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, Box Front.jpg
Can somebody give me Castle Panic for Print&Play?
The ZunTzu gamebox is here: http://www.mediafire.com/?at8jtapopo8fyi9
You should be able to unzip this to get the graphics for printing.
So I've got some questions, hopefully y'all don't mind answering.
Firstly, how would one go about getting into tabletop RPGs? I've been doing forum roleplaying for damn near a decade, and I've had interest in tabletop roleplaying for some time now. Problem is, I have at best one friend who would get into it with me. I live in a small town, but there is a tabletop shop about 20 minutes away that I think does RPG nights. How difficult is it to learn, and do people mind teaching, or is there an "Ugh, filthy newbs" attitude? For that matter, what would be the best game for a learning experience? Any recommendations for online learning experiences?
Any suggestions for games that would suit my interests? I really dig post apocalyptic settings, and I'd jizz over something based off A Roadside Picnic. Spacefaring and mechs to some degree, as well as cyberpunk, new world settings, and of course the typical high fantasy stuff.
Anything you'd like to throw in as well is welcome.
Check out the Pathfinder Beginner Box. I know you're already familiar with RPGs, so some of it may be a little simple for you, but it comes with dice, a flip mat and markers for all the most-used monsters. A good way to break into face-to-face roleplaying.
Find a local games store and ask.
If you have a Games Workshop, ask them as well, many of staff are rpgers in their hobby lives.
Failing that, a comic store.
Then get a starter game like
Pathfinder Starter Set, or Savage Worlds pocket edition, or even Tunnels and Trolls.
Read, then try out on victims.
Or new Mindjammer game when it comes out, that's totally transhuman, post modern SF, but it'll be a little while.
A wild Land Raider appears!
5 wycheswith haywire nades in a venom 125pts Cry as a troop choice takes it out in one turn.
Retreats, and a bit to the left so it has do drive trough my minefield.
Meh, I play Green Tide Orks. Two linked Lascannons and a Heavy Bolter? I lose a maximum of five models per turn. It'll never make it's point cost back even with perfect shooting. And if it tries to close in for that Flamer to work it will meet happy Power Klaw wielding Nobs.
Fa/tg/uys, how come the sisters of battle aren't as prevalent as the normal spess mahrines? To me it seems so very sexist to say that so far in the future where fucking everything is genetically enhanced that women would not be able to compete with men on absolutely everything. Just why?
Just dropping by to incite rage with canon female space marines. Oh, and there were half-eldar space marines as well (Tigurius, Navarre). The game's lore is so jacked that you can't tell where the fail ends and the uberfail begins.
Ah Rogue Trader. Completely invalidated by 2nd Edition, but still awesome in its stupidity.
May I direct your attention toward these little guys?
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If anyone of you people who plays Pathfinder or other Table Top roleplays knows about the ''There is a X in my basement'' encounter, this is for you.
Shouldn't that be rats? I'm thinking Rise of the Runelords.
OY. I'm wanting to get into playing WH40K, and I can't decide between Orkz or Tau. I'm leaning toward Orkz right now, but I could be convinced otherwise. As far as I've insinuated, Orkz are good cause they have numbers and throwing a ton of Boyz at stuff usually works, and they're damn cool. However, Tau are pretty cool as well, they have sweet-looking mechs and lazerz, and more importantly, have fewer models so I won't have to be painting models for ages.
Which do you prefer /tg/, Orkz or Tau?
Dumping Tau cheesecake, and maybe other requests for attention.
Also, WH40K general, I guess? Necron seems pretty awesome right now, but I don't wanna go running to them just because they're powerful right now.
I'm so glad I got out when the millennium turned. Everything's turning shittier and shittier.
So, I'm back. Conclusions:
Even with Overwatch shooting and Furious Charge having lost the initiative bonus Orks still overwhelm Tau in close combat easily (if he hadn't fielded some allied marines it would've been quite one-sided indeed)
Cover saves of Tau antigrav Tanks is annoying so taking them down in close combat is needed (even if flechette system makes that a bit painful)
Ork Artillery is nice and cheap (well, Zzap not as much but the rest is A-OK)
Be sure to have some fast Ork stuff to entangle Tau quickly, but be wary of markerlights reducing cover saves.
Orks can compete with Tau in ranged combat given the right choices.
Picture shows deployment (and some Orks still in reserve)
You're facing the problem of the edition having just recently changed. Tau are slated to be one of the next few army books released, and they are likely to get the Necron treatment. Tau armies are going to get significantly better later this year, one way or another, since they will be getting access to a new Flyer unit coming out in White Dwarf.
I would recommend you google "Rise of the Tau," a ridiculously well-written fanfic in which the Tau more or less conquered the Imperium after Farsight took over. The specific bit I think you'd be interested in is that the Tau had created a crossbreed with the Orks, genetically similar enough for the Ethereals to control them. With this in mind, Tau with gray-skinned Ork auxilia would be a fabulous army on the table (Also, Orks look great painted gray).
My advice to you as far as army composition would be to throw a lot of Tau Battlesuits around with allied Ork Shoota Boyz mobs to provide you with infantry support, and of course the mandatory Fire Warrior squads. Take Broadsides and Lootaz for heavy support, and a Big Mek with a force field to keep all your infantry safe.
I'm working on a psycho-horror fic set on a backwater winter planet that suffers three winter years for every summer year. A splinter of another fleet (likely Kraken) crash landed almost dead and finds itself having to adapt to both the staggering cold and an extreme lack of biomass.
although I've got quite a few ideas for a pack of extra-stealthy ice 'nids, I'd appreciate any ideas/pointers/critical input before I really start putting pen to paper on it.
One thing I'm dead on having is a (Biologically sound IRL, which i checked) second "mouth" which sucks heat right from it's victim and is stored in a glychol-based fluid heating the tyranid. Leaving the victim frostbitten and weak. (not to mention next to a charged up tyranid)
A picture for some inspiration
that's essentially it. lot's of cloudy days, lot's a empty hulks, snow on anything. The cities will look like that, though it takes place chiefly out in the sticks. There are kriegers fortifying the large spaceports though,
Hey /tg/, I had an idea for a fantasy world I'd like to develop. So general world development thread?
I wanted to have my world centered around a large city (not currently named outside of its nickname). This city, being the biggest importer of most goods, as well as the sole exporter of a particular ore (I'll hit this later) and an exporter of a few other goods, played a large role in the world economy.
The city was born two centuries before the start of the era I'd like the game to take place in and grew to a climax at the time I'd like the players to experience.
Everybody knows the story behind the city; it started off as a small agricultural town following a major river in the continent. Naught but the occasional wanderer visited the town until the moment a particular trader with a keen eye spotted a bright red ore in a small cavern near the city.
well, there's Ral'Ya, which is my personal favorite. Or perhaps Xan Lak'Tu?
What about some critter that has been unearthed by miners... Old ones? Sarlac pits? Large pissed off elemntals returning to find a city on their nursery?
The politics are always good to flesh out and have a good sense of political angles ahead of time so that you can build upon it. If the city started as a trade city then the laws that developed are likely to support trade unless other political factions gained power in the city over time due to the consolidation of wealth and power. Is this city originally built around one 'royal' family of tradesmen, company of treadesmen or did someone take it for their own in the past. Often the past tends to repeat itself if those that live it never learned from it...so it goes.
Most of this is rhetorical, really but very important in developing the specific dynamic of the huge city and eventually how and what it became later...and what sort of regions and goodies are hidden in the rubble.
Also, where did the trade go after the fall of the city...it's likely a large blow to the economy of the world but trade does continue. So where and how? What other settlements also exist outside of this city that the players may be from or have heard of, and what's their purpose as a city? It'll add flavor and a bit more realism to the adventure if if feels more like a living world with news from afar (that travels a lot more slowly and less accurately then now days).
I really like the concept though, good work so far. And I know the focus is in the ruins of it, not the living city but how those peoples legacies in what they left behind could be great inspiration for different regions of the city in how and surviving areas will be flavored and what they'll have, aside from the ore of course.
Also, if the city is widely know to be a haven for adventurers (depending on how heavily populated the world is) you could look into Mordheim a bit in the Warhammer universe. It's similar as a risky 'gold mine' for adventurers but doesn't have the same history or back round really. Depends on what your vision of the place is, honestly.
Any ideas on how create a race template for Elin Race from Tera for D20 or other RPG system? Any suggestion is welcome..
I found some racial traits at the game wiki:
Any elin of sufficient level can teleport at will to Velika, the federation's capital. 1 hour cooldown.
If they move slowly and carefully, elins can sneak by monsters. 1 hour cooldown.
Elins hate to waste time, and can speed up their movement out of combat. 30 minute cooldown.
Their tight connection to nature helps elins to gather plant resources faster than other races.
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Make a female-only template for halflings that gives cat ears, a bunny tail, and maybe a bonus of some sort for not wearing pants.
Seriously though, tera races are mostly all the same by design and the racial abilities aren't meant to make a big difference. Make it a halfling, or a gnome, or a human with small size (and the +2 dex -2 str that usually goes with that)it won't really matter, and none of those are more or less Elin-y than any other because the primary defining feature of Elin is the way they look, and that's got no mechanical relevance.
I'm converting a Daemon Prince dedicated to both Angron and Nurgle. Not fluffy, but it's entertaining and that's all IGAF about.
Anyway I'm taking the generic Daemon Prince wings that come with it and I'm wondering how I go about making tears and big holes in the wings to make them look old and decaying?