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Hello, and welcome to Curt's CivThread 2: Year 3000. Episode 8: Curses, Aerofoiled Again

If you're a regular, get in here!
If you're new, you're welcome too.
We only have a few solid rules here!
Rule 1: Engage in ludicrous, nonsense plans often! Do not engage in bullshit. You can tell which is which.
Rule 2: Make the game fun for everybody, as best you can.
Getting fluffy with your posts and getting in character is nice and might add to Rule Two, but if you don't wanna, I'm not gonna penalize you.

I'm going to wait around thirty minutes or so after this post, to allow everyone who wants to join do so. Then the game proper will begin.

In this game, you play as a growing nation in a small system! Whether you're a colony from a larger whole, a civilization that's grown planetside, the last members of a dead race, you wound up here! You start with modern and near-future tech, and must expand out into the world! You win when you're the last nation standing, you and your allies are, or you create a ship capable of leaving the system.

That's it, Let's Get Rollin'!
>>
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You start the game on the third world from the star, pictured above. (Maps of the solar system and other planets are available upon request.) Please say where you would like to start out on the planet.

The Rulebook (Work In Progress, please say what you would like added or changed!): http://pastebin.com/zuQUPe2n

The Archived Threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=CivThread%202:%20Year%203000

The #Nation IRC: http://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

If you're new, feel free to add 8 points into your stats, as your starting bonus.
>>
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A brief summary of the previous thread.
>>
Rolled 51, 78, 76 = 205 (3d100)

>>36048215
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 5
>Power: 2/10
>Approval: 42%
>Army: 1
>Fleet:
>Constructions:
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(2)
Silver(2)
Gravatite(3)
Thaumium(8)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

1. Continue building schools 4/5
2&3: continue Project Space Wizards 1/12
>>
>Name: Dyurr'nn
>Fluff: The surviving relic of a galaxy spanning empire, the Dyurr'nn are a race of amphibious jellyfish/man o war beings, which fly slowly about when above water, and swim when in water. They have 6 stinging tendrils, 8 feeding tentacles, and 4 long work tentacles, growing slowly in size until their size reaches either a natural limit or the food supply can't grow them any bigger. They are merciless warriors, and they express no empathy or concern for most races, openly despising and committing atrocities upon those who become their enemies. They are a strict caste society, and if they have gender biology, it is not obvious to a non-dyurr'nn. They have a psychic direction organ, but it has long atrophied, and needs to be revitalized before one can use any actual powers beyond an ESP field that imitates all 5 classic senses continuously.
>Color: Blue with reddish streaks
>Population: 9*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope 2/4
>Resources: Iron (29), Downy fur (large amt), Ivory (small amt) 7 tin, 12 aluminium, 5 copper, 5 Luxembor, 25 gold, 10 aristo
>Magic:
>War Tech: Harpoon gun
>Science: Advanced Radar Tech, Advanced Remote Controls
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis, Psychic Potential
>Items:
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

~185 iron, ~50 Copper, ~90 Tin, ~350 Aluminum, ~80 Gold and ~100 Silver, ~20 Lasertonium, and ~40 Cobalt in your controlled area. ~20 Schopenhaurium, ~20 Orstedium, ~15 Luxembourgium, and ~10 Aristotilium.

Purchase Order to Hellfire: Atom Smasher

Actions coming in next post, post to long.
>>
I would like to join

Nation name: Falasan Emirates

Bio: The falasans are a pround race, one founded on highly regilious values on a god with no appearance. The falasans are a relatively peaceful people barely touching the stars, a new race in a world clustered with enemies. Falasans are also detemined in their resolve to convert all who live to the aslim way.

>may i join please also is this normal 4d20 rolls or a modified ruleset
>>
Rolled 42, 75, 81 = 198 (3d100)

>>36048317
ACTIONS

1. Construct Psychic Research Clinic. +5 construction depot, +10 mathnasium

2. Work continues on Radar Telescope, +5 Construction depot, +10 Mathnasium

3. Mathnasium studies Rocketry. +10 mathnasium.
>>
>>36048335
Indeed you can!
And this actually uses d100 per action, you start with three. Skim the Rules, maybe.
>>
>>36048215
Hey Curt! I can't join RN, but is it okay I i join later on tonight?

Also, if I run a game is it ok if I use your rules from your last game?

Thanks for the help man I apprciate it
>>
>>36048215
Quest goes in the motherfucking tittle.
>>
>>36048419
Yes and yes.
>>
>>36048448
It would if this were a quest.

This is a builder. Curt will remember to put that in the subject line next time. probably
>>
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>>36048215
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 10
>Power: 2/10
>Approval: 51%
>Army: 3
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus:
>Detractor:
>>
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 5
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
1 Peacekeeper Unit (standard)

>Weapons:
4 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
>Domestic Tech:
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.
>>
Rolled 19, 16, 20, 1 = 56 (4d20)

>>36048335
colour: Green
>Population: 5
>Food: 5
>Power: 2/10
>Approval: 50%
>Army: 1
>Magic:
>War Tech:
>Science:
Enchanting
Basic Metaphysics
>Domestic Tech:
Improved Hydroponics
>Items:
Divine Book: +5 to population rolls
Easy templates: +5 to construction rolls

ACTIONS
1. Begin colonial establishment by expanding
2. Start constructing a food processing plant
3. begin construction of farms
4. Start research on heavy ballistics armour
>>
>>36048593
my bad sorry for being a fag
>>
Rolled 1, 13, 29 = 43 (3d100)

>>36048623
>>
Rolled 17, 91, 26 = 134 (3d100)

http://pastebin.com/8pHNW0pk


1. Begin creating a laboratory to study starstuff. One of the greatest mysteries of our kind is how to make it without depending on a star. (2/4)

2. Create an automated set of construction bots. +10 [manufactory]

3. More of our kind wishes to join the Army!
>>
Rolled 12, 4, 99 = 115 (3d100)

>Name: The Furnace Born
>Fluff: http://pastebin.com/6907M51d
>Color: Orange
(The color of your nation on the map)
>Population: 5*
(A counter for the number if people in your nation. Essentially HP.)
>Food: 6*
(Required to be at least equal to your population, and more is required for a large army.)
>Power: 2/10*
(Electronic power. Spent to power crazy huge things, like a worldwide ore scanner, or a big mech warrior, or something. Max can be increased.)
>Approval: 45%
(Amount of people who love what you're doing. Cannot be directly influenced. Higher is better.)
>Army: 3*
(2 Spec Ops Grunts)
+[4 Atk]
+[Stealthy]
+[Power Armor]
(Terrestrial-based military units. 1d10 per in combat.)
>Fleet:
(Space-Based Military Units. Do not require food. May require power.)
+Advanced Capital Ship. (Currently weaponless)
>Constructions:
+[Factory] +5 to manufacturing large amounts of items.
+[Laboratory] +5 to General Science-y research.
>Resources:
+[5 Iron]
+[8 Tin]
+[7 Thaumium]
+[1 Manyullian]
+[2 Strange Blue Ingot]
+[5 Vials of Forge Liquid]
(The raw resources you have access too. These will deplete! Slowly. You'll have plenty of warning for when your copper mine runs out of copper.)
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
+[20 Relic Swords]
+[1 Sword with an ?edge?]
>Bonus:
+[Robo-Suits] Soldiers are less likely to die.
>Detractor:
+[Species Wide Shame] Approval goes up slower.
(Small bonuses/penalties from your fluff.)
>Important Characters:
+[Furnace-Born Model 01, Head Engineer]
+[Furnace-Born Model 0998, Colony Leader, Codenamed "The Iron Maiden"]
+[FU1, the Forger]

1. Continue researching the forge liquid. Resort to telling FU1 that all information is classified until we can extract him to Frederick's new location on...(whatever planet we end up on I guess).
+5 Laboratory

2-3 Continue engineering SuperFishFood within the Food and Drug wing of the laboratory.
+5 Laboratory

Trade: 20 Tin has been removed for one Aether Oscillator from Hellfire.
>>
>>36048215
>Name: Forgemasters
>Color: steel grey
>Fluff: They have come from another dimension, not for peace, but for war. An order of religious knights wielding nanotechnology, they have come to this dimension to conquer in the name of their lord. With the power of technology and their robotic knights they shall put this world to the sword, and from the ashes shall they erect their order, their religion. Any who dare speak out against them shall burn.
>Population: 6
>Food: 5
>Power: 5/10
>Approval: 51%
>Army: 5
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus:
>Detractor:
>>
>>36048665
Deal accepted! Thank you for your patronage.

Please inform us of any mistakes in shipments, and we greatly value your customer input and support!

>>36048317
"You want Atom Smashers? Hmm, it will take some time, our Oscilators are more atom disintegrators than smashers.

We'd prefer if you gave us shipments of Gravitate to meet your specifications. We'll have a price ready upon it's completion"

>Find and send me some gravitite and I'll make it
>Once it's made, I'll gauge the price based on how difficult/easy it was to make
>>
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Jungle Planet.
>>
>>36048509
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 5
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
2 Peacekeeper Unit (standard)

>Weapons:
3 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
>Domestic Tech:
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.

Fixed stats
>>
Rolled 61, 96, 25, 23 = 205 (4d100)

>>36048509
1-2. Spend the 20 Supply of Tin recently to requisition some Friction Absorbers.

These devices will soak up the energy created by friction of nearby vehicles and machinery, and store it as a power source.

By removing the friction, it essentially acts as a "Hyperlubricant" thereby allowing maximum efficiency of factories, vehicles, and other such units by removing friction and drag.

3. Upgrade our Bulldozers into Mining Dozers, to allow them to more easily participate in mining actions.

+Vehicle Manufactorum! +5 to building vehicles.

4. Mining Action

+Mining District. +1d100 for mining and +5 to Mining
>>
>Name: Drograv'
>Fluff: Home of some of the Vanguards of Alamur. Powerful in space combat but get wrecked during naval combat. Ruler is Anderson.
>Color: Orange
>Population: 5
>Food: 6
>Power: 4/10
>Approval: 51%
>Army: 1
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science: Astronomy
>Domestic Tech: Automated Assembly line(doesn't require workers to run, only power)
Titanium mine
Steel forge
Power plant
>Items:
>Bonus: Small taskforce for internal affairs( Spy's to defend the Capital city)
>Detractor: Not good at any kind of Naval combat
>>
Rolled 59, 16, 5 = 80 (3d100)

>>36048215
http://pastebin.com/pUz3310Q


>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.

Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!

1/3 fertility spell.

1. R&D. 2/4. Got to get that R&D Department rolling.

2. Create the golems. 1/6
Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!

3. The fertility spell was a great success, however the method of distribution needs to be modified, create magical syringes that will be used on people to apply the spell. Magus institution +10 to researching new magics, quicker to make magic more available.

Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
>>36048297
Those involved with SPACEWIZARDS begins casting

the parts necessary tor project SPACEWIZARDS out of metal. 3/12
>>36048317
>>36048363
The Psychic research Center has begun construction! In it, your people will have their brains probed until they start shooting mind lasers. Which is neat! 1/8
You begin work on a giant Radar Telescope Array! With it, you'll be able to view the stars and planets! Once it's done, of course. 1/4
The Geek Squad gets to work! They start attaching little fins to Coke bottles and shaking them up, then taking off the caps. 1/3
>>36048504
Added! Bonus: Command Of The Sea, doing anything sea or water-based is much quicker! Detractor: Ragnarok, Nat1s are much more devastating than usual. Where would you like to start?
>>36048509
>>36048876
>>36049017
You trade lightweight, but fairly strong, Tin for Shock Absorbers from Hellfire! They're complicated to fabricate though, it'll take a bit!
-20 Tin, you will automagically get Shock Absorbers in 2 turns.
>>36049282
Added!
>>36049471
You Develop the capability to Research! You have yet to, however, Research Development. 3/4
Your mages start attempting to compress magic into syringes! One of the syringes pricks Sleeparound Larry, but that's probably fine.
>>
>>36048593
Added! Where would you like to start?
Bonus: Gaaawd, you can call on your god, and he might help you! Detractor: Clustered with Enemies, Non-Player enemies are just a little tougher.
>Nat1 on first post
>Wrong Dice
You are lucky. But no work is done, because you gave out your instructions using some weird hexadecimal numeric system, rather than base 10.
>>36048655
You start building a pile of assembly line robots! -2 Iron, -2 Tin. 2/5
>>36048665
FU1 says he respects Fredrick's orders, but isn't happy about it. Studying the liquid goes on the backburner: the scientists are more concerned with eating.
The scientists think about taking a "Sick day" to go party in the ship, but are reminded that they kinda need food to live. So they start fiddling with their twigs 'n berries! Mostly the berries. 1/4
>>36048718
Added! Bonus: Robo-Knights, your soldiers need no food! Detractor: Praise the Lord, any discovered nations that don't worship a god makes your people angry, lowering approval!
Where would you like to start?
>>
>>36049616


http://pastebin.com/pUz3310Q
>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.

Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!

1/3 fertility spell.

1. R&D. 3/4. So close!

2. Create the golems. 1/6
Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!

3. Run a full test on larry. Fertility injection research!

Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
>>36049616
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 5
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
2 Peacekeeper Unit (standard)

>Weapons:
3 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
>Domestic Tech:
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.

Fixed stats
>>
Rolled 51, 16, 64 = 131 (3d100)

>>36049675
>>
Rolled 66, 46, 10 = 122 (3d100)

>>36049616
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 5
>Power: 2/10
>Approval: 42%
>Army: 1
>Fleet:
>Constructions:
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(2)
Silver(2)
Gravatite(3)
Thaumium(8)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

1. Continue the schools 4/5
2. Mine for the needed resources.
3. Make more gravitite
>>
Rolled 67, 38, 88 = 193 (3d100)

>>36049616
>Name: Dyurr'nn
>Fluff: The surviving relic of a galaxy spanning empire, the Dyurr'nn are a race of amphibious jellyfish/man o war beings, which fly slowly about when above water, and swim when in water. They have 6 stinging tendrils, 8 feeding tentacles, and 4 long work tentacles, growing slowly in size until their size reaches either a natural limit or the food supply can't grow them any bigger. They are merciless warriors, and they express no empathy or concern for most races, openly despising and committing atrocities upon those who become their enemies. They are a strict caste society, and if they have gender biology, it is not obvious to a non-dyurr'nn. They have a psychic direction organ, but it has long atrophied, and needs to be revitalized before one can use any actual powers beyond an ESP field that imitates all 5 classic senses continuously.
>Color: Blue with reddish streaks
>Population: 9*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope 3/4, Psychic Clinic, 1/8
>Resources: Iron (29), Downy fur (large amt), Ivory (small amt) 7 tin, 12 aluminium, 5 copper, 5 Luxemborgium, 25 gold, 10 aristotilium
>Magic:
>War Tech: Harpoon gun, Rocketry 1/3
>Science: Advanced Radar Tech, Advanced Remote Controls
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis, Psychic Potential
>Items:
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

ACTIONS
1. Mathnasium continues to study rocketry. +10 from math.

2. Work continues on radar telescope. +5 construction depot, +10 mathnasium.

3. Work continues on Psychic clinic. +5 construction depot, +10 mathnasium.
>>
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Map!
>>
Rolled 60, 3, 53, 6 = 122 (4d100)

>>36049694
1-2. I want those Dozer mining upgrades Pronto

+Bulldozers! +5 to construction

3-4. Two mining actions, we need more resources!

+Mining District. +1d100 for mining and +5 to Mining
>>
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Jungle map!
>>
Rolled 1, 55, 55 = 111 (3d100)

>Work on construction of a small airship meant for exploration
>Begin to create a small army to defend the city's borders from invasion
>Get Automated assembly line to begin work on planetary exploration vehicles.
>>
Rolled 26, 70, 54 = 150 (3d100)

Colour: Green
>Population: 5
>Food: 5
>Power: 2/10
>Approval: 50%
>Army: 1
>Magic:
>War Tech:
>Science:
Enchanting
Basic Metaphysics
>Domestic Tech:
Improved Hydroponics
>Items:
Divine Book: +5 to population rolls
Easy templates: +5 to construction rolls
>Bonus:
Gaaawd, you can call on your god, and he might help you! Detractor: Clustered with Enemies, Non-Player enemies are just a little tougher.


1. Start construction on food processing plant
2. Start research on percision guided missiles
3. start construction on Armoury
>>
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>Name: The Furnace Born
>Fluff: http://pastebin.com/6907M51d
>Color: Orange
(The color of your nation on the map)
>Population: 5*
(A counter for the number if people in your nation. Essentially HP.)
>Food: 6*
(Required to be at least equal to your population, and more is required for a large army.)
>Power: 2/10*
(Electronic power. Spent to power crazy huge things, like a worldwide ore scanner, or a big mech warrior, or something. Max can be increased.)
>Approval: 45%
(Amount of people who love what you're doing. Cannot be directly influenced. Higher is better.)
>Army: 3*
(2 Spec Ops Grunts)
+[4 Atk]
+[Stealthy]
+[Power Armor]
(Terrestrial-based military units. 1d10 per in combat.)
>Fleet:
(Space-Based Military Units. Do not require food. May require power.)
+Advanced Capital Ship. (Weapon: 1 Aether Oscillator)
>Constructions:
+[Factory] +5 to manufacturing large amounts of items.
+[Laboratory] +5 to General Science-y research.
>Resources:
+[5 Iron]
+[8 Tin]
+[7 Thaumium]
+[1 Manyullian]
+[2 Strange Blue Ingot]
+[5 Vials of Forge Liquid]
(The raw resources you have access too. These will deplete! Slowly. You'll have plenty of warning for when your copper mine runs out of copper.)
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
+[20 Relic Swords]
+[1 Sword with an ?edge?]
>Bonus:
+[Robo-Suits] Soldiers are less likely to die.
>Detractor:
+[Species Wide Shame] Approval goes up slower.
(Small bonuses/penalties from your fluff.)
>Important Characters:
+[Furnace-Born Model 01, Head Engineer]
+[Furnace-Born Model 0998, Colony Leader, Codenamed "The Iron Maiden"]
+[FU1, the Forger]
>>
File: Viking Explorers.gif (66 KB, 300x393)
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Rolled 37, 4, 13 = 54 (3d100)

>>36049616
>>36049767
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 10
>Power: 2/10
>Approval: 51%
>Army: 3
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.

This is a new world, a new land, with new opportunities. And there is no point in waiting around, building new longboats and setting off into the jungle the Lost Vikings head off towards adventure.

1) Prepare longboat building facilities
2) Explore to the east
3) Build the City of Moonboat's Landing
>>
File: FurnaceBornModel0998.jpg (72 KB, 600x857)
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Rolled 96, 23, 83 = 202 (3d100)

>>36049818
1-2 The Iron Maiden contently sat in the captain's brig of the capital ship. She poured herself another cup of toilet wine as she lounged further in her comfy, leather chair. This was the life.
But, as with all good things, this had to come to an end. She soon get her hands on the intercom system.
>Alright citizens, it's exodus time. Everyone make your final preparations before departure. Don't leave anything behind...we won't be coming back.
...
The end goal? That small, orange planet yonder...

3 Research on genetically modified berries continued in the capital ship lab. (1/4)
+5 Laboratory
>>
Rolled 8, 9, 48 = 65 (3d100)

>>36049634
>Name: Forgemasters
>Color: steel grey
>Fluff: They have come from another dimension, not for peace, but for war. An order of religious knights wielding nanotechnology, they have come to this dimension to conquer in the name of their lord. With the power of technology and their robotic knights they shall put this world to the sword, and from the ashes shall they erect their order, their religion. Any who dare speak out against them shall burn.
>Population: 6
>Food: 5
>Power: 5/10
>Approval: 51%
>Army: 5
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Robo-Knights, your soldiers need no food!
>Detractor: Praise the Lord, any discovered nations that don't worship a god makes your people angry, lowering approval!


1. Expand our borders
2. Search the area for minerals to build our armies up.
3. begin calling forth the technology from our dimension to use in this one
>>
still time to join?
>>
>>36050011
Always
>>
>>36049675
With a final burst of Generic Paperwork, the R&D dept. is up and running! In this building, no fun is allowed, and all the boring stuff gets done. But the necessary boring stuff. +10 to testing new magics, +5 to creating new magics!
Larry is confirmed to have: AIDS, Turbo-AIDS, and a pair of paid AIDES. You have to clean all the needles, rather than do productive work.
>>36049709
The school is, finally, done! There, your people learn that lava is hot, water is wet, and other staples for a healthy life. +5 to Applying basic Learnin's!
Your people make a mix of Gravitite, melting the ores by pushing them, by hand, into lav-
WAIT
WE LEARNED NOT TO DO THIS
And they don't! But they don't actually know what to do.
>>36049725
The Nerds plot the acceleration of their coke bottles! They're learning, they claim. They're probably just goofing off.
The telescope is built! With this, you can view the surface of any distant planet! And, through the magic of science, listen! It's not extraordinarily precise, but it's useful! Looking is a free action.
>103
The clinic is going poorly. One of the workers gets so fed up, he just uses telekinesis to pick up the lumber and build it himself.
Waitaminute
+Telekinesis, +Psy Clinic (+5 to researching new Psychic abilities)
>>36049747
You start mounting stone drills onto your bulldozers! Why aren't all bulldozers also drillbots? They're just as effective at destroying things. 1/7
Your miners go in full of piss and vinegar, but as they begin to mine, they narrowly escape a mine collapse! What a close call! They need to go home and still their rapidly-beating demonic hearts before they get back to work.
>>
>>36050261
>>36049792
Your men begin building an airship, but one of them takes a good long look at it.
Airship.
AiiiirShiiip.
SHIP OH MY GOD
Everybody freaks out, as the ship invokes their natural fear of all that is nautical. -30% Approval.
Almost everybody is furious with you as a leader; why the hell would you try to build a boat of any type?! Who do you think you are?
Some of them enlist to get their mind off of things, and practice on the boat-shaped targets at the gun range. +1 Military Unit.
Others start building robutts. 1/4
>>36049794
You start making a computer program, to load into your missiles! Should you build missiles. 1/3
You also begin work on an Armory, a place to keep your... armor! As well as guns.
>>36049818
>>36049864
You launch, taking everything with you. The ship, constructed by the Forger, raises off the ground, points upward, and then... VOOSH. Everybody not sitting down is thrown against the back wall, as the stars stretch out before you in the cockpit! In no time at all, the ship stops, flinging everyone on the wall against the OTHER wall. But you've arrived! Where would you like to land?
Meanwhile your scientists attempt to modify the now-jam.
>>36049833
Your vikings encounter the rare Jungle-Walrus while exploring.
They flee, as they should. Some get left behind. Those poor bastards.
-1 Army.
>>36049900
Your scouts start planting flags, and as they shove it into the ground, they hear a shrill SKREH, and the ground collapses. There's some sort of tunnel system under your feet! And there's a trail of blue-white blood leading down one end...
Your miners find the same thing, and get WAY2SPOOKED
>>
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The Orange Planet! It appears to rotate at the same speed it orbits the sun: one side is facing the sun at all times, the other, due to a strange mixture of atmosphere, appears to constantly be at sunset. The sunward-side is a vast Sahara-like desert, the non-sun; like the American mesas and deserts.
>>
Colour: Green
>Population: 5
>Food: 5
>Power: 2/10
>Approval: 50%
>Army: 1
>Weapons:
>Fleet:
>Constructions:
>Magic:
>War Tech:
>Science:
Enchanting
Basic Metaphysics
>Domestic Tech:
Improved Hydroponics
>Items:
Divine Book: +5 to population rolls
Easy templates: +5 to construction rolls
>Bonus:
Gaaawd, you can call on your god, and he might help you! Detractor: Clustered with Enemies, Non-Player enemies are just a little tougher.

1. Research missiles (1/3)
2. Finish Armoury
3. Expand and seach for natural resources
>>
Rolled 50, 21, 24 = 95 (3d100)

Colour: Green
>Population: 5
>Food: 5
>Power: 2/10
>Approval: 50%
>Army: 1
>Weapons:
>Fleet:
>Constructions:
>Magic:
>War Tech:
>Science:
Enchanting
Basic Metaphysics
>Domestic Tech:
Improved Hydroponics
>Items:
Divine Book: +5 to population rolls
Easy templates: +5 to construction rolls
>Bonus:
Gaaawd, you can call on your god, and he might help you! Detractor: Clustered with Enemies, Non-Player enemies are just a little tougher.

1. Research missiles (1/3)
2. Finish Armoury
3. Expand and seach for natural resources
>>
Rolled 100, 46, 10 = 156 (3d100)

>>36050270
>Name: Forgemasters
>Color: steel grey
>Fluff: They have come from another dimension, not for peace, but for war. An order of religious knights wielding nanotechnology, they have come to this dimension to conquer in the name of their lord. With the power of technology and their robotic knights they shall put this world to the sword, and from the ashes shall they erect their order, their religion. Any who dare speak out against them shall burn.
>Population: 6
>Food: 5
>Power: 5/10
>Approval: 51%
>Army: 5
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Robo-Knights, your soldiers need no food!
>Detractor: Praise the Lord, any discovered nations that don't worship a god makes your people angry, lowering approval!

1.2. Send a few of our troops into the tunnel to scout them out.
3. Send for more robotic knights from the other dimension
>>
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Rolled 6, 68, 84 = 158 (3d100)

>>36050270
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 10
>Power: 2/10
>Approval: 51%
>Army: 2
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.

By Odin's Beard, Jungle-Wallrusses? This world is indeed a place for adventure, we must find a champion among our ranks who can beat this beast and bring it back to our settlement, preferably tamed but slain would also be impressive. Many step forward to try their luck, alone or with trusted allies, the age of adventure has begun.

1) Continue preparing ship building facilities
2) A champion will rise up and defeat the Jungle-Wallruss
3) Build defences to protect the people
>>
Rolled 27, 25, 26 = 78 (3d100)

>>36050261
>Name: Dyurr'nn
>Fluff: The surviving relic of a galaxy spanning empire, the Dyurr'nn are a race of amphibious jellyfish/man o war beings, which fly slowly about when above water, and swim when in water. They have 6 stinging tendrils, 8 feeding tentacles, and 4 long work tentacles, growing slowly in size until their size reaches either a natural limit or the food supply can't grow them any bigger. They are merciless warriors, and they express no empathy or concern for most races, openly despising and committing atrocities upon those who become their enemies. They are a strict caste society, and if they have gender biology, it is not obvious to a non-dyurr'nn. They have a psychic direction organ, but it has long atrophied, and needs to be revitalized before one can use any actual powers beyond an ESP field that imitates all 5 classic senses continuously.
>Color: Blue with reddish streaks
>Population: 9*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope, Psychic Clinic (+5 to research new psychic abilities)
>Resources: Iron (29), Downy fur (large amt), Ivory (small amt) 7 tin, 12 aluminium, 5 copper, 5 Luxemborgium, 25 gold, 10 aristotilium
>Magic:
>War Tech: Harpoon gun, Rocketry 2/3
>Science: Advanced Radar Tech, Advanced Remote Controls
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis, Psychic Potential
>Items:
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

Actions
1. Mathnasium continues studying rocketry. +10 from math.

2. Mine mein Mine.

3. Secret Action. +10 from math, +5 from construct

FREE ACTION
>Radar-telescope searches for Dyurr'nn signals on local planets.
>>
Rolled 49, 10, 49 = 108 (3d100)

>>36050261
>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.

Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
Magical R&D +10 to testing new magics, +5 to creating new magics!


1. Study the anomaly bordering our country, the null zone, the impossibility made reality, it is time that we fully understand it.

Magical R&D +10 to testing new magics, +5 to creating new magics!

2. Create the golems. 1/6
Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!

3. Thank God, enough meddling with fertility magic, let’s create a new seed, iy will be a miracle crop, capable of being programmed for various environments and bounties. Wonder crop research.

Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
Rolled 64, 96, 71 = 231 (3d100)

>>36050261
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 5
>Power: 2/10
>Approval: 42%
>Army: 1
>Fleet:
>Constructions:
School: +5 to Applying basic Learnin's
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(2)
Silver(2)
Gravatite(3)
Thaumium(8)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

1. Mine +10 from items
2. Make the mined ore into gravitate, use magic or tools for the star gods' sake.
3: Make more Thaumium
>>
Rolled 14, 81, 54 = 149 (3d100)

>Start research on a theory of making a portal between realms
>Throw a parade in honor of the people. (The people's parade)
>search for titanium in the areas to the east of Drograv'
>>
Joining
>Name: Antavarius
>Fluff: A recently born queen ant in a small colony evolved gaining sentience and a level of intelligence far beyond that of any other ant whilst still retaining its tiny form. sensing the difference between her and the other ants she set out to creat a colony of her own with but a few drones her ultimate goal being WORLD DOMINATION.
>Color: Brown
>Population: 5*
>Food: 10*
>Power: 2/10*
>Approval: 51%
>Army: 4*
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus:
>Detractor:
>>
File: FurnaceBornHulk.jpg (122 KB, 660x813)
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>Name: The Furnace Born
>Fluff: http://pastebin.com/6907M51d
>Color: Orange
(The color of your nation on the map)
>Population: 5*
(A counter for the number if people in your nation. Essentially HP.)
>Food: 6*
(Required to be at least equal to your population, and more is required for a large army.)
>Power: 2/10*
(Electronic power. Spent to power crazy huge things, like a worldwide ore scanner, or a big mech warrior, or something. Max can be increased.)
>Approval: 45%
(Amount of people who love what you're doing. Cannot be directly influenced. Higher is better.)
>Army: 3*
(2 Spec Ops Grunts)
+[4 Atk]
+[Stealthy]
+[Power Armor]
(Terrestrial-based military units. 1d10 per in combat.)
>Fleet:
(Space-Based Military Units. Do not require food. May require power.)
+Advanced Capital Ship. (Weapon: 1 Aether Oscillator)
>Constructions:
+[Factory] +5 to manufacturing large amounts of items.
+[Laboratory] +5 to General Science-y research.
>Resources:
+[5 Iron]
+[8 Tin]
+[7 Thaumium]
+[1 Manyullian]
+[2 Strange Blue Ingot]
+[5 Vials of Forge Liquid]
(The raw resources you have access too. These will deplete! Slowly. You'll have plenty of warning for when your copper mine runs out of copper.)
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
+[20 Relic Swords]
+[1 Sword with an ?edge?]
>Bonus:
+[Robo-Suits] Soldiers are less likely to die.
>Detractor:
+[Species Wide Shame] Approval goes up slower.
(Small bonuses/penalties from your fluff.)
>Important Characters:
+[Furnace-Born Model 01, Head Engineer]
+[Furnace-Born Model 0998, Colony Leader, Codenamed "The Iron Maiden"]
+[FU1, the Forger]
>>
File: FurnaceBornEngineers.jpg (66 KB, 660x448)
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Rolled 24, 76, 42 = 142 (3d100)

>>36050553
Ah, a new world. It's hot as shit, but at least it hasn't exploded or has locusts flying all around...yet. It was a fresh start...but still hotter than balls so the Iron Maiden saw it befitting to name the new planet...Furnace. She bellowed out to the workers.
>Though the furnace is hot, it will make us stronger. We are the FURNACE born, after all. Get used to a little heat.

1. Research on the superfood was coming along swimmingly, the head engineers knew that they were on the verge of a breakthrough. (3/4)
Laboratory +5

2. With a lack of fresh water sources, the Iron Maiden directed her engineers to turn to the skies for water. She ordered them to begin constructing one large +[Air Well], which would condense the dry desert air into something a little bit more refreshing. She knew that she needed her toilet wine fix soon.
Factory +5

3. Begin preliminary mining operations. Who knows what untapped yet bountiful riches are lying in these desert sands...
>>
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Rolled 64, 29, 13, 68 = 174 (4d100)

>>36050261
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 5
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
2 Peacekeeper Unit (standard)

>Weapons:
3 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
>Domestic Tech:
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.

>1/7
>Yeah, not gonna waste anymore time

1-3. Stone drills?

Please, we can be more creative than that.

Perhaps we can apply some ether oscilation technology here, to disintegrate stone and material in the path of the dozers.

4. Mining action

+5 Bonus
>>
>>36050347
You start jamming computers into hypothetical missiles! Because it's all hypothetical, it's taking a while to wrap everybody's heads around these existential warheads.
>>36050364
Your soldiers charge into the tunnels, brandishing nano-blades and nano-armor! They find find a HIVE OF SCUM AND VILLAINY, but seeming abandoned. They can hear skittering and crackling and.. gooping... down further tunnels, but the actual place is in good condition to live in! Apparently whatever did live here was about man-sized, maybe larger, and there's tons of liveable rooms! After they clear out the insect droppings and webs and all that.
They find the source of the blood; a massive, bloated silvery insectile creature, with a small head, and a massive body. There are tons off egg-like sacks on its body, but there are no signs of life. It seems to have bled out; that flag-poke was surprisingly devastating. +City, +1d100!
>>36050387
Your vikings build a boat, and put a walrus figurehead on the end.
They're too afraid to approach the boat now.
Meanwhile, a brave warrior begins sharpening his axe. His best friend was killed by the Walruses, and now, he has sworn revenge. But what is his name, and what does he do?
You chop down the many, many trees and build some palisades! They'll keep out those damn walri. +Sturdy Wooden Walls, additional bonuses when defending in combat!
>>36050395
AND THEN NOTHING HAPPENED AT ALL
The telescopes are picking up rather strong signals from the large, ice-covered planet on the outer ring of this system, but the actual broadcast is intermittent at best. It appears to be a garbled SOS.
>>
>>36050959
>>36050406
You start jamming microscopes against it! Upon close observation it seems to be some kind of mineral; one that defies all explanation, but the area is, indeed, a mineral. Parts of it have begun dissolving into small amounts of unidentified metals, which seem perfectly normal. Perhaps you could carve your way into it, if you could keep it from "Decomposing" into other minerals, and create something that doesn't get instantly destroyed upon contact with it.
The single golem you've crafted falls over. 0/6
You start casting fertility spells on the crops themselves, in an attempt to create a wonder-crop! 1/6
>>36050445
You dig up about 8 Tin and 2 Silver!
You mix it together in a coconut with some lime, and get 4 Gravitite! -2 Tin and Silver.
You do mystic magic mojo on the Iron, and creat Thaumium! Not all of it catches, but oh well, whatreyagonnado. -15 Iron, +10 Thaumium!
>>36050457
You throw a grand parade! There's dancing in the streets and flags and all, it's pretty great! +5% Approval.
You begin to mine for Titanium! It's pretty neat stuff. You find none on the surface levels, though perhaps there is more deeper. However, you do find 10 Iron!
>>36050478
I'm sorry, but this is far too many players as-is. I'm going to need to keep you out. All apolgies, but I just can't hope to handle any more.
>>36050553
>>36050573
Your soldiers start making an AIR WELL to turn the dry desert air into fresh, clean, water! With the added taste of Industry and pollution!
>Dry air
>Condense to water
>Dry
They work extra hard. 1/7
Your people are irritable with the stagnant water in their fishbowls, but are okay with it for now.
>>36050627
You theorize a way to just move matter out of your way: a Matter Disruptor Device! Alas, you have few materials to make it out of, so it is only a small concept. 1/6 Matter Disruptor
The miners bring home a haul of 10 Aristotlium, and 20 Copper! Lucky.
>>
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Furnace map!
>>
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>>36051052
CORGIS VI map!
>>
>>36050977
>Name: Hellfire Inc.
>Condensed Fluff:
"Greetings loyal Hellfire customers and citizens of the Demonic Realms. We are proud to open yet another portal and establish yet another branch division and company colony here in this brave new territory .We proudly stick by our company motto “No place too cold to bring warmth, and not place too dark to bring flame”

"Our dream is a dream is we all share, a warm flaming home for every family, and prosperity and security for all Demonkind and our allies."

"Hellfire Inc. Warming your future, today!"
>Color:
Dark Red
>Population: 5
>Food: 5
>Power:
Generating 2
Max 10
>Approval: 51%

>Army:
2 Peacekeeper Unit (standard)

>Weapons:
3 Units of basic Aether Oscilator Rifles

>Fleet:
>Constructions:
>Resources:
2 Uranium
20 Copper
10 Aristotlium
>Magic:
>War Tech:
+ Armory! +5 to developing or constructing weapons.
>Science:
+Geology
>Domestic Tech:
+Mining District. +1d100 for mining and +5 to Mining
+Construction Depo! +5 To constructing buildings!
+Bulldozers! +5 to construction
+Vehicle Manufactorum! +5 to building vehicles.
+Binoculars +5 to expansion
+MK1 Infernal Combustion Vehicle Engines
>Items:
>Bonus: Company sponsorship, can trade resources directly for research or items
>Detractor: Burning Bright, it's harder to pull off secret actions undetected.
>>
Rolled 65, 95, 49 = 209 (3d100)

>>36050959

>Name: Dyurr'nn
>Fluff: The surviving relic of a galaxy spanning empire, the Dyurr'nn are a race of amphibious jellyfish/man o war beings, which fly slowly about when above water, and swim when in water. They have 6 stinging tendrils, 8 feeding tentacles, and 4 long work tentacles, growing slowly in size until their size reaches either a natural limit or the food supply can't grow them any bigger. They are merciless warriors, and they express no empathy or concern for most races, openly despising and committing atrocities upon those who become their enemies. They are a strict caste society, and if they have gender biology, it is not obvious to a non-dyurr'nn. They have a psychic direction organ, but it has long atrophied, and needs to be revitalized before one can use any actual powers beyond an ESP field that imitates all 5 classic senses continuously.
>Color: Blue with reddish streaks
>Population: 9*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope, Psychic Clinic (+5 to research new psychic abilities)
>Resources: Iron (29), Downy fur (large amt), Ivory (small amt) 7 tin, 12 aluminium, 5 copper, 5 Luxemborgium, 25 gold, 10 aristotilium
>Magic:
>War Tech: Harpoon gun, Rocketry 2/3
>Science: Advanced Radar Tech, Advanced Remote Controls
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis, Psychic Potential
>Items:
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

ACTIONS
1. Mine mein Mine.

2. Mathnasium studies rocketry. +10 b/c Mathnasium.

3. Create a training program to train the workforce in using telekinesis. +5 psychic clinic, +10 b/c math
>>
Rolled 74, 35, 93, 7 = 209 (4d100)

Colour: Green
>Population: 5
>Food: 12*
>Power: 2/10
>Approval: 50%
>Army:
5 Muslim regular units
>Weapons:
>Fleet:
>Constructions:
>Magic:
>War Tech:
Precision missile computers
>Science:
Enchanting
Basic Metaphysics
>Domestic Tech:
Improved Hydroponics
>Items:
Divine Book: +5 to population rolls
Easy templates: +5 to construction rolls
>Bonus:
Gaaawd, you can call on your god, and he might help you!
>Detractor:
Clustered with Enemies, Non-Player enemies are just a little tougher

1. Research missiles (1/3)
2. Finish Armoury
3. Expand and seach for natural resources
4, Call Gawwwd for some shit to help me
>>
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Rolled 17, 97, 55 = 169 (3d100)

>Name: The Furnace Born
>Fluff: http://pastebin.com/6907M51d
>Color: Orange
(The color of your nation on the map)
>Population: 5*
(A counter for the number if people in your nation. Essentially HP.)
>Food: 6*
(Required to be at least equal to your population, and more is required for a large army.)
>Power: 2/10*
(Electronic power. Spent to power crazy huge things, like a worldwide ore scanner, or a big mech warrior, or something. Max can be increased.)
>Approval: 45%
(Amount of people who love what you're doing. Cannot be directly influenced. Higher is better.)
>Army: 3*
(2 Spec Ops Grunts)
+[4 Atk]
+[Stealthy]
+[Power Armor]
(Terrestrial-based military units. 1d10 per in combat.)
>Fleet:
(Space-Based Military Units. Do not require food. May require power.)
+Advanced Capital Ship. (Weapon: 1 Aether Oscillator)
>Constructions:
+[Factory] +5 to manufacturing large amounts of items.
+[Laboratory] +5 to General Science-y research.
>Resources:
+[5 Iron]
+[8 Tin]
+[7 Thaumium]
+[1 Manyullian]
+[2 Strange Blue Ingot]
+[5 Vials of Forge Liquid]
(The raw resources you have access too. These will deplete! Slowly. You'll have plenty of warning for when your copper mine runs out of copper.)
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
+[20 Relic Swords]
+[1 Sword with an ?edge?]
>Bonus:
+[Robo-Suits] Soldiers are less likely to die.
>Detractor:
+[Species Wide Shame] Approval goes up slower.
(Small bonuses/penalties from your fluff.)
>Important Characters:
+[Furnace-Born Model 01, Head Engineer]
+[Furnace-Born Model 0998, Colony Leader, Codenamed "The Iron Maiden"]
+[FU1, the Forger]

>I DON'T CARE IF THE AIR IS FUCKING DRY, IF YOU DON'T BRING ME A GLASS OF FERMENTED APPLE CORE JUICE IN THREE DAYS I'M GONNA DIE.
Alcoholic fish is a thing, kiddies.

1. So how about that airlin- I mean superfishfood? Good stuff, eh? (3/4)
+5 Laboratory

2-3 Air wells, how do they work?
+5 Factory
>>
Rolled 75, 55, 32 = 162 (3d100)

>>36050977

http://pastebin.com/pUz3310Q

>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.

Magus institution +10 to researching new magics, quicker to make magic more available

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
Magical R&D +10 to testing new magics, +5 to creating new magics!


1. Stabilize the anomaly, we require it to exist. for our future.

Magical R&D +10 to testing new magics, +5 to creating new magics!

2. Create a True Magic, Thaumaturgy, wonder working, the manifestation of space/time using ether and every other element as a basis, with this magic we shall manifest our own reality inside of the null-zone separate from the outside dimension.

Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!

3. Continue to work on the wonder crop, also an idea has popped into one of the scientists heads, leads make it so that we can add a special attribute to the seeds, the ability to quench thirst or hunger, greatly restore you’re vitality or even speed up someone’s healing. 1/?

Magus institution +10 to researching new magics, quicker to make magic more available

Magical R&D +10 to testing new magics, +5 to creating new magics!

Mastery of the five elements, any spells that are directly functions of fire, earth, water and air are generally better!
>>
>>36050959
>Name: Forgemasters
>Color: steel grey
>Fluff: They have come from another dimension, not for peace, but for war. An order of religious knights wielding nanotechnology, they have come to this dimension to conquer in the name of their lord. With the power of technology and their robotic knights they shall put this world to the sword, and from the ashes shall they erect their order, their religion. Any who dare speak out against them shall burn.
>Population: 6
>Food: 5
>Power: 5/10
>Approval: 51%
>Army: 5
>Fleet:
>Constructions:
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Robo-Knights, your soldiers need no food!
>Detractor: Praise the Lord, any discovered nations that don't worship a god makes your people angry, lowering approval!
+1 city

1. Expand our territory
2. build up the defenses of this subterranian city
3. send for more troops from our dimension
4. begin searching the area for minerals necessary to build up our forces and defenses
>>
Rolled 5, 48, 79 = 132 (3d100)

>>36050977
>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 5
>Power: 2/10
>Approval: 42%
>Army: 1
>Fleet:
>Constructions:
School: +5 to Applying basic Learnin's
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(8)
Silver(2)
Gravatite(7)
Thaumium(18)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

1&2: Continue project Space Wizards! 3/12
3: Build more fish farms to create more food supply
>>
Rolled 1, 59, 24, 61 = 145 (4d100)

>>36051135

forgot dice
>>
Rolled 66, 27, 10, 46 = 149 (4d100)

>>36051098
1-2. Matter Disruption of course! Why move when you can remove! 2/6

Let's spend 10 Copper on it.

3. Aristotlium? I-I don't believe it. This is a wonderful discovery. This element is key to Aristotle's 5th Element:

Aether

With it, untold power can be achieved through the ether!

Quick, let's send it over portal side and develop it into 5th Element Transducers, to enhance any roll in which our Oscilator Technology is applied!

4. Mining action

+Construction Depo! +5 To constructing buildings!
>>
>>36051161
Spend 5 Aristotlium on action 3.

>>36051125
Sir, we've pinpointed a nearby civilization on the otherside of the Quantum Crater.

We have?

Yes sir, in addition we're getting high readings of magic from that direction.

Very good, send them a vox immediately.

"Attention, this is the Hellfire Corporation requesting communication to those on the otherside of the Quantum Crater."
>>
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Rolled 51, 6, 68 = 125 (3d100)

>>36050959
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 10
>Power: 2/10
>Approval: 51%
>Army: 2
>Fleet:
>Constructions:
+Sturdy Wooden Walls, additional bonuses when defending in combat!
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.

It's time, Grimm Blodsvart is ready to head out, an experienced hunter he has sworn to bring back the body Walrus and prove that nothing on this world can stop his people. Axe ready and a small group of friends at his side he heads out. But he is not the only one, others are also raring to go. While not quite as motivated or prepared there are two others who are also trying their luck. Finna Valkyrie, daughter of the settlement's best blacksmith has sworn to tame the beast to bring them strength. Armed with the best gear and plenty of courage she sets out alone. And lastly Bo Sten and his brothers, who wish to redeem themselves after building the Walrus figurehead boat by facing the Walrus and either kill or or die trying.

1) The Hero Grim Blodswart head out to return the Walrus, dead or alive
2) The young Finna Valkyrie head out to tame the Walrus
3) The Sten brothers head out to slay the Walrus, or die trying.
>>
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>>36051189
The Arch Magus is looking over field reports from the expedition and he notices something, The Remnants where not the only ones affected by the Null Zone’s appearance, the actions of the Remnants have directly harmed another fledgling nation, one with borders made of fire and weaponry that makes a fireball look pathetic. This would not do, they would make amends, the Arch Magus accompanied by a few distinguished magus and brings along a surprise for the Hellfire. The greeting party uses hoverboards to arrive at the border in no time and fire of a magically created flare to attract attention. It was time to seek forgiveness. Unfortunately their headquarters receives the transmission only after the party has departed.
>>
>>36051242
But in the spirit and undending fire of diplomacy, all is soon learned by Hellfire.

Wizards and magicians. Long had Hellfire worked with and fought against users of magic. It was always a pleasure to meet one on good terms.

Indeed, the loss from the Quantum event was sad, but it was good to see they both sought to make ammends.

The wizards were granted fire wards to keep the hellflames from destroying them, and welcomed to the corporate lounges and provided tours of the great bustling city.

Of course, naturally, the topic of trade and commerce was hinted at and brought up. It was hoped that further cooperation could be attained.
>>
>>36051318
The Hellfire appear to be an amiable sort, no hostility had been shown, only understanding they and the Remnants could get along just fine.

The Arch-Magus put's his hand over his book and pull's from the pages words soon after he uses the firth element to create a parchment for the words, he then offers the newly created scroll to the Hellfire representative, trade would be more than welcome but first the Remnants must give a gift one suitable to make amends for what they had done.

"We the Remnanats would be delighted to create trade routes between our lands, but first we must make amends for our actions, we offer unto you our most prized creation, please take it." When the hellfire open the scroll perhaps expecting the secret to hover boards or their magic they find instead the rules and regulations of Grav Ball. "Oh right, you will need hove boards as well, I shall provide you some feel free t reverse engineer them or what have you, I hope to see you on the Grav ball fields soon." Although the Arch Magus's face was could not be seen from behind his hood for some reason the Hellfire Representative could just tell that he was smiling.
>>
>>36051502
Magical hoverboards

Grav ball

A devlish grin appeared on the demons face, a sense of competitive pride swelling among each of them.

Plans were already laid even before they were spoken of, tourism, commercials, merchandise and logistics.

Athletes were already being awoken and called forth.

If sport was what the wizards wanted, sport is what they would get.
>>
>>36051199
as the lost vikings carried about their business they were concerned to see robed men approach their village. People came to gwk at the strange men and their funny knic knack when the leader of the group came forward to announce to the crowd.

"hello, my name is Muhammed Hussein, fourth of my name and sent by Allah to bring the word of God and my people to you, we wish to do business with your leader,"
>>
>>36051575
We welcome you to our settlement stranger, however our former leader was killed as we landed on this new world, our new leader is to be decided by who can return with the beast to the east. You are welcome to stay until they return and state your business to the rest of us. I'm Sven Valkyrie, the finest blacksmith of our people.
>>
>>36051637
upon hearing those words, the men nod in agreement as the wander to the outskirts of the village. Villagers stare in amazement as the men un roll their prayer mats to begin their evening prayers, God willing, a fi=riendship would be forged
>>
>>36051105
Yours yours yours! +5 Gold and Silver, +10 Copper
The geeks down at the Mathnasium construct their grandest bottle rocket ever: A full sized one, complete with functioning life support system and control surfaces!
+Advanced Rocketry, +15 to creating anything related to traveling the stars
+Coke-And-Mentos Rocket
That one guy who used telekinesis actually teaches it to everyone fairly easy. You just have to throw your arm-tendrils at the object, and miss. Everyone can now use basic telekinesis!
>>36051107
You finish your Missile Guidance System! Should you build missiles, they now all have in-built tracking! Designed to hit fast-moving or small targets.
You expand the hell out of that tiny island! You can feel eyes in the back of your heads, but only find hundreds of large circular tracks, looking like jabs into the ground. They dig up an enormous amount of Cobalt and Ardite! +40 each! As well as a few small amounts of Erechtonium, 4!
You receive no answer from GOHD.
>>36051111
They work by sticking a huge net in the air, and magnetizing the polarity. Duh. With this explained so clearly to them, the work gets done quick! 6/7 Airwell
>>36051125
You start to research limited time control: perhaps you can cause the anomaly to revert back to a time when it was fresh and not-being-destroyed? 1/20
To create your own reality, and a stable one, within an existing one... it's daunting, to say the least. Especially with no background magics to rely on or use. It's gonna be a harsh road. 2/30
To add regenerative qualities to an already-complex seed is daunting. But you get to work doing so! 2/15
>>
>>36051901
>>36051135
Your expansioneers expand, directly into the tunnels!
It's been two weeks since then. -3 Pop.
You wall up the passageways they went down. Now, even if they lived, they couldn't get back.
They probably found tons of super cool rocks before beING BRUTALLY LEFT TO DIE FROM ALIEN BUGBITES
I think people are a little upset about the whole thing. -15% Approval.
>>36051141
Your geniuses filter fish through the engines of SPACEWIZARD, to cook them! Now it's all smelly, but you have feesh. +1 Food, 2/12 SPACEWIZARD
>>36051161
You start creating pimpin' copper de-collusion beams. You steampunk-looking hellbeasts now.
>>36051161
You ship the Aristotlium to Hellfire HQ! You receive a note back shortly.
"Thanks for the paperweights! The way you can see the little lines being drawn inside is neat."
-3 Aristotlium.
>>36051189
Your miners dig up a pitiful amount of 5 Iron.
>>36051199
He heads out, axe over his shoulder, to go chop up some blubberbeasts. He returns scarred, but with a prize: an Ivory tusk from a Walrus he blinded. 2/5 Hero
He was followed out by a young flower girl, hoping to tame the walrus. Before he could stop here from approaching them, the poor girl has been clobbered with blubber. There was no saving her. He took the tuck from the one who killed her. -3% Approval.
The Brothers employ the age-old tactic of battling brothers; jump on their heads. It seems to do the trick, and through lucky bounces, they kill one of the beasts! Good eatin' tonight. +1% Approval, +1 Food.
>>
>>36051901
stat post


>Name: Dyurr'nn
>Fluff: The surviving relic of a galaxy spanning empire, the Dyurr'nn are a race of amphibious jellyfish/man o war beings, which fly slowly about when above water, and swim when in water. They have 6 stinging tendrils, 8 feeding tentacles, and 4 long work tentacles, growing slowly in size until their size reaches either a natural limit or the food supply can't grow them any bigger. They are merciless warriors, and they express no empathy or concern for most races, openly despising and committing atrocities upon those who become their enemies. They are a strict caste society, and if they have gender biology, it is not obvious to a non-dyurr'nn. They have a psychic direction organ, but it has long atrophied, and needs to be revitalized before one can use any actual powers beyond an ESP field that imitates all 5 classic senses continuously.
>Color: Blue with reddish streaks
>Population: 9*
>Food: 17*
>Power: 4/10*
>Approval: 59%
>Army: 3*
>Fleet:
>Constructions: Construction Depot [+5 to build buildings], Vehicle Factory [all vehicle construction goes faster], Mathnasium [+10 to complex computer algorithms and precise engineering, other science tasks] Frontier Fortress, Missile silo (reinforced), Advanced Hydro-electric generators (+2 power), Radar-Dish-Telescope, Psychic Clinic (+5 to research new psychic abilities)
>Resources: Iron (29), Downy fur (large amt), Ivory (small amt) 7 tin, 12 aluminium, 5 copper, 5 Luxemborgium, 30 gold, 5 Silver, 10 aristotilium
>Magic:
>War Tech: Harpoon gun, Advanced Rocketry, (+15 to creating rockets)
>Science: Advanced Radar Tech, Advanced Remote Controls
>Domestic Tech: Hunting Spears, Mining drones, Telekinesis (everyone), Psychic Potential (everyone)
>Items: coke and mentos rocket
>Bonus: Hate - approval rises constantly during war.
>Detractor: Lungfish - need water to live.

pt 2 coming
>>
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Rolled 40, 8, 18 = 66 (3d100)

>Name: The Furnace Born
>Fluff: http://pastebin.com/6907M51d
>Color: Orange
(The color of your nation on the map)
>Population: 5*
(A counter for the number if people in your nation. Essentially HP.)
>Food: 6*
(Required to be at least equal to your population, and more is required for a large army.)
>Power: 2/10*
(Electronic power. Spent to power crazy huge things, like a worldwide ore scanner, or a big mech warrior, or something. Max can be increased.)
>Approval: 45%
(Amount of people who love what you're doing. Cannot be directly influenced. Higher is better.)
>Army: 3*
(2 Spec Ops Grunts)
+[4 Atk]
+[Stealthy]
+[Power Armor]
(Terrestrial-based military units. 1d10 per in combat.)
>Fleet:
(Space-Based Military Units. Do not require food. May require power.)
+Advanced Capital Ship. (Weapon: 1 Aether Oscillator)
>Constructions:
+[Factory] +5 to manufacturing large amounts of items.
+[Laboratory] +5 to General Science-y research.
>Resources:
+[5 Iron]
+[8 Tin]
+[7 Thaumium]
+[1 Manyullian]
+[2 Strange Blue Ingot]
+[5 Vials of Forge Liquid]
(The raw resources you have access too. These will deplete! Slowly. You'll have plenty of warning for when your copper mine runs out of copper.)
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
+[20 Relic Swords]
+[1 Sword with an ?edge?]
>Bonus:
+[Robo-Suits] Soldiers are less likely to die.
>Detractor:
+[Species Wide Shame] Approval goes up slower.
(Small bonuses/penalties from your fluff.)
>Important Characters:
+[Furnace-Born Model 01, Head Engineer]
+[Furnace-Born Model 0998, Colony Leader, Codenamed "The Iron Maiden"]
+[FU1, the Forger]

>Thank the stars, I was on my last gallon of toilet wine!

1. Superfishfood, stat. (3/4)
+5 Laboratory

2. Giant Polarized Net Airwell AGOGO (6/7)
+5 Factory
+Expend remaining iron to complete if rolls are crap

3. Begin enhancing the laboratory with our thaumium stores! Let's get technomagic-y!
>>
>>36052015

~185 iron, ~50 Copper, ~90 Tin, ~350 Aluminum, 75 Gold and ~ Silver, ~20 Lasertonium, and ~40 Cobalt, ~20 Schopenhaurium, ~20 Orstedium, ~15 Luxembourgium, and ~10 Aristotilium.
>>
File: Fireworks.png (1.8 MB, 1024x768)
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It is night on the Earthlike Planet, and the cool blue-green glow of CORGIS VI can be seen on the cloudless night. Those looking up at it tonight are startled when a massive, colorful explosion occurs on the planet's surface; red, blue, grey, yellows, all being fired into the sky. Many grab their telescopes, and see that it looks like... fireworks. Huge amounts of fireworks, being fired simultaneously, in no particular pattern. This goes on for a few minutes, then stops.
Those on CORGIS VI could see it clearly, where the trees did not obscure the view; It was coming from the far Northeast.

Simultaneously, every world leader receives an email. No text, but an attached image; blueprints for a massive, complex computer, with a small, stamped I AM OMEGA in the lower right corner.
>>
>>36051918
Final stats

>Name: Salkols
>Color: whatever
>Fluff: an underwater nation made up of Naga who worship the stars as gods and the source of all magic. The religion started when one naga swam to the surface for the first time at night and saw the stars. They have a hatred of land species because they blame them for these strange rings that seem to get in their way all the time. They also prefer magic to technology since they live under water and electricity is not the best thing to have everywhere.
>Population: 5
>Food: 6
>Power: 2/10
>Approval: 42%
>Army: 1
>Fleet:
>Constructions:
School: +5 to Applying basic Learnin's
>Resources:
Lead (15)
Aluminum (30)
Iron(50)
Uranium(11)
Tin(8)
Silver(2)
Gravatite(7)
Thaumium(18)
>Magic:
Star Divination: 3/3 turn recharge ready
>War Tech:
>Science:
+Enchanting
+Ritual Magic/Magic Circles
>Domestic Tech:
+Change water Temp spell
>Items:
Diviner rods: +5 to mining rolls
Crazy ore pump: +5 to deep mining rolls

>Bonus: Star Worship, anything done in space is more likely to succeed.
>Detractor: Plastic rings, the maximum roll for "nothing happening" is 55.

SPACEWIZARDS: 2/12
>>
>>36051901
>Name: The Remnants
>Fluff: The Remnants are all that remains of the Magus Foundation an organization that dates all the way back the earliest stages of civilization, it achieved great heights and had numerous schools of Magecraft associated with it, it was an organization capable of shaping reality to their whims, however, one day it suddenly came to an end. The Remnants are unsure of just how the Magus Foundation met its end as the records are unclear, it could have been anything from an indomitable enemy force to a disaster brought about by their own hubris. The Remnants now seek to draw upon the lost power of Magecraft, the ability to convert the Prana that is inside of one’s body and in the world around them to transform the external world, using this power they will re-assert the rightful dominance of the Magus, create new reality changing spells, and discover what happened to the Magus Foundation.
>Color: Imperial Purple
>Population: 3*
>Food: 6*
>Power: 2/10*
>Approval: 51%
>Army: 1* Battle Magus Regiment.
>Fleet:
>Constructions: Magus Institution. +10 to researching new magics, quicker to make magic more available, Teaching Faculty, create new spells even faster.
>Resources:
>Magic:
>War Tech:
>Science: Enchanting/Mystic Codes, Master of the five Elements. +Reduce Velocity magic (Wind)
>Domestic Tech: +Magic Hoverboards! They're fast, nimble, and totally rad.
>Items:
>Bonus: Built On Top, Constructions have a chance to dig up an artifact.
>Detractor: Cast From You, magic takes longer to recharge.

You start to research limited time control: perhaps you can cause the anomaly to revert back to a time when it was fresh and not-being-destroyed? 1/20
To create your own reality, and a stable one, within an existing one... it's daunting, to say the least. Especially with no background magics to rely on or use. It's gonna be a harsh road. 2/30
To add regenerative qualities to an already-complex seed is daunting. But you get to work doing so! 2/15
>>
Rolled 82, 9, 18 = 109 (3d100)

>>36051918
>Name: Lost Vikings
>Fluff: No one knows where they came from, no one knows how they arrived, but they know they are very very lost. After trying to reach their moon in a longboat these viking sailors managed to miss completely and end up on another world. Now they are making a new life for themselves and are itching to explore this, to them, new world.
>Color: Blue, Purple, whatever is free
>Population: 6
>Food: 11
>Power: 2/10
>Approval: 49%
>Army: 2
>Fleet:
>Constructions:
+Sturdy Wooden Walls, additional bonuses when defending in combat!
>Resources:
>Magic:
>War Tech:
>Science:
>Domestic Tech:
>Items:
>Bonus: Command Of The Sea, doing anything sea or water-based is much quicker!
>Detractor: Ragnarok, Nat1s are much more devastating than usual.

Back from their hunt, both the Sten Brothers, and Grim Blodswart the Hero vow to lead the Lost Vikings to glory. Splitting responsibilities between themselves the Sten Brothers are in charge of the domestics and Grim Blodswart is the ruler of war. And as such they all prepare the settlement in the ways they know best. Meanwhile the shamans suggest that maybe if they could master the power of the spirit world they could foresee threats like this before having to lose good people wandering blind through the jungle.

1) The Hero Grim Blodswart commissions a mighty hammer from the head smith of the settlement (2/5)
2) Research magic scrying
3) The Sten brothers build a ship, the mightiest longboat ever made
>>
>>36051901
dem stats
Colour: Green
>Population: 5
>Food: 12
>Power: 2/10
>Approval: 50%
>Army:
5 Muslim regular units
>Weapons:
>Fleet:
>Resources:
40 cobalt
40 ardite
4 Erechtonium
>Constructions:
>Magic:
>War Tech:
Precision Guided missiles
>Science:
Enchanting
Basic Metaphysics
>Domestic Tech:
>Items:
Divine Book: +5 to population rolls
Easy templates: +5 to construction rolls
>Bonus:
Gaaawd, you can call on your god, and he might help you!
>Detractor:
Clustered with Enemies, Non-Player enemies are just a little tougher
>>
>>36051703
>>36052125
I, Grim Blodswart, greet you. Take a seat at our victory feast and let us talk about your business. I have to say I'm curious how your people fare in this hostile land. Have you encountered beasts like us, or are your lands more peaceful ones?
>>
>>36052149
i rp this out next time friend
>>
Rolled 28, 100, 22 = 150 (3d100)

http://pastebin.com/8pHNW0pk


1. Begin creating a laboratory to study starstuff. One of the greatest mysteries of our kind is how to make it without depending on a star. (2/4)

2. Create an automated set of construction bots. +10 [manufactory] (2/5)

3. More of our kind wishes to join the Army!
>>
>>36052561
Remind Curt about that 100 next game



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