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Archived threads in /tg/ - Traditional Games - 3028. page

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I have a player in an upcoming Anima game who wants to take a disadvantage called "Damned" which is essentially that he has a terrible curse. Examples in the book are that a Damned character would receive supernatural damage every time he attacked something, or immediately dying if he unnecessarily kills someone.

I have a couple of ideas in mind for it but this seems like a question that would be good to get /tg/'s opinion on.

Please note that this curse should be one that is seriously harmful, on the level of being permanently blinded, for instance.
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>>48697273
Bump.
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>>48697273
Dies if enters a house uninvited
Is set aflame (But not dying) if blasphemes against an idol
Cannot sink into the water if uses supernatural abilities like spells.
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>>48697273
The character's wounds never heal, even regardless of medical or supernatural action.

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I was brewing up a city-state for a Exalted campaign when I realized that how I was describing their was similar to Hebrews, Ethiopian and Turkish cultures. So let's have a Levantine-inspired art thread.
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1/5
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>>48696569
mary wouldn't have been a virgin if i met her looking like that

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Hey there /tg/. I don't post here at all, so I apologize in advance for my complete lack of knowledge. Please tell me to fuck off if I am asking something supremely stupid.

Basically, I have had a certain story in my mind for almost a year now. I've thought it through almost completely. It takes place in a sci-fi setting, with strong military elements. I would hope to make everything custom, not in an existing universe.

My question is this; how would I translate this into a traditional game? The most resource I have at this point is a group chat between me and my friends, but I am looking for a relevant ruleset to follow. I don't want to just make it an RP because I am simply too retarded to come up with a working system that wouldn't be boring.

Sorry for how long this post is, I am just a genuine retard looking for a solution to my retard problem.
14 posts and 2 images submitted.
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>I've thought it through almost completely
>how would I translate this into a traditional game?

Hopefully fucking never.
>>
>>48696186
Sorry for the misunderstanding, I meant just translate it into a working system for me and my group.
>>
GURPS High Tech GURPS Ultra Tech GURPS Bio Tech GURPS Space GURPS Spaceships

GURPS Basic Set

all in the gurps general thread as free pdfs.

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Hi. As I promised in the OSR general, here is my storytime of MotBM. Keep in mind, we have only played two sessions. When we play more, I might return with sequel threads or put them on a blog or something. I don't know.

We are using LotFP with some custom classes from the 10 foot polemic house rules doc.
This was just a quick session to get a feel for the system and the characters. We played for about 3 hours of which about half was character generation.
The party consists of Kumar the Berber Barbarian, Alistair the Alice and Tetrical the Ratman.

Session 1
We open on a cramped basement in Istanbul, the year 1628 AD. The door slams as Tetracal the ratman enters. He is covered in mud and crap, muttering to himself as he carries a painting under his arm, wrapped in sackcloth. He hoists up the painting onto the table as his companions questions him about where he got it. Tetrical says that he got it at the market. All unwrapped the party sees a painting. Probably somewhat valuable, but amaturish at best. Kumar gently picks it up and examines the paintings backside, there finding a bronze plate giving the paintings name; ”False Chanterelle”. Kumar also licks the frame and then proclaims that it is ”Like his grandfather”.
The party does not ask what he means by this. The party discusses what to do with the painting but are interrupted as a shaft of moonlight enters through the small hole in the wall serving as the basements only window and the painting begins to speak.
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>>48694957
The woman in the paining introduces herself as Chanterelle, a prisoner of the medusa who owns the dungeon inside the painting. The party debates what to do but quickly settles on trying to help the woman. Kumar stretches out his hand towards the chains and is then teleported into the painting, the rest of the party soon to follow. After a failed Tinkering check by Alistar and a successful Str check by Kumar, Chanterelle is freed and insists on getting out of the maze before talking. Alistar gallantly gives his cloak to the lady as she was entirely naked.

Outside the party questions Chanterelle about why she was trapped in a painting. She says that she was put there by the evil medusa Psathyrella. In turn she asks what year it is and where she is. The party tells her that she is in Istanbul in the year 1628. Chanterelle is seemingly distressed by this news. When asked what she will do now she comments that she will probably try to get home, wherever that is. Very quickly, Tetrical adds that if she wants to stay with them, she needs to pay rent like the rest of them. Seizing this opportunity, Chanterelle informs them that there is treasure inside the Maze, further into the dungeon proper. She quickly sketches a (false) map for them.
Armed with this knowledge the party steps, heedless of danger, into the painting. Leaving Chanterelle behind in their basement.
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>>48694970
They quickly move into the next room where they are greeted by Lady Crucem Capilli. After a short conversation the party has been informed of the salient points of the situation. IE, that Lady Capilli is an outside agent sent to destroy the maze, though she is hesitant since it is so beautiful for those with advanced senses. Also that she is willing to part with some money in exchange for (roll on the table) A personal history written by someone in the maze with commentary from the characters. They also quickly come to the realization that Chanterelles map is faked and the magical portal is closed. Being concerned but still galvanised by the promise of treasure, the party sets forth.

They start by going directly north, passing into Cyanoxantha's chamber and hearing her hissing riddle. Oddly enough, there where only three people in the party and they heeded her words so no one had to die. On this occation.

Passing through that room they entered the room with the roplebridges, Being spoiled for choice the party decided to try the right doorway first. From the doorway they heard an uncanny humming.
Entering the room and shining a light around they found the Shell and the Subfoeatan. Since they where not loaded down with treasure, The Shell just looked at them and then waved it's hand to indicate that they could pass. Alistar was particularly freaked out by the weird monster with a child's head in its eye.
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>>48694985
Passing through they entered the room of Teethwheels. Seeing a door at the other end the party carefully moved across the mosaic of teeth. They examined and tried to open the door, which was bolted from their side. Doing this they sounded the alarm which sounded in the delightful tunes of a small glockenspiel, playing a tune they could not quite place. But this drew the attention of the rooms recident who quickly moved for the door. His heavy footprints freaked out the party so they bolted the door again and carefully tried to shuffle away. A pair of ominous hammerings on the door and then the occupant lost interest. The party decided to leave that door alone for now.

Moving south into the room of the Esher Stairs they where ambushed by a pair of Chameleon Women. Kumar the Berberian tanked thier macheteblows and was almost felled, Luckily Kumars rage helped him make minced meat out of one of the Chameleons and Alistair critted the other one. Tetrical, who had spent his previous turns climbing the walls for an epic backstab, glumly got down and joined in the looting. All in all the party got two machetes which Kumar took, a full waterskin and a few rations. Truly a feast since the food they brought with them was sparce. They also found a jar of preservatives which contained a strange homunculi. A human hand with an eye sown into the palm grafted to the body of a snake. Kumar, much to the others distress, opened the jar to smell and take a sip of the contents. He quickly decided that it was vinegar and was nausiated.

They retreated to the room of Lady Caprilli and proceeded to rest up from their experiences. Not much treasure was gained and the XP was negligable. But all in all the session was fun and the players where interested in delving further.

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I consider picking up Mao with some friends. I volunteer as the dealer at the beginning. I'm considering to make it a single, perpetual game with all the consequences that entails. What do you think about that? Would you try to balance when a single person wins a lot?
15 posts and 2 images submitted.
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Playing Mao is awesome fun, but personally I feel like that fun comes from two places.
>watching new players as they try and figure out the base rules and are getting punished/feel awesome for them once they figure it out
>playing with all experienced players and watch the ever evolving meta happen, and see how crazy that the rules can get
The thing about making the game perpetual, you're kind of fucking yourself out of the two things that I think makes Mao fun. New players not knowing the base rules is all ready tough and frustrating enough, let alone if you include everybody's rules overtime.

Then if you're playing with experienced people/the same group, continuous rules can make other new and interesting rules hard to accomplish or way overly complex.

Playing Mao I feel is best with the base rules every time, after about 8 or so rules being added to the game people usually start getting fatigued with rules they were either never able to figure out, or just losing track of everything in their head and it degenerates from there.

Also for reference, the only base rules my group plays with:
>"Begin Mao"
>No talking
>No touching your own hand before dealer
>P of O
>No touching your cards during PoO
>5, Reverse
>7, "Have a nice day"
>Multiple 7's, "Have a very(x# of additional 7's played) nice day"
>"Last Card"
>"Mao"
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>>48695838
Another thing that I've considered adding to playing Mao, is that every winner needs to write down their rules in a journal. Then when whoever wins next and gets to add a rule, they get to see what the other rules are that were created for the game.

This serves multiple purposes
>Prevents people from making minor changes to their rules as time goes on
>Makes it so if someone is able to win through whatever rules without figuring them out completely, it is a bonus reward
>Allows the winner the make a rule that specifically interacts with rules which are already made.
Example:
1st Rule: Whenever you play a face card, the active suit changes to the other suit of the same color.
2nd Rule: All 2's are considered King's for in game purposes.
Result: Now 2's will change the active suit of the pile. But if someone made the second rule, without explicitly knowing the 1st rule, it's possible that when someone plays a 2, the 2nd rule creator wouldn't know that the 1st rule is supposed to apply to the two, which can mean once the 2nd rule creator figures that out there could be inconsistent punishment calls.
>If you have a consistent Mao journal it acts as an archive of all previous games, which you could jump back into for the perpetual kind of game you're talking about, or just use as a reference sheet for the crazy shit people have come up with.
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>>48695838
>>48696026
yeah I see your point, it would create too much historical clutter overtime. I actually intended to introduce a journal, originally 1 for each player, but I like that idea of one global journal a lot. One could just keep numerating and start off the game with 1 or 2 rules enabled. You know, like "we're playing Mao with house rules #3 and #45". People will remember particularly popular or ridiculous additions also adding some in-joke value to them. Have you ever tried the 9/Joker rule? did anyone ever connect the dots?

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>resources
pastebin.com/6y3WjKs6

No new content in August edition

>General's Handbook is up
Who can convert it in pdf with hyperlink function?
Rough version is up, still waiting that kat uploader version.
https://mega.nz/#!DxJhhQRa!ObBJiQp43LJK2gC22ioeyXsMNU1_BjwyAR-sjeAoHJg

>OP image album
imgur.com/gallery/12eeL

>Cheer for your faction!
seasonofwar.games-workshop.com/
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First for Gorkamorka
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Anyone have the full page shot of the Devoted of Sigmar army from Grand Alliance: Order? Please post it if you do.
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Wow last thread died pretty hard rip aos

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Why doesn't WotC create their own online card game? We know that they have had several mechanics go through development but get rejected due to not working in meat space.

One example is the "forbidden" mechanic, which couldn't work because of all the shuffling it would require.
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>>48693941
They have MTGO, which makes them a ton of money, which is all they care about.
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>>48693969
I have never seen Richard Garfield playing his gunk deck on MTGO, and that is the only thing I care about.
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Wotc should really make duel masters online
All you need to make is a snazzy interface, some coding and a bit of balance adjustments and you can just start porting all the sets slowly

Would be really cool and its simple enough for the mouthbreather audience, the game is dead outside of japan so they probably have nothing to lose.

I mean ive already made a lackeyccg plugin with my friend but it would be cool to be able to play with other people too

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So, I want to know if I'm that guy. I murdered an ally two hours into my first campaign.

I was playing a knucklehead half-orc fighter, with a good amount of strength and aligned as chaotic neutral.

Problem starts two minutes into the game. Some wizard or whatever, hooded with spikes poking through said hood, and a furry tail starts throwing rocks at me. (We're in a dungeon, btw.)

Just met the guy, too. So naturally, I charge and punch him. Not too much damage, but he backs off.

Then, one of our clerics call for help. Skeletons in the next room. We both charge in, and I get to melee combat.

Wizard drops some bullshit rune stone that explodes and kills the skeletons, and instantly drops me below zero hp.

Being a half orc, I recover back to 1hp. (Racial ability.)

At this point, the dude's mocking me irl, telling me I'm an idiot and such. I'm -assuming- he's talking about my character, so I jot that down.

Later, we're in a narrow passage, he's in the very back and I'm just in front of him.

Skeletons descend on the group from behind, so the wizard turns to throw runestones at the skeles.

At which point I plant my sword in his back, force him down, and yank it out.

He starts whining about how he doesn't want his character to die, spent a lot of time making him, yadda yadda yadda.

I procede to eat him. Am I "That guy?"
37 posts and 2 images submitted.
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/tg/ will get triggered at:
>teamkilling
>chaotic neutral

Backstabbing him looks uncalled for in that moment, you should've saved ripping him in half for later
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>Chaotic Neutral
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>>48691340
>>I procede to eat him.
what a barbarian

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>be me
>be playing pathfinder
>be in a campaign where OP is normal. I shit you not, the vampire has armor immune to sunlight, the monk can run on water, the healer's ac goes up when he loses dext, and those are only three. I had to BS my stat rolls just to keep up.
>only group in town
>doing a temporary campaign in a world without magic, somehow still having the same problem (though only one is a special snow flake this time)
>need to keep up, but don't want to be a more dakka gun guy
> how would /tg/ make a balanced pathfinder jedi, without homebrew or magic?
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> how would /tg/ make a balanced pathfinder jedi, without homebrew or magic?
I'd play a different fucking game.
>>
Pathfinder tends to attract special snowflakes like that for some reason. Hell, the first time I played it, my entire party was like that. It felt like I was the only one that wanted any sort of tension in the campaign instead of "how much damage can I do in an attack?"
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>>48690832
>only group in town

>>48690805
Those 3 don't sound OP except for the Vamp, but its not the light immunity that makes him OP. Unlimited Gaseous Form and Domination are the big things there.

>running on water
>OP
>AC
>OP

Finally to your question
>Jedi without magic
What? Jedi are Samurai space wizards


I say unchained Monk

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How do you feel about GMs sparing player characters from death due to bad rolls?

>character is riding on a train with group
>badly injured from a recent fight
>skill roll due to a sudden stop
>failed roll
>cross fingers for low damage rolls despite odds
>before damage rolls GM has a NPC that is traveling with the group hold on to character
>negates the failed roll

Is this bad practice or no?
37 posts and 2 images submitted.
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If it's a casual game and group sure. I personally think it's no fun to stop playing so someone else can roll a new character or have them leave all together, but that doesn't mean you can't put the fear of death into them
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I fudge death rolls on the first adventure or two. No one wants to roll up a new character after just starting one, but after that, you're fair game. Maybe maim them instead, if you don't want to kill them outright. Lose a finger to the wolf rather than your throat.
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>>48690610
Depands on the group and game. If it is some Gygax-style dungeoncrawling then yes, death is to be expected and one some more storydriven campaigns it might give interesting possibilities for the storytelling and be less of a setback to the player. On the other hand, if the death would be mostly meaningless and a huge setback for everyone then yes, consider saving the character. Just don't do it too often.

IMO saving a character's life (though possibly giving it some kind of a penalty) is pretty ok as long as the players don't start abusing or relaying on it. If a player is acting reckless, taking risks or just being plain foolish then ofcourse he or she should suffer the concequences.

Depands on the kind of players you are dealing with and wether or not it would risk driving them away.

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>Friendly Local Game Store Thread!

We had one of these threads a little while back, but I've got more at stake in this one.

Long story short, I'm trying to buy an FLGS. It's not going out of business, it's just that the owner wants to retire and spend time with his grandkids. I've seen the finances and they're fine.

I was hoping you guys could answer some questions for me to help me grow the store.

>What does your FLGS offer besides comics?
>If your store offers Magic, how many people typically show up for FNM?
>How many larger events, such as Grand Prix Trials, does your store do?
>How does your store advertise?
>What's some of the unique things that your store does to bring in more people?
>What would you change about your store for the better?

I've been reading the Wizards Play Network's tips for growing your store and they say that people show up to pre-releases for more than just cards. They want an experience.

>What experiences does your pre-release offer? Anything interesting or worth talking about? Food? Fun beyond Magic?

Thanks to everyone who takes the time to respond.
42 posts and 3 images submitted.
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>>48690500
What type of store is it? What games does it cater to?
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>>48690553
It's your typical "FLGS" in that it sells comic books, Magic cards, Warhammer 40k, a little bit of Pokemon cards, board games, action figures and other collectibles, and things of that nature.

It's a neat store and I love it dearly. I've been coming for years and I'm elated that the owner is selling it to me.
>>
>>48690651
Roughly what are the income splits between games? How large of a store is it?

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So I'm trying to figure out how recently grown-up green dragon would act. After breaking off from his flock of siblings, he had carefully flown over the land, looking for an appropriate forest. He had avoided large, old forests with well known powerful inhabitants as well as large human and demihuman settlements.

Recently he had found a small forest (small by dragon standards) and within it, an abandoned tower which he uses as his current base of operation. Pretty soon, even some human worshippers (about a dozen crazed cultists) have popped up which he has used to scout out the forest. (about half have returned)

Dragon now knows of a small human settlement three days' flight away and decrepit castle with goblins in it about same distance away.

How would an upstart green act in this case?

thanks
11 posts and 1 images submitted.
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>So I'm trying to figure out how recently grown-up green dragon would act.
Read the Monster Manual, dipshit. If that somehow does not provide you with enough information, read the Draconomicon. You did not need to bug other people about this.
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>>48690414
OP here.

Actually, it's a legit point.
>>
>>48690390

I mean half the problem here is that you didn't describe the dragon in question. It sounds like one of the more intelligent ones from your post so in order to know how he would act he needs a motivation, a goal to reach, that would inform what sort of plans he has and how he acts.

If he is the more animal like versions then he's going to patrol and protect his territory. If the humans and the goblins are prey then he would hunt them slowly, eating his fill and leaving. If they're threats then he should try to destroy them as quickly as possible.

So yeah, really depends, you gave us his setting but not the character.

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We never do these anymore Edition

Post your lists! Casual, Tournament, Killteam, waac, experimental fun, anything will do!

>Rules databases
https://mega.co.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ

>FAQs
http://www.games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s)
https://dl.dropboxusercontent.com/u/4104995/Games/7edRef_V7.pdf

>Forgeworld Book index
http://www.dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

Play nice friends
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1850 points of Imperial Fists, high concept, low win rate.

++ Imperial Fists Thin Blue Line 1850/1850 ++

+ Battle Demi-Company +
Chaplain: 95
- Melta Bombs
- Crozius

9 Assault Marines: 171
- 2 Flamers
- Drop Pod

10 Tactical Marines: 195
- Meltagun
- Combi-Melta
- Drop Pod

10 Tactical Marines: 195
- Meltagun
- Combi-Melta
- Drop Pod

10 Tactical marines: 200
- Plasma Gun
- Combi-Plasma
- Rhino

+ Devastators: 390 +
5 Devastators: 150
- 4 Lascannons

5 Devastators: 110
- 4 Heavy Bolters

5 Devastators: 130
- 4 Plasma Cannons

+ Line Breakers: 360 +
3 Vindicators: 360

The idea is that the dev ssquads hang out in the backlines, lobbing shots downfield. The tacticals drop in and create a line that the enemy has to break through (You CAN kill tactical marines, but it takes turns that you don't necessarily have) and in the meantime the devs are killing shit and solving problems. The Assault Marines drop in after to flame whatever got popped open by meltas, plug a hole, or mop stuff up. The Chaplain hangs out with the Assault Marines, because really, where else would he be?

There's a glaring weakness to teleport/jump troops, but I'm sort of okay with that. Within the concept here, how would you make this list better?
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>>48690427
Looks pretty good, I'd add some more Devs/Centurions to get more Lascannons. If you're committed to no Grav, lots of Las will be good.
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>>48690567
Aw, hell. I somehow forgot to write down the devs in the battle company. Yeah, there's 3 centurion devs with grav there. i don't have any grav-devs, becauset he new box is too expensive for me atm.

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Is there any example of an actual female Stormcast Eternals in the lore?
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>>48689774
No, girls are icky
>>
There was a mention of men and women taken up by sigmar and reforged, but that's about it. No named characters or direct mentions in the fluff yet.
>>
There is in law, but not canon lore

How do you do dementor-type enemies in a board game?
11 posts and 1 images submitted.
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Will drain aura, save or die on touch once your will bottoms out.
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>>48689335
>save or die
No. The Dementor's Kiss does not kill you.

>48689283
Area around them drops temperature
Aura that drains will saves
Dementor's kiss is a save or suck that drops your wisdom and charisma to 0
Invisibility to non-casters
Flight
Immunity to all spells except the Patronus Charm
>>
>>48689283
LOL@pic. The real world is more batshit insane than any roleplaying game...and the loonies are in charge.

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