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File: 1366758244809.jpg-(211 KB, 501x602, cover.jpg)
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So, yeah.
Like all good games this too must come to an end. This one will probably end tonight.

I will post a summary of the shitstorm now brewing in the skies with rules.
If you are new and would like to join I'm sorry but the answer is no since there is but 1 session left however I will be back with a new game in a couple weeks so keep an eye out for it.

[P.S. I may be a bit slow to start this up, things are taking longer than expected]

P.S.S. JOIN THE CHAT OR THE ALIENS WILL EAT YOUR NATION FIRST (I will make exceptions for those posting from mobile devices of course.)
http://client00.chat.mibbit.com/#NationBuilder
>>
File: 1366758687353.pdf-(146 KB, PDF, Rules.pdf)
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Here are the rules etc. etc.

So as it stands, to quote last game "As the sun sets on this session, hundreds of new starts appear and grow slowly larger in the night sky as a massive fleet of ships take up high orbit around the planet"

Basically, turns out the GodKiller was mistranslated a bit and it actually summons a fleet of humans (because it turns out the first era of this planet that you were recovering from the dark age of was a sci-fi society) to both protect humans here and purge mutations to protect the genome. Also turns out you are all mutants to the genome. This has spawned a space race leaving many dead on launchpads and entire cities accidentally teleported into space where everyone died due to lack of oxygen (hooray for crit fails).

On the plus side, the next game might be a space-based nation builder and if your civ can make it into space alive tonight you can keep playing them (or let them die and do something new).
>>
File: 1366759037407.jpg-(1.46 MB, 3600x1620, I.jpg)
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And here's the map, go ahead and post actions (I'm going to wait a turn before the space invaders do anything)
>>
Rolled 53, 53, 80, 12 = 198

Lion Juju checking in!

1-2: Research smoking pipes
3-4: Mine some of dat sweet sweet mithril

Wealth:{4}
Pop:{2}
Civ Tech:{3} Basic Medicide, Masonry, Steam engine
War Tech:{19} Naval Boarding Parties, Better bullets, Full Super Auto, Close Order Formation, Bolt action rifles, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Stability:{10}
Commerce:{7} Mass reefer
Infrastructure:{2}
Religion: Rastafari

4 Armies
0 Navies

Gold mine (1/8)
Mithril mine (1/3)
>>
Rolled 74, 42, 94, 72 = 282

Wintermen Fight false star with Giant Ice Ball

1-4) Wintermen priest aks great spirit for a way to fire giant ball of ice at new stars. (transforming ocean water into comet sized weapon then firing them at ships in orbits)
>>
Rolled 36, 20, 26, 42 = 124

Here!

1. 4. Continue Into Space (13/19)
>>
Rolled 90

The Makers mourn the loss of leadership of CogHolme and move their armies into the reagion to stablize and reassure the people that live there that there will be order in these dificult times. Odin and Pontus will reassure King Cog that everything will be fine.

(making CogHolme a vassal until he gets back)
>>
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Rolled 5, 27, 59, 19 = 110

Name: Scorpion Clan
Leader:Daimyo Hirmoshiri Kobai
Location:Eastern Mountains
Color:Turquoise
Fluff: Vengeance is our way
Population:2
Wealth:4
Infrastructure:4

Castle:
Great Hold of the Scorpion Clan-+5 defense

Cities:
City of the Onyx Scorpion
City of the Iron Scorpion

Current vessel:
1 Naval Ship

Armies:


Military Equipment:
+4 Improved Steel O-Yoroi Fullplate
+3 Leather Arming Jack
+5 Upgraded Steel Katanas
+3 Steel Tantos
+3 Missiles
+8 rifles
+4 Mining Explosives
+1 Single Combat training
War Phalanx +3 war against enemies without guns
+1 Close Order Formation Training
+2 Greek Fire
+1 Def Pikes:
+3 bows
+6 war Master Crafted Naginatas
+2 War Scorpion Ballistae
+5 Elite Training
+1 War Napalm

Naval Technology:
+1 War Basic Naval Technology
+1 Naval War Boarding Actions
+1 Naval War Ringforts
+3 Missiles
+4 Mining Explosives

Technologies and Advancements:
Scorpion Clan Ninjutsu-+10 War Tech
Defense of the Dark Veil-+8 Defense
God killer (3/10)
Improved Steel: +1 to Steel Weapons and Tools
Steam Engine 3/4


Civilization Technology:
+3 improved paper
+2 Improved Medicine
+3 Civ School System
+2 Civ Tax System Steel
+2 Civ Steel Tools
+3 improved paper
+2 Improved Medicine
+3 Stab Scientific Theory
+1 War Lab Safety
+1 Hazardous Waste Containment


Special Technology:
Nuclear Weaponry

Resources:
+16 Defense
+63 land war technology
+10 naval war technology
+22 Civilization Technology

We have appeared from our curse in a time of great peril!

1.) We trade with the Lion for technology on the improved rifles as agreed.
2-4.) We attempt for the clan to adapt the strange future technology surrounding the future nuclear weapon in resisting the foreign entity from the celestial heavens. In turn we wish to go deeper into the mountains and make a giant bunker fortress to outlast the end.
>>
>>24423963
Wintermen forgot about technology please forgive them they not too bright.

CivTech: Whaling +1; Ice Construction+2; Portable shrines +1; whaling boats +3
Defense: harsh winter +3; dig +1
War: Camouflage +2; Bear Cavalry +2; Night Raid +2
Wealth: 0
Pop: 3
Civ Tech: 7
WarTech:6
Rec: 0
Defenses: 4
Armies: 1
Navies: 0
Inf: 1
Com: 0
Stability: 7
>>
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Rolled 95, 97, 61, 85, 83, 34 = 455

Wealth: 5
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 26
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used,
Inf: 22
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)

Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:7
Gold Mine (4/7)

A missive is sent to the nation of Mon Grayr. A request is made to the council of aid in attaining flight into space, and scientists are asked for in the study of an ancient space ship found.

1-2. The Magician's Academy (x2 magic research) is given orders to research into crystals. Seeing if they have the ability to store humans for long periods of time, without ill affects.
3-4. Try to use Waldo's natural ability of being hard to find to create some sort of cloaking field.

Vassal State
1-2. Bring the spaceship to the capital.
>>
File: 1366761361803.gif-(2.94 MB, 300x168, Alien Invasions.gif)
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Rolled 62, 75, 13, 73 = 223

Its happening!

1. - 4. Miniaturize our giant Tesla lasers, so small that our men can carry them around like rifles.
>>
Rolled 56, 6, 1, 36 = 99

The Technofederation

1/2- Develop Magical Space Program. FOIS (4/18)
3- Use genome plan to become perfected True Humans.
4- Build Army.

0 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)
Whaling (+1 Civ Tech)
Unspecific Ancient Tech (+2 Civ Tech)

Current Projects:
FOIS (4/18)

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)
GodKiller Language
True Human Genome Map

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
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Large Metal birds have been spotted flying low over every major city with things falling out of their underbellies. Upon closer inspection they are pamphlets dropped by the space men requesting envoys meet them at the beacon south of the Cossack Horde so they may witness your culture and see if you are worthy of joining their society.
>>
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>>24423819
Lion
Pipes: +2 civ tech, you have 1 Mithril (1/3)
>>24423963
Wintermen
giant ice ball magic (3/10)
>>24424017
redaeth
A rocket catches fire and explodes over a preschool. Everyone is fine except for a janitor who caught a piece of shrapnel the size of a car in his face. Cogholme accepts the your new dominion. Because I haven't seen his stats in ages and they aren't in the 4 most recent threads I'll say the vassal has 10 wealth, 2 armies, King Cog with the rules that apply (idk what) and a Loyalty of 9
>>24424304
Scorpion
Deep bunker ark (1/7)
>>24424496
Inferno
You can indeed store people in crystals and it appears you can do so indefinitely. However a mage will need to be on hand for all extractions.
Cloaking field (2/6).
Spaceship is brought to the capital. Mon Grayr says he supposes he could spare some scientists, but what would he get out of it?
>>24424510
Maritem
Tesla-Minis +6 war tech.
>>24424657
FOIS(5/18).
Everything you try to genetically modify turns into a horrible grotesque monster that wants nothing more that to kill everything. They destroy the Adventure Corps and any attempts to continue genetic modification will cause widespread rebellion (a whole half of your dozen or so people will leave).
>>
Rolled 19, 26, 94, 81, 4, 43 = 267

1. 4. Continue Into Space Use 5 wealth of our vassal. (13/19)

CogHolme:
5.6.
Mine the Gem Mine of the Makers (0/3)
>>
Rolled 57, 58, 73, 65 = 253

The Technofederation

1/2- Develop Magical Space Program. FOIS (5/18)
3- Concentrate magicks on creating a Superhuman Wizard hero.
4- Call for the world's heroes without a land to call their own to converge in TechnoFed.

0 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)
Whaling (+1 Civ Tech)
Unspecific Ancient Tech (+2 Civ Tech)

Current Projects:
FOIS (5/18)

Completed Projects:
Godkiller
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)
GodKiller Language
True Human Genome Map

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 45, 25, 41, 65 = 176

>>24424795
Priest happy with progress more prayer are needed.
1-4) Pray more, wintemen needs way to fight the flase star. (everything on giant ice ball magic)

CivTech: Whaling +1; Ice Construction+2; Portable shrines +1; whaling boats +3
Defense: harsh winter +3; dig +1
War: Camouflage +2; Bear Cavalry +2; Night Raid +2
Wealth: 0
Pop: 3
Civ Tech: 7
WarTech:6
Rec: 0
Defenses: 4
Armies: 1
Navies: 0
Inf: 1
Com: 0
Stability: 7
>>
Rolled 64, 65, 48, 35 = 212

>>24424795
1: Create Mithril plated armor
2-3: Research improved boats
4: Purebreed the lions further to get better traits (muscle tone, speed, size)

Wealth:{4}
Pop:{2}
Civ Tech:{5} Basic Medicide, Masonry, Steam engine, Wooden Smoking Pipes
War Tech:{19} Naval Boarding Parties, Better bullets, Full Super Auto Rifles, Close Order Formation, Small Squad Based Cohesive Firing Tactics+
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Boats:
Stability:{10}
Commerce:{7} Mass reefer
Infrastructure:{2}
Religion: Rastafari

4 Armies
0 Navies

Gold mine (1/8)
Mithril mine (2/3)
>>
Rolled 5, 2 = 7

>>24424795
I roll to summon peter the great
>>
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Rolled 92, 40, 95, 16 = 243

We of the Scorpion Clan shall attend the meeting at the beacon.

1-2.) Attempt genetic modification on what is given to us from the TechnoFederation.
3-4.) We improve our bunker just in case the end is truly upon us.
>>
Rolled 14, 100, 97, 64 = 275

>>24424795
Wealth: 9
Pop: 13
Civ Tech: 60
Land War Tech: 44
Naval War Tech: 31
Rec: 0
Defenses: 2
Armies: 15
Navies: 9
Inf: 21
Com: 48
Stability: 8

The Archduke received the pamphlet that fell from the metal birds early in the morning. He spent much of the day in his chambers, reading the pamphlet, staring at it, even tasting it. Around 5, he had made his decision. He ordered almost 100 trade liners to be filled with booze, whores, drugs, more booze, confetti, and even those tiny little party hats.

They were going to sail to the arranged meeting place, and through the bitchinest party ever.

1. - 4. We're gonna throw the biggest party this side of Maritem at the arranged meeting place!
>>
We send a delagation of Makers and Cogholme to the Maritem's party.

Oh and I guess we meet the aliens too. Thats not very important though
>>
Rolled 42, 54, 67, 1 = 164

At the Conference/Meeting:

1- Try to encourage them to drink more, hopefully to the point of drunkeness.
2- Tell them the epic tale of our peoples, from rise of the Great Library, leylines, betrayal, us summoning them attempting to kill the gods that had forsaken us, our brave survival, our attempts to become like them and remain strong, etc.
3- Do it in epic poem form.
4- Do an awesome magic spell to wow them.
>>
Rolled 89, 29, 33, 37 = 188

>>24425318

Meanwhile at the party:

1. - 4. Booze-related damage control.
>>
Rolled 4, 44, 8, 79 = 135

>>24425318
1-4. Use our own magic to negate the affects of Technofederation's disaster.
>>
Rolled 28, 1, 79, 68 = 176

Party down with Odin, Pontus and King Cog.

This place will be shaking.

Literally
>>
File: 1366764157518.jpg-(64 KB, 276x202, Bayushi_Rentatsu.jpg)
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Rolled 34, 43, 46, 100 = 223

1-2.) Attempt to calm the foreign space travellers from the social blunders.
3-4.) Attempt to persuade the aliens to see reason in allowing their planet to join them in a peaceful manner.
>>
File: 1366764814600.jpg-(20 KB, 400x242, 10320567-advanced-futuris(...).jpg)
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The meeting with the invaders is going well. Some have removed helmets to partake of the delicious booze Maritem has brought (you see that they look a lot like your kind but are a bit different in ways I'm not creative enough to make up). They are even some light joking and banter going on. That is, until the techno federations lead ambassador got up on the table after a bit too much to drink and shouted “Hey, look at this”. At first his drunken poetry is amusing but then he tried to do magic. All of the invaders stop laughing and there is the sound of 1,000 weapon safeties being switched off at once. Inferno's Mages attempt to stop it, with magic. Suddenly the entirety of the TechnoFed and Inferno delegation are now on the ground and fulled with burning holes.
But it wasn't all bad. Acting quickly and being mostly completely confused a couple of the Maritem envoys who had been enjoying the booze too much and had been at enough bad parties to know what was about to happen pulled the leader of the aliens (rather roughly, but this was ignored in light of the circumstances) into a fort they had quickly made out of over turned tables. It amazed everyone how quickly and efficiently they did this. The scorpion clan also gained a good impression when their envoys drew swords and took defensive stances around the alien civilians in the confusion.
However as the Makers sought to salvage the situation by bringing in 3 weaponized titans the aliens didn't even both with an explanation and quickly brought the Lion, Maritem and Scorpion parties aboard they vessel and bailed quickly. Makers, Inferno and TechnoFed may no longer attempt negotiations. Matitem and Scorpion have a bonus to do so. Lion is neutral still.
>>
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>>24424835
Makers
The mine collapses horribly and cogholme loyalty is now 8 after you stole their wealth and forced them into the mines. You have a space program though. Now you just need to actually build/launch things into space (4 successes total, any failures, no matter how small, will still ruin progress on that launch attempt) After you get 3 up there successfully it will be a single action.

>>24424873
Techno
FOIS (7/18)
SHWH (wizard guy) (1/7)
You light the beacon to converge. The only result is a homeless man named Steve who has been wondering alone with a dog named Thomas.

>>24424874
Winter
(4/10). Maybe if you sacrificed some narwhals or something it would help.

>>24425025
Crit fail, you and everyone you love dies.

>>24424945
Lion
Mithril armor +6 war tech. improved boats +2 civ tech.

>>24425113
Scorpion
Genetic modification (1/5), Bunker (3/7)
>>
Rolled 57, 30, 39, 40 = 166

The Technofederation

1/2- Develop Magical Space Program. FOIS (7/18)
3- Continue SHWH project (1/7)
4- Train Steve and his dog to be the heroes they've always wanted to be.

0 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)
Whaling (+1 Civ Tech)
Unspecific Ancient Tech (+2 Civ Tech)

Current Projects:
FOIS (7/18)

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)
GodKiller Language
True Human Genome Map

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
Rolled 55, 5, 46, 89, 84, 22 = 301

>>24425822
1.4. Space Program. Build SPACE GOLEMS! (With living quarters)

1.2
CogHolme Find more riches beneath the earth. Have Odin aid them.
>>
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Rolled 42, 65, 18, 55 = 180

1-2.) We continue on the genetic modification path.
3-4.) Our bunkers will be completed at all behest.
>>
Rolled 23, 94, 42, 18 = 177

>>24425822
Great Spirit want narwhal he gets narwhal
1) catch narwhals
2-3) sacrifice narwhal and pray to great spirit for weapon
4)Use narwhals horn as lance for animal riders.
>>
Rolled 89, 22, 71, 80 = 262

1. - 3. Build a massive defensive network in and around Maritem city. Trenches, walls, fighting positions, entrenched Tesla lasers, the works
4. Try to work on some sort of transportation using what some are calling an "internal combustion engine."
>>
Rolled 79, 7, 59, 48 = 193

>>24425822
1-2: Build boats, all the boats
3-4: Research city walls

Wealth:{4}
Pop:{2}
Civ Tech:{7} Basic Medicide, Masonry, Steam engine, Wooden Smoking Pipes, Improved boats
War Tech:{25} Naval Boarding Parties, Better bullets, Full Super Auto Rifles, Close Order Formation, Small Squad Based Cohesive Firing Tactics+, Mithril armor
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Boats: Improved
Stability:{10}
Commerce:{7} Mass reefer
Infrastructure:{2}
Religion: Rastafari

4 Armies
0 Navies

Gold mine (1/8)
Mithril mine (2/3)
>>
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The Scorpion Clan shows the alien ambassadors the entirety of the City of the Iron Scorpion and the Sanctum of the Onyx Scorpion. They would show them the beauty and of their architecture through the mountains and their advancement in their defenses. The battles of the past that have dawned statues to signify the spirits of dead warriors against the mad lich wizard. They do reveal the inner sanctum of the Scorpion to the aliens and reveal their great tradition of subterfuge and assassination. They speak in the Sanctum of their quest for freedom and hardships. Lastly they show the aliens of what they had found in new age technology and that even in its destructive nature they have dared not use it for the sanctity of life on the planet.
>>
Rolled 2, 18, 65, 34, 26, 88 = 233

>>24425822
>Wealth: 3
>Pop: 7
>Civ Tech: 51
>War Tech: 85
>Army tech:65
>Navy Tech:20
>Rec: 3
>Defenses: 26
>Armies: 6
>Navies: 0
>Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used,
>Inf: 22
>Com: 12
>Stability: 7
>Gold Mine(1/8)
>Ruby Mine(0/3)
>Vassal State:
>Pop:3
>Defense:1
>Infra:3
>Occupying armies: 6
>Loyalty:7
>Gold Mine (4/7)

1-2. Complete cloaking field (-2 wealth)
3-4. Study Space ship, direct repairs
Vassal state
1-2. Attempt repairs of space ship
>>
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The Maritem envoys show the aliens the City of Maritem. They start with showing them the docks, the busiest and most advanced in the world. Afterwards, they head up to the garrison, where they show the aliens a good view of the defensive networks being built. The envoys swear that "We didn't know you guys were so friendly, so we started building walls and trenches." The group then heads to the national labs, where they are shown the finest in Maritem technology, they are even allowed to test-fire a Tesla Rifle. They then head to the government offices, where they have a meeting with the archduke, whom tells them an abridged version of Maritem history. After they are finished with meeting the archduke, they whole group, archduke and government officials included, head down to the party district and show the aliens around. Showing the aliens around involved a lot of drinking.
>>
The people of Lion Juju invite the alien peoples to our lands, we polish all of our bells and whistles and prepare a display of our national pride. When they arrive, the locals give them gifts of herb and food, making them feel welcome and friendly.
>>
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>>24425860
TechnoFed
FOIS (8/18)
>>24425913
makers
You have space golems, but then you don't. CogHolme finds a gold mine (0/10).
>>24425916
Scorpion
Genetics (2/5). Bunker(4/7)
>>24425928
Winterman
(6/10) on ice ball, narwal seems to work.
>>24425966
Maritem
Defensive Lines (2/6) +6 defense. Cars (1/3)
>>24426084
lion
Boats, +3 naval tech. City walls, +1 defense (you can improve them)
>>24426411
Inferno
Waldo disappears with all the cloak research and the 2 wealth. You may not pursue it any longer and since he was found in cossack territory, they lose 1 loyalty. With electricity you briefly get the dashboard clock to turn on. You also manage to patch up the wings a bit.
>>24426517
>>24426575
>>24426320
The Scoprion Clan and Maritem people are assured of peace if things continue as they are.
Lion's people are given the same promise but viewed as primitives.
>>
Rolled 20, 13, 13, 11 = 57

The Technofederation

1/2- Develop Magical Space Program. FOIS (8/18)
3/4 Continue SHWH project (1/7)

0 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)
Whaling (+1 Civ Tech)
Unspecific Ancient Tech (+2 Civ Tech)

Current Projects:
FOIS (8/18)
SHWH (1/7)

Completed Projects:
Godkiller
Adventure Corps
Leyline Communication Network
Large Magical Automatic Defense System (+10 Defense)
GodKiller Language
True Human Genome Map

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
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Rolled 46, 73, 68, 82 = 269

1-2.) We continue on the road to perfection through genetic enhancement
3-4.) We continue perfecting our bunkers for possible destruction.
>>
Rolled 25, 85, 32, 61 = 203

>>24426654
Praise be great spirit.
1-3) More marine animal sacrifice to great spirit for way to fight against false stars
4) attempt to ride killer whale to have naval rider
>>
Rolled 21, 53, 85, 75 = 234

>>24426654
1-3: Amass a great navy armed with our super auto rifles
4: Encourage reproduction, have priest support it through religion

Wealth:{4}
Pop:{2}
Civ Tech:{7} Basic Medicide, Masonry, Steam engine, Wooden Smoking Pipes, Improved boats
War Tech:{25} Naval Boarding Parties, Better bullets, Full Super Auto Rifles, Close Order Formation, Small Squad Based Cohesive Firing Tactics+, Mithril armor
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Naval Tech:{3} Boats:Improved
Stability:{10}
Commerce:{7} Mass reefer
Infrastructure:{2}
Religion: Rastafari
Defense:{1} City Walls

4 Armies
0 Navies


Gold mine (1/8)
Mithril mine (2/3)
>>
Rolled 60, 43, 82, 33 = 218

>>24423563

Here goes

Wealth: 3
Pop: 3
Civ Tech: 49

War tech:
Naval; 18
Land; 44

Rec: 0
Defenses: 3
Armies: 2
Navies: 0
Inf: 0
Com: 0

Special: N/A

Current Projects: Trans national Railway (1/3)

Stability: 7

Civ Tech: Advanced Mining+4, cartography +2, masonry +2, printing press + 4, paper+2, medicine +3, Centralized EDU. +6, Scientific method +3, Steam engine +4, Refined coal usage+6, replacable parts +3, Crystal Communication +5 Railway +2,Superior Hulls +3

Naval; Greek Fire +1, Ballistas+2, Maps+1, boarding parties+1, cartography+1, Cannons +4, steam-powered boats +2, Ironclads +3, Superior Hulls +3,
Land; Dirigibles+1, Greek Fire +1, Ballistas+2, Maps+1, Steel weapons +3, Steel Armour +2, Steam-powered gatling ballista +4, close order formation +1, Thunder Crossbows+2, Cannons +4, semi-auto rifles +9, replaceable parts +3 Steam tank +5, steel carriages +3,

Defenses: Castle +3

Infrastructure: 0

Resources: Gem mine 1/5

Commerce: 0

Actions:

1: seeing as the end of the world seems nigh orders go out for miners and diggers to begin construction of a massive underground chamber into which will be moved as many items essential to life as possible.
2: Seeing as there's even more pressing need now efforts are stepped up on finishing the railroad.
3: Continue mining the gold mine, even in these dark hours money is needed to pay the workers.
4. Begin development on some sort of defense in the event that the metal birds sighted by others will at least have a harder time invading the Steppe tribe territories.

Fluff: The great rider of the tribes is quick to accept the outsider's efforts and does as asked showing the few cities of the tribes, cleaned near constantly by members of the Great Clans, he hopes that this display will show the aliens that his people are not the primitives they seem and in fact have much knowledge and take pride in their lands.
>>
Rolled 75, 59, 91, 24 = 249

>>24426654

1: Continue attempting to summon Ronnie James Dio, the Rainbow in the Dark. (2/4)
2: Implement mass-production techniques in all Confederate factories
3: Continue development of Automatic weapons.
4: Create a working Printing Press already.
>>
Rolled 37, 15, 5, 59, 78, 35 = 229

>>24425822
1.4. Space Program. Build SPACE GOLEMS! (With living quarters)

1.2
CogHolme Mine that gold, replace your own coffers and more!
>>
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Rolled 48, 55, 32, 89, 45, 53 = 322

Wealth: 3
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 26
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used,
Inf: 22
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)
Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:6
Gold Mine (4/7)
1-2. Diplomacy
3-4. Study the ship
Vassal State
1-2. Help repair the ship
>>
Rolled 39, 77, 12, 70 = 198

>>24426654
>>24426654
1. - 2. Cars (1/3)
3. Defensive lines (2/6)
4. Have the Maritem musician by the name of Freddy Bromine shamelessly steal what those in the Storm Confederation call "rock", put a little Maritem flair on it, and call it "Maritem Rock."
>>
Rolled 81

>>24426940
>>
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NOTE: FROM THIS POINT ON TONIGHT i WILL BREAK MY CARDINAL RULE AND BEGIN KILLING NATIONS

>>24426687
technoFed
no :(
>>24426727
Scorpion
Genetics (3/5). Bunker(6/7)
>>24426762
winter
8/10 ice ball. Killer-whale mounts +3 war tech
>>24426780
lion
+2 navies, +1 pop
>>24426809
United
Underground haven (1/10), +3 wealth Gem Mine (2/5)
>>24426823
Boss
Dio(3/4), I don't think you have factories but you can build one now. How-ever many you had in automatic weapons add one.
>>24426851
No, space golems are bad and will not work. +1 wealth, (1/10)
>>24426866
Inferno
You grasp the concept of space flight from the vessel. You repair the windows.
>>24426940
Inferno
cars(2/3).
You steal the music of rock, but your version is kinda lackluster in comparison.
>>
Rolled 86, 56, 23, 49 = 214

>>24427189

1: Develop concrete
2: Develop steel-reinforced buildings
3 Finish automatic weapons
4: Finish summoning Dio.
>>
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Rolled 30, 29, 99, 93 = 251

1-3.) We continue on the path as usual to genetic perfection.
4.) We finish our bunkers for those less fortunate to see reason to leave this planet.
>>
Rolled 20, 44, 66, 50, 35, 77 = 292

>>24425822
1.4. Space Program. Fine, be boring, regular old space ships.

1.2
CogHolme Mine that gold, replace your own coffers and more!
>>
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Rolled 88, 29, 90, 59 = 266

1-4.) "The Scorpion humbly beg that the exalted celestial ones spare the TechnoFederation from destruction due to their use of magic. They have been misled by many and are in heart a nation of those who deserve their chance amongst the stars."
>>
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In a quick war ending in an orbital bombardment, the country of Leylines is leveled in less than a day.
>>
Rolled 68, 48, 15, 34 = 165

>>24427189
Maritem may have stolen rock, but they could never steal the soul the musicians of the Storm Confederation play with.

1. Cars (2/3)
2. - 4. Defensive Lines (2/6)
>>
Rolled 24, 19, 5, 5 = 53

>>24427189
1-4) Last sacrifice and prayer effort are made to the great spirit as tribesmen all over the ice prepare for great fight against false stars. (trying to finish this)
>>
Rolled 41, 40, 77, 21 = 179

>>24427189

Fluff: Recent contact with a people known as the technofederation has led to peaceful negotiation, a trade delegation eventually moves to the Steppe Capital. After a few days a sudden flurry of activity appears in the capital.

Soon after that the Great Rider appears for a speech, saying that he is too old and this world too different from the one that existed when he was placed in power as such he is giving his last orders today. Afterwards a number of representatives from the distant Technofederation will be arriving to begin amalgamation of the two empires, an equal senate will be formed with the single newly grown empire as its focus of protection.

final actions:
1-2: Work on finishing up the underground haven, putting 3 wealth in this to hopefully triple the end result of success
3-4 continue work on the railroad
>>
Rolled 17, 99, 67, 79 = 262

>>24427189
1-4: Breed the lions, begin attempting to create a super breed of lion with blessed ability.

Wealth:{4}
Pop:{3}
Civ Tech:{7} Basic Medicide, Masonry, Steam engine, Wooden Smoking Pipes, Improved boats
War Tech:{25} Naval Boarding Parties, Better bullets, Full Super Auto Rifles, Close Order Formation, Small Squad Based Cohesive Firing Tactics+, Mithril armor
Lions: +3, Bigger, Cavalry, Swifter, Chem with riders
Naval Tech:{3} Boats:Improved
Stability:{10}
Commerce:{7} Mass reefer
Infrastructure:{2}
Religion: Rastafari
Defense:{1} City Walls

4 Armies
2 Navies


Gold mine (1/8)
Mithril mine (2/3)
>>
Rolled 92, 96, 69, 41 = 298

The Technofederation has decided, after speaking to their Scorpion brothers and seeing the beauty of the natural development of the great Steppe warriors that have asked for their leadership, to leave behind superstition and magic and embrace their namesake: Technology. The Godkillers have done their job in destroying the idea that we need magic and the gods and, as such, we destroy all projects involving magic and instead now work towards the glory of learning and science.

1- Construct the Great Library as a monument to our new enlightenment.
2- Re-establish the Adventure Corps
3- Ask True Humans to forgive us and help us become like them.
4- Build giant gundam style mech.

0 Wealth
1 Pop
0 Inf
10 Defense
5 Stability
1 Commerce
4 Civ Tech
2 War Tech
1 Army

Resources:
None

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)
Whaling (+1 Civ Tech)
Unspecific Ancient Tech (+2 Civ Tech)

Current Projects:
None

Completed Projects:
Godkiller
GodKiller Language
True Human Genome Map
>>
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Rolled 96, 100, 74, 35, 73, 19 = 397

Wealth: 3
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 26
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used,
Inf: 22
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)
Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:6
Gold Mine (4/7)

Send a message to Mon Grayr, tell them of what befell Leyline and offer them rooms on the ship.

1-2. Use the slag metal (3) from the first god-killer battle field to repair the ship.
3-4. Use Crystals to fuel the ship.
Vassal
1-2. Repair the ship
>>
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IMPORTANT: The Aliens offer one last chance for those not yet friendly with them to reconcile. counts as action.

>>24427235
Boss
civ-tech +3 steel construction, also +3 concrete
>>24427238
Scorpion
Genetic perfection, within 1 turn your entire (small) civilization will be composed of pure humans. Bunkers done, they will shelter about 1 population worth of people.
>>24427253
makers
You have built a space ship, you can try to launch it now, +1 wealth, (2/10)
>>24427350
Maritem
cars, +10 civ tech, +4 commerce. No defense
>>24427354
Winter
You manage to create a massive ball of ice which launches into the sky, only to fall and crush the narwhal tribe on the coast. You could probably make another one if you killed a lot of narwhals (seems the great spirit doesn't like narwhals) also lose 1 pop from casualties
>>24427464
Lion
Super lions, + 12 war tech. They also swim so it counts as naval tech too.
>>24427428
United
Railroad, grants normal bonuses of defensive mobilization and +10 commerce
>>24427565
TechnoFed
You are accepted by the aliens. Adventure Corps is established. The Humans offer to train them in Space-based adventures. Great Library built, doubles tech rolls.
>>24427596
Inferno
Ship repaired, functional and ready for launch. You could probably also build more based on it.
>>
>>24427727
The Commissar LIVES!
>>
Rolled 49, 75, 20, 17 = 161

>>24427727
1-4) Capture every narwhal we can find, take them with tribes to pole sacrifice them to launch pole at False Star with tribe on it to fight them on home turf
>>
Rolled 9, 59, 68, 71 = 207

>>24427802
forgot stats
CivTech: Whaling +1; Ice Construction+2; Portable shrines +1; whaling boats +3
Defense: harsh winter +3; dig +1
War: Camouflage +2; Bear Cavalry +2; Night Raid +2; Killer-Whale +3
Wealth: 0
Pop: 2
Civ Tech: 7
WarTech:6
Rec: 0
Defenses: 4
Armies: 1
Navies: 0
Inf: 1
Com: 0
Stability: 7
>>
Rolled 24, 20, 44, 79 = 167

The Technofederation informs the True Humans that the Steppe warriors have joined us in salvation and that we accept the training of our Adventure Corps.

1- Send Adventure Corps to recover great artifacts of world civilizations to bring to our great library. (1 wealth)
2- Ask aliens if we can have their excess armor to have our forces aid in the cleansing. (1 wealth)
3- Teach True Human language to our population as the official language.
4- Demand the NPCs of the world surrender to our rescue or be annihilated. (1 wealth)

6 Wealth
4 Pop
0 Inf
3 Defense
5 Stability
1 Commerce
53 Civ Tech
2 War Tech
-Naval: 18
-Land: 44
3 Army

Resources:
Gem Mine 2/5

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)
Whaling (+1 Civ Tech)
Unspecific Ancient Tech (+2 Civ Tech)
Everything gained from the UST (49 CT/18 NWT/44 LWT)

Current Projects:
Completed Projects:
Adventure Corps
GodKiller Language
True Human Genome Map
Great Library (Doubles Tech Rolls)

Pacts:
Ley Line Alliance (Knowledge/Trade Pact)
>>
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Rolled 43, 62, 78, 85 = 268

1-4.) We finish genetic perfection to take our place as the first perfect human beings amongst our equals of our planet.

After taking our place amongst the new Exalted Host of this world we leave this planet for the future with the Celestial Host. Our future is to become truly immortal amongst the stars and with this first step we have succeeded in our goal, even in immense hardship.
>>
Rolled 22, 38, 46, 78 = 184

>>24427727
1. - 3. Try to talk the aliens into lending us technology and men to help us build a giant space colony, where we can rebuild Martiem City brick-by-brick.
4. Ask them if we can borrow some advanced weapons, maybe even a warship, so we can help them fight the magic-users.
>>
Rolled 38, 5, 88, 69, 78, 39 = 317

1. Send the Merchants Guild to 'tour' the ship the Inferno has and steal the tech that made it. Use our knowledge of how to SPACE to help them.

2. Reconcile with the aliens. We are not ready to face them quite yet.

3.4. SPACE! (Spend 2 wealth)

5.6 GOLD!

ANNOUNCEMENT.

The Makers make available our knowledge of how to SPACE known worldwide. Though they will have to start their own space programs.
>>
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"We leave this planet and inform those upon it that if you truly wish to stay and survive that we have created bunkers for such a task. We beg of you to use them."
>>
Rolled 62, 30, 97, 33 = 222

>>24427727

1: Open negotiations with the Outsiders. Show them around one of our cities and extend overtures of friendship. Keep the existence of Rock Wizards on the downlow, and if asked simply explain (Truthfully) that it's actually an advanced form of physics and referring to it as magic is more of an analogy than anything else.
2: Create a Counter-Intelligence agency
3: Improve Concrete
4: Improve Steel-reinforced building methods.
>>
Rolled 12, 7, 41, 72 = 132

>>24427727
1: Calm the people, reassure them that everything will be fine, and to just trust the chieftans.
2-4: Follow the Scorpion Clan and load onto the ships, take with us as much as we can bring, leave only small remnants of what once was.

Wealth:{4}
Pop:{3}
Civ Tech:{7} Basic Medicide, Masonry, Steam engine, Wooden Smoking Pipes, Improved boats
War Tech:{37} Naval Boarding Parties, Better bullets, Full Super Auto Rifles, Close Order Formation, Small Squad Based Cohesive Firing Tactics+, Mithril armor
Super Lions: +15, Bigger, Cavalry, Swifter, Chem with riders, Swim,
Naval Tech:{15} Boats:Improved, Super Lions
Stability:{10}
Commerce:{7} Mass reefer
Infrastructure:{2}
Religion: Rastafari
Defense:{1} City Walls

4 Armies
2 Navies


Gold mine (1/8)
Mithril mine (2/3)
>>
Rolled 83, 12, 60, 49, 59, 100 = 363

>>24427727
The Great Grand Commissar, now but an old man, wearily walked out one of the hidden entrances to the great vault complex hidden in the heart of the UCE. Foreign beings, cloaking themselves in a false ideology and claiming to be 'true' humans had appeared. As a gaggle of assistants, military personal and government functionaries waited behind him, eager for an order, any order; the Commissar sighed and pledged not to pass away until his people and his nation were safe.

1-4 Science: Develop cloning technology! Usel half of the remaining national wealth.

Vassal:
5+6 Science: Get the best thinkers together to T
theorize about a bomb with staggering destructive force!
>>
We chose at random one of our own cities, and one of those of CogHolme to join the Inferno on the ship.

If the rest die here the Makers shall not end. With them we send our finest armies, 1 of Makers and 1 of Cog Holme to defend them should hostilities strike.

(both lose 1 population, 1 army)
>>
>>24427975
cloning works 50% of the time but with reduced life spans.
>>
Rolled 73

>>24427906

rolling for MYSTERIOUS MYSTERIES OF MYSTERY
>>
Rolled 99, 85, 76, 73, 89, 1 = 423

>>24427975
2nd turn.

1+2 Diplomacy: Have the UCE's propagandists make contact with the aliens. Communicate the inherent greatness of the Grand Commissar to them!
3+4+5+6 Science! Clone all important people in the UCE and have them put into stasis using the crystal tech in both Inferno's ship and in the Vault complex. Set the vault dates for one century from now, utilize the geothermal power to keep them alive and seal the chamber. Have the vassal help right now.
>>
>>24428241
Cloning fails horribly. Do not do. ever.
>>
>>24427949
I take this back and I free action trade steam engines to Storm.
>>
Rolled 91, 52, 49, 24, 92, 22 = 330

Wealth: 3
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 26
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used,
Inf: 22
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)
Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:6
Gold Mine (4/7)

The ships is prepared and stocked, launch is eminent. Passengers are solely being waited for, so they can be stored and the ship can be launched.

1-3. Attempt to make a force field with the crystals
4. Go over the ship one last time, check for anything that may have gone unnoticed.

Vassal
1-2. Send mages and soldiers to retrieve the librarians of the Technology Federation, stored in crystals.
>>
Rolled 32, 48, 98, 22 = 200

>>24428570
Oh shit, almost forgot. Citizens from the Republic of Maritem and one crack Maritem Marine Unit board the space ship.

-1 Pop
-1 Army
>>
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More nations have been eliminated that are either small magic users and violent factions that are deemed to much of a hassle. Also, see below for relevant attacks.
>>24427802
Winter
You kill the narwhals, if you try to launch with all 4 actions next turn it will most likely work.
>>24427831
Techno
A portion of Maurice's merchants and the 50 fighting cities join you but the remainder are destroyed. +2 pop worth of refugees. The rest die.
>>24427846
Scorpion
You are now officially human and recognized as a CWOHP (Culture WithOut a Home Planet). The Human military promises you transport to the nearest major port-system after this business ends where you may choose your own path.
>>24427895
Makers
the aliens respond by invading you, see below. But you do get a ship into space. For the purpose of next game, you're people have made it into the interstellar community (kinda) +1 wealth from gold.
>>24427949
lion
Taken back, nothing happens
>>24427882
Maritem
They will help you do so once they finish this business. They give you plasma pistols, +20 war tech.
>>24428241
Kelnitz
The aliens accept you and offer you transport off world to join the interstellar community. You also have a nuke.
>>24428570
inferno
You can generate slight force fields with crystals, the ship looks fine. They retrieve.
>>
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Rolled 10, 7, 10, 9, 8, 9, 3, 10, 2, 4 + 110 = 182

Attack by aliens against Inferno
>>
Rolled 77, 55, 21, 94 = 247

>>24428676
With the cadaver and blood of the narwal race littering north pole of the planet around portable shrines, every tribesmen listen to the priest of the great spirit.
"Time is near, we soon pierce the heaven to fight false stars, but winter tribes not made for fighting in space so we bring ice with us. Now brandish horn of hated enemy, many die today, maybe all of us, show great spirit we are ready for end of time, sing with us as we head to fight."
http://www.youtube.com/watch?v=0V7aUT13qtM
>>
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Rolled 10, 1, 8, 6, 5, 8, 3, 4, 1, 10, 5, 1, 9, 7, 10 + 110 = 198

attack against the makers
>>
Rolled 43, 2, 71, 97 = 213

>>24428676
Hm, pistols, is that all you can spare? How about something, you know, with a little more firepower!

1. - 2. Lets try to bum bigger weapons off the aliens.
3. Ask the aliens pretty please with sugar on top for a space-going war ship.
4. Mobilize our army.
>>
Rolled 1, 9, 3, 10, 2, 2 + 70 = 97

>>24428713
Defense
>>
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>>24427906
Concrete is now +10, Aliens offer you a way off world
>>
Rolled 73

1. 3. ARMIES! Spend Wealth 2 wealth, use the Forge to crank out golems!

4. Steal ALIEN TECH from their dead.

5. 6
ARMIES

We offer INFERNO all our War Tech::

Legendary Blades +3 :: steel armor +3 :: Warforged +5 :: Thunder Spear Launcher +2 :: Iron Weapons +1 :: Blade Grafts +1 :: Armor Grafts +1 :: Close Order Formation +1 :: Steam Ships +2 :: Cannons : +4 :: Superior Hulls +3 :: Naval Golems +5 :: Pontus + 8 :: Boarding Crews +1 :: Basic
Naval Tech +1 :: Cartography +1 :: Navigation Improvments +3 :: dirigible
airships +1 :: Arial Golems +3 :: Odin +8 :: Rifles +10 :: Greek fire +1 :: Ballista +2 :: Acid Launchers +2 :: Replaceable Parts +3 :: Repeating Rifles +3 :: Internal combustion +8 :: Tesla-Minis +6 :: Plasma Pistols +20
>>
Rolled 8, 20, 59, 18, 48 = 153

>>24428800
other 5 rolls
>>
Rolled 8, 4, 9, 3, 8, 5, 3, 4, 9, 4, 5, 9 + 116 = 187

War Rolls.

Seize their Shuttles. We must find a way back on to their ships to stop these monsters for good.

War Tech: 116 (-8 without Pontus, -8 Without Odin, -4 without King Cog)

Armies: 6 (+2 with Odin, +2 with King Cog, +2 with Pontus)

Defend our homes!
>>
Rolled 77

>>24428780

Tax Cycle 1/2

1: Finish Automatic Weapons (Apparently still 1/2)
2: Summon Ronnie James Dio, the Rainbow in the Dark (3/4). Devote all three wealth.
3: Create a Counter-Intelligence Agency
4: Begin building a colony ship using released SPACE knowledge.
>>
Rolled 1, 1, 4, 7 = 13

>>24428916
Additional 4 army rolls
>>
Rolled 71, 92, 29 = 192

>>24428940

Rolled incorrectly. Here's the other three.
>>
>>24428967

Diplomacy wise, tell them that we wish to be friendly and would like to trade, but unless they back off and stop slaughtering millions of innocents hostilities are, sadly, inevitable.
>>
Rolled 88, 29, 36, 37 = 190

>>24428676
Accept the aliens offer and transport the cream of UCE society into space. Take all the tech and armies we can, along with the nuke. Meet up with Inferno in the next uninhabited system.

1-4 Transport the remainder of UCE society into the vault complex. Walking into the complex under large posters of the Commissar's stern visage; the common citizen knows that the UCE will survive!
>>
>>24429030
Also, grab the cream of Mon Grayr' society and transport them into space as well!
>>
Rolled 19, 58, 42, 58 = 177

>>24428676
1-3: Raise armies
4: Breed more lions

Wealth:{4}
Pop:{3}
Civ Tech:{7} Basic Medicide, Masonry, Steam engine, Wooden Smoking Pipes, Improved boats
War Tech:{37} Naval Boarding Parties, Better bullets, Full Super Auto Rifles, Close Order Formation, Small Squad Based Cohesive Firing Tactics+, Mithril armor
Super Lions: +15, Bigger, Cavalry, Swifter, Chem with riders, Swim,
Naval Tech:{15} Boats:Improved, Super Lions
Stability:{10}
Commerce:{7} Mass reefer
Infrastructure:{2}
Religion: Rastafari
Defense:{1} City Walls

4 Armies
2 Navies


Gold mine (1/8)
Mithril mine (2/3)
>>
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Rolled 8, 4, 7, 6, 7, 6, 3, 5, 7, 4 + 110 = 167

>>24429024
They respond to you to your vague hint at hostilities with hostilities. They invade with 10 armies.
>>
Rolled 96, 83, 7, 2, 43, 2 = 233

Wealth: 3
Pop: 7
Civ Tech: 51
War Tech: 85
Army tech:65
Navy Tech:20
Rec: 3
Defenses: 26
Armies: 6
Navies: 0
Special Military Unit: Dirigibles:1 unit, +3 war tech where they are used,
Inf: 22
Com: 12
Stability: 7
Gold Mine(1/8)
Ruby Mine(0/3)
Vassal State:
Pop:3
Defense:1
Infra:3
Occupying armies: 6
Loyalty:6
Gold Mine (4/7)

The ship is up and running, on board is +3 population of Inferno's people, +1 pop and +1 army of both the makers and the Cogs, a final arrival of +2 pop from Mons.
The ship is pointed towards the crystal, final prayers are made, along with final inspections.

There are some last minute crystals, pushed up against the large Crystal and absorbed, their power added.

1. One last check over.
Vassal State
1-2. Send swift runners to the Wintermen and offer them one last chance for a ride
3-4. Launch through the Crystal, into space!
>>
Rolled 81, 19, 55, 40 = 195

The Technofederation will stay behind while our Scorpion brother leave for the stars. We must atone and cleanse this earth and will do so alongside our fellow True Humans, who have shown us the beautiful future ahead.

1- Demand the warriors of the world join and fight with us for salvation amongst the stars or risk obliteration.
2- Ask aliens if we can have their excess armor to have our forces aid in the cleansing.
3- Aid in Space Travel Project.
4- Pumping out armies! (putting a wealth into this)

3 Wealth
6 Pop
0 Inf
3 Defense
5 Stability
1 Commerce
53 Civ Tech
22 War Tech
-Naval: 18
-Land: 44
3 Army

Resources:
Gem Mine 2/5

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)
Whaling (+1 Civ Tech)
Unspecific Ancient Tech (+2 Civ Tech)
Everything gained from the UST (49 CT/18 NWT/44 LWT)
Alien Plasmas (+20 WT)


Completed Projects:
Adventure Corps
GodKiller Language
True Human Genome Map
Great Library (Doubles Tech Rolls)
>>
Rolled 6

>>24429081
Praise be to the Fire God.
>>
File: 1366775523895.jpg-(1.42 MB, 3600x1620, VII.jpg)
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>>24428726
Winter
Not quite the pole, but the island blasts into the atmosphere and then into space. It destroys both the island and one of the big warships in an explosion of eskimos and chunks of snow.
>>24428757
Maritem
The aliens discover your plot. They destroy your territory from orbit and kill all of you aboard their ships.
>>24428800
Makers
gain 4 armies
>>24428940
Boss
Automatic weapons, +10 war tech. You now have Dio, god of rock. The aliens take notice. You have a counter-intelligence agency.
>>24429030
Kelnitz
The aliens catch onto your plan, securing the nuke and killing all of your men with them. Which was most of everything. However, they do not tolerate betrayal from uncivilized mutants from backwaters, they destroy everything that wasn't on inferno's ship through orbital bombardment. Some survive in the bunkers though
>>24429066
Lion
+2 armies (lions count as armies if that's ok)
>>24429081
Inferno
You luckily catch the problem before launch.Winterman isn't even there anymore.
However, you completely miss TechnoFed's plot which hits go anyway after the flaw has been noticed due to a double agent hidden within. The ship is destroyed along with all on board. So is a lot of your territory and the surrounding area as the crystal overloads and explodes violently.
>>24429155
TechnoFed, You gain one army, the aliens beseach you one last time to join them and abandon this dead world. Also see above
>>
File: 1366775720909.jpg-(117 KB, 800x533, ep2b-img1_lrg.jpg)
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>>24429074

Well, fuck.

Fine Powder +1 War
Steel Weapons +2 War
Improved Steel: +1 to Steel Weapons and Tools.
Single Combat training +1 War
Close Order Formation Training +1 War
Superior Training +1 War
Elite Special Forces +4 War
Napalm +1 War
Light Cannons +2
Missiles +3 War
Bolt-Action Rifles +8 War
Improved Swords +2 War
Rifle Magazines +1 War
Modern Tactics +1 War
Modern military structure +1 War
Bayonets +1 war
Officer Academy +5 War
Marksmen +2 War
Defense of the Dark Veil +8 Def
Ringforts +1 Def
Militia +1 Def

LET'S ROCK!
>>
Rolled 70, 57, 6, 81 = 214

Revenge is dish best served...infernal. We will build the new world in the ruins of the old. Death to our past, onwards to the future!

1- Inspire all of my warriors in revenge, the obliteration of superstitition and how this world will be ours once the cleansing is over!
2/3/4- Pumping out armies! (putting two wealth into this)

2 Wealth
6 Pop
0 Inf
3 Defense
5 Stability
1 Commerce
53 Civ Tech
22 War Tech
-Naval: 18
-Land: 44
4 Army

Resources:
Gem Mine 2/5

Knowledge:
Iron Weapons/Armor (+2 War Tech)
Tools (+1 Civ Tech)
Whaling (+1 Civ Tech)
Unspecific Ancient Tech (+2 Civ Tech)
Everything gained from the UST (49 CT/18 NWT/44 LWT)
Alien Plasmas (+20 WT)


Completed Projects:
Adventure Corps
GodKiller Language
True Human Genome Map
Great Library (Doubles Tech Rolls)
>>
Rolled 88, 72, 55, 25 = 240

>>24429374
1-2: Lock up the city, secure all gates and keep up a 24 hour watch until further notice
3-4: Send 4 armies and 1 navy to aid The Storm Confederation.

Wealth:{4}
Pop:{3}
Civ Tech:{7} Basic Medicide, Masonry, Steam engine, Wooden Smoking Pipes, Improved boats
War Tech:{37} Naval Boarding Parties, Better bullets, Full Super Auto Rifles, Close Order Formation, Small Squad Based Cohesive Firing Tactics+, Mithril armor
Super Lions: +15, Bigger, Cavalry, Swifter, Chem with riders, Swim,
Naval Tech:{15} Boats:Improved, Super Lions
Stability:{10}
Commerce:{7} Mass reefer
Infrastructure:{2}
Religion: Rastafari
Defense:{1} City Walls

4 Armies
2 Navies


Gold mine (1/8)
Mithril mine (2/3)
>>
Rolled 91, 9, 60, 92, 75, 46 = 373

1. 2. ARMIES! Spend Wealth 2 wealth, use the Forge to crank out golems! (down to 3 wealth)

3. 4. Using Plasma tech, give Pontus a Plasma Broadside, and Odin a Plasma Sword... its time to show these fuckers why you don't mess with a nation that has autonomous mechs. Spend 1 wealth and use the Forge of the Makers

Cog Holme
5.6. Help make Pontus and Odin Space Capable. Spend the rest of our wealth. (2)
>>
Rolled 2, 2, 7, 3, 3, 9 + 149 = 175

Defence rolls
Plus maritems tech
>>
Rolled 33, 80, 27, 14 = 154

Land War Tech: 66
Defense Add-ons: 3

Invading Inferno with the True Humans, add the bonuses from my rage/inspiration I suppose.
>>
Rolled 1, 5, 6, 3, 3, 7 = 25

>>24429522

Wrong dice. Here we go.
>>
>>24429417

My dice and format got fucked up somehow. I blame the aliens.

Newly called, A rainbow flashes forth in the darkness, and a God is called to Earth to fight for Rock and Freedom.

Fine Powder +1 War
Steel Weapons +2 War
Improved Steel: +1 to Steel Weapons and Tools.
Single Combat training +1 War
Close Order Formation Training +1 War
Superior Training +1 War
Elite Special Forces +4 War
Napalm +1 War
Light Cannons +2
Missiles +3 War
Bolt Action Rifles +8
Automatic Weapons +15 War
Improved Swords +2 War
Rifle Magazines +1 War
Modern Tactics +1 War
Modern military structure +1 War
Bayonets +1 war
Officer Academy +5 War
Marksmen +2 War

Defense of the Dark Veil +8 Def
Ringforts +1 Def
Militia +1 Def
>>
Rolled 4, 9, 4, 9 + 83 = 109

>>24429536

Dammit Dice, work!
>>
Rolled 3, 83, 73, 89 = 248

>>24429374

One Population was secreted away aboard Infernos Colony Ship. Current Pop is 2. Steam Engine gifted by Lion.

1: Recruit Armies
2: Develop Superior Bullets
3: Develop real magic for eventual combination with Rock magic.
4: Improve gifted Steam Engine.
>>
File: 1366776541368.jpg-(1.47 MB, 3600x1620, combat.jpg)
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Combat results:
The Makers hold out due to their titans, killing 3 enemy armies while only losing 2.
Inferno is pushed out of the already burnt areas, costing the enemy 2 armies but losing 4 to their superior tech.
The Boss, you lose 2 armies against the overwhelming force and they start scorching earth as they push you back.
>>
Rolled 73

>>24429374
A single tear rolled down the worn face of the Grand Commissar as he looked out of the viewing port of the 'rocket' as it entered orbit. For the first time he was looking at his world, the entire globe visible.

Yet, it's serene perfection was marred by great, ugly patches of orange. Entire continents were ablaze as a result of the ire of the foreign invaders. He had chosen well to side with them...at least for now.

The rocket entered one of the aliens larger vessels, smoothly docking. Yet as the doorway into the ship opened, the Commissar could tell that something was wrong. The first volley of ionized plasma shots decimated half of the ship's compliment. Some of the wealthiest and brightest minds the UCE had to offer, annihilated in an instant.

Diving behind his bodyguards, who started to return fire against the hostile force; Kelnitz slowly crawled towards the large cylinder at the rear of the ship. Disguised as another piece of luggage, it was infact the UCE's ultimate weapon, a tool of last resort.

As the battle raged around him, the Commissar ripped open a side panel and found the arming mechanism. As he pushed the lever downwards, his final thoughts turned to the people of the UCE, hidden in the vault system on the planet below.

"The King may die, but the nation is forever," he whispered before pushing the lever to the bottom.
>>
Rolled 9, 1, 9, 6 = 25

Rolling for new four armies who volunteered out of revenge.
>>
Rolled 2, 7, 3, 9, 3, 3, 6, 10, 9, 10, 4, 10, 1, 1, 2, 9, 4, 1 + 116 = 210

Seize those transports!

Armies: 12 (+2 with Odin, +2 with King Cog, +2 with Pontus)

War Tech: 116 (-8 without Pontus, -8 Without Odin, -4 without King Cog)
>>
Rolled 4, 3, 7, 2, 6, 8, 8, 3, 5, 6, 8, 10, 4, 3, 5, 8, 1 + 110 = 201

Against makers
>>
Rolled 6, 2, 5, 10, 3, 3, 6 + 110 = 145

Against Inferno
>>
>>24429717
>its not much but every bit counts
Defense: 4
fortress +2 :: Rail System +2
>>
Rolled 85, 35, 42, 19 = 181

Among the wreckage and ruins of his final hope, the High Priest kneels.

Betrayal tastes bitter on the tongue.

He offered them a chance and was rewarded with sabotage.

He who has lead countless people through the ages, watched as generations passed. Still governing, leading. He was chosen by the Sun God, for what? This wreckage before him, these smoldering ruins of hope.

No, this is not the end. This can't be.

The TechnoFederation will pay. Maritem will pay. The God-Killers...the God-killers will burn.

The final act of a nation ruined, will be to bring all others into that ashes as well.

The High Priest Stands up and begins to chant...

"The betrayal of a nation,
The Technofederation,
Shall feel the power
Of which it's wrought."

The chant is picked up by the mages near the High Priest, they begin to hum, and it spreads.

"The Sun God,
The God of Life,
Shall bath the earth
With his light."

People of the Nation feel the power welling up, most stop and stare towards the capital, others kneel to pray.

"The Giver of Life,
Shall be the Harbinger of Death.
All will feel the spear,
Cast by the Light."

One by one the mages begin to dissipate, disintegrating into the air. Then people, as well, begin to go. Their souls fueling the spell.

"The life of a nation is sacrificed
to bring down the Sun God's wrath.
Awaken now and excise,
through the heretics, a burning path."

With a smile the High Priest mutters "Revenge is dish best served...infernal." Then the world goes white.

1-4. Solar flare (-10 population, -3 wealth)
>>
File: 1366778415808.jpg-(1.24 MB, 3600x1620, VIII.jpg)
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>>24429432
technoFed
+4 armies, Inspiration, +5 war tech.
>>24429481
Lion
+3 defenses to home city. Deployed
>>24429512
Makers
You have a plasma broadside on Pontus, +10 war tech. They are not space capable.
>>24429615
TheBoss
Your attempt to recruit fails as your country crumbles in the face of the apocalypse. -2 pop.
superior bullets +1 war tech
Magic (1/7)
Steam engine +5 civ tech
>>24429680
Kelnitz
Destroys another cruiser.
>>24430070
Inferno
A Solar Flare of epic proportions scorches from the sun and lashes across the world. All of TechnFed's armies die as does everything else caught int it's path. This includes a lot of smaller alien ships, but it significantly damages a large cruiser.

Makers: You lose 3 armies, cost the enemy1/. But the sacrifice does gain you a small transport shuttle. It can carry 20 men. The enemy forces withdraw.
TheBoss, those that fought you have withdrawn and you are unopposed.
>>
Rolled 10, 10, 10, 5 = 35

1/2/3/4: Rolling to encourage full orbital bombardment followed by using hyperdrive to get the hell out and leave this shithole to its fate, now that revenge has been got. (Using remaining 2 wealth we took with us).
>>
Rolled 14, 54, 14, 35 = 117

>>24430252

Proper dice now.
>>
Rolled 45, 25, 40, 67 = 177

>>24430199

1: Recolonize! (pop)
2: Recruit like a motherfucker for one last hurrah.
3: Attempt to open a doorway into the bowels of one of the two remaining remaining enemy warships with the power of Rock magic.
4: Improve our soldiers Boarding Action training.
>>
>>24430262
You don't tell the admiral what to do, he's a grown ass man. (that was the plan anyway)
>>
>>24430278

Oh, not telling you anything, just helping out, sir!
>>
Rolled 28, 51, 91, 24 = 194

>>24430199

1-4: Get high as all fuck
>>
Rolled 65, 87, 40, 12, 55, 16 = 275

1. 2. 3. Infiltration Mission. Send our best of the best to a battleship aboard the shuttle. Use the dead to get the appropriate equipment and seize a battleship.

4. Continue making them space capable

Cogholme
5.6. Continue making them space capable
>>
>>24430267

Change last success to sending the last handful of my people to the nearest friendly bunker.
>>
>>24430305
Change action 3 to: Get as many people, lions, and supplies (food, water, reefer) to Scorpion Clan's bunkers as possible, and fast.

Still get high as a mother.
>>
There it was. The end to all things.

Godkiller, it was called, and Godkiller it was. Gone were the evil empires of magic that had wrought horrors upon his once peaceful people. Gone was superstition from his heart.

Science, Truth, Rationality, and the Future reigned in his cold heart now. They had tried to stop the inevitable, but in the end, they had ascended and the enemies of his people, of knowledge, had been obliterated, even by their own "sun god".

Looking at the stars, the Archmagister then turned to a Scorpion leader nearby, embraced him, and whispered into his ear, shedding slight tears of joy

"We were strangers in the strange land and now we will go home, together, victorious and free. Together, we own the future"

He then turned away and walked towards the True Human Admiral, ready to see the past destroyed before his eyes.

The future comes and the United Scorpion Technofederation shall wave its flag in glory.
>>
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>>24430305
You blaze it. In the bunkers.
>>24430267
You reach the bunker.
>>24430309
You infiltrate a ship, roll 1d10 for capture.


The world is shelled to shit.
In Bunkers: Kelnitz, Lion, Boss
inSpace: Makers, Scorpion, Techno, United
>>
Rolled 6

>>24430396
>>
Rolled 5

>>24430411
counter
>>
>>24430411
>>24430424
You have the ship. take 1 action, roll 1d100-30.
>>
Rolled 32 + 30

destroy the transport of the traitors who joined these monsters, and flee to join the ship that left our world.
>>
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>>24430484
The ship you captured is retaken by the crew aided by boarding parties from the other ships.

That's all, good game guys. world over.
>>
>>24430396

That was that.

All his work, the sacrifices, the accidents, the horrors, triumphs and glories of the Confederation were gone. The hopes of a brighter age, of peace, brotherhood, the promise of a future where each generation built to greater heights than the last All that was left was ash.

Alone on a desolate hill, he wonders at the beauty of the stars above. So very far away.

Did I make the wrong choice?
Should I have listened?

No.

For it is true for all mankind, that tyrants rule only because good men stand by and do nothing. To back down under pretenses of the greater good would be the greatest cowardice of all.

Sometimes there is no choice but to fight.

Alone, the last Confederate to see sunlight in an age walks into the yawning blackness.
>>
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The Scorpion Daimyo nodded his head and embraced his brother in arms.

They had become Immortal under and before the sun, truly free and with their future in their grasps. It was true beauty made manifest that they could live as they wished.

Their home had been turned to a massive crater but was such a world doomed from the beginning?

"We will exist and thrive till the end of all things. But till all things have ended we will always be free."
>>
A cold wind blew over the wasteland of what was once a great nation.

One word whispered in the wind "Revenge..."
>>
Deep within the void a primitive ship limps along. They know their world is dead, they know because they saw their star light up like the beacons that had summonned those things.

They mourn,, once again they are a people lost. The Forge is gone. The Titans are gone.

But they also rejoice.... for the Makers are still here and they have worlds to build.

On a blackened world two massive forms stand silent. The gems that house a thousand souls each are dim, all except for a single spark deep within.

The Titans Sleep, waiting for their Masters to return. Tremble oh Pure Ones, for when they return the stars shall quake.
>>
Rolled 54, 86, 36, 71 = 247

After an unknown amount of time, a tribesman wakes up. He was cold and on a world he didn't know, then from the great aurora lightening the frozen waste came a voice. "You did well this world is for you and the tribes only animals inhabit it, only the strong will thrive, spread the legends to your kindred for someday the false stars will come back and this time you will drive them back."
>>
>>24430396
The young citizen walked slowly through the long winding halls of the Vault A-28 National Survival Bunker. Geo-thermal powered light globes illuminated the halls, bathing them in a harsh light.

Holding his ration card in one hand, the boy passed other bunker citizens who were walking around or huddled in groups of two or three. Occasionally he met the eyes of one of his fellow citizens and they both quickly acknowledged each other before moving on. He was glad to be in the Vault, as was everyone else. They had been spared the terrible rapture on the surface above, and in a demonstration of their eternal gratitude to the Grand Commissar, the Vault Directorate had commanded that nobody inside the Vault shall ever be unhappy.

Smiling as he approached the B-4 ration booth, the boy extended his arm and placed the card into the allocated slot. The smiling lady inside the booth took the card and slowly turned to compare it with the Vault records.

While he waited, the boy turned around and looked up at one of the many large, illuminated posters of the Hero of the People, Grand Commissar Kelnitz III. ‘Our Grand Commissar,’ read the bold lettering above the portrait; ‘In Our Darkest Hour, He Saved the Flock from Rapture,’ continued the lettering below it.

As the boy looked down the corridor, he saw hundreds of similar portraits bearing the stern visage of the Grand Commissar, along with the faces of dozens of Vault citizens, each with a forced smile on their face.

‘I love the Grand Commissar’, thought the boy as a pair of rough hands grabbed his shoulders from behind and began to pull him away.



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