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Archived threads in /tg/ - Traditional Games - 4523. page

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Last Time, On Feral Necromancer Quest: You knew your path to immortality, and you knew how you would get there. All that was left was to see the birth of your child prior to the undertaking of one of the greatest tasks of your life. While an alchemical mishap left you in a somewhat altered state of mind on the actual night of the birth of your daughter, it did, in the end, go over without much of an issue. The next day you set out for the mountains, where you would hone your mind and become immortal. The path was hard and the dangers many, but you reached the top and you communed with the spirits there. You spoke with a spirit of the mountain, and you knew how you would transcend mortality. You transformed into one of the members of an immortal race- a dragon- and became immortal yourself in the process. And that is where the first volume of Feral Necromancer Quest concluded.

Vlad Tepish: You, a necromancer and shaman of great skill and a part time immortal dragon. Your constant and insistent attempts at diplomacy with the neighboring tribes has made you a leading member of the council of Elders of the Alliance.

Bathory: Your lover and companion, brought back to life into an alchemical body. She is the mother of your child. A skilled diplomat in her own right she brings stability and counsel to your company.

Mihnea: Your baby daughter. She does not cry much.

Lathrien: Your apprentice and the first vampire, he is getting better at controlling his new powers, which are substantial. The first to gain immortality among your party, he is stronger, faster and more charming than ever before.

Melandie: A huntress, a berserker, an elf. She is quick to anger and her rage is terrible, but she has learned to control her emotions better recently. The runeblade she wields still impacts her emotions, but it is unlikely to break her mind or kill her any longer.
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Korg: Your orcish blackguard, he is bound to your will. He wields a great hammer and cares for few things more than to use it in battle. A creature of simple pleasures and sins he is a destructive force on the battlefield and a cunning creature in planning.

Halivean: Known to you as Hal, he is your desert elf blackguard. Fanatically loyal to you and with some basic skill in necromancy and tactics he is a vital lieutenant to your forces. His agility is exceptional and his skill with a blade and bow is significant, but where he shines is leading undead into battle.

Karist: Dwarven runesmith and elder.

Spot: Gnoll rogue and boss.

Vlad the Kobold: Kobold leader.

Amythrien: Elven craftsman and elder.

Sheila: Human elder from your village.

Housekeeping:

Hoo boy. Well, let's begin:

The new advancement rules and perks: http://pastebin.com/WwpGdjMJ

The civilization rules (subject to change): http://pastebin.com/vBgFKj7w

Character sheets, including the Civilization sheet for the Alliance: http://pastebin.com/vBRyBWfK

>Vlad has 3 points to distribute among Diplomacy perks, Deception and Intimidation.
>Vlad can pick 1 perk of tier 1 intelligence perks.

>Magical research shall not be available for this session.


You've done it. You have actually done it. At first it seemed entirely impossible- to escape the endless cycle of life and death, to free yourself from the fear of death through freeing yourself from death. Over the last year or so, you learned that not only possible, there were many ways to achieve this. And then you did.

You fly, in your new form, back towards your keep. You transform back into Vlad Tepish, though the body seems small and weak by comparison, and you walk towards the front door.

>10 year time skip now.
>Wait, there is something you must do first.
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>>44000468
>10 year time skip now.
though i do want to see other peoples reactions to our dragon form
also hype
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>>44000468
>Wait, there is something you must do first.
We need to fill those researcher slots before we timeskip.

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What's the best cursed item for trolling "that guy"?
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>>44000387
Depends on the nature of the That Guyism.
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>>44000387
An item that fuses to the hand that picked it up (so say a sword that permanently fuses to that arm, making it end in just a sword) that switches his highest stat with his lowest stat
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>>44000387

If you have a That Guy, why do you want to troll him rather than kick him out?

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This will be the last part of the introduction to this larger quest I am planning
Part 1:http://pastebin.com/hj1bjycj
Tl;dr: you're Johnathan (self-given name), an amnesiac guy who has been recently sent to Yamaku Academy, a school for disabled students. Not much has occurred so far but you did discover that the new student who arrived a week earlier died in unclear circumstances.

==========

You wake up in your new room. It is small, but it looks ten times more comfortable than the hospital room you spent your last week in.

This is going to be your first school day at Yamaku. You don't know anyone here, you haven't had time to meet dorm mates either. Looks like you will have to share your kitchen and the shower with up to 3 more students, but you have a smaller private bathroom for your personal use.

You're up way earlier than you should be, and you blame excitement for it.
You can't remember anything of your past school, and of your past classmates, except for that one girl who visited you while you were sick. What a strange thing she asked of you: to remember that she came to visit. And you find it hard not to oblige, given that the rest of your past is a mystery.

Laying in bed, thinking of the future, you're interrupted by heavy knocking on the door.

You were not expecting visits, and you're not (yet) ready to meet strangers. On the other hand it could be an inspection from the medical personnel, active 24/7. You have to make a decision.

>Open the door
>pretend to be asleep
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>>44000059
>>Open the door
>>
>>44000653
Reluctantly, you get up and open the door.

Standing next to you is a guy with brown ruffled air and glasses so thick his eyes almost disappear. He's wearing a strange yellow-and-red scarf.

"What are you doing here, huh? Who are you to begin with? Are you a spy?"

"I am not a spy, I am just the new student"

The guy comes uncomfortably close, so much that you can smell his garlic breath. Is he trying to suffocate people with that?
He smiles as he finally understood something
"Oh right, you do look new. Pleased to meet you, I am Kenji."
"The pleasure is mine", you respond hesitantly. "I am Johnathan".

Kenji nods approvingly. "Johnathan, eh? Very well. You better listen to me and follow my advice. This school is a cove of feminists and raving lunatics, and I am the only sane person left." He frowns "Lest you end up as Hisao".

You swallow your spit in discomfort, and Kenji seems to pick up on the noise of it.

"There, there, no need to worry. I will resurrect him using blood magic. I've been learning about it on the internet. Do you want to come into my room? I have charts and informations, I am sure you'll like it"

You have a bad feeling about the whole situation, but you have to make a decision

>Follow him
>Make up an excuse
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>>44001073
>Make up an excuse

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How would a modern world see necromancers, how would religion react to people who can bring stuff back from the dead? What jobs could open up to people like that?
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God had zombies.
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>>43999823
We already fear the Frankensteins and zombies of fiction. It only makes sense that if someone used reanimated corpses for labour, they would be shunned, if not legally prosecuted
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>>43999836
Well you can argue that they're not technically human anymore so no human rights.

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Boardgame is called diplomacy. 7 players duke it out on map for European dominance in a pre-WW1 setting, starting in 1901. No 1 player can achieve this dominance on his own however, at the start of the game nobody is powerful enough to take on the other 6 on his own, so alliances need to be made with the other players.

The military aspect of the game is relatively simple, the game revolves, as the name implies, around diplomacy, carefully making and breaking alliances and deals with your 6 opponents.

This is where I believe the aspect of the game a lot will be most interested in comes forth. Nothing you say to other players is binding, you can make a deal with another country in secret, and then when he needs you most you can drop him like a brick, he has served his purpose. Of course a player might instead be playing YOU from the start, appeasing you, helping you, only to take everything of yours the moment you make a single slip up.

So you have a game in which you have to work together with others, yet your goal is still ultimately solo dominance of Europe.

The game's rules are quite straightforward and usually intuitive enough.

Furthermore it is really easy to set up a game online on a bunch of different sites, all you really need is an email account (preferably one that you don't mind getting spammed or being seen by other players, using your private email is not a good idea, but when is it?)

With that all being said, how much interest is there to set up a group or such to play a game? To save myself a bunch of wasted typing in case there is no interest, I will for now just link to some sources about the game. Any questions you lot have I will of course try to answer in this thread.

Rules (concise): http://www.playdiplomacy.com/help.php?sub_page=Game_Rules
Rules (extensive) http://www.diplomacy-archive.com/resources/rulebooks/2000AH4th.pdf
Site most likely to be used if there is enough interest: http://webdiplomacy.net/
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>>43999757
Depends, are you asking about setting up a group to play regular-ish-ly or are you asking about playing it with /tg/?

/tg/ have played before, though the nature of the thing means games can take a week or more.

As for setting up a group, pic related
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>>43999930
Either would work for me personally.

A "one off" game planned in advance in a thread here, or setting up a group (via steam or so?) of people who can play regularly.

Since none of us know each other, there wouldn't really be an issue with telling someone to go shove their bounce request up their ass.

It would merely serve as a way of getting to play the game with somewhat dedicated players (I don't think you go onto /tg/ if you don't take these games at least somewhat serious).

If we find enough people, we could set the game to have 5-15 minute deadlines and plan in so we play in the weekend. A game set up like that shouldn't last much longer than 3 hours, it would also be pausable, so we could play it in 2 sessions. This would be an alternative to the usual 1-7 day deadlines that can put people of from ever even trying the game.

Either way, regular or once, short deadlines or long, just trying to see how much interest there is.
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>>44000150
>If we find enough people,
Tends to be tricky, the game thread will often hover around 4 or 5 players asking if anyone else wants to play, but for what it's worth you've got one interested player

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Grant me your wisdom, ancient neckbeards. What are your favorite boss designs in terms of gameplay functions? What do you use to challenge your players as the climax of the adventure or mission? Solo bosses, bosses with adds, weak bosses for a victory lap? Are there any particular mechanics you think make bosses more fun than just boring?
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I'm a fan of when the boss is invulnerable, but some party member(s) can go and do a thing (within the boss room) to disable that power. So all the other party members have to be defending them against the invulnerable boss (or just distracting it) while they do so. Then, after being weakened by the completely unfair first half of the boss, the party can actually start hurting the thing. I think it is good when bosses are more than a powerful enemy, when there's some other mechanic required to defeat them beyond just attacking it a lot. Or at the very least, way to cause it significant harm from a non-attack manner.
>>
5e uses a system that enables a boss to take actions outside of its turn a few times, which really helps keep them dynamic and reduces the disadvantage they have in the economy of action.

It works pretty well.
>>
The thing I've noticed is that a REAL boss battle is an enemy who, if he went all-out, would likely kill the party. But don't tell them that.

Instead, hit them hard. Not REALLY hard, but hard enough to make them squirm. And then, when they hit back, amp it up a bit. Intensify the fight.

Eventually you'll reach a point where the players are sweating bullets because one more good hit will take them down for the count, and they'll start pulling out all those once-a-year supermoves to kill your bad guy. This is usually when the boss is killed. High-fives and relief blankets all around.

PUZZLE bosses, on the other hand, are a bit trickier. Since there's almost always a 'quick n dirty' solution, you need to have the PC's like the character of the boss enough not to simply wreck him out of frustration.

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You are Shee Hyul, rebel leader, psychic and Reunited. Your world is ruled by inhuman creatures and this has gone on far too long, it’s time to fight back.

Character Sheet http://pastebin.com/fYSgcZdE
Rules http://pastebin.com/LEEi5A3u
Archive http://suptg.thisisnotatrueending.com/archive.html?tags=Psychic%20Rebel%20Quest
Thread 28 http://pastebin.com/s3NR7dqH
Setting http://pastebin.com/95D5RNhP
Business http://pastebin.com/NwspZmKw
Allies http://pastebin.com/yVgtiFeu
Ally Powers http://pastebin.com/Xm6UGDyX
QM Twitter https://twitter.com/anAspiringQM
QM Askfm http://ask.fm/AnAspiringQM

You are in the psychic research facility, hiding in a vent with Rainya and Lirael, bodies packed together so tightly you can feel their hearts beating.

The three of you are overlooking the psychic activation chambers – all three tiers now revealed.

“You're going to what?” Rainya asks incredulously, trying to twist to look at you, and only succeeding in giving you a look inside her ear.

“I'm going to make the beastmen mine” you say “recruit them, think about it Rainya; hundreds of psychics willing to turn on the fae. When they first took this world that's who fought them, we can do more than just win this Reunited contest, we can set the entire world free.”

The three of you lay inside the vent in silence for several long moments, then Lirael says “Sister that sounds like a grand idea, but...how?”

You think about it “I could corrupt the activation chambers” you say slowly “whoever emerged from them alive would be mine, would think as I wanted them to.”

“How different will they be?” asks Rainya “I mean, will they look different?”

“Probably” you answer “they'd look the way they're supposed to look” according to your own increasingly alien aesthetic anyway.

“They'd be killed then” reasons Rainya “if they look too different.”

“Or locked up with the other mutant ones” points out Lirael “how about just getting in the heads like Mistress Steele?”
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“I'd need to deal with each one personally” you grumble “that takes time.”

“Or you could just talk to them” says Rainya in a joking tone “I doubt they love the fae so much that they wouldn't listen if you offered them freedom.”

Hmm, maybe...

“And what about the psychics they've already made” says Rainya “the successes and the mutated ones - they're all locked up.”

“And crazy” adds Lirael “and some of those that aren't will have gone.”

And those that stay might still hate the fae, or might see them as the fae's equals.

What is your plan for those beastmen not yet changed?

>Corrupt the chambers
>Mind control them after they emerge
>Talk to them, offer them a deal
>Other (?)

And the existing psychics?

>Kill them
>Mind control them
>Talk to them, offer them a deal
>Other (?)
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>>43999583
>Corrupt the chambers
>Mind control them
>>
>>43999583
>Corrupt the chambers
>Talk to them, offer them a deal

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>No Nurgle thread

That's ok, papa loves you anyway.
17 posts and 2 images submitted.
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>>43999236
i was too ..tired.. to make a thread...
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>>43999789
Agreed. Why bother to do so when you need not worry about him not loving you?
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>>43999236
Does papa love me if i don't give a shit about his thread?
>>tfw i suffer of chronic depression and i probably count as a nurgle cultist byte warp's insane laws

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In Warhammer Fantasy magic is inherently corruptive, if not in the same sense as in Warhammer 40k, provided you maintain proper focus and discipline.

And in the Empire, there are eight different lores, or Orders, of magic. These are:

Amber Order.
Amethyst Order.
Bright Order.
Celestial Order.
Gold Order.
Grey Order.
Jade Order.
Light Order.

Magic corrupts in such a way that the magic-user takes on aspects of the Wind of Magic (or Magic Lore) they are using.

This means that a Bright Wizard becomes increasingly erratic, their hair turns redish, yellowish, or orange, their tattoos start to glow, their eyes take on a fire-y hue, and so on.

In the case of strong casters of the Bright Order, their hair becomes literal fire, their breath becomes like the air from a forge bilge, and their skin becomes warm.

This is pretty well-established, and there's plenty of art for Bright Wizards, and the effects of being a Bright Wizard comes up again and again, because Bright Wizards is what we see the most of, because they are the battle wizards and the warriors.

But what of the other winds/orders/lores? What effects do they "suffer"? What aspects do they take on? What happens to them?

And lastly, what do you think they look like, and is there any good art? I started thinking of this because I couldn't find any good art at all of Gold Wizards or White Wizards, and very limited art for others.

Green Wizards are basically any druid, though, so that can be pretty much ignored. Treehuggers.
25 posts and 1 images submitted.
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>>43999175

Could you list the descriptions of and powers associated with the other Orders? I'd love to throw some ideas in but what the hell am I supposed to do with ' describe Gold Order' when I've got nfi what Gold Order is about

And I say this as someone who used to own the damn Wind of Magic expansion book
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>>43999254

Amber - animal part of druidic magic, very intuitive / informal, half-wild druid with beastform, summon animals to do bidding, the works
Amethyst - death magic, "good" necromancy as in using only pure death energy and not undead, actually consider undead anathema and work with priests of Morr
Bright - Fire fire fire, also fire
Celestial - Astrology (also the mathematical kind), precognition, visions
Gold - alchemy
Grey - mage looks like your typical Gandalf kind, but I actually forgot what this one deal with :|
Jade - amber but with plant stuff instead. Also healing/herbalism.
Light - energy manipulation, ley-lines, large-scale spells, communion casting with acolytes or other mages, energy of pyramids
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>>43999175
I'm to lazy to google it, so I'm going by memory

Amber --- Beasts
Amethyst --- Death
Bright --- Fire
Celestial --- Heavens
Gold --- Metal
Grey --- Shadow
Jade --- Life
Light --- Light

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Alright /tg, any anon here would like to cooperate to create a tabletop RPG game inspired by that shining sexy masterpiece that is Diablo 2?

So here's what comes to mind in terms of fluff and crunch:

-Fluff:
>Gritty gothic dark world threatened by a rising dark power, against which common humans are helpless
>The playing characters bear incredible abilities that allow them to confront the legions of evil, but nonetheless their fight is desperate

-Crunch:
>Combat must be very quick-paced, expecially when it comes to dispatch hordes of minions.
>literally legions of enemies to fight everywhere
>d% for attack rolls, assorted dice for damage rolls
>Stats and classes much like Diablo 2's
>Boss fights involve lots of running away and avoiding attacks
>Certain inventory mechanics are crucial even in combat, like how many potions you can keep in your belt
>Healing potions, mana potions, antidotes, explosive/poisonous potions, gems, the Horadrim cube and all that sweet shit

Now about mechanics:
>Roll to hit is made with d%, roll under Attack rating - target Defense, 95+ is always a miss, 5- is always a hit
>Shields give a % chance to parry, but you can parry only a limited number of attacks per round (depending on shield) and you have to choose which ones.
>Attacks can stagger the target if you hit it hard enough
>Strenght, Dexterity, Vitality and Energy as primary stats, on which depend Attack rating, Defense, damage bonus and elemental/status resistances

...Anyone interested?
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Here, done.
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>>43999073
Yeah except that it sucks.
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>>43999024
>Combat must be very quick-paced, expecially when it comes to dispatch hordes of minions.
>literally legions of enemies to fight everywhere

You don't have much in the way of singular regular enemies, but instead each enemy counts as "hitpoint" of the horde. If they fall under certain amounts, they become less dangerous in combat.
Kill 25 of 100 skeletons --> skeleton horde has less attacks/hitchance/damage/whatever

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the amount of butthurt generated by the mere existence of pic related is glorious

but when looking at the ''criticism'' in greater detail rather than just laughing it off, i can't help but ask myself: How did we get here? Since when did ''SJW'' retards completely overrun everything, including the epitomy of nerddom? i mean they're literally calling myfarog ''racist'' and ''white supremacist'' with ''misogynist values'' just because varg didnt' decide that women should be as strong as women. and apparently the fact that women can die birthing a child has triggered these people so much that they feel the need to specifically point that out, one of the people who did that even wrote the probably most retarded thing i've read in years, ''well what about the men??? why can't they die giving birth????''
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>>43998880
>that women should be as strong as men*
it's meant to be, of course.
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Please stop. You're just embarrassing yourself at this point.
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>>43998880
It's not le SJW menace to not want to support a game by an arsonistic Nazi. Nice bait.

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Futuristic dystopias live and die by their ability to shock the reader/viewer/(in this case) players by presenting a society which, a small difference having been made, sounds like it should be perfect on paper, but turns out to be terrible in actuality.

What elements of society could be changed, introduced to or removed from it in order to create an original, scary dystopia? What aspect of human nature could be made illegal? What unthinkable behavior made mandatory?

The characters are traveling between alternate universes, many of which have the capability for universal travel. Many, many "dystopias" and "utopias" should exist throughout the multiverse, seeking to conquer or "spread their enlightenment" to other worlds.
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The country the PCs arrive in is a happy prosperous place. People seem genuinely normal, everything's fine. There's no catch.
But to uphold their high standard of living, their industry is exploiting the poor countries on a neighbouring continent. This continent is plagued by diseases, food and water shortages, poor living standards, war. You name it.
So what happens is there's this network of people, we'll call em the rebels, they go and fight a fight against a faceless enemy. They come to the rich country and just go full Jihad on it, trying to make people aware of how bad things are for them, that they'd rather die to sent a message. But the people living in the rich country don't want to deal with the decline in living standards that would come from changing things, and anyway it's not that easy that you can just flip a button and suddenly things are fixed. So they don't talk about it, police tries to hush-hush anything that happens. Media won't report on anything. Everyone knows the "poor extremist foreigners" are committing terrorism, but they don't like to acknowledge it, and especially not to the party.
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>>44000000
Addendum:
Basically, Future Japan but with terrorist.
I'm sure there's anime about that concept.
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>>44000000
>>44000077
Isn't that just modern society?

Also, holy fucking shit, I don't even know what you call six of the same number in a row.

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So, how would you feel like a KSBD game? Has there been an attempt at making a game yets?

I really like the setting. 4 clear races, in depth lore and religion, distinct factions, great environments...

http://killsixbilliondemons.com/comic/kill-six-billion-demons-chapter-1/
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I had to go and get this especially for you anon.
>>
Dude's already working on a game actually. Based on Apocalypse World IIRC.
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I would tell the DM to fuck off.

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Hey /tg/ got perhaps a strange question, I have a craving for weird party combinations and settings. I was wondering if there was a system and/or setting that allowed odd mix ups of groups. Like one player being a gun wielding cowboy while another could be a wizard and someone else a private eye from the 50s. That kind of stuff. Please don't say GURPs.
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>>43998327
D20 with multiple corebooks.

Don't expect it to be balanced though
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>>43998327
>one player being a gun wielding cowboy while another could be a wizard and someone else a private eye from the 50s
>Please don't say GURPs

Why not GURPS? GURPS is easy. Look at your skill/ability score, add/subtract any modifiers and roll under. That's it.

You seriously don't need to use those silly books from 3rd Edition, which force you to grab a calculator, so you can balance your starship's power's usage, speed, mass and cost.

Look up skill. Add modifier. Roll under.

Read splatbooks to cherrypick rules which you deem cool. Player does something you didn't cherrypick/written yourself? It's time to improvise, something which probably every DM ever has to do at some point.
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>>43999135

Behold the GURPS player. He tempts the unwary, he lists so many features.

But never in his instructions does he say 'Have fun'. He knows that is the one thing his system can never provide.

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From the depths it rises again. Don't be shy, new people, come and join us making the greatest pantheon.

Pantheon of Saladia
http://pastebin.com/vBiLPTda
specific deities split off from the pack to minimize main page's size:
http://pastebin.com/wYmgyTAxl
http://pastebin.com/6YW1XBZ2
http://pastebin.com/CRjdbn9z
http://pastebin.com/9DNmdiqx
http://pastebin.com/UaaU7ZNB
http://pastebin.com/vpHuqgzT
http://pastebin.com/rLEJSRFd
http://pastebin.com/UAQNCdHT
http://pastebin.com/hUW2rsT5
http://pastebin.com/CQTeME0h

Notable locations and scenery
http://pastebin.com/RjkNfL7k

Lore
http://pastebin.com/nYsJnWvq
http://pastebin.com/XJPWythr

Myths
http://pastebin.com/VjK2wnnW
http://pastebin.com/xibVL86S
http://pastebin.com/xHkYen8u
http://pastebin.com/fnjDCtKK
http://pastebin.com/UF60jpqh
http://pastebin.com/ph30MMDZ
http://pastebin.com/Vur7rEKn
http://pastebin.com/thSqpHwr
http://pastebin.com/CzuK7GUA
http://pastebin.com/4NY1qFXv
http://pastebin.com/wLnuFhWj
http://pastebin.com/D6r4Qq3C
http://pastebin.com/hyfLrTcQ

Relics
http://pastebin.com/0SKUkkKz

Godly Domains
http://pastebin.com/2FAx4duV

History of Saladia (needs revising)
http://pastebin.com/ULMfiFgb

Chronicles of Xizamere
http://pastebin.com/2K9nsP3C

Monstrous Creatures and races
http://pastebin.com/50abex4L
http://pastebin.com/rxTgSntB
http://pastebin.com/drfnacdJ
http://pastebin.com/HwmdxSQ9
http://pastebin.com/kX5sjkAB
http://pastebin.com/pKFteFdJ
36 posts and 1 images submitted.
>>
>>43997851
Another day of pastebins begins. However it looks like /tg/ soon lost his enthusiasm about it, unfortunately.
>>
>>43997969
It's a shame. Could be because of the massive pastebins and number of named people making these things which makes people feel like they're not welcome to make their own entries on this. That or people are lazy shit as usual. Anyways writing my next chapter and then monitoring the thread for shits and giggles.
>>
>>43997997
I second the lazy shit hypotesis. What is baffling is that named people abandoned ship already.

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