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Nation building/community strategy

It is more like one of following.

1: We all play as one dragon and by player votes said dragon is dictating brand new community

2: Each pc dragon ( in this case 8 players max) each working on their own communities.

In that case one of three plot lines.

1: All Of Dragons left attempting to settle in new world to avoid being murdered.

2: Dawn of Dragon history as they first emerged in the world. Developing influences of lesser creatures. Either work together or rekt each other.

3: There is a dragon empire and each dragon pc has a chunk of Kingdom/land. Governing and settling things and the court of dragons in time has a issue. Chief papa dragon feels time growing short so computer with who gets the crown.

Note: Due to everyone loving DL decided to create more boons and breath Weapons. ( my GM style is reactive for most part unless in key die points of plot.)

New Boons:

29: Invisibility: Turn invisible so sneak around or harder to hit.

30: Psionics: Mind overattsr Powers That do not depend on magic points.

31: Ablative Armored Hide: Have extra layers of armor that needs to be shed before soft flesh is ready to be struck. Takes a few turns to restock it.

32: Mana Node Knowledge: Know how to detect nodes, points on which universal Mana is pumped into this world. Channel it to master it and build up stock powers.

33: Natural Weaponry: Start with it, this makes it more lethal.

34: Nature Powers: Able to tap into energy of the World/Nature directly. Note that opposing it will turn the land to waste land if exploited too much.

35: Propulsion: Have mystery organ(s) That when declared boosts speed via like jet engine for travel or devasting body slams.

36: Biological cannons: Reveal once every three combat turns. DrclRs, reveal strange organs that deliver deadly rays of light, pressure cannons, or spheres of destructive light.

37: Digger: Bonus to claw damage, extra defense and be the bane of underground kingdoms. Dig as travel and do it fast to reach resources or stuff.

38: Amphibious: Can breath water and air.

39: Clones: Can make Clone army based off yourself. They are weaker and such though.

40: Self Resurrection: Can be some three times but got to prep for it If one is slain, but to prep is to channel magic and not abuse it/breath attack at moment of demise.

41: Creation: Can make inorganic material from thin air.

42: Dragon Heart: Like Self resurrection. Your soul is in a rock, as long rock is safe will keep going back to life. If destroyed though one dies, for good on spot alive or not in moment.

More Breath attacks:
25: Molten Matter: 20. Vomit forth a short range Molten Matter Strike, Burma Like lava/napalm.

26: Prism Laser Of Death: 25. Taste the rainbow. It hurts and is immune to energy barriers and does not count as magic.

27: Vortex to suck up prey as lunch. 5. Can use roar, this and another. Noted to be used on smaller life forms based on size of dragon. Eating targets for go

28: Psionic burst: 15. Need psionics, raw mental energy channeled forth. Hurts minds and bodies. Can spam blast, but not that damaging.

29: Energized shrapnel: 20. Your dragon is a magic shotgun as breath Weapon is glowing sharp manner to shred/Kill thingsz

30: Ticked off Souls: 25. Causes fear, souls ignore defense and leech life. Can pick projectile path.

31: Gas that destroys organic materials: 30. Hurts organically at contact and very lethal if breathed in.

32: Elemental Energy: 30. Can power it up by tapping into planet sphere. Also can pick flavor of damage.

33: Blade Beam: 25. A cousin of Sonic Cutter. A vibration roar that manifests akin to a sword and dragon can arc/move the blast akin to swinging a sword. If sword blade is breath and holy being the mouth. So while Sonic Cuttr needles through things in a line, this sweeps and cleaves.

34: Shadow: 25. Causes blindness to army in question, also ignores defense.

35. Hunger: 15. This counts as breath because mouth and magic/soul is used. Your dragon BITES into fellow gigantic critter and it destroys toughness score over time with bites and one gains life vampire still. If done to open air, dragon tears into space time to rip out “food.” Because this dragon has a hunger streak ( instead of just gaining hp in feeding on matter, but Mp too.) Same deal as Roar.

36: Swarm Breath: 25. This launches a shower of fire balls, honing fire balls to lock onto and burn as many targets or bomb one target as many things as possible.

Edit:
Updated.

Now going to present Children/ Fantasy Generals.

While trying to decide second and third game.

Showing this off as a option.


That is not Community, but role play adventure/Combat Stuff.

Will fill out new info and post Children and Fantasy Generals.

Edit note 2: Thanks for inspiring me guys. We will have fun.
 
Last edited:
As for Children it's this.

Children of the Stars: Make an alien side, non-humans (Humans do not exist) 3 or more players, map, rules. That sort of thing.
Rules:

1: Cannot be all powerful. The GM and community of players gets a say on thing, as this is to make up plots and fluff and sand box fun.
2: Have fun.
3: Be civil.

Race types: No humans. Humanoids exist, just not human.
Humanoid: no humans. But this is races that look similar.

Mammal: Evolved from Mammal stock. Can pick.
Cetaceans: Advanced Whales.

Reptiles: Yes lizard/snake/turtle/crocodilians.

Dinosaurs: Dinosaurs deserve a category of their own consider the science to show their developing evolution.

Amphibians: Newts, Toads, Frogs, and Salamanders basically.

Insects: Bugs. The three segemented kind and too many varieties.

Arachnids: Spiders and scorpions.

Arthropods: Crabs/lobsters.
Plants: Evolved plants.

Fish: Yes fish in general.
Birds: Birds that now sail space.

Mollusks: Octopus/Squid.
Crystals: Living crystal growths.

Amoebas: Slimes/blobs.

Machines: Can decide what kind of robots you are.

Aberrations: Bizarre creatures that exist but should not. A mix of 2 or more bases of organic life.

Traits: pick two good and one weakness. SO far lost notes here, but I can judge and alter if you choose to make your own.

World: Get to pick what kind of world your race starts on. Make sense with what kind you are please.

Background: Defined yourself. Back story and so forth for your people.
Theme:

Mana Tech: Magic along with technology. Mixed together.

Technology: Truly the most basic. Have technology toys to do great works with.
Psionics: Mind over matter. Think Protoss.

Evolution: Everything is your race, including ships, your race just evolves to that point, depending on said dna data and diet.
Magic: no tech, it’s all bout the magic.



Government:
Pick from below.

Government Types:
1: Democracy: Public votes for their leaders in action.

2: Oligarchy: A group of people, small one that makes the calls.
3: Dictatorship: True power is one person, who controls government by force and power. To keep them in power if possible.
4: Imperial: Royal lineage. Chosen from birth and royal blood line connection. People trust, with enough influence maybe more benefits. Though be wary of competent and ambitious underlyings.
5: Hive Mind: Three versions of this. Classic hive, a society of controllers keeping control. Another is one mind controls who race. The last, is that the race is all linked and act as one being, though still have their own independence. Yet sharing everything with each other.

6: Machine Intelligence: AI makes logic choices for government.
7: Corp: Business and companies. With so much power can be government.
 
Also Children has a galaxy map. (It's the same as Stellar Legion, just plot is different.) and yeah, Childrne has many things to alter things based on what happens. But yeah very opened ended and stuff.

Now last part is Fantasy General (as some had interest in that.)

First part: Basic rules and stuff. (Do need map for this though.)

Next post is mercs, nonhuman and human.

Fantasy Generals:

Fantasy Wars: Fantasy world setting with gun fire, magic, and mad science. Notice this game is up to six players. No gm, everyone takes part and judge conflict honestly and without basis. Engaging enemy movements can be hidden until declared, but another player reads out battle plans and units and then the dice fly. Judgement fair, and creative fun narrative to said action.



Can be European, Asian, and so forth. Think 1700s-1800s. Even American Indians can join, though must have guns. (Alternative fantasy world.)

Rules:
1: Have fun.
2: Be nice.
3: Three different set ups of research and development.
4: Need even amount of players, max is 10. Due to it being like a WW thing, just well tech is more 1700-1800.

Fantasy Wars: Fantasy world setting with gun fire, magic, and mad science. Notice this game is up to six players. No gm, everyone takes part and judge conflict honestly and without basis. Engaging enemy movements can be hidden until declared, but another player reads out battle plans and units and then the dice fly. Judgement fair, and creative fun narrative to said action.



Can be European, Asian, and so forth. Think 1700s-1800s. Even American Indians can join, though must have guns. (Alternative fantasy world.)



Country perks: Pick 2. If creating your own. (Need map.) and basic set up.



Wealthy: Get extra 2 bucks with colony gold. So it’s really 8 not six and so forth. Also in Colony mode when Treasury is in effect, have 50 more coin so at 150 instead of 100.



Ambitious: Get to reroll plots and moves due to driving ahead. Either research or action. Only one thing a turn.



Powerful: + 4 modifier in all plans/War.



Proud: Never make morale checks.



Brutal: Opposing forces out of fear and respect get -2 their total when facing said foe.



Curious: Get a half discount for research.



Country Weakness:

1: Pride: Sometimes in a battle a roll loses 5 points, because the forces in question do not take other guy seriously.

2: Honor Bond: Tougher to get troops to retreat, some would rather die than surrender or run. Lose more numbers if over run for insult to injury.

3: Fearing the Magic: Makes nonhuman mercs less comfortable around human/clone troops. Leading to trouble.

4: Civil Unrest: Aside engaging in this world, back home a peasant uprising, every so often have to sacrifice military might to quell them down.

5: Decadent: So lazy and caught up in affairs. Must roll, if fail roll that turn instead of 8 moves, have only six.

6: Xenophobes: Cannot do Open arms, infact nonhuman recruitment instead of 4, is 6 gold. Because your people are notorious for being anti nonhuman.

7: Bad History: Your nation has done really bad stuff. As a result do not get direct help from ally forces even if sharing same land piece for sake of defense. 9Oh you both get to defend. Just the other guys do not march willingly to keep your guys alive.)

8: Strict Faith: Watch what you research. If it is something your state religion may deem bad, and caught in a roll? Got to pay six out of the TREASURY or your nations bonus money. Takes three turns to gain back but can hurt during a heated turn.

9: Bad Blood; Clone troopers are still cheap, cheaper than real troops and mercs. But roll, a chance they go bad. Either mental, physical or both.
10: Uneasy in the Air: With the invention o fflying navies. All is well, except for you guys who are still figuring it out. (Basically instead of being able to attack from anywhere to anywhere on map, limited to four spaces from colony. Which is a bad deal breaker.)



Ruler Perks: Pick 2.



Magnus: Start off with lots of magic options. Like three Spell sources with two spells each or one with nine spells.



Inventing Royal: Get a modifier with tech research. Due to doing science too.



Raised in War: Get to add +4 to one roll a turn that is combat related.



Midas Touch: Extra 4 coins a turn.



Non-Human Ancestry: Your ancestors had relations with non-humans. Can roll 1/6 die or pick from ten choices.



1: Demi Human: Anything from Elf, Dwarf and so forth to Orcs, Ogres etc. Beast Folk (Animal looking people) Count here too. Non human race joins for free at start.

2: Dragon: Ancestor had courted a dragon. One can transform into a dragon to lead the troops to battle. (As a powerful flying unit.)

3: Vampire: Ages pasted your ancestors had way with vampires. Enemies lose a die point in direct conflict due to fear. Allies and enemies both hate you.

4: Demon: Long ago ancestors had a forbidden pact with Demons. Get 4 magics for free of charge. Everyone including allies hate you though. (Said spells in one type. Such as Schools or Spheres. As Color Magic is all random rolling.)

5: Shifter: Here your ancestors were shifters. Beings who can transform into almost any beast imaginable and shift appearance. Great in spy work. And get Shifters as permanent merc unit.

6: Outsider: Long ago your ancestors got with a thing that should not exist. Suffer from disfigurement genetic related, best at research results though due to enlightened intelligence. (Tech and Magic research cut in half.)

Units:

Mercs
Clone troops
Navy
Sky Naval stuff.
Real troops
Other:

Need a map, help there. Now onward.

Fantasy Wars: Fantasy world setting with gun fire, magic, and mad science. Notice this game is up to six players. No gm, everyone takes part and judge conflict honestly and without basis. Engaging enemy movements can be hidden until declared, but another player reads out battle plans and units and then the dice fly. Judgement fair, and creative fun narrative to said action.



Can be European, Asian, and so forth. Think 1700s-1800s. Even American Indians can join, though must have guns. (Alternative fantasy world.)



Country perks: Pick 2. If creating your own. (Need map.) and basic set up.



Wealthy: Get extra 2 bucks with colony gold. So it’s really 8 not six and so forth. Also in Colony mode when Treasury is in effect, have 50 more coin so at 150 instead of 100.



Ambitious: Get to reroll plots and moves due to driving ahead. Either research or action. Only one thing a turn.



Powerful: + 4 modifier in all plans/War.



Proud: Never make morale checks.



Brutal: Opposing forces out of fear and respect get -2 their total when facing said foe.



Curious: Get a half discount for research.



Country Weakness:

1: Pride: Sometimes in a battle a roll loses 5 points, because the forces in question do not take other guy seriously.

2: Honor Bond: Tougher to get troops to retreat, some would rather die than surrender or run. Lose more numbers if over run for insult to injury.

3: Fearing the Magic: Makes nonhuman mercs less comfortable around human/clone troops. Leading to trouble.

4: Civil Unrest: Aside engaging in this world, back home a peasant uprising, every so often have to sacrifice military might to quell them down.

5: Decadent: So lazy and caught up in affairs. Must roll, if fail roll that turn instead of 8 moves, have only six.

6: Xenophobes: Cannot do Open arms, infact nonhuman recruitment instead of 4, is 6 gold. Because your people are notorious for being anti nonhuman.

7: Bad History: Your nation has done really bad stuff. As a result do not get direct help from ally forces even if sharing same land piece for sake of defense. 9Oh you both get to defend. Just the other guys do not march willingly to keep your guys alive.)

8: Strict Faith: Watch what you research. If it is something your state religion may deem bad, and caught in a roll? Got to pay six out of the TREASURY or your nations bonus money. Takes three turns to gain back but can hurt during a heated turn.

9: Bad Blood; Clone troopers are still cheap, cheaper than real troops and mercs. But roll, a chance they go bad. Either mental, physical or both.
10: Uneasy in the Air: With the invention o fflying navies. All is well, except for you guys who are still figuring it out. (Basically instead of being able to attack from anywhere to anywhere on map, limited to four spaces from colony. Which is a bad deal breaker.)



Ruler Perks: Pick 2.



Magnus: Start off with lots of magic options. Like three Spell sources with two spells each or one with nine spells.



Inventing Royal: Get a modifier with tech research. Due to doing science too.



Raised in War: Get to add +4 to one roll a turn that is combat related.



Midas Touch: Extra 4 coins a turn.



Non-Human Ancestry: Your ancestors had relations with non-humans. Can roll 1/6 die or pick from ten choices.



1: Demi Human: Anything from Elf, Dwarf and so forth to Orcs, Ogres etc. Beast Folk (Animal looking people) Count here too. Non human race joins for free at start.

2: Dragon: Ancestor had courted a dragon. One can transform into a dragon to lead the troops to battle. (As a powerful flying unit.)

3: Vampire: Ages pasted your ancestors had way with vampires. Enemies lose a die point in direct conflict due to fear. Allies and enemies both hate you.

4: Demon: Long ago ancestors had a forbidden pact with Demons. Get 4 magics for free of charge. Everyone including allies hate you though. (Said spells in one type. Such as Schools or Spheres. As Color Magic is all random rolling.)

5: Shifter: Here your ancestors were shifters. Beings who can transform into almost any beast imaginable and shift appearance. Great in spy work. And get Shifters as permanent merc unit.

6: Outsider: Long ago your ancestors got with a thing that should not exist. Suffer from disfigurement genetic related, best at research results though due to enlightened intelligence. (Tech and Magic research cut in half.)
Country perks: Pick 2. If creating your own. (Need map.) and basic set up.



Wealthy: Get extra 2 bucks with colony gold. So it’s really 8 not six and so forth. Also in Colony mode when Treasury is in effect, have 50 more coin so at 150 instead of 100.



Ambitious: Get to reroll plots and moves due to driving ahead. Either research or action. Only one thing a turn.



Powerful: + 4 modifier in all plans/War.



Proud: Never make morale checks.



Brutal: Opposing forces out of fear and respect get -2 their total when facing said foe.



Curious: Get a half discount for research.



Country Weakness:

1: Pride: Sometimes in a battle a roll loses 5 points, because the forces in question do not take other guy seriously.

2: Honor Bond: Tougher to get troops to retreat, some would rather die than surrender or run. Lose more numbers if over run for insult to injury.

3: Fearing the Magic: Makes nonhuman mercs less comfortable around human/clone troops. Leading to trouble.

4: Civil Unrest: Aside engaging in this world, back home a peasant uprising, every so often have to sacrifice military might to quell them down.

5: Decadent: So lazy and caught up in affairs. Must roll, if fail roll that turn instead of 8 moves, have only six.

6: Xenophobes: Cannot do Open arms, infact nonhuman recruitment instead of 4, is 6 gold. Because your people are notorious for being anti nonhuman.

7: Bad History: Your nation has done really bad stuff. As a result do not get direct help from ally forces even if sharing same land piece for sake of defense. 9Oh you both get to defend. Just the other guys do not march willingly to keep your guys alive.)

8: Strict Faith: Watch what you research. If it is something your state religion may deem bad, and caught in a roll? Got to pay six out of the TREASURY or your nations bonus money. Takes three turns to gain back but can hurt during a heated turn.

9: Bad Blood; Clone troopers are still cheap, cheaper than real troops and mercs. But roll, a chance they go bad. Either mental, physical or both.
10: Uneasy in the Air: With the invention o fflying navies. All is well, except for you guys who are still figuring it out. (Basically instead of being able to attack from anywhere to anywhere on map, limited to four spaces from colony. Which is a bad deal breaker.)



Ruler Perks: Pick 2.



Magnus: Start off with lots of magic options. Like three Spell sources with two spells each or one with nine spells.



Inventing Royal: Get a modifier with tech research. Due to doing science too.



Raised in War: Get to add +4 to one roll a turn that is combat related.



Midas Touch: Extra 4 coins a turn.



Non-Human Ancestry: Your ancestors had relations with non-humans. Can roll 1/6 die or pick from ten choices.



1: Demi Human: Anything from Elf, Dwarf and so forth to Orcs, Ogres etc. Beast Folk (Animal looking people) Count here too. Non human race joins for free at start.

2: Dragon: Ancestor had courted a dragon. One can transform into a dragon to lead the troops to battle. (As a powerful flying unit.)

3: Vampire: Ages pasted your ancestors had way with vampires. Enemies lose a die point in direct conflict due to fear. Allies and enemies both hate you.

4: Demon: Long ago ancestors had a forbidden pact with Demons. Get 4 magics for free of charge. Everyone including allies hate you though. (Said spells in one type. Such as Schools or Spheres. As Color Magic is all random rolling.)

5: Shifter: Here your ancestors were shifters. Beings who can transform into almost any beast imaginable and shift appearance. Great in spy work. And get Shifters as permanent merc unit.

6: Outsider: Long ago your ancestors got with a thing that should not exist. Suffer from disfigurement genetic related, best at research results though due to enlightened intelligence. (Tech and Magic research cut in half.)
 
Non Humans: (Of the Mercs.)

1: Dwarfs: From their great halls under the mountain they look for combat.

2: Elves: Uptight, ancient, and majestic folk.
3: Halfings: People from under the hills.

4: Wing Tribe: They look like winged humans who fly. Bird like wings.

5: Shifters: They look human but can shift form into something else.

6: Giants: Biggest human looking fellows around.

7: Orcs: Green skins who have a bad reputation.

8: Ogres: Big, hungry, and not bright.
9: Goblins: Tiny, and lethal in numbers.

10: Trolls: Huge hungry, regenerating monsters.

11: Kitsune: Fox people.

12: Beast Men: Wolf style beings, huge and have bull horns.

13: War Hogs: Boar warriors.

14: Inu: Dogs, who have passion for hunting.

15: Araali: Lion people.

16: Nezumi: Rat people.
17: Mon Kei: Killer Whale people. Ogre sized.

18: Onega: Pangolin people.

19: Baku: Elephant people.
20: Saurians: Bigger, stronger lizard folk that look like predatory dinosaurs.

21: Lizard Folk: They look like lizards, with smooth scales and such.

22: Naga: upper body humanoid (Women are beautiful human female looking.) With snake lower body.
23: Terrpain: Turtle people soldiers.

24: Crok: Alligator troopers.
25: Rana: Tree frog people.

26: Fire Newts: Newts with strange fire mouth weapon.

27: Quno: Toad people.

28: Klackons: Ant people.

29: Kri: Mantis people.

30: Anazi: Spider people.

31: Tula: Bear people.

32: Mogi: Mole people.
33: Gnolls: Hyena headed marauders.

34: Aqulia: Eagle folk.

35:.Ducklings: Dwarf sized flightless ducks, who fight and party hard.

36: Merfolk: Water breathing fish people.
37: Dramga: Lizard folk that are akin to Dwarves, that live off thermo energy heat, rock like scale growth, and have magnetic powers.
38: Skarian: Crazed nutter needle teethed people who worship pain.

39: Mokole: Long neck dinosaur people.

40: Elano: Plesiosaur people.

41: Khan: Tiger people.

42: Hanchuro: Badger people.

43: Skruge: Creatures that are amphibious reptiles, with super strong muscles, tough scales and guts. Due to their ability to reproduce like crazy. Which is why they constantly fight to the death. Population control basically.

44: Myir: Insect folk the size of a halfing.

45: Poachi: Ogre sized beetle people.
46: Caradon: Shark people. Ogre Sized.

47: Furon: Psionic flying reptile folk.

48: Benako: monkey birds.

49: Carbuncle: Lizard folk with glow gem fore heads, super strong in magic.
50: Tengu: Raven bird people capable of flight and magic.

51: Tiberans: Blue blood lizard folk who got educated by humanity early on, the race owns a merchant company with an privatized army.

52: Kai: Panthers

53: Tok: Cheetah

54: Shino: Jaguar:

55: Orochi: Naga folk the size of giants at adulthood.

56: Imps: In this reality, the most powerful of inventors. But are crazy.

57: Pox: Bee people.

58: Droog: Kobold sized reptiles that are akin to T Rexes. But humanoid body.

59: Horn Bill: Triceratops style dinosaur people.
60: Ravagers: Creatures who evolve based on what they kill and eat, evolution takes place with enough meals.

61: Neko: Humanoids with cat ears and tails.

62: Raddakin: Hedge Hog people.
63: Dark Elf: Different breed of Elf that has dark skin, red eyes, and silver hair. But still ancient and such. Though prefer underground.

64: Jomura: Gorillas who can function as humans with tools and speak. Also have legs like a man. Lastly a monkey’s tail.

65: Gnomes: Hyper curious little people who get into trouble. Most magic of the inventor types.

66: Amazons; Beautiful warrior Woman who were “Made” and now exist to serve their own lust for glory.
67: Kokle: Flightless Raven People.
68: Morx: Super smart gerbil/hamster people who love their inventions.

69: Lurian: Smart Dolphin People.

70: Dracian: Dragon people, Magic product, as dragons paid a cabal to infuse gigantic eggs to become dragon people. They fly, breath weapon, and so forth.

71: Hopa: Swallow People.

72: Puka: lizard Folk who also have plant growth on them. To get even more power from Sun and can eat anything. Also akin to Polynesian with the boat theme.

73: Omero: Penguin folk.

74: Florrians: Plant people. Flower based.

75: Awaken: Massive saurian looking beings made of tree bark and vines/growths.

76: Shivans: Four armed Snake folk.

77: Chirdians: Crab mutant thingies.

78: Tadoss: Squid faced magic users.

79: Sagi: Predatory fish monsters akin to appearance of Rumble Fish.

80: Myrimdon: Black Lizard men the size of giants. Also skin is obviously hard and scaly.

81: Raxians: Rhino headed half giants, not that bright.

82: Alonu: Eskimo Dwarves.

83: Ravarnous: Lizard folk with feathered bird style wings.

84: Genbu: Ogre sized Turtle people, very fearsome bunch.

85: Itchi: Squrriel people, love living in gigantic trees and scouting/hunting.

86: Minsk: Ram/Sheep People, they are Dwarf sized.

87: Guppo: Angry and vicious hippo people.

88: Drukan: Bat people.

89: Misao: Butterfly people. Born asexual in mana nodes. From disgusting caterpillars to beautiful flying people.
90: Tombo: Dragon fly people, very strong and swift. Noted to be cannibals.

91: Ryamington: Deer People. Who live out in the woods.

92: Dryads: Beautiful green plant women, who born of sacred forests or born from mating. Or kidnapped women transformed into Dryads, either way they can about their forests. And lethal about it.
93: Ryomians: Big powerful wolves, but instead of fur, hard bone plates cover key body parts.

94: Zuaad: Big powerful vermin with wolverine bone claws.

95: Numar: Scorpion people. Black chitin covers body, hands and feet normal. Have long venomous tail.

96: Ormak: Pale, feather headed humanoids who use mind magic.

97: Tuo’Yai: Chameleon People. Except they can control changes for cameo.
98: Dremio: A humanoid Ankylosaur with big powerful claws and omnivores. Some use tools, others all natural weapons.

99: Odamian: Really bulked up raccoons, human sized too.

100: Lunarian: White, silver haired people with antenna from the Moon, supposedly. And have really cool toys.

101: Elemental Elfs: Element worshipping Elfs that are vain and cruel.

102: Feral Elfs: blood thirsty cannibal elfs.

103: Snow Elfs: Eskimo Elfs:

104: Forest Elfs: Guard and live in the forest.

105: Steel Elfs: No more magic, but love technology.

106: Sun Elfs: Solar powered, golden elfs.

107: Aqua Elfs: Water breathing elfs who live in the oceans.

108: Verdant Dwarfs: Dwarfs of the hills who do not work metal, out of religion.

109: Sand Dwarfs: Dwarfs with very little hair that came from desert.

110: Corsair Dwarfs: Swashbuckling dwarfs!

111: Clown Fin: Clown fish based, goblin sized fish people.

112: Centaurs: half human, half horse.

113: Minotaurs: Bull headed, blood seeking monsters.

114: Wyldings: Humans changed by a form of magic.

115: Fenririans: Troll sized wolf people. Also healing factor.

116: Kobolds: Tiny critters of dragon blood, known for trickery.

117: Alderan: Pterosaur people.

118: Fin Back: Stegosaur people.

119: Simo: Intelligent, powerful amphibians that can get fed not just by eating and drinking. But Sun light as well, and have head tentacles to help them detect danger.

120: Mako: Dwarf sized mer folk who have huge predatory streak.

121: Jiro: Reptiles with fur and warm blood. From the north.

122: Garpo: Walrus people.

123: Ikarian: Monkey sized and bodied style lizard folk. Curious and bloodthirsty.

124: Lava Dwarfs: Evil Dwarfs. So close to lava and can ignore the heat.

125: Jenvoans: Super thin and tall aquatic reptiles.

126: Grouadra: Big, strong, rough, spiky creatures that are dragon kin.
127: Baken: Long necked birds with dragon like features.

128: Murilo: Spiny mammals who prefer tree huts, hunt at night mostly.

129: Lock-Heed: Tiny dragon folk. Who are beyond animal intelligence.
130: Hound-Kin: Dwarf sized canine people.

131: Ionian: Flightless Owl humanoids.

132: Qomira: Humanoids, normal except for monkey tails.
133: Gear-Lings: Machine people that were not constructs of the known races, mysterious beings that come in many shapes and sizes.
134: Bagan: Reptile folk with three genders. Untriggered males, triggered males and females. Triggered males fertilize the female eggs and to get triggered, devour said eggs beforehand. Said triggered males are huge and tough, but chemicals burn so fast live only three to nine years. Untriggered Bagan Males must prove self-worth, and females have magic.

135: Jotun: Giant body human shaped, head akin to a lion with powerful teeth and jaws and mane. With thick tough skin more like a rhino though.
136: War Minds: Gnome sized folk who in battle, their psyche link makes it that they are all one. Mental link wise.
137: Goo Backs: Cousins of Goblins, except they are as beefy as Dwarfs, and no body hair. Love to fight though.
138: Esper: Ogre sized warriors for hire without body hair, almond eyes, different colors, and practice aura magic. Also ears are prodding holes in their skull.

139: Bone Kins: They look human, but have insane healing factor and can grow bones out of their bodies as weapons or armor.
140: Titans: Biggest of the giants. They are honest to goodness Whale people.

141: Volkon: Ogre sized birds of prey that cannot fly. They can jump very well, but no flight.

142: Turian: Exoskeletonal, non-flying avian race. No wings.

143: Zunagi: Bird folks with no legs but serpent bottoms like a naga, but these folk can fly.

144: Wuto: Eight limbed bird person. Lower body like a centaur, arms and wings

145: Bolo: Biggest of the frog/toad race. Giant carnivore amphibians.

146: Gaian: A tribe of Tortoise people.

147: Abhuman: Genetic off shot of humans, bigger, feral eyes, and mouth full of blade like fangs.

148: Yog: Smart, hovering octopi.

149: Dinn: Cousins of Carbuncle, their gems lay in chest region instead of fore head. Like their cousins, good at magic. Can also make up new metals.
150: Dynokin: Armored Dinosaur people with short stub tails, crest, horned nose and tusked jaws. Stand 9-14 feet tall, smart, and strong.

151: Sahud: Armadillo people, huge, strong, enduring, and only back and fore arms have shells. Can curl up though and said shell is bullet proof. Hard work and practice martial arts as part of their religion.

152: Wave Runners: Otter people warriors.

153: The Bif: Beaver people.

154: Takka: Exoskeleton people, not bugs, but tailless reptiles, and are goblin sized. Have good skills overall.

155: Ents: Honest to goodness tree people.

156: Star Clan: Humanoids, look human, but more beautiful and such, with a crystalized unicorn horn sticking out of the forehead.

157: Podlings: Tied with gnomes as the tiniest of the races. These little ones are part animal and part plant.

158: Lurkers: Fish people with dead cold eyes, head fins and blue/green scales with snouts full of sharp teeth. Needless to say they fight to kill and eat. Orcs of the water.

159: The Fair Folk: Fairies. Laugh all you want but these magical beings can be quite fearsome in a fight, and their magic nature is to be seen to believe.

160: Baalian: Humans. Literally another version of humans. This time nine feet tall, capable of casual 300 pound lifting weight pre hand. As smart as a normal human and keep to themselves. (The 300 is for regular. The strong ones who train and good genes? Around 2-5 tons.)

161: Aoki: Buzzard/vulture people. Hated for fact they are willing to eat dead sentient beings.

162: Qurmo: Sloth people. Big claws, with grass growth become camouflaged and such.

163: Muxei: Fae of the water with gem growths, two tails and aquatic themed looks to them.

164: Ragnar: Tall mice people who live in barrow cities. Known to be excellent jumpers and great strength.

165: Namadian: Horse people. Not centaur style, horse head and hooves, with human bodies.

166: Eidolons: Beetle people, this time with four legs and two arms, thick powerful shells and decently quick.

167: Fyrakin: Jaguar people, battle cats akin to an ogre. But quicker, more agile and such.

168: Ob: Magic blue goblins. They also love gun powder.

169: Thunder Head: Dinosaur people with really big tough skulls for a extra head butt attack.

170: Radoura: These people are result of shape shifting dragons mixing with mortals. They look like humanoid dragons. No wings so no flight. And still keep breath weapons and magic. Pretty big and strong too.

171: Dwuenor: Dwarves who can detect metal and have magnetic powers to bend and craft it.

172: Sharp Hairs: Man sized weasels who have sharp claws and tough/sharp hairs as weapons.

173: Harrier: Race of intelligent fish that can fly in “ether tides” to fly and such.

174: Spriggan: Small forest dwellers wwho can grow big enough to shadow the trees.

175: Nord: Blue humanoids from the north, akin to icy Vikings.

176: Lapinarians: Bunny people, women do most of fighting and men craft.

177: Fera: Take Fox ears, cat tail, lean body, and appearance of an elf. Got these amazing shaman people as a result.

178: Tako: Gigantic Newt People. Make great marines and can venom coat weapons.

179: High Elf: These Elves are the most magical of all the bunch as they tap into another, higher dimension. And noted to have plenty of fae blood in their genes for this to be so.

180: Dragon Lord: Dragons who decided to get humanoid size and master the art of magic. Using illusions to trick the majority, but still respected for power they wield.

181: Jaegar: Ogre sized hound/dog sort of people.

182: Bokei: These guys are basically hill giant sized and have tusks and weird skin akin to a goblinoid.

183: Hobgoblin: Master goblins who are the size of humans and have great intelligence and better stats from lowly cousins.

184: Durgar: Dwarfs who made dark pact for magic and keep technology. They have rough skin, have tusks and same size as Dwarf brethren. Their eyes have also become cat like.

185:Boggart: Magical race that feeds on fear and known to cast dread inducing illusions to fuel the hunger and fight by mental warfare followed by precise strikes.

186: Croag: Dwarf sized reptile folk who are omnivores and have wings! They use wings to glide as their favorite combat is gliding to prey from above for the kill. Strong and claws can dig into the Earth for their burrow homes.

187: Ghalidans: These lizard folk are at home in the desert, basically Gila monster people.

188: Ogryillon: Ogre and Orc breeds. Taller and broader than Orcs but keep same color.

189: Tsuyosa: The strongest of normal looking humanoids with red skin and broad in build. Cousins of humanity.

190: Rastabans: Flying serpentine dragon like people who have no wings but fly by another method.

191: Molun: Shamans said to not be that bright and are gazelle people.

192: Tree Bears: Basically, the Ewok buggers.
193: Stygians: Mortals with demonic blood in their veins. No two are the same. Just method of existing lumps them as one people.
194: Yucron: Psionic worm people, who have hooved feet and hands with talons. No eyes, and mouths with big grinding teeth. Natural mind magic users.
195: Modok: Smart gorillas. Not like the other gorilla race, and these guys can even use weapons/tools.
196: Asyran: These mortals have sacred/holy blood of celestials in their veins.
197: Kamut: Hobbit sized Turtles who love a good drink, stories and prefer sneak attacks against enemies.
198: Firebege: Velociraptor people. Love a good fight to get paid for, fire magic, and eat their victims.

199: Kyuubi: Demonic multi tailed fox people who hail from a drifting/moving island who in the past did bad deals with unknown forces. Only hired because they get the job done.

200: Dragoons: Humans who have evolved by worshipping dragons into magical beings with reptilian tails. They can grow to giant sizes, fly without wings and cast magic of all types. Very stubborn and proud though.



Pre-made mode with 6 PC sides, there are 20 merc human tribes.



1: Ryugan: Fictional Polynesian people. Very brave, love a good time, and explore everywhere.

2: Hunadar: Monguls..

3: Jung: Fictional Korea.

4: Raja: Fictional India.
5: Arcadia: Athens Greece style.

6: Kiba: Fictional Innuits. They wear tribal masks to shelter their face from outsiders, religious reasons.

7: Anku: Fictional Aztecs, Mayans, and Incas together.

8: Nabu: Fictional Plains Indians.

9: Sakirt: Fictional Arabians.
10: Mao: Fictional Africans.

11: Zeno: Persians.

12: Shu: Egypt theme.

13: Gunrock: Small nation, desired merc soldiers. Swiss.

14: Dagda: Celts/Irish.

15: Zenith: Fictional Norway.

16: Jonni: Jerusalem as a side.

17: Obek: Amazon Rain Forest Natives.

18: Aries: Tribe of Spartan Style warriors, updated to this world.
19: Lufane: A tribe of people on the move, without a land to call their own.

20: McCrag: Scotland.
 
WIP


Name: Lothair
Age: ~5,800
Color: Blue
Back story:

Physical: Dragon’s body stuff.
Strength: 10
Speed: 10
Toughness: 10

Size: 15
Intelligence: 15
Stamina: 10
Flight: 15

Breath: Breath weapon if pick one.
13: Roar: 5 Roar. May cause knock back, knock down and fear. Can pick another breath weapon if picked this. (Only multiple heads can cast multiple blasts not counting roar.) Oh and it boosts allies too.
24: Stellar Energy: 30. This baby pitches out the power range of a small star in a condensed area, talk about scorched earth. And Sun Light and Star Light help empower it.

Perks:
Below are Dragon powers to make your dragon stand out. For sake of fun can have 7. You are a big, bad ass dragon and need all the help you can get. (Considering your going to a new land full of new monsters, and the Dragon Slaying Empire may follow you to new world.)

5: Regeneration: Dragon constantly repairing damage that is done, can regrow even if just one body part is intact.
6: Arcane Powers: This dragon is a regular magic user too. Depends on GM to what used and system. Once a day casting or magic points to spend out.
14: Telepathy: Can speak with one’s mind, read minds, and even attack minds and take them over.
15: Protective Prophecy: The only way to die is by prophecy. GM rolls 1-12. Each number represents a different fate. GM drops hint to what could do it. But has to be vague.
21: Proud Parent: Roll 1-3 die. The single roll, number? How many pure breed dragon offspring you have.
23: Ancient: Old, like over a thousand years old. Positive modifiers due to life experience.
28: Eater of Energy: Sun Light, fire, exposure to intense heat, lightning bolts, magic attacks, and sound/radiation/energy. Picking this boon means no longer need to eat food (You can though.) But instead can feed off of three of what is listed here. Also can use said energy absorb to empower spells, stats, and breath attack.
 
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Nysinians

Government:
Imperial

Race: Humanoid

571630

Traits:
Pros
Warlike
Natural Scientists

Cons
Limited by water needing 2x the amount of water a human needs

World:
Nys is a water covered world. The planet consists of 74% water. The rest of the planet is thousands of small islands spread across the world. It took them millennia before they were United under one banner. The planet was rich in minerals and the sea bountiful in prey.

Background:
Nysinians spent the last 5,000 years in a brutal war. Ships of the grandest scale and fleets that were large enough to be nations upon themselves fought. This caused the Nysinians to be adepts in naval warfare which easily translated in space.

Island campaigns were fought with brutal tenacity. War crimes were simply the expectation if you could not defend yourself or supply lines were raided. After 2,000 years it ended when a Nysinian developed psionic powers at a larger scale and with his 6 sons and daughters took over every island through war or diplomacy.

The war that ravaged their planet attracted another race. Seeing their warlike potential, they were uplifted and sent to fight in intergalactic wars. After a millennium a great plague destroyed their overlords. This was both a relief and yet a terrible prophecy.

The empire's former enemies attacked the Nysinians who fought bravely but in a decade were utterly destroyed aside from their home system. They were fortunately able to hide their home system and hide amongst the stars. After 1,000 years the Nysinians seek new worlds as their own planet is dying. Too many people and not enough fresh materials. All the planets have been stripped of their valuable resources and now their fleets seek a new place to rest.

Theme:
War

Mana tech:
None magic is seen as inferior to their Psionics. Basic water based spells are taught and most of them tend to focus on small scale manipulation and retrieval.

Technology:
The Nysinians while "inheritors of a galactic empire" don't have tech too advanced. Their former overlords intentionally refused to uplift their warriors too highly lest they replace them. The Nysinians excell in three key areas.

War based technology (shields, laser based, ship design and etc) specifically around space based weaponry and space to surface operations.

Resource exploitation no matter the circumstances.

"Amphibious Warfare" specifically the armor, weapons and material required to guarantee consistent military performance across all planets.

Psionics:
Considered highly advanced and the finest in their side of the galaxy. The primary reason why their former overlords used them.

Evolution:
The Nysinians evolved from what would be more akin to tadpoles. The first on the food chain. The weak tadpoles "quickly" adapted to land to first lay eggs and eventually live as the ocean was so vast many other species had little to no desire to go on land.

Eventually millions of years they formed the rough shape that we see today, but they were noticeably less humanoid and still resembled more of a tadpole with short stubby legs, overexaggerated bodies and a head mounted to the torso. Thier arms were thin bone branch like aberrations.

When they were uplifted. Their overlords had desired to make the Nysinians look more humanoid and spliced DNA to look almost human aside from the reptilian like scales on their bodies that were formed to survive the surface of their planet. This time is where many Nysinians try to erase everything prior as their people resemble nothing like what they were. While retaining all the genetic functionalities of their forefathers. Cosmetically they were forever changed. They were divided into a caste system to force reliance of the race to eachother to prevent any conflict.

The 1,000 years of isolation has caused uniformity across the species in looks, function and Psionic potential. The caste system long gone. They all maintain the upright human like stature forever etched into their genetics.

Magic:
Nothing fancy, what is considered mastery here is what 3 years of learning on your average magic using planet wields.
 
Alrighty awesome so Dragon Legacy And Children have write ups.

This means one more is left game wise.

Map for children:


NASA map of our own galaxy, friend did that for me. ( Same map used in Stellar Legions and Far from Home. Differences are what lives there.)

As for Dragons:

Plot 1: Exiled dragons in new world trying to rebuild influences. And in turn discover fellow survivors and natives.

2: At Dawn Of Time ( here anyway) with worshippers be a legendary dragon or die trying. Difference here is fresh new world. So a “ton” of KaijuI style creatures still roam, that can give a dragon a fight.

3: The Dragon Empire inheritance plot? Think Game Of Thrones. Just all main characters are dragons.

Now just number 3. What will it be?
 
Hmm need a tie breaker. Also need map for Dragon Thing, I can fudge it.

Describing the New World and land marks.

In 2/3 it is a Pangaea set up ( prehistory super continent.)
 
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Or what about a combination of the two? Like a redawn of dragons. The dragons hunted to nigh extinction, with them gone, the kaiju are making a resurgence.
 
Let me roll for kids. 3. 3 Dragon spawn.

As for combo. The Empire killing dragons are currently too busy fighting themselves and harvesting dragon parts.

The last Kaiju are ironically enough undiscovered where you guys are going, just their number is lower than plot two ( while in 2. There are whole species of them. Here, the last of their kind in really tiny numbers.)

Voting for dragons is tomorrow 9 pm Eastern American time.

Another note: In Stellar Legions ten PCs, with three helper npcs. Do not play as characters pre say but manage factions.

And plots?

A-S with variety and such. As there are many enemy types and sub types of said enemy types. Not to mention like 40k it is Science Fantasy.

I mean literally in that game you have technology loving Lich Officers, wizards in power armor and well armed, capable of summoning critters from the beyond. Many units due to stuff.

Lastly, the tech stuff is very free base. Even more free base than children other than what everyone starts with ( that and world type via choice.)

^- Mentioning cause Acorn had interest, and a third option game still for grabs. ( Legions, Far From
Home, Fantasy Generals.)

Another note: When stuff ends, I restock the options with more stuff. I have been writing and working this stuff for years ( since 2008) so. Plenty of material out there. ( Normally play with friends in table top home brew. Now moved from home. Net is closest thing.)

Edit: Being typo hunter now.
 
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Just curious, but are you writing this up on a phone? The typos are the same ones I make, and i use a phone.
 
That time yes. Most of the time it is phone. Currently computer. Also had major brain nerve damage done to my body and getting border line Parkinson disease. So my motor skills are shit now.
 
Gee thanks, I guess??.....

Seriously I am going to use the main computer for big stuff that matters. This is just setting up.
 
Well no action and plot 1 got two votes. Tonight in the main thread zone for nation stuff.

Dragons, rise up. ( Max players is 9, will do thatbrule with others in main thread.)

As for this thread, will keep posting material for future games. And in Far From Hone working on the big list of gear.
 
Done. now due to Acorn loving the Galaxy Legion thing. Would post the plots for that now.

Your Empire: Pick below the empire you, the players wish to be. In fact, it decides back story one uses. The look and feel are up to the group.

A: Your Side are the Good Empire/Republic/Etc of Humanity and keeping it from threats foreign and domestic.

B: The Empire is in the middle of growing outwards and need strong leadership to make use of it. Can you achieve glory?



C: The Empire you serve are flat out evil and must be served to keep it going, by crushing the rebels, burn the alien, and keep order going.

D: The Empire is in decline and you’re just a loyal officers trying to hold back the tide.



E: It is more of an Imperial Court in which big guy does not rule but church does.

F: A secular order that is trying to claim back dominance. Like The Order from New Star Wars.

G: The Empire was literally just formed. An imperium in it’s infancy, just started taking systems.

H: Stage is set in middle of a civil war.

I: Mega Company that spans the stars.

J: A secular order out to resolve the troubles of the galaxy.


K: Last Front: One system left, for your people made a pact and was time to collect. Try to achieve your dreams again.

L: New Space: As the Empire prevails and the main fleet goes to venture to another galaxy, a massive galactic storm displaces all the brave imperials, into a new universe! Survive, adapt, and become the future.

M: Bitter: Aliens invaded the Humans, the Humans fought them off. Now xenophobes who killed a culture they expand out, given knowledge of what’s out there, they attempt to defy it, defy it all.
N: Exiles: Earth is Dead, Humanity managed to go to a new system and restarting, some aspire to do something more.


O: Revenge Across the Heavens: Here you were kicked out of the Empire, your faction developed your own Empire. Now, clash of Human Empires and the Xeno try to exploit this.

P: Under Sieged: In this condition is” hard mode.” You start off with half the galaxy, but your being invaded by one of all enemy types, including a small rebelling. Not only that but two extra Swarms, and Three Extra Dimensional Invaders. (The FTL, The Quantum Window, AND the D Engine.) So 3 Swarms, 4 Dimensional aliens. And three robot killers too. (Triggered event of turning one on, another shows up, and last being rebelling AI your race made.) It is hard mode, you get access to a lot but it’s still a ton of conflict.



Q: Deal with the Nether: Here the Empire made a pact with unknown forces. Big boom (Lots of tech picks, unit unlocks and etc.) Yet came time to pay the price. The physical space is over run with dimension monsters, the deal (you) only has one planet left, and everyone else hates you as they rightfully blame your side for this stuff as their fighting them off as well.

R: Risen Empire: Due to plot you start off with 4 sectors and basic tech. The plot being that the Human Empire fell, and the remaining worlds went to sleep until a agent reawaken the network. It’s awakened, now go forth and kick butt in these new times. Please note Relic Tech is a huge deal here.

S: Gloria Eternal: The Legends have come true! The Savior of the Human Race has been found and the front of Humanity shall burn bright and restore the world! (Super easy mode. Have resources, order, no rebels, tech and unit picks. Lastly one heck of a hero unit. Really beefed up Psi Lord.)

T: Transplanted: Here your Human faction got transplanted by Alien Masters. Soon they are gone, so your left to keep order in this Galaxy that was not your own. Now time to set yourself up.

U: Alien Empire: This time your servicing an Alien Empire. Said Aliens conquered the Earth and Humans forced to join.
V: Alien Empire 2: This time Earth is evolved roaches. Earth burnt out and Humans are dead.
W: Alien Empire 3: No Earth/humans in galaxy.
X: (eXtreme!) Tech Barbarians: Earth went into WW3. Alien fleet crashed on the ruined Earth. Now, going to the stars.

Y: Republic: Democracy, but a empire. Civil Service, to vote you must do a tour of military service.
Z: Hegemony: Earth is top dog and has 13 alien allies to keep stuff going.

Those are plot lines. In reality your governing systems and hope to well get some glory/wins. Can do enemy list another time. Also, did a huge (244 currently. Recounted.) list of units for ground campagins. Not making a tech list, you guys research and shell out your own stuff. (Within reason.)
 
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