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FUCK OFF CUCK

File: 1428541066058.jpg (179.56 KB, 2176x1701, 2176:1701, OMRB_55.jpg)

 No.491[View All]

The year is 2368, and atheism has largely been accepted by the majority of the world. The scientists of the 21st century, pushing the Theory of Evolution into scientific fact, convinced growing portions of the world that there was no god. Just recently, however, archeologists discovered human remains at the lowest geological levels, deeper than dinosaur bones. This disproved evolution, and destroyed people's faith in science. Religion came back to Earth in a big way. But which one is right? Surely the true god of the universe will bless the correct religion, and they alone will prosper…

(Actions are 2d100, up to 2 actions a turn)

Fill this out:
>Religion's Name:
>Major Deity's name:
>Major Deity's description:
>Fluff:
>Starting Location/Principle Holy Land:
>Dogma:

Don't fill this out:
>Followers:
>Bonus:
>Detraction:
>Divine Armies:
>Rituals:
287 posts and 71 image replies omitted. Click reply to view.

 No.1501

Dice rollRolled 86, 43 = 129 (2d100)

>>1494

>Religion's Name: Tezcatlipocan, Church of the Flayed God

>Major Deity's name: Xipe Xotec, the Flayed One

>Major Deity's description: Xipe Totec, Tlatlauqhi, the Smoking Mirror, takes the form of a man whose skin has been flayed and bloodied. In the places where it is not dripping red with ichor, his skin is a glowing golden hue. He wields an obsidian spear, and wears elaborate robes and headdress.

>He is considered god of agriculture and rebirth, but also of gold and wealth. However, the duality of his religion means that he represents death as much as life, and disease as much as growth. Worshipers pray for good harvests for themselves, and dire plagues on their enemies. The Flayed One provides both in kind.

>Fluff: Long quelled since the Catholic occupation of Mexico and Latin America, the cults of the old gods festered in silence among stalwart faithful. Huitzilopotchli, the Sun, was popular in the southwest. Quetzacoatl, the Wind Serpent, rose in the North. But in the west, the Flayed God burned strongest in vengeance. Against the Christians, the occupiers, against even other cults. They were led by a prophet - Metzacoli, the Corn-Knife - and around him the waves of extremism rose to a great tide. Now, the sanguine tide of the Flayed One washes over the lands of the Mexica, and soon it shall engulf all the world.

>Starting Location/Principle Holy Land: Yucatan Peninsula, centered on Tikal

>Dogma: The priests of Xipe Totec must give a weekly sacrifice to him, extracting the heart in order to empower his reign. They must then flay the skin, and wear it as one would a robe for a twenty days. After the twentieth dawn, they remove the flayed skin in a symbolic display of rebirth and new life. Touching such flayed skin is believed to give protection from plague and ailments as well.

>Each year at the beginning of spring, a festival is held to honor the Smoking Mirror. Many sacrifices are had, and warriors dressed in the flayed skins hold mock skirmishes to show their skill and devotion. Goldsmiths also hold a feast to the god in the hopes of increasing their own wealth.

>Followers: 3704

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Scary - Because of your strange customs, you are feared by those who believe in other religions, making it difficult to convert non-atheists.

>Rituals:

[Temples of Light: +20% to all rolls above 20]

[Take prisoners: -1% to combat rolls, 1% of kills become converts in successful battles]

[Leadership Temples: +10 to all progress rolls]

[Biological Warfare: +5 to all combat rolls]

Divine Armies: 2

1 - Better, but nowhere near what it ought to be. Only when every citizen raises their hand and offers their life in pledge to Tlatlauqhi will our kingdom be whole!

2 - Meanwhile we shall have to work out a way of mitigating this disparity. Our armies are still great indeed, and the pestilence upon our enemies shall aid us, but it will not suffice. Xipe Totec is patron to wealth and success, and so we must venerate him and work to garner that wealth for ourselves. Influence within the corporate world, riches to fund our conquests, these things shall rectify the injustices upon us!


 No.1502

Dice rollRolled 87, 46 = 133 (2d100)

>>1494

>Religion's Name: Vatican Section XIII - Iscariot

>Major Deity's name: God.

>Major Deity's description: Jesus Christ is in heaven.

>Fluff: For thousands of years, the Catholic Church has had 12 sections. Vatican Section III - Mathew, in charge of the collection and maintenance of holy relics and items of value. Section XII - John, in charge of interpretation of signs, miracles, and saints.

But hidden from all but the highest eschelon of the Church, existed a 13th section: Judas Iscariot.

By millenia, their charge was to defend the Holy Church from the great evils that existed in the world. Witch hunters and vampire slayers, crusaders and inquisitors. It might have taken the scientific disproval of atheism to convince the rest of the world of the existence of the supernatural, but Iscariot has fought off these evils in the name of the church long before.

And in this modern age, with a new Modern Christianity Church, and the unveiling of a thousand other heretical faiths led by pagan gods and their unholy armies, Iscariot once more rises up to the task of defending the Church from the evils that beset it, and ensuring that no darkness dare approach the light of the true faith.

Currently, while the Modern Christianity Church reorganizes itself, they have moved much of their force to Spain, in the old crusader castle of Calatrava la Nueva.

>Starting Location/Principle Holy Land: Spain

>Dogma: In our right hand, daggers and poison. In our left hand, 30 pieces of silver and a straw rope.

Don't fill this out:

Followers: 875

Bonus: Defenders - Because your people have traditionally fought the battles of the faith, they are more prone to combat. -25% Follower loss when organizing divine armies.

Detraction: Brutal - Because of your organization's Militaristic ways, people may be a bit more skeptical of your religion

>Divine Armies:

>Rituals:

Meanwhile, all of the Builders of Babel simultaneously turned into Orange Koolaid after they realized the prophecy spoke of another time

1. Recruit

2. Make a recruitment ritual


 No.1503

Dice rollRolled 13, 29 = 42 (2d100)

>>1482

>Religion's Name: The Bringers of Glory

>Major Deity's name: WorldMaker Vevel

>Major Deity's description: A 15ft tall impossibly endowed and beautiful female with long white and silver hair, dressed in purple and gold garb, with a long golden staff. She has a permanent smile on her face, and her eye's are either pure white or pure black and entire galaxies are embodied in them. She is the personal maker of literally thousands of universes made by her personal molding and caretaking, but doesnt like finding those not made by her. When she encounters them she proceeds to reshape them into what she feels like, preferablly vastly different from what they used to be. This one just so happens to not be made by her, and the influence of these other gods displeases her and she will shape it so that no portion is the same and it becomes unique to her style.

>Fluff: All over the continent of south america there has been a surge to join a new religion. This mysterious religion claims that there is one true goddess, one creator of all universes and one maker of all beings. This goddess roams through all existence, making sure that every universe is in a form that she likes for it. This universe has been tainted by the influence of other gods and the goddess isnt pleased by its current state! If the world isnt changed rapidly then she will come and wipe it clean with her legions! As such The Bringers of Glory must please the goddess by being perfect in all they do, from killing to creating, as to please her. The religion has swept lile a wild fire, encouraging all to work together les they displease the goddess.

>Starting Location/Principle Holy Land: South america

>Dogma: Be glorious, and strive to emulate the goddess

>Followers:10,000

>138/200 genetic research

>Bonus: Exclusivity - Your followers will be difficult to sway once under the influence of Vevel

>Detraction: Distracted - Because your goddess has much to look after, she may not have as much time for Earth.

>[State Religion: +9 to all Conversion rolls in Argentina]

1. Expand

2. Research


 No.1504

Dice rollRolled 69, 76, 98, 57 = 300 (4d100)

>>1494

>Religion's Name: The Modern Christianity Church

>Major Deity's name: God.

>Starting Location/Principle Holy Land: Roma, of coursa!

>Dogma:

For while merely being ruled Science may lead Mankind to despair, to rule Science will lead Mankind to glory that will appeal to God!

>Colour: Purple-ish

>Followers: 90,056

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Corruption - Your Leaders are a bit more easily corrupted than others, leading to more easily swayed followers

>Holy Lands:

[Vatican City]

>Divine Armies:

[Papal Guard] HP: 1000 Attack: 10

>Rituals:

[State Religion: +8 to all rolls to convert in in Italy]

[Piece of the True Cross: +5 to all conversion Rolls]

[Intercession of Boëthius: +4 to all conversion Rolls]

[Divine Leader: +2 To Combat rolls for all Divine Armies]

(Another quick-turn)

1: (Convert more to Christianity)

+[State Religion] [Piece of the True Cross] [Intercession of Boëthius]

2: (Expand Religious Territory)

3: (Construct a ambassador thing with >>1502 )

4: (Form Papal Levies in case of war)


 No.1505

Dice rollRolled 1, 9 = 10 (2d100)

>>1494

>Religion's Name: The Slake

>Major Deity's name: The Venerated Ones

>Major Deity's description: The Venerated Ones are a group of powerful Vampires, recently assembled in Moscow with the intention of exploitation of this sudden explosion of human emotion world-wide. Using their powers, the Venerated Council presents themselves as Gods to feed off the succulent human emotion from worship of their bloodlines, their elaborate and bloody rituals serving to make the Venerated Union ever-stronger.

>Fluff: Appearing in Moscow, the Venerated Ones quickly acquired a small scattering of human cultists with their seemingly impressive powers, beginning to remember their ancient rites of power. As they grow from their rituals, their followers become closer ensnared in their great, bloody web, the blood and all surrounding it consuming all their human passions. One day, the Slake shall turn all of the Earth into a great feeding ground of passionate emotion, growing eternally from their unbridled, slavish worship.

>Starting Location/Principle Holy Land: Moscow

>Dogma: Question nothing, embrace everything.

>Followers: 500

>Bonus: Unnatural Strength - Your people are strong, so they will be more difficult to kill than others.

>Detraction: Blood Suckers - When people learn the true nature of the Venerated Ones, they are turned off, so recruiting may be difficult.

>Divine Armies:

1. Yes, perfect. We will begin. Send out our tendrils over the city of Moscow, recruit those who will be useful. The Slake must grow, after all. Feed off their need for religion and authority. We will be that authority. We are the final authority.

2. We will need a compound. Something large, imposing, dependable… something with much room to host our loyal slaves and ample space to make the temples and rooms for the Slake's rituals, our great blood sects and bloodline worship. All legal, of course. Perhaps it will start small, if such is our budget. No matter. Soon, it will rule over all of Russia, and then the world. It will be impressive over time. The Venerated Ones would live nowhere else.


 No.1506

Dice rollRolled 44, 38 = 82 (2d100)

>>1494

>Religion's Name: The Cult of Evolution

>Major Deity's name: The Will of life

>Major Deity's description: A sentient force of nature. The one that weaves evolution and causes mutations. It cares little for the affairs of the creatures of the universe and continues to do its job.

>Fluff: The cult was founded by a group of scientists that found the Will by accident. They concluded that it may be possible to harness the power of the Will and create a society based on created races and evolving themselves.

>Starting Location/Principle Holy Land: Australia

>Dogma: Progress shall be made through the shedding of our human form and evolving beyond.

>Followers: 1695

>Bonus: Self-Starters - Because your religion is Deistic, your followers will take the burden of spreading the religion upon themselves.

>Detraction: Founded by Scientists - Because the scientists were the ones who pushed the great atheist lie, people will be more skeptical about believing more things the scientists say on the matter.

>Divine Armies:

>Rituals:

[Beneficial Mutations: +1 to combat rolls]

[Eagle Eye: +5 to all expansion rolls]

[Birdmasters: +4 to all combat rolls]

[Yawn of God: +2 to all conversion rolls]

[Bird Riders: +6 to combat rolls]

1&2. You know what this is. 96/100


 No.1507

File: 1431656700926.jpg (393.9 KB, 1913x1195, 1913:1195, OMRB_55.jpg)

>>1496

You continue to recruit. It goes pretty well.

+12,015 Followers

In the mean time, Cold Mecca continues to be built. They are just putting the finishing touches on it.

Cold Mecca: 499/500

>>1497

You continue Progress on the Weapons factory. They have the foundation done now.

78/300

>>1498

You try to have the lab built up more, but progress is stalled when the GOD DAMN ARCHITECT NOTICES AN ERROR IN THE PRINT THAT HE SHOULD HAVE CAUGHT IN THE FIRST FUCKING DRAFT THE PIECE OF SHIT

In the mean time, you continue to work on converting the German government. It's slow progress, but it's happening.

State Religion: 81/500

>>1499

You send Finder's men on an expedition to Australia, but someone has taught every single Kangaroo on the island to box. They are immediately repelled. Tending to their wounds keeps your people in Australia from converting anyone.

>>1500

You build the mines back up, and continue your work on them.

Mines: 151/500

>>1501

You organize a great rally, and it attracts many, who come to know Xipe Xotec as the true god.

+ 3704 Followers

In the mean time, you attempt to reach out to the corporate world, but Central America doesn't have much of a corporate world, so you decide to found your own corporation.

Oreo Corp: 45/300

>>1502

You begin to go over the Spanish country side, telling all who you come across about the glory of the Lord.

+696 Followers

In the mean time, you devise a trial for all those who join your religion. This trial toughens them up for the trials of the world at large.

Rituals:

[Membership Trial: -50% Follower loss when organizing divine armies (Does not stack with bonus)]

>>1503

You go to expand, but a great Tsunami comes and kills some of your people.

-769 Followers

In the mean time, you attempt to continue with your genetic research, but are unable to make any progress.

Genetic Research: 138/200

>>1504

You send your people all over, and they convert more to the ways of Christ.

+77400

Next, you move your people into Northern Italy.

After that, you construct an Embassy within the Territory of Section XIII. This helps to tie your two religions together.

Finally, you form an army known as the Papal Levies.

Divine Armies:

[Papal Levies:

HP: 1000/1000

Attack: 10]

>>1505

You go to recruit within Moscow, but Russia is a rough place. Many of your people are stabbed.

-250 Followers

In the mean time, you attempt to build a compound, but your people are too busy mourning the dead to build anything right now.

>>1506

Finally, you complete your Universal Vaccine. Upon injection, your people are immune to all viral outbreaks.

Rituals:

[Immunity: -20% to all follower loss]


 No.1508

Dice rollRolled 38, 12 = 50 (2d100)

>>1507

>Religion's Name: Vatican Section XIII - Iscariot

>Major Deity's name: God.

>Major Deity's description: Jesus Christ is in heaven.

>Fluff: For thousands of years, the Catholic Church has had 12 sections. Vatican Section III - Mathew, in charge of the collection and maintenance of holy relics and items of value. Section XII - John, in charge of interpretation of signs, miracles, and saints.

But hidden from all but the highest eschelon of the Church, existed a 13th section: Judas Iscariot.

By millenia, their charge was to defend the Holy Church from the great evils that existed in the world. Witch hunters and vampire slayers, crusaders and inquisitors. It might have taken the scientific disproval of atheism to convince the rest of the world of the existence of the supernatural, but Iscariot has fought off these evils in the name of the church long before.

And in this modern age, with a new Modern Christianity Church, and the unveiling of a thousand other heretical faiths led by pagan gods and their unholy armies, Iscariot once more rises up to the task of defending the Church from the evils that beset it, and ensuring that no darkness dare approach the light of the true faith.

Currently, while the Modern Christianity Church reorganizes itself, they have moved much of their force to Spain, in the old crusader castle of Calatrava la Nueva.

>Starting Location/Principle Holy Land: Spain

>Dogma: In our right hand, daggers and poison. In our left hand, 30 pieces of silver and a straw rope.

Don't fill this out:

Followers: 1571

Bonus: Defenders - Because your people have traditionally fought the battles of the faith, they are more prone to combat. -25% Follower loss when organizing divine armies.

Detraction: Brutal - Because of your organization's Militaristic ways, people may be a bit more skeptical of your religion

>Divine Armies:

>Rituals:

[Membership Trial: -50% Follower loss when organizing divine armies (Does not stack with bonus)]

1. Recruit more followers

2. Make a recruitment ritual actually geared towards getting more followers.


 No.1509

Dice rollRolled 70, 10 = 80 (2d100)

>>1498

Religion's Name: The Nazi Occult

Major Deity's name: Hitler

Major Deity's description: Going above and beyond (or below in this case) to achieve ascension for the Reich's glorious leader millions of souls were sacrificed to great science and occultism to grant eternal life to our Fuhrer. He is the Last Apostle of God

Fluff: Scientists and Warlock occultism to create the perfect human race as dictated by the Hitler our ever living God and Savior.

Starting Location/Principle Holy Land: Germany

Dogma: Eliminate the lesser peoples of the world, unite the world under an Eternal Reich

Followers: 61,848

Bonus: For the State - Governments, having forgot the German Nazi Legacy, tend to like your pro-state agenda, and will aid some of your endeavors

Detraction: Prejudiced - Your disposition against certain minorities will make it very difficult for you to convert them

Divine Armies:

Rituals:

[Gemstone: +3 to all Ritual Rolls]

[Fun Reputation: +7 to all conversion rolls]

[Trendy: +1 to all conversion rolls]

+Submarine: Can Cross All Bodies Of Water Connected to Oceans

Cloning: 159/500

State Religion: 38/500

Lab: 81/300

1 Keep building up the Lab

2 Recruit a Police Force to protect us


 No.1510

>>1507

>Religion's Name: Bastism

>Major Deity's name: "Based" Tone Abbott

>Major Deity's description: A man with very big ears that makes up for in the budgie smugglers department for what he lacks in public speaking skills.

>Fluff: A long time ago in an Australia much more different than it was from today, there was rumored to be a man who ruled, called Tony Abbott. He was the last bastion of the white world before it was brought down by the Swedenists. Recently, researchers in the Mawson Station in Antarctica have dug up his legacy, and have started to treat him as a deity.

>Starting Location/Principle Holy Land: Mawson, Australian Antarctic Territory

>Dogma: Real Solutions for All Australians, and Battle Lines, by Tony Abbott

>Followers: 8,251

>Bonus: 'Straylian Attitude - The laid back nature of a primarily Australian religion makes converting all nonbelievers easier for you.

>Detraction: Sparse Population - You started in a region that has very little population, so you don't have as many followers to start with.

>Divine Armies:

[10 Orca Riders:

50 HP

10 Naval Attack

+Ability to cross oceans]

[+Ship: Can Cross the Ocean to more than just Tasmania.]

[Flinder's Men:

HP: 1000/1000

Attack: 10]

>Rituals:

[Great Deity: - 10 to all Follower loss]

[SuperAussies: +2 to all conversion rolls]

[ABC: All conversion rolls will result in a minor amount of territory expansion]

Try again

1. Send an expedition off to conquer Australia with Flinder's men.

2. Convert the populace!


 No.1511

Dice rollRolled 28, 58 = 86 (2d100)

>>1510

Forgot to roll the dice


 No.1524

Dice rollRolled 57, 80 = 137 (2d100)

>>1507

>Religion's Name: The Holy Knights of the -U-S-A-

>Major Deity's name:Jesus

>Major Deity's description:Our Lord and Savior shall help others under his wings. Those that don't accept our lord and savior however shall be treated with special care. Those that have no god to follow shall be treated with extra care from the M.B.A Associates

>Fluff:There had been reports of Christian insurgency in the -U-S-A-. The other religions masques, monasteries, and the so called churches of scientology. Many atheists had tried to leave the country enmass and even tried to escape to the Canadian Wilderness illegally. Rumour is that they started in Florida where the insurgency is still thriving and growing with every minute.~ George ,Essay of the Concerning Nature of the Insurgency of the Holy Knights of the -U-S-A-

>Starting Location/Principle Holy Land: Florida the Land blessed

>Dogma:Blood shall fall so blood will be pure agian (red)

>>Don't fill this out:

>Followers: 4356

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Ignorance - Your people will be slower to accept the technologies and sciences discovered from here on out.

>Divine Armies[Angry Rednecks:HP:1000/1000 Attack: 10: {Military Vehicles: +8 to combat rolls]}][Redneck Militia: HP: 1000/1000 Attack: 10: {Government Weapons: +5 to combat rolls}]

>Rituals:[Raiding: +2 to Combat rolls][Target practice - +2 to Combat Rolls][Terror Suspects: The Government in the United States is now working against you][Government Weapons: +5 to combat rolls][Military Vehicles: +8 to combat rolls][State Fair: +4 to all recruitment rolls][Base attraction: +3 to all Recruitment Rolls][Cletus's Construction on the Cheap: +2 to all Project Building Rolls]

78/300 Weapon's Factory

1-2 REAGAN WILL ROLL OVER IN HIS GRAVE IF THAT WEAPONS FACTORY ISN'T UP BY THE TIME WHEN WWIII BREAKS OUT


 No.1525

Dice rollRolled 39, 83 = 122 (2d100)

>>1507

>Religion's Name: The Cult of Evolution

>Major Deity's name: The Will of life

>Major Deity's description: A sentient force of nature. The one that weaves evolution and causes mutations. It cares little for the affairs of the creatures of the universe and continues to do its job.

>Fluff: The cult was founded by a group of scientists that found the Will by accident. They concluded that it may be possible to harness the power of the Will and create a society based on created races and evolving themselves.

>Starting Location/Principle Holy Land: Australia

>Dogma: Progress shall be made through the shedding of our human form and evolving beyond.

>Followers: 1695

>Bonus: Self-Starters - Because your religion is Deistic, your followers will take the burden of spreading the religion upon themselves.

>Detraction: Founded by Scientists - Because the scientists were the ones who pushed the great atheist lie, people will be more skeptical about believing more things the scientists say on the matter.

>Divine Armies:

>Rituals:

[Beneficial Mutations: +1 to combat rolls]

[Eagle Eye: +5 to all expansion rolls]

[Birdmasters: +4 to all combat rolls]

[Yawn of God: +2 to all conversion rolls]

[Bird Riders: +6 to combat rolls]

[Immunity: -20% to all follower loss]

1&2. Expand our influence a bit. This new vaccine should help a lot in that regard.


 No.1526

Dice rollRolled 41, 22 = 63 (2d100)

>>1507

>Religion's Name: 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001

>Major Deity's name: 01010100 01101000 01100101 00100000 01000110 01100001 01110100 01101000 01100101 01110010 00100000 01101111 01100110 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 01110011

>Major Deity's description: A great lord that slumbers under the surface of Mars, the father of machines is the cause behind all of mankind's creations and advancements in the eyes of his worshippers.

>Fluff: The 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001 believe that all of Mankind's advancements were caused by inventors and scientists being influenced by the dreams of a slumbering being that lies under the surface of Mars. They try to get closer to this Father of Machines by replacing parts of themselves with machinery and view all mechanical objects as sacred in some way.

>Starting Location/Principle Holy Land: The Arctic

>Dogma: 01000110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00100000 01100001 01101110 01100100 00100000 01101101 01100001 01100011 01101000 01101001 01101110 01100101 00100000 01101001 01110011 00100000 01100111 01101111 01101111 01100100 00101110 00100000 01001011 01101110 01101111 01110111 01101100 01100101 01100100 01100111 01100101 00100000 01101001 01110011 00100000 01110000 01101111 01110111 01100101 01110010 00101100 00100000 01101001 01100111 01101110 01101111 01110010 01100001 01101110 01100011 01100101 00100000 01101001 01110011 00100000 01100110 01100001 01101001 01101100 01110101 01110010 01100101 00101110

>Followers: 8,869

>Bonus: Technological - Your people are very willing and able to pick up any new technology that comes along.

>Detraction: Cold Logic - You may have trouble with some potential followers because of your religion's difficulty to connect on an emotional level

>Divine Armies:[Mechanized Warriors:HP: 1000/1000 Attack: 10]

>Rituals:[Cybernetics: +5 to all rolls]

>[MegaChurch: +5 to all rolls attempting to attract followers]

>[Freezeproof: +8 to all expansion rolls in cold areas]

1)Continue work on the mines, the sooner they are complete the sooner we can get on with building greater things.

Mines: 151/500

[Cybernetics: +5 to all rolls]

2)Let us get our best minds and our greatest engineers together and put them to work on researching a way of combining nanomachines with metal. A material with the strength of metal but the ability to 'regrow' damaged areas would be invaluable to us

[Cybernetics: +5 to all rolls]


 No.1527

Dice rollRolled 29, 46 = 75 (2d100)

>>1507

>Religion's Name: Tezcatlipocan, Church of the Flayed God

>Major Deity's name: Xipe Xotec, the Flayed One

>Major Deity's description: Xipe Totec, Tlatlauqhi, the Smoking Mirror, takes the form of a man whose skin has been flayed and bloodied. In the places where it is not dripping red with ichor, his skin is a glowing golden hue. He wields an obsidian spear, and wears elaborate robes and headdress.

>He is considered god of agriculture and rebirth, but also of gold and wealth. However, the duality of his religion means that he represents death as much as life, and disease as much as growth. Worshipers pray for good harvests for themselves, and dire plagues on their enemies. The Flayed One provides both in kind.

>Fluff: Long quelled since the Catholic occupation of Mexico and Latin America, the cults of the old gods festered in silence among stalwart faithful. Huitzilopotchli, the Sun, was popular in the southwest. Quetzacoatl, the Wind Serpent, rose in the North. But in the west, the Flayed God burned strongest in vengeance. Against the Christians, the occupiers, against even other cults. They were led by a prophet - Metzacoli, the Corn-Knife - and around him the waves of extremism rose to a great tide. Now, the sanguine tide of the Flayed One washes over the lands of the Mexica, and soon it shall engulf all the world.

>Starting Location/Principle Holy Land: Yucatan Peninsula, centered on Tikal

>Dogma: The priests of Xipe Totec must give a weekly sacrifice to him, extracting the heart in order to empower his reign. They must then flay the skin, and wear it as one would a robe for a twenty days. After the twentieth dawn, they remove the flayed skin in a symbolic display of rebirth and new life. Touching such flayed skin is believed to give protection from plague and ailments as well.

>Each year at the beginning of spring, a festival is held to honor the Smoking Mirror. Many sacrifices are had, and warriors dressed in the flayed skins hold mock skirmishes to show their skill and devotion. Goldsmiths also hold a feast to the god in the hopes of increasing their own wealth.

>Followers: 7408

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Scary - Because of your strange customs, you are feared by those who believe in other religions, making it difficult to convert non-atheists.

>Rituals:

[Temples of Light: +20% to all rolls above 20]

[Take prisoners: -1% to combat rolls, 1% of kills become converts in successful battles]

[Leadership Temples: +10 to all progress rolls]

[Biological Warfare: +5 to all combat rolls]

Divine Armies: 2

Oreo Corp 45/300

1 - Oreo? Mm, an improper name. We'll need something more appropriate, something that really catches the public attention… Aztechnology! Brilliant! Now get to working on branding and advertising, we'll deal with what Aztechnology actually makes later.

2 - It is time once more for the Flaying Festival. Let us reflect on the trials and triumphs of this year, and how despite tragedy Xipe Totec's faithful have grown greater than ever before. The sacrifices will be slain, mock battles will be held, feasts will be had, and the Smoking Mirror shall be honored on high. If our devotion is great enough, he may even see fit to bless our inspired prophet Metzacoli with new strength and rituals!


 No.1528

Dice rollRolled 57, 15 = 72 (2d100)

>>1507

>Religion's Name: The Modern Christianity Church

>Major Deity's name: God.

>Starting Location/Principle Holy Land: Roma, of coursa!

>Dogma:

Christianity is best religion, all other religions are cults, and are shits.

>Colour: Purple-ish

>Followers: 167,456

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Corruption - Your Leaders are a bit more easily corrupted than others, leading to more easily swayed followers

>Holy Lands:

[Vatican City]

>Divine Armies:

[Papal Guard] HP: 1000 Attack: 10

[Papal Levies] HP: 1000 Attack: 10

>Rituals:

[State Religion: +8 to all rolls to convert in in Italy]

[Piece of the True Cross: +5 to all conversion Rolls]

[Intercession of Boëthius: +4 to all conversion Rolls]

[Divine Leader: +2 To Combat rolls for all Divine Armies]

1: …We all know what need to be done, so do it.

(Convert more to Christianity)

+[State Religion] [Piece of the True Cross] [Intercession of Boëthius]

2: Meanwhile, it is time for us to begin construction of a Office of External Relationships, to ensure that we remain in the eyes of the modern world as a force of good. If we do this correctly, it would be likely that nations would be more willing to accept our humble offers.


 No.1529

Dice rollRolled 86, 18 = 104 (2d100)

>Religion's Name: The Bringers of Glory

>Major Deity's name: WorldMaker Vevel

>Major Deity's description: A 15ft tall impossibly endowed and beautiful female with long white and silver hair, dressed in purple and gold garb, with a long golden staff. She has a permanent smile on her face, and her eye's are either pure white or pure black and entire galaxies are embodied in them. She is the personal maker of literally thousands of universes made by her personal molding and caretaking, but doesnt like finding those not made by her. When she encounters them she proceeds to reshape them into what she feels like, preferablly vastly different from what they used to be. This one just so happens to not be made by her, and the influence of these other gods displeases her and she will shape it so that no portion is the same and it becomes unique to her style.

>Fluff: All over the continent of south america there has been a surge to join a new religion. This mysterious religion claims that there is one true goddess, one creator of all universes and one maker of all beings. This goddess roams through all existence, making sure that every universe is in a form that she likes for it. This universe has been tainted by the influence of other gods and the goddess isnt pleased by its current state! If the world isnt changed rapidly then she will come and wipe it clean with her legions! As such The Bringers of Glory must please the goddess by being perfect in all they do, from killing to creating, as to please her. The religion has swept lile a wild fire, encouraging all to work together les they displease the goddess.

>Starting Location/Principle Holy Land: South america

>Dogma: Be glorious, and strive to emulate the goddess

>Followers:9,232

>138/200 genetic research

>Bonus: Exclusivity - Your followers will be difficult to sway once under the influence of Vevel

>Detraction: Distracted - Because your goddess has much to look after, she may not have as much time for Earth.

>[State Religion: +9 to all Conversion rolls in Argentina]

1. RESEARCH!

2. Expand north


 No.1530

Dice rollRolled 16, 62 = 78 (2d100)

>>1507

>Religion's Name: The Slake

>Major Deity's name: The Venerated Ones

>Major Deity's description: The Venerated Ones are a group of powerful Vampires, recently assembled in Moscow with the intention of exploitation of this sudden explosion of human emotion world-wide. Using their powers, the Venerated Council presents themselves as Gods to feed off the succulent human emotion from worship of their bloodlines, their elaborate and bloody rituals serving to make the Venerated Union ever-stronger.

>Fluff: Appearing in Moscow, the Venerated Ones quickly acquired a small scattering of human cultists with their seemingly impressive powers, beginning to remember their ancient rites of power. As they grow from their rituals, their followers become closer ensnared in their great, bloody web, the blood and all surrounding it consuming all their human passions. One day, the Slake shall turn all of the Earth into a great feeding ground of passionate emotion, growing eternally from their unbridled, slavish worship.

>Starting Location/Principle Holy Land: Moscow

>Dogma: Question nothing, embrace everything.

>Followers: 500

>Bonus: Unnatural Strength - Your people are strong, so they will be more difficult to kill than others.

>Detraction: Blood Suckers - When people learn the true nature of the Venerated Ones, they are turned off, so recruiting may be difficult.

>Divine Armies:

1: What an inconvenience. There is no time to grieve. Make use of their blood while it is still warm, and move on. We will need more to make up for the fallen slaves. Recruit, and remember that failure will not be accepted twice, slaves.

2. We will clearly need to arm these fools. Find them some sort of weapons in this dreg of a city. It matters little what they are. Force is the only language these people understand, it seems.


 No.1531

File: 1431890738083.jpg (393.97 KB, 1913x1195, 1913:1195, OMRB_55.jpg)

>>1508

You look for people to recruit. You find none.

In the mean time, you preform a ritual that you believe will attract more followers. Instead, people become horrified at your use of magic and leave.

-130 Followers.

>>1509

You continue to build your labratory.

124/300

In the mean time, you train up a police force from your followers. The training is brutal, and several people die, but the force gets trained.

Divine Armies:

[Police Force:

HP: 1000/1000

Attack: 10]

-1500 Followers

>>1510

>>1511

You send Flinder up to Australia once again to attempt to expand your territory, but the boxing Kangaroos refuse to give way.

The conversions go better though, and soon the Australians believe.

+4,290 Followers

>>1524

Your people, fearful of disappointing the Great Reagan, work diligently on the factory.

Weapons Factory: 112/300

>>1525

Your people spread out, but notice a strange lack of kangaroos nearby…

>>1526

Your people work on the mines. Progress is slow, but steady.

Mines: 191/500

In the mean time, you suggest to your nanotechnicians that you combine nanomachines with metal. They inform you that they are actually made with a high durability carbon nanotube. He goes on, but you kinda glaze over at the technical aspects.

>>1527

You rename the Corporation Aztechnology Corp., but people really like Oreos. They often harken back to the Oreo Purity Wars of 2180 and reminisce on the chocolatey goodness that Oreos represent. In either case, no progress is made.

You pray to the Flayed One for a new Ritual. He responds: "Yea, I guess you guys have been doin pretty good, man. I don't know, what about this ritual for Increasing conversions? It's not much, but, it's like, a thing, right?"

Rituals:

[A Thing: +2 to all Recruitment Rolls]

>>1528

You convert more Italians to faith in Christ.

+123,876

Your office of external relationships doesn't really know what exactly to do, so they all just kinda wander off.

>>1529

Finally, you have completed your research into genetic engineering. You are now able to breed species to your liking.

Rituals:

[Genetic Engineering: +5 to all rolls]

You tell your people to go north, but they don't want to.

>>1530

You go out to recruit, but not too many people are interested in becoming slaves (Please correct your Followers Count)

In the mean time, you look for Weapons to arm your followers with. You find some Small arms, and give each follower one so they may protect themselves.

Ritual:

[Armed: -10% to all follower loss]


 No.1532

Dice rollRolled 17, 4 = 21 (2d100)

>>1531

>Religion's Name: Vatican Section XIII - Iscariot

>Major Deity's name: God.

>Major Deity's description: Jesus Christ is in heaven.

>Fluff: For thousands of years, the Catholic Church has had 12 sections. Vatican Section III - Mathew, in charge of the collection and maintenance of holy relics and items of value. Section XII - John, in charge of interpretation of signs, miracles, and saints.

But hidden from all but the highest eschelon of the Church, existed a 13th section: Judas Iscariot.

By millenia, their charge was to defend the Holy Church from the great evils that existed in the world. Witch hunters and vampire slayers, crusaders and inquisitors. It might have taken the scientific disproval of atheism to convince the rest of the world of the existence of the supernatural, but Iscariot has fought off these evils in the name of the church long before.

And in this modern age, with a new Modern Christianity Church, and the unveiling of a thousand other heretical faiths led by pagan gods and their unholy armies, Iscariot once more rises up to the task of defending the Church from the evils that beset it, and ensuring that no darkness dare approach the light of the true faith.

Currently, while the Modern Christianity Church reorganizes itself, they have moved much of their force to Spain, in the old crusader castle of Calatrava la Nueva.

>Starting Location/Principle Holy Land: Spain

>Dogma: In our right hand, daggers and poison. In our left hand, 30 pieces of silver and a straw rope.

Don't fill this out:

Followers: 1441

Bonus: Defenders - Because your people have traditionally fought the battles of the faith, they are more prone to combat. -25% Follower loss when organizing divine armies.

Detraction: Brutal - Because of your organization's Militaristic ways, people may be a bit more skeptical of your religion

>Divine Armies:

>Rituals:

[Membership Trial: -50% Follower loss when organizing divine armies (Does not stack with bonus)]

1. Keep recruiting.

2. Work on an actual recruitment bonus thing


 No.1533

Dice rollRolled 61, 63 = 124 (2d100)

>>1531

Religion's Name: The Nazi Occult

Major Deity's name: Hitler

Major Deity's description: Going above and beyond (or below in this case) to achieve ascension for the Reich's glorious leader millions of souls were sacrificed to great science and occultism to grant eternal life to our Fuhrer.

Fluff: Scientists and Warlock occultism to create the perfect human race as dictated by the Hitler our ever living God and Savior.

Starting Location/Principle Holy Land: Germany

Dogma: Eliminate the lesser peoples of the world, unite the world under an Eternal Reich

Followers: 60,348

Bonus: For the State - Governments, having forgot the German Nazi Legacy, tend to like your pro-state agenda, and will aid some of your endeavors

Detraction: Prejudiced - Your disposition against certain minorities will make it very difficult for you to convert them

Divine Armies:

[Police Force:

HP: 1000/1000

Attack: 10]

Rituals:

[Gemstone: +3 to all Ritual Rolls]

[Fun Reputation: +7 to all conversion rolls]

[Trendy: +1 to all conversion rolls]

+Submarine: Can Cross All Bodies Of Water Connected to Oceans

Cloning: 159/500

State Religion: 81/500

Lab: 124/300

1 Keep Converting

2 The Lab


 No.1534

Dice rollRolled 83, 48 = 131 (2d100)

>>1531

>Religion's Name: The Cult of Evolution

>Major Deity's name: The Will of life

>Major Deity's description: A sentient force of nature. The one that weaves evolution and causes mutations. It cares little for the affairs of the creatures of the universe and continues to do its job.

>Fluff: The cult was founded by a group of scientists that found the Will by accident. They concluded that it may be possible to harness the power of the Will and create a society based on created races and evolving themselves.

>Starting Location/Principle Holy Land: Australia

>Dogma: Progress shall be made through the shedding of our human form and evolving beyond.

>Followers: 1695

>Bonus: Self-Starters - Because your religion is Deistic, your followers will take the burden of spreading the religion upon themselves.

>Detraction: Founded by Scientists - Because the scientists were the ones who pushed the great atheist lie, people will be more skeptical about believing more things the scientists say on the matter.

>Divine Armies:

>Rituals:

[Beneficial Mutations: +1 to combat rolls]

[Eagle Eye: +5 to all expansion rolls]

[Birdmasters: +4 to all combat rolls]

[Yawn of God: +2 to all conversion rolls]

[Bird Riders: +6 to combat rolls]

[Immunity: -20% to all follower loss]

1. Expand more

2. recruit more.


 No.1535

Dice rollRolled 22, 18 = 40 (2d100)

>>1531

>Religion's Name: 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001

>Major Deity's name: 01010100 01101000 01100101 00100000 01000110 01100001 01110100 01101000 01100101 01110010 00100000 01101111 01100110 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 01110011

>Major Deity's description: A great lord that slumbers under the surface of Mars, the father of machines is the cause behind all of mankind's creations and advancements in the eyes of his worshippers.

>Fluff: The 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001 believe that all of Mankind's advancements were caused by inventors and scientists being influenced by the dreams of a slumbering being that lies under the surface of Mars. They try to get closer to this Father of Machines by replacing parts of themselves with machinery and view all mechanical objects as sacred in some way.

>Starting Location/Principle Holy Land: The Arctic

>Dogma: 01000110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00100000 01100001 01101110 01100100 00100000 01101101 01100001 01100011 01101000 01101001 01101110 01100101 00100000 01101001 01110011 00100000 01100111 01101111 01101111 01100100 00101110 00100000 01001011 01101110 01101111 01110111 01101100 01100101 01100100 01100111 01100101 00100000 01101001 01110011 00100000 01110000 01101111 01110111 01100101 01110010 00101100 00100000 01101001 01100111 01101110 01101111 01110010 01100001 01101110 01100011 01100101 00100000 01101001 01110011 00100000 01100110 01100001 01101001 01101100 01110101 01110010 01100101 00101110

>Followers: 8,869

>Bonus: Technological - Your people are very willing and able to pick up any new technology that comes along.

>Detraction: Cold Logic - You may have trouble with some potential followers because of your religion's difficulty to connect on an emotional level

>Divine Armies:[Mechanized Warriors:HP: 1000/1000 Attack: 10]

>Rituals:[Cybernetics: +5 to all rolls]

>[MegaChurch: +5 to all rolls attempting to attract followers]

>[Freezeproof: +8 to all expansion rolls in cold areas]

1)Digging continues

Mines: 191/500

2)Well, OK then, let's just try and build giant robots instead, we shall make them the avatars of our great Lord!

They will also be useful for a multitude of tasks, so that to.

[Cybernetics: +5 to all rolls]


 No.1536

Dice rollRolled 74, 55 = 129 (2d100)

>>1531

>Religion's Name: Bastism

>Major Deity's name: "Based" Tone Abbott

>Major Deity's description: A man with very big ears that makes up for in the budgie smugglers department for what he lacks in public speaking skills.

>Fluff: A long time ago in an Australia much more different than it was from today, there was rumored to be a man who ruled, called Tony Abbott. He was the last bastion of the white world before it was brought down by the Swedenists. Recently, researchers in the Mawson Station in Antarctica have dug up his legacy, and have started to treat him as a deity.

>Starting Location/Principle Holy Land: Mawson, Australian Antarctic Territory

>Dogma: Real Solutions for All Australians, and Battle Lines, by Tony Abbott

>Followers: 12,541

>Bonus: 'Straylian Attitude - The laid back nature of a primarily Australian religion makes converting all nonbelievers easier for you.

>Detraction: Sparse Population - You started in a region that has very little population, so you don't have as many followers to start with.

>Divine Armies:

[10 Orca Riders:

50 HP

10 Naval Attack

+Ability to cross oceans]

[+Ship: Can Cross the Ocean to more than just Tasmania.]

[Flinder's Men:

HP: 1000/1000

Attack: 10]

>Rituals:

[Great Deity: - 10 to all Follower loss]

[SuperAussies: +2 to all conversion rolls]

[ABC: All conversion rolls will result in a minor amount of territory expansion]

If this doesn't bloody work this time…

1. Send an expedition off to conquer Australia with Flinder's men.

2. Ask Abbott for spiritual guidance to help our men expand our territory faster.


 No.1559

Dice rollRolled 76, 93 = 169 (2d100)

>>1531

>Religion's Name: The Holy Knights of the -U-S-A-

>Major Deity's name:Jesus

>Major Deity's description:Our Lord and Savior shall help others under his wings. Those that don't accept our lord and savior however shall be treated with special care. Those that have no god to follow shall be treated with extra care from the M.B.A Associates

>Fluff:There had been reports of Christian insurgency in the -U-S-A-. The other religions masques, monasteries, and the so called churches of scientology. Many atheists had tried to leave the country enmass and even tried to escape to the Canadian Wilderness illegally. Rumour is that they started in Florida where the insurgency is still thriving and growing with every minute.~ George ,Essay of the Concerning Nature of the Insurgency of the Holy Knights of the -U-S-A-

>Starting Location/Principle Holy Land: Florida the Land blessed

>Dogma:Blood shall fall so blood will be pure agian (red)

>>Don't fill this out:

>Followers: 4356

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Ignorance - Your people will be slower to accept the technologies and sciences discovered from here on out.

>Divine Armies[Angry Rednecks:HP:1000/1000 Attack: 10: {Military Vehicles: +8 to combat rolls]}][Redneck Militia: HP: 1000/1000 Attack: 10: {Government Weapons: +5 to combat rolls}]

>Rituals:[Raiding: +2 to Combat rolls][Target practice - +2 to Combat Rolls][Terror Suspects: The Government in the United States is now working against you][Government Weapons: +5 to combat rolls][Military Vehicles: +8 to combat rolls][State Fair: +4 to all recruitment rolls][Base attraction: +3 to all Recruitment Rolls][Cletus's Construction on the Cheap: +2 to all Project Building Rolls]

Weapons Factory: 112/300

1-2 BILLY O'RILEY WILL BE PISSED TOO IF HE DOESN'T FIND A WEAPONS FACTORY IN THIS LAND


 No.1560

Dice rollRolled 76, 33 = 109 (2d100)

>>1507

>Religion's Name: Faith of the Coming Winter

>Major Deity's name: Grandfather Winter

>Major Deity's description: The old and ancient god of winter, come to grind down armies and the British transportation system alike.

>Fluff:

Once Winter was a dangerous thing, people and animals froze to death, engines stopped working, plants stopped growing. But technology has made winter unimportant. Every modern vehicle can resist the point of absolute zero, food is grown in large glass towers and none fear old grandfather winter. They are fools. For the Winter that is about to come will suffocate all in it's embrace, will freeze all even that which cannot be frozen.

The Children of the Coming Winter look to their god to guide them in the perils that are about to break this world apart like a rotten piece of wood. They shall unleash the Nuclear Weapons of this world and once fire has subsided Winter will reign once and for all.

>Starting Location/Principle Holy Land: Siberia

>Dogma: You cannot escape eternal Winter.

>Followers: 25,605

>Bonus:

Cold Blooded - Your Followers don't fear areas of major cold, and will travel to the poles themselves to spread news of the coming winter. Bonus in spreading to cold areas.

>Detraction:

Melting Spirits - Your Followers fear fire and it's effects. Weak to heat based weapons.

>Divine Armies:

[Militia:

HP: 1000

Attack: 10]

>Rituals:

[Town Political Lobbying: +10% to rolls involving the area immediately surrounding your starting area]

[God's Favor: Failed rolls to build Cold Mecca will not decrease your progress]

Oil Rig: 21/100

Cold Mecca: 499/500

1. The day has come! The day that Cold Mecca will finally be completed! A truly glorious development, finally all will be able to admire the truly amazing city that will be harbor to the people of the faith.

Cold Mecca 499/500

2. Certainly such a grand creation will draw many new followers towards it and the Faith of the Coming Winter will expand further and further gathering more followers in the process.


 No.1561

Dice rollRolled 26, 41 = 67 (2d100)

>Religion's Name: The Bringers of Glory

>Major Deity's name: WorldMaker Vevel

>Major Deity's description: A 15ft tall impossibly endowed and beautiful female with long white and silver hair, dressed in purple and gold garb, with a long golden staff. She has a permanent smile on her face, and her eye's are either pure white or pure black and entire galaxies are embodied in them. She is the personal maker of literally thousands of universes made by her personal molding and caretaking, but doesnt like finding those not made by her. When she encounters them she proceeds to reshape them into what she feels like, preferablly vastly different from what they used to be. This one just so happens to not be made by her, and the influence of these other gods displeases her and she will shape it so that no portion is the same and it becomes unique to her style.

>Fluff: All over the continent of south america there has been a surge to join a new religion. This mysterious religion claims that there is one true goddess, one creator of all universes and one maker of all beings. This goddess roams through all existence, making sure that every universe is in a form that she likes for it. This universe has been tainted by the influence of other gods and the goddess isnt pleased by its current state! If the world isnt changed rapidly then she will come and wipe it clean with her legions! As such The Bringers of Glory must please the goddess by being perfect in all they do, from killing to creating, as to please her. The religion has swept lile a wild fire, encouraging all to work together les they displease the goddess.

>Starting Location/Principle Holy Land: South america

>Dogma: Be glorious, and strive to emulate the goddess

>Followers:9,232

>138/200 genetic research

>Bonus: Exclusivity - Your followers will be difficult to sway once under the influence of Vevel

>Detraction: Distracted - Because your goddess has much to look after, she may not have as much time for Earth.

>[State Religion: +9 to all Conversion rolls in Argentina]

>[Genetic Engineering: +5 to all rolls]

1. Convert military soldiers and officers

2. Have the government give us weapons and armor


 No.1572

Test


 No.1573

>>1532

You attempt to recruit, and look into finding a way to make recruitment more effective. Unfortunately, a few people leave while you're trying to figure this out. Also, you come across a major problem. There is a history in Spain of a Catholic group called "the Inquisition." Word has spread around about the brutality of what occurred under the inquisition, and now people are avoiding your religion.

-85 Followers

Rituals:

[Inquisition: -10% to recruitment rolls]

>>1533

You continue to build up your followers base, for the fatherland, of course.

+36,783 Followers

In the mean time, The new glassware for the Laboratory has come in.

Lab: 162/300

>>1534

You continue to move across the Australian continent.

In the mean time, you continue to invite people to your religion.

+768 Followers

>>1535

Your progress on the mines come to a swift halt with the mines due to several of the drills breaking. No progress is made.

In the mean time, you try to build giant robots, but your people start complaining about things like "Practicality" and "Oil Soaked Nightmare Killing Sprees"

>>1536

Finally, Flinder breaks through the Boxing Kangaroos and begins to make progress on the Australian mainland.

You go to Abbot and ask for Guidance about speeding up the expansion process. His response:

"Look, mate, ya gotta get pissed off yer ass first. Drink as much as ye can hold in yer stomach; then you'll go places. Think about it, ya wander all over the place when your wasted, don't ya?"

>>1559

The thread of angering the Great and Mighty Bill O'Reily, Liberal Slayer in the 2024 Repulicrat War, spurs the people to work harder than ever before.

Weapons Factory: 152/300

>>1560

Finally, the finishing touch is put on cold Mecca: A giant Ice Cube is put in the middle of it. Now, all can witness the glory of the eternal winter.

Rituals:

[Cold Mecca: Failed rolls will never lose you followers]

You'd think that the spectacle of putting in a giant ice cube into a city dedicated to winter would draw a crowd, but eh, what're ya gonna do?

>>1561

You try to convert members of the military. It goes poorly.

You try to gain military equipment. This, too, goes poorly.


 No.1574

Dice rollRolled 69, 74 = 143 (2d100)

>>1573

>Religion's Name: The Holy Knights of the -U-S-A-

>Major Deity's name:Jesus

>Major Deity's description:Our Lord and Savior shall help others under his wings. Those that don't accept our lord and savior however shall be treated with special care. Those that have no god to follow shall be treated with extra care from the M.B.A Associates

>Fluff:There had been reports of Christian insurgency in the -U-S-A-. The other religions masques, monasteries, and the so called churches of scientology. Many atheists had tried to leave the country enmass and even tried to escape to the Canadian Wilderness illegally. Rumour is that they started in Florida where the insurgency is still thriving and growing with every minute.~ George ,Essay of the Concerning Nature of the Insurgency of the Holy Knights of the -U-S-A-

>Starting Location/Principle Holy Land: Florida the Land blessed

>Dogma:Blood shall fall so blood will be pure agian (red)

>>Don't fill this out:

>Followers: 4356

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Ignorance - Your people will be slower to accept the technologies and sciences discovered from here on out.

>Divine Armies[Angry Rednecks:HP:1000/1000 Attack: 10: {Military Vehicles: +8 to combat rolls]}][Redneck Militia: HP: 1000/1000 Attack: 10: {Government Weapons: +5 to combat rolls}]

>Rituals:[Raiding: +2 to Combat rolls][Target practice - +2 to Combat Rolls][Terror Suspects: The Government in the United States is now working against you][Government Weapons: +5 to combat rolls][Military Vehicles: +8 to combat rolls][State Fair: +4 to all recruitment rolls][Base attraction: +3 to all Recruitment Rolls][Cletus's Construction on the Cheap: +2 to all Project Building Rolls]

1-2 HANOI JANE WILL TRY TO MAKE THIS LAND HIPPIE LAND WHAT YOU CAN DO IS BUILD MORE GUNS TO SHOOT THE HIPPIES YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


 No.1575

>>1574

Forgot Weapons Factory: 152/300


 No.1576

Dice rollRolled 9, 78 = 87 (2d100)

>>1573

>Religion's Name: The Cult of Evolution

>Major Deity's name: The Will of life

>Major Deity's description: A sentient force of nature. The one that weaves evolution and causes mutations. It cares little for the affairs of the creatures of the universe and continues to do its job.

>Fluff: The cult was founded by a group of scientists that found the Will by accident. They concluded that it may be possible to harness the power of the Will and create a society based on created races and evolving themselves.

>Starting Location/Principle Holy Land: Australia

>Dogma: Progress shall be made through the shedding of our human form and evolving beyond.

>Followers: 1695+768 (Can't be asked to do math right now)

>Bonus: Self-Starters - Because your religion is Deistic, your followers will take the burden of spreading the religion upon themselves.

>Detraction: Founded by Scientists - Because the scientists were the ones who pushed the great atheist lie, people will be more skeptical about believing more things the scientists say on the matter.

>Divine Armies:

>Rituals:

[Beneficial Mutations: +1 to combat rolls]

[Eagle Eye: +5 to all expansion rolls]

[Birdmasters: +4 to all combat rolls]

[Yawn of God: +2 to all conversion rolls]

[Bird Riders: +6 to combat rolls]

[Immunity: -20% to all follower loss]

1. Expand more

2. recruit more.


 No.1577

Dice rollRolled 9, 16 = 25 (2d100)

>>1573

Religion's Name: The Nazi Occult

Major Deity's name: Hitler

Major Deity's description: Going above and beyond (or below in this case) to achieve ascension for the Reich's glorious leader millions of souls were sacrificed to great science and occultism to grant eternal life to our Fuhrer.

Fluff: Scientists and Warlock occultism to create the perfect human race as dictated by the Hitler our ever living God and Savior.

Starting Location/Principle Holy Land: Germany

Dogma: Eliminate the lesser peoples of the world, unite the world under an Eternal Reich

Followers: 97,131

Bonus: For the State - Governments, having forgot the German Nazi Legacy, tend to like your pro-state agenda, and will aid some of your endeavors

Detraction: Prejudiced - Your disposition against certain minorities will make it very difficult for you to convert them

Divine Armies:

[Police Force:

HP: 1000/1000

Attack: 10]

Rituals:

[Gemstone: +3 to all Ritual Rolls]

[Fun Reputation: +7 to all conversion rolls]

[Trendy: +1 to all conversion rolls]

+Submarine: Can Cross All Bodies Of Water Connected to Oceans

Cloning: 159/500

State Religion: 81/500

Lab: 162/300

1 Keep Converting with our family fun summer camps

2 Donations of scientific tools and books from the state will help get the Lab ready. Lab


 No.1578

Dice rollRolled 30, 80 = 110 (2d100)

>>1573

>>1573

>Religion's Name: Vatican Section XIII - Iscariot

>Major Deity's name: God.

>Major Deity's description: Jesus Christ is in heaven.

>Fluff: For thousands of years, the Catholic Church has had 12 sections. Vatican Section III - Mathew, in charge of the collection and maintenance of holy relics and items of value. Section XII - John, in charge of interpretation of signs, miracles, and saints.

But hidden from all but the highest eschelon of the Church, existed a 13th section: Judas Iscariot.

By millenia, their charge was to defend the Holy Church from the great evils that existed in the world. Witch hunters and vampire slayers, crusaders and inquisitors. It might have taken the scientific disproval of atheism to convince the rest of the world of the existence of the supernatural, but Iscariot has fought off these evils in the name of the church long before.

And in this modern age, with a new Modern Christianity Church, and the unveiling of a thousand other heretical faiths led by pagan gods and their unholy armies, Iscariot once more rises up to the task of defending the Church from the evils that beset it, and ensuring that no darkness dare approach the light of the true faith.

Currently, while the Modern Christianity Church reorganizes itself, they have moved much of their force to Spain, in the old crusader castle of Calatrava la Nueva.

>Starting Location/Principle Holy Land: Spain

>Dogma: In our right hand, daggers and poison. In our left hand, 30 pieces of silver and a straw rope.

Don't fill this out:

Followers: 1356

Bonus: Defenders - Because your people have traditionally fought the battles of the faith, they are more prone to combat. -25% Follower loss when organizing divine armies.

Detraction: Brutal - Because of your organization's Militaristic ways, people may be a bit more skeptical of your religion

>Divine Armies:

>Rituals:

[Membership Trial: -50% Follower loss when organizing divine armies (Does not stack with bonus)]

1. Work on removing the penalty to recruitment.

2. Work on a bonus toward recruiting.


 No.1580

Dice rollRolled 87, 20 = 107 (2d100)

>>1573

>Religion's Name: Bastism

>Major Deity's name: "Based" Tone Abbott

>Major Deity's description: A man with very big ears that makes up for in the budgie smugglers department for what he lacks in public speaking skills.

>Fluff: A long time ago in an Australia much more different than it was from today, there was rumored to be a man who ruled, called Tony Abbott. He was the last bastion of the white world before it was brought down by the Swedenists. Recently, researchers in the Mawson Station in Antarctica have dug up his legacy, and have started to treat him as a deity.

>Starting Location/Principle Holy Land: Mawson, Australian Antarctic Territory

>Dogma: Real Solutions for All Australians, and Battle Lines, by Tony Abbott

>Followers: 12,541

>Bonus: 'Straylian Attitude - The laid back nature of a primarily Australian religion makes converting all nonbelievers easier for you.

>Detraction: Sparse Population - You started in a region that has very little population, so you don't have as many followers to start with.

>Divine Armies:

[10 Orca Riders:

50 HP

10 Naval Attack

+Ability to cross oceans]

[+Ship: Can Cross the Ocean to more than just Tasmania.]

[Flinder's Men:

HP: 1000/1000

Attack: 10]

>Rituals:

[Great Deity: - 10 to all Follower loss]

[SuperAussies: +2 to all conversion rolls]

[ABC: All conversion rolls will result in a minor amount of territory expansion]

Well, we'd be stupid not to follow Based Tone's guidance!

1. and 2. Throw a massive party and GET PISSED!!


 No.1581

Dice rollRolled 83, 19 = 102 (2d100)

>>1573

>Religion's Name: 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001

>Major Deity's name: 01010100 01101000 01100101 00100000 01000110 01100001 01110100 01101000 01100101 01110010 00100000 01101111 01100110 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 01110011

>Major Deity's description: A great lord that slumbers under the surface of Mars, the father of machines is the cause behind all of mankind's creations and advancements in the eyes of his worshippers.

>Fluff: The 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001 believe that all of Mankind's advancements were caused by inventors and scientists being influenced by the dreams of a slumbering being that lies under the surface of Mars. They try to get closer to this Father of Machines by replacing parts of themselves with machinery and view all mechanical objects as sacred in some way.

>Starting Location/Principle Holy Land: The Arctic

>Dogma: 01000110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00100000 01100001 01101110 01100100 00100000 01101101 01100001 01100011 01101000 01101001 01101110 01100101 00100000 01101001 01110011 00100000 01100111 01101111 01101111 01100100 00101110 00100000 01001011 01101110 01101111 01110111 01101100 01100101 01100100 01100111 01100101 00100000 01101001 01110011 00100000 01110000 01101111 01110111 01100101 01110010 00101100 00100000 01101001 01100111 01101110 01101111 01110010 01100001 01101110 01100011 01100101 00100000 01101001 01110011 00100000 01100110 01100001 01101001 01101100 01110101 01110010 01100101 00101110

>Followers: 8,869

>Bonus: Technological - Your people are very willing and able to pick up any new technology that comes along.

>Detraction: Cold Logic - You may have trouble with some potential followers because of your religion's difficulty to connect on an emotional level

>Divine Armies:[Mechanized Warriors:HP: 1000/1000 Attack: 10]

>Rituals:[Cybernetics: +5 to all rolls]

>[MegaChurch: +5 to all rolls attempting to attract followers]

>[Freezeproof: +8 to all expansion rolls in cold areas]

1)Dammit, break out the picks and hard hats, we're doing this old school.

Mines: 191/500

2)AND I DON'T CARE ABOUT PRACTICALITY, WE NEED GIANT ROBOTS TO BRING THE WORD OF OUR LORD TO THE MEATBAGS!

Try and make robots again.


 No.1582

File: 1432576803575.jpg (394.18 KB, 1913x1195, 1913:1195, OMRB_55.jpg)

>>1574

>>1575

Bring up Jane Fonda, who was posthumously declared a traitor to the United States in the 2050 Ousting of the Commies, Drives their labor further.

184/300

>>1576

You attempt to expand further. Suddenly, a fury of Kangaroos the likes that have never been seen come up from your Southeastern border, and it seems someone has trained them to box! You loose some people to the boxing kangaroos.

-218 Followers

In the mean time, you begin to recruit some people from your newly found territory.

+1716 Followers

>>1577

Unfortunately, you choose the happy city of Auchwitz to do your summer camping in. Your camp grounds happen to be pretty close to something bad. The people come in and ask what happened in these shower buildings that appear to have gas lines running to them and swastikas embedded in them. You hurriedly tell people to move along, but some of them are now suspicious of you.

-10,792 Followers

The state is already over expanded in their tax burden as it is. They can't afford to send these supplies.

>>1578

You look into trying to bolster your recruitment efforts. At first, you put out some misinformation that people are skeptical of, but then you begin a massive PR campaign That improves your image and convinces many that you are not related to the Inquisitions of the past.

Remove Inquisition Ritual

>>1580

You throw a large blowout. Many drunken Ideas a slung about, but on really sticks:

"We should Start *hick* out OWN bloody brewery." This idea sends waves throughout your people and preparations begin as soon as the hangover wears off.

Brewery: 109/300

>>1581

Your people don picks and hard hats, looking back to a less technological era to build the mines. Aided by their cybernetics, this counter-intuitive thinking pay off.

Mines: 268/500

"Look, We don't have the materials. Or the money to get the materials. Or a way to get the money for the materials. Also, calling people 'meatbags' is not a good way to win friends, for future reference."


 No.1583

Dice rollRolled 82, 98 = 180 (2d100)

>>1582

>Religion's Name: The Holy Knights of the -U-S-A-

>Major Deity's name:Jesus

>Major Deity's description:Our Lord and Savior shall help others under his wings. Those that don't accept our lord and savior however shall be treated with special care. Those that have no god to follow shall be treated with extra care from the M.B.A Associates

>Fluff:There had been reports of Christian insurgency in the -U-S-A-. The other religions masques, monasteries, and the so called churches of scientology. Many atheists had tried to leave the country enmass and even tried to escape to the Canadian Wilderness illegally. Rumour is that they started in Florida where the insurgency is still thriving and growing with every minute.~ George ,Essay of the Concerning Nature of the Insurgency of the Holy Knights of the -U-S-A-

>Starting Location/Principle Holy Land: Florida the Land blessed

>Dogma:Blood shall fall so blood will be pure agian (red)

>>Don't fill this out:

>Followers: 4356

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Ignorance - Your people will be slower to accept the technologies and sciences discovered from here on out.

>Divine Armies[Angry Rednecks:HP:1000/1000 Attack: 10: {Military Vehicles: +8 to combat rolls]}][Redneck Militia: HP: 1000/1000 Attack: 10: {Government Weapons: +5 to combat rolls}]

>Rituals:[Raiding: +2 to Combat rolls][Target practice - +2 to Combat Rolls][Terror Suspects: The Government in the United States is now working against you][Government Weapons: +5 to combat rolls][Military Vehicles: +8 to combat rolls][State Fair: +4 to all recruitment rolls][Base attraction: +3 to all Recruitment Rolls][Cletus's Construction on the Cheap: +2 to all Project Building Rolls]

Weapons Factory: 184/300

1-2 GEORGE WASHINGTON MIGHT JUST SUPPORT OUR WEAPONS MAKING BECAUSE IT'S FOR AMERICA AND FOR OUR FREEDOM


 No.1584

Dice rollRolled 1, 47 = 48 (2d100)

>Religion's Name: The Cult of Evolution

>Major Deity's name: The Will of life

>Major Deity's description: A sentient force of nature. The one that weaves evolution and causes mutations. It cares little for the affairs of the creatures of the universe and continues to do its job.

>Fluff: The cult was founded by a group of scientists that found the Will by accident. They concluded that it may be possible to harness the power of the Will and create a society based on created races and evolving themselves.

>Starting Location/Principle Holy Land: Australia

>Dogma: Progress shall be made through the shedding of our human form and evolving beyond.

>Followers: 1695+768-218+1716 (Can't be asked to do math right now)

>Bonus: Self-Starters - Because your religion is Deistic, your followers will take the burden of spreading the religion upon themselves.

>Detraction: Founded by Scientists - Because the scientists were the ones who pushed the great atheist lie, people will be more skeptical about believing more things the scientists say on the matter.

>Divine Armies:

>Rituals:

[Beneficial Mutations: +1 to combat rolls]

[Eagle Eye: +5 to all expansion rolls]

[Birdmasters: +4 to all combat rolls]

[Yawn of God: +2 to all conversion rolls]

[Bird Riders: +6 to combat rolls]

[Immunity: -20% to all follower loss]

1. Expand more

2. recruit more.


 No.1601

Dice rollRolled 78, 68 = 146 (2d100)

>Religion's Name: Vatican Section XIII - Iscariot

>Major Deity's name: God.

>Major Deity's description: Jesus Christ is in heaven.

>Fluff: For thousands of years, the Catholic Church has had 12 sections. Vatican Section III - Mathew, in charge of the collection and maintenance of holy relics and items of value. Section XII - John, in charge of interpretation of signs, miracles, and saints.

But hidden from all but the highest eschelon of the Church, existed a 13th section: Judas Iscariot.

By millenia, their charge was to defend the Holy Church from the great evils that existed in the world. Witch hunters and vampire slayers, crusaders and inquisitors. It might have taken the scientific disproval of atheism to convince the rest of the world of the existence of the supernatural, but Iscariot has fought off these evils in the name of the church long before.

And in this modern age, with a new Modern Christianity Church, and the unveiling of a thousand other heretical faiths led by pagan gods and their unholy armies, Iscariot once more rises up to the task of defending the Church from the evils that beset it, and ensuring that no darkness dare approach the light of the true faith.

Currently, while the Modern Christianity Church reorganizes itself, they have moved much of their force to Spain, in the old crusader castle of Calatrava la Nueva.

>Starting Location/Principle Holy Land: Spain

>Dogma: In our right hand, daggers and poison. In our left hand, 30 pieces of silver and a straw rope.

Don't fill this out:

Followers: 1356

Bonus: Defenders - Because your people have traditionally fought the battles of the faith, they are more prone to combat. -25% Follower loss when organizing divine armies.

Detraction: Brutal - Because of your organization's Militaristic ways, people may be a bit more skeptical of your religion

>Divine Armies:

>Rituals:

[Membership Trial: -50% Follower loss when organizing divine armies (Does not stack with bonus)]

1-2. Back to recruiting then, hopefully I catch up to at least 5k soon.


 No.1605

Dice rollRolled 18, 100 = 118 (2d100)

>>1582

Religion's Name: The Nazi Occult

Major Deity's name: Hitler

Major Deity's description: Going above and beyond (or below in this case) to achieve ascension for the Reich's glorious leader millions of souls were sacrificed to great science and occultism to grant eternal life to our Fuhrer.

Fluff: Scientists and Warlock occultism to create the perfect human race as dictated by the Hitler our ever living God and Savior.

Starting Location/Principle Holy Land: Germany

Dogma: Eliminate the lesser peoples of the world, unite the world under an Eternal Reich

Followers: 86,339

Bonus: For the State - Governments, having forgot the German Nazi Legacy, tend to like your pro-state agenda, and will aid some of your endeavors

Detraction: Prejudiced - Your disposition against certain minorities will make it very difficult for you to convert them

Divine Armies:

[Police Force:

HP: 1000/1000

Attack: 10]

Rituals:

[Gemstone: +3 to all Ritual Rolls]

[Fun Reputation: +7 to all conversion rolls]

[Trendy: +1 to all conversion rolls]

+Submarine: Can Cross All Bodies Of Water Connected to Oceans

Cloning: 159/500

State Religion: 81/500

Lab: 162/300

1 Keep Converting

2 Lab


 No.1617

Dice rollRolled 66, 65 = 131 (2d100)

>>1582

>Religion's Name: Bastism

>Major Deity's name: "Based" Tone Abbott

>Major Deity's description: A man with very big ears that makes up for in the budgie smugglers department for what he lacks in public speaking skills.

>Fluff: A long time ago in an Australia much more different than it was from today, there was rumored to be a man who ruled, called Tony Abbott. He was the last bastion of the white world before it was brought down by the Swedenists. Recently, researchers in the Mawson Station in Antarctica have dug up his legacy, and have started to treat him as a deity.

>Starting Location/Principle Holy Land: Mawson, Australian Antarctic Territory

>Dogma: Real Solutions for All Australians, and Battle Lines, by Tony Abbott

>Followers: 12,541

>Bonus: 'Straylian Attitude - The laid back nature of a primarily Australian religion makes converting all nonbelievers easier for you.

>Detraction: Sparse Population - You started in a region that has very little population, so you don't have as many followers to start with.

>Divine Armies:

[10 Orca Riders:

50 HP

10 Naval Attack

+Ability to cross oceans]

[+Ship: Can Cross the Ocean to more than just Tasmania.]

[Flinder's Men:

HP: 1000/1000

Attack: 10]

>Rituals:

[Great Deity: - 10 to all Follower loss]

[SuperAussies: +2 to all conversion rolls]

[ABC: All conversion rolls will result in a minor amount of territory expansion]

This brewery sounds like something that can finally give us some kind of income!

1. Build the brewery (109/300)

2. Expedition across Australia.


 No.1621

>>1582

>Religion's Name: 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001

>Major Deity's name: 01010100 01101000 01100101 00100000 01000110 01100001 01110100 01101000 01100101 01110010 00100000 01101111 01100110 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 01110011

>Major Deity's description: A great lord that slumbers under the surface of Mars, the father of machines is the cause behind all of mankind's creations and advancements in the eyes of his worshippers.

>Fluff: The 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001 believe that all of Mankind's advancements were caused by inventors and scientists being influenced by the dreams of a slumbering being that lies under the surface of Mars. They try to get closer to this Father of Machines by replacing parts of themselves with machinery and view all mechanical objects as sacred in some way.

>Starting Location/Principle Holy Land: The Arctic

>Dogma: 01000110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00100000 01100001 01101110 01100100 00100000 01101101 01100001 01100011 01101000 01101001 01101110 01100101 00100000 01101001 01110011 00100000 01100111 01101111 01101111 01100100 00101110 00100000 01001011 01101110 01101111 01110111 01101100 01100101 01100100 01100111 01100101 00100000 01101001 01110011 00100000 01110000 01101111 01110111 01100101 01110010 00101100 00100000 01101001 01100111 01101110 01101111 01110010 01100001 01101110 01100011 01100101 00100000 01101001 01110011 00100000 01100110 01100001 01101001 01101100 01110101 01110010 01100101 00101110

>Followers: 8,869

>Bonus: Technological - Your people are very willing and able to pick up any new technology that comes along.

>Detraction: Cold Logic - You may have trouble with some potential followers because of your religion's difficulty to connect on an emotional level

>Divine Armies:[Mechanized Warriors:HP: 1000/1000 Attack: 10]

>Rituals:[Cybernetics: +5 to all rolls]

>[MegaChurch: +5 to all rolls attempting to attract followers]

>[Freezeproof: +8 to all expansion rolls in cold areas]

1)Excellent, while not as efficient as using machinery the work will remind them of the toils our creations do for us and remind them of why we build! Continue!

Mines: 268/500

2)Have our people near Canada obtain a boat so we can travel further and trade with more people.>>1582


 No.1622

Dice rollRolled 50, 9 = 59 (2d100)

Rolls


 No.1642

File: 1432855147215.jpg (394.19 KB, 1913x1195, 1913:1195, OMRB_55.jpg)

>>1583

Your people begin to install the conveyer belts on the assembly lines. It's getting there.

Weapons Factory: 226/300

>>1584

You send a great many people to expand. Unfortunately, they are unprepared to defend themselves against boxing kangaroos, and a great many of your followers are slaughtered.

-3611

After the great beatdown, you begin to pick up the pieces and recruit more people.

+188 Followers

>>1601

You begin to recruit more people. They flock to you.

+1014 Followers

>>1605

You try to convert people, but the message doesn't really stick.

In the mean time, the are installing the gas lines to be used in your Labratory.

Lab: 248/300

>>1617

A great amount of Hops and Grains are ordered in anticipation of the completion of the brewery.

Brewery: 192/300

In the mean time, you continue to expand.

>>1621

>>1622

Your people continue progress on the mine. It extends fairly deep into the earth now.

Mine: 312/500

In the mean time, your people work on securing a boat. Unfortunately, the boat that they find is already owned by people who are not too keen on losing it, and they fight you for it. You lose some followers before your people retreat.

-634 Followers


 No.1643

Dice rollRolled 44, 74 = 118 (2d100)

>>1573

>Religion's Name: The Holy Knights of the -U-S-A-

>Major Deity's name:Jesus

>Major Deity's description:Our Lord and Savior shall help others under his wings. Those that don't accept our lord and savior however shall be treated with special care. Those that have no god to follow shall be treated with extra care from the M.B.A Associates

>Fluff:There had been reports of Christian insurgency in the -U-S-A-. The other religions masques, monasteries, and the so called churches of scientology. Many atheists had tried to leave the country enmass and even tried to escape to the Canadian Wilderness illegally. Rumour is that they started in Florida where the insurgency is still thriving and growing with every minute.~ George ,Essay of the Concerning Nature of the Insurgency of the Holy Knights of the -U-S-A-

>Starting Location/Principle Holy Land: Florida the Land blessed

>Dogma:Blood shall fall so blood will be pure agian (red)

>>Don't fill this out:

>Followers: 4356

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Ignorance - Your people will be slower to accept the technologies and sciences discovered from here on out.

>Divine Armies[Angry Rednecks:HP:1000/1000 Attack: 10: {Military Vehicles: +8 to combat rolls]}][Redneck Militia: HP: 1000/1000 Attack: 10: {Government Weapons: +5 to combat rolls}]

>Rituals:[Raiding: +2 to Combat rolls][Target practice - +2 to Combat Rolls][Terror Suspects: The Government in the United States is now working against you][Government Weapons: +5 to combat rolls][Military Vehicles: +8 to combat rolls][State Fair: +4 to all recruitment rolls][Base attraction: +3 to all Recruitment Rolls][Cletus's Construction on the Cheap: +2 to all Project Building Rolls]

Weapons Factory: 226/300

1-2 THAT'S THE SPIRIT YE GOD FEARING MEN AND WOMEN OF WAR. MAKE THIS FACTORY LIKE THE FORD FACTORY OF WEAPONS AND MAKE FLORIDA THE OLD DETROIT OF LORE WHERE MACHINES WERE ALL COMING OFF THE SHELVES BUT INSTEAD OF CARS WE BUILDING WEAPONS. WEAPONS SO THAT WE CAN ARM OUR SELVES AND OTHER CHRISTIAN FOLK.


 No.1644

Dice rollRolled 96, 39 = 135 (2d100)

>>1642

>Religion's Name: 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001

>Major Deity's name: 01010100 01101000 01100101 00100000 01000110 01100001 01110100 01101000 01100101 01110010 00100000 01101111 01100110 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 01110011

>Major Deity's description: A great lord that slumbers under the surface of Mars, the father of machines is the cause behind all of mankind's creations and advancements in the eyes of his worshippers.

>Fluff: The 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001 believe that all of Mankind's advancements were caused by inventors and scientists being influenced by the dreams of a slumbering being that lies under the surface of Mars. They try to get closer to this Father of Machines by replacing parts of themselves with machinery and view all mechanical objects as sacred in some way.

>Starting Location/Principle Holy Land: The Arctic

>Dogma: 01000110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00100000 01100001 01101110 01100100 00100000 01101101 01100001 01100011 01101000 01101001 01101110 01100101 00100000 01101001 01110011 00100000 01100111 01101111 01101111 01100100 00101110 00100000 01001011 01101110 01101111 01110111 01101100 01100101 01100100 01100111 01100101 00100000 01101001 01110011 00100000 01110000 01101111 01110111 01100101 01110010 00101100 00100000 01101001 01100111 01101110 01101111 01110010 01100001 01101110 01100011 01100101 00100000 01101001 01110011 00100000 01100110 01100001 01101001 01101100 01110101 01110010 01100101 00101110

>Followers: 8,869

>Bonus: Technological - Your people are very willing and able to pick up any new technology that comes along.

>Detraction: Cold Logic - You may have trouble with some potential followers because of your religion's difficulty to connect on an emotional level

>Divine Armies:[Mechanized Warriors:HP: 1000/1000 Attack: 10]

>Rituals:[Cybernetics: +5 to all rolls]

>[MegaChurch: +5 to all rolls attempting to attract followers]

>[Freezeproof: +8 to all expansion rolls in cold areas]

1)Continue digging.

Mine: 312/500

2)Damn……Build a buisness in Cananda and sell superior technology to the locals so we make money for use in the aquisition of raw materials.


 No.1647

Dice rollRolled 82, 13 = 95 (2d100)

>>1642

>Religion's Name: Bastism

>Major Deity's name: "Based" Tone Abbott

>Major Deity's description: A man with very big ears that makes up for in the budgie smugglers department for what he lacks in public speaking skills.

>Fluff: A long time ago in an Australia much more different than it was from today, there was rumored to be a man who ruled, called Tony Abbott. He was the last bastion of the white world before it was brought down by the Swedenists. Recently, researchers in the Mawson Station in Antarctica have dug up his legacy, and have started to treat him as a deity.

>Starting Location/Principle Holy Land: Mawson, Australian Antarctic Territory

>Dogma: Real Solutions for All Australians, and Battle Lines, by Tony Abbott

>Followers: 12,541

>Bonus: 'Straylian Attitude - The laid back nature of a primarily Australian religion makes converting all nonbelievers easier for you.

>Detraction: Sparse Population - You started in a region that has very little population, so you don't have as many followers to start with.

>Divine Armies:

[10 Orca Riders:

50 HP

10 Naval Attack

+Ability to cross oceans]

[+Ship: Can Cross the Ocean to more than just Tasmania.]

[Flinder's Men:

HP: 1000/1000

Attack: 10]

>Rituals:

[Great Deity: - 10 to all Follower loss]

[SuperAussies: +2 to all conversion rolls]

[ABC: All conversion rolls will result in a minor amount of territory expansion]

Let's get the Brewery done!

1. Build the brewery (192/300)

2. Expedition across Australia.


 No.1648

Dice rollRolled 40, 3 = 43 (2d100)

>>1642

>Religion's Name: Vatican Section XIII - Iscariot

>Major Deity's name: God.

>Major Deity's description: Jesus Christ is in heaven.

>Fluff: For thousands of years, the Catholic Church has had 12 sections. Vatican Section III - Mathew, in charge of the collection and maintenance of holy relics and items of value. Section XII - John, in charge of interpretation of signs, miracles, and saints.

But hidden from all but the highest eschelon of the Church, existed a 13th section: Judas Iscariot.

By millenia, their charge was to defend the Holy Church from the great evils that existed in the world. Witch hunters and vampire slayers, crusaders and inquisitors. It might have taken the scientific disproval of atheism to convince the rest of the world of the existence of the supernatural, but Iscariot has fought off these evils in the name of the church long before.

And in this modern age, with a new Modern Christianity Church, and the unveiling of a thousand other heretical faiths led by pagan gods and their unholy armies, Iscariot once more rises up to the task of defending the Church from the evils that beset it, and ensuring that no darkness dare approach the light of the true faith.

Currently, while the Modern Christianity Church reorganizes itself, they have moved much of their force to Spain, in the old crusader castle of Calatrava la Nueva.

>Starting Location/Principle Holy Land: Spain

>Dogma: In our right hand, daggers and poison. In our left hand, 30 pieces of silver and a straw rope.

Don't fill this out:

Followers: 2370

Bonus: Defenders - Because your people have traditionally fought the battles of the faith, they are more prone to combat. -25% Follower loss when organizing divine armies.

Detraction: Brutal - Because of your organization's Militaristic ways, people may be a bit more skeptical of your religion

>Divine Armies:

>Rituals:

[Membership Trial: -50% Follower loss when organizing divine armies (Does not stack with bonus)]

1-2. keep Recruiting.


 No.1661

Dice rollRolled 19, 5 = 24 (2d100)

>>1642

>>1642

Religion's Name: The Nazi Occult

Major Deity's name: Hitler

Major Deity's description: Going above and beyond (or below in this case) to achieve ascension for the Reich's glorious leader millions of souls were sacrificed to great science and occultism to grant eternal life to our Fuhrer.

Fluff: Scientists and Warlock occultism to create the perfect human race as dictated by the Hitler our ever living God and Savior.

Starting Location/Principle Holy Land: Germany

Dogma: Eliminate the lesser peoples of the world, unite the world under an Eternal Reich

Followers: 86,339

Bonus: For the State - Governments, having forgot the German Nazi Legacy, tend to like your pro-state agenda, and will aid some of your endeavors

Detraction: Prejudiced - Your disposition against certain minorities will make it very difficult for you to convert them

Divine Armies:

[Police Force:

HP: 1000/1000

Attack: 10]

Rituals:

[Gemstone: +3 to all Ritual Rolls]

[Fun Reputation: +7 to all conversion rolls]

[Trendy: +1 to all conversion rolls]

+Submarine: Can Cross All Bodies Of Water Connected to Oceans

Cloning: 159/500

State Religion: 81/500

Lab: 248/300

1 I thought the Lab was finished with that but I guess it still needs some work. Nazi Lab

2 Convert more Germans to the Cause.




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