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Archived threads in /tg/ - Traditional Games - 712. page

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Have you ever thought another player's character was going to be bad, then it turned out to be good?
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Pic unrelated?
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>>54041543
When he says "deeds" he definitely means all the times everyone jacked off to her, right?
>>
>>54041675

No shame in my game.

Flames of War SCANS database:
http://www.mediafire.com/?8ciamhs8husms
---Includes our Late War Leviathan rules!
Official Flames of War Free Briefings:
http://www.flamesofwar.com/Default.aspx?tabid=108

Current /tg/ fan projects - Noob Guide &FAQ, and a Podcast
https://drive.google.com/open?id=1eD3nkA51ddl3nmltKg0zsnfrOUhlWgcc4h5aqz-RFqw
Quick Guide on all present FOW Books:
http://www.wargames-romania.ro/wordpress/wargames/flames-of-war/flames-of-war-starting-player-guide-the-books/

Archive of all known Panzer Tracts PDFs: http://www.mediafire.com/folder/nyvobnlg12hoz/Panzer_Tracts

WWII Osprey's, Other Wargames, and Reference Books
https://www.mediafire.com/folder/z8a13ampzzs88/World_War_Two
and, for Vietnam.
https://www.mediafire.com/folder/z8i8t83bysdwz/Vietnam_War

--Guybrarian Notes:
https://docs.google.com/document/d/1eD3nkA51ddl3nmltKg0zsnfrOUhlWgcc4h5aqz-RFqw/edit?usp=sharing

http://www.400gb.com/u/1883935

Panzerfunk, the /fowg/ podcast.
http://panzerfunk.podbean.com/
Panzerfunk questions: https://docs.google.com/forms/d/e/1FAIpQLSeOBxEJbNzS_Ec7I76zQmCU9P7o0C5bAgcXriKQ4bOWBp4QkA/viewform

https://vimeo.com/128373915

http://www.flamesofwar.com/Portals/0/Documents/Briefings/CariusNarva.pdf

http://www.flamesofwar.com/hobby.aspx?art_id=1949 the Azul Division: no longer linkable off the main page

Which army do you play the most?
http://strawpoll.me/4631475

What actual country are you from?
http://strawpoll.me/4896764

/fowg/ Approved Media list. Add your favourites!
https://docs.google.com/document/d/1Tthy5-Au4ZF3zuojHiP53Y6-A0p8iuI6xSdMNre0cbw/edit#heading=h.g7ruxmniskpg

https://docs.google.com/document/d/1JWmbvVANUraO9ILWJZduRgiI9w4ZC3ytNUQE8rK7Xrw/edit?usp=sharing an "i want to get a starter set" for late war.

Do you play TANKS? what is the local scene / meta like? (multi)
http://www.strawpoll.me/12127794/r

/fowg/ Discord
https://discord.gg/BfbxDSp
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wow, clone threads

this could be fun.

Cold War hype, anyone??
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>>54040673
>posting in the one with weeb shit in the OP
Don't encourage them.

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This is how I Valor Bard

https://youtu.be/Cx8sl2uC46A
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What would it take to start making a living on /tg/ design? Recently went full NEET and have been filling out some time with masturbating working on some /tg/ related projects. I think this is something I would enjoy working with, but what would the best way to go to achieve this be? What do I need? Would the easiest thing be to start my own company?
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>>54040328
>What do I need?
money
>Would the easiest thing be to start my own company?
file for an llc
>>
First of all, make other plans. There is no guarantee of a job in the games industry, traditional or otherwise. It is small, competitive and incredibly capricious. It's growing, it's a good time to get into it, but you're still in for a really hard time.

If you're serious about it? Treat it seriously. This is no longer a hobby, it's a job your assigning yourself. Set deadlines, set goals, do market research to see how similar games are doing, why they succeeded or they failed. Network, find people you can work with who have different but complimentary skillsets to you- Editors, artists and graphic designers are a necessity.

Pick one project, and focus on it. Don't start with that one big dream idea you think could change the world, because you'll never get anywhere. Pick something small, simple and straightforward, and work on it. Find people to playtest it with, online games are great for RPGs, tabletop simulator is great for board games, and take the feedback seriously. If everyone tells you your favourite mechanic is trash, your favourite mechanic is fucking trash.

As for making it a job, at the moment there are two main options- Crowdfunding, or getting a job in the industry. The latter is near impossible. Not totally impossible, but near impossible. Most of the games companies you know are either so small they can't afford new people, or so big they've got huge numbers of people applying for a tiny number of positions.

Crowdfunding is the other option, but it's nearly as hard. We're past the days where you can get by on a shitty looking little Kickstarter campaign. Building buzz and raising awareness for the game, having good high quality art assets and prototypes to show off, as well as a general high level of professionalism and quality are necessary if you want people to trust and back your game.

This is just a drop in the bucket. It's way, way more complex than this, as I'm learning as I try to do the same thing.
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>>54040406
This is a great answer, thanks! I'll think about it, and talk to the people at the NEET organization I'm going to see if they have something as well.

It's the part about turning a hobby into a job that scares me the most, though

Can the elves in your setting grow facial hair? If not, then are they envious of the races that can?
4 posts and 1 images submitted.
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no
no
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>>54040164
Yes. It takes them a reeeeeeeaaaaaaaally long to grow them though, and they look like shit until they fully grow in, so for the most part elves don't bother with it. Only elven wizards, who can afford to seclude themselves long enough/don't give a shit about appearances in the first place, will typically go through the trouble of growing one.
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>>54040164
Only in the sense that they have magic that changes their biology into something akin to a very-elven half-elf, which have enough human in them to be able to shape their facefuzz accordingly. If they do feel the need for a mustache or chin blanket, they prefer them to be neatly and closely trimmed.

As for envy, it's not really a factor. Scarves and other such items can handle warmth just as easily without needing to take weeks every time you need to put one on, and if they feel the passing curiosity to know what it's like to have bristles, they have magic n shit

In my setting, they're among the most powerful type of spellcaster.

>Wizards and Witches power originates from rituals.
Unlike other spellcasters whose power comes from within, a Wizard or Witch constructs a ritual circle that they then activate. The powerful rituals often require strange and uncommon ingredients, and even proper weather conditions or times of day/month/year

>The rituals have two outcomes
The ritual activates and performs the desired spell/effect(usually much stronger than any other type of spellcaster can cast at the same level of experience) OR the ritual summons an 'evil' being that the witch or wizard attempts to make a contract with.

>Summoning rituals
There are four classifications of spirits that a witch or wizard can summon. Although they all universally create deals with the summoner for a sacrifice from the witch or wizard in exchange for power, the four types differ in strength and what they typically require.
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>Imps/rascals
These are the weakest and therefore the safest types of spirits available for a witch or wizard. Imps and rascals called upon by the summoner usually take the roll of a familiar, accompanying the summoner in every day life by taking the physical form of some sort of animal.
The imp usually requires some sort of minor ritual such as a nightly candlelight vigil or weekly wood carving. In exchange for this they offer the witch or wizard extra amounts of mana/energy/vitality, knowledge, and the assistance that any sort of hired help can offer along with their meager magical abilities.
Breaking a contract with an imp has minimal consequences in the form of a curse that usually resembles a period of bad luck and other minor inconveniences for as long as the imp can be bothered to keep a grudge(which usually isn't more than a month)

>Demons
Demons are smarter and more powerful than imps. Although an imp lacks the intelligence or confidence to do so, a demon might actively plot against the summoner, trying to create a situation in which they break the contract so the demon can collect their reward(the summoner's punishment) for doing so.
A contract with a demon is usually much deeper than with an imp. The demon might reside within the summoner's mind/heart/soul or back in it's own realm and only assist the summoner when called upon.
Demons are much more powerful than imps, and tend to demand sacrifices much deeper and more sinister such as a portion of the summoner's life force, or an altar with worship and sacrifices similar to what a dark deity might desire.
Breaking a contract with a demon can have dire consequences in the form of lifetime curses, a fated tragedy or your life.
>>
>Fiends
A fiend is a demon that is much more wild, representing an animal in both thinking capabilities and desires.
Fiends usually require living sacrifices like an animal that needs food, although their tastes and requirements can range from animal blood, to human blood. The more particular ones might require special blood such as the blood of babies, virgins, or powerful warriors.
In exchange for this animal-like requirements they tend to offer animal-like services such as being an immensely powerful guard dog or hunting dog that will do everything in it's power to kill the target you give it.

>Devils
Devils are the most powerful spirits, as powerful as the deities some people worship. Normal witches and wizards aren't powerful enough to even summon them, as they have nothing a devil would want. Contracts with devils or similar to demons, although the powers they offer, the sacrifices required for their assistance, and the punishments for breaking their contracts are all multiplied several fold.

>Warlocks
Warlocks are the advanced, more powerful version of a wizard or witch. When witches and wizards make contracts with demons/imps/fiends they adopt the relationship of a mutually beneficial partnership or the relationship of one who is asking a bank for a loan. Warlocks are strong enough to be in the power position of a dominant benefactor or patron and are powerful enough to contact and barter with devils.
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>>54040142
>>54040166
>>54040182

Nice lore OP, what about the less powerful magic users in your setting?

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tl;dr

d6 success system where every weapon has a Speed and Impact rating which negates Dodge and Armor.

Attacking is resolved like this:
Attack roll - [(enemy Dodge roll - Weapon Speed) + (enemy Armour - Pierce)]

You roll your attack, enemy rolls Dodge.
Your Speed negates enemy Dodge successes, your Impact negates enemy Armour (static number). Each success in Dodge and each Armour remaining now reduces your total damage.

It works in practice but is a bit clunky and slow, but is nearly impossible for me to streamline without sacrificing the weapon depth by removing either Speed or Impact.

As always, it's a WIP so excuse the mess
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>>54039849
Design thread /gdg/ is here:
>>53981681
A good philosophy, I think. Might be faster if you could roll half of that into a constant by merging two or more values, or the inverse of a value.

Alright so I apologize if this is a dumb question but how the hell are you guys reading the digital version of this on Windows? Every epub file reader I use completely messes up the formatting. Am I just doing something consistently wrong, or do Windows epub readers suck? (I grabbed the OP image from the store page)

Also, since I haven't been able to read it yet, what kind of changes have they made to CSM (or Daemons)? What's everyone's impression on how they fit into the new rules?
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>>54039785
readium is the best ive found for reading GW epubs so far.
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>>54039785
nice
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>>54039815
This. Though even that is a pain to use compared to a good old PDF.

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Lorefags of /tg/.

Busy writefagging as I am oft to do, and have stumbled upon a conundrum.

Necron lore, right, now do the Worriors loose their individuality, memories of themselves and their feelings due to their souls being stripped, (all Necrontyr had their souls stripped and fed to the C'tan, so lords, overlords ect should be the same...) or is it due to them being on the constant front line during the War in Heaven, loosing bits and pieces of their own identity after each death facing the unimaginable warp fuckery that is the Old Ones?

Also, how anti-warp are they? Assume Black Library material is unavailable to me. How daemon-melty are they?

Pariahs aren't what I'm talking about. Say a heretek tried to nab his own Necron Warrior and injected a script- or Scrapcode Daemon at its inner Glyph-code. (What I assume the Necrontyr used instead of plain old binary.) What can be expected? Would the ridiculously advanced anti-viral programming fuck the scrapcodes shit or would the daemon-code, not entirely definable or following basic logic actually get shit done?
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>>54039388
>now do the Worriors loose their individuality, memories of themselves and their feelings due to their souls being stripped, (all Necrontyr had their souls stripped and fed to the C'tan, so lords, overlords ect should be the same...) or is it due to them being on the constant front line during the War in Heaven, loosing bits and pieces of their own identity after each death facing the unimaginable warp fuckery that is the Old Ones?

It's because the royalty didn't want to spend the resources to give them good bodies, so their processors are shittier.

>How daemon-melty are they?

Not very.

>What can be expected?

It would probably work.
>>
As far as I know, they lost thier souls due to them being eaten by the c'tan, which also meant they lost all emotion, free will and thought as well. Tbh I never understood why some of their leaders like Trazyn or the Silent King where able to keep their personalities.

So first off, having neither a soul, nor any emotions makes them literally immune to daemonic corruption or possesion, so they're good there. Melting your enemies at an atomic/quantum scale is also pretty damn good, but I don't really know how that would equate to incorporeal beings like daemons. At least, though, they have the numbers to keep up with the daemons thanks to their living metal and reanimation protocols.
Also, in the recent gathering storm books it was revealed that the necrons built these so-called pylons, which where on cadia, for example. The pylons act a pillars that keep reality and the galaxy from slipping into warpspace. When cadia was destroyed, it literally cracked the galaxy in half.

The virus thing, I'm not sure. Chaos can infect AI, but thats because it's reached a certain amount of self-conciousness, and I don't think that warriors are selfaware. Also everz molecule of them is made from living metal, and as far as I know, thats pretty much immune to daemonic possesion.

Don't quote me directly on this, tho, since I'm actually just a nidfag.
>>
>>54039388
>Necron lore, right, now do the Worriors loose their individuality, memories of themselves and their feelings due to their souls being stripped, (all Necrontyr had their souls stripped and fed to the C'tan, so lords, overlords ect should be the same...) or is it due to them being on the constant front line during the War in Heaven, loosing bits and pieces of their own identity after each death facing the unimaginable warp fuckery that is the Old Ones?
Every single Necron lost their soul when being transfered into their new body, and every necron lost at-least a little something of themselves in the process, though the more perfect (read expensive) the process, the less was lost. That's why the lords/overlords etc... have most of their personalities... though even the best of them came back not quite... right (because, again, no soul.) The warriors on the other hand got cut-rate transferences that didn't bother preserving anything that wasn't of use to their lords.


>Also, how anti-warp are they? Assume Black Library material is unavailable to me. How daemon-melty are they?

Well, they were designed by the C'Tan who HATE chaos, and were masters of the physical laws of physics as much as the chaos gods are masters of the laws of the warp, so they are probably pretty resistant, though I guess... THEORHETICALLY succeptable... though again, no soul, so it's extra hard on-top of being built specifically to counter warp-users.

>Say a heretek tried to nab his own Necron Warrior and injected a script-
Hacking a necron warrior with Demon-code would be really Really REALLY hard... however, hacking it with some Demon-Friendly but not-itself-demonic code would probably be more feasable... though still insanely hard.

In need of sci-fi, sci-fantasy style cities similar to pic related. Any stuff with monuments or statues would be great.
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So I've been jealous of the faction and army threads that 40k gets so I decided to make a creation chart of my own. I want to run it with you guys today but I want some feedback on the chart first. This chart is more open than my previous attempts, instead of a paladin order or a druidic circle chart it leaves the door open to become something unique.

Appreciate it.

Starting off with World Location chart

**World Location**
Altitude 1d4
>Below Sea Level
>Sea Level
>Hilly
>Mountainous

Moisture 1d3
>Dry
>Moderate
>Wet

Temperature 1d3
>Hot
>Moderate
>Cold

Plant Life 1d4
>Barren
>Sparse
>Moderate
>Lush

Animal Life 1d4
>Barren
>Sparse
>Moderate
>Abundant
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>>54038447

**Faction**

Faction Goal 1d12
>Colonise
>Outpost
>Wardens
>Secure Trade
>Hide Knowledge/Artifacts
>Preserve Knowledge/Artifacts
>Create Knowledge/Artifacts
>Profit
>Defensive
>Conquest
>Hermitage
>Pilgrimage

Funding 1d6
>Self Sufficient(N/A)
>Beggar
>Poor
>Moderate
>Prosperous
>Wealthy

Source of Funding 1d7
>Raiding
>Stockpile
>Donations
>Service
>Making or Controlling a Product
>Providing or Controlling a Service
>Information

Local Support 1d6
>N/A
>Hated
>Disliked
>Tolerated
>Admired
>Loved

Gear 1d4
>Poor/Shoddy
>Standard
>Well Equipped
>Lavish

Enemies 1d5
>Surrounded
>Opposed
>Neutral
>Avoided
>Exempt

Allies 1d5
>Connected
>Popular
>Neutral
>Few
>Isolated/Abandoned
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>>54038585

Traits 1d22 Roll for 2
>Iconography
>Heraldry
>Favored Weapons
>Favored Armor
>Inventors
>Musical
>Rough Around the Edges
>Favorite Color(s)
>Progressive
>Nostalgic/Traditional
>Educated
>Educators
>Un-educated
>Festive
>Dour
>Trophy Obsessed
>Worldly
>Down to Earth
>Architects
>Green Thumb
>Cooks/Culinary Experts
>Miners/Precious Stone Fixation

Strengths 1d17 Roll for 1
>Special Resource
>Medical Knowledge
>Logistics
>Brutal in Combat
>Precise in Combat
>Mobility/Special Mounts
>Artifacts
>Fortified
>Connection with the Spirits/Divine
>Abundance of Recruits
>Elites
>Feared
>Stalwart or Magical Armor
>Fearsome or Magical Weaponry
>Strong Knowledge of the Land
>Stockpiles
>Trustworthy

Weaknesses/Flaws 1d13 Roll for 1
>Bled for Profits
>Drunkards/Addicts
>Careless
>Repugnant Customs
>Bad Architecture
>Slow
>Nepotism/Rigged Hierarchy
>Hide-Bound/Traditionalist/Bound by Rituals
>Cursed
>Head in the Clouds
>Lost
>Distant Enemy
>Inefficient Bureaucracy

Presence and/or level of Religious Figures 1d5
>Secular
>Few Faithful/Priests
>Moderate
>Religious
>Fanatic

Presence and/or level of Spellcasters 1d5
>Muggles
>Rare
>Moderate
>Abundant
>Heavy magical focus

So how does that look for a chart? What would you add? Or good to go?
>>
If you're rolling to determine everything, add in if it's a nation or an NGO, as several portions make sense for one or the other, and you can differentiate between different types of NGOs, such as one formed by nobles or one made up of peasants. Also, how is it organized? What is the leadership like? An elected bureaucracy looks and acts differently from a feudal inheritance system, and the second is vastly different from a meritocratic feudal system, or even a feudal bureaucracy. There are tons of potential variations there, so three tables there: Organization (task based versus region based versus unit based versus something else), Chain of Command (feudal oaths, loose, horizontal, bureaucracy, etc.), and how leaders are chosen (Inheritance, merit, open election, limited election, signs from above, etc). THis is just all off the top of my head, so I'm probably missing several options.
It's pretty much good to go, other than that. And my second suggestion is pretty complicated, and can be fluffed out after the initial rolling.

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Okay anon, you are told that as a Planeswalker, you must have a place of residence so that others might find you properly. I am assigning you to build it and lemme know what it's like, so what would be your..
>Location
>summoned creatures or subjects
>Legendaries that might snoop about in defence of your home
>Defensive or offensive spells that you keep close at hand the most.
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Give me some cool ideas of henchmen/followers I can stock my hexcrawl with?
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Worshipers.

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What does /tg/ think of Mythic?
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>>54037939
Never tried it. What is it?
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>>54037982
It's like a GM simulator. You use it if you're out of GM, or if you're all alone, or maybe if you're a GM and would like to add a weird spin on things. Works as a universal system too.

Basically it works with questions. You roll a d100 to see if the answer is yes or no and to what extent. If you roll doubles, a weird thing can happen that you'll roll on a table, and there's a chaos factor that makes things wackier the higher it goes.
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>>54037939
Feels kind of masturbatory when doing alone, but works okay with rules-light games if no one wants to try run anything.

Pic related is what I used for my spooky games. It works well. Sort of. The sanity points are fine, the health points (when combined with the occasional incurable damage) is good.

But I really don't like the skill rolls. I hate success/failure binaries, so I always house rule it to have degrees of failure and success. But even so you always end up with these bizarre characters with 80 points in library use, making them basically 'decent' at research, and half of the things that a normal human being would be able to do like take pictures of things, drive a car, walk down the goddamn street.

I really like the 'degree' system in things like paranoia, or mutants and masterminds. And while house-ruling 'works', I'm wondering, is there a system that already has this stuff built in? I skimmed a few other versions of Call of Cthulhu but I did not really find any that solved this for me, or at least not without introducing worse problems. Am I looking in the wrong place? Any advice?
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Try Classic Unisystem (Witchcraft, All Flesh Must Be Eaten).
Comes with a degrees of success mechanic (and commonly people houserule rolls totalling 5 or less to be dramatic failures worse than regular failures). Humans are squishy and gunfights are bad, bad ideas.
Madness system can be found in One of the Living splatbook, but comes with rules for Essence (magic/mental stamina) and half-decent fear rules.

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