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/builders/ - Hero and Nation Builders!

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


Winner of the 68rd Attention-Hungry Games
/d/ - Home of Headswap and Detachable Girl Threads

January 2019 - 8chan Transparency Report
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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:


Have fun, and be excellent to each other!

Post last edited at

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File: d4b18875affce5a⋯.png (3.32 MB, 1591x1033, 1591:1033, Space Marine Ork Combat.PNG)

0aaa48  No.51619[Reply]

(New Thread Created as the last one was getting laggy.)

Welcome to all Old and New Players alike, to a Last Stand builder game with the Objective of defending this planet, Koronam, from the enemies of the Imperium!

In the last thread, we fought off the Orkish Vanguard Forces and are now starting to face some more heavy duty Orkish Forces!


Organization Name:

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


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):

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):




149 posts and 48 image replies omitted. Click reply to view.

929567  No.52060

File: d5aed4480944537⋯.jpg (137.86 KB, 1024x768, 4:3, 1e2d2941c1ccd8c6e07cdc871d….jpg)

Dice rollRolled 61, 7 = 68 (2d100)

Organization Name: 1st Aelarian Mechanized Rifles Regiment.

Category: The Imperial Guard

Sub-Category: Armored/Mechanized Army

>Troops (Names are fluffed)

500,000 Aelarian Infantrymen

(50,000 Full squads)

300 Barton Transports-Rough Terrain (Chimeras)

90 Tereskovsky Tanks (Leman Russ Tanks)

5 Tereskovsky Infantry Support Tanks (Leman Russ demolishers.)

50 Griffon Heavy Mortar Carriers.

Lore: https://pastebin.com/mz5VFjMy


+10 to Tank vs. Tank Combat


1/2. The forces sent to the front come across some sort of massive church is under siege by Ork forces. "Fuck kinda super church is that?" A soldier asked his superior. "No idea, but it's one of ours." The Sargent replied. "But we're moving in to break the ork siege. ALRIGHT! TANKS, BEGIN FIRE! HE SHELLS! TANK HUNTERS, LOAD FRAGMENTATION WARHEADS! APCS, LOAD UP SOME HE ROUNDS! LETS FUCK THESE GREENSKINS UP!

a09879  No.52061

File: 7200e03f68ef23a⋯.jpg (114.94 KB, 1080x1350, 4:5, 40257396_709146659454513_3….jpg)

Organization Name: House Infernatus

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

Sub-Category: Collegia Titanica

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):

150,000 Skitarii

20,000 Secutarii

20 Axiarchs

2 Dominus Knight Valiant (Adamantine armor, Ion Shield, Thundercoil Harpoon, Conflagration Cannon)

1 Questoris Knight Warden (Adamantine armor, Ion Shield, Crusader's Gatling Cannon, heavy flamer, heavy stubber, and Reaper Chainsword)

2 Armiger Knight Helverin (Pair of Armiger-class autocannons)

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): House Infernatus is known for admiration with the use of incendiary based weapons like the Conflagration cannon on the knight valient or the heavy flamer on knight warden, they also been attempting to copy the hellstrike cannon so they can one dy use it on their enemies as well. The men in house Infernatus are always looking for a fight so they can use their weapons to burn their enemies to a crisp, some say they might be boderline pyromaniacs. It is known that the soldiers and titans bear a crimson red fire emblem on themselves.

0aaa48  No.52062


Approved. Your troop counts are already there. Although Increase skitarii numbers by 75,000 to 225,000 Total.

Bonus: +10 to all enemies weak to fire.

ead995  No.52063

Dice rollRolled 54, 66 = 120 (2d100)


Organization Name: Koronam Hive Arbites

Category: Adeptus Arbites

Sub-Category: Hive police/law-enforcement

Troops: 262,000 Well Armed Adeptus Arbites, 39 Repressors, 9(-1) Chimeras, 8(-2) Sentinels

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): The Koronam Arbites enforce JUSTICE and uphold THE LAW across all of Koronam's great hive cities, numerous HERETICAL CRIMINALS have been BEATEN SENSELESS on their watch. When the planet is threatened, they have been known to militarize and serve with the PDF on urban/hive combat zones.

Bonuses: +15 to fighting inside Hive Cities and Agari Encampments.

1/2. Continue the fight against the orks, we have the discipline, they shall crash against our line futilely!

a09879  No.52064

File: 56ca4e54c4246bf⋯.png (3.13 MB, 3072x1654, 1536:827, Landing.png)

Dice rollRolled 94, 29 = 123 (2d100)


>Organization Name: House Infernatus

>Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.): Adeptus Mechanicus

>Sub-Category: Collegia Titanica

>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):

>225,000 Skitarii

>20,000 Secutarii

>20 Axiarchs

>2 Dominus Knight Valiant (Adamantine armor, Ion Shield, Thundercoil Harpoon, Conflagration Cannon)

>1 Questoris Knight Warden (Adamantine armor, Ion Shield, Crusader's Gatling Cannon, heavy flamer, heavy stubber, and Reaper Chainsword)

>2 Armiger Knight Helverin (Pair of Armiger-class autocannons)

>Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers): House Infernatus is known for admiration with the use of incendiary based weapons like the Conflagration cannon on the knight valient or the heavy flamer on knight warden, they also been attempting to copy the hellstrike cannon so they can one dy use it on their enemies as well. The men in house Infernatus are always looking for a fight so they can use their weapons to burn their enemies to a crisp, some say they might be boderline pyromaniacs. It is known that the soldiers and titans bear a crimson red fire emblem on themselves.

>Bonus: +10 to all enemies weak to fire.

Post 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.

664 posts and 255 image replies omitted. Click reply to view.

156eaf  No.51894

Dice rollRolled 97, 68, 67 = 232 (3d100)


>Name: John of Cappadocia

>Fluff: Firstborn son of the late King of Cappadocia, Maurice II. Robbed of his birthright by his younger brother Sarkis, he launched an ultimately failed rebellion, and afterwards, he was sent to the backwaters of the Empire as a military slave. Distinguishing himself through exceptional leadership and physical prowess, he climbed the ranks to become a general, yet was met with misfortune when he was caught trying to raise an army to take back his throne. Demoted and sent to the fortress, John has been disgraced, but certainly not defeated. He aims to begin climbing the ranks again after proving himself in the siege.

>Location: Front

>Health: 11/11

>Class: Centurion – A commander, leads men from the front.


>+ [Scutum] - 5 to attack rolls against you

>+ [Gladius] + 5 to melee attacks

>+ [Hit me!] - - 17 to attacks against you, negates projectile blows.

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


>+ [Ring of Cappadocia] - Your father's last gift to you, on his deathbed when he granted you his kingdom, before your brother stole it from you and doomed your lands to war. The ring is an ancient artifact, and in times of great peril will protect its wearer. When below half health defensive bonuses are doubled, and the ring will save you from death one time in return for its destruction.

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

0c4fcf  No.51931

Dice rollRolled 61 (1d100)

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]


+ [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

+ Ballista Magazine Post too long. Click here to view the full text.

0c4fcf  No.51932

Dice rollRolled 87, 63, 87 = 237 (3d100)



1. Work with Alerius. Where there are drakes, there are probably Wyrms. Pray to Vulcan, god of weaponsmiths, for insights how to kill the beasts, and to Minerva, for wisdom on how to aquire the scales.

2.Devise and plan on what we will need to hunt drakes and wyrms and gather any supplies we need. Knowing is the first step.

3. We might need my hand-cranked crossbow soon! Keep tinkering on the idea of it on the side.

+ Hand-cranked Crossbow 9/15

a17a70  No.51934

Dice rollRolled 14, 74, 65 = 153 (3d100)


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


Location: Front

Health: 4/8


[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

x11[Poison Arrows]

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


+ [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 in thePost too long. Click here to view the full text.

f153f0  No.52048


if you weren't acting like a toddler you'd realize it doesn't

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.

722 posts and 112 image replies omitted. Click reply to view.

6768fc  No.52037

Dice rollRolled 95 + 5 (1d100)

Hail Mary time, called shot to the fleeing ship's engines

6768fc  No.52038

Dice rollRolled 4 + 5 (1d10)


Rolling damage

a4a093  No.52039

Dice rollRolled 40, 56, 73, 26 + 5 = 200 (4d100)

Targetting the engines with all my weapons.

1d100+5 for each weapon, I have 4 weapons.

faf70a  No.52041

Dice rollRolled 72, 95, 18, 68, 87, 60 = 400 (6d100)

Yall see that coward? Fuck Em. Fire all missiles(+10 all rolls)

0174a6  No.52042


If you'd stop sniffing your own farts for 2 seconds you'd see oneman muted us to stop the argument, but that is a mighty fine order for you

File: 9c2940fdb33fcd0⋯.jpg (78.7 KB, 588x331, 588:331, pokemon_mystery_dungeon_re….jpg)

d44a94  No.51893[Reply]

This is going to be a Pokémon hero builder in which you guys play as Pokémon… obviously. There will be multiple quests with full-fledged stories to complete, yet one must treat carefully, as if you enter a dungeon unprepared you will die. You will start off with being assigned a partner, but more difficult threats will require whole teams to complete. Though the adventure guilds are, at least officially, altruistic organizations, many Pokémon adventure for the gold, the glory, or for the hell of it. Many do have lofty ideals though, and those are the ones who are the most beloved by the people, and only known to legend. The world is a dangerous place, the swarms of rabid or just malevolent Pokémon threaten to end the ways of those who wish for peace. Ancient evils are reawakening, and in the end, only the heroic adventurers will stand between civilization and ruin.


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

0ce348  No.51905

Character Sheet:

Pokemon: Charmander

Nature: Brave

Backstory: Charmander was always a direct and adventurous sort. Never backing down from any challenge and was willing to push himself to new heights. Naturally he grew up idolizing the adventure's guild where pokemon there always had a new exciting tale of adventure and heroism. So once he felt he was strong enough he joined them to fulfill his passion.







Special Traits:



47799c  No.51906

File: f4d07cee757df3e⋯.jpg (61.1 KB, 720x540, 4:3, d5d0653ebfce62e0b3ea001961….jpg)

Character Sheet:

Pokemon: Meowth

Nature: Sassy

Backstory: Meowth wants one thing and one thing only, fame and fortune and adoration of the masses and will risk life and limb to get it so he can live out his old age on a private island villa while raking in the dough for the dramatization of his life story.







Special Traits:



3ed759  No.51909

File: 9bca6a7e6542ea4⋯.jpg (82.58 KB, 1920x1080, 16:9, Totodile.jpg)


Character Sheet:



Backstory:Totodile isn't adventuring for the gold or treasure surprisingly enough, he wants to do it to make new friends and have wonderful adventures while making fond memories, if he happens to save the world somewhere along the way so be it.







Special Traits:



950845  No.51911

de9b93  No.51970

File: 6d2814007cfce80⋯.jpg (70.83 KB, 1500x1500, 1:1, Chikorita.jpg)


Character Sheet:

Pokemon: Chikorita

Nature: Calm

Backstory: Chikorita wants a peaceful world. Recently all sorts of bother has come from below into her forest. The other pokemon know that the dungeon is the place that spits forth these malicious beings. The others were too scared to go down and find a way to stop them, but not Chikorita. A cool head, protected from fear or anger meant Chikorita had no problem going into the dungeon and facing what was there if it meant a restoration to peace and quiet. She would clean things up for good.







Special Traits:



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.


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.

648 posts and 169 image replies omitted. Click reply to view.

76c604  No.51907

Dice rollRolled 46, 40, 4 = 90 (3d100)


76c604  No.51908

Dice rollRolled 73, 15, 61 - 20 = 129 (3d100)


76c604  No.51910

Dice rollRolled 64, 50, 20 = 134 (3d100)


2fa112  No.51918



>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]


+15 to all resource-gathering rolls, troop movement is fast, and you gain increased resources when rolling to do such.

Operation BELLIGERENT FIST - Army Group North 2/3; Army Group Center [COMPLETE]; Army Group South 2/3; Army Group California 2/3


+15 bonus to creating items, special vehicles and buildings as well as halving the time necessary to create Blankstones

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.

+15 bonus to creating items, special vehicles and buildings as well as halving the time necessary to create Blankstones


2fa112  No.51919

Dice rollRolled 51, 20, 43 = 114 (3d100)

1. Army Group North 2/3

+MAGA FOXTROT DELTA - Complete +15




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

2. Army Group South 2/3

+MAGA FOXTROT DELTA - Complete +15




+[Heinrich Von Manspine] (B-List)(Super Multitasking) (D-List) Endurance, Physical Fitness and Strength

3. Army Group California 2/3

+MAGA FOXTROT DELTA - Complete +15




+[Mechneato] (B-List) (Technokinesis) (D-List) Endurance, Physical Fitness and Strength



File: adcc408495463c0⋯.png (813.14 KB, 1332x839, 1332:839, cropped map.png)

1986e4  No.51860[Reply]

4000 years ago, humans dominated most of the continent. Their language spread so far and wide, it adopted the name common, and their people spread so thin, their culture absorbed aspects of all those they occupied. The Ancient Empire was not an entity most wanted to live under, and due to logistical restraints, revolts began appearing. More and more sprung up, faster than they could be quelled but they were no ordinary revolts of peasants. They were organized. The revolutionists saw a weakness that the Ancient Empire hadn't foreseen: magic. The Magic Rebellion remains an infamous, yet necessary event, even all these years later. It scarred the world and now coastal cities are far and few between. The civilizations that filled the vacuum the Ancient Empire left knew the paranoia that their neighbours held. Nobody wanted to be seen as the new oppressors for they knew how easily it would be to band against a common enemy. For 4000 years, the nations of the New Country have been at peace, the greatest threats being from dark and twisted monsters. That is why heroes are born: to bring balance to the universe, and once the forces of good tip the scales, villains are born to return them. So are you going to do what so many before you have failed to do, and tip the scales? Are you tipping them for good or for evil?

Lore Document:


Rules Pastebin:


2 actions per turn

d100 per action

Some things are easier to do than others, so there's no universal success rate. As a guideline, you may use this table

1 - crit fail

2-10 - something bad happens

10-35 - fail

36-90 - success

91-99 - great success

100 - crit success

1 post omitted. Click reply to view.

1986e4  No.51868


It's a game dude. Don't reee out about geological improbabilities

e60f64  No.51892


> Lakes dont drain into multiple rivers.

Not true at all. lakes have multiple outlets depending on their size. The rivers formed from their ourpour are usually small though with one two or at most three primary outlets and many many smaller outlets more stream like than river like.

>Trees dont grow on both sides of mountains

Again objectively wrong. Trees can grow anywhere on a mountain though they tend to be far less abundant on the leeward side of the mountain and the base can become so arid that depending on the size of the mountain can become a small desert usually surrounded by forest particularly as you climb the leeward side of the mountain.

> It's very close to the coast, so that coast must be extremely high to prevent it from going to the ocean. It must be massively high to prevent it from going to the forest in Peakbeck and join the other oceans.

I assume you mean rivers and once again you are extremely wrong. a river follows the easiest route flowing down and sometimes noteven the easiest just the one that happened to form (could be just because the soil was slightly looser and carried away easier forming an otherwise illogical route. And rivers don't sense oh hey ocean lets go east/west they follow the trail formed. there are a thousand cases of rivers being less than a mile from an ocean and running parallel to it because thats just how it formed. It doesnt need a massive incline and height difference less than a foot in height difference can keep it from going there.

>There must be massive rapids and canyon-like terrain in these hills for a river to be flowing through them and to loop up and through the middle is very, very odd

Nope just has to remain relatively flat where the river runs, like a gap between hills…..which guess what exist all over in hilly areas.

> It is extremely rare for a settlement to be on the coast at mouth of rivers

Jesus it isn't physicPost too long. Click here to view the full text.

654013  No.51900



hush tansen

46c554  No.51902



You both are stupid, you didn't even point out the most obvious fault in the map. That Red Snow or Dirt or whatever just randomly not covered in snow.

42efde  No.51904

File: d7663d0196b1a29⋯.jpg (40.83 KB, 640x620, 32:31, ced.jpg)






If you want to give feedback and argue about said feedback, use the Discord. Don't shit up game threads with anonymous shitslinging.

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]


–Don’t touch—

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

Food: 10 +2/turn


[Materials: 10]


[Starting Hamlet]






Society Bonus:

Race Bonus:

158 posts and 57 image replies omitted. Click reply to view.

f13dca  No.51714

Dice rollRolled 93, 77, 67 = 237 (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. Also the Frost Giants have been absorbed, forming one people wholly united under the Frost Father.

Location: Northern plains

Pop: 22 +2/turn

Food: 34 +4/turn

- Resources:

[Materials:2] +3/turn

- Settlements:

Tyr-Ceolan (Hamlet)

Hvíld bróður (Outpost)

Köldu vinir (Outpost)

- Infrastructure:

Communion Circle (Sanctuary)

Fishing Wharf (+2 food) [Tyr-Ceolan]

Ice Carver (+2 material) [Tyr-Ceolan]

Hunting Lodge (+1 food) [Hvíld bróður]

Giant’s forge (+1 material) [Hvíld bróður]

Hunting Lodge (+1 food) [Köldu vinir]


Base Defenses [1]


Magic: Frost V

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

a88028  No.51722

Dice rollRolled 21, 97, 50 = 168 (3d100)


Nation Name: Intals-Nol "Heart of the Forest"

Subrace: Wood Elf

Background: Long ago the goddess of life and the earth created the elves to guard the world, and forbade the use of stone and other bounties of the earth, for it harmed the Goddess. The other elves ignored this commandment, but the wood elves have not. The Wood elves of Intals-Nol developed magic to manipulate plants and animals to do their bidding, and used magic to create trees as strong as steel to use for tools. Now those who have forgotten the covenant dare to claim to be superior. This will not stand! Lead by Archdruid Vilthas the Wood Elves move to destroy their lesser cousins and reunite the elves under the covenant.

Location: Western Forest

Pop: 26 +2/turn

Food: 26 +2/turn


[Materials: 22] +2/turn (-1 upkeep)

[Fossilized Amber: 5] +2/turn (-1 upkeep)

[Pustules: 1]



+Hunting Lodge

+Ironwood Nursery


+Funerary Orchard.

Shi-No-Tok (Outpost)

+Hunting Lodge

+Amber Graveyard (Fossilized Amber)

-InfraPost too long. Click here to view the full text.

a88028  No.51723


Materials is 23

Fossilized Amber is 6

738b0b  No.51871

Nation Name: The Republics of Elven Democracies [RED]

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

Pop: 24 +2/turn

Food: 44 +4/turn (+2 Base, +2 Farm)


Materials: 16 +2/turn (+2 Candy Alloy Foundry)



Resource Buildings:

[Candy Farm] (+2 Food)

[Candy Alloy Foundry] (+2 Materials)

[EMPTY] (+2 _)

[EMPTY] (+2 _)


Farm, Farm


Base Defenses [1]


+Military Clockwork I

+Military Clockwork II 1/6

+Military Wands I

+Military Wands II 3/6

Magic: Creation II

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

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 IV 2/12


738b0b  No.51872

Dice rollRolled 51, 81, 81 = 213 (3d100)

>Notes to self:


>All military units are limited to 3 tags, tags are given from technologies at both level 3 and 5.

>Max units = Population/5

>Unit power = Tech/Magic Levels/5 +1

>Construction Cost = 1 material per 1 power level

>Upkeep = 1 relevant resources x power level

1. Build one unit of RED Militia

2. Build another unit of RED Militia

In times of desperation the people must arm themselves in their own defense!

3. Keep advancing Gluco-Synthesis IV 2/12. We need resources for our new army, resources which we must manufacture


+Clockwork I

+Creation II

+Sucro-Alloys V

+Wands II

+Gluco-Synthesis III

File: 3358ffb3aa92c0e⋯.png (455.01 KB, 1446x1610, 723:805, FantasyHub.png)

9a6131  No.51553[Reply]

You stand before your people. For all your life the power of the world, mana, has been chaotic and shifting in powerful storms. You have seen lands shift before your eyes and the flesh of your brothers warp into something horrifying to behold. Your people have been transported far from your homes and back an uncountable number of times. The storms grew weaker, however, and your people were able to settle, rediscover lost knowledge, and rebuild their lives. Your sages say that this may be a sign that the storms have settled for good. You decree to your people a new age, an age of wonder an possibility. What will you make of it?

Please see the google docs for the full rules:


Nation Sheet: If it is between {} that means you name it.

Name -

Fluff - (Feel out whatever you feel you need to. The more you give the more I have to work with.)

Color - (What color do you want to be on the map? Check to be sure it is different from the other players please.)

Snowflake - (What snowflake options are you taking?)

Techs - Farming, Herding, Stoneworking (Please put Iron, bronze, copper, or nothing and how many techs you start with.)

Research - (What is your current research)

Spells - (If you take the snowflake option please put how many spells you wish to start with.)

Units - 3x {Guards} [Free Upkeep] <In Capital>

Settlements - {Captial} [{Government Building}] (S: 5)

Wealth - 3

Influence - 3

Resources - (Depends on starting location)

Bonus - (Given based on fluff and snowflake options)

Starting location: Where do you want to be on the map?

You start with 3 resource villages. Please decide where they are and what yPost too long. Click here to view the full text.

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

1568d4  No.51849

File: 3b8e2638beea6eb⋯.png (18.58 KB, 345x392, 345:392, Untitled.png)

File: 6770886c4ac74e7⋯.jpg (271.32 KB, 1920x840, 16:7, adam-isailovic-gladiatorbu….jpg)

File: abba0b3fc9d3037⋯.jpg (73.64 KB, 702x516, 117:86, d59vl6i-ee25c0b7-8533-4013….jpg)


Name - The Entomantic Conclave

Fluff - In Talza, The City of Chitin, resides a group of so called Entomancers. These men use magics to shape and create insectoid life to use as they please. Even their city itself resides on the back of a giant, legless beetle created with a ring of chitin that would regenerate itself if harmed. From labor to medicine, everything is gathered, produced by, or made from insects. Their human population is content, with most manual labor done by servant bugs, and Human War Leaders having living armor and weapons grown in or on them with the help of mages skilled in grafting Human flesh and Insect Chitin.

Color - Pale Green

Snowflake - Ancient artifact, Sorcery, Lost Knowledge

Techs - Farming, Herding, Stoneworking, Iron, 5

Research -

Spells - 3

Units - 3x {Hatchery Guards} [Free Upkeep] <In Capital>

Settlements - {Talza} [The Entomantic Senate] (S: 5)

Wealth - 3

Influence - 3

Resources -

Bonus -

0659bc  No.51850

File: 5cab1d3d3ab14a3⋯.png (223.28 KB, 574x333, 574:333, magicsword.png)

File: 935151857d37046⋯.png (89.74 KB, 771x458, 771:458, claim.png)

Name - Phalites

Fluff - Wandering and wandering as long as they can remember, the Phalites had no place to call home but the harsh, barren lands they passed through. Searching for a promised land, the Phalites endure. Their strong faith in their god allowed them to. Stories and traditions passed down from mouth by mouth and parent to child. they are a very superstitious people who follow many traditions. Many unfriendly and deceitful encounters have shaped their stories and caused them to be very suspicious, even paranoid. In their minds the only one who can they trust is themselves, and everyone else is against them. And so they had learned themselves in the arts of trickery and manipulation, and became the kinds of people they so feared. Despite this, any deceit of their own is strongly frowned upon, their xenophobia has only served to strengthen their own bond.

The Phalites live in groups of clans each led by a leader, of which one is recognized the supreme leader who will settle any disputes and decisions should they arise. Religious authorities don't exist, and so every family has their slightly different version of the faith. They are not very hard workers, and their technology is somewhat primitive, often misunderstood through beliefs. They are a very stagnant people, prefering to sit in the comfort of their tents or sandstone houses instead of being productive, they work only as much as they need to live.

But this attitude of 'sitting inside' has sparked quite a lot of thinkers to sink into their own mental world, either imaging whole new tales or making magical discoveries; or an unconcious mixture of both. Somewhere along the line, the use of magic has become very widespread amongst the Phalites, usually as traditions or daily rites. Some Phalites go even further beyond, and learn from the elders how their complex magic system works and how to cast the advanced rituals, eventually becoming elders themselves. Commoners will cast a spell to increase their crop yield or to attract luck, whilst Mages go through extensive procedures to activate a ritual that causes every marked Sheep to birth three lambs, or enter a deep meditation to scry the future.

The Phalites use very few direct or spontanious spells, almost all their spells are based on rituals or enchantments. The ordinary Phalites might not look like itPost too long. Click here to view the full text.

e77f45  No.51855


Name - The Abolethic Hegemony

Fluff - The Aboleths are an ancient aquatic race with significant psychic and magical abilities. As their bodies are not well adapted for tool use, they instead alter the biology of other lifeforms to perform physical labor for them. In response to the devastating magical storms scouring the world, the eldest among the Aboleths have emerged from their deep-sea lairs to organize their race into a new state, the Abolethic Hegemony.

Color - Teal

Snowflake - Underwater, Sorcery, Lost Knowledge

Techs - Farming, Herding, Stoneworking,Tech: Infuse magic [Infuse spell ability, Imbue being], Medicine [Anatomy, Genetics], Slavery [Slave soldiers]

Research - (What is your current research)

Spells - Crossbreed [Two subjects, red quartz], Mutate [subject, Red quartz] <Guided mutation>

Units - 3x Guard Thralls [Free Upkeep] <In Capital>

Settlements - Soorn [Cavern of the Eldest] (S: 5)

Wealth - 3

Influence - 3

Resources - 2 Food, 1 Stone, 1 Quartz

Bonus - Will of the Ancients - The ancients of the aboleths are powerful and intelligent, but few in number. To compensate they have a large number of slaves bound to their will through genetic encoding and conditioning. Decadence actions cost less happiness.

Starting Location: Anywhere underwater.

1: Organize a scouting party of thralls under a pair of Aboleth controllers to search the shallow seas to the south.

2: Begin expandingPost too long. Click here to view the full text.

e77f45  No.51856

I put my rolls in the wrong field

e77f45  No.51857


lol I messed it up again

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.

100 posts and 29 image replies omitted. Click reply to view.

10abe2  No.51684

Dice rollRolled 10, 5, 7 = 22 (3d10)


First roll

10abe2  No.51685

Dice rollRolled 3 (1d100)


10abe2  No.51705

File: b6cf08ad1f8162d⋯.jpg (53.13 KB, 590x310, 59:31, 8eebbec66a9a6d5175f4db2104….jpg)

File: d09f89efc4041c5⋯.jpg (40.53 KB, 640x360, 16:9, 1eb492e4d230d759fa080e5bcd….jpg)

File: 9e6d6d79caa6ded⋯.jpg (122.65 KB, 640x905, 128:181, a8ede37d871b732226f6ae63e9….jpg)


Nation Name: The Bellum Rexes(Translation: Reigning Kings of War)

Race(s): Ultanians(Subraces: Grand Makers[scientists/engineers], Overlords[Commanders/Captains], Slayers[Civilians/Soldiers], and further broken down into thousands of categories if not more if one focused on the prevalence of idiosyncracies and genetic differences)

History: The Ultanians are an exceedingly belligerent race of rapidly producing humanoids hailing from the Hastos system, which originally hosted ten other sentient and intelligent species that they wiped out or subsumed into their species genetics. Ultanians range from 6ft to 8ft tall, never shorter and only taller with extreme genetic quirks, and all are shaped like typical humanoids. They possess five fingered claws, powerful legs, a "skin-tight" shell, and are omnivorous. The race naturally creates soldiers that are both inhumanly disciplined and incredibly idiosyncratic in personality and appearance, further divided into multiple squads and units that each conform to their own way of fighting, forming an interlocking whole where soldiers fight both as one unit and individuals, similar to wolves. This coupled with other evidence leads many to believe the race was genetically engineered, even considering that evidence shows they existed in their system as long as their now extinct relative races. The species as a whole gravitates toward warfare, and when first taking the galactic stage they quite quickly embroiled themselves in conflict, notably adding the genetic benefits of their foes into their own code, with said benefits seeming to appear at random amongst the whole, but in accordance with other benefits. Scientists being not only smarter but having greater introspection, soldiers with both strength and greater reaction times, and so on.

The Ultanians would likely have been culled for their extremely violent ways and rapid spread, but one of the great empires saw them as useful. They were inducted into an empire with supreme technology, but lacked natural aggresiveness, and quickly became that empires primary soldier race. The empires rulers lowered the races aggresiveness and breeding whiPost too long. Click here to view the full text.

10abe2  No.51782

File: ed9915ad72e278d⋯.jpg (98.64 KB, 1080x577, 1080:577, 4908ca613f6fc0bdea4c9930b4….jpg)

File: 97eac5cd3040304⋯.jpg (63.25 KB, 705x400, 141:80, fee0f193060430eacf07cfd6b5….jpg)

File: b3e094defb88c0e⋯.jpg (83.71 KB, 788x815, 788:815, d7fd6f41ffac1ada02196318ea….jpg)

Nation Name: Bellum(This fleet)

Race(s): Ultanians(Subraces: thousands of categories if not more if one focused on the prevalence of idiosyncracies, currently number only dozens)

History: The Ultanians are an exceedingly belligerent race hailing from the Hastos system, which originally hosted ten other sentient and intelligent species upon its large varied worlds. All of these the Ultanians killed over the course of a dozen wars. Ultanians range from 6ft to 8ft tall on average and are shaped like typical humanoids. They possess five fingered claws, powerful legs, and are omnivorous. The race is naturally fractious, proper discipline and true unity an alien concept to them. They have a mentality that is half individualistic and half collective, in that they are quick to form into cliques, gangs, and squads of incredibly varied sizes. Gangs as small as five and so large they numbered in the thousands were the range on average. This is notable in their physiology. Their natural skin, eye, and hair colors are pure grey, but when joining a gang will rapidly develop colors, markings, and patterns unique to the particular gang they are member of. In time this even leads to physiological differences of varying extremes.

The Ultanians would likely have been rendered extinct in time by their own hand or anothers, but one of the great empires saw them as useful. They were inducted into an empire with supreme technology, but whose member races lacked natural aggresiveness and through lengthy and incredibly difficult negotiations the majority joined the empire to one extent or another. In exchange for resources, weapons, ships, and pay, the Ultanians became that empires premiere race of mercenaries. Point them at a world, tell them what to do, and in due time they would have it dead. They fought the empires wars for countless centuries, utilizing odd Orb ships to travel the starts. This lasted until the galaxy was invaded. The empire they were under was targeted directly, as were the Ulthanians. Not given to cowardice, though their loyalty was always in question, the Ultanians fought a retreating war against impossible odds until eventually the empire they worked with was utterly fractured. The surviving Ulthanians, never given to dPost too long. Click here to view the full text.

cade08  No.51804


Bonus: Dogs of War: You have always and ever been a race of bloodthirsty brutes, War is not only your job, it is your life's calling.

Bonus towards shooting and combat actions. Low rolls are more punishing.

File: 3ab03b2bb1a4845⋯.jpg (25.55 KB, 400x565, 80:113, Double Sun.jpg)

File: ffd8ca2bc14b7d5⋯.png (89.12 KB, 2778x1706, 1389:853, map.png)

539f32  No.51690[Reply]

```Welcome to the planet of Linnaeus 5```

The planet of Linnaeus 5 sits almost two hundred million miles away from its twin suns, basking in their heat. It is one among ten different planets orbiting its suns and one of three planets within the binary system’s habitable zone. Orbiting around the planet is a sizable moon which pushes and pulls on the planet, driving its ocean’s currents. From outer space, the surface appears to be covered in a vast ocean with ice caps on both sides of the planet. It spins with a slight tilt.

Though there is no land, sheets of green can be spotted from the air. These are vast meadows of algae which blanket parts of the ocean, in some places thick enough to block out the sun to the ocean below. Feeding on these algae are schools of ray-like creatures that swallow them in clumps. In the shallow waters, are breeds of stationary predators which lash out at their prey while staying otherwise dangerously still, almost lifeless. Underneath, waiting to catch the detritus is yet another species of worm-like creature. These creatures have near global range due to the nature of the open ocean.

What awaits them is an unknowable but certainly grand future.

```Character Sheet:

Common Name: (Walking designation. I will use this to refer to the species. Example: Dog, cat, horse)
Species Name: (Optional. Genus and Species. Example: Canis lupus, Felis catus, Equus ferus)
Color: (Color on the map. Self explanatory. Does not have to be the same color as the species itself.)

Diet: (What the creature eats.)

Population: (The amount of tiles the creature takes up. Include starting position. When this reaches 0, the species has gone effectively extinct.)

Traits: (Both internal and external, including things such as sexual dimorphism and life cycles.)

Species Description: (Fluff.)

53 posts and 56 image replies omitted. Click reply to view.

b29efb  No.51795

File: c0dbc2153f3e694⋯.png (23.43 KB, 471x408, 157:136, evogamerandom.png)

Dice rollRolled 7, 96, 33 = 136 (3d100)


Common Name: Malas

Species Name: Lacertus Malarius

Color: Grey

Diet: Carnivore

Population: 2

Traits: Grasping appendage (Longer), Whipping Appendage, big mouth, very weak jaws, sense of touch, stationary, Large size, Eye spots, reproduction by budding, migratory, mating season

[watchful] - +5 to all rolls involving predation or avoiding predators.

Species Description: The Gra are a species of stationary creatures that anchor themselves to any solid ground in shallow water. Though they will eat anything that floats into their big mouths, the Gra can also use the appendages growing off the top of their bodies to grab prey to feed themselves with. The Graphics reproduce by shooting both sperm and egg into the open ocean, with random chance determining whether they meet and also land on the ground on which they can grow. Jawed Gra are a mutant subspecies that have mutated muscles to close their mouths and prevent prey from escaping, longer grasping limbs, and a sensitive spot on the grasping limb.

Other: 1 time +5 to roll involving jaws

+15 on your next roll to move into the deeper water.

Expand into Grex territory.

1. Physical: Due to a strange series of mutations and chance breeding the Malas have developed a pair of tentacle/eye stalks similar to how they once had near the base of their body. This allows them to once again grab and whip at prey to eat them even while swimming instead of having to stop swimming to try to eat prey.

2. Behavioral: Many begin attempts to hunt their once hunters the Grex, using their new mobility and tentacles they attempt to grab the Post too long. Click here to view the full text.

d876f4  No.51796

File: ff20314e38c7fe4⋯.png (23.25 KB, 404x271, 404:271, TeethWum.png)

Dice rollRolled 60, 48, 38 = 146 (3d100)


Common Name: Scavenger Wum

Species Name: Erepos Wumus Olfactus

Color: Green

Diet: Omnivore

Population: The 3 tiles I have outlined on the map

Traits: Rapid regeneration, reproduction by fission, primitive olfactory glands

Species Description: The Wum are a species of bottom-dwelling worm-like creatures. They are primarily sediment feeders and will eat whatever detritus falls into their reach from the upper ocean. Despite their slow movement and lifestyle, the Wum possess remarkable regenerative properties. Their ability to regenerate also lends to their reproduction, where one individual will split itself in two, both halves eventually growing back into two separate but genetically identical specimens. A certain subspecies of Wum has emerged ahead of the curve, a random mutation giving them slits on the side of their headpart that contain primitive olfactory glands, letting them follow the food somewhat instead of randomly happening upon it. With natural selection in play, this subspecies becomes very successful.

Stored: +10 to social behavior, +10 to expand to non-shallows

1. Physical. The minerals that make up some of the Wum's diet has begun to manifest as teeth, which the Wum use to tear off tougher pieces of food, or to move rocks that their tongues are not tough enough to, in order to get to any trapped goodies.

2. Behavioral. Using these new teeth, the Wum start to get a habit of burrowing into the ground. Right now this is just a matter of comfort while resting, with a chance to find some hidden food, but it may prove useful for more later.

3. TerritoPost too long. Click here to view the full text.

397532  No.51797

File: 20060a87a759a3d⋯.png (417.06 KB, 2778x1706, 1389:853, Grax Grounds.png)

Dice rollRolled 71, 55, 23, 12 = 161 (4d100)


Common Name: Grax

Species Name: Lacertus Grakus Pax

Color: Purple

Diet: Carnivore

Population: 11

Traits: Grasping appendage, big mouth, very weak jaws, sense of touch, stationary, reproduction by budding, long minor appendages, carpet, mating season, holding food for reproduction, hibernation, carpet grasping arms, Ganglia (Brain Growth 1), Perception of other Grax through touch, Sharp Protrusions, Scraping, Algal Filters, Digging for calcium, Omnivorous, Algae Storing, [symbiotic algae], Longer Arms (allowing the algae to reach sunlight.), Exoskeleton, upright arms (to help the algae, and muscles, grow), Budding, Kills Invaders,

Species Description: The Grax are a species of stationary creatures that anchor themselves to any solid ground in shallow water. Though they will eat anything that floats into their big mouths, the Gra can also use the appendages growing off the top of their bodies to grab prey to feed themselves with. The Graphics reproduce by shooting both sperm and egg into the open ocean, with random chance determining whether they meet and also land on the ground on which they can grow. The Grax have improved upon the Gra by developing new appendages. Although these limbs are weak, their true purpose is to dance in the shallow waters to attract prey into the range of the strong grasping appendage.

+5 to the next roll involving nervous systems.

+5 to the next roll involving communication.

-10 to the next roll evolving weaponry

-5 on the next roll involving symbiosis.

Allow competitive species and add 1 tile as pictured

1 Physical. Clear Foul-Tasting Anti-Acidic Mucus. The Grax proximity to the volcanoes since their inception triggered an evolution where they secrete a material to protect their carpet skin, and the symbiotic algae, from damaging/acidic substances. As Post too long. Click here to view the full text.

397532  No.51798


oh right forgot the +15 to my next expand territory roll.

0dbef9  No.51799

Dice rollRolled 43, 67, 2, 19 = 131 (4d100)


Common Name: Sexus

Species Name: Volitares Sexus

Color: Orange

Diet: Herbivore

Population: 14

Traits: Fins, mouth, WZ sex determination, Taste, Lateral Line, Schooling, Notochord, motion sensing eyes, Mucus membrane

Species Description: The Flo are a species of ray-like animal which wafts casually throughout the ocean though are capable of bursts of speed to reach food whenever it goes scarce. They feed on clumps of algae and are plentiful wherever there is plenty of algae. The Flo reproduce by laying eggs through their mouths in large clumps which float along the open ocean until they hatch, at which clones of their mother appear, already capable of fending for themselves.

1. Physical. The Sexus begin secreting a mucus around their skin to keep it hydrated and protect it from outside elements. It also helps with movement outside of water.

+15 to the next roll involving being on land

2. Behavioral. With the sexus females being able to physically see the males perform their acrobatic stunts in and out of the water their mating dance becomes more attractive.

3. Territorial. The Sexus expand around the island.

4. Competition Roll

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

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3ef075  No.51615




Daveet Van Varuke begins to award promotions to the Skitarii that performed particularly valiantly within the fight. Approximately 10 brave Skitarii and Secutarii are promoted to the rank of Axiarch. On top of that, 1,000 Skitarii are promoted to the ranks of the Secutarii as a reward for their bravery (Adjust numbers accordingly pls). The 40 autocannon salute was beautiful, the rest of the survivors get rewarded medals, that while minor showcase their bravery in battle. Segmentum Command, and Titan Legion Vere Ferrus reward you with 10 Manticore Chassis, when assembled these missile systems will be a force of reckoning on the battlefield, plastering the area with Explosive missiles! The Grail Born are slowly being organized, although their numbers are not being produced as rapidly as you would like. Approximately 960 Grailborn are produced in the first generation to see how they shall perform. They are marginally weaker Ogryns, but are more intelligent than a normal human. Some of the scientists on the project suggest this will end up like the Afriel Strain, but you dismiss such a notion.


First and Foremost, The Enterprisors purchase a spectacular looking Banehammer with an HQ fitted into the back, it will certainly be a potent support unit on the battlefield, and is capable of carrying out crowd control against large mobs of Orkz! Beyond that, The Enterprisors begin work on the Pact of Steel and helping to streamline Koronam's Industry. They make great leaps, cutting out the vast majority of the bureaucracy holding back Koronam's Industry. The Manufactorums work at faster speed, with the Tech Priests sanctifying the manufactorums once more, and appeasing the Machine Spirits upon them. On top of this, the workers are motivated when you offer them better living conditions and marginally better rations if they meet higher quotas, which they happily do. You managPost too long. Click here to view the full text.

3ef075  No.51616


Convent Sanctification continues, with Holy Engravings being engraved into the walls, which further improves protection from Daemons. This is a significant step up from the previous Daemon Proofing you have placed upon the convent. On top of this, the walls are heavily blessed to make it much more difficult for a Daemon to cross. However, the last part, which is placing Daemonic Wards, which is perhaps the most intensive part, is required to provide an amazing defense against Daemons. Overhauls in the Bureaucracy are completed fairly quickly, which improves Koronam's production greatly! The Holy Promethium is being produced in larger quantities than ever, and medical supplies are also being produced at a rapid rate. Afterwards, you train your sisters in battle, and gain an additional +1 to all combat rolls bonus. (+9 total.) The Cathedral restoration project goes slowly, as your sisters are busy sanctifying the convent. The entrance is repaired, and you are able to enter the Cathedral, which is a spectacular sight to behold! Although the roof above the great altar has caved in, destroying it. The areas where the worshippers would sit are also in great disrepair. You also pay credits to purchase 500 medical Cherubim, which costs 2,500 Credits.


You make great leaps in fortifying the Fortress Monastery! While you are not able to complete renovations up to Citadel-Tier, the defenses are a marvelous sight to behold! The initial Entrance into the fortress monastery is built out of Ferrocrete and Ceramite, and is heavily reinforced by Adamantium, with the gate itself being made out of Adamantium! Two Plasma Blastguns and many Tarantula Sentry guns bearing all sorts of weaponry also line the wall. In addition to this, there is a second, thick ferrocrete and Ceramite wall, which has been reinforced with Adamantium as well. The entire stretch of area between the first and second layer of walls is a massive killzone with numerous Tarantula Sentry guns. The Pillars and underground walls themselves are heavily reinforced, preventing men from tunneling in, and Void Shields add an additional level of protection! This is a FortificPost too long. Click here to view the full text.

3ef075  No.51617


You comb the core tunnels, and find a spectacular weapon, perfect to mount atop your Knight Castigator! It is a tempest warblade. When you attach it to the Knight Castigator, it appears to work no different from a standard Tempest Warblade… Until you take a much closer look at it. Within it appears to have numerous amounts of nozzles and an activator… When it is activated, the sword itself lights on fire, and testing it out on some trees and a random vehicle you "requisitioned" from the citizenry, it appears to not just cleave through things, but also even melt and incinerate them. A potent weapon, and this improves its combat capability greatly. The Knights find nothing within the CORE tunnels. Back at the gate of the east, you continue to bolster the fortifications, with a final, THIRD layer of defenses being constructed around the central parts of the Manufactorum and Knight Storage Facilities. The walls are slowly being erected and sentry turrets are being put in position. The Manufactorum in the meantime begins to churn out missiles, producing manticore missiles.


Another ceremony is held, a little rushed in preparation for the Orkish Assault, but in the end only 2 Scout marines are selected to become full battle brothers. As for your thralls, they are completely unable to keep up with the rate at which the Middle Fingers are constructing! Before you know it, the Fortress Monastery's defenses have almost been brought up to Citadel Level. The Chaplains descend into the lower levels, searching for relics of Power. This fortress Monastery contains many great Artifacts and relics, and deep within, you find an Iron Halo, in excellent condition! A spectacular find by your marines, and one that will certainly improve the survivability of the wearer. It is immediately presented to Strike Captain Rahak. Meanwhile, back at the forge you start to produce vehicles, although production is slow, you manage to construct a fully functional Razorback. Just one though.

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3ef075  No.51618



Heavy Flamer Cadian Sentinels are now being produced, and your manufactorum seems to be producing them somewhat rapidly! The Fuel is also being produced in a rapid manner, so as to prevent the Sentinels from running out of ammunition in the field. All in all, about 20 Heavy Flamer Sentinels are produced. The Servitors also begin to improve the south Manufactorum Fort into a bastion, although such work will take some time. Your Servitors work at breakneck speed, reinforcing the walls with more ceramite and Ferrocrete, as well as Installing a Void Shield Generator to better protect it against attack. Lastly, your servitors and Kataphrons perform a sweep of the Lower Hives, and root out all heresy that they are able to find.


You continue to train in mechanized urban warfare, and through drilling heavily within Hive Cities and using the newly acquired Sentinels, Chimeras, and Repressors within the confines of these Hive Cities and Agari Settlements. You manage to train so well that you get an additional +3 bonus to fighting inside Hive Cities and Agari Encampments. (+15 total) although further training and improvement will be more difficult. You also search through the hives and find no signs of Heresy.


The Vulcan Megabolter is mounted, and progress on Sick Yellow continues further, with thick adamantium plates being attached to the gate of Sick Yellow to help reinforce it, and prevent it from being bashed down or otherwise destroyed. In addition to this, you also produce more Thudd Guns, and another 600 Thudd Guns are produced for use by your troops. The civilian Economy is also expanded, you encourge the Agari Settlers nearby to start producing consumer goods which you then "requisition" and then sell off for a profit. While this greatly pisses off the Agari, it nets you a nice 200 Credits per peacetimePost too long. Click here to view the full text.

402061  No.51679

Dice rollRolled 40, 34, 32 = 106 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes


Troops: 392 Space Marines

(110 wounded)

98 Scout Marines

1910 Chapter Thralls

49 assault bikes

(10 damaged)

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted Chainsword x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred aniliharor


+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger

1.Search for weapon relics

2.continue fortifications we are almost finished

3.excavate some of the rooms in the fortress

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.

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

5951c9  No.46614


Update you nigger.

3ca53a  No.46780


continue :>

155f80  No.46783


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)


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.

5e2717  No.51565

File: df956817fe8d123⋯.jpg (32.46 KB, 564x797, 564:797, a166b889b9a7026398eb25865b….jpg)


1; You've stayed in good shape all your life, but after what you've gone through, and the near mindless trek south to the city, you're exhausted. You roam around for a bit, looking for magic shops, but all you can find is an adventurers shop, which you resupply from after your journey. They do sell [Minor Health Potions], which you buy a few of. These are used mostly by beginner adventurers and by armies for their rookies.

2-3; Using some Paper and Ink you purchased, you wrote out requests for a guide to help you hunt Trolls and placed them in many taverns, as well as the City Hall Request Board. You have a hearty meal at the Tavern you predetermined to meet prospective guides, and fall asleep immediately upon falling on the bed in your room. After putting your equipment back on, you're in the middle of eating breakfast when a contingent of soldiers led by a fancy dressed man enters and interrupts you. They tell you they've been sent by the Lord of Generosità to request an audience in his Hall. You decide this coincides perfectly with your plans and come with them, taking only a few minutes from your well picked location to get to the Central Hold. You're quickly led past the reception area you were in before and through the large, wooden double doors on the other side, where, a man you could only describe as rich and old, sits atop a modest throne of wood. There are Seven Columns on each side of the Throne Room leading up to the Throne itself, and there are heavily armored men standing at attention in front of each column. Walking up to the old Lord, you take stock of the man standing next to him that you hadn't even noticed till then. He looked similar to the Lord, perhaps related, but was much younger, and equipped with gear you'd see on a Ranger, than a Noble. After performing the standard bow to a peer(though not really anymore) and acknowledging his titles and rule of the city, he introduces himself and the man beside him. He tells you his name is Lorenzo De Lorenzo IX of House Ferraffetto and the man next to him is Giovanni De Lorenzo, his grandson. Lorenzo goes on to explain that word had reached him that your Castle was destroyed and that, being a friend of your Father, he wondered if your family had made it out. After telling him what happened and the fate of your Post 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:






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.

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

69fed1  No.51468

Dice rollRolled 36, 95 = 131 (2d100)


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


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.


+29.8 Tactics

+5 Pistols

+24.3 Longarms

+16 Knowledge: Military

+5.3 Computers

+3.9 Geology

Companions: Scotch

+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: TactPost too long. Click here to view the full text.

ff4595  No.51469

File: 86c9df47dcf0f0f⋯.jpg (152.54 KB, 960x640, 3:2, PeterSutters-TheInquireran….jpg)

Dice rollRolled 8, 74, 90, 90, 13 = 275 (5d100)



>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: +15.2 Construction + 0.1 Mechanical Engineering

>Inventory: 5 units of spare parts for machines. 5 units Upgradium. +10 units Asphalt. +Specialized components for Hydroelectric plant.

>internalized plans: [hydro-electrical treatment and power facility}{eco-friendly] +4 progress

>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), high frequency chainsaw.

>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.

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

ff4595  No.51470

Dice rollRolled 96 (1d100)


lets reroll that 13. not forgetting to +10 construct it either.

69fed1  No.51555

Dice rollRolled 39 (1d100)



7f6cfe  No.51562

Dice rollRolled 29, 22, 23 = 74 (3d100)


-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


5 Knowledge: Cybernetics

10.6 Electronics

77.3 Cybernetics Engineering


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

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.


+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)


The dead pour forward.

856df7  No.51218

Dice rollRolled 75 (1d100)


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.


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)


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.


+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


+22.7 Focus (Magic) for 1-3 obviously

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