Strike Witches of Gallia Quest #9
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PREVIOUS THREADS: http://suptg.thisisnotatrueending.com/archive.html?searchall=Strike+Witches+of+Gallia
“Drive, Jockey, DRIVE!”
It was a short sleep and then back into the action for you, the Rookie. Down under the orange morning sky, your Kubelwagen drives, being pursued by Neuroi small ground-types, adapted from local motorcycles into fast recon units for Hive K-2. They are known as Aldrich. Along this dirt road to the mountains, they patrol, and they’ve caught up with you.
But reporting names mean little to you know. You sit in the backseat and open fire at them with your M1919A6 Browning .30 Caliber Machine gun. It’s not your trusty old M2, but it’s quite close and a heck of a lot lighter at least. Rounds spray onto the ground. The Aldrichs, of which there are five, duck, weave, and jump from your bullets. They’re only a few dozen meters away, and they’re absolutely impossible to hit.
Rachel sits on the passenger side door, also giving you supporting fire with her M1928 Thompson. “Come on, Rookie, get ‘em, get ‘em!”
“I’m trying! These little peasants are slippery!” you scream over the gunfire.
Avatar CYOA Risk style Thread #2
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Hey /tg/, this is a cont. of yesterday's Avatar CYOA risk thread.
Tsazoen's Sorrow Added
Generals now have Character Classs
Basically, the plan is to use the map pictured in a risk manner where taking territory is as simple as rolling. There are nation specific bonuses mentioned in the upper-left hand box and a general, albeit short, summary of rules is on the map as well. This map is meant to be played alongside the Avatar CYOA, second post, and can accommodate up to 30 aligned players, six lords and twenty-four generals.
The Six Kingdoms are:
>Southern Water Tribe.
>Northern Water Tribe.
>Southern Earth Kingdom.
>Northern Earth Kingdom.
The title of Lord is first come first serve. A Lord is entitled to one extra special skill and MAY NOT leave the boundaries of his captured territories. Generals can go wherever and can move at a rate of 3 t's per turn.
Only a lord may roll for territory, to roll, use 'dice+1d10'. You number will determine your t's captured. Roll chart hasn't been decided yet but for now it's:
>1= 0 T's
>2= 1 T.
>3-4= 2 T's.
>5-6= 3 T's.
>7-8= 4 T's.
>9-0= 5 T's.
Strongholds only fall to a roll of 7 or above.
To capture a stronghold, you must roll to do so clearly, if you fail your turn is lost for this round. A general must also be present at the site of the stronghold for you to take it. One on one combat will be assessed by OP and then the aggressor will be told to roll depending on the chance they have. (i.e: if they have a 33% chance of victory, roll dice+1d3 and if you get 2, you win)
Generals may not be replenished and only a Lord may roll to siege or capture t's. A general may only roll when single combat happens. Of course, you don't need to join up, you can become a warrior for hire and travel the land.
Old Thread: http://suptg.thisisnotatrueending.com/archive/34285189/
Song of Swords: The Zone X Files
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Previously on Song of Swords:
Hippo Cults, Paganism, Human Sacrifice in Genosism, Colorful Plate Armor, The Rabbit Hole is Deep, Welcome to Algenburg.
Here's the wiki for the game's fantasy setting, which is pretty cool and filling out a bit more every day.
Latest update from Jimmy Rome and its bookmarked version
http://paste2.org/NdWXyeBE ARMOR SETS
And there's a Roll20 room where we stab each other and discover flaws in the beta rules:
DAILY LORE HIGHLIGHT!
The capital of Dace is called Taphonomy Bay, and is named for the study of decaying corpses. It was built over a Burdinadin Glade that had been constructed to research whale carcasses, but was presumably abandoned with the arrival of the Dacians. The air is toxic for unknown reasons, and the local nobility wear large amounts of makeup and oils to either protect themselves from the corrosive effects, or to hide the results.
But what is the cause of this toxic environment, and what were the Burdinadin REALLY researching?
Don't drink the water.
Timesplicer Quest 2
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Name: Simon Galt
Karma: Chaotic good/Neutral.
And here's all you need to know about Timesplicer Quest!
You are Simon Galt, a necromancer at the most prestigious mages college on your continent. At the end of your second year, your closest, and only, friend Gellart Porter asked for you help on an ambitious summoning project of his. With your help, he wanted to summon and bind the spirit of an ancient mystic, and you quickly agree to help him.
The two of you put together a summoning array, and activate it, but the moment you add your own magic to the ritual, it erupts in your face, almost killing you as it yanks you from the college and dropping, painfully, someplace most certainly elsewhere.
After dodging some golems with the help of your war horn catalyst and shadow magic, and stealing some clothes via the same method. You manage to convince a curious and flighty security guard named Sybil Extersis to take you to her apartment in exchange for answers.
There may or may not have been a good deal of lying and threatening involved, but it got you somewhere.
Unfortunately, Sybil knocked you out with a bit of what you think was lighting magic the moment you turned you back... so, 'somewhere' for you is amounts to the following:
Blindfolded, gagged, stripped to the waist, and tied to a chair with a combination of rope knots and steel manacles.
That's how you wake up, and you have the taste of piss in your mouth again, lovely.
What do you do?
[ ] Covertly test you bonds and try to free yourself with what magic you can access without the aid of your war horn
[ ] Groan or make some other indication that you're awake. The girl won, let's just get the humiliation over with.
[ ] Remain silent, hopefully a chance to turn the tables will present itself.
Esper Quest: Thread 10
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Sorry about the delay!
Let's get started post-haste!
Sayaka is like a butt-ghost.
She takes over every butt she touches.
Her lewd cannot be quenched until the last butt standing has been squeezed.
Remember, no touchin'
Ask.fm thing: ask.fm/EsperQuestQM
The sound of your sword being jammed into its scabbard- the rasp of steel on wood and leather, followed by the CLACK of the crossguard smacking against the end of the sheath- echoes out into the otherwise silent library, even as you toss your phone onto a table and fasten your cape about your neck.
“Kyouko,” you say, not even bothering to raise your voice, “gather up your shit. Mami's in trouble.”
There's a frantic shuffling, banging, and clanking as Kyouko gathers up her things. “Academy City, right? I won't be able to gather many natural components there...”
You nod. Kyouko's a bit disorganized, but she's a right proper wizard when it comes right down to it- unless you're Mami, in which case she's a 'Magical Girl'.
You shake your head and give yourself a quick once-over to check that you're ready. Mami seems to think you're a 'magical girl,' too, for whatever reason.
Though, to be fair, Kyouko thinks the same thing.
Ryukuza Quest: Protector of Smiles and Defender of Hearts.
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Stage 28: Of Servants, Slaves, Sex Goddesses, and Other Sweet Things.
Your room – or rather, the room you and Kumatori Kiki will be sharing – is quite a bit larger than it used to be. The landlord, kind thing that she is, has made sure your walk in closet is outfitted properly to contain your average wardrobe. Though admittedly you keep most of it ~Nowhere~, sometimes it's nice to be able to mix and match by sight. Some of your best outfits grew from that.
The décor has changed – the four poster queen bed is now a four poster 'calking' sized bed, whatever that means other than 'really huge' while your room has acquired a widow as well. The window is a picture window with no way to open it, and is made from two panes of bullet proofed glass with a space between them. Storm windows. You would call it ironic, but your not sure the landlady does ironic. Or accidental.
Kiki-hime is freshening up for bed in the master bathroom, which is a luxury you've never had before. It is the second full bath – the half bath is shared between the priestess' quarters and your servants' quarters. Your painting is still in place on your vanity, and you can't help but wonder what Akari thought of it since you had her escort your sister in here. Your sister....well, that's another matter entirely at this point. But she is at least trying to remain as neutral in her outlook as she can.
Soft hands sliding along your back through your kimono breaks your train of thought. Kiki-hime's hands are warm and gentle, traveling along the smooth muscles between your shoulder blades, her thumbs gliding firmly along either side of your spine in a firm press. They slide back down and turn, her fingers pressing along the tight muscles of your spine while her thumbs trace lines of delicious muscle-crushing pain against your ribs, the kind of sweet ache that massage therapists love to inflict.
Crafting a deciever (3.5)
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So I've got a campaign coming up, and I want to craft the best goddamn manipulator possible.
So far, I think I've got two primary courses of action.
Go bard, then prestige into Master of Masks
>Great spellcasting versatility, allows me to play support role for party quite well since we're a bit lacking in that department
>means I'll be really squishy, and probably lack a few crafting skills+points I'd love to abuse.
My second option is Rogue into the Mountebank/Uncanny Trickster prestige classes.
>It'll give me better combat striking, as well as oodles of skill points and still preserve all the diplomacy. But, I lose all that lovely versatility a bard has.
Pic because I was lazy