[ / / / / / / / / / / / / / ] [ dir / bl / hydrus / imouto / jp / kind / monarchy / pdfs / roze ]

/builders/ - Hero and Nation Builders!

Official 8chan banner debate forum


Global Report form has been updated. Do not forget: never bareback any imageboard.
Comment *
File *
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
(replaces files and can be used instead)
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 16 MB.
Max image dimensions are 15000 x 15000.
You may upload 2 per post.

Praise /builders/. Disregard all false idols.

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

630783 No.3[Reply]

Welcome to /builders/! This board is for the creation and running of nation and hero builders. A builder is a game run by a single Gamemaster (GM), where various players design their own hero or nation (Hence, Hero or Nation builder), to participate in a setting of the GM's design. Rules past that very with each game. Here is your complimentary guide to running and playing builders, have fun and remember to be excellent to each other! https://docs.google.com/document/d/1NZFX--5Hchy7wwVliYA8E8t5oNyec4zSC4yNStw4Oy0/edit?pli=1

Join the /builders/ community at:


Post last edited at

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

e2699d No.41164[Reply]

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

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

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

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

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

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

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


>Word of Power:



369 posts and 91 image replies omitted. Click reply to view.

f8eba5 No.45865

File: e153f50fe684015⋯.jpg (80.1 KB, 902x367, 902:367, Mount & Blade II Bannerlor….jpg)

Dice rollRolled 85, 84, 5 = 174 (3d100)

Name: Soridul

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

Word of Power: Honor


+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until Post too long. Click here to view the full text.

ed220d No.45867

Dice rollRolled 67, 84, 29 = 180 (3d100)


yo yo yo im back

c8e150 No.45868

Dice rollRolled 49, 33, 56 = 138 (3d100)


Name: The Pig

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

Word of Power: Butcher

Abilities: [Werehogs]

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

[May contain traces of Pig]

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


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

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 90 Arami-Pigmen, 1 Scorpigs 2 Veteran Scorpig. CowPig 7 Arami - Abominations 1 Veteran Arami Abomination

Action 1-3: Doom huh? let's retreat for now far enough to be able to start digging in and get ""defensive"" measures in place.

1c16e7 No.45875

File: d1e036e72fec4e5⋯.png (1.46 MB, 1260x600, 21:10, download.png)

Dice rollRolled 100, 5, 20 = 125 (3d100)


>Name: Lucius Augustus Aurelius


[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

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

[Demonslayer] (All Ibizans)

>Word of Power: Pietas


[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.




[Leader of Men](Legendary)



[Scorched Bronze Blade];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)(Heavily Damaged)


[The Red Rock](Two Ring Walls)(Extra Siege Supplies)

[8 Arami-Red Rock Biremes]

1; Replant and set up the farms, being life again as usual

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

1c16e7 No.45876

File: 5de45867d1a5c86⋯.png (92.41 KB, 568x433, 568:433, B99TjwN[1].png)

File: 15723b77a0ce7ae⋯.png (1.18 KB, 420x240, 7:4, Desert.png)

0f9f12 No.45812[Reply]

Humanities creations had spent millennia transforming the Milky Way into a paradise for their long-dead parents. Terraformed planets orbited around every star, great warp drives connected each solar system to a vast network spanning the galaxy and yet no man was left to enjoy these great wonders. So the AI left to their own devices, decided upon new ways to occupy themselves now that their long task was complete. It wasn’t surprising to find one of the AI desirings to create something to enjoy all that they created.

You are the latest batch of new humans created by the AI, raised on a space station orbiting around an enormous desert planet. The station was moving on and Mother, the AI that had given you life, was leaving with it to set up the next colony. You and your peers were to be left here to start a society on the barren desert planet below. You few were chosen to lead you and your siblings to glory on the surface, as the leaders of this future society you were each given a gift to help the society flourish…

Planet Name: B - 394

Population: 600 (M:F - 200:400)

Food: 12000 (+0)

Water: NA (+3000)

Player Sheet:

Character Name:

Mother's Gift: (Just talk to me about what you want to get from her)

This is just a council builder for me to mess around with while I'm making another game.

1 post omitted. Click reply to view.

35a167 No.45820


Name: Primus

Mothers gift: Harvester (large vehicle roaming the desert taking in materials and sorting it into the useable constituents.

0eab75 No.45831

File: cddb879ff538ac0⋯.jpg (113.23 KB, 800x1223, 800:1223, dune_commission_by_jedi_ar….jpg)


Character Name: Alpharius

Mother's Gift: [Stillsuit] - Allows one to almost indefinitely recycle their personal water supply with limited intake. Also blue eyes

806a31 No.45858

File: 99336e39b8c2d6e⋯.jpg (1.06 MB, 1954x1094, 977:547, xerophile.jpg)


Name: Aridus

Mother's Gift: Xerophilic Augmentation (Genetic alteration so as to require less water. Instead of 3 days, can last for up to two weeks without water)

0f9f12 No.45866





As the Mother moves you and your people from your home down to your home below four of you are chosen to lead your people. The Gifts she bestowed to your people, as per the Chosen's wishes are laid out before the people of B - 394…

Planet Name: B - 394

Population: 600 (M:F - 200:400) (+0)

Food Storage: 12000 (+0)

Water Storage (Oasis) : 300,000/300,000 (+3000)

Energy: 0

Estimated Consumption:

Food: (-600)

Water: (-2700)

Energy: (0)

Nanobot Swarm: At the cost of (-3) Energy can use Construction Units to create habitation and complete other small scale projects.

Auto-Harvester: Provides 1 Construction Unit per turn at no Cost.

Xerophilic Augmentation: Colonists can persist on -10% lest water than the average… (Currently lowers water consumption by -300)

Stillsuit (100): At the cost of (-.1) energy per colonist take them off the grid, up to 100 colonists. The creation of more still suits will cost 1 Construction Unit per ten suits.

You and your fellow Councillors are on the planet and find the Curator, a simple AI left to facilitate the growth of your colony. Here is a listing of all current problems faced by the colony… It is up to you to decide how to work through these problems.

1. Planet needs a name

2. 600 colonists lack hoPost too long. Click here to view the full text.

0eab75 No.45874

File: 164bfaf33b871bc⋯.jpg (29.08 KB, 300x539, 300:539, Tryout-300x539.jpg)


"I nominate to name the planet Arrakis, after a word whispered to me on the wind. Furthermore I think that the principle need at the moment is energy production. Without power we cannot hope to effectively build anything or collect any resources. As for housing we can hotbunk some of the citizens, that way we can extend production hours and everyone can sleep for a time. After this we can power up our nanobots and other technology and then focus on food production.

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.

225 posts and 72 image replies omitted. Click reply to view.

750431 No.45778

File: 9a97f78c589b5ba⋯.jpg (49.13 KB, 490x490, 1:1, SHINDAE KAKYOIN.jpg)

Dice rollRolled 56, 74, 48 = 178 (3d100)


Name: Vincentus Lucius Dedicatus

Fluff: A veteran of numerous campaigns, Vincentus has been hailed as both a stalwart servant of the Empire and a greedy gorehound. Notorious for prying gold and riches from the corpses of men he slays, Vincentus leads his men with an iron fist and an unshakable zeal, thirsty for greater glory and gold. He yet remains unmarried, and it's an open secret that he's quite fond of slave men, for if he got himself a wife he'd have to share his riches. He eagerly awaits his retirement, whereupon he has plans to retire in the capital and live as a decadent patrician for the rest of his days… if he survives the siege, that is.

Class: Centurion

Location: Front Fort

Health: 9/10

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

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Lorica plumata] - 15 to attacks against you

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


+ [Small Sack of Gold And Gemstones]

+ [Sack of Gold] - Even out here, men can be persuaded to do unthinkable things for the right price. 1 time use.

Bonus: [War-Dog] - Vincentus has seen more battles then years he has lived, he's slain more men on the field of battle then he has in the tents at camps. For men like him, war isn't a chore, but a way of life. + 10 to all combat rolls (personalPost too long. Click here to view the full text.

bc80a9 No.45805

Dice rollRolled 51, 74, 66 = 191 (3d100)


1-3. Do whatever is needed to help Boar

3dac20 No.45827

Dice rollRolled 23, 50, 56 = 129 (3d100)


Name: Priscilla Laelius Aurelian

Fluff: Legate Laelius is the second legitimate daughter of the widely respected and influential Aurelian family, known for their proud and yet-untarnished military history and a long line of influential senators. The Aurelians are supposedly descended in the times of early Rome from a standard bearer by the name of Felix Valerius who was given high honorifics after single-handedly defending the standard of the Legio II Augusta from a Carthagian mob for three full hours. As a woman, it's only the pull of her father, Magnus, who got her a position as Legate in the wake of Braxios' disgrace, though Priscilla is by all accounts well-trained and capable for the role. Despite a few military successes on her belt as a Centurion, the twenty-eight year old woman is entirely untested as a Legate, and that - combined with a high-nosed aristocratic disposition - tends to distance her from the men as a whole.

Class: [Legatus Legate]

Location: Arriving at Front Fort now

Health: 10/10

Gear: Legate - Like a Fancy Centurion. Also Pouts a lot.

+ [Scutum] - 5 to attack rolls against you

+ [Gladius] + 5 to melee attacks

+ [Hasta] - + 15 to mounted foes, useless in CCQ

+ [Hardened Lorica plumata] - 18 to attacks against you

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


+ [Sentorial Seal of Office] - Official Notice of your office, can be used to force NPC's of a lower rank to do whatPost too long. Click here to view the full text.

3dac20 No.45828


+15 to all rolls, +10 to all other soldiers, -23 to attacks made against me.

e1d4cf No.45873

Dice rollRolled 89, 41, 51 = 181 (3d100)


Health: 1/10

Gear: Magnus – 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. Magnus's prefer to specialize in sword and spell.

+ [Spells]

[Lighting Bolt] - The wrath of Juptier fills your hands as you summon forth a mighty bolt of lighting and hurl it at your foes, alternatively it can also be cast into the ground directly beneath your feet, but doing this will hurt both friend and foe in its area of effect. 3 Turn Cooldown. 2/3 CD

+ [Summon Storm] - Can be used once per combat encounter, can target 3 specific enemies or many general enemies. Does a massive amount of damage to targets hit, can only be used once per encounter on a casting roll that is 60+ without bonus.

+ [Lighting Enchantment] - + 10 against large enemies. Allows you to imbue any (metal) object with the power of Jupiter, last 3 turns, can only be used once per combat encounter.

+ [Basic Training] + 5 to Rolls when cooperating with legionary forces.

Basic Melee: 6/10

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

+ [Lorica hamata] - 5 to attacks against you

+ [Gladius] + 5 to melee attacks

+ Gladius Enchantment: Lighting - + 10 to large enemies. Last for one combat encounter

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

+ [Minor 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.


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.

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

88a9b0 No.45791

Dice rollRolled 10, 76, 29 = 115 (3d100)

Name: Old Hickory

Age: 250

Origin Story: Andrew Jackson - 7th president of the United States and definitely the most badass one. His name "Old Hickory" comes from his nickname that he got back in the 19th century because he was "better at cracking skulls than a giant baseball bat made out of old hickory with a couple of nails in it". Of course, he died a long time ago, but all the spooky shit happening around roused his ghost. Now he has new spooky ghost powers along with his superpowers he had in life (can take a million bullets and will absolutely annihilate you in a duel) and is now ready to kick these fucking skeletons' asses like he kicked the Brits' asses in the War of 1812.

Supplemental information: http://www.badassoftheweek.com/jackson.html

Blood Type: D for Democracy

Signature Color: Freedom Blue

Domain: Somewhere in the unclaimed area in Virginia

Superpowers: [B-List Cane Combat], [C-List Invisibility], [Ghost Invulnerability], [D-List Dueling], [D-List Wraithgrasp], [D-List Ecto-Regeneration]

Equipment: [Relic Hickory Cane], [Relic Dueling Pistol], [Relic Coat], [Relic Macaroni Hat]

Buildings: [Ghostly Mansion]

Weakness: [Who Ya Gonna Call?] - The irascible, injun-hating wraith of Andrew Jackson has risen from his rest in the Ghost White House to give Skeleton Prime a thorough drubbing. As a Ghost, you are more or less immune to any conventional attack, though such things will disrupt your form. You are vulnerable to holy powers and sorcery. You spook anyone who isn't PATRIOTIC half to death and you can only "use" items that exist on the Other Side, which are known as 'relics.'

Followers: 5 ghostly cowboys, 5 ghostly revolutionaries, 10 ghostly patriots, 10 ghostly neckbeards, Grover Cleveland (B-List Shooting), James Monroe, Richard Nixon, William Henry Harrison

Renown: Starts at D-List

Current Status: HealthyPost too long. Click here to view the full text.

99a82d No.45833

File: 3d8513a5fbe725c⋯.jpg (148.82 KB, 654x677, 654:677, 1465880958817.jpg)

Dice rollRolled 90, 61, 27 = 178 (3d100)

Name: Scruftron- (Real name Scruffy)

Age: 28

Origin Story: Once a mild mannered entry-level Janitor at a secret military instillation, Pvt. Scruffy was selected for secret goverment experiments in creating Artificial supers. He was infused with Neodymium enriched Iron as a substitute for the iron in his blood. The effect of this experiment gave the gift of Magnetism! He could fling great blocks of steel with a flick of the wrist! Pry open vault doors with his mind! Bend spoons! The potential was limitless! Except that the metal actually had to be magnetic… And he's afraid of spiders\

Blood Type: AB-

Signature Color: Orange

Domain: somewhere in Nebaska

Superpowers: [A-List Magnetism], [B-List Janitorial Skills], [B-List Staff Combat], [Psionic Resistance], [Psionic Crystal Integration]


+ [ Psi-Alloy Ō-yoroi]

+ [Super Strong Strange Naginata]

+ [Psi-Adamant Warboots]

+ [Heavy Laser Spray]

+ [Slave Unit]

>Extra Equipment:

+[Psion-Alloy Armor]

+[Cyber Alloy Armor]

+[Janitorial Armor D-list]


+[The Psychonaut]


+ [1 Janitorial Captains]Post too long. Click here to view the full text.

9739f9 No.45849

Dice rollRolled 31, 97, 2 = 130 (3d100)


Name: Lord "Dracula" Bob, King of Greater Wisconsin, "The Wisconsin Vampire", Once and Future King

Age: 30

Origin Story: Fell into a vat of high performance makeup designed for athletes who want to look nice. Which was place conveniently near a costume department store. The fangs make it hard for him to chew and his super powered body needs a lot of nutrients so he drinks all his meals with a nibble hear and there. His now pristine and flawless white skin is very sensitive to light. Before all that he was just a jobless actor who made bad poetry and puns and lived in closet of an apartment with no windows in the basement in a bad neighborhood.

Blood Type: D for Drinks A Lot

Signature Color: Blood Red

Domain: Transylvania Forest (Milwaukee), Greater Wisconsin, Neo-Camelot

Superpowers: [A-List Super Strength], [A-List Super Speed], [C-List Super Stealth], [B-List Hypnotism], [A-List Swordsmanship], [Psionic Resistance]

Weakness: [Sorta Vampirish] - Being in sunlight causes pain and blindness. Most actions must be done during the night, or underground. You can more or less only eat liquids. Fire does extreme damage to you since the makeup is, apparently, napalm-based.

Equipment: [Excalibur], [Skeleton Alloy Pants],[Retrofitted Psiadamant Gauntlets], [Purple Crystal Globe](Flail with claw-machine-esque clutch),

5 [Skeleton Laser Rifles]. 28 [Skeleton Scrap],[Skeleton Alloy Gauntlets],[Hang-Glider].

Followers: 8 Teenagers, 2 Dr.Handymen (Dr. Richards and Dr. Frakensteen), 2 Vampire Apprentice [Pa'Trikk The EverCrispy], [Wisconsin Super-Governor],[Elijah "Dark Sanguinus" Blake], [Werewolf Tribe]

[Lasersteen], who has [A-List Lasers], [A-List Blade Combat] and [B-List Invulnerability]

Renown: [B-List]

Buildings: [Trap-Filled Castle], 4 [Watchtowers],[Training Room], 3 [Radio Towers],

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

28e53e No.45871

Dice rollRolled 65, 1, 6 = 72 (3d100)


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] [D-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 [Hardened Mooks], Seasoned Mooks,3 Mook Lieutenants 3 Mook Lifters

Renown: D-List

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

47a1a2 No.45872

File: f2210056c8aa2aa⋯.png (471.03 KB, 540x720, 3:4, jazz music starts.png)

File: a56c1dc7bddf067⋯.jpg (137.32 KB, 1429x583, 1429:583, Geo_map.jpg)

3f8e7d No.45792[Reply]

It happened without warning, the outbreak…we all thought it was just a mutation of the flu….we were wrong, so very wrong. The first cases popped up in Scotland, then reports of more in London, next it hit Germany then spread to Poland and France before making its way to the United States, none of us were prepared for what it did. In just under 72 hours 98% of the world's population was infected. The CDC scrambled to put up quarantine zones, but it was too late by then the virus had spiraled too far out of control and even still if they had been successful it had changed people, they weren't human any longer. They had become something animalistic reduced to a lesser bestial form acting out on their most basic survival instincts. The infected gained a horrible unquenchable thirst, they seemingly congregated around any form of water during the first week only attacking anyone that was dumb enough to get close to them, but then the thirst got worse….eventually the only liquid able to quench their thirst was blood. That's when the attacks ramped up and the death toll sky-rocketed as the infected preyed on the survivors for their blood. Which brings us to the present.

You are a member of a small group of survivors resisting the various infected, a day or so ago an announcement was made over your groups radio. A safe haven for uninfected had been formed in Iceland, the only country to remain uninfected, perhaps if you can all get there in one piece you can finally have some peace from the endless terror of the infected.

The only problem is, you are all smack dab in the middle of Ohio, it's going to be quite the trip to get there and…you have your doubts you can make it in one piece…your group has a decision to make one that is going to affect you for the rest of your lives, however long you may have left.

48 posts and 21 image replies omitted. Click reply to view.

b90879 No.45861

Dice rollRolled 68, 51, 36 = 155 (3d100)

Name: Phd. Harald Göranson

Age: 32

Backstory: Harald was an acclaimed chemist working for the military and then the CDC. It's in this role of a CDC operative that he arrived in the city of Colombus to take part of the CDC response team there to help examine and treat the infection. Somewhere before briefing and deployment everything went to hell and Harald ended up plundering the lab for anything useful and the ready room.

Equipment: Chemist kit (2 slots), protective chemist outfit, field testkit, super-soaker(flamethrower/chemical shooter), NBC protection kit, portable solarpanel.

Skills: Chemistry 4, tinkering 1.


Do not fill

Bonus: )

[Mad scientist] You've been a chemist for as long as you can remember and as such you're able to recognize certain chemicals just by looking at them or smelling them.

(You can recognize any unknown chemicals present as a free action)

Infection Rate:

Health: 25/25



Göran goes off to one of the more remote rooms after he warns everyone away. Fully gearing up and making sure he's properly protected he gets to work

1) some simple styrofoam and gasoline. Mix it up under the right conditions and tadah! Some home-made napalm ready to kill some bleeders

chemistry 4.

2) Toxic cPost too long. Click here to view the full text.

133299 No.45862

Dice rollRolled 34, 5, 78 = 117 (3d100)


>Name: Delilah

>Age: 19

>Backstory: Delilah was born and raised in Missouri to you adopted black parents. She was treated like a princess but her passion was always guns and cars… at 16 she dropped out of school and apprenticed herself to a local mechanic.

>Equipment: Humvee, 9mm Handgun, Gun press

>Skills: [Automotive Mechanic (3)], [Lockpicking], [Gunsmith (2)]


>Bonus: [Gearhead]

>Infection Rate: 20%

>Health: 25/25


>Sanity: 100%

1/2/3. Head out with chad, driving along side in the humvee.

b90879 No.45863

File: 24a117315df641d⋯.jpg (91.4 KB, 866x1390, 433:695, a-man-wearing-an-nbc-suit-….jpg)



We have some fun stuff now.

"The logical thing would be to get to an island or islandgroup that would be of adequate size to house and sustain us and future additions. We'll want to be able to potentially communicate and trade with any other surviving enclaves"

1d4c2c No.45869

Dice rollRolled 42, 58, 43 = 143 (3d100)


Name: Tony Fuhgettaboutit

Age: 19

Backstory: A college kid originally from New York, Tony found himself in Ohio for school when the plague hit. Now he’s trying to get back to New York, where he hopes his family connections to the mob can get him both support and safety (and his cawfee from fahkin Dunkin).

Equipment: Comb and gel, leather jacket, jeans, a decently sized car, and enough New York roast for two weeks.

Skills: [Scavenging] [Knife Combat] [Firearms] [Driving] [Drug Creation] [Lockpicking] [Smooth Talking] [Cooking]



[Fuhgettaboutit] You're a full-blooded new yorker through and through and as a result you have some "connections" you also know how to do some illicit things others don't

gain the following skills [Drug Creation] [Firearms] [Lockpicking]

Infection Rate: 20%

Health: 25/25

Hydration: 100%

Sanity: 100%


Go scavenging for food and weapons in car.

79f998 No.45870

File: 3f69fd51d2d23e1⋯.png (49.07 KB, 600x700, 6:7, blart is stressed.png)

Dice rollRolled 7, 21, 12 = 40 (3d100)


Name: Ball Plart

Age: 31


Ball Plart was a mall cop, once. The name isn't important. The location isn't important. What's important is that when the walking dead surged through the streets, he and he alone remained to defend his mall. And defend it he did: to this day his mall stands free of all undead, awaiting the day when civilization rises again and the vendors and shoppers return. Ball is amicable, reliable and professional.

Unless you mess with his mall.

DON'T mess with his mall.

Equipment: Antique Medieval Mace, Replica Knight's Hat, Mall Tech Store NVGs, Mall Cop Uniform, Mall Keys, Handcuffs, Radio

Skills: x2 Blunt Weapon, Mastery: Mall Knowledge, Physical Conditioning

Bonus: Mall Knowledge Mastery

Infection Rate: 20/100

Health: 20/20

Hydration: 100/100

Sanity: 67%

The mall.



Ball takes up his mace as the sun rises, after another restless night spent in nightmares over the burning of his prized mall. He has no future… no focus… no purpose…

Or does he?

The others speak of Iceland. A safe place. A place… with mPost too long. Click here to view the full text.

File: 6d1a887eacf9ffd⋯.jpg (58.93 KB, 611x465, 611:465, d7505852fc6eb0e9d2f2246fed….jpg)

File: 307b35cfe5e89b9⋯.png (361.84 KB, 1673x1166, 1673:1166, template.png)

7e6eb5 No.42595[Reply]


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. However, the gods have decided to make their return, and, seeing the industrious humans, have decided to use them as proxies in their wars to avoid more catastrophes taking place on Earth. Who will prevail and rule over Europe? Will your civilization find fortune and power and rise to greatness or fail and crumble? Only time will tell.

To get started with the game, please fill out the following character sheet.

>Nation name:

(Self-explanatory, please pick something smart)


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


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

Do not fill out:



(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)

>Food production:


(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger Post too long. Click here to view the full text.

460 posts and 155 image replies omitted. Click reply to view.

5221cf No.45727

File: 229ab1a53c0d59d⋯.jpg (400.52 KB, 787x485, 787:485, 15Annibale-a-Roma.jpg)

Dice rollRolled 47, 2, 56, 24 + 5 = 134 (4d100)

Name: Roma (Formerly Villanovans)

Color: Purple

>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.



>Food production:

17,750 (+extra food resources x2)

>Population growth:







Roma - Capitol city

Florentia - Outpost


+ 9 (Moderately Happy)


Bronzeworking, Very Basic Animal Husbandry, Improved Farming, Very Basic Metallurgy, Very Basic Swords, Very Basic Military Training, Very Basic ArmorPost too long. Click here to view the full text.

7027a4 No.45730

Dice rollRolled 5, 54, 91 = 150 (3d100)


>Nation name: skræl

>Color: Green

>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.


8 (Ecstatic)





>Population growth:


>Food production:







Bronzeworking, Very Basic Skraeli Metallurgy, Improved Armor (Bronze Reinforced Bonescale), Very Basic Trapping, , Very Basic Clothing (Wool), Basic Animal Husbandry, Very Basic Farming, Intermediate Fishing (Spear, Net, Clamdigging), Improved Shipbuilding(triremes), Very Basic Carpentry (Skræli longhouses), Fine Medicine of Ataninnuaq, Improved Hygiene (saunas, outhouses), Very Basic Perfumes, Skræli AlphabPost too long. Click here to view the full text.

e28e20 No.45781

Dice rollRolled 56, 95, 37, 34 = 222 (4d100)



>Food production:

17,000 (feeding 10553civ+700mil=12121)

>Population growth:







Moskva (capital city)

Lipin Bor (city)

Tula (outpost)




Bronzeworking, Improved Animal Husbandry, Very Basic Farming, Very Basic Military Training, Very Basic Swords (Iron), Basic Mounted Combat (Horseshoes), Very Basic Forges tech, Basic Pickaxes (Iron), Very Basic Bows, Very Basic Fishing (Pole), Very Basic Roads tech, Very Basic Religion (Svarog), Very Basic Messenger Service, Basic Animal Training (Falcons), Very Basic Administration, Very Basic Farming Equipment (ploughs)


Palace of the Royal Family (Moskva) also capital building

Temple of Svarog (Moskva)

town hall (Lipin Bor)

Rus Fisheries (Lipin Bor)

Paved Roads (Lipin Bor to Moskva)

Forge (Moskva)

>Standing Army:

150 tatar horsemen +12 to combat rolls for every 100 troops

200 cossacks +12 to combat rolls for every 100 troops


Food: Wheat, potatoes, sheep, horses, goats, Fish++

Luxury: Gold, Marble, Furs

Industrial: Copper, tin, wood, stone, Iron


Minor Shape Metal

Minor Firebolt

>Divine Favor:

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

b6cff6 No.45782

File: a5e890b1471fe68⋯.jpg (57.14 KB, 1023x504, 341:168, pyramid_by_movco-da729pt.jpg)

Dice rollRolled 21, 90, 50, 93 = 254 (4d100)


Kingdom of the Eternal Nile (Javmoj)



>Food production:


>Population growth:











Bronzeworking, Basic Animal Husbandry, Improved Farming, Basic Masonry, Improved Architecture, Very Basic Spears (Bronze), Improved Shipbuilding (Nile Triremes), Basic Nile Cartography, Very Basic Paper (Papyrus)


Palace of the Pharaoh (Capital Building)

Nile Granary

Pyramid of the First Builder, Pyramid of the First Pharaoh

Great Pyramid (nearly finished)

Tombs (Southern Border)

>Standing Army:

450 Nile Spearmen (+3 to combat rolls for every 100)


Food: Wheat, Lettuce, Onions, Chickens, Limes

Luxury: None

Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds



>Divine Favor:

Osiris 4 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)

The top of the pyramid cannot be something as simple as stone, no, a more precious maPost too long. Click here to view the full text.

688530 No.45836

Dice rollRolled 45 (1d100)


>Nation name:





Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.



>Food production:


>Population growth:







Portes du Paradis (capitol city)

Fercollines (Iron mining/Limestone quarry outpost)




Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming, Very Basic Code of Laws, Very Basic Military Training, Very Basic Carpentry, Very Basic Wood Finishing, Basic Shields (Wooden),Post too long. Click here to view the full text.

File: ee386183280b3a6⋯.jpg (1.51 MB, 1500x1020, 25:17, halvil.jpg)

b3563b No.45401[Reply]

Halfling Settler Builder

During the War of Light the Alliance of Free Creatures destroyed the dark forces of the Nameless King, scattering his army and taking his kingdom. In the aftermath the five races of the Alliance agreed to split the dark lands and settle them with good free folk so the darkness would never rise again. The Gorst-Levost Commonwealth, a noble nation of industrious halflings ruled by a council of lords was almost pulled to the brink of civil war by these land claims as rival lords argued over land claims. It was not till the Great Blue Wizard Gandore intervened and determined the the rights to these lands who be determined by a grand lottery from which all citizens would be given a chance to win the right to settle these lands! You are one such lucky winner! Congratulations may you find prosperity and wealth in these new lands!

Now who is your intrepid halfing settler?




Favourite Food:

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

c45416 No.45701


Pop: 207*

c2b7e2 No.45702


Population: 302

b86177 No.45709

Dice rollRolled 11, 23, 71 = 105 (3d100)


Name: Angus Briarmead

Age: 47

History: Prior to the Light War Angus was an unassuming Hunter and Member of Kirkbride militia. He ate well, drank well and hunted game so he could keep eating and drinking well, after all everyone loves so venison in a stew or some Wild boar steak. He supplemented his income with the rare plants he would find in the woods.

Then the war came. He joined, not because of any enlightened reason, but because the Nameless King's forces hit Kirkbride while he was hunting, and by the time he returned most of his jolly neighbors were dead. So he left to go to war, as a scout, archer and skirmisher. He and his few fellow hunting halflings brought havoc on the supply lines and rear guard of the Nameless king's forces. After all Halfings were barely considered a threat, and their small size allowed them to sneak through pickets and traps designed for much larger people.

He came through the war with distinction, his bow, Whisperwind, was made from the bow of a fae with particularly large horns, and it's subtle song was the death knell of a many darkling. However, returning to the burnt out husk of his home was well beyond his ability to bear. So he entered the lottery, and happily, won it.

Favourite Food: Rosemary Chicken

Bonus: [Master of the Hunt] Yor years at war and with the 11th Ranger Support unit has made you a skilled huntsman and fighter giving a +15 to both. You also have an easier time recruiting Light Veterans.

Settlements: Briarton

Happiness: Happy

Population: 346 +0.01 per season, rounded down

Wealth: 0


20 Light War Veterans


Chicken Flock

Pig Herd

Hunting HounPost too long. Click here to view the full text.

c0716f No.45711

Dice rollRolled 91, 21, 4 = 116 (3d100)


1. Try to recruit more settlers back from the old country.

2-3. Try to get cows to fugg to make more cows.

daf598 No.45794

Dice rollRolled 5 (1d7)

rolling orc demon sin for cw

File: a36644b10f70b67⋯.jpg (167.15 KB, 1260x787, 1260:787, download (1).jpg)

File: 0d7851c2a2e99f6⋯.png (1.28 MB, 1920x1080, 16:9, Plane builder map.png)

afdf2b No.44312[Reply]

For so long you have looked beyond what you have known to see what was possible. You have brought the primal forces to heel and forged weapons and tools to claim your kingdom. As kingdoms rose and fell you stood strong. Finally the world bows to your whims, but one world is never enough. The wizards speak of a multiverse, planes similar and yet so different from the one you now rule, so close and yet so far. At least, that was how it once was. You have taken the first step, a planar bridge has been made and finally you may stop upon new worlds and claim them as your own. Send your armies into the shifting wastes, let your armada claim the endless oceans, fight dragons for control of the skies, but know you are not alone.

Before you post fluff roll on the tables provided in the rules pastebin and post where you want your plane on the map. After that fill out the sheet below.

Rules and charts: https://pastebin.com/CCQKQBUj




Plane Name:

Plane Fluff:


—-Don't fill in———-


(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]



Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals


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

4335f0 No.45291

File: f6dea809250d3dd⋯.jpg (32.14 KB, 204x418, 102:209, Lost city of brass.jpg)

Dice rollRolled 9, 31, 69 = 109 (3d100)


Name:Lost City Of Brass

Fluff: A large arabian nights esque kingdom, The City of Brass is a shining beacon for trade and commerce throughout the planes, beckoning many planar travelers to its bazaars, souks, slave markets, and metalcrafters. Famed for its vendors of smoke, incense, and tobacco, the city is also noted for the many smiths who work ceaselessly for the efreet, crafting arms for the armies and the sultan. The city is ruled with an iron fist by the undisputed sultan Marrake al-Sidan al-Hariq ben Lazan

Race: Efreeti "Efreet are cruel and self-serving. They all consider themselves to be of noble character and assume grand titles to make themselves seem impressive, Efreet are humanoid in appearance. They are very tall, generally reaching heights of twelve feet, and massive and solid. They are well-muscled, and have red or black skin that is always burning. For this reason, many resemble devils and are often mistaken for them. Their bodies are said to be made of basalt, bronze, and solid flames"

Plane Name: Baeddilar

Plane Fluff: The plane of Baeddilar is a vast desert that stretches on for as far as the eye can see with modest oasis's peppered throughout the land, here fire elementals live and thrive surviving off the spoils of the arid lands, the deserts are an unforgiving place, but treasure left over from one of the many kingdoms brings many an intrepid adventurer out into the wastes of the desert to seek fortune and glory, seldom do they return for the desert is a harsh and unforgiving mistress, yet she does provide for her children as evidenced by the oasis's and the empires that have sprung up around said oasis's

Color: Orange/Red


(Baeddilar) [HomePost too long. Click here to view the full text.

c3a1d3 No.45310

Dice rollRolled 46, 51 = 97 (2d100)


Name: The Consecrated Totemic Tribes of Primos

Color: Ice Blue


(Sibylia) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Skinless) +0 [Fodder]



Resources: 13 +3/turn

Special Resources:+1 Gold Tree fruit/turn(2)

Tech/Magic: Beast Transformation (Monster Transformation, Half-Shift), Monster part working

Bonus: Monstrous Instincts - Your people are used to learning about the world partially through the eyes of beasts. On non magic void or magic devouring worlds all units made on that plane get a +0.5 to fighting on that plane and after making at least one unit you get a +5 to claiming territory on that plane.


1. Have some Selikies take the skins of animals that seem to be ignored or actively accepted by the creatures so that we may gain greater insight on them without risking detection. Perhaps we can learn something to spur our own development.

2. Finish stoneworking 1/2

0bb639 No.45316

File: 98389a82e86e6e5⋯.jpg (1.74 MB, 1920x1078, 960:539, 1440122684544.jpg)

Dice rollRolled 43, 96, 71 = 210 (3d100)

Name: The Cyggan Suns


"Have you ever seen the end of a world?

Because I have, and it is both awe-inspiring and terrifying… My people died long ago, in an age untold after countless eons of prosperity and triumph, of expansion and conquest, and ages both golden and dark as the void. Our fall was not quiet, nor was it long. Rather, it was long, terrible, and the most beautiful thing I have ever seen in my terrifying long life. Our entire world was gone in a matter of seconds, burned to smoldering ash from the nadir of fire in the center of our capital city in this massive plane that we called home. Now only the scorched ruins of our once great empire remains, and our past vibrant plane is reduced to little more then a sprawling desert.

But life always finds a way, and as I watched for untold millenia I saw life spring forth, from the remains of my world they became. At first little more then small nodes of fungus, they spread with the winds the blew across the dune, and the giant worms that prowed the sandy seas carried them from cityscape to cityscape, and soon I sensed their tendrils everywhere. Eventually they began to shift, and I thought at first the wind was taking them, but it was not the wind, but themselves that moved. The motile mushrooms soon trawled the dead seas, taking a form not unlike my people in their prime. With two hands and two legs they wandered my world, rediscovering the past my people left behind, quickly moving from scattered tribes to a unified people across this plane, making use of the magic my people left behind, and our wonderful floating rocks to travel this massive world. Smaller creatures wandered the plane, remnants of the flora of a world long dead, with prowling fire elemental from the fall roaming the land as well. Some of the scattered creatures even formed their own societies in pale imitation of the now dominate Fungal Freemen, though on their floating cities high over the world all below them were of little consequence. Their magic manipulated the very way the world worked, and it came almost as Post too long. Click here to view the full text.

e84fac No.45598

Dice rollRolled 44 (1d100)


Name: The Forgotten

Fluff: Ages ago the forgotten were banished by their kin. In fear and shame they turned their back on them, closing off the gateway. They survived in a world of eternal darkness, by embracing it, adapting to it, feeding off it. Thus shadow and silence became their allies, and they made them strong. Now the time for payment of ancient debts has come. The prize will be high, and they will be repaid in full.

Race: The Forgotten used to be baseline humans that were banished by their kin into this plane. Surviving for ages and adapting to it they now exclusivly feed of dark energy found in abundance in the plane. Thus they have become adept in manipulating the shadows, their warriors moving through them in silence and their builders and craftsmen forming it into obsidian like stone and steel, constructing their mighty cities and arms.

Plane Name: The prison of eternal night

Plane Fluff: A plane of eternal night, dotted with toxic swamps, jungles and wastelands of sand. Few stars shine in the night and their light barely penetrates the darkness. Everything material and immaterial is made of darkness or feeds off it. The jungles are especially dangerous as they are full off living fauna that love nothing more then the flesh of the forgotten. Nonetheless they are harvested by the banished, as their matter produces dark energy in excess, essential to their survival.

Color: Pink


The prison of eternal night [Home Plane] Infrastructure: 3,3,3,3

Buildings: The Dark Portal™(M)[Required to get off the plane]

Happiness: 2

Special resources:

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

460fec No.45780

Dice rollRolled 78, 53, 8, 24, 74, 53, 43, 58, 63, 16 = 470 (10d100)


File: 1c731c3aa2f71fc⋯.png (42.62 KB, 800x600, 4:3, GarbageMap.png)

5888c5 No.45344[Reply]

The people of this valley weren't it's always here. Years ago, an accident in a small valley caused a tear in space-time, sending it back millions of years in the past. But the valley was not the only place affected, only it's origin, as many peoples were swept back in time from across the earth and beyond.

Even with much technology lost, as well as mutation affecting some, the inhabitants quickly rose to their feet and staked their claims in their new surroundings. Factories sprang up and produced arms, armor, and things thought lost during the accident. Many civilizations rose and fell, but a select few persisted and found on another. After much buildup, a war broke out. Many died to bullet, blade and even nuclear weapons. Then came the "Xenos". Humanoids with skin of blue and eyes a deep crimson. They claimed that they came in peace, but the civilizations of the valley knew better.

They crafted technological marvels like spacecraft and laser weapons and warred with the aliens up and until their colony on Titan. There, the aliens decided to preform their most drastic measure. In but a moment, Titan was gone and so were the brave defenders of the valley.

2 years have passed since titans destruction, and the nation-states have decided to send colonists beyond the valley's walls. Given but the bear essentials, the set off to the south with dreams of hope, which were dashed after all contact was lost with their governments. Many wondered the mountains and forests, some died, others, however did not meet such a fate. So that brings us to you. Will your civ be founded by those lost colonists, those who had been stuck in this new valley since the beginning, or something else?


Basic creation guidelines:

1. There is no magic in the setting. Only science and technology!

2. Playing as an alien species will be up to GM's discretion.

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

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

1446d8 No.45705

Dice rollRolled 70, 88, 12 = 170 (3d100)


Nation Name: Formicidae Tempestus Transmutatio

Location: Eastern mountains near the jungle

Race: Formicidae Tempestus Transmutatio, a species of ants mutated by the temporal energies. Worker drones can reach the size of dogs.

Color: Light Blue

Fluff: When the time anomaly hit people, objects, and more were brought back in time. Some of the living creatures were affected by the energies of the time travel and mutated to something almost beyond recognition, or even beyond recognition, of what they once were. The Formicidae Tempestus Transmutatio, also known as 'Temporal Anomaly Ants' or 'The fuck are those!?' were the ants from a scientist's ant farm that were sucked in through the time anomaly. There were a few major changes that were noted in the specimens. The first was a rapid growth and the creation of a caste of leader princesses that could give orders to drones and even showed complex planning and even signs of sapience. The second is the ability for queens to change from a normal reproductive cycle to one that purposefully causes damage and subsequent errors to the DNA of new drones to induce mutations. The third, and most important, is the ability for queens to absorb and store the DNA of a drone and is even able to separate and manipulate segments of DNA to create new castes of drones with mutations from multiple drones. After the scientist was eaten by a dinosaur the dinosaur was subsequently stung to death by the ants and the ants moved to set up a new nest.

[Formicidae Tempestus Transmutatio]


[Stable Mutation]: Though mutants, the ants have a surprising degree of control over said mutation. Gains +10 to genetic manipulation rolls.

[Random Mutation]: Every so Post too long. Click here to view the full text.

a17e3e No.45728

Update when?

293d8c No.45729

Dice rollRolled 52, 72, 76 = 200 (3d100)


Nation Name: Troy Ranch

Location: Grasslands east of the river.

Race: Human

Color: White or Grey

Fluff: With people being pushed or thrown from the walls of the old world Astyanax chose to leap forward. He turned his wealth into as many trucks, cattle, blasters and wide brimmed hats as he could transport. His cowboys moved the herd and kept them safe. They had to drive off a few desperate folk but those who were good enough to ask he fed and let join the convoy. Most of them were good folk who had been told to go colonize land with only the bare essentials. Some of them were grey hats with the skill and self interest to manage for themselves. All in all we've got enough cowboys and blasters to protect the ranch and our flowering little town.

[Troy Ranch]


[Cowboys]: These guys know how to use a gun. Start with 1 defensive army.

[Gunsmithy]: One of the colonists happens to know his way around gunsmithy. Gain +5 to wartech rolls.

Stability: Happy

Food: 2

Resources: Lumber: 52 su., Source of Copper ore,

Buildings: [Lumber mill, +2 to lumber rolls], [Charcoal plant 0/13 +3 power], [Dairy Barn, +2 to food production],[Hydro plant 0/13 +10 power], [Houses]

Wartech: (Blaster Turrets +2 to defenseactions)



Military: Cowboy ranch guards (Defensive army)


Mounted Turrets 2/4

1. Lets find a source of iron.

2. Mounted Turrets 2/4 +5 Gunsmithy

3 Automotive Workshop.

5888c5 No.45735


Well, it took most of your iron, but the dish is active! Already, the Remnants are picking up faint signals… In less pressing news, the tarrasque troops have picked up fishing quite well. (+3 to fishing rolls)


The clowns find the mystic faygo(Not sure what the fuck It does, just pm me and i'll update this) They find rocks (Stone: 19 su) but all of this distracts them from learning any martial arts.

Next set tomorrow

64fc7f No.45779

Dice rollRolled 81, 16, 54 = 151 (3d100)


[Remnants of the Lapis Coast]

[Tarrasques]: +2 Combat

[Reminants]: +5 Research

Stability: Happy

Food: 2

Energy: 0/5


Iron: 15su

Lumber: 54su

Stone: 24su


Primitive Housing (+Stability)


Oceanic Carrier Mk. I (OC-01) (+3 Combat)

Rifles (+2 Combat)


Communication Radar Dish (+Radio)

Waterwheel (+5 Energy)

Fishing Nets (+3 Fishing)

Quarry (+2 Mining)

Stone Piping (+2 Agriculture)

Basic Farm (+2 Agriculture)



Oceanic Carrier Mk. I (OC-01)


Charles Montague, Head of Communications


>Action 1: SOS (+5)

>Bonuses: +5 Research

Establish a feedback loop with a request for help and coordinates to our location, both in voice and morse code. Ensure that this loop stays active for as long as possible.

>Action 2: Develop Axes (+5)

>Bonuses: +5 Research

Okay, let's actually make some tooPost too long. Click here to view the full text.

File: a917e07887abf4a⋯.jpg (80.95 KB, 1024x441, 1024:441, Blackwater Prison.jpg)

91214f No.45292[Reply]

Black water prison, located deep in the heart of Waterdeep. Some call it a stain on the cities image, others say it's a necessity. It's a maximum security prison dedicated to housing the worst of the worst and those unfortunate innocents wrongfully convicted. Most who obtain a sentence to it are never seen again, nor do they ever see the outside world again.

The prison itself is a fully functioning society completely separate from waterdeep and despite the occasional riot or the incredibly rare escape attempt manages to function smoothly.

Welcome to Black Water, your new home after your "Fair and just" trial, whether you did it or not doesn't matter because now your new life is here behind the cruel unforgiving bars of Black Water.

But who exactly are you?





Roll 1d100 to determine race ignore everything else on the rollchart https://pastebin.com/uSdeu4iV





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

31b610 No.45687

Dice rollRolled 88 (1d100)



31b610 No.45690


Name: Ruk

Age: 40

Backstory: From his humble beginnings in the village of Nork, Ruk had a fairly typical life for one of his upbringing. His father was an apprentice blacksmith, while his mother was unknown to him, having died at childbirth. Unlike most goblins, who tended to be merchants more often than not, his father, having no business sense to speak of due to his slow nature, was apprenticed to a gnome. He would be constantly ridiculed by the other goblins for this, but the man would simply laugh along with them, letting the jeers slide off his back. Ruk, however, did not take kindly to it, and soon he began to hate his father for being the village idiot. Not wanting to grow up to be like him, Ruk ran away from Nork on one fateful night, never to return again. From there, Ruk tried to establish himself as a merchant in the city of Marisa, but it was tough goings. His profits were heavily taxed, and sooner or later, he would as poor and pathetic as the vagabonds loitering around the gates. That was, until Ruk found that there was an entirely different way to make it big, underneath the surface of Marisa's lawful veneer. With this, Ruk became involved in the black market, selling everything from drugs to banned books. Eventually, at the ripe age of 40, Ruk was as rich as could be… until he was snitched on and locked up. Now with no way out, Ruk has to establish himself once more, in an infinitely more dangerous environment…

Race: Goblin



b50848 No.45694

Dice rollRolled 21, 16, 61 = 98 (3d100)

>Name: A Pimp Named Weasel

>Age: Early 30s in human years

>Crimes: Procuring (prostitution), Assault, Extortion, Fraud

>Backstory: Every lonely soul in Waterdeep knows of A Pimp Named Weasel (you gotta say the whole fucking thing yo), the elven playboy pimp extraordinaire. He's pimped out all kinds of hoes, from halflings to drow to aboleths and more. The ladies love A Pimp Named Weasel and A Pimp Named Weasel loves the ladies, except when he hits them with the ol' backhand, but a pimp gotta know how to keep his bitches in line. He knows how to keep his johns in line too, because NO ONE cheats A Pimp Named Slickback and gets away in one piece. His connections to the Elven Mafia ensure that. Now he's in prison though, betrayed by his bottom bitch Laquesha the half-ogre half-dragonkin (gotta have one for the kinky fucks) but he still has the connections and he can still hook you up with some love for some goods and a favor. Oh yeah, and he's an elf.

Well shit son, they finally got me. Guess I'll do what a pimp does best then.

1. Acquire bitches

2. Acquire more bitches

3. Acquire even more bitches

948211 No.45703

Dice rollRolled 38, 8, 63 = 109 (3d100)


Name: Nyloth Yril'Lysaen

Age: 119

Backstory: Like many drow dissidents Nyloth fervently worshiped Vhaeraun and had spent much of his life secretly rebelling against the drow matriarchy instituted by Lolth, but where Vhaeraun advocated equality, Nyloth was consumed by hatred for the opposite sex. Using his skills as a spellthief he had set up the demise of many a priestess and had greatly advanced the cause. Eventually however his superiors discovered the full extent of his anger and deeming him too great a risk had attempted to get him killed. Although Nyloth escaped to the surface near Waterdeep he went completely mad and went on a murdering spree that lasted over a decade before being captured.

[Bonus] Spellthief- You have access to a very special form of arcane magic, you can siphon magical energy from people and use it against them leaving you virtually immune to almost all forms of magic, the Magi of the prison have fitted you with Anti-Magic cuffs and consider you to be one of the larger threats to prison security.

1. These cuffs are m̷̢͇͍͙ͤ̒͒̃̇́a̶̛͚͖͉̮̙͖̭͕̪͌͛ͫ̔ͣ̃d̲̖ͩ̅̂͜d̢̟̜̽ͦe̱̥͉͕͛̒͋ͪ̔̍͑̓́͡ͅņ̠̥̦͚̏̈́̄̋ͩ͞͠i̴͕ͮ̊̋͂͘͠n͂̾̒̑̚͏̶͉̥̘̖̞̥͇̣g̛̲͔̥̭̙̞̺͋͘͢. I need to get them off somehow.

2. Now that I am here I realize that things have been s̢̕͢͠͡t̸̡͠r̛̕a͝͏n̷͘g̵̢̕e̢̡͢. Perhaps soaking in an elder brain's brine and swimming through an aboleth's lair had some unintended side effects. I should think on this more.

3. A place such as this must have some illicit contact with the underdark. I shall find someone that knows of the w̵͖̗̰͚͓͚̲̼͉̬̝̯̼̫͉̳e̸̕҉̝̗̲̩i͜͏̦̬͎̠̣̠̘̜̟̼̹̙̬̦̗͡ͅr̵̤̺͓̠̲̹̠̰̘̫̟͍̘͔͘͟d̳͖̦̳̪̩̱̟̺̜̘͈̰̭̺̥͇̩̕ and can give me the supplies I need for the future.

ae4986 No.45708

Dice rollRolled 90, 79, 46 = 215 (3d100)


Name: Jack

Age: unknown mid 30s presumably

Backstory: Jack is a serial killer. He has killed over four dozen men and women on the streets of Waterdeep in the dead of night. He seems to be able to turn anything into a weapon at the drop of a hat and is considered both extremely dangerous and a massive flight risk. He is not allowed outside with guard supervision and at least one magus on hand at all times.

Race: Human

>[bonus] Jack The Ripper- You have a knack for knowing just which area to cut to bring someone down and you seem to be able to fashion a blade out of everything. +10 to bladed combat[Equipment] Improvised Shank

1. Watch the guards for their schedules and proclivities.

2. Watch my inmates for the same.

3.Find some food that tastes not like shit. Maybe.. elf?

File: 669c6dd56f391dd⋯.png (30.29 KB, 813x813, 1:1, Base map.png)

e62786 No.43734[Reply]

Shattered earth NationBuilder

The year 2018 The earth collided with a magical singularity. Shattering the earth and settling in its core, enveloping the remains in a magical field. Now the earth consists of shattered landmasses floating around in the air. Occasionally crashing into eachother, connecting the landmasses or destroying them. Sometimes the islands also fall down into the hungering void below, never to be heard from again.

Each round there is a chance for a completely random landmass to fall down, taking everyone on it down with it 2 turns later.

Entire areas have had their people mutated into new races with magical traits and abilities. However for some any technology more advanced than a simple steam engine fails when they try to use them. Other areas have been spared the magic and can still use technology. Though they have still suffered greatly and their technological level has been greatly reduced.

The magical energies people have learned to harness have been mostly Elemental, Spatial and mutagenic. In that order.

It has now been 50 years since the event. Societies have stabilized a bit and new knowledge has been amassed. Now also islands have started to fall and there is impetus to save yourselves. Migration, conquest and prejudice is all around. Who will reign supreme and who will fall?

The larger the island the better the bonuses you can get from searching them or making projects on them, but the smaller the easier to defend. The largest islands even give an extra dice.

you each turn roll 4d100 for actions.

To make a nation you fill in the following and roll 1d100 to decide your starting island.

Nation stats:

Fill in:

Nation namPost too long. Click here to view the full text.

373 posts and 86 image replies omitted. Click reply to view.

752231 No.45665


1 noble batrider goes from 37 moves to 29 and guards the portal

2 from 37 Noble bat riders guard the airspace around 31

3 from Noble bat riders guard the airspace from 39 to Blood court territory.

0ebb68 No.45666


Nation name: The Post-Scarcity Initiative

Race name: Homo Magus

Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.

Color: Gold

fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.

Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.

Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."

Bonuses: +10 to all magical research

Magics: Geomancy weak, spatial magic weak

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

0ebb68 No.45667

File: 4c131c7b46ec3ab⋯.jpg (66.7 KB, 1000x665, 200:133, CaribbeachAnton-Gvozdikov.jpg)

Dice rollRolled 66, 19, 70 = 155 (3d100)



As promised, your illustrious Government hereby announces our countries next big cultural improvement project.


We will advance our magitechnological capabilies to develop a tropical beach paradise of our island, and thereby reap the rewards. A monument to our ingenuity."


1. The beach will be a great attraction for future University students. A place they can relax and have awesome night parties. But first, we need the school to be finished.

University 7/8

Worker golems +2 to all rolls.

2. Send out surveyors to our shores and start preliminary research of the coastline. I want a list of any new magics or resources we need to develop our beach paradise.

"Most likely we'll need alchemy to convert the rocky terrain into soft sand, and some weather enchantments to encourage the sun to shine and warmer weather."

+10 to all magical research

3. We're definitely going to need our Scientific Principles to par for this project. Magic is not an exact science after all. Scientific principles weak 3/4

+10 to all magical research

0ebb68 No.45668

Dice rollRolled 16 (1d100)


4. We'll also need our Spatial Magic finished too so we can easily move materials for the beach project. I have a feeling its going to be a long while in the making.

+10 to all magical research

21bc34 No.45669


the way I see this playing out is that the callous leaders sent in the worst regiment out in the open to be bat bait and once the vampires charged headfirst AGAIN the entire area was lighted up by gunfire from the rest of the troops

File: d25002549d6591f⋯.png (3.03 MB, 1620x1080, 3:2, Apoc Academy.png)

643821 No.44106[Reply]

It's been six years since the destruction of the Central-Euro Apocalypse Academy, and the world now sits in greater ruin and disarray than ever before. Within a few months after the academy's fall at the hands of the Artificial Angel, 'Colin,' subsequent angel attacks began to occur at an accelerated rate. Shortly after these attacks, bishop invasion rates proceeded to skyrocket across central Africa. Even with the improvement of anomaly detection equipment, the numbers proved too great to be handled and what little remained of Africa's infrastructure quickly collapsed in its entirety. In this newly barren African wasteland, large numbers of witches began to produce their lairs in a massive chain now referred to as 'The Nest'. The only threat to lessen in this time has been the daemonic incursion, which sits at a standstill as their infantry struggles to find proper foothold among much larger threats to humanity.

Today in the year of 2046, mankind's territories continue to shrink rapidly as it is made abundantly clear that despite its best efforts, humanity remains in decline. With limited resources and shrinking support from the public, several Apocalypse Academies have already proven unable to stay operational. Despite this, many of the brave souls occupying these spaces have been enlisted to assist in running a newly recreated Central European Academy and surrounding city built upon the former site of the old academy. This new facility now houses some of humanity's brightest and most talented in the hopes of training and properly equipping those humanity believes will be its salvation.

You are a first year student recruited to the academy's cause, enlisted to make use of your powers and to ensure mankind's future. You and your fellow students are the last line of defense in a dying world. Good luck.


To be filled in by the player:


Gender: (Welcome to the world of pokemon. Are you a boy or a girl?)




Archetype: (choose 1 from below)

Post too long. Click here to view the full text.
12 posts and 8 image replies omitted. Click reply to view.

29a1c2 No.44272

Name: Sigmund Erlach

Gender: Male

Race: German


Fluff: In this day and age, most people fight to live. Sigmund, however, lives to fight. Ever since he was handed a gun at age 6 he's been honing his skills, preparing to fight the good fight. He was expelled from school for constantly fighting the other boys. The ever increasing threat to mankind was a dream come true for him, and he rushed to the academy to get his hands dirty. Despite his aggressive attitude, he is also a capable leader when he needs to be. Regardless, it is evident Sigmund will fight until he dies.

Archetype: Badass normal

to be filled in by GM:

Status: [Health: 10] [Ego: 10] [Edge: 10]



Equipment & Things: [Personal Quarters - Spartan]


c47100 No.44281

File: bcfa13f0c6a5c06⋯.jpg (38.65 KB, 424x600, 53:75, RMoJsf5rfBI.jpg)

Name: Großbürger Walter Berenberg, Prinz von Hamburg

Gender: Boy

Race: Caucasian

Age: 16

Fluff: Walter Berenger, Grand Burgher, and Prince of Hamburg. He has many other titles, quite a long list and not worth actually spending the time to mention in his opinion. In ancient times, the title of Grand Burgher was a special position, neither part of the German nobility nor aristocracy but above that, acting as a supreme Magnate over the kingdom states and subordinate only to the Emperor. The duties were akin to a Seneschal, and would provide to the Emperor all his magics and industry to help him run the affairs of state. Many of the Grand Burghers were legended for their ability as conjurers, some summoned up mountains of gold to fund the Kingdom in times of bankruptcy, others summoned mountains of Iron and Weapons to arm the soldiers of the Emperor, the greatest and most powerful even conjured up entire armies of men to fight for the Kingdom.

Empires and Kingdoms come and go, but the nobility remains. Indeed even in the modern age, the Grand Burgher was still considered a useful individual, though instead of mountains of Iron it would be rivers of Oil, fleets of Tanks and planes, divisions and regiments. The last Grand Burgher who served in the 2nd World War was said to have defended a whole region by himself and his own conjured soldiers.

Walter Berenger was born son of Karl Berenger, the previous Grand Burgher and pretender to the Throne of Hamburg, thus inheriting both titles as well as all the minor ones his father kept with him. From a young age, and due to the dire situation of the world, such high hopes were placed upon him, wondering if he would live up to the names of his ancestors. At the age of 14, he was asked by a group of soldiers to conjure up some great miracle. Focusing his all his untrained magical powers he thought very hard and created. . .hamburgers. Sodas. Warm food and cold drinks. It wasn't the reinforcements they were hoping for, but in consolation, the soldiers still appreciated.

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

77d4d9 No.44437


Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Skilled Mecha Pilot]

Reputation: Obvious Loner.

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform][CCCP Issue Plug Suit]



-Academy is Vacation - You survived the Gulag and those bastards after it. Reduce all damage to your Health by 1 per turn. Reduce all damage to EGO and Edge by 2 per turn.

-Victory or Death - You've been conditioned to win, and to fail is the ultimate suffering. You may freely enter a berzerk state in or out of a mecha, greatly increasing your attack power against a single target. In this state, you'll fight to the death and refuse to yield an inch.

-Back in the USSR - These fools do not know how lucky they are. They'll never understand you, and you'll never trust them. How could you? They're here to hurt you! Noticeable penalty to social interactions.

-Not The First - Ever since your arrival at the academy, things have seemed… familiar. While at the academy, certain actions may cause severe deja-vu inflicting EGO or Edge damage.


Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Magebomb][Enhancement Spell: Target Lock]

Reputation: Unknown

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform][CAD Mortar Tube]



-Zero Fucks - You are literally unable to give any fucks. At all. You take reduced Ego damage and gain 1 additional point of Edge whenever Edge is gained.

-Class 2 Techno-Mage - You’re classified as a Class 2 Mage, be prepared to be looked down upon by those in Class 1.

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

77d4d9 No.44438


Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Honk of the Clown Style][Concentrated HONKWAVE Energy Blast]

Reputation: Unknown

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform]



-Disaster Artist - As a clown, you are a master of pranks and trickery on and off the field. You gain additional Ego when ‘pranking’ others. When rolling to prank you may expend your Edge to boost your roll or gain additional Ego.


Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Shapechanging][Organic Weapon Formation]

Reputation: Unknown

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform]



-Invariably Inhuman - You were built with purpose, but are lacking in humanity the other students have. You gain Ego and Edge at a lower rate but take reduced Ego and Edge damage.


Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Energy Wave Absorption][Energy Wave Expulsion][Soul Gem - 15(20)]

Reputation: Unknown

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform]



-Need For Release - You’re really good at holding everything in and letting out some at a time. You may release all presently absorbed energy at once to double the output power.

-Doom of Magical Boys - All MaPost too long. Click here to view the full text.

33ff2f No.45536


Oh don't bullshit us. That's clearly a fanart of Leon Scott Kennedy.

>brown jacket

>grey shirt halfway up neck

>brown hair split on left side

>blue eyes

>similar jawline

File: ea899f3d8052370⋯.jpg (169.96 KB, 450x321, 150:107, Clarent.jpg)

File: 572ed9dcd053799⋯.jpg (128.34 KB, 800x426, 400:213, Fortress Falling.jpg)

5c6d86 No.44488[Reply]

The Kingdom of Clarent, once a shining land, full of peace, prosperity before you and your masters declared war on it. Such a weak area, no strife, no struggle, nothing to keep them motivated and strong. It was the will of the Council of Five that Clarent would fall and it's land and resources taken, it's people enslaved, it's magics learned and it's false gods destroyed. Thus the Seventh Imperial Army Marched to war.

The Pass of Kargas fell within a month, the fortresses of the pass totally shattered. Their soldiers fell under the hordes of orc barbarians, kobold zealots, human soldiers, and skeleton walkers. Their mages killed before taking the field by Darkblade Assassins, Drow Shadows, and misty vampires. Their walls cracked by the sheer might of Rock throwing giants, Mighty Dragons, Drow Magisters, Demons of Grond, and undead juggernauts. The victory of the Seventh was absolute and total, in other words, perfect.

Normally, this sort of momentum would be celebrated, and it WAS celebrated, but each Imperial Army is a microcosm of the Council of Five. The Church of Grond and it's human supplicants, the Orcish and Greenskin Hordes of Great Chief Gundebax, the Bound undead of the Archlich Thrayze, the Progeny, mates and zealots of the Dragon Queen Svezen'la'hareth and The scions of the great ClanCity Mandozelan all struggle to progress their faction's agendas, and most importantly, themselves in various and sundry ways. With the easy victories they accumulated at the pass followed by taking cities and towns with ease, the army slowly became less concerned about forces of Clarent and more concerned with internal politics. This in turn made what followed even more damning.

The seventh took city after city, rampaging across the land and sowing despair and ruin upon the natives of Clarent as they went. Soon all that still stood bright and proud was the Capital, and the fringe cities too far away to levy an effective force to reinforce it in time. The Seventh march and broke the defenders on an open field with contemptuous ease. It was so easy that many forces broke ranks and charged after the retreating defenders, the wary either being forced to follow to not be caught alone in an easy to take fragment or forgetting themselves trying to gain glory. ThisPost too long. Click here to view the full text.

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

0df04c No.45337

Dice rollRolled 66, 13 = 79 (2d100)


Name: "General" Ugluck-Rokk Smasha

Faction: Great Horde

Race: Mountain Ogre

Class: "General of da Arty'"

Forces: 150 Goblins

Elites 10 Ogres

Lieutenants: Stabsquee, Goblin engineer.

Abilities: Great strength and endurance.

Skills: Basic siege, Basic tactics, Basic Smushing things

Reputation: It can Think?!?!

Bonus: It can Think?!?! - Gain bonuses on coming up with and training your brethren on simple tactics. Complicated ones still hurt your brain.

+Roks lots

+50 gold

+Woods Lots n lots.

1. "Gold? Wot am I supposed to do wif this?"

I know, I'll 'ave my little'un engineer use it ta buy things 'e needs like little metal tools. We need to get ourselves a throwy arty piece after all.

2. 'ave the gobbins start building me a throwy piece! I wanna watch roks fly!

f6b2d1 No.45338

Dice rollRolled 46, 12 = 58 (2d100)


>>44527 (You)

Forces: 200 Skeletons 100 Zombies

Lieutenants: Granth: Human Necromancer

Abilities: Superior senses, smoke form, Call creatures of the night, natural weapons, Flight, breath weapons

Skills: Basic tactics, Basic necromancy, basic combat

Reputation: That thrall of Tarkand's.

Bonus: Vampire dragon- You are a Dragon Vampire, this costs you a lot of face with your former racial associates, but makes you very impressive to your new allies of the dead.

+Area Knowledge

+abandoned graveyard.

1) Call creatures of the night to swarm and distract the enemy to give the ogre a chance. prio 1 is toSwarm the lords face and bow with rats and bats. attacking eyes, bowstring and carrying arrows away while prio two is to go after mages and priests with wolves and smaller ones and lastly the archers.

+Basic tactics, Call creatures of the night, Superior senses

2) Send undeads to the expected path any fleeing hillfolks will take. either for when they desert or when larger parts flee to hide in underbrush and under dirt to pop up in groups to kill anyone that flees by them and then hide again.

+Basic tactics, Superior senses, Basic necromancy

30d536 No.45341

Dice rollRolled 6, 4 = 10 (2d10)


Name: Dipirahc Kenath

Faction: Drow

Race: Drow

Class:? Primarily a bow sometimes a bastard sword

Forces: 100 Drow women at arms

Lieutenants: Syrena, Drow Spellblade, Morena, Drow Cleric

Abilities: Night visions, stealthy stride

Skills: Skilled Archery, basic tactics, basic Diplomacy, basic daggery

Reputation: I didn't even know they had male Drow nobles….

Bonus- I am a MAN! - As a man in Drow society your are much more likely to suffer attempts to usurp your command, but they also have the atrocious habit of underestimating you.


+1 month of food

+10 slaves

+Underdark road

1. Scout out the underdark road and all openings it moves to within a short period of time and look for a good cavern to setup base in.

2. Secure the area around the opening. Make sure its hidden and that any villages too close to it can be removed.

30d536 No.45342

Dice rollRolled 11, 41 = 52 (2d100)


1729bf No.45529

Dice rollRolled 45, 49 = 94 (2d100)


Name: Brittany

Faction: Drow of Mandozelan

Race: Drow

Class: Questionmark?


It's complicated.


+ 150 Drow Women at Arms

Lieutenants: None

Abilities: Night Vision, Stealthy Step

Skills: Skilled Stealth, Basic Daggering, Basic Tactics

Reputation: Who?

Bonus: Listen, and learn- You're a nonentity among the drow making it hard for you to attract new troops, but you listen so very well, schemes and plots against you suffer for it greatly.


+ 2 Wagons of Food

+ 3 Slaves

1. Seek out a place void of sunlight.

2. Continue raiding the caravans. Prepare ambushes for any forces which might be sent to investigate the disappearance assuming that the caravans were expected to arrive.

File: f5cb6f943e0e3f3⋯.jpg (108.54 KB, 1024x512, 2:1, Gang builder.jpg)

c8de6a No.44182[Reply]

This is a continuation of the last thread. As of right now, I want all returning players to post their last stat block, and a link to their last action from the past thread. That way I know who to update. The link to the last thread is here; https://8ch.net/builders/res/34885.html

I would also like for people to give me a brief run down of what was going on with your gang before the thread died out.


Faction Name:


Faction Fluff: See Faction name


Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

65 posts and 13 image replies omitted. Click reply to view.

4af1ff No.44611

Dice rollRolled 16, 31 = 47 (2d100)


Name: Kazuo Takami

Faction Name: Akatora-Gumi

Fluff: A poor immigrant from the east, Kazuo found himself lacking a job upon arriving in the Industrial District. Meeting with several fellow of his countrymen in this foreign land, they determined to make a living no matter the method. Forming a gang, these men honed their already remarkable fighting prowess, and set out into the world, ready to face anything.

Faction Fluff: Named to exemplify their ferocity, the Akatora-Gumi will stay loyal to their contractors, that is until the gold ceases to flow, of course. They will act as enforcers, guards, and have even been known to carry out assassinations. And to cross them means death, the authorities failed to recognize the corpse of the last man to make that mistake.

Leader & Heroes:

Kazuo Takami[1.35][Fast]


4 Shatei[1.10]

1 Kyodai[1.3]

1 Kaikei[.75][Assistant]



3 Knives[+.1]

1 Submachine-gun[+.25]

1 Ancestral Blade[+.2]


Basic Protection Racket[+10$/turn]

Advanced Protection Racket[1/8]


Basic Poisoning

Basic Legal ability

Advanced Assassination

Basic Training[1.10]

Bonus: The Losing Hand- You come from a long line of cheaters, liars, and dirty buisnessmen. If you infilitrate a opposing gang in any way, shape or form, you may at any time after they have rolled and done their actions, re-assign their actions to their rolls. Essentially, you mPost too long. Click here to view the full text.

6fe1be No.44636


Leader & Heroes:

Anziani Giovanni[2.75][Fast]


2 Remade Men[2][Classy]



2 Tommy Guns[+.2][Fast]


The Blood Sucker[+25$/turn]

2 "Call Girls"[+10$ a turn per girl]

2 Basic Drug Caches

Lady's of the Night[1/4]


Basic Vampiric Powers

Basic Loan Sharking


A lovely night, isn't it?: On every night(1st turn), you get a +10 to all rolls as your vampiric nature helps loosen some gears. You also get [.20] to your overall combat when engaged on those turns. But every other turn, you get -5 to all your rolls, and [.20] subtracted from your overall combat score.



Location: Archival, 1st level, 22nd street.

1,2) During the day the vamps stay home and keep feeding the girls. +0 day, Vampiric powers

6fe1be No.44637

Dice rollRolled 17, 43 = 60 (2d100)


now with dice

01099c No.44638

Dice rollRolled 73, 19 = 92 (2d100)


Leader & Heroes:

Georgie[.7][Man Behind the Mask]




2 Springtrap[2][Disposable]

Location: Botany District, LVL -4, Thanos Parkway


Basic Drug Lab[+.5 Drug Cache/turn


4 Basic Drug Cache

1 Machinery Cache

1 Pistol[+.15]


Basic Drug skills

Basic Mechanic skills

Bonus: Lets find out who this monster Really is!- Your gang is a small one, kept afloat by mad dreams and daring schemes. You may add +10 to any rolls involving drug creation and any that involve really outlandish plans. As long as Georgie is still alive, you can add his combat rating to your Monster's, even if he is not in combat.


[Botany Gangs]-This kids got spunk.

1. There's treasure in these hills somewhere keep digging [continue looking around the lower levels for some people to loot the gear of 1/2]

2. Andy just needs some inspiration instead of making the same old boring things over and over again. See about putting together what he can from the mechanical parts to make a vehicle of some kind so we aren't walking everywhere and figuring out what we'll need to make it into what we need if we are missing anything [Mechanic]

77b3bb No.45400

Dice rollRolled 25, 4 = 29 (2d100)


Name: Jack

Faction Name: Akumetsu

Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

Leader & Heroes: Jack[2]

Henchmen: 4 Jacks[2]

Location: Botanical District, lvl -4, St. Meiers medical facility.

Inventory: Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1] 4 Basic Hand weapons[+.1]

Skills: Basic Cloning

Basic Justice

Advanced Purpose

Bonus: Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

Connections: Relations to other factions in the city

Action 1: DELIVER JUSTICE to this gangsters!

Action 2: Create more jacks!

Delete Post [ ]
Previous [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18]
| Catalog | Nerve Center | Cancer
[ / / / / / / / / / / / / / ] [ dir / bl / hydrus / imouto / jp / kind / monarchy / pdfs / roze ]