRES OF EUROPA: WAR OF THE GODS PART THREE:

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.

Even more time has passed since the first nations began walking the earth, and their development continues further as great wonders have been built, lesser nations have been conquered and many more unique civilizations have popped up to fill the once empty landscape. Ironworking is commonplace in almost every society and the world is firmly in the middle of the Iron Age. The gods grant their gifts to their respective civilizations, giving them unique and powerful boons to strengthen them greatly, and some groups are even beginning to understand and unravel the mystery and the story behind the enigmatic gods and how their world came to be.

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.)

>Fluff:

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

Do not fill out:

>Population:

10,000

(If this hPost too long. Click here to view the full text.

190 posts and 46 image replies omitted. Click reply to view.

05f233  No.50523

>>50522

spend divine favor to avoid catastrophes


05f233  No.50524

File: 2f4c2de13b5e284⋯.jpg (112.63 KB, 736x518, 368:259, 629f78777a0149afe500ad0537….jpg)

>>50464

the envoy are lead past columns of soldiers mustering to a great city busied with action, builders hurriedly constructing its walls, and a great effort of war is being conducted. the magistrate of the Tsar greets them. "on behalf of his Excellence the the Tsar of Rus, I bid thee welcome foreigners from the south. his Majesty is busy in the task of preparing a host to crush all traitors and treason in the land. as such he has had very little time to dispense on matters beyond our borders. all the realm is to be directed in the effort against the rebels, by decree of his Majesty. however, I am able to offer you warmth and food on your stay, and to offer fair exchange. we are the children of Svarog, who commands the flames, metals, life and protects us from the evils of the world. if what you say of your goddess holds true, she shares two of his virtues, and so I see no reason we cannot share good relations. if you aid us in disposing these rebels, I can promise to speak good of your people to my Tsar."


51e81b  No.50558

>>50503

Finlay cracks a wry little grin, dipping his head. "The kings would be flattered at your offer, and much respect is due to you for your fearlessness in putting up your men for our benefit. If the situation is dire, we will call for you, rest assured, but for now the matter should be contained, and your men can stay within your lands. And just as we accept your offer of military aid in the future, we offer our own, should ye be under attack from southernfolk, or godless raiders. If your men seek training in the arts of war, such can be arranged– for a fair exchange of knowledge, as seen fit. Aye?"


2929e3  No.50560

>>50558

He scratches his chin, a small smile on his face, given the situation he doesn't know if he has much to offer.

"I'll agree to that, but on the subject of knowledge, we can offer you the only thing our people are proud of is their knowledge of medicine if you have interest in such things we will happily offer you that."


63ea69  No.50569

>>50560

"Medicine's a fine start, aye, and it'll be needed more than ever in the wake of our new struggles against the southerners. Say we'll help train your men in the art of the spear or shield… or the bow, mayhaps how to use it all effectively?"




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.

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

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.


0fac63  No.50177

Dice rollRolled 26, 93, 70 = 189 (3d100)

>>50069

>Name: Neith

>Word of Power: Create

>Fluff: A man born ex nihilo in the middle of a forest with no one else around, only barren wasteland beyond the confines of the trees as far as the eye can see.

>Reminder:

2 Expansions (I forgot two expansions earlier, remember?)

>Skills:

[Agriculture] (Trained Prodigy)

[Tracking] (Expertly Trained)

[Spear] (Trained)

[Taming] (Expert Prodigy)

>Companions:

1 Wolf

10 Sheep

>Abilities:

[Spring of Life]:

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Spring of Life, which brings forth water which heals and youthens those who drink it. However only one Spring of Life may exist at a time and whenever you summon it forth an old spring runs dry.

>Other:

1-3: Set up a shelter for the odd growth, pulling skins between trees overhead.


3c5ede  No.50525

File: e51ed50385beb05⋯.png (833.64 KB, 1000x1500, 2:3, q4ay78y2vc401.png)

>Name: Leonardo di Skeleton

>Word of Power: [Invention]

>Abilities:

>Other:

One of the many new skeletons serving Skeleton Jack, Leonardo was an inventor in life. Now he is an inventor in unlife, and part of the new Inventors Guild.

In life, his access to things which could power his inventions were limited. Water, Torsion, and Men and Animals which grew tired, needed food and water.

But skeleton power is limitless. A skeleton will never grow tired, will always run at top speed, and so he now has access to a revolutionary new thing to power his designs. Whether it is ships, wagons, or cranes Leonardo di Skeleton intends to make a name for himself!


881bda  No.50542

>>50525

Okay, this is epic


5aefef  No.51142

Rolled 87, 37, 97 = 221 (3d100)

>>50106

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] (Fighting-Ibizans)

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

[Beacon of Sainthood] Allies close to you become overwhelmed with Duty and fight to the Death, they are filled with Holy Strength and Endurance an inspiring sight for their fellow soldiers. These effects grow weaker the further they are away from you. All friendly units within sight range receive a substantial morale boost if you are on the battlefield. Furthermore you gain the ability to deflect an otherwise lethal attack by a mortal on a friendly unit onto yourself, which will cause moderate harm to you. You may redirect an attack no matter its strength and origin onto yourself, negating any effect to surroundings and allies, this will however claim your own life, removing you from the game.

[Beacon of Fortitude] You and allies near you heal at an accelerated rate, as well as recover from fatigue more quickly.

>Skills:

[Swords](Veteran); [Leatherwork](Basic); [Leader of Men](Legendary); [Tactician](Experienced); [Agriculture](Legendary); [Naval Tactics](Expertly Trained Prodigy)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]; [New Armor of Red Rock](Masterful); [Legendary (Magical?) Bronze Sword]

>Holdings

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))(Expanded Port)(Ever-Vigilant Chapter)

[9 Arami-Red Rock Biremes]; [4 Red Rock Bireme]

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

fb3167  No.50276

File: cc3b9c1976d893e⋯.jpg (163.22 KB, 1600x492, 400:123, caesar_legion_v001_012_KJ ….jpg)

>>50022

>Name:

Antoninus Caveae (Antoninus of the Hollow)

>Position in the City:

Primus Custodes Caveae of the Custodes Cavernae (First Guardian of the Hollows of the Guardians of the Caverns)

>Fluff:

Antoninus and his Custodes are known throughout the city for their bravery. They spend weeks on end out of home in order to ensure the security of the tunnels upon which Roma thrives. Their duties include keeping the tunnels safe from any potentially dangerous beast and unsavory men, maintaining tunnel structures steady, and finding new points upon which other tunnels can be dug out safely.

More often than not, expeditions involve some sort of fight with a beast, a dangerous cavein or two, and an encounter with unsavory folks. The Custodes' existence is rather recent, as the tunnels have been expanding greatly for the last few decades and there are more and more dangers prowling within them. As the tunnels grow, so does the influence of the Custodes Cavernae whose work because ever more important.

Antoninus was the pioneer who first created the Custodes Cavernae. An spent much of his youth exploring and mapping the tunnels for the traders of Roma, traders often hired him for safe passage through the tunnel and to avoid potential dangers. After a period of service in the Cohortes Urbanae, he decided to seek the blessing of the city's council in his new project, the Custodes Cavernae, an investment that the city was willing to make if it ensured steady trade and the flow of furthermore gold.

Since Antoninus led his men through the front and seemingly knew the somber tunnels better than the city, his Custodes named him "Primus Custodes Caveae" of the Custodes Cavernae. The first and foremost guardian of the hollows.


fb3167  No.50277

>>50276

>whose work becomes ever more important*


2a1d8c  No.50346

>>50276

+Skills:

+10 Command

+10 Knowledge: Cavern Trade Network

+10 Fighting: Gladius and Shield

+5 Knowledge: Military

+Renown: 10

+Inventory: Lorica Segmentata, Commander's Helm, Gladius, Shield, 100 Copper coins

+Property: Custodes Cavermae Barracks

+Cohorts: 10 Veterans. They have been with you from almost the start, and work well with you. Feel free to name them and give them specific specialties.

+Bonus: Tunnel Fighter - You are used to fighting and exploring the tunnels and caves that link the towns and cities around the storm lands. You may reroll combat dice, either yours or the enemies, and either you or they take the second result as you make use of the natural terrain and your knowledge to turn a defeat into a victory.


d650a2  No.50528

>>49786

Name: Decius Atius Zeno

Position in the City: Priest of Moloch

Fluff: Decius is a devoted priest of the demon-god Moloch. The worship of Moloch is based upon the principle that it is better to appease one great demon than to be tormented by legions of lesser fiends. By calling upon the power of his god, Decius summons and enslaves demons, using them for the benefit of his temple, his city, and of course, himself.

As befitting a priest of a demon king, Decius is a callous and imperious man, although he is also know for his sense of civic duty. He is a firm believer in the ends justifying the means, and so places the good of the city above lesser moral concerns.


2a1d8c  No.50529

>>50528

+Skills:

+10 Diplomacy

+10 Intimidate

+5 Knowledge: Religion

+Renown: 5

+Inventory: Ritual Dagger, Red toga, 200 Copper coins

+Property: Domus, 10 slaves (Housekeepers), 10 slaves (criminals)

+Cohorts: 1 Lesser Imp

+Spells: Summon Demon - You may sacrifice blood and a catalyst to call upon and bind a demon from the depths of the underworld. The more blood and the more precious the blood is to you the stronger the demon summoned. The catalyst determines what kind of demon is summoned, and may or may not be destroyed in the ritual.

+Bonus: Demonology - While the many demons who torment those who break the laws of the gods are impossible to count much less remember you are blessed by the ruler of them all. You can use Knowledge: Religion to attempt to identify a demon and, while it may not always work even with good rolls, on a success you can at least get a general understanding of what it is capable of. You already know the capabilities of demons you have summoned.




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.

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

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.


fec83d  No.50285

>>50029

>Name: Lothar the Risen

>Race: Undead

>Title: Leave blank for now

>Fluff: Lothar woke up one day in a field with a sword in his gut, surrounded by pale corpses. He felt no pain as he wretched the blade from his ribs, and claimed it as his own. The next few hours were spent looting the bodies of the dead for armor, supplies and trinkets, and wandering the neighboring forests until he stumbled, at midnight, upon a village beset by a few unknown creatures. Unsure of his own humanity, he nevertheless still retained his moral compass and fought the foul beasts. The villagers found him at daybreak hacking the head off a werewolf and upon seeing the lacerations on his body and the indifference he paid to them, they correctly assumed his undeath and, as a mob, managed to subdue him. He cried out for mercy, that he was not a true undead for he maintained his sanity. He was convincing enough for the people to bring him before the village elder. The elder decided not to have him burned, as undead usually must be, but instead had him sent to Lord Revont due to his martial prowess. He proved his worth as a champion, feeling no pain and knowing no fear, though he was always mistrusted. It grew increasingly harder to maintain a guise of normalcy as flesh rotted off his face and body. Now, as a half skeleton knight, Lothar must slay the beasts of the night and discover the mystery of his circumstances.

>Bonus: Blank

>Inventory: Blank

>Resources: Blank

>Property: Blank




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