Previous Thread: >>44920659
http://pastebin.com/mxLKGGi9
Forgetting to make a new OP before the last one expires edition. Tell us about your chronicles, how have you had the GMC interact with other supernatural spooky stuff, if at all?
>>44952968
>Forgetting to make a new OP before the last one expires edition.
I was too intent on making it fancy and making a list of inspiration. But I ended up blanking.
Gravity Falls (Innocents)
From Dusk Til Dawn the Series (Mortals, Vampire)
Person of Interest (Demon)
Dresden Files (Mage, Hunter)
>>44953218
Those are all pretty good, though I dunno how well Gravity Falls is for innocents, given just how much weird spooky bullshit goes on with those kids.
>>44953270
That's why it works well.
Why is science fantasy the greatest genre?
>>44952629
Why is your opinion so shit?
>>44952629
>genre fiction
>>44952629
Because The Book of the New Sun is the greatest novel.
Sabre, foil or épée:
What's the most effective?
gun
>>44952025
Certainly not the one that isn't sharp and is in fact made to bend easily
>>44952039
/thread
What are the best races to use in a primarily aquatic setting?
Merfolk?
Sahuagin?
Crabfolk?
Sharkfolk?
Mind Flayers?
Tritons?
>>44951831
>>44951831
yes
>>44951913
that which knows no boundary
it may have victimized your sister
do you not care?
or are you more concerned over a potted plant?
>Thread archive:
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>Branches known thus far:
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>Twitter:
https://twitter.com/QM_Archelon
>Ask thing:
http://maouzenigame.tumblr.com/
>Game production blog:
https://studioarchelon.wordpress.com/
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Okay. Calm down, me. Yes it's my sister's room on the other side of that wall but there's also no guarantee that he actually did anything to her. She didn't even wake up during all that commotion and, um...
"...god damn it," I mumble as my feet propel me towards the door anyways.
Even though I'm trying my best to be logical about this and not lose my cool, it's pretty clear that I'm not going to feel any better until I actually go over there and make sure that nothing happened.
"Is something the matter?" Irene asks.
"No," I shake my head, "I just hope that he didn't steal anything of Allison's too."
"Ohh..." she grimaces.
"Charlotte, do you think you'd be able to trace where he went in her room too?"
"Of course," Charlotte replies.
>leave someone in here to knock on the wall and mark where faceless went through (specify who)
>we all go together
>>44951114
>we all go together
CC can illusion up an image of her room in line where Allison's room is.
>>44951114
>we all go together
>What is Malifaux?
Malifaux is a 28mm Skirmish Tabletop game, with a focus on completing several different objectives, while denying your opponent their objectives.
Books;
https://mega.nz/#F!M9dyDTrI!eNYCwqvg4iPWy_z-M0P9dw
Book 1 - Basic Rules and first wave of updated (from 1st edition of malifaux) models
Book 2 - Second wave of updated models
Book 3 - Campaign system and new M2E models
Through the Breach Fated Almanac - Basic rules for the RPG set in Malifaux
Through the Breach Fatemaster Almanac - GM stuff for the RPG
New Gaining Grounds Tournament Rules:
http://themostexcellentandawesomeforumever-wyrd.com/topic/114900-gaining-grounds-2016/
New schemes for 2016, all of which must start spooky and mysterious because reasons. On the other hand, no fucking dead schemes in timed play being on a suit so that's cool. Discuss your plans to Pigapult your way to the easiest 3 VP ever in Occupy Their Turf.
>>44950266
How about the easiest 3 VP ever with Covert Breakthrough and the Mechanical Rider?
I like that the interact action for Exhaust their Forces costs more if against activated models, and Show of Force is interesting but kind of favors Outcasts and Arcanists since you usually want to put Oathkeeper/Imbued Energies on everyone anyway.
I'm not totally sure on how Marked for Death interacts with buried, but that one might be really good for Tara or anyone with Death Marshals.
On the other hand, Public Demonstration and Inspection seem like total ass.
Ok so. I'm looking to bring my 35 point list up to 50 points. Looking for pointers. Here it is:
Guild
Lucius
+Legalese [1]
+Secret Assets [2]
The Scribe [2]
Captain Dashel [9]
Guild Lawyer [6]
Guild Rifleman [5]
Guild Rifleman [5]
Guild Rifleman [5]
Now I was going to take Surprisingly Loyal on Lucius so that I can take one of the following:
- 2 beckoners for moving people into line with my firing squad
-3 terror tots to avoid putting all my eggs in that one basket, mobility and scheme marker fuckery
I'm leaning more towards the second option but it would leave me with 2 left over points and I'm not sure how great that is.
Very much open to other suggestions as well.
>>44950626
Where is the Austringer?
Really, though, the choice between Beckoners (or a mercenary Performer) and Tots will come down to whether the strat + scheme uses interact actions (which will usually favor the Tots) or just requires models to be in the right place (which will usually favor lure mechanics).
Your party encounters a small child of indeterminate species and an even smaller dragon. Both look hungry and miserable as they take shelter from the rain in a crepuscular cave.
Ask them their situation, then probably provide them food. If called for, escort them to a better shelter somewhere and be done with it.
But, always prepared for either of them to attempt to eat/attack us.
>>44949697
>"Are you gonna eat that helmet?"
Being a suit of living armor is hard when you actually do manage to get hungry.
He'd probably go and kill some wildlife and bring it to them if they asked him politely for food.
>>44949697
*Well, this is new, what do we do this timeline partner?
>>44949283
Unban Twin please
Every post is a Swamp in addition to its other types Edition.
Rolled 5, 4 = 9 (2d6)
>>44949353
I cast Cancel. Roll for responses.
So, /tg/ tell me what kind of names do you like in spells.
I'm a big fan of spells whose name references the creator of the spell (p.e.: Melf's acid arrow) or some kind of event, it makes it feel like there was an actual person studying magic and coming up with a new spells instead of just be named by it's literal effect. Bonus points for unnecesarily long names.
>>44949073
That kind of naming convinced me that Abi Dhalzim is not to be fucked with, though none of my characters ever came into contact with him.
Personally I like it when each wizard nicknames his or her own variation of standard spells. No two fireballs are exactly alike as most wizards mistranslated or modify the spell to make it "theirs" in my setting. So one wizard might call magic missile "Hot rockets" and another will call it "Flightful fisting".
>>44949073
For spells that are avaliable broadly to players, i prefer descriptive but scientific(?)-sounding names.
For spells that are garnered as loot or from another magic user, i definetly find spells named after the creator highly appropriate.
Hey /tg/ what would you recommend for a group that's just tired of plain D&D and want to go to the expansions?
pic very related
>>44949006
At that point I'd just play a different system, but I've never really been one for splat or the system loyalty that 3.5 worked out of.
Something that's not DnD and especially something that's not fucking 3.PF.
>>44949006
Warlocks are cool.
Become The Vampire 33
The trip to the spell foundry passes in relative silence, mostly because Stephen doesn't seem to have much to say. He looks a little weary, like he's drained of energy and vitality. Being the alpha seems to be wearing him down a bit, and you almost feel sorry for him. It's clearly not the position he wanted to be in. He does offer a few pieces of information as you drive along, mostly to answer your questions of where and what.
The spell foundry, he explains, is outside of town, a few miles away and disguised as a nuclear power plant, mainly so that the local forest folk have something they can get suitably uppity about. It's about as damaging to the environment as a nuclear reactor if something goes horrifyingly wrong, so it's not as though their ire isn't justified. It's far enough away that most people don't know it exists, but close enough that it's easily accessible to people in the know when they need something made.
The foundry itself is “as close to the Wonka factory as you can get in real life”, but with real magic you're pretty sure it's going to be exactly like the Wonka factory. The workers are all various races, but the majority of the staff are a race referred to as Tinkers, a kind of fey who focus on combining spells into objects. Originally they would enchant farmer's tools to help them or play pranks, or make a knight's sword flop about like rubber in the middle of a battle, but a steady supply of their favorite food and drink keeps them working feverishly under the command of the head of the foundry rather than dabbling in their own projects.
The foundry is run, owned and managed by a man known as The Steve, an eccentric man known for his spontaneous musical performances, strange clothing choices and inability to sit still. The current rumor is that he's a fey king, lord of the Tinkers and master of magical devices, but no one has been able to get him to make anything of his own so it's merely a theory.
As you arrive at the foundry, the first thing you notice is how drab it looks on the outside. It really does seem like just a nuclear power plant, dull gray tones all along the exterior and a column of smoke rising from the main chimney. As you reach the parking lot and begin to approach you feel as though something is off, and you focus on the building for a moment, trying to peer through the illusion surrounding the place and briefly glimpsing the whimsical, colorful structure lurking behind the veil.
“Well, here we are. We'll drop this stuff off and be on our way, unless you'd like to roam around a bit. I remember my first time here... There's always something new to see, but after a while it can get to be a bit much, and The Steve is always wandering around getting in everyone's way, and if he finds you he won't leave you alone until you buy something or sing with him.”
>Let's just drop stuff off and go
>Explore the magical mystery factory
>Let's chat for a bit, I wanna ask about a few things
>Other (write-in)
>>44948757
>Explore the magical mystery factory
>>44948757
How have you not started selling pictures of your dick as "BecometheBear" merchandise? afraid it will sell out too quicklypls answer me
>Explore the magical fistery factory.
>It's a fantasy setting with infectious ___________
>>44948726
smiles
Infections.
>>44948726
FunHe said, as Sound of Silence played in the background
Roll 3d6 6 times in order, use d20s vs abilities, for saving throws and 3e ability bonuses/penalties edition
Useful links now here: http://pastebin.com/JtFH682q
Link for the Trove: https://mega.co.nz/#F!3FcAQaTZ!BkCA0bzsQGmA2GNRUZlxzg
Hey /osr/ how much damage should falling rocks do?
Note I want it to be pretty deadly but not instant death against anyone caught in it.
Maybe something like 4d6? Average damage would be 14 which would kill any first level character, even a maxed warrior, but I feel like that may be too harsh. Maybe just 3d6?
Of course save to avoid it, or just avoid it ahead of time. I always give warnings before traps, just hints that they could be there is the idea.
>>44948861
I could swear both BECMI and 1e have guidelines on this, not sure. I'll go look.
in the meantime you could consider treating it like a light catapult
>>44948986
>>44948861
Found nothing in 1e about it from a quick perusal, but BECMI comes to the rescue:
Rocks and other items can be dropped from an
altitude of 300' or less, using an attack roll of 16
or better (regardless of the target's normal armor
class). The damage depends on the size of the
flyer. For example, if a flying mount can carry a
man, the flyer may instead carry an equivalent
amount of encumbrance in rocks to inflict 2-12
points of damage to all within a 10' X 10' area
(one attack roll per victim).
this seems like a good guideline for a rocks fall trap
Share your stories, good and bad
>>44948352
>Play with girl I know from school
>Only girl in group, but everyone seems cool
>She makes half naked Drow Ranger who loves hunting
>Start to get nervous
>First session begins, she hits on NPC and calls it a diplomacy roll
>Odd, but legal
>Next session, hits on more NPCs, claiming being a woman should always give her bonus if they're men
>Players get nervous
>Come to fight a Lizardman Chief, she wants to seduce him instead
>Technically succeeds
>She proceeds to send me dirty texts about what they'd be doing in his tent while the other party members hashed out the new plan
>I ask her to stop all of this
>She quits the group because I refuse to sext her at the table
>Group falls apart without her character in the narrative
I have a girl DM that uses BoEF rules for pregnancy.
Three bastards and counting.
>>44948456
Sweet fuck man
>What is Exalted?
An epic high-flying role-playing game about reborn god-heroes in a world that turned on them.
Start here: http://theonyxpath.com/category/worlds/exalted/
>That sounds cool, how can I get into it?
Read the 3e core book (link below). For mechanics of the old edition, play this tutorial: http://jyenicolson.net/exalted/. It'll get you familiar with most of the mechanics.
>Gosh that was fun. How do I find a group?
Roll20 and the Game Finder General here on /tg/. With the new edition, though, chances are more games will crop up.
Resources for Third Edition
>3E Backer Core https://mega.nz/#!E1dRBBIa!ZbQG4IasYCJRli2bhgE2MOdWeFAeV3N1rqL9kAIGbNE
>Character Sheet & Init tracker: https://drive.google.com/open?id=0ByD2BL6J89Nick41YUk0RUt3YlU
>Online charsheet:
http://howsfamily.net/Exalted
>General Homebrew dumping folder: https://drive.google.com/folderview?id=0ByD2BL6J89NiQzdCWWFaY0c5Mkk&usp=sharing
>Collection of old 3e Materials, including comics and fiction anthologies https://www.mediafire.com/folder/t2arqtqtyyt28/Exalted_3Leak
>Charm Trees:
>Solar Charms: https://imgur.com/a/q6Vbc
>Martial Arts: https://imgur.com/a/mnQDe
>Evocations: https://imgur.com/a/TYKE4
Resources for 2.5 Edition:
>All books with embedded errata notes, as well as some extras: https://www.mediafire.com/folder/253ulzik1j9s5/Exalted
>Chargen software: http://anathema.github.io/
>Anathema homebrew charm files: https://www.mediafire.com/folder/pka3nz3vqbqda/Anathema_Files
>MA form weapon guide: http://www.brilliantdisaster.net/dif/ExaltedMA.html
>http://www.mediafire.com/view/ua7tanepy2jfkdp/Exalted_2nd_Ed_-_Return_of_the_Scarlet_Empress.pdf
Resources for 1e:
>https://www.mediafire.com/folder/9vp0e9id3by6m/Exalted_1e
I'm running a West campaign and am hereby shamelessly soliciting you for plot hooks. Go! (Please avoid established locations.)
>>44948202
>I'm running a West campaign and am hereby shamelessly soliciting you for plot hooks. Go! (Please avoid established locations.)
Giant turtle with ruins on its back surfaces
Lintha doing Lintha stuff
Explorers have pierced a strange fog bank and returned with tales of an island full of riches and exotic animals, but something strange is watching from the shadows.
Friendly tribe of natives (with dark secret!)
something something volcano god
a realm treasure ship has sunk under mysterious circumstances, and the wreck is nowhere to be found
Strange ships crewed by the dead are attacking, ghost corsairs have basis in hidden shadowland
ded game
>>44948202
Isn't that the ritualist from the first Guild Wars?
That game was so good.