31 more posts in this thread. [Missing image file: Nobilis-cover.jpg]
Hey /tg/! Me and a friend decided we wanted to play Nobilis, so we were wondering if you'd answer a few things.
I heard that second edition is the one to go for. Do you agree? If not, which edition is the best? How hard is it to learn, plan for, and play? I know 3.5e and 4e D&D, but not much PnP outside of those two. Any tips or comments I should know before I start learning it?
Peter Parker Quest: Issue #30
230 more posts in this thread. [Missing image file: Peter Parker.jpg]
Peter Parker Quest: Issue #30
>Character sheet: http://pastebin.com/q1AqTT5h
>My twitter: https://twitter.com/QuestOpCosgrove
>Story Arc database: http://pastebin.com/wPKeaW7h
>https://archive.foolz.us/tg/thread/28551194/#28557611 Thread 29 (not archived due to archival problems)
Flash Thompson was a man who lived his life as best as he could. It was a life full of regrets, mistakes and vengeance, but such was a life shaped by the misfortunes of one’s youth. Now this life has ended- another in the long line of CARNAGE’s lifelong spree.
Peter Parker has seen the extent of CARNAGE’s strength and invulnerability as a terrifying thought courses through his mind- This, to CARNAGE, is not yet enough. If CARNAGE gains its perfect body… what will happen? What could stand in its way?
He is currently traveling with his new companions to DOOM’s stronghold- a silent fortress that contains the mastermind whose machine brought him to this ruined future. Stopping only to resupply in the day and traveling day and night, they continue to keep ahead of CARNAGE’s dauntless pursuit.
It has been three days for Peter Parker since he's reached this future- the horrors he has seen so far have been terrible indeed! What more lurks unseen on their path ahead?
>[ ]Peter Parker
>Downtime achieved- End of Arc bonuses- 10pts
11 more posts in this thread. [Missing image file: Heroes-of-the-Feywild-Cover.jpg]
What are some good adventures for level 1 PCs in the Feywild?
I was thinking that the party all stumbles into Faerie because they unwittingly walk under a certain arch of trees during dawn.
They find a unicorn made of solid sunlight with all four legs chopped off. She explains that she's a messenger of the Summer Court and she has a scroll that urgently needs to be delivered to the Summer Queen. The Unseelie fey learned of this and intercepted her, but left the unicorn with the scroll to tantalize her.
The unicorn wants the party to deliver the scroll to the Summer Queen and says she's sure they'll be rewarded. She also says that they shouldn't open the scroll under any circumstances, by order of the Summer Queen. She gives them directions to Senaliesse, the verdant palace of the Summer Queen, but warns them that the Unseelie may try to intercept them too.
The party now has to navigate the wilderness of the Feywild and make it to the palace of the Summer Queen, but danger lurks around every corner as mischievous and malicious fey want to stop their courier mission. The party will have to use trickery, stealth, cunning, knowledge, or brute force to traverse Faerie and get past these Unseelie fey.
Is that good enough or should I scrap it and come up with a new adventure?
Am I a bad DM if I make the contents of the scroll in quantum flux based on what the party does with it? If they follow the instructions and never open it, the scroll contains sensitive information. The Summer Queen praises them for obeying the mandates of a courted fey in a world where breaking rules comes with harsh consequences. Then she offers them more work.
BUT, if the party instead opens it, the scroll says, "I saw what happened. I like your style, mortals. Curiosity is how we Fair Folk get by. Come to my palace and perhaps I can find some work for you."
Evil Precure Quest 29
87 more posts in this thread. [Missing image file: 1378348351600.jpg]
You are Masako Ishikuno, otherwise known as Mirror Blade, and right now you are locked in combat with illusion bitch in the middle of an earthquake that is apparently caused by your dad rampaging or something. She is about to get socked right in the face.
[x] Hit the one in the street, she's a coward so she'll be at the very back.
You launch off the the building you were standing on and down to the street, making a beeline towards what is obviously her, staying at the back while you waste your energy with her illusions. Typical of people like her... well from what you've heard at least. She doesn't seem to have time to react as you move your fist forward and you feel some cloth go past your arm right before you punch the road, spreading cracks around you.
She was the real one wasn't she? You almost had her. "That was close. Time to change tactics." You hear her sigh before another set of 5 clones appear in front of you. "You know, I told them using unmodified precure memory crystals would lead to this." Each of the illusions takes out a different weapon: An axe, a sword, a war hammer, a rapier and a mace. They all look real and threatening. "But noooo, no one listened to Matilda's idea of putting safeguards or manufactured personalities in them." 4 of them charge forward and one of them begins moving backwards.
You jump out of the way of their combined assault just in case one of them is the real her, they all go past each other and stop, all of them with their weapons ready.
Go after the one that ran past the corner.
She must be one of these four illusions.
Find a way to identify these illusions(Write in how)
Scorpion Girl Quest 5
208 more posts in this thread. [Missing image file: Girtablilu_Aqrabuamelu_Sc(...).jpg]
Character Sheet: http://pastebin.com/1667ZT3f
List of Characters: http://pastebin.com/Fc2Z81um
Weeks ago, you were a simple orphan girl, before the Great Priests turned you into a half-scorpion abomination. Now the Footmen's School, the most powerful force in the city before you showed up, has taken your old friends from the poorhouse into their care to ensure your good behavior. They haven't told you where they took them. Their herald even tried to pass it off as good news, that they were rewarding you for saving the city.
When news of this turn of events spreads around the pyramid, the Great Priests do something they haven;t done before: they let you sit in on one of their meetings.
Instead of their comfortable solar, they meet in one of the deep, windowless rooms, lit by magic torches that make you glow blue. Trophies and spoils of war hang from the walls: weapons from old tributaries, icons from ancient faiths, a painted elephant skull.
"An act of war!" snarls the Bronze Priest. "We were going to move on the Footmen anyway. Now is the time."
The Rain Priest shakes his head. "Even if Hunzuu can wipe them out, which I'm not sure she can, we need them to retake Turtak. One monster may win some ground, but it takes many men to hold it. We must solve this with diplomacy and stealth."
The Gold Priest raises an eyebrow. "Stealth, now there's an idea. Find their commander ad make an example of him. The rest will learn their lesson."
> Chime in agreement with one of them
> Ask the other two priests what they think
> They won't have anything useful to say. They don't care about your friends like you do! Skitter away.
Pararescue Witches '89 Part 4
202 more posts in this thread. [Missing image file: Pave Hawk 2.jpg]
Special Saturday edition!
Missed past threads? Catch them here:
You are Captain WILLIAM PIERCE, a combat rescue officer of the United States Air Force. You just recently met the new witches you were going to be working with, Tarin and Janice. While they both seemed to have a quirk or two, they seemed to be solid enough teammates to you.
Currently, you're sitting in the compartment of a C-130 as it carries you and a few other choice personnel on the long journey to Europe, where the bulk of the fighting for the current war was taking place at. Your three companion witches, Red, Janice, and Tarin, were all fast asleep. It was a long ride, after all, though you sort of suspect Tarin might be faking it.
To make things worse, you were barely halfway to your destination. Currently, your transport was set to land at Dover AFB to refuel before the long trek over the Atlantic.
"We'll be landing at Dover in ten minutes." You hear the pilot's voice buzz over the intercom. "All personnel strap down and prepare for landing."
You are dutiful enough to give a light shove to Janice to wake her up. At the same time, Red's eyes flutter open and Tarin bolts upright.
"Strap in, girls, we're about to land."
"We're in Europe already?" Red yawns.
Girls und Panzer: Lafayette Girls Academy Quest #18
55 more posts in this thread. [Missing image file: f2732be966016d3f8b90f4749(...).gif]
> Monday, September 16th, 2013
CREW ROSTER: http://pastebin.com/qVD3DM17
THE SHOP: http://pastebin.com/ZMy4Q2sq
You are Gertrude Pool, Sophomore Class President and new commander of Lafayette Girls Academy’s revived Tankery Team.
You wake up on Kitten’s bed, groaning a bit. An incoming text message roused you, indicating that today is tankwash day. Joy. You told Kitten that, and she appeared to be very unamused at the prospect of having to spend the entire day washing tanks. You’d be like her, however, whatever makes money makes money. However, before today, you decided to try and get your history presentation out of the way for the week.
Here’s what you have so far. The
Well, at least you know the subject, a good hour or so of panic at the lack of time oughta get the rest out of you later. You place your history textbook aside and sit up, then try rousing Kitten.
“Kitten, wake up. We gotta wash the tanks.”
“Noo…” she groans, safe and snug under the bedsheets. “Go the fuck away...”
“Now, Kitten. A good woman knows how to wash a tank.”
“If that were true, we’d have men fighting over us.”
“… Point. But that doesn’t excuse your sloth, it’s-“ You check the time, “- 7:00 O’clock and I say we’re waking up.” Her response to this is to simply ignore you. A devious idea forms in your head. You evilly grin as you say, “Don’t make me tickle you.”
“… you wouldn’t dare.” You poke her in the side of her neck, causing her to squeak in forced amusement. “No!”
my mind goes to strange places.
58 more posts in this thread. [Missing image file: Rodian_NEGAS.jpg]
...You know, long ago, before the star wars prequels, before even the remakes, when the only the original episodes 4, 5, and 6 existed; I had a very... skewed... understanding of the star wars universe outside the origional series. see, I was very young and had never read any of the star wars novels, but i knew they existed, and knew a few of their titles... so when I saw one titled "The Golden Age of the Sith" I came to believe that the Sith came first and the Jedi were a breakaway order of the Sith.
I have since come to know better, and now realize how silly that was... Though, it would be strange to think just how different the Star Wars universe would be if that were true...
Space Prisoner Quest
30 more posts in this thread. [Missing image file: galaxy_art.jpg]
Good evening /tg/, a quest for your amusement.
The year is 2159, and the galaxy burns bright, lit by the flames of war. You were born on Terra-259, one of the many hundred thousands of protectorate planets who owe their allegiance to the almighty Council. The Council defends these planets against the non-human scum that populate most of the universe, and provides a warm and guiding hand.
Ten years ago, a few of the protectorate planets grew unsatisfied and greedy. Under the cover of a mass-riot, a group of rebels challenged the might of the Council, and some how managed to emerge victorious. They claimed a well-armed Council frigate, and began a long, bloody war.
Of course, as an eligible human, you were registered at birth into the data-banks of the Council, and 5 years ago you were selected to join the glorious Council army. Somehow, you've managed to survive a dozen battles across a dozen worlds - up until now.
As you battle across the sprawling cities of an alien world, the Council carrier ship above you - the place that has been your home for 5 years - is suddenly hit by a barrage of strange black spires. The confusion and panic over your com-link is instant, instead of exploding, the spires release thousands of strange creatures. The crew die in minutes, leaving the multitude of troops on the ground leaderless, including you.
Through the debris, a hulking ship hovers above you. For a few moments, the battleground is silent, Council troops and poorly-armed resistance fighters alike staring upward. The air is rent in two, as hundreds of black spires break the atmosphere, impacting the ground. Instead of the mercifully quick death you expected, the spires open, revealing thousands of rebel troops.
35 more posts in this thread. [Missing image file: Image.jpg]
MTG Standard Brews?
4 Sylvan Caryatid
3 Scavenging Ooze
4 Lotleth Troll
3 Dreg Mangler
3 Boon Satyr
4 Polukranos, Eater of Worlds
3 Desecration Demon
2 Reaper of the Wilds
1 Sire of Insanity
3 Underworld Cerberus
4 Domri Rade
2 Deadbridge Chant
4 Blood Crypt
4 Stomping Ground
4 Overgrown Tomb
3 Temple of Abandon
3 Golgari Guildgate
Perhaps somewhat weak to beatdown, but my idea was to pack as many resilient creatures (Boon Satyr, Troll, Reaper) as possible in a Jund shell. I want to trade hits and then take advantage of Underworld Cerberus, a card that seems awesome. Ooze seems like anti-synergy but can clean your opponents graveyard of creatures to prepare for cerberus and is an easy to cast 2-drop that can trade up. This is tuned to fight Esper, not sure what the other matchups will look like. SB will have Thoughseize, removal, lifebane zombie, possibly slaughter games. Not sure what to pack against the aggro decks. Thoughts?