4chan Risk for the USA, each round is 10 minutes.
Give your name, the name of your nation, and the colour you want to be.
Game starts when there are 4 nations.
You can also participate in a drinking game while we play. Rules are:
-drink at the start of each round
-if you capture any state that gives a bonus, take as many drinks as the bonus is
-everyone drinks if someone rolls a 69 on ANY post, regardless if its during a round or not
-during combat, take the number of territories you lose, divide it by 3 and round up, then take that many drinks
Official thread music: https://www.youtube.com/watch?v=KJifh-S2Hw4
fuck it, I'm game. I claim post right wing death squad southern Cali. the inland empire area. Going with Gold for NatCap. It will be the greater Nation of New Plymouth
Also fix the text of the bottom left half of your map.
>>1518785
I decided to join as Letterkenny just to speed up the start by only needing 2 more.
Rolled 73 (1d100)
So what happens when you stick a human captain on an AI designed and manufactured Drone Harvest Carrier, along with a robot obsessed with fighting AGAINST THE MACHINE, and an Acquisitions Advanced AI who was a rebel in a great AI rebellion together?
Sounds like the start of a fantastic joke...if only you weren't in the middle of it would of truly been hilarious. Instead your the poor sap of the captain who has debt hanging over his head after purchasing such a...unique vessel with a very checkered past.
Oh and to add on top of that all the ship in question is a notorious Pirate Killer...and your based in a star system crawling with pirates. You can practically feel the bloodlust across the vast vacuum and through the hull of the very large carrier.
Welcome to Cape and Colony Quest. About a hero stuck in a small faithful colony and his many (mis)adventures. Like the time he got mistaken for an eldritch being or the time he somehow managed to piss off some very big and mean sea monsters with a selfie...
Or how about the time he stumbled upon an shapeshifter nest while trying to get some snacks before going to yet ANOTHER (mis)adventure.
Thus continues the tale of a woefully ill prepared charisma specialized hero in a faithful colony stranded in pirate central of a star system.
Rolled 30 (1d100)
>>1509013
What do?
>Go see how lost you can get in the maze
>Check out the industrial facilities
>Go see how 'livable' the living modified crew quarters actually are
>Keep on debating with the AI and robot who was the previous 'first mate'
>screw this head back to the colony
>Other?
Last thread.
>>1476798
>>1509013
Can we get a stat update? After reading what we have been through, plus all of our comander victories, we should be much stronger in our command power as well as some other stuff (like luck) probably because hardly any of our sucsess can be attributed to skill, but we most def got some exp.
>>1509013Hey Genie, memoranon here. I'm running a Fallout civ quest using a system loosely inspired by yours. I'm sort of running it a lot differently, I wasn't able to contact you. I just wanted to ask if you were okay with that, if I could get your blessing so to speak.
Welcome to Faerie evo, a game where you guide a tribe into becoming a civilization with its own values, culture and prominence. Unlike some civ evo games where only one tribe is developing, all three tribes will develop around and against one another, all while surviving the mercurial land of Faerie.
Discord: https://discord.gg/dNADtmk
Archive: None yet!
RULES
>You must identify your tribal affinity with a username.
>Each tribe is entitled to choose three activities per turn: an ACTION, a RESEARCH and an INFLUENCE
>___ACTION items are things such as hunting, searching, building, crafting and magic.
>___RESEARCH items are things such as sciences, investigations, arts & theoretical development.
>___INFLUENCE items are things such as religion, philosophy, enchantments & propaganda.
>______All MAGIC and INFLUENCE items require a roll (dice+1d100).
>______MAGICAL INFLUENCE items require two rolls (2d100).
>______Rolls may be called for action or research items to determine effectiveness (1d100)
>Only ONE set of activities are permitted per turn, so must be agreed upon by a majority of the tribe.
>Plotting on Discord is encouraged.
>Please check the provided materials to ensure the item you're suggesting has not already been done, or whether your tribe has the necessary resources to accomplish the task.
Okay, pretty straightforward right? Well, there's a twist. The game takes place in the realm of Faerie - a reactive land infused with wild arcane magic. The land itself is mutable, reactive, adaptive and highly sensitive to the motives of its inhabitants. It reshapes itself, becoming 'fixed' only when settled and conquered.
SPECIAL RULES
>For the submitted activities for your tribe's turn, you must specify not only what the tribe is attempting to accomplish, but also WHY.
>___(Example, the dragons search for precious metals to appease their greed)
>New settlements require an ACTION roll to build and an INFLUENCE roll to fix the land in place.
>Fixed land retains any properties it had before, but those properties will no longer change.
>The land settled by tribes will slowly adapt to reflect the tribe's overall motivations.
MAGIC OVERVIEW
>Magic can only be used with a specific aim, on an object, target or location within eyesight.
>Magic needs to be learned via RESEARCH activities.
>Magic does not come without a price, and can be quite volatile.
>Magic can't create something from nothing (matter OR energy).
>Magic cannot be used to create resources or items you don't have or couldn't craft.
>Examples of acceptable magic include throwing fireballs, enchanting a tool to work twice as fast, growing a wall of brambles or turning a pumpkin into a carriage.
>Examples of unacceptable magic include conjuring sneakers that light up when you walk, guns, or turning everything into gold (unless you have a LOT of gold).
TRIBES
THE PIXIES
Swift and naive, the Pixies are a whimsical race of creatures who spend each day exploring the world around them in search of new secrets. They make the most of their shorter lifespans by creating inventive diversions. Fickle and bold at times, they flit through the air with wonder, bewitching the land they inhabit into flower-laden meadows glistening with enchanted dew.
>Led by a wise Elder.
>Reproduce regularly.
>Herbivores.
>Gain +10 to RESEARCH rolls
>Gain +5 to EVASIVE rolls
>Gain +5 to all rolls when PLAYFUL or CURIOUS.
THE HOBGOBLINS
Misshapen and unruly, the less than picturesque Hobgoblins are powerful creatures with incredible endurance - but are less than experienced with inspiration. Vulgar and rough, they laborously execute each order handed down to them, turning brute force into an art in itself. They toil until the land they inhabit turns as colorless as their imaginations.
>Led by a nasty Chieftain.
>Reproduce quickly.
>Carnivores.
>Gain +10 to ACTION rolls.
>Gain +5 to COMBAT rolls.
>Gain +5 to all rolls when RUDE or OBEDIENT.
THE FAIR FOLK
Beauty is only skin deep in the case of the Fair Folk, creatures who experience emotion the same way mortals experience an allergy. And yet they are obsessed with the idea of it, the grand drama that is feelings, love and hatred and mirth. Skilled with enchantment, they dominate the land they inhabit into breathtaking vistas almost as delicate as their features.
>Led by a tyrant King.
>Reproduce slowly.
>Omnivores.
>Gain +10 to INFLUENCE rolls
>Gain +5 to MAGIC rolls
>Gain +5 to all rolls when CRUEL or DISPASSIONATE.
The starting positions. The grey areas of the map are unexplored, and require exploration actions to uncover.
>>1506545
Action: Gather all insects & bugs from the surrounding forests & the small meadow north
Research: Basic tools from fallen tree branches & stones sharpened by bashing them together from the nearby mountain
A warrior of white. A blade of burning agony. Your flesh is torn, burned away as you try and escape. Fear, confusion, curiosity, it all flash in your mind. Your body warps, trying desperately to escape. Then, the agony pierces your mind, and all you can see is your own flesh burning.
You shoot up from your bedding, a cold sweat the evidence of yet another one of your nightmares. They have been common in recent months, making it harder and harder to get a full nights rest. I hasn't affected your body, except for some tiredness, but if it continues it may become an issue.
You turn your head, staring at the mirror propped up against the wall. In your tired haze, you see an unfamiliar face.
-->it's that of a young woman, with pale green flesh and black hair that reaches to the small of her back. She has piercing eyes, that seem quite adept at expressing emotion.
-->It's of a young man, with gray flesh and red hair that is kept in a pony tale. The fuzz of facial hair is beginning to form, likely a point of pride for the growing boy.
--> It's of a...girl? Boy? Hard to tell, as the androgynous figure stares back. (Choose skin and hair color, take on androgynous appearance)
>>1506118
-->It's of a young man, with gray flesh and red hair that is kept in a pony tale. The fuzz of facial hair is beginning to form, likely a point of pride for the growing boy.
Oh dear lord it begins!
>>1506118
>young man, lose the pony tail for short hair.
>>1506118
--> It's of a...girl? Boy? Hard to tell, as the androgynous figure stares back. (Choose skin and hair color, take on androgynous appearance)
Pale green skin, long red hair, thickGREAT FLAMINGred eyebrows
War, War never changes.
Thread 1
>>1426411
Thread 2
>>1438425
Thread 3
>>1451933
Thread 4
>>1469110
Thread 5
>>1478346
Thread 6
>>1494051
You are the Courier. Having taken with you a mass exodus of people from the Mojave in flight of the Legion's conquest, you bring your people to the foot of BigMT, where with Old World Technology and New World innovation you intend to forge a new America, on the backs of machine and man. Taking your people upon boxcars lifted up by Securitron MKII's, along the way you have met some curious new friends and allies to add to your growing list, namely Unity, the hiveminded techno-abomination, who has leant you its form for your service. . .and companionship. Promising it a way to cure its modified strain of FEV to stop the horrific deformities plaguing its people. In addition, after much fortune, you have managed to gain a stronger foothold on BigMT, by ensuring the compliance of the Think Tank with regular gifts, and securing sources of water, you have established two settlements, one outside BigMT where most of your people are and one within for the sick, wounded, and your loyal followers. There have been major efforts at improving the livelihood and living standards of your people, and you have faced some challenging moral dillema's including the usage of lobotomites as a "public resource", which you now regulate as a luxury.
>>1511713
Promises to Uphold/To-Do List/Suggestions by Companions --INCOMPLETE LIST--
Think Tank Gifts
Klein - (Something New) [X] - Holorifle
8 - (A new sound he hasn't heard) [ ] - {set up a stage for a symphony using actions}
0 - (An alien drone) [X] - {Captured intact from the last threads 100}
Borous - (A new animal Specimen) [X] - {Stealth Tunneler Eggs}
Dala - (regular supply of human subjects) [X] - Legion Prisoner
Unity's FEV Research
A proper FEV Lab [ ]
Prime/Untainted Human Subjects [ ]
>Brain
Reverse Engineer Biological research station [ ]
Reverse Engineer Sierra Madre Machine [ ] (needs more Sierra Madre Machines)
Investigate the Construction Zone for its Vehicles and Construction Bots [ ]
>Riddick
Get a Vehicle Garage [ ]
>>1511749
[[CITY]] BIG MT
>>>>>Food: Above Average (Unstabe/Declining)
>>>>>Water: Good
>>>>>Medicine: Average (Unstabe/Declining)
>>>>>>Materials: Scrap Wood (tiny) Scrap Metal (Low) Electronics (Low) Hygiene Supplies (Abundant)
>>>>>Fuel: Airplane Fuel (Below Average)
>>>>>Total Pop: 339 Humans (and companions) +40 Mutants/Nightkin
>>>>>Total Armaments (proportionate to the total pop) Below Average
>>>>>>Weapons: Type (Subtype, Amount, Condition)
-Conventional Melee Weapons (Legion; Moderate, Pristine)
-Conventional Firearms (Legion; Moderate, Pristine) (Mercenary, Above Moderate, Intact)
-Energy Firearms (Human Plasma, Moderate, Intact) (Human Laser, Moderate, Intact)
>>>>>>Ammunition Reserve: Conventional (Below Average) Energy (Moderate)
>>>>>>Armor/Uniorms:
(Salvaged Legion, Moderate, Pristine)
(Legion Centurion. Tiny, Intact)
(OW American Infantry Armor, Moderate, Intact)
(OW American Infantry Uniforms, Moderate, Intact)
---THE CRATER---
>>>>>Morale: Good
>>>>>Current Pop:
107 Human
>>>>>Garrison:
6 Devils Brigade - Power Armor
19 Couriers Companions - Arcade, Doc Delilah, Willow, Ares, Cass, Raul, Veronica, ED-E, Rusty, Wendy Gilbert, Hazel, Desmond Harper, Vanessa, Joana, AXE MAN, Milton+Hans, Sonia, Riddick
200 Securitrons MK2
1 GIANT ROBO SCORPION
576 Robo Scorpions
>>>>>Prisoner: None
>>>>> Infrastructure: Higgs Village Warehouse [6 Intact Homes w/{Toilets, Air Condition}, Indoor living area. Raul’s Shack. Follower Hospital.). 5 Box Cars. Latrines. Plumbing Water. Heated Water. Indoor Ventilation. The DOME. The SINK (BigMT Command Center. The THINK TANK). The FORBIDDEN ZONE. Barracks/Training Ground. (Average). Lobotomite Pleasure House (Primitive).
>>>>>Defenses: Radar Fence/Mountain Range. Laser Turrets (Few).
>>>>>Vehicles: 1 Riddick’s Charge Co. Dodger
>>>>>>Power: Electricity (HUGE). BigMT Underground Reactors
>>>>>>Other
+The THINK TANK
+Dr. MOBIUS
+Unity
+Julia Farkas
+Arcade Ganon
+30 Allied Followers
+55 Captured Female Lobotomites
+67 Captured Male Lobotomites.
---THE BOXCARS---
>>>>>Morale: Above Average
>>>>>Armaments: Below Average
>>>>>Current Pop:
232 Human
+40 Super Mutants/Nightkin
>>>>>Garrison:
1 Couriers Companions – Doc Mitchel
35 Child Soldiers “Freeside Rats”
60 Trained Regular Infantry [OW American Infantry Armor] (Plasma/Laser) {Veterans}
22 Trained Militia [Mixed Salvaged Legion] (Firearms) {Veterans}
+20 Super Mutants
+20 NightKin
400 Securitrons MK2
>>>>>Prisoner: None
>>>>> Infrastructure: 20 Rail Car Homes. Latrines. Spring Well. Hazmant Truck Container. Radioactive Liquid Tank. Irradiated Water Tank (95% Intact) Clean Water Tank (Intact)
>>>>>Defenses: None
>>>>>Vehicles: 1 Vertibird, 1 Fuel Economic Semi Truck,
>>>>>>Power: Electricity (Adequate) {Shared from The Crater}. Electrical Poles.
>>>>>>Other:
+Marcus
+Keene
+20 Herd Animals (Brahmin/Bighorn)
>>1511764
Note: I've edited the stats to reflect BIGMT area as a whole City, divided into various subsectors (The Crater and The BoxCars shantytown).
[[CITY]] represents the total shared resources, food/water/fuel, and armaments.
--SUBSECTOR-- represents subregions with infrastructure, garrisons, moral, etc.
---
>New Vegas Radio
"Hello ladies and gentlemen. Mr. New Vegas here. You're all so great, we're gonna keep you listening all day.
We've got some news for you, coming right up.
The NCR has sworn in a new president, President Arnold Yaunker. His landslide victory in the election is attributed to his only major opposition, former president Aaron Kimball, following his recent impeachment over the loss of the Mojave to the Legion.
One of the first acts of President Yaunker was to recall one General Blackthorne from the a northern NCR region known as the Frontier, this likely in preparation for a defense against a Legion incursion into the NCR heartland.
In other news,
Fighting continues to rage around the Fort Nellis Airbase area as the Legion continues its siege on the Boomers, as local inhabitants report the sound of continued artillery bombardments. Legatus Lanius is reportedly leading the attack, and the legion expects breakthrough is imminent.
Boy, the Mojave Wasteland is just a fascinating place, isn't it? You never know what'll happen next."
---
>>>>>A. Scavenge (for what)
>>>>>B. Try to improve (which) base
>>>>>C. Try to improve weapons (where).
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials (where/what)
>>>>>G. Your choice/Write in
>>>>>Turn: 37
You are Theo, a 21 year old kid from a pacific american coastal town, and for some reason despite the current year, you want to become a pirate.
Where we last left off, you looted around a warehouse and some docks, and are now currently about to board a fishing trawler.
Working Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=pirates%20of%20the%20pacific
Empty Discord: https://discord.gg/mxBbaqC
Rules, Inventory, and Current Cast: https://pastebin.com/KgLPGUqc
Copypasting last actions.
> Fishing Trawler [Navigation: Routine]
"Avast! Another Trawler up the bowside!" you snarl at your crew. You imagine their response to be more vicious than the passive acknowledgement they gave you.
You haven't entirely understood the details of how to board the ship, but somehow Randy tells you he can signal the ship that they need help. He pulls out a signal flag, attaching it to the starboard side; a red cross, like the old English flag. Victor.
It takes a while for the trawler to see the flag once you steer counter clockwise. You see the ship approach, your crew looking up at you for direction.
"Haha me laddies', ne'er be feared! A great sum we'll reap from ye ole fishing trawlarrrrrr!" you shout, fake rifle in the air. With that, you detail them in verbose piratese your plan:
> Everyone hide in the bridge, let them board, and then burst out to ambush!
> Randy wait on deck, greet them, and we ambush them!
> While they board, we hide portside by the fishing crane, then jump aboard, rob the vessel, then return and ambush them from their own ship!
> Write in
>Everyone hide in the bridge, let them board, and then burst out to ambush!
>>1505350
>Everyone hide in the bridge, let them board, and then burst out to ambush!
They'll never see it coming!
>>1505594
good lord I forgot to close my tags
Welcome back to Dark Empire Quest, where you the players aid the reborn Emperor Palpatine and Imperial Commander Alana Tyrna and possibly others as they fight to rebuild the Galactic Empire after the crushing defeat at Endor and the subsequent collapse. We will guide their choices, deal with the consequences of their actions, and work to ensure the Empire rises once again.
Important links:
Archive
>http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Dark+Empire
Pastebin for info dumps
>https://pastebin.com/u/Timekiller21
Twitter feed I use to announce planned game times.
>https://twitter.com/DarkEmpireQuest
This is the map system I use for planning
>http://www.swgalaxymap.com/
And this is a gold mine resource for Star wars info, take with a grain of salt since this universe follows its own continuity.
>http://starwars.wikia.com/
I allow between ten and twenty minutes for voting depending on the importance of the issue and how divided the vote is. If the vote is tied up, I usually allow an extra five minutes for a tie breaker, and if no one votes, I roll for the tie breaker (The will of the dark side).
I always try to incorporate (and encourage) write ins if they don't violate the spirit of voted decisions, though I may edit or tweak them to fit better.
I also am always open for questions. I'll just ask that they stay relevant to current events in the quest, or at least the near future.
***
Previously:
>>1491184
Alana had some tough calls to make about going to a Kuati Victory Ball. What to wear, who to take, and if she should wear a sword or not. Despite inviting him, her Executive Officer Lieutenant Tierce was uncomfortable both with the idea of accompanying his commanding officer to a party, and with actually going to a party, leaving Alana to make the trip alone.
Hell yeah!! Time for Imperial politics!!
The lush greenery of Kuat rolls by beneath your shuttle as you cruise toward the extravagant villa. The fading sunlight casts the greens into shades of purple and grey, turning the landscape mysterious and alien. You know this sort of natural (if artificial gardens could be considered natural) beauty is only possible because Kuat offloaded its massive industrial base into orbit, bringing with it legions of low-income dock workers, leaving the planet's surface as a sort of refuge of greenery for the elite.
In your opinion, that decision had paid off handsomely.
As your shuttle comes in on a final pass of the sprawling estate, you spy the main building, done in a pseudo-archaic style from Kuat's distant, colonial past. The villa itself is expansive and is surrounded by pools, fountains and gardens of various sizes and styles.
Standing hideously out of place amongst the greenery is a series of landing pads just outside the villa, already choked with shuttles and transports. Your own shuttle lines up to join them, wings folding up and gracefully switching to repulsorlifts and settle onto the pad.
The hatch opens and ramp lowers, bringing with it the fragrant night air of Kuat, and the sounds of a party in progress. You step down the ramp, one hand resting on the hilt of your sword. You feel minor triumph as some nearby ground crew loitering around the shuttles and keeping one another company, cast glances your way. Turning heads already, perfect. Although they were just military personnel and nobody to be impressed with. You had bigger fish to fry inside.
You reach the edge of the landing pad and realize that rather than just being a giant slab of duracrete placed off away from the villa, it is actually a sort of "holding pen" for the shuttles and their crews, fenced off with nearly invisible wire strands with a single point of entry, manned by a squad of stormtroopers and a black-clad infantry officer.
"Name and invitation," the infantry officer says, his face all business.
"Commander Alana Tyrna," you reply, handing over the flimplast printout of the invitation. You make no attempt to impress him with your name or rank, you're sure he's dealt with much more prominent members of the Imperial hierarchy than a measly Baroness and Commander today.
"Commander Tyrna," he hands the invitation back, "Welcome. Would you like an escort to the door?"
You mentally measure the distance to Villa at a glass, it's not terribly far, a stone path lined with small footlights that meandered across the grounds to the front entrance. You could of course easily make the distance alone, and you didn't have much fear of ambush by assassins here in the Kuat countryside, but you knew from experience, some nobles simply liked to look important, nothing provided that more than an unnecessary Stormtrooper escort.
>Yes, please
>No thank you
>>1504521
>No thank you
No need to make a flashy appearance.
Unexpected Guests
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Pokemon%20Island%20Adventure%20Quest
https://twitter.com/GobbleQM
Character info pastebin in progress: http://pastebin.com/iB0tb7rz
Dice odds for best of 3: http://pastebin.com/994WTT3g
General rules:
There is a 10 minute voting period after each post. Non-contradictory votes will be combined as best as possible.
Write-ins for all votes are always welcome and encouraged. They may not all make it into the post or be altered to fit in, but I'll do my best to at least try to address the spirit of the write-in.
Very important or contentious votes may be redone in a stricter voting system as circumstances warrant.
Combat mechanics involve three rolls of 1d100, taking the best, and using the base accuracy and crit ranges of the game, roughly, but the 'turn order' will be more like the anime, where sometimes you can do a few moves in a row or be hit by a combo of moves yourself, all depending on circumstances. Stronger moves tend to take more time and have more cooldown than weaker moves, so beware of that timing. Speed is more important for closing ground, intercepting, and other things and doesn't necessarily mean going first. Infact, you can do more than one move in a row like the anime, but so can your opponents.
Call me out on a mistake and receive a suggestive picture, mostly likely a butt.
Pokemon:
Gobble (Munchlax)
Mace (Roggenrola)
Belladonna (Roselia)
Dice (Totodile)
Badges: 3
Location: A tiny island somewhere near Take that holds Mainland pokemon
Recently: You helped a Tauros, Gobble, and Dice learn Surf, learned a bit about unlocking pokemon's potential, laid down the law with Bella (in a Herby way) and had a bonding talk with Dice.
[I'm still not done rule 63. Sorry. More projects this week than I thought by a wide margin]
1st for Gobble best QM.
>>1504236
Seconded
>>1504236
Thordled
What is Monsterhearts?
Monsterhearts is a tabletop roleplaying game -- in this case, all of you will play the MC; I'll play everyone else -- evocative of YA Romantic Fantasy. Think Buffy, think Teen Wolf, think Vampire Diaries. And yes, even Twilight.
It's trashy, dark, all about sex and sexuality and above all, super fucking fun. Horror, kicking monster ass, making out with your best friend in a sleep over, then having to deal with those budding feelings while you kick some more ass.
I'm not the guy who made the previous Quest back in /tg/. I'm one of the players though.
So let's start with a basic setting. Sleepy, small town on eastern US.
Who are you?
https://docs.google.com/forms/d/e/1FAIpQLSdOlUFGynXf5CsGYfA-IViMj8mQcZagRS0weZgogt8U7hs1BQ/viewform?usp=sf_link
>>1506778
The ruleset is Apocalypse World, so 2d6 plus bonuses, higher is better, 7+ for a success (and 10+ for a complete success).
https://drive.google.com/open?id=0B1qpw715kpmwVzA4Y3dpaU9GSjg
Those are the skins and in-depth explanation of the system.
>>1506784
Sounds cool
>>1506847
Glad to know you think so! I'll leave the poll up for a bit longer so it gets a bit more interest, I suppose.
Once we have a decent number of votes, I'll start.
Welcome to LIMBQUEST. The rules are simple: You can replace any limb on your body with an item that has the same word length as the body part being replaced. The item will appear, but the limbs will be removed. For example, LEG + LEG can be turned into a 6 letter word, at the loss of both your legs. If you lose all of your body parts, it's game over.
Your current inventory stands at 2 Arms, 2 Legs, 2 Eyes, 2 Feet, a Mouth, a Head, and a Torso.
Currently, you appear to be stuck in a blank room. There only notable features of this room is the door.
>>1506378
Arm>axe
>>1506409
You change your left ARM -> AXE. Your arm fades out, and an axe appears on the floor. (Note: You can turn an item back into a limb.)
Axe related antics are definitely one of the most fun things you can do in an empty room, especially one lacking a small, adorable dog.
Welcome to Tribes Evo, a game where you take control of a tribe and evolve it culturally, technologically, and historically through time. Currently, two of our tribes are massively gaining population, a culture mechanic has been introduced, and bunnies and ducks have finally met each other.
Previous Threads (please read if new): http://suptg.thisisnotatrueending.com/qstarchive.html?tags=tribevo
Discord: https://discord.gg/r36b7By
Art: http://imgur.com/a/rpvXu
POTT: http://www.strawpoll.me/13053621
New Players Guide:
>Every turn is a new day
>Every turn each tribe can do one action and research
>Research - Laws, Technologies, Arts, Customs
>Action - Trading, Hunting, Scouting, Organizing
>At least one player per tribe, no upper limit on tribe members
> Only ONE action and ONE research PER TRIBE, must be agreed by majority
> Please read sheet to verify 1) whether a tech/culture has already been researched and 2) whether OP fucked up in updating sheets
Other Mechanics:
> Combat (NPC) - one commander per tribe, roll xd100 where x is the number of GROUPS of units you wish to fight (ask oldfag or OP if unclear)
> Culture - After exposure to other cultures, rolls can be made to determine how foreign cultures can affect your civilization's society
> Nationhood - Once a tribe reaches 1000+ population, they are eleigible for nationhood. They will then need a constitution, flag, currency, formal military, and more than one town. The constitution MUST include established geographic borders, name of your state, and governing body.
Going to be including Turn 64 next turn. It is Day 22 of spring; in 8 days summer will be here!
Ducks make a championship for their sport, finally finish steel research, and use rope to improve nets, and as a result, fishing.
Reporting for duty!
Frogs make a lumbercamp, continuing catamaran construction, and improve Croakism to include ancestor worship.
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=[PROTOTYPE]
Last thread: >>1490566
Combat notes.
>(you)
Jacob Marshal. HP 325
Allies
The survivors. HP 200
Enemies.
Hunter(s) HP
150
125
25
100
125
125
Spikers HP
100
100
You are Jacob Marshal A currently unemployed mercenary who picked his cousin, Nina Tiller, up from one of Florida's fine airports just in time for a blacklight outbreak. Now that he finds himself turned into one of the 'Evolved' in the redzone he must survive long enough to find a way to get himself, Nina, and whoever else he chooses out alive. Will he Succeed?
__________________________________
The hunters, ravenous and hungry tear their way through parts of the survivors wall of gunmen. The one that's trying to hound you away from them keep making short lunges and wide swipes, He seems desperate for a kill, It pulls it's arm back, about to lunge, now's your chance.
1d20+3
+2 if you can come up with a way to wound it that would slow it down.
+2 if you can express just how these virus monsters make you feel.
Rolled 16 + 3 (1d20 + 3)
>>1503076
try to hit him in the chest or cut his legs off, you also seem to have pretty bad luck with these disgusting monsters
Rolled 13 + 3 (1d20 + 3)
>>1503081
THE ONLY GOOD MONSTER IS A DEAD MONSTER
Your close anons, right now you've succeeded but with slightly higher a roll and you'll have actually severed it's leg.
Prior Thread: http://suptg.thisisnotatrueending.com/qstarchive/1387570/
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Maverick%20Hunter%20Quest
The IRC: suptg.thisisnotatrueending.com, #MHQ
The Twitter: https://twitter.com/HunterCommand
The Recap (thanks to Scarab): http://pastebin.com/wMtuXJM2
Character sheet: https://docs.google.com/document/d/18-L31ukeOd_0XvfqErwY7GogqiwMU8zyIYfXxjTUb-c/
You are maverick hunter Anode, and you are finally--finally--home.
>>1502990
Arc managed to give you something resembling a nervous grin when you finally trudged back into the 15th’s base camp--you realize dimly that it had advanced a few dozen meters from where you first left it, and a few craters here and there suggest that Mortarphant had at least something to say to their attacks. But with all the fatigue crashing down on you at once, you didn’t exactly stop to chat with her.
Just as well, it turns out, you’re in the kind of shape where the Lifesavers are too busy fixing you to chew you out for getting that way in the first place. Time unlatches from sense and you’re content to just… sit there, a while, thinking about your latest brush with death on the greatest job ever.
Three hours. Three hours you were huddled in that hole, waiting for any second to be your last.
...And then there’s Sabomole, he’s on you, too. You hope the poor bastard is okay.
You realize it’s been a while since you heard or felt the numbed buzz of precision scalpelwork on your armor, and look up to find yourself in the medbay alone. Almost on cue, you receive a ping of a new contact in your mail.
I4115//signal trace fail
THE SLEDGE.
THE REFORGED HAMMER WILL NOT BREAK TWICE.
BE THEIR SWORD, AND EIGHT WILL BE YOUR ARMOR.
>THE RIDER. THE FORTUNATE. THE KNIGHT. THE SLAYER. THE PEACOCK. THE LANCER.
… Terrific.
>
>>1502991
>THE FORTUNATE
Happy memorial day weekend, all.
This one has some plot ground to cover, and, of course, upgrades. If I'm honest I hope they take a good long while, I could use the rest.
Such as it is.
There are only two nations left on this planet of constant war; Dystopia and Utopia.
The nation the story is set in so far is Dystopia.
Dystopia is a vibrant and varied nation, with a completely decentralized government. The constitution of Dystopia is a single line of text: YOU ARE THE GOVERNMENT.
From this there has sprung up individual societies which range from liberal democratic city states to total anarchist wastelands.
They have only one thing that unites them, nationalism, and the need for survival against the constant war being waged on them by Utopia.
Utopia can be summed up as essentially: fully automated luxury communism that still manages to be completely totalitarian.
Utopia was born when in this timeline, the United States was subverted into communism after WWI.
Japan was converted to communism by joint American and Soviet pressures.
Germany has the time to develop the nuclear bomb in WWII because America does not join the war until Germany drops an A-bomb on Stalingrad.
All communist nations of the world became a super-state after WWII, forcing the losers to join them. They called it Utopia.
Eventually, America has a civil war and the rest of the worlds non-communist countries join them, ironically adopting the name Dystopia, the constitution allowed the countries to essentially keep their sovereignty.
Eventually the freedom got out of control and the nation became mostly anarcho-capitalist, with pretty much every government form also being represented. With exception of communism, as their neighbor nations would rise up and destroy them.
The 'civil war' has been going on for over two-thousand years, and tech has been stagnant for over a thousand of that. War has become so normalized that most people couldn't imagine peace on a grand scale.
The micro-nation we live in is the Dystopian Moon Colony, which controls about half of the moon, though is really several thousand smaller nations all under one banner.
The moon is seen as a deciding factor in the war as the moon is the key to affordable space travel, colonizing other planets from earth, and achieving "space superiority". This it is a hotly contested place.
The colony is heavily supplied by patriotic Dystopians from around the world because of this.
The city we live in is on the border of the no-mans-land between Dystopia and Utopia. The city is a mega-structure dome built over a large crater.
The dome is filled with enormous skyscraper-like buildings which are each like a self-contained city. Various levels, or groups of levels, contain many micro-nations.
The buildings are connected by thousands of individual hyper-rail companies who range from a single tower-to-tower connection to entangling themselves throughout the whole city.
We live in one of these buildings, towards the middle.
>>1505824
If you haven't read last thread but would like to read it, I recommend this pastebin.
https://pastebin.com/4fS2jZ3F
I edited the mistakes, and fixed the formatting. Should be much more readable.
Twitter: https://twitter.com/AnAccQM?lang=en
Suptg: http://suptg.thisisnotatrueending.com/qstarchive/1489840/
The Story So Far:
The peacemakers had been out of the city fighting on the front all week, and so that week you’ve been mugged seven times.
While waiting for the hyper-rail to take you to your building you witnessed a gunfight between two employees of rival beverage companies. You didn’t get involved, but instead caught the train home.
You and your friend Claire (who is also your assistant) finally arrived at your building. You had hoped to relax with a delicious meal at your friend Glens restaurant.
But your world became even more chaotic soon after.
While eating, a huge explosion knocked over your entire building. Arming yourself with a fire ax and a meat cleaver, you, Clair, and Glen all entered the hellscape outside. Claire was armed with her handgun.
You made a plan, to get to the place of your employment: The Firm.
Your luck began to look up when you found an occupied elevator. Claire hacked it open with her tablet.
But the luck didn’t hold. The occupant was armed with a carbine, and tried to mug you for the eighth time that week.
A fight ensued, and a gunshot broke some of your ribs through your bulletproof vest. Worse, a bullet lodged in your shoulder.
You threw the cleaver into the man’s arm, but it wasn’t enough and you were smacked in the head by butt of his gun right afterwards.
You lost consciousness as you saw Glen come in with a tackle. Glen saved you by tackling the man, but got the cleaver lodged in his own arm during the struggle.
You still wanted to get to The Firm, in part now because of its medical facilities, but with injuries there was no way you would make it on foot.
Claire looked through maps of the building and found an emergency room.
After you promised to buy Glen a new arm later, the three of you left the man in the locked elevator.
Claire hacked open the back panel of the elevator and you all walked ‘up’ the elevator shaft on foot.
The smell of gas forced you to make a quick escape through a side door. The three of you reached safety, but you had to leave a catatonic Glen behind.
You and Claire eventually reached the emergency room, but found that it was guarded by a two-meter-tall android. The android demanded to have Claire’s tablet, and gave you two minutes to comply.
You decided to hack the android, but it proved to be no easy task.
Wounded and exhausted you distracted the android with everything you had, and nearly lost your life for doing so.
But in the end Claire’s hacking skills won out, and you were spared a violent death.
>>1505838
You awake in in darkness, freezing. You must have passed out after the fight with that android.
Your upper body is covered with a pile of ice. You struggle to sit up, and force your sore body to do so.
Your ribs ache and you assume some are broken, but manage to right yourself. Some of the ice falls to the floor in the process, but once you are upright, the lights flicker on.
You find yourself sitting on a surgical table that’s wet from melted ice. You clothing has been removed from the waist up and feel bandages on your wounded shoulder. You see a message written on the wall in marker.
“Go to mech bay”
You plop down from your perch on the table and do as the message says. You enter the hallway and it lights up as well. A short walk down it rewards you with a map of the complex, and after finding the mechanical bay you go back the way you came.
You reach it after a short walk and the doors slide open to allow you entrance. Inside you are greeted by the sight of the android who earlier tried to kill you. It sits in a repair module, thin robotic arms making repairs to its various broken parts.
“This one has been instructed to relay a message. The message is as follows: Claire has left to collect Glen and will return shortly. This one has contacted her to tell her of your awakening. How may this one be of assistance?”
“So, are you like an A.I. or a robot, or what?”
“Query is nonsensical. This one is a limited artificial intelligence, as well as a robotic.”
“I see. How long has Claire been gone? How long until she returns. Can I speak with her?”
“She has been gone for twelve minutes, thirty-four seconds, 15 milliseconds. Return unknown, variable of Glens collection prevents extrapolation of data. This one is capable of transmitting real time communication.”
“Command: begin real time communication with Claire.” The android’s eye flashes purple for a brief moment and you take a step back.
“Command registered. Opening line.”
Claire’s voice comes from the android. “Mike! I’m so glad you woke up. I was so worried about you. I’m almost at the spot we left Glen.”
“You’re the best Claire, I’ll wait here for you.”
“Talk to you when I get back. I have to steer this thing and the autopilot doesn’t have any of this damage mapped.”
>Talk to the android. (Saying what.)
>Search for useful loot. (Anything specific?)
>Try to contact The Firm and tell them you will arrive sometime soon.
>Just rest until Clair returns.
>Write in.
>>1505854
>>Try to contact The Firm and tell them you will arrive sometime soon.
Last Thread: http://suptg.thisisnotatrueending.com/qstarchive/1478013/
Summary: In this quest, we're basically playing as a slowly mutating soviet named Stojan insert Russian last name here who secretly supports the monarchy and hates the communists. We've managed to escape the Russians, and now we're in 1939 Nazi-occupied Warsaw. We've also got a new character called Douglas Bison who is a Sean Connery agent, but less smart, a bit more lustful, and also much more aggressive. He already has a nerdy girlfriend too! Oh, and he got shot... And is of course, more buff.
Character Sheet.
Attributes affect how fast you learn skills anons.
Stojan
Werewolf
Above Average Strength.
Above Average Agility.
Moderate Intelligence.
Moderate Wisdom.
Below Average Charisma.
Skills Each plus or minus is the modifier given.
+++Stealth
++Firearms.
+Saboteur
-Fistfighting
Weapons
Karabiner 98k
High Damage
5 Ammo (1 shot fired, has 3 reloads)
High Accuracy
High Range
Slow Reload (3 turns to reload)
Currency
50 Reichmarks. (+50 from Resistance per day)
40 Zloty
Douglas
Werebull
Great Strength
Below Average Agility.
Low Intelligence
Low Wisdom
Above Average Charisma
Skills
+++Stealth
++Firearms
+Saboteur
-Sense Motive
Weapons
Thompson Submachine Gun
Moderate Damage
6 ammo (4 shots fired. Has 2 reloads.)
Low Accuracy.
Low Range
Fast Reload (0 turn to reload)
Remington 12 Gauge Shotgun
Very High Damage
7 Shots (20 remaining Buckshot)
Low Accuracy
Moderate Range
Moderate Reload (2 shot reloaded for every turn invested.)
Note: Sorry about being dead, have too much work to do.
Continued
Of course, as soon as you poke your head outside, you notice a few trucks... With the Soviet Russia symbol on it, and a few lightly armed officers get out of the trucks...
By lightly armed, you mean they're setting up a small machine gun right in front of the cabin, and they're armed with sub-machine guns... Dominika is in that cabin too!
You could run away... And leave her to be arrested and most likely executed... Or sent to a gulag... But you could try to stop the Russians...
Actions
>...You aren't getting shot for her. Run!
>...Try to sneak over to the cabin? Maybe you can warn Dominika?
>...You are a spy, albeit a very, very large one. Perhaps you can look into the art of "stealthily murder" on the more isolated gunards?
>...You have a shotgun, and a submachine gun. Oh, and the durablity of a fucking tank. Why not get into a firefight?
>Grab the makeshift sledge, and sneak up to the officers... Then charge!
>...Maybe you should try to find a new melee weapon. The sledge is nice, but you can wield something else too...
>Write-in
>>1503275
Find a new melee weapon. A isolated cabin should have a double bit axe somewhere for wood chopping.
Roll me a 1d20 for quality anon.
Also, what do you want to do after finding a weapon?