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/builders/ - Hero and Nation Builders!

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July 2018 Transparency Report
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The lorde returneth

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

630783 No.3[Reply]

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

Join the /builders/ community at:


Post last edited at

File: b411db29ca52b74⋯.png (305.31 KB, 1105x719, 1105:719, Empire 5.png)

ec5ad1 No.48333[Reply]

You are Lord of a Province of the Great Empire, the first to ever unify all three continents.

Until suddenly, the Emperor died for unknown reasons.

Now you and the other Lords must decide on the new Emperor while also managing the entire Empire.

However, relationships between races are strained and only the Emperor had the ability to pacify all these different type of cultures.

Now you can either continue the Emperor's legacy or make your own.

Post the statsheet and please wait until your post has been replied too.


>Lord's Name:

>Province's Name:

>Color/Location: (Choose a color and your starting location number, can not choose the middle gray island)

>Fluff: (Any race allowed. Please include fluff of your Lord AND kingdom. Just enough I can give an appropiate bonus)

—Do not Fill Below—

>Currency: 5 Coins

>Industry: 1/Pop

>Science: 1/Pop

>Pop: 3 (10 Max)

>Food: 5

>Military: 2 Soldiers


>Technology / Magic:



Advisers only fill

>Lord's Name:

>Province's Name:

>Color/Location: (Choose a color and your starting location number, can not choose the middle gray island)

>Fluff: (Any race allowed. Please include fluff of your Lord AND kingdom. Just enough I can give an appropiate bonus)

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

d4a4be No.49251

File: d7f034d3b85e8c7⋯.jpg (43.99 KB, 564x897, 188:299, e4c2148be1a10822ddcfd63148….jpg)


Because Bello wanted it in the thread

The room was dark, only the flickering of the small torch gave away the positions of the group, five men, four of them representative of each limb the Eye overwatched, the army, the drug supply, the mercenaries and the bandits. The room was eerily quiet save for the moving of people and destruction of buildings outside.

The fifth man, the leader of the group looked at his gathering, time slowed down to halt and a voice rung out to him.

A compulsion dragged him to speak. >>"It's time to put an end to the lords and their arrogant reign of power. through terror and corruption we'll force them out of their cozy castles. The empire is a dying and it's best we put it out of its misery".<<

42a885 No.49252

File: 892a4fdfbf9a54e⋯.jpg (143.84 KB, 580x399, 580:399, 23073888063_d23c400511_b.jpg)

Dice rollRolled 19, 7 = 26 (2d100)

>Name: Pheng Zhuhuai

>Allegiance: The People's Republic of Shiwa

>Fluff: A man of the old aristocracy, Pheng became a division general in the Qin Shiwan army. His wealthy family sent him to military academy where he graduated to become a division commander. In the wars against enemies of the empire and monsters, he was disillusioned when he saw the poverty and stagnation of the common people by the old regime. Learning about the rebellion, he believed in its ideals and goals and joined them, forswearing all noble titles. Unlike Zao Meuing's farmer background, Pheng as an educated noble and military trained brings his experience to the new republic.

Coin: 2

Industry Points: 0.9


[Commander(2) - Can boost a unit]

[Manager(5.7) - Can boost workers of either builders or scientist]



[Commander of the People]

[Jack] (one time use)

+2 Pneumatic Bolters


+1 Shiwa Kong(+Pneumatic Bolters)


+2 Pneumatic Drills

>Manpower (from my bonus):



1. as last, the opportunity for the former nobles and aristocrats I had been looking for. many of them have experience in leadership and organizing, and now they can be put back to work in this new guild. they will of course, have to learn to work with the great number of former common folk who have proven their intelligence to. but there is no more common folk and no more noble in the Republic, all are copatriots. Join in the development of the Guild of Workers!

+[Manager(5.7) - Can boost workers of either builders or scientistPost too long. Click here to view the full text.

3c0046 No.49258

Dice rollRolled 35, 4 = 39 (2d100)


Lord's Name: Bob Hexxus

Province's Name: Epidemica

Color/Location: White, 20.6

Fluff: "The Spymaster" is a notoriously crafty individual, with a knack for plotting and counter plotting. Though his true motives remain relatively shrouded behind curtains of smoke and mirrors, he has served his lord faithfully throughout the years, only recently having truly risen to prominence after the death of the Emperor.

Coin: 8


Alchemy 3

Assassin 3

Spy 2


[Favors] - Modifier for your bonus

+[Favors From High Places]


[Okay Spy Network] - 2 Spies

- Network 2 / 10

1 Assassin

Side Business [+2 Coin/Income]

3 Industry Points

[General Research Tools]

Training Assassins 4 / ???

1 Slight Healing Potion (Low heal)

1 Demon's Rest (Calms down unit and slowly kill them)

1 Dark Temptation (Constantly makes unit compulsive to suicide)

1. The Spy network must continue to be expanded upon.

2. Send what spies I do have to infiltrate the realm of The Eye

210515 No.49261

Dice rollRolled 89, 11 = 100 (2d100)


>Lord's Name: Molric Assurn

>Province's Name: Desolace

>Color/Location: Silver, 5.4


—Do not Fill Below—

>Currency: 7 Coins

>Industry: 1.88/Pop = (1.73x(6+(2x2))) 18.8 Industry

>Science: 2/Pop =(6x2)12 Science

>Pop: 6, 2 C(10 Max)

>Food: 20 (12 from Baz)

>Military: 2 Soldiers(Pneuamtic Bolt Throwers)


Mine4 (+4 Coin/Income) (Increased Chance of Stronger Ores)

Mine5 (4.9 / 35)

Forge(3) (Researching Tools 30% Decrease)


Lab (6) .2/45

Clockwork Manufactory3 (30% Reduce Tech Units)

Clockwork Manufactory4 10.3//25

Tradining Port(2) [2 Max Trade Route] {SHIWA}

Tradining Port3 0.6 / 7

>Technology / Magic:

Metalworking Tools2

Metalworking Tools3 4 / 11.5

Clockwork 3

Architecture 1


Pneumatics 1.5 / 20


Logistics 4 3/35

Desolater Dragon [10 Coins, 1 C.Pop]

Clockwork Soldiers(1) [7 Coins, 1 C.Pop]

Clockwork Soldiers(2) (15.5 / 20)

Pneumatic Bolt Thrower(2) - (1 Industry Point)


1 Pneumatic Bolt Thrower

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

210515 No.49262



Lucky Helping Hand : [Never rolled a 100]

File: 1457768508916.jpg (6.8 MB, 2500x1692, 625:423, mymap.jpg)

fa924f No.24993[Reply]

Welcome to the shattered world of Praeteria, now emerging from a 700 year darkness, when the old world died in a hail of fire and then smothered under the blanket of an eternal winter. Now the world is putting itself back together, but yet some relics of the old world remain. Tools of war, using technology long lost to the people of this new world; Giant metal gods that range from the size of a large tree to a small mountain. The people who found these machines are the rulers of this new world. You are one of these people, but unlike some of the others around you, the machine you found is relatively weak, but that's not to say you couldn't level a city with it. It is an odd time, with god machine and armored knight roaming the land in stride, but it is also a time of opportunity, as the fledgling nations of the world seek to both expand their borders and deal with neighbors, be it by the quill or the sword, or alternatively, giant laser death cannon.

119 posts and 47 image replies omitted. Click reply to view.

fa924f No.26677


Skills : [Cold-Blooded] - Your mutant nature and jungle upbringing has given you many gifts, +5 to PERSONAL combat, infiltration actions and subterfuge.

Flaws : [Simpleton] – Your upbringing has also ensured that any civilized person you talk to will realize how much of a barbarian you were and somewhat are. -10 to conversing with any of the civilized nations. Can be reduced with etiquette lessons

>Weapons : [Mecha Guass Rifle (Right arm) {Slug Damage. 1d300}] (15 reloads)

[Claw (Left hand) {Slashing Damage 1d150} (Melee only)]

>Upgrades : [Emergency Rockets] - Once per combat, roll a 1d500 for your rocket system for damage to one enemy you are fighting

>Defects : [Not well maintained] - The years in the jungle have not been kind to Sasha, -10 to all repair rolls to here.

>Fighting Style : Guerrilla

fa924f No.26683

Dice rollRolled 48, 93 = 141 (2d100)



>Name: Nemo

>Faction: Ungorian Freehold




+ [Black Cross] – Award won for valor

+ [Personal Journal – titled: “My Struggle”]


+ [Combat Expert] – You’ve been in combat enough to call yourself a hardened veteran, +5 To all combat rolls.


+ [Anschluss] – You are destined to spread the glory of the Ungorian people, - 5 rolls to conversing with foreigners, and you are oddly compelled to offer them showers


>Name: Deep Blue


Designed for long term independent and clandestine sub-surface operations "Deep Blue" was constructed to compliment its Captain's vast experience. Equipped with long range scanners and largely offensive weaponry its main advantages are speed and the ability to remain hidden to most means of detection. Generally excelling when it comes to monitoring as well as employing hit and run tactics the Deep Blue is well equipped to swiftly retreat in case of heavy resistance.

Health: 350/450

>Heat Counter: [Chilly]


+ [Torpedo Tubes (Body) – Explosive Damage 2d100 (Cooldown 1) (10 Reloads)

+ [Remote Explosives (Left Hand) {Explosive Damage 1d300} (Cooldown 3 Turns) 8 Reloads]

>Upgrades: + [Long Ranger Scanners] – An upgraded sensor suite allows you to detect Enemies before they can even see you.

+ [Gotta Go Fast!] – Your blue-armed bandit is fast as lighting and quiet as a Jew in the Attic, +5 to movement and ambush rolls.

+ [Bipedal] – BPost too long. Click here to view the full text.

fa924f No.26696

Dice rollRolled 75, 70 = 145 (2d100)



>Name : Ashkrieg Blitzkun

>Faction : None

>Fluff : Living deep within the tropical jungle bridge west of Heavens Touch, Ashkrieg's family have lived there for generations since before the bombs fell. He lived there with his parents and grandparents, his grandparents dying when he was young, learning how to live in the wild and raid lands across the mountains and sea for valuable resources that they wouldn't normally be able to get. This is important as their assault rifles and mecha require more than just food. Passed down from father to son, when his father and mother died, he was given control of the mecha and the data drives containing their history and amalgamated knowledge and headed east when large nations sea and trade nations started forming in his original raiding grounds. Now established east of Heavens Touch in the forested hills, he rolls out in his mecha, raiding the women warriors, ancient hidden men, and the lands across the desert, trying to forge his own destiny before having children of his own.

Skills : [Cold-Blooded] - Your mutant nature and jungle upbringing has given you many gifts, +5 to PERSONAL combat, infiltration actions and subterfuge.

Flaws : [Simpleton] – Your upbringing has also ensured that any civilized person you talk to will realize how much of a barbarian you were and somewhat are. -10 to conversing with any of the civilized nations. Can be reduced with etiquette lessons


>Name : Sasha

>Fluff : Kept in the family since before the war, it was apparently used by the families enemies before being captured very shortly before the bombs dropped. Its right arm has a heavy gauss rifle on it, useful since manufactured rounds are short in stock while its left arm has a claw for using other weapons and grappling, a sharp or blunt striking weapon on the top of it. Made for insurgency and guerilla warfare, top has lazer and Post too long. Click here to view the full text.

fa924f No.26701

Dice rollRolled 88, 45 = 133 (2d100)



>Name: Alexander Konar'Triarii

>Faction (If belonging to one): None

>Fluff [How's your pilot different from everyone else?]: Alexander was anointed as a Pilot at an incredibly early age, after finding the Sun Spider stored within a capsule half buried in the shifting sands. Running off from his tribe, the young boy removed the covering from the small mech. Receiving his marks at only fourteen, he has had over a decade to master it's use, in both combat and scavenging.

>Inventory: [Tribal Spear] – Your last testament of your old life, it still has a lock of your mothers hair around the base of the tip

[Whole lotta scalps]

>Skills: [Piloting Proficiency] – You’ve been in your mecha for over a decade, and in that time you’ve learned it inside and out. + 5 to all repair, modification, and exploration rolls involving your mech.

>Flaws: Your tattoos and dialect give it away, you’re a tribal savage. The civilized nations look down upon you. -5 to all conversing rolls with people of the nations.


>Name: Sun Spider

>Fluff [How's your mecha different from every other one?]: While most of the Iron Gods are massive machines of steel, the Sun Spider is unique in it's size. Only nine feet tall, the miniature mech is capable of amazing feats of agility. Each of it's four hands have specially designed pads on the fingers and palm, allowing it to climb up vertical and flawless surfaces. Limited to close range weaponry, the four arms house a pile bunker, a low caliber machinegun, and two sawblades.

>Heat Counter: [Chilly]

Health: 150/150

>Heat Counter: [Chilly]

>Weapons: + [Small Pile bunker (Right Arm) {Impact Damage 1d150) Can only be used in cPost too long. Click here to view the full text.

3f633a No.49260


File: 1463587946259.jpeg (84.02 KB, 736x526, 368:263, image.jpeg)

8398ae No.27177[Reply]

CRISIS: Operation I [HAVEN]

A Mech Builder By: Crimson

You are a newly drafted pilot for CRISIS, a specialized mech initiative built to combat potential threats to humanity by various factions and raiders still suffering from the Eighth War’s fallout. As a new member, you are ranked as E Class, leaving you with few rights in the organization and barring you from making your way far from the hangar without being deployed officially. You are treated as highly expendable, given only a stock bipedal design mech. With proof of success, however, you will be promoted, allowing you further freedoms.

You are soon to be deployed on your first mission, reconnaissance of a now ruined city known as Haven. The city was destroyed during the Eighth War when the Royale 21 attempted to make a move on Moman territories. Initial reports have detected movement in the area, and your squadron, 564-E, is in charge of identifying and potentially pacifying whatever threat may be lurking.

>Fill Out The Following:

-Pilot Name:

-Pilot Age:

-Pilot Bio:

-Preferred Role: (Breaker, Guardian, Scout)

-Mech Name:

-Mech Size: (Small, Medium, Large)

Hangar Turns Remaining Before Operation: 3

-Roll 2d100 with 2 Actions Each Hangar Turn-

-Use these turns to prepare for missions.

-If your mech is damaged from previous missions, use these turns to do so.

-You may have your pilot train physically during Hangar Turns

-You may acquisition new parts or weapons for your mech.

-You may use hangar turns to request further information about the operation.

-You may freely fluff during Hangar Turns without expending rolls.

180 posts and 47 image replies omitted. Click reply to view.

8398ae No.27929

Dice rollRolled 51, 1 = 52 (2d100)

Name: Organa Moreland

Pilot Age: 22

Pilot Class: E

Role: Breaker

Pilot Bio: Organa is, in all honesty, something of a washout of the pilot program and kind of a loser. Indeed, if her own merits had been inferred from testing, she shouldn't be in the program at all: she is clumsy, lazy, mildly annoying, smells a little, and has a tendency to ramble on about topics she has no real business discussing. She is also sometimes prone to fits of drama and doesn't really wash her hair very much (hence the smell). However, Organa is a very fine pilot for reasons that aren't exactly clear: she has an intrinsic understanding of most forms of technology – mecha or otherwise – and simply understands even the most outrageous forms of artifice without any training. This is obviously useful when piloting a particularly large form of techno-artifice. Now, while many tests have been undertaken to understand Organa's technological intuition, few have resulted in any empirical research of substance. Despite that the CRISIS leadership still keeps her around as a pilot due to her apparent 'skill'…but she will never ever be in any command role. Ever. Ever ever. Did I mention ever? Ever.

Bonus: Organa’s intuition allows her to manipulate machines with ease. Installation of new equipment by her to a mech is always successful (with the exception of nat1’s) and rolls that would normally be successful without the bonus give an additional +1 towards installation completion. (ex. A ⅕->⅖ becomes ⅕->⅗)

Mech Name: Baudrillard-01

Mech Size: Small

Mech Type: Bipedal

Control Type: Manual Cockpit

Model: CRS Standard MK V-SMBR

STR: 4

END: 2

DEX: 4

POW: 8

Weapon 1: Blast Pistol

Weapon 2: Prototype Beam Lance MK I

HP: 43/50 {"Nicked"}

AO: Advanced Sensor Array

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

8398ae No.27933

Dice rollRolled 13, 98 = 111 (2d100)


-Pilot Name: Eric Strausheim

-Pilot Age: 24

-Pilot Class: E

-Preferred Role: Guardian

-Pilot Bio: Erik came to the Attention of Crisis command not long ago. When Pirates made primarily of the former Zelsar Republic's 4th strike legion raided Erik's home colony of Himmelhiem. The pirates fell upon the colony's defenses hard and fast, sweeping aside the paid mercenaries and the colony's official standing army in short order. Thus the militia was called up. Erik grabbed his Industrial mech and joined them, forgoing some hastily welded on weapons by desperate engineers for more and heavier armor. When the raiders moved to his home city of Burgsolm he and 14 other industry mechs attendant with a motley collection of vehicles and volunteer infantry faced off against 10 battlemechs of various size and their support forces. Thus the battle started on the outskirts of the city

Initially the pirates with superior equipment and motorized forces held the advantage, dealing horrible damage from range to the militia. Indeed 4 industrial mechs fell with no exchange being made. Erik seeing this took command of his sector and called his forces to retreat deeper into the city and bunker in, the rest of the militia soon followed. The pirates sensing an advantage decided to press hard. That mistake cost them greatly. The radier had charged straight into a meat grinder and battle of attrition. Wherever they walked mine and IED went off, damaging vehicles and killing infantry. Militiamen took pot shot with high bore rifles and improvised rockets from buildings only to disappear. Lighter industry mechs lead the pirates into ambushes. Erik himself crushed 5 enemy hover tanks and a war mech with his drill before the raiders responded. Even while taking extreme amounts of enemy fire Erik coordinated with his fellow militia call in flank attacks and ensuring the safety of his forces, often by absorbing even more fire. The pirates broke in time their losses too heavy to sustain the offensive. Erik survived the battle, beaten, bloody and bruised, Post too long. Click here to view the full text.

8398ae No.27957

Dice rollRolled 99, 48 = 147 (2d100)


-Pilot Name: Nicholas Bertram

-Pilot Age: 23

-Pilot Class: E

-Preferred Role: Scout

-Pilot Bio: An excellent pilot and convicted criminal Nicholas was picked up by the CRISIS initiative from his cell as a means of bolstering ranks in return for reduced or expunged sentences. Nicholas is of special note as his crime spree was based around the theft and disassembly of civilian and industrial class mechs for sale or to use as parts in some less than legal activities and was eventually brought down in a sting operation to take down a larger criminal organization where he went peacefully. As such Nicholas is a practiced hand in piloting and modifications for a wide variety of control systems and mech frames. Upon finding his assigned mech Nicholas immediately performed a variety of decorative changes and sacrificed most of it's secondary defensive systems for increased alacrity and range of motion after sealing the hangar doors to prevent interruptions.

-Bonus: Thanks to his knowledge from dismantling civilian mechs, Nicholas can identify nearly all registered parts on the market as well as remove them with ease. All rolls to dismantle mechs (or remove specific parts) and identify parts are automatic successes (with the exception of 1's).

-Mech Name: Wagner

-Mech Size: Small

-Mech Type: Bipedal

-Control Type: Manual Cockpit

-Model: CRS Standard MK V-SMSC

-STR: 3

-END: 2

-DEX: 5

-POW: 8

-Weapon 1: Blast Pistol

-Weapon 2: Disruptor Glove

-Ongoing training: 3/4 Dynamic vision

What with being on the far side of a massive wall and lacking in the proper tools for any kind of quick repairs young Nicholas engages in the only actiPost too long. Click here to view the full text.

8398ae No.27969

Dice rollRolled 62, 88 = 150 (2d100)

-Pilot Name: Katerina Anisimov

-Pilot Age: 22

-Pilot Class: E

-Preferred Role: Breaker

-Pilot Bio: (Place Bio Here)

-Bonus: Thanks to Katerina's study in technology design as an engineer, she excels at non-mech technology design, and automatically succeeds and gains one extra point towards project completion when designing weapons for mechs to use.

-Mech Name: The Leader's Hammer

-Mech Size: Large

-Mech Type: Bipedal

-Control Type: Manual Cockpit

-Model: CRS Standard MK V-LGBR

-STR: 4

-END: 4

-DEX: 2

-POW: 8

-Weapon 1:200mm Howitzer

-Weapon 2: Shock Machete

1-2. Rush to Organa.

Katerina sets her mecha to full speed having heard a fellow pilot in distress on the radio

9594ef No.49259


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:



598 posts and 146 image replies omitted. Click reply to view.

585204 No.49253


You are not a man but a vessel shaped by the gods into the delicate form of a child. Your very essence resonates with a single word and when your lips form it and release its ancient power upon the world the tree's leaves rustle as if to laugh at the missfortune of your victims.

>Abilities: (Choose One)

+ [Unseen Jester]

You gain the ability to turn invisible, though you will still emit sound. Furthermore you are an expert thief and capable of escaping most restraints with natural ease.

+ [Mask Maker]

You gain the ability to carve masks from wood, these masks can be enhanced with other materials, depending on which you will gain additional power. You may only wear one mask at any given time, though others too may don your masks. Furthermore you are an expert wood carver.

+ [Forest Spirit]

You gain the ability to communicate with animals and trees though they have no obligations towards you. Furthermore you are an expert at making things grow, are naturally adept at navigating any forest and are an expert climber.


You are a vessel created by the gods and imbuned with the very same word that was used to create your own shape. You are guardian to a word so powerful no mortal may hope to utter it's ascendant glory. When you speak it the world vibrates under the gaze of the gods.

>Abilities: (Choose One)

+ [Spring of Life]

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Post too long. Click here to view the full text.

585204 No.49254


You get to working on making a mastercraft, spear however the results are little more than amateurish. It would seem it had been a while since you practiced the trade.

As you try to partake in more fights people are even more unwilling to bet against or even challenge you to a fight. Grumbling you return, however once more Mahra had proven willing to pay for your accomodation, thus you decide to take the child out for a walk about town. It proves to be much more lively than you had anticipated, especially once you removed it from its mother. Wiggling wildly and trying to remove the Mask.

Once more you make your way to the ports where you, a responsible adult as you are, build a little sandcastle for your child to play with and leave it alone nearby water infested with carnivorous predators.

You descend into the water, blackened skin and rows upon rows of sharp teeth. Truly a terror to behold. Your powerful muscles move you through water swiftly, your massive lungs holding air to allow you to remain under water for much longer than any human could hope to be and even the many toothed predators of the bay are sure to avoid you. It would seem your ferocious form even demands respect outside of its element. Unfortunately for you however it would appear you are incapable of manipulating it specifically to use it in water.

As you emerge from the water once more before you on the beach sits a little girl barely old enough to walk latching onto the high towers of your sandcastle to not fall as she tries to take her first steps while making an array of bubble sounds. For a moment it looked at you as you reverted to your human form, black spots started to pop up across her skin, quickly spreading as her green eyes rolled back and a long tongue shot forth. Before long the girl had transformed into a tiny Spinetaker with powerful limbs and pitch black skin.


- [Minor Earnings]

+ [Okay Spear]


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

585204 No.49255

File: 58e6ef785e07327⋯.png (76.33 KB, 2000x1000, 2:1, Map.png)


You return the Sibans to life under the condition that they either remain in the Bone Zone or traverse to New Siba with ships provided by Lord Wobart. Many of the Warriors decide to abandon the Bone Zone with a few staying behind as close to their ancestral land as possible. For now it would seem they honor their agreements and none of them return to fight the Subans.

You hold a tourney and seek someone befitting of the mighty Feargarach, however none of the men have the physical attributes required to effectively field the weapon. Perhaps it would be best to try again, this time with some other warriors to ensure a suitable bearer for Feargarach is found.

Though honorable in intention the coordination between the various forces at play is lackluster. The Kakarian Head Architect complains about Sir Argul's constant suggestions while the representative of the Vertebra Woodworkers complains about the Kakarian lack of aesthetics. Still progress is made and slowly but steadily the fortress is beginning to take shape.

To your own surprise the cooperation between Lord Wobart and the Vertebra woodworkers seems to be excellent. A former sailor himself the woodworkers are quick to praise the insight he is giving them on naval procedures and the making of ships. Soon the first two Spookships are constructed. They rely on the wind to move, though they do possess the capacity to row should it be necessary. They bear many elegant carvings made by the Vertebra Woodworkers.


- 80 Unbound Siban Skeleton Warriors


+ 2 Vertebart Spookships

5d79f4 No.49256

Dice rollRolled 28, 33, 53 = 114 (3d100)


>Name: Neith

>Word of Power: Create

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


[Spring of Life]:

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


1: Start filling this forest with life. Once I'm finished it shall be vibrant with lush greens and tinted by all the colors one can imagine. Summon forth the Spring of Life at the center of the small oasis

2: Hunt the wildlife for food, making sure to try to learn in the process.

3: Try to tame an animal. Doesn't matter which, at the end I must be able to tame them all anyway.

fa6f9f No.49257

Dice rollRolled 69, 91, 19 = 179 (3d100)


>Name: Dunkan

>Word of Power: Purity

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

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


+ Self Made Spear

+ Rope

+ Big Stick

+ Bolas


+ [Agriculture] (Legendary)

+ [Architecture] (Trained Prodigy)

+ [Healer] (Trained Beginner)

+ [Bolas] (Trained Amateur)



+ garden section

1. Ah yes the reason why i was gonna kill them all. I try to make it so that people arn't able to steal from my farm so easily.

2. Try and experiment with different plants, bPost too long. Click here to view the full text.

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

ff8175 No.43686[Reply]

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

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

519 posts and 194 image replies omitted. Click reply to view.

f669b2 No.49222






cd50b3 No.49245

File: d757c02ef0870bb⋯.jpg (62.01 KB, 445x630, 89:126, 8855ed81ebb2fa340fa6293e30….jpg)

Name: Taranis

Fluff: A barbarian from Gaul, Taranis (named after his patron deity) weilds a runic sledge hammer, that creates a thunderous echo when impacted, and wears the pelt of a large bear over his head and back that protects him from the elements. He is quick on his feet, barely hindered by his hide armor, and a formidable opponent in physical might alone, but his true strength comes from his ability to imbue objects with magic. As a chosen of the divine, Taranis can tap into the natural energies of the world and imbue items with runic carvings.

Class: Auxiliary (Celtic Battle-Druid)

Location: Front (Forest)


> Runic Carvings: Can imbue items with known magical spells through runic carvings.

> Thunderous Echo: Creates a loud crack of thunder deafening foes.

– Do not fill in –

Health: 10/10




737931 No.49247

File: e2a1e535c780181⋯.jpg (58.66 KB, 564x704, 141:176, d72d752c702b006e6ce1e8f74c….jpg)

Dice rollRolled 82, 30, 90 = 202 (3d100)


Name: Servius Silius

Fluff: Servius was a born slave, made to serve a foul cultist group, for years he was belittled, insulted and generally humiliated, he stole one of their tomes and learnt what little he could, he managed to learn some minor spells and made his plans, eventually he killed his master and escaped, now his masters corpse serves as a bodyguard, covered in full body armour so no one can figure out what lies beneath.

Class: Location: Front

Health: 6/10

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

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

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

[Spells] – Raise Dead: Allows you to raise creatures of human size and down, a maximum of 3 human-sized or 5 smaller creatures, and they last for 4 turns. 3 Turn cooldown.

[Minor Dread] - You instil fear into the minds of your foes, weaker willed ones, - 5 to all their rolls for the next turn. 1 turn cooldown.

[Drums of Doom] - Passive - 5 to enemy resolve tests near you, or you can focus it and apply a -15 buff to a single enemy, 1 turn cooldown for the latter.

[Minor Rot] - Quickly rot a small target into a pile of guts and gore, killing it. 2 Turn cooldown. Can also be used to target parts of larger creatures, but has a reduced effect.

[Undead Mine] - You can make the dead blow themselves up. 5 turnPost too long. Click here to view the full text.

b13997 No.49248

Dice rollRolled 70, 85, 39 = 194 (3d100)


Name: Morg Gleiz

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

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

Class: Auxillary

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

Location: Front Fort

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

+ [Bow and Arrows] +5 ranged attacks

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

+ [Hunting Knives] +5 in melee and cc

+ [Hunting furs] -5 to attacks on me


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

+ [Bear Totem] - A reward for a job done, a wrong made right. Allows you to assume the form of a bear for 2 combat rounds or 1 turn noncombat. When in bear form you get a + 20 to combat rolls. Also non-evil animals will not attack you. Cooldown is once per combat encounter or once every 3 turns ooc.

+ [Insectoid Flesh]

+ [Insectoid Scales]

+ [Insectoid Head]

+ [Satchel of Post too long. Click here to view the full text.

76dd39 No.49250

Dice rollRolled 48, 70, 84 = 202 (3d100)


Name: Otacilius Zeno

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


Location: Front

Health: 4/8


[Shiny Pugio] + 8 to melee rolls

[Cloak] - 5 To attacks against you

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

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

x0 [Arrows] - Ammunition for your bow

x0[Poison Arrows]

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


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

Bonus: [A blade in the 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.

480 posts and 135 image replies omitted. Click reply to view.

9ed54b No.49088

Dice rollRolled 5, 5, 11 = 21 (3d100)


Name: Alex "Dragoon" Walker

Age: Twenties

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

Blood Type: AB+

Signature Color: Green

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


[A-List Rock Manipulation]

[A-List Endurance]

[A-List Metal Manipulation]

[Maximum Dragon Rock Fusion]

[B-List Super Strength]

[B-List Dragon's Breath]

[B-List Physical Fitness]

B-List Spear Combat.

D-List Flying 4/5


[Fortified Base.]

[Enhanced fortifications]

[Improved Infrastructure]

[Superhard Fortresses]

[Skeleton Alloy Ammo]

[Anti-air defenses]

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

[Advanced Training Room.]

[Alloy Armor]

[Masterwork Draconic Adamant Armor].

[Fortified Advanced Research Lab}

[Basic Skelescrap Forge!]

The Mantlespear

8 Skeleton Scrap


[Mayor of Atlanta]

[18 Armored Veteran Survivors]

3 Scientists


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

c4d2e5 No.49137

File: fa50d670f5173ae⋯.png (175.23 KB, 297x428, 297:428, Glueman(20).png)

Dice rollRolled 43, 37, 63 = 143 (3d100)


Name: Gabe "The Glue Man" Degrossi

Age: ~49

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

Blood Type: A

Signature Color: Maroon

Domain: Akron, Ohio

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

Equipment: [Stickproof Spandex Pants], [Glueman's Cape]

Weakness: [Gluebody] - Your body is a strange, organic glue-like substance whose elasticity and stickiness you can control at will. You takePost too long. Click here to view the full text.

e9090a No.49188

Dice rollRolled 10, 76, 3 = 89 (3d100)


Name: Hank Scorpio (Handsome ScorpioCorp CEO)

Age: Average

Origin Story:

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

Blood Type: ABC

Signature Color: Pink

Domain: Phoenix, Arizona


+ Super Intellect

+ OMEGA Regeneration Chip

+ Laser Integration System

+ A-List Physical Fitness

+ C-List Tackling

+ C-List High-Tech Marksmanship

+ C-List Bass Playing

+ C-List Super Strength (Untrainable)

+ C-List Device Invention

+ D-List Tool Creation

+ D-List Bass Playing


+ [AI Scorpio]

+ [Sprinkly Boy]

+ A-Team

+ 4 Living Metal Corporate Executives

+ 18 Scorpion Mercenaries

+ 41 Living Metal Mercs

+ 10 Living Metal Marauders

+ 10 Living Metal Commandos

+ 5 [Living Metal Conscript Regiments]

+ Weapons Expert


+ [Most Uncomfortable Chair], a sitting apparatus that you're pretty sure is the most uncomfortable thing ever intentionally designed by man. Using it for any roll in a turn confers a -5 penalty to the roll; howevPost too long. Click here to view the full text.

1ecb32 No.49191




>>Name: The Mastermind

>>Age: At least 100

>>>Blood Type: AB+

>>>Signature Color: Dark Red

>>>Domain: New Mexico

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


1ecb32 No.49192

Dice rollRolled 78, 76, 96 = 250 (3d100)


1. Hmmm. . .I er, didn't actually plan what to do once I got here. Then again, if we're here to get an infernal sound system for the Hell Rider. . .then we shall have to find and bribe the ROADIES!

So do that!

2. I need a better way to buy shit from the Undernet than this crystal ball. I ain't no wizard. Hmmm, I heard of one of those Ouija Laptops. Made for non-magic people. That's me! I can use it to surf the catalog for parts and shit.


The TaskMaster works on MAGA FOXTROT DELTA 2/4.

We need it done yesterday! No literally, we need it to have been done yesterday.

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

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

f2939e No.47850[Reply]

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

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

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

485 posts and 78 image replies omitted. Click reply to view.

5107c0 No.49079

Dice rollRolled 7, 69 = 76 (2d100)

>>>>Nation Name: The Conquered World

>>>Race(s): Krajek

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

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

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

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

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


Long Story.


+ Improved Railguns

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

>>Fleet Storage: 148/383

+ 46 Water

+ 46 Fuel

+ 56 Raw Metal

+ 3 Exotics

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

330a72 No.49087



The Altairian offers 10 raw metal and whatever the United Corporation can save with their specialty skills (bonus). He then happily shakes his hand with their appendage at a deal wells truck.

Science Ship to begin being built in this shipyard.

d5b832 No.49097

File: 4c617977cc267fc⋯.jpg (438.26 KB, 1250x1600, 25:32, ben_mauro_02.jpg)

Dice rollRolled 34, 16 = 50 (2d100)

Nation Name: Grylon

Race: Grylac

History: The Grylac are a hard working race that prefer repetitive menial labor tasks like mining and building similar to the common ant. Their homeworld of Grylon is a desert planet with little life and harsh conditions, but is rich in ore, precious metals and stones.

Core Fleet Stats:

> Offense 4

> Defense 9

> Mobility 8

> Shields 58


1 Colony Ship

20 HP

25 Storage

1 Mobile Shipyard

20 HP

2 Mining Ship

15 HP

25 Storage

+10 common metal a turn

+10 metal harvest rolls

Bonus: Diggie Digge Hole- Bonuses to mining and resource gathering actions. Bonuses to resistance against environmental hazards. Minuses to combat.

Actions 1 & 2

Look for asteroids to mine for metals and precious ores

b9c09b No.49120

Dice rollRolled 96, 100 = 196 (2d100)




Nation Name: Third Hegemony of Kar (The Hegemony/The Vor)

Fluff (Races/History): https://pastebin.com/LwsUiShP

Core Fleet Stats: 8 attack, 10 defense, 9 mobility, 77% shields


Civilian -

Colony Ship I: "HKN Hand of Kar" 0 Offense, 5 Defense, 5 Mobility, 77% Shields, 20 HP, 25 Storage

Supply Freighter I: "HKN Victory" 0 Offense, 5 Defense, 5 Mobility, 77% Shields, 10 HP, 200 Storage

Military -

Dreadnought I: "HKN Will of Kar" 9 Offense, 11 Defense, 8 Mobility, 77% Shields, 70 HP

Weapons: [Heavy Railgun] [Railgun] [Missile Launcher Array]

Defenses: [Shield Array] [ECM] [Anti-Missile System] [Improved Armor: Kinetic]

Light Cruiser I: "HKN Sh-Ch-Ni" 8 Offense, 10 Defense, 10 Mobility, 77% Shields, 30 HP

Weapons: [Improved Laser] [Missile Launcher Array]

Defenses: [Shield Array] [Anti-Missile System]

Cargo Hold: 38x Water, 15x Fuel, 70x Raw metal, 15x Exotic metal, Storing bird fuel in excess space

Technology: [Improved Lasers, DC 3Post too long. Click here to view the full text.

1152bf No.49161

Dice rollRolled 47, 65 = 112 (2d100)

Nation Name: The Free Corps

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

Core Fleet Stats:

Offense +9

Defense +7

Mobility +9



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


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

Offense +10

Defense +8

Mobility +8


Lasers 1d6+ offense


Improved armor - Energy +2

Improved armor - Kinetic +2

Improved armor - Missile +2

Anti Missile Defense System


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

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

-Light Cruiser "Quiver of Mars"

Offense +9

Defense +7

Mobility +10

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

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

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

cade08 No.47607[Reply]

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

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

The actual game will come with story soon.

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

e74086 No.49012

Dice rollRolled 58, 26, 73 = 157 (3d100)


e74086 No.49013

Dice rollRolled 31 (1d100)


e74086 No.49019

File: 4c617977cc267fc⋯.jpg (438.26 KB, 1250x1600, 25:32, ben_mauro_02.jpg)

Dice rollRolled 38 (1d100)

Nation Name: Grylon

Race: Grylac

History: The Grylac are a peaceful race that has developed a utopia on their home world, Grylon. The Grylac have avoided war and formed one nation across their world due to their aversion of hostility and their obsessive and compulsive behaviors of working hard and progressing. Grylac prefer repetitive menial and laborer tasks like mining and building. Grylon is a desert planet with little life and harsh conditions, but is rich in ore, precious metals and stones.

Core Fleet Stats:

> Offense 4

> Defense 9

> Mobility 8

> Shields 58


1 Colony Ship

20 HP

25 Storage

1 Supply Freighter

10 HP

200 Storage

3 Mining Ship

15 HP

25 Storage 15 hp

+10 common metal a turn

+10 metal harvest rolls


e74086 No.49078

File: 4c617977cc267fc⋯.jpg (438.26 KB, 1250x1600, 25:32, ben_mauro_02.jpg)



Nation Name: Grylon

Race: Grylac

History: The Grylac are a hard working race that prefer repetitive menial labor tasks like mining and building similar to the common ant. Their homeworld of Grylon is a desert planet with little life and harsh conditions, but is rich in ore, precious metals and stones.

Core Fleet Stats:

> Offense 4

> Defense 9

> Mobility 8

> Shields 58


1 Colony Ship

20 HP

25 Storage

1 Mobile Shipyard

20 HP

2 Mining Ship

15 HP

25 Storage 15 hp

+10 common metal a turn

+10 metal harvest rolls


cade08 No.49096


Bonus: Diggie Digge Hole- Bonuses to mining and resource gathering actions. Bonuses to resistance against environmental hazards. Minuses to combat.

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

fcb24a No.46071[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.

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

New players please fill out the following sheet.

>Nation name:

(Self-explanatory, please pick something smart)


(Your color on the map, no black, white or grey 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 terriPost too long. Click here to view the full text.

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

2d0b5a No.47991


*North of Gotland

23047a No.48121

Dice rollRolled 1, 42, 74, 40 = 157 (4d100)


Will do stats next turn. Phone posting

1. Pursue the kraken and tame the beast in the name of salacia

2.upgrade our amphibious training

3. Upgrade our bows

4. Upgrade our tridents

da1bc2 No.48122


The most well dressed diplomat covered in copper and shell jewelry is the one who responds.

"Greetings honored king, It is with great fortune that we have found your great island. To meet another nation that is willing to work together and smiting abominations whether they originate in land or sea is some of the greatest things a Skraeli can ever hope to achieve. It is our desire and obligation to help you with your military campaign against the undead and we hope that in turn that you would help us with our own problem after. There lies a great leviathan near the south coast of the Aiserigh which is capable of shooting great jets of water that destroy ships at a distance. Just like we would help you on land we hope that you will help us in the sea and destroy this creature which threatens sea traffic for all nations."

55761a No.48123


"It is agreed then, we shall purge this world of abominations."

da1bc2 No.48157

Dice rollRolled 51, 20, 71 = 142 (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, Ironworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing VII (Spear, Net, Clamdigging, Line, Cage), Shipbuilding V (War Quadriremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat SPost too long. Click here to view the full text.

File: e871c637de2e1a3⋯.png (254.48 KB, 800x1129, 800:1129, JAPANBLANK.png)

23a1d5 No.47694[Reply]

Hidden Clans Builder

It is the Heian era of Japan. The four clans, the Minamoto, the Taira, the Fujiwara, and the Tachibana are in contention, the great clans nearly at war with one aother. You are the leader of a ninja clan, newly formed, and seeking wealth, power, and prestige in this world on the brink of war. You are not the only things that lurk in the shadow as youkai, oni, and even worse things are causing incidents all across the Land of the Rising Sun.

You will need…

Clan Name: The name of your clan

Leader: This is your leader of said clan

Color: Your color please no white, black or gray.

Strength: Used for combat and assassinations

Agiity: Used for stealth and those crazy ninja jumps

Wits: Used for traps, illusions, etc

Mysticism: Used for ninjutsu, mystic seals, etc

Tenacity: Used for willpower and health, each "failure" result will take away 1 health. You reach 0 health, you die. E Z.

Territory & Holdings:

Province Name (Number) [Holdings] Holdings will have a benefit on certain actions within a territory, such as a fortress helping defend against attacks, or Training Grounds giving a bonus

Clan Trait:

[Trait] You give me fluff, I give you mechanic. This should be some sort of genetic thing, or a training specialization. Like [Oni Blood] or [Blessed Weapons] etc. Remember the more narrow the skill is, the bigger the bonus it'll give.

Followers & Equipment:

Leave blank - followers and equipment may give bonuses past the stat cap of 20 if used on a roll. Followers or items may also be sacrificed to avoid taking damage (followers die or sacrifice themselves, equipment will break).


d10's on stats. The inverse of what you roll iPost too long. Click here to view the full text.

106 posts and 14 image replies omitted. Click reply to view.

d42b97 No.48007

File: b179b6bc9b82465⋯.png (253.04 KB, 800x1129, 800:1129, JAPAN_4revised.png)



It's been brought to my attention that I fucked up. The progress on conquering Ise was already at 1 / 2.

In the future keeping track of your own math helps me *immensely* (not that you have to, just that it helps me from making errors like this. Updated map on this post.

ba8c68 No.48008

Dice rollRolled 77, 27, 84 = 188 (3d100)


Clan Name: Kyudenmon Clan

Leader: Koken Kyudenmon

Color: Purple

Strength: 10

Agility: 8

Wits: 2 (1/2)

Mysticism: 9

Tenacity: 8

Koku: 17

Territory & Holdings:

Yamato (37) [ ]

Ise (42) [ ]

Clan Trait:

[Kekkaijutsu] +5 Mysticism versus inhuman creatures


The Kyudenmon Clan is not a typical ninja clan, as they were created from the union of a relatively minor ninja clan and a once powerful but waning clan of onmyouji. However what this clan lacks in influence, they make up for in ability. The members of this clan are trained to use both ninjutsu and onmyoudo in tandem to great success, becoming a uniquely mystical type of ninja. In particular, the Kyudenmon Clan inherits an ability to create kekkai, barriers that can enclose enemies and constrict them, or be cast as a defense against attacks. With these powers, Koken seeks to eliminate the inhuman creatures lurking in the shadows of this land that would terrorize and slaughter the helpless people.

Followers & Equipment:

[Second Temple Shakujo, Level 2] +2 on Mysticism rolls

1-2. With his mission complete, Koken sets out not for home, but North. He's heard rumors of the yuki-onna, and a gathering of youkai is most ominous. The nobles may feel safe in their castles, but Koken knows the dangers the nation could be facing

3. He has however heard the good news from back home, that efforts to establish in Ise were successful. Between tPost too long. Click here to view the full text.

02581c No.48009

Dice rollRolled 77, 54, 48 = 179 (3d100)

Clan Name: Keikain Swordsmiths

Leader: Yoshimitsu

Color: Orange

Strength: 7

Agility: 2

Wits: 7

Mysticism: 2

Tenacity: 7

Koku: 9

Territory & Holdings:

Oki (30) [Keikain Forge] - You may spend up to 3 actions a turn crafting swords. You may sell those swords to the samurai, and earn 1 koku per action spent this way.

Province Name (30) [Oki]

Clan Trait:

[Peerless Blades]:

May purchase equipment for 1 less koku, and swords for 2 less koku (per "level")


Passed down for generations the Kekain Swordsmiths are renowned across the lands for their blades, infused with magical power and other interesting abilities, they make only swords and nothing else however, making them quite rich during war time. but poorer during peaceful times.

There can only exist one Keikan clan member at any time unless they're getting an apprentice to pass down the techinques. This makes the time for swords quite long, but ensures the quality of them.

They all take the name Yoshimitsu Keikan during the ritual of which they ascend to become the clan member, but when they do they have to kill the current holder of the Yoshimitsu title.

Followers & Equipment:

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

285b8d No.48010

Dice rollRolled 87, 35, 81 = 203 (3d100)


Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 6

Agility: 10 (1/2 Progress)

Wits: 3

Mysticism: 3

Tenacity: 2

Koku: 27

Territory & Holdings:


Clan Trait:

[Way of the Cat] Agility rolls always get a +5 as long as the ninja has freedom to move.


The Catgirls of Death are, as the name would suggest, a clan of catgirls who dawn cat-claw blades and hoods especially shaped to cater for their cat ears. This affects their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

The Demon Catgirls partake in demonic rituals and meditation in order to decide on their targets. Their leader, nicknamed "The Demon Catgirl", is a master of their fighting style who has sworn to spread their area of influence.

Followers & Equipment:


1&2. The Demon Catgirl uses her speed and agility to her advantage to rush and dispatch the overseer of the mine.

3. Take the spoils back to the hideout and train in agility.

9a56e7 No.48011

Dice rollRolled 6, 90, 8 = 104 (3d100)


Clan Name: Kabu Clan

Leader: Rubin III

Color: Green Jacket

Strength: 5



Mysticism: 5

Tenacity: 4

Territory & Holdings:

Province Name Bingo 20

Bingo (20) [Gambler's Den] - Every turn you may roll an extra d100. On a 1-50 you lose 1 koku, on a 51+ you gain 1 koku. You may add bonuses to this extra roll. This province also earns 1 extra koku during Harvest.

Koku: 5

Clan Trait:

[Trait] [Fate of Mankind]

> Your clever tricks can overcome obstacles in ingenious ways. You may swap Agility and Wits rolls at will.

Followers & Equipment:

"The clan of master thieves. A true thief is never caught. He goes where he wants and takes what he wants. He always has something up his sleeve." These were the words of the first generation leader and now it passes on to Rubin the IIIrd. It is a clan of tricksters, actors, and gambling masters. If the leader is ever caught he has always found a way to escape punishment. Somehow his favorite horse Otsuka is always hidden nearby ready to speed them both away.

The List: 0 Sucker. (Your next Failure result is lessened by one step)

(Wits+ progress: 1 / 2)

(Conquer Aki progress: 1 / 2)

(Mission Progress: 1 / 3)

1 Conquer Aki 1/2. This time the treasure we seek is the faith in their hearts, and the koku in their pockets. "DONATIONS TO THE TEMPLE! YUKI-ONNA PLOTTING TO TAKE YOUR HUSBANDS AND YOUR CHILDREN! GIVE TO THE TEMPLE BEFORE ITS TOO LATE!"

2/3 Mission Progress: 1/3 Well it would be difficult, but if they have a froPost too long. Click here to view the full text.

File: bafff566b4a8b35⋯.jpg (1.5 MB, 2000x1333, 2000:1333, warhammer 40k builder.jpg)

726b1d No.47656[Reply]

In the grim darkness of the far-far future there is only the shining light of the God-Emperor of mankind to pierce the dark unknown chaos of the warp.

You are the chaptermaster of a newly formed chapter of space marines sent to establish a foothold in a completely uncharted territory.

For the glory of the emperor you are to investigate the many planets littered throughout this portion of the galaxy and act on several missions that range from recovering foul xenos artifacts for the inquisition to eradicating xenos scum and heretics alike, in addition you are also under orders to bolster your chapters forces by recruiting from nearby worlds to help your chapter grow, but this reminds me.

Who exactly are you and what is your chapter?


Chaptermaster Name:

Current wounds: 25/25




Name of Chapter:

Chapter backstory:

Homeworld: Choose one of the unclaimed worlds featured on the map


Current Squad Roster

[ ]

[ ]

[ ]

[ ]

[ ]


23 posts and 15 image replies omitted. Click reply to view.

6407fa No.47987

Dice rollRolled 24, 75, 89 = 188 (3d100)


Chaptermaster Name: Asmar Steyn

Current wounds: 25/25

Backstory: Born 200 years ago Asmar was the Captain of the second company of the ill-fated Descending Swords chapter who were ripped into civil war by the corruption of chaos, Asmar and his company were spared as they were quelling a xenos incursion in another sub-sector but the rest of the chapter was not so fortunate. After discovering the hand of Tzeentch controlling the chapter the inquisition was swift to declare the chapter Traitorus Excommunicatus and spread a call to arms to purge the galaxy of their presence, Asmar and his company were given the chance to redeem their honour and be in the first wave against the Fortress Monastery. Had it not been for the valour and dedication the 2nd company had brought the survivors would've likely been relegated to joining deathwatch or being requisitioned for inquisitorial retinues but instead for his tactical prowess and personally slaying his former chaptermaster in a duel Asmar was awarded a place at the formation of a new Chapter with the goal of cleansing the taint of heresy from the region.

Primarch: Rogal Dorn


Name of Chapter: Penitent Swords

Chapter backstory: Formed under a special founding the Penitent swords are severely understrength made up of only the surviving second company of the Heretical Descending Swords, the recruits they've been able to pull from their new homeworld, an oversized contingency of chapter Chaplains to bring the penal recruits up to standard and cleanse any presence of chaos and the Fortress Monastery they converted from the second company's battle barge. They are here to root out the corrupting influence of chaos in all it's forms and hopefully prove themselves worthy enough to recieve aid from the local adeptus mechanics to rebuild their armoury.

Homeworld: Malaziel

Controlled Worlds:

Chapter Strength: 200

Bonus: ThPost too long. Click here to view the full text.

788f5c No.47989

File: a83910807789377⋯.jpg (5.66 MB, 1801x6326, 1801:6326, fuklaw__planetfall_by_gann….jpg)

File: 8152d69f7be219d⋯.jpg (142.74 KB, 800x600, 4:3, 800px-Angry_4.jpg)


Chaptermaster Name:

Temperus Maximus

Current wounds: 25/25


Temperus Maximus is the Chapter Master of the Angry Marines, by virtue of being the angriest Marine in the chapter, if not in the entire Imperium of Man. He's got a pair of chainfists with assault cannons built in and Khorne is fucking scared of this guy. He is constantly entombed in Artificer Terminator armor, not in order to protect himself, but to protect enemies and allies alike from the sheer RAGE he outputs unchained. He is never seen without the Angry Primarch's heirloom; an adamantium cigar that none but the living embodiment of the Imperial middle finger can smoke.

It is believed by many imperial citizens that Temperus Maximus is the holy equivalent of a daemon prince since his anger is beyond even the Emperah's comprehension.

Records say that an entire World Eaters Warband ran like little pussies just by the sight of this angry beast and it is unknown how old he is but he's been around for quite a while though, His main goal is to teach the World Eaters just who is the angriest space marines around.


Rachnus Rageous


Name of Chapter:

Angry Marines

Chapter backstory:


The Angry Marines, the Emperor's angriest sons, have brought their anger to this part of the Calixis Sector, establishing a foothold near those FUCKING CUMGUZZLING ORKS at Falcon's Fall Gamma. They'll do their job just as they always have, as angrily as possible, and their goal is to SERVE THE MOTHERFUCKING EMPEROR AND WIPE OUT ALL THESE MOTHERFUCKING HERETICS, XENOS AND MUTANTS! KILL 'EM ALL! ALWAYS ANGRY! ALL THE TIME!

Homeworld: Falcon's Fall Gamma

Controlled Worlds: Falcon's Fall Gamma

Chapter Strength: 200


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

788f5c No.47990

Dice rollRolled 22, 56, 18 = 96 (3d100)



cfdf29 No.48001

Chaptermaster Name: I'rin Zh'tash

Current wounds: 25/25

Backstory: Chosen to lead this branch chapter and the expedition in general, the trait which most defines I'rin Zh'tash is "The Emperor's Foresight". Some claim him a Psyker, though any Librarian will clearly tell you this is false. Instead, I'rin Zh'tash, even for a space marine, shows an aptitude for assessing, analyzing, and adapting to any situation given to him. Wisdom is not the state of having knowledge, but knowing how to act when one is lacking in knowledge.

Working with Planetary Defense Forces, the Imperial Inquisition, and his own Space Marines he aided in the cleansing of several worlds of insidious threats as Chaos and Genestealer Cults, suppressing Ork infestations, and other threats. Thus he was chosen to lead this new expedition into the unknown and unexplored Calixis sector.

Primarch: Vulkan


Name of Chapter: Fiery Aegis

Chapter backstory: War is not just conquest, it's also occupation. The Salamander Chapter cannot always remain in one place to secure a territory after it has been conquered. Created somewhat Adhoc, the Fiery Aegis were explicitly tasked with the duty of maintaining and protecting the Imperial citizenry. Where other armies like the Imperial Guard would have seen this as either humiliating, boring, or a respite, the Fiery Aegis adopted their task with typical Salamander enthusiasm. Like their parent chapter, the Fiery Aegis show a care for the lives of the Emperor's citizens and faithful, more so than most chapters, tempered still with unwavering duty as both Space Marines and the Emperor's Space Marines. They would never place the lives of citizens above their mission, but neither would they ignore them if given the chance.

In the many centuries since their founding, having guarded the Imperial planets and worked alongside their PDF's, the Fiery Aegis have fostered a cooperative spirit among the Imperial Guard, particularly those in the sectPost too long. Click here to view the full text.

cfdf29 No.48003

Dice rollRolled 54, 46, 83 = 183 (3d100)


1. The reason we are here is to aid in the facilitation of a new colony, one which will be the beginning of a new recruiting world for the Salamanders.

Coordinate with Chapter Command and see how the plan is going.

2. Locate and find any local imperial forces, particularly any of the Imperial Guard.

3. Orbit the planet and look for a good location for a defensible base of operations on the planet.

File: 6534fd858a265fa⋯.jpg (1.2 MB, 1800x1400, 9:7, first.jpg)

49bc91 No.46807[Reply]

"An exiled god is sent by the greater divines for one last quest to prove himself and join eternity. His mission takes him to a forsaken realm where civilization has just sprung. The god must shape balance and harmony between the fantastical races of the realm, yet he is soon to find out how ambitious, power hungry, and defying mortals may be…"

> straight forward and aggressive approach! The game should end in about 15turns(+-5)

> Its not exactly a builder, its a "Game-y" game with competitive elements and strict rules, Civ-Board game hybrid

> Don't need to track your sheet after creation! I have a program that does it automatically

> Sociability is key, I need 6 active players who are willing to negotiate and talk in the discord channel too

Sheet to create a fantasy Nation(5 nations): https://pastebin.com/RJerY4ET

* Please make sure you have not picked a location someone already took.

> Possible Actions: https://pastebin.com/pVhDseLZ

* This is the actions you can make each turn once the game starts.

God actions (you can't pick god, reserved): https://pastebin.com/RYwzfA0e

How to win

> "Supremacy": Be the first nation to own 7 cities

> "Unleash Hell": Conquer the portal tile by fighting an NPC army of 20,000 strength representing the guardian army of the god.

> "Ascend": As the god, reach 400 power before any nation finishes the "Unleash Hell" objective

227 posts and 93 image replies omitted. Click reply to view.

ba42ac No.47606

Dice rollRolled 2 (1d4)



ba42ac No.47614

Dice rollRolled 29, 83, 82, 3, 11, 11, 94, 85 = 398 (8d100)


'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics, Demon-Bane, Imperial

5080.0 Population (+800/t)

315012 Gold(+243840/t)

6122 Army strength ( 6/7 Elite Armies. 9 Total Armies)

12085/22000 Progress (+10700/t, Level 7)

13 Faith

'Warriors of Bobius ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'White-apple Guard ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'3rd Banner of the Faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Arc of the Beast ': 1030 Strength (Growing-Hunger)

'the Redeemed Tribe ': 596 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Temple Guard ': 436 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'The Sleeper ': 740 Strength (Siege, Quake)

'Heretic Hunters ': 628 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Berserk Lords ': 796 Strength (War-Cleric, Light-Armor, Two-Handed)

1 Build Mine

2 Masterwork Weapons Warriors of Bobius

3 Masterwork Weapons White-apple Guard

4 Masterwork Weapons 3rd Banner of the Faith

5 Masterwork Weapons The Redeemed Tribe

6 Masterwork Weapons Temple Guard

7 Masterwork Weapons Heretic Hunters

8 Free Prayer- "We wish once more to ask for the Underground River. Our armor is too heavy to cross the great plains and raid the elves in their forests."

12061b No.47892

File: fd35122c3d05976⋯.jpg (462.99 KB, 1272x719, 1272:719, 1ie4cu.jpg)


The Lord of Order frowns as he looked down on the world to see that the Serene Khanate, who he had all too generously granted one last chance at mercy and peace to, had foolishly broken their pact of non-aggression and attacked the eastern druids. He would not be so foolish as to grant mercy again. Though the Order of the Emerald Mantle had grown prideful, sinful and decadent, spitting in the face of order, they were not the true problem right now, and so the Lord of Order issued his proclamation: "Followers, to arms! The Serene Khanate has rejected my simple terms for mercy and is now laying waste to the eastern forests, summoning many demons and greatly disturbing the order we all hold so dear. It is now time that they learned the true price of such treachery! If they will not listen to order then I call upon you to bring order to them, by force if necessary! Though it pains me to do so I order the subjugation of the Serene Khanate!"

Prayer: Grant Morgoth's prayer

Action: C R U S A D E

Commandment: Give a commandment to the Enveloping Kingdom of the Membrane to attack the Serene Khanate, regain their lost honor and help to restore the order to the world

d001ca No.47895

Do we post now?

840318 No.47995


soon, probably sunday. sorry got shit ton of work right now and barely any free time. I'll update soon as i'll have the time to do so

File: 0a6e1a1953cfe3e⋯.jpg (155.4 KB, 1132x706, 566:353, download (2).jpg)

19ee74 No.47291[Reply]

It burns. It feels like an eternity of agony as all you once were burns away. Your crimes, your sins… what were they again? Memories of family, friends, your mortal life; everything burns away in the fires of hell. The pain increases and you feel a rush and thud as you land on something hard. You open your eyes and see yourself. Small, weak, and stupid. You, and many other sinners, have been born again in Hell as the bottom of the food chain; the imp. You hunger for power and the world around you becomes a feeding frenzy as imps attack each other to devour their essence and become stronger. You, however, hold an advantage; claws, horns, magic, and more. Will you survive to grow stronger or will your ambitions lead you to become prey to something stronger?


Name: Your true name. If someone knows this they can command you as they please.

Rank: Imp


-Size- 1 How big you are 1 is tiny (standard imp, about young child size), 2 is a small, 3 is adult human, 4 is a bear or horse

-Body- 1 Strength relative to body size as well as durability

-Mind- 1 Intelligence. 1 is animalistic, 2 is monkey, ape, child, or very stupid human level, 3 is human level.

Traits: evolutions beyond base stats, such as wings or claws.

Abilites: Magical abilities.

Skills: Need Mind 2

Weaknesses: None

Followers: None

Evo points: 10 These are spent on changing stats and gaining or upgrading Traits and Abilities.

Essence: 0/10 Gained from eating other infernal creatures or souls.

Health: Size * Body + Anything from traits. At 0 you will die without help. This is your current and max health.

Gaining Essence: You must kill and eat a creature to gain essence. Lesser Imps, the most base creature, gives you 1 and all others give 1 + half their evo points. Splitting a corpse split the points.

Evolving: It takes an action to evolve as you find a safe place to focus. You can spend evo points on AttributePost too long. Click here to view the full text.

104 posts and 15 image replies omitted. Click reply to view.

fe729f No.47519

Dice rollRolled 62, 44 = 106 (2d100)


Appearance got cut off, should be Born from the soul of an evil Indian man, Bra'ap is a demon made entirely of corrosive, caustic shit. He skulks the shittiest dankest places of hell for prey and has many ways of killing its prey, from its toxic fumes to corrosive feces to powerful tentacles. It absolutely despises clean things and will make every effort to eradicate such abhorrent beings. Its ultimate goal is to make hell (and later the world) as filthy as humanly possible.

d74aa6 No.47520

Dice rollRolled 92, 27 = 119 (2d100)


Name: Azgaralz

Rank: Imp


-Size- 1

-Body- 2

-Mind- 2


+ [Goat Skull Head] - 1d4 per success +Size + Body bludgeoning damage.

+ [Tail] - You may use your tail to aid your balance. You have a +5 to rolls to balance and other creatures have a -5 to have you lose your balance or knock you prone.


+ [Stronk] - You may use a reserve of magic to enhance your strength. When used your Body counts as 1 higher and you gain an extra +5 to strength based checks. Recharges 3 turns after use.



+ [Sonic Attacks]

Followers: None

Evo points: 0

Essence: 0/10 Gained from eating other infernal creatures or souls.

Health: 2/2

1/2. The imp bows as best as he can, though the weight of his bead causes him to stumble a small amount.

"Whatever Service-service this Imp can be of, oh humble demons"

fe729f No.47525

Dice rollRolled 72, 19 = 91 (2d100)

Fixed character sheet for Randomperson:

Face Name: Bra'ap the Unclean

True Name: Rankus Dankus Stankus

Appearance: Born from the soul of an evil Indian man who was shot dead by UNICEF for refusing to poo in the loo, Bra'ap the Unclean is a demon made entirely of burning, caustic shit. He skulks the shittiest, dankest places of hell for prey and has many ways of killing its prey, from its toxic fumes to corrosive feces to strong tentacles. Bra'ap absolutely despises clean things and will make every effort to eradicate such abhorrent beings. His ultimate goal is to make hell (and later every other plane of existence) into his designated shitting street, making it as putrid and disgusting as possible.

Rank: Imp


-Size- 2

-Body- 1

-Mind- 1


-Slime Body lv. 2 - Bra'ap's body is made of gelatinous feces that constantly reform and thus make him very hard to hurt normally.

-Tentacles lv. 1 - Strong and long tentacles that Bra'ap uses to capture its prey


-Noxious Fumes lv. 1 - One of Bra'ap's most potent weapons are the toxic fumes he produces which resemble the fumes from a chemical weapon such as mustard gas or the like. Of course Bra'ap is immune to his own brand but most other things aren't…

-Caustic Shit lv. 1: To make things worse the fecal fluid that Bra'ap is made of is comprised of burning, corrosive liquid that can quickly burn through tough armor and the like. Bra'ap can toss this or shoot it at enemies for great effect.

-Puddle Form lv. 1: Bra'ap can liquify his shitty form for a limited time allowing him to move quicker and sneak into all kinds of tough spots but only temporarily

-Regeneration lv. 1: Being a blob Bra'ap's foul form slowly regenerates itself as he produces more of the shit that he's made of.


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

3de9ce No.47536

Dice rollRolled 9, 84 = 93 (2d100)


Name: Ovinnik

True Name: Anatoly Byvyrchev

Rank: Imp


-Size- 2

-Body- 1

-Mind- 2

Traits: Thickened Skin - Ovinnik possesses a thick, calloused hide of ribbed maroon skin. - Lv. 1, +2 HP


Molten Blood - Ovinnik's "blood" is a viscous high-temperature, high-pressure soup akin to cooler magma. Lv. 1, creatures that deal damage take 1 fire damage.

Force - Ovinnik possesses control over raw force in a limited capacity within a short rage. Lv. 1, physical attacks can count as magical.

Pyromancy - Ovinnik possesses the ability to conjure and control fire and high heat. Lv. 1, 1d2 per success+mind fire damage.


Weaknesses: Blood - The blood of mortal life deactivates Ovinnik's Abilities and dulls its more potent traits.

Followers: None

Evo points: 0

Essence: 4/10 Gained from eating other infernal creatures or souls.

Health: 4

1/2. Scour the forest for imps. Ambush them and kill them.

b856c2 No.47551

File: 472f2535ce3ad55⋯.png (229.78 KB, 375x523, 375:523, 1517243186099591.png)


Name: Neith

True Name: Ashtoreth

Rank: Imp

Appearance: Neith is a gaunt, almost skeletal imp. At first glance the bony structure of the imp is ice, but a closer inspection reveals it to be more gem-like in nature than actual ice.


-Size- 1

-Body- 1

-Mind- 2


Claws Lv 2 - Excessively sharp

Sapphire Skin Lv 1 - a "crusty" skin of blue crystal helps resist physical and magical blows.

Tail Lv 1 - long and whip-like


Mirage Lv 1 - Using some energy, can "displace" their image briefly from reflections off of the Sapphire Skin.


Weaknesses: N/A

Followers: N/A

Evo points: 0

Essence: 0/10

Health: 1

File: 4a9d13dbb03246b⋯.jpg (169.08 KB, 640x270, 64:27, 327b83816b870f65276b829daa….jpg)

File: 97a53d4a3c86767⋯.png (153.66 KB, 1295x903, 185:129, Fapmap.png)

77e94e No.46838[Reply]

What is this? A generic fantasy nationbuilder in a generic fantasy world at the start of it's Iron Age? Welcome to Generia! Do enjoy your stay! All joking aside this world is a mostly blank slate for the players to enjoy and develop a story of their civilization!


Fill this out and mark a spot on the map or describe it to join!

Nation Name: [Name]

Race: [Decides a bonus]

Background: [Decides a bonus]



Rules here: https://pastebin.com/z2nD36G4


92 posts and 54 image replies omitted. Click reply to view.

d510fd No.47290

File: b9181d5b33295c4⋯.jpg (8.24 KB, 257x196, 257:196, download (1).jpg)

File: 5783d6626fa1a7d⋯.jpg (82.07 KB, 1280x608, 40:19, df-intro.mp4.jpg)

File: 17aca906bd5606c⋯.jpg (227.9 KB, 1328x1300, 332:325, 0a2bd10cc8d7907b5a5d06f9dd….jpg)

Dice rollRolled 59, 87, 79 = 225 (3d100)

Nation Name: Duthnur Onol

Race: Dorfs

Background: https://pastebin.com/UhjuGsrv

Location: Dark gray house symbols

Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]

Food: 24 +4/turn

Housing: 95


[Materials: 14 (+2/turn)] [Thunderstone: 1 (+1/turn)]


Sakrithsarvesh Zugobissunoloniton Aral (Blazefurnace) [Hamlet, Capital]



Hunting Camp

Underground Farm

Thunderstone Mine


-Defenses: Base Defenses [1]


Urist McAxe [+3] [Penetrating] [Inspiring] [Hero]

-Magic: None

-Technology: [Hunting I] [Ironworking I [Metallurgy I] [Underground Farming I] [Battle Axes I] [Armor I] [Masonry I]

-Society Bonus: [Mountainborn] Always count as being [Armored] while within a mountain tile

-Race Bonus: [Craftsmen Supreme] +5 to research metallurgy tech

-In Progress: Earth Magic (4/6)

1. Alright now lads, finish up yer earth magic so we kin move on ta other prospects. (Progress: 4/6)

2. Next we'll learn ta do what we do best even better! Study up on yer minin', we'll be needin' iit fer expandin' ouer homes an' buildin' new ones too!

3. The Greybeards are thinkin' of another magic that kin be of use to us, somethin' about magic symbols that store magical energy an' allow us to do all kinds o' things, like usin' 'em to enchant ouer weapons an' gear and puttin' 'em on surfaces ta make fer some mighty Post too long. Click here to view the full text.

972aa2 No.47293

Dice rollRolled 51, 57, 80 = 188 (3d100)


Nation Name: Empire Of The Red Bog

Race: Fensworn

Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]

Food: 16 +4/turn

Housing: 60


[Materials: 12] +2/Turn



[Starting Hamlet]

-Infrastructure:2 Foraging Post, Lumberyard (+2 materials per turn), 1 Bloodoak

-Defenses: Base Defenses [1]


Magic: [Dark Magic I]

Technology: [Foraging II][Ironworking I]

Society Bonus: [Cthonic Brood] Every fourth unit created is a Scion and gains the [Inspiring] tag but have double the base upkeep (Does not count towards total tags)

Race Bonus: [Dark Purpose] +5 to research offensive magic

1. While individual fensworn possessing remarkable magical talents are not unknown, as a whole the creatures have little formal refinement of their foul inheritance. That changes. Improve Dark Magic [6/8] +5

2. More Fensworn means more food must be found. Foraging III 4/8

3. The Fensworn have an innate urge and desire to build things, though for the most part this is limited to glyphs, fetishes and simple stPost too long. Click here to view the full text.

349e49 No.47313

File: d2610cbcc829222⋯.webm (3.6 MB, 620x300, 31:15, surprisingly good (pol) m….webm)

Dice rollRolled 85, 83, 73 = 241 (3d100)


Nation Name: Freyr, the Last City

Race: Humans

Background: https://pastebin.com/SgahnmDY

Location: The plains right before the mountain range on the central island, preferably the one right in-front of the top row of mountains.

>Stat Sheet

Pop: 18 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]

Food: 18 +2/turn

Housing: 45


[Materials: 16] +4/turn


[Starting Hamlet]

-Infrastructure: 2 Farms, Iron Mine, Lumber Yard

-Defenses: Base Defenses [1]


2 Levies [+1]


Technology: [Agriculture I][Ironworking I][Construction I] [Training I][Weaponsmithing I] [Fishing I]

Society Bonus: [Last Bastion] Units gain double the bonus from defensive infrastructure

Race Bonus: [Innovative] + 2 to technology research

>Other Buildings

+ [Runic Gate]

>Research and Construction:

+ Lumber Yard 3/4

+ Training 1/6

1. If we must expand to finish our current projects, then expand we shall.

2. Now that we have remembered how to fish, lets build that wharf now then.

3. Our smiths are to forge proper weapons and armor for our levies, the standard fair of our people. Strong spears, leather and steel armor, and a large shield.

8b7490 No.47320

Dice rollRolled 48, 62, 57 = 167 (3d100)


Nation Name:





Deep inside of the forests on the isle of Meowvalon lies the villages of Nyarnia. The Nyarnians are a very secluded and secretive people who have always been wary of outsiders and protective of their own. They view their villages like families and that the safety of them are of the upmost importance. It is unknown when the first village was founded but they are an old and proud people ruled by a collection of elders from each of the villages, furthermore each elder has a council whose purpose is to aid them in ruling over their respective village.

They do not worship any particular deity but instead worship the land and nature itself along with its spirits and things of more fantastical nature, for example the golden apple that is said to grant great power and wisdom to any who take a bite from it, however if one is to take any more than a single bite then that gift is lost as they have proven to be unworthy through their greed. Respect and kindness is very important in Nyarnian culture, as hunters they must treat their prey with dignity and honour. While when they are foraging they must be thankful to the forest. They believe that if they hold the forest in high regard then it will in turn reward them.

Much of Nyarnia myth focuses on spirits and fantastical animals, although they are rarely threatening and seem to reinforce the positive relationship that the Nyarnians have with the forest. A Nyarnian is seen to be blessed if they are visited by a fairy and if one were to become their companion then they are destined for greatness.


Top Left Island on the FoPost too long. Click here to view the full text.

802bb9 No.47455

I have been attempting to post for some time now. my Internet is not working correctly


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