Pretty sure it works with int(55)+omakes(35) =90 +die if> 95 Then we get another rollso it's more of an atleast 5 and atleast a 35(if the first one was only 5)
Good point, I'd forgotten about that. Though if our host continues to hand out 100+ DC's he might change that.

Also well true, there's no guarantee the second roll will pass the DC, so additional omakes are still useful.

And who knows, if our modifiers push the final result past a thousand, something special might happen.
 
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Actualy i think that maybe each roll has the stat bonus so the second roll should be good cause we start with 56 minimum-
This should mean that the dc is only the initial of atleast 5
It should work like this:
int(55)+roll(atleast1)+omakes(35)=91 at worst
2nd roll int(55)+roll= auto thanks to our int
Overall this means that we can pass the dc with a 5 :p

The godly trait makes us op but i don't want to think what this means for the greater chaos gods o.o
#AutopassEverythingWithSkulls
 
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Actualy i think that maybe each roll has the stat bonus so the second roll should be good cause we start with 56 minimum-
This should mean that the dc is only the initial of atleast 5
It should work like this:
int(55)+roll(atleast1)+omakes(35)=91 at worst
2nd roll int(55)+roll= auto thanks to our int
Overall this means that we can pass the dc with a 5 :p

The godly trait makes us op but i don't want to think what this means for the greater chaos gods o.o
#AutopassEverythingWithSkulls
Overflow only happens on rolls over 95 and remember, the flip side is that we autofail on a dice roll of 5 or lower, regardless of modifiers.
 
and here we go people...this will either fuck us over for a good while, or we stop a chaos incursion...which case I suggest either way we start openly moving about...of course this means getting more manpower/dead-power.
 
I recommend we use the undead as our main attack force, the beasts as utility/support and our living worshippers as clean-up/relief/ambassadors.
 
As a heads up, there will be an interlude detailing the reaction of a certain mollusk to the unexpected arrival of a new player in the game for THIS universe.
 
I am working on both the interlude ie Tzeentch pov and update (which is almost finished) and let me say halo fans are gonna go crazy about the implications i left in the interlude, think of this: Greater gods can travel between different multiverses, Chaos Gods are Greater gods.... make of that what you will.
 
Ah shit...forerunner bullshit and precursor bullshit...wait does this mean that the halo rings can kill greater gods due to their sterilizing nature of pretty much all dimensions in their universe?
 
Ah shit...forerunner bullshit and precursor bullshit...wait does this mean that the halo rings can kill greater gods due to their sterilizing nature of pretty much all dimensions in their universe?
No. The thing is that the chaos gods not only exist when an event like that happens but they also exist and are aware before an event like that happened and then plan accordingly to stop it or use it to their own ends. It is pretty confusing and the only one who abuses it constantly is Tzeentch, that is why they are vey hard to get rid of.
 
Turn 10 Results
[X] Plan: let's get to it.
-[X] Build Ghost Fence
-[X] (Living) Training Fields
-[X] (Living) Academy
-[X] Fanged Greetings
-[X] Recruit Foreign Exiles:
-[X] Dark Cabal's Shadow:
-[X] Tilean Relations:
-[X] Estalian Relations
-[X] Cathedrals:
-[X] Ordo Militia:
-[X] Preachers
-[X] Build Sewers
-[X] Expand Villages
-[X] Sabotage Ritual
-[X] Expand Spy Network (Tilea)
-[X] Expand Spy Network (Estalia)
-[X] Dread Animator
-[X] Rifles
-[X] Learn Beast Magic

==================================

Build Ghost Fence: Build Ghost Fence: A ghost fence is a barrier with little physical substance - merely a series of poles or posts upon which are hung accursed fetishes and totems to which Daemonic and Undead spirits have been bound with forbidden spells. Only a brave or foolish warrior crosses a ghost fence without good cause - or without powerful protective wards. DC 45
Cost: 1,500
Time: 1 Turn
Roll: 26 + 57 = 83

The poles and totems were rapidly built and seared with powerful spells which could hold the accursed spirits of the dead, it circulates the entirety of the rose, now it is simply to gather the spirits which will take time.

(Living) Training Fields: Soldiers need proper facilities to train in. DC 10
Cost: 500
Roll: 32 + 57 = 89

The training fields were built in the schedule, training is already begun among your living troops.

Result: +5 to all living units

(Living) Academy: Officers need to be properly trained in an established school of higher learning specifically designed for the task. Unlocks higher tactical and strategic training for living soldiers. DC 0
Cost: 900
Time: 2 Turns
Roll: Not needed

The training of the teachers of your future living military officers has begun, you selected the ones who showed promise among the militia of the villages, while you teach them the construction of the academy has begun.

Fanged Greetings: There are other vampires like you out there, younger ones who need guidance under a strong will such as yours. Recruitment seems a good idea to extend your reach farther than before. DC 50
Roll: 8,219

Interlude: Father of The Night

Recruit Foreign Exiles: Many travelers brave the world because their own nations have disposed of them, or ordered them to never return. Recruiting these renegades and foreigners could have immense benefits. DC 50
Roll: 9,458

Interlude: Saviour

Dark Cabal's Shadow: You have necromancers, having more would only help. DC 25
Roll: 9,999 [OOC: FFFFFUUUUUUUU-]

Interlude: Emperor of The Dead

Tilean Relations: Talking with geographic neighbors is always a good thing, and Tilea has much to offer, their fine steel being one of them, but first, your diplomats will have to, secretly, reach it. Diplomatic DC 35; Intrigue DC 40
Time: 1 Turn
Diplomatic Roll: 34 + 48 = 82
Intrigue Roll: 23 + 55 = 78

Your diplomats packed all necessary supplies and were and are now being guided by your agents towards the Tilean border.

Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer, but first, your diplomats must, secretly, reach them. DC 50
Time: 2 Turns
Roll: 21 + 48 = 69

Your diplomats are being secretly transported towards the geographical borders of Estalia.

Cathedrals: Build very much like the first cathedral that is the church main headquarters, these massive structures allow much more occupation by the flock, like the churches they too will have the objective to perceive chaotic or other forms of spiritual corruption. DC 25
Cost: 500
Expenses: 350
Time: 1 turn
Roll: 8 + 51 = 59

The foundation of the cathedrals is being built on different locations in the centers of the villages which are already growing very large.

Ordo Militia: The ordo militia will be the official armed force of the cult, and officially answers only to the abbot, though you can order them around as well. DC 5
Cost: 200
Expenses: 100
Roll: 8,567

Interlude: The Holy Judges

Preachers: Preachers are those members of a new organization who will handle magical knowledge best left forgotten like any knowledge related to chaos, their base of operations shall be built in a secret location it shall be heavily protected by physical and magical means, this organization is completely separated from the church and the Illuminati but will work closely with them. DC 45
Cost: 349
Expenses: 240
Roll: 5,983

The Preacher organization after all the training you put their members to are now at full-time work to secure dangerous and corrupting knowledge, though it will mainly be the artifacts of chaos.

Their base itself is guarded by physical and magical means, it is surrounded by a force of undead specially designed to protect both the knowledge and the preachers themselves, these 'Custodes' type of undead were specifically designed and made to protect the facility housing them, taking expiration from the grave and death knights while being superior to both.

Their strength far outstrips any type of undead, from the shambling zombies all the way to the mighty grave guard.

An excellent new type of undead… which you made all by yourself, your capabilities sometimes surprise even yourself sometimes.

Result: Preacher organization created, shall hide and protect dangerous knowledge against forces who want to use it. Custodes type of undead created.

Build Sewers: Building sewers will not only improve the health of your peasants but also reducing the chance of diseases spreading. DC 20
Cost: 200
Roll: 4 + 51 = 54

The Sewers were built underground of the villages and connected to every building that has the means if you understand it.

Result: Fewer chances of plagues and diseases spreading. Possible Rat problem.

Expand Mines: Expanding both the gold and iron mines will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
Cost: 890
Time: 4 Turns
Roll: 10 + 51 = 61

There were no more accidents in the mines and so the expansion is going according to the plan for now.

Expand Villages: The villages are very close to being overpopulated, expanding them into proper towns will be necessary to avoid this problem. DC 5
Cost: 2,000
Expenses: 250
Roll: 8 + 51 = 59

The villages were now expanded into proper towns, overpopulation will only be a problem in the future. For the cities themselves, they were designed with both efficiency and the thought in mind that you will add new things to it as time goes on, it also has its splendor in your opinion.

Result: Overpopulation no longer a problem. Villages Expanded into proper towns.

Sabotage Ritual: The ritual to summon a great daemon of Nurgle must not come to pass. DC 130
Roll: 10,012 with omake bonuses in the first roll

Interlude: A House Divided

Expand Spy Network (Tilea): Tilea, the land of anarchy, it embraces the idea of freedom to the extreme, dozens of civil wars are waged constantly on the peninsula, they also have secrets that you want. DC 23
Roll: 679

Interesting...

Results: Tilean rumor mill unlocked. New options

Expand Spy Network (Estalia): Estalia has a complicated relationship with undead and their master's thanks to an event called the war of blood, they are certainly your current and future enemies infiltrate them is wise. DC 35
Roll: 895

Very interesting...

Results: Estalia Rumor Mill Unlocked. New Options

Dread Animator: The Dread Animator is a shadowy presence appearing just above the left shoulder of a Necromancer. For an undisclosed price, he will whisper secrets into the spellcaster's ear that will invigorate even the most stubborn Wight back to his mortal remains for service in the Necromancer's legions. DC 20
Roll: 12,457 [OOC:... How?!]

Interlude: The Blade of God

Vaccines: Utilizing various amounts of herbs and other suspicious amounts of drugs, the biological portion that works in the engineering workshop guarantee that they can create a 'vaccine' to common diseases. DC 20
Cost: 250
Roll: 180

The 'vaccines' were created and are being distributed to the hospitals, someone must be very angry right now.

Result: Vaccines created. Fewer chances of diseases and plagues spreading

Rifles: Taking the same specifics of the handguns, the engineers want to create a new type of long-ranged weapon. DC 45
Cost: 450
Time: 3 0 Turns
Roll: 10,023 [OOC: I need some serious drinks]

Interlude: The Future of Warfare

Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 750
Cost: 0
Time: 3 Turns
Roll: 809

Your continue your studies on the broken runeblade.

Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Time: 0 turns
Roll: 9,986 [OCC: What the fuck is going on!!]

Interlude: Father of Dragons

Learn Beast Magic: Ghur, the Lore of Beasts is the Brown Wind of Magic, which is often called the Aethyr's wild and bestial spirit, its spells range from shapeshifting to offensive, defensive and even communication of the beasts of the wild. DC 60
Roll: 331

You have learned a new type of magic. The brown wind can be described as wild and untamed you have to tame it every time when you use it which is easier than it sounds.

Results: New lore of magic: Lore of Beasts. Learn The following beast spells: The Amber Spear, Amber Talons, The Amber Trance

Treasury: 9,249
Income: 19,425
Expenses: 1,590
 
@Alucard vampiry mate, while I do enjoy these rolls this is an actual problem and needs serious balancing. we shouldn't be getting results in the thousands perhaps only actual crits can get an extra roll, or a limit on just two? Either way it needs work
 
Fanged Greetings: There are other vampires like you out there, younger ones who need guidance under a strong will such as yours. Recruitment seems a good idea to extend your reach farther than before. DC 50
Roll: 8,219

Interlude: Father of The Night
Recruit Foreign Exiles: Many travelers brave the world because their own nations have disposed of them, or ordered them to never return. Recruiting these renegades and foreigners could have immense benefits. DC 50
Roll: 9,458

Interlude: Saviour
Dark Cabal's Shadow: You have necromancers, having more would only help. DC 25
Roll: 9,999 [OOC: FFFFFUUUUUUUU-]

Interlude: Emperor of The Dead
Ordo Militia: The ordo militia will be the official armed force of the cult, and officially answers only to the abbot, though you can order them around as well. DC 5
Cost: 200
Expenses: 100
Roll: 8,567

Interlude: The Holy Judges
Sabotage Ritual: The ritual to summon a great daemon of Nurgle must not come to pass. DC 130
Roll: 10,012 with omake bonuses in the first roll

Interlude: A House Divided
Dread Animator: The Dread Animator is a shadowy presence appearing just above the left shoulder of a Necromancer. For an undisclosed price, he will whisper secrets into the spellcaster's ear that will invigorate even the most stubborn Wight back to his mortal remains for service in the Necromancer's legions. DC 20
Roll: 12,457 [OOC:... How?!]

Interlude: The Blade of God
Rifles: Taking the same specifics of the handguns, the engineers want to create a new type of long-ranged weapon. DC 45
Cost: 450
Time: 3 0 Turns
Roll: 10,023 [OOC: I need some serious drinks]

Interlude: The Future of Warfare
Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Time: 0 turns
Roll: 9,986 [OCC: What the fuck is going on!!]

Interlude: Father of Dragons
It seems we continue our pattern of driving the QM to liver failure with this frankly insane success.




I wonder if chaos is going to start taking note considering how fast we are growing....
 
If you ever think of reworking you're system perhaps you shouldn't add bonuses to rollovers.
@Alucard vampiry mate, while I do enjoy these rolls this is an actual problem and needs serious balancing. we shouldn't be getting results in the thousands perhaps only actual crits can get an extra roll, or a limit on just two? Either way it needs work
I notice that as well, i gonna work on a new roll system which will not go into literal thousands, it will take time but i think i can manage it.
 
@Alucard vampiry It seems like this system is a little broken. There are very high bonuses for each roll, giving more than a 50% chance to crit each time in some cases. On top of that, when you count the overflow bonuses, it seems that this means the likelihood of cumulative critical rolls actually increases over time, leading to ridiculously inflated results.

I would suggest making some kind of changes to balance this. Some possible avenues you could go down would include:
  • Capping or reducing stat bonuses e.g. halving the stat bonus, so that 50 martial is only +25, etc. [This is what A Dynasty of Dynamic Alcoholism does, IIRC)
  • Switching to a different die system that can accommodate huge bonuses, like a 1d200, where a crit is more than 200, and adjusting DCs to match while keeping stat bonuses the same
  • Only applying stat bonuses to the first roll, and not any subsequent critical rolls, and just relying on natural overflow.
  • In conjunction with this, have stupidly difficult actions be unavailable until we've done more prerequisites (like needing to extensively study runes, enchantments, and khazalid before trying to duplicate runeblades/runefangs), rather than essentially requiring mega critical successes for them.
  • Requiring critical successes to have an initial/"natural" roll of 90+
  • Shifting stat bonuses to DC reductions, and not having any bonuses to the actual rolls.
 
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holy fuck

what the fuck did I just read?!?!

are you using the right dice!?!

because im seeing quad numbers...AND BEYOND THAT!!!

I didn't need to make those omakes...fuck we could have gotten traits from all this...then again, if the QM escalates...

the dice answer in kind, so maybe throwing that super greater daemon of nurgle at us was the dumbest idea ever...but it was nice for you to eat our salt...now choke on it!
 
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