No crunch only fluff.
Starting with questions like.
>>How long would a Salamander without his armour last when fully submerged in lava?
or
>>Is Sly Marbo a perpetual?
or
>>What were the Iron Men from the Dark Age of Tech made of?
>>51452136
>As long as it would take a human of his mass and density to melt
>No, and perpetual are stupid
>Dolemite
>>51452136
>>>How long would a Salamander without his armour last when fully submerged in lava?
Salamanders a resistant to radiation. Not fireproof.
>>>Is Sly Marbo a perpetual?
No.
>>>What were the Iron Men from the Dark Age of Tech made of?
Kit and tiny nails.
>>51452324
>Salamanders a resistant to radiation. Not fireproof.
Well, and fire. They are naturally resistant to fire.
However, throwing one of them in lava is like taking a bulletproof vest and firing a 225mm howitzer at it.
>An ancient Chaos awakens
>>51451988
>An ancient Neutrality awakens.
>Middle-aged good goes for a short nap.
>Ancient Alien is real....and it hungers.
So I'm designing and adventure at the moment for my group. They said they were happy to play whatever setting I want to have a go at and dont mind just roaming rather than questing so I was gonna go for a kinda waterworld.
(think literally Kevin Costners waterworld, mixed with some fantasy elements and races)
The problem I'm having is finding races and monsters that would be able to live/survive in this world. The settlements and outposts would of course have the usual mix of races that have survived the flooding and set up shop. but in between I want the water to have enough threats or random aquatic races to keep it interesting.
Any ideas or links?
Sahuagin comes to mind, and could be especially terrifying if you beef up the killer shark aspect. Nomadic and vicious predators.
I think mindflayers could work too. Re-fluff them as extremely sharp and malevolent cuttlefish people and have their psionic powers instead be hypnotism from their skin flashing colour and light.
>>51452063
yeah for sure. Currently flicking through the monster manual online but sahuagin look cool. Definetely making them less murloc, more crocodile.
Love the cuttlefish mindflayers
I'm a fan of Kenku southseas pirate armadas
What's the best card in AEther Revolt?
>>51451389
Limited: Array
Standard: Ballista and Cat
Frontier, Modern, and Legacy: Fatal Push
Vintage and EDH: Paradox Engine
Pauper: Renegade Map
>>51451452
Ballista will see more play in vintage than Paradox Engine
The Tusker is stupid in limited. Absolutely bonkers.
I'm going to have to have the opportunity to run Unknown Armies for four friends in my grad program. One has only played WotC-era D&D, and White Wolf. The others have never played tabletop RPGs at all. All are into occult fantasy/horror vibes and/or actual esoteric shit.
My question: How can I make this campaign as hype as possible for my friends? I want everything to be just right. Atmospheric music, good lighting, awesome rumors ranging from creepy to funny to both.
Please, give me all the UA inspiration material you have. That can be images, rumors, recommended TV shows, books, comics, movies, etc.
I have:
>Hellblazer
>The Invisibles and anything else by Grant Morrison, really
>Welcome to Night Vale
>some creepypasta
>True Detective
>Angel Heart
>The Illuminatus! Trilogy, by Robert Anton Wilson
>Kraken, by China Mieville
>/pol/'s whole "kek" thing where they made an egregore that they believe is an ancient Egyptian deity
Posting the rest of what I have.
Are there any role playing games with a big focus on economic endeavors?
Rogue Trader
some D&D splats (Kingmaker)
maid RPG
Shadowrun (played with "be your own fixer" style)
>>51451059
Hell yeah motherfucker.
>>51451059
It doesn't get much more economic than looting tombs and robbing dragons.
Much more exciting than selling apples, too.
>Google Drive
https://drive.google.com/folderview?id=0B20r6rsFLOg_Zk5RdVdya3hJNnc&usp=sharing
>Jumpchain IRC Chat
http://client00.chat.mibbit.com/?server=rizon.mibbit.org&channel=%23JumpchainCYOA
https://kiwiirc.com/client/irc.rizon.net/?#JumpchainCYOA
>Rules
http://pastebin.com/Gqj3iKyn
>How to Jumpchain
https://drive.google.com/file/d/0B1qb0_OLhDrDNjZmRG02SDFaRVk/view
>Last Thread
>>51442566
>Jumpchain was a mistake
-Anime man
>>51449748
How swanky are you jumper?
>>51449789
>Anime man
>not knowing Miyazaki
You fucking serious, m8?
So has anyone ever asked their s.o. to marry them through dming a game? Care to share stories if you have?
Also, would it be a dick move to kill her character in this game, due to a tactical error on her part? I know I'm trying to get her to marry me, but crucial mistakes should be punished.
>>51449440
Just ask her to marry you, dude. You don't need to incorporate this shit into it.
>>51449474
But I like her more when she's in character.
>>51449440
You could always send your superior officer a letter asking for a requisition of theor hand in marriage, but I think that violates fratenization laws.
Are there any medieval post-apocalypse fantasy settings? Something like the Prince Of Thorns trilogy or the Shannara Chronicles.
>>51448155
Earthdawn
Dark Sun (once you read the deepest lore and discover that the setting is post-post-apocalypse.)
Scarred Lands?
>>51448155
Greyhawk, Blackmoor, Mystara. It was a common theme in early D&D.
Anyone got tips for playing Mutants and Masterminds 3?
New GM trying it out.
>>51447988
Try not to have combats that are just straight slogfests, and don't be afraid to have some jobber enemies to insure that your players feel powerful as superheroes (if that's what you're running). even if you're not gonna do that, be careful how much toughness you give an enemy.
Be sure to have a secondary goal in mind (saving civilians, shutting down a volatile machine/bomb that will cause more harm than good if its destroyed the old fashion way). Play to a character's strengths, then their weaknesses, but give them opportunities to shine.
Also, big one for this system: Descriptors are important. They determine the nature of a power outside of its base effect.
Some powers might not work the best for a certain campaign concept.
>>51447988
The game is more fun when people go for a coherent character theme than a grab bag of the best powers and abilities available. Try to have your players describe their characters' abilities and how they all work before touching the mechanics.
Oversee the character creation process, and be fully aware of what each of the characters are capable of doing. This is more important than anything, because M&M lets players start off with abilities that can flat out invalidate problems you come up with. Find out what your party can do, and then build around that.
Building on the previous point, watch out for the Variable power or Alternate Effects that lets characters invest their PP on the fly; most GMs flat out ban it, but it's alright if it's used in moderation, like an elemental hero who gets a different movement-themed power based on what element he is.
Watch out for the Modifiers section that can add extra effects to existing powers, or anything that might let players cheese their way around the power level cap. I've seen characters use the Subtle modifier to convince their GM to let them always have surprise attacks in order to maximized their chance of hitting, or the Indirect modifier (mixed with a few other abilities) to attack any problem from anywhere in the world.
Finally, and generally just building on all of this, don't let your players bully you into saying 'yes'. Mutants and Masterminds isn't designed to be a perfectly balanced game, it's designed to be high-flying adventures that lets people make their superhero right out of the gate, which means your job of making sure everyone is balanced against each other is more important than ever.
>>51448268
Good call with the secondary goals. One player character has a really strong power (water control 20) with a built in weakness (water must be contiguous, electrocution). We'll see how often I need to abuse him and vice versa.
Hey, /tg/, how strong are potions and poisons in your games?
Are they minor assistants, where health potions are for peasants and parties without an actual healer? Where poisons can, at best, kill local creatures and commoners?
Or is it set up so that the strongest toxins consume the flesh of dragons in seconds, and the potions can even revive men from the cold grasp of death?
>>51447770
Many of the "poisons" in my games are just secretions extracted from toxic creatures. So basically anything from localized numbing to the ability to completely paralyze a dragon. You just need to find the right creature. Potions are much the same, just various mixes of plants, minerals and fungi.
>>51447770
All potions are different for instance.
>Tears of angels + ashes of saints = immune to unholy. permanently.
>Blessed potion = numbness.
>>51447770
Too strong for you.
There used to be a huge amount of information and community made tips for running these but they all seem to be 404ing on me, anyone have a good list of skill challenges?
The ones I've run so far were a big hit with my group but they are pretty hard to come by naturally.
bump
>>51447281
Is there a reason literally everyone in that picture is black?
>>51450305
Its an african magazine, bro
Discuss
>>51446007
No. I refuse.
That. Font. Is. Hideous.
Can't you use something serious, like papyrus?
>>51446036
Font talibans are probably the worst kind of autists.
A few days ago, /tg/ played the Hunger Games and it was a lot of fun for everyone involved. We agreed that today we'll have the second round, and top three tributes from the last time will automatically get into the roster.
Well, it's time for our second games, ladies and gentlemen. As you see, three tributes are already set in stone, and I'll need a lot of others. Please provide me with pictures and names.
Let's try not to repeat the last time entirely - since they lost, I'll likely include new blood over any repeats.
Please keep the tributes /tg/ related only, and may the odds be ever in your favor.
>>51445813
The scoreboard from our previous games.
>>51445836
And what was, perhaps, the best moment of all.
>>51445813
Tankred
Previous Thread: >>51417502
Fantasy Flight Games’ X-Wing and Star Wars: Armada Miniatures Games
>http://pastebin.com/Wca6HvBB
Fantasy Flight Games’ Star Wars RPG System (EotE/AoR/FaD)
>http://pastebin.com/wCRBdus6
>https://mega.nz/#!DkNTDTyZ!PUupCOep4RmRcsgI3rNhU_Pk_xcyFbYWnhrq8gwrVv0
Other Fantasy Flight Games Star Wars Tabletop (Imperial Assault, Star Wars: Destiny and the Star Wars LCG)
>http://pastebin.com/ZE4gn0yN
Fantasy Flight Games Dice App (Works with X-Wing, Armada, the Star Wars RPG system and Imperial Assault)
>http://www.mediafire.com/download/64xy3uy6vepll8v/com.fantasyflightgames.swdice.ver.1.1.4.build.9.apk
Older Star Wars Tabletop (d6, d20/Saga, etc.)
>http://pastebin.com/wXP0LdyJ
Reference Materials & Misc. Resources
>http://pastebin.com/AGFFkSin
All Canon Novels and Comics (via /co/)
>https://mega.co.nz/#F!2R5kDTqQ!WfrDla-jvDIn05U57T9hhQ
Just What IS Canon Anyways?
>http://starwars.wikia.com/wiki/Canon#2014_reboot
>http://starwars.wikia.com/wiki/Timeline_of_canon_media
The Clone Wars Viewing Guide
>http://img.4plebs.org/boards/tg/image/1442/36/1442364889994.png
Writefaggotry
>http://pastebin.com/cJY5FK9T
Shipfag's hangar
>https://drive.google.com/folderview?id=0ByhAdnTlOKOeQnA4SFByUC1aQWM&usp=sharing
HoTAC
>http://dockingbay416.com/campaign
DUDE INVADING TARIS LMAO
>>51444375
Since symbols do not cancel when crafting, how would you resolve the Gambler's Double or Nothing trait?
>>51444417
I think symbols do still cancel when Crafting - this is how it's not completely broken you have to have the right talents and be really good to pile on all that Adv.
I've heard that as a houserule before though. It's just gonna be quirky as fuck.
Remind me what Double or Nothing does?