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Welcome to the very first Adventurer Conqueror King System General, a long-awaited thread finally dedicated to discussing ACKS, games being run in it, its supplements and any relevant systems with a focus on domain play and domain play rules.

>Macris's website and a place to get the books
https://autarch.co/adventurer-conqueror-king/

>ACKS 1e SRD
https://tkurtbond.github.io/ACKS/acks_srd.html

>ACKS 2e
Search the sharethread >>96595802 or get the beta rules off scribd

>Etiquette
We're interested in talking about games here, not about dramafagging or the history of reddit or snarking over ecelebs and other public figures. Please keep discussion of that sort contained to other threads.

>Thread Question

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>>
Was going to have the Ottermans as the crumbling empire in my next game. Anyone know of any resources for how they practised religion back in the day. Did they still do the 5 prayers a day. Bells rung when it was supposed to happen?
>>
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>>96659206
>the Ottermans
>>
>>96616533
Ah. A prophet.
>>
>>96659391
I will not be apologising for the typo.

Another question. Importing goods only takes time doesn't cost extra? I feel like there should be a fee or something.
>>
>>96659206
To my, admittedly limited, knowledge, the Ottoman Empire at the time of its collapse was Sunni Islamic, but essentially let each province govern itself, and collapsed along ethno-nationalistic lines that also lumped greeks, turks, and christians into seperate categories. Ao in practical terms for running your game, yes, and you have historical precedent for regional variation along ethnic and religious lines.

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I am making my own medieval fantasy game. These are some of my goals:

>Emphatize slice of life scenes and allow for maximum worthless roleplay
>De-emphasize combat, specifically meaningless combats with 1d6 goblins constantly. Combat is Nice but many combat scenes are there just fillers for the fighters to use their feats. Combat is better when it makes sense to the situation and the plot, gratuitous grinding has tired me forever i think
>Spell hunting. Basically the wizards must get into dungeon-like places to catch more spells. This is a good way to fluff dungeons around them and to drive the party organically into them

The most challenging point is this last one:
>Make normal persons investing skill points into mundane professions balanced against investing them in combat or Magic

Cont.
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>>
What slice of life setting would /tg/ want to live in?
>>
>>96658626
Probably Frieren
>>
>>96658495
Conan's stories are most certainly not low stakes. He is always in mortal peril. The stakes are as high as they can get for him.
>>
>>96660118
Plus,, in the latter half of his life it's always about how the destiny of Aquilonia and his destiny are intertwined, with Pinero and Thoth-Amon and such out to subvert the whole nation.
>>
>>96660118
>>96660245

The Aquilonia ones aren't, but most of Conan stories are not epic, world-spanning quests but rather minor quests and missions in local settings, self-contained, with a minor reward, regional impact. Sure, life is at stake and there are actual dangers.

It's a matter of semantics, really.

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We're still fighting the thread with crypto miners EDITION.

>Previous Thread
>>96644330
>Pastebin
https://pastebin.com/WiCHizn0
>Mediafire
https://mediafire.com/folder/s9esc6u7ke8k5/CofD
>Mega I
https://mega.nz/folder/ePQ1BKhJ#RCosRCh59Ki2Mpb1M9H3Uw
>Mega II (also containing fanmade games)
https://mega.nz/folder/ZbQ2zLJA#DOT-3df6rS2lLet4_RmqJQ
>WoD5 Mega
https://mega.nz/folder/7rQQ1LbQ#16_AiXVGo0P3_rVOJuoZyA
>STV content folders

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>>
>>96660565
Ah yes. That's exactly what this site needs, More censorship and jannie overreach.
>>
>>96660610
>that's a weird assumption for you to make. for all you know he's been talking about stuff the entire thread as well.
He outed himself by waiting hours in silence to then make a bitchpost rather than starting a new topic of conversation at any point to drown out the technocracy posting. It's particularly obvious because he's been making the same exact bitchpost every thread.
>>
>>96660637
he responded to you in like... 30 minutes. I think you're a little paranoid.
>>
Mage will always dominate discussion because its core theme is debating philosophies instead of fucking sexy vampire boys or Captain Planet with furries

Also not liking mage portrays intense shit taste
>>
>>96660610
>Related, when did this hostility to people having a highly modified WoD for their own table start appearing?

With V5. The new writers / Paradox very clearly want to enforce a "correct" way to play their game, and if you don't play it like that, you are anathema. They want the sloppification of D&D with their Pathfinder society or whatever for "family friendly" marketing purposes

Grudge against the trees edition

>Previously in the Mortal Realms:
>>96649806

>Official AoS website:
https://www.ageofsigmar.com

>Downloads, Rules Errata and FAQs:
https://www.warhammer-community.com/warhammer-age-of-sigmar-downloads/

>Tools
https://runebrush.pa-sy.com/warscroll/

>Anvil of Apotheosis hero creator:

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>>
Why do BoK run around with so many shackles? Aren't they more about slaughter than slavery?
>>
>>96660564
Chains are cool faggot
>>
>>96660493
They've consistently been gold. Would rather more gold Warbands than boring ones.
I'm a DoK lover too but besides Motgwaeth, the others have been meh
>>
>>96660551
pepes and wojacks are uncreative dogshit, ai art is what they deserve
>>
>>96657851
Their rules look bad. A 3 man warband where 2 have 1 dodge defense max. Their inspire condition is just the generic protectors one, they even have can't be flanked, except they can be surrounded making it even worse.

Work in Progress "Early Halloween" Edition

>Full-on /WIP/ OP Links Pastebin
https://pastebin.com/BE42AEcD

>WIP Tutorial Images Mega
https://mega.nz/#F!TvQFCaLb!w8WZKCcOsTRasxrI0JWezw

>Saint Duncan's "Six Things I Wish I Knew When I Started Painting"
https://www.youtube.com/watch?v=ufP8ka3KGno

>Saint Duncan also explains thinning your paints
https://www.youtube.com/watch?v=wxWgsqSf74s

>Paint thinning 102

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>>96660469
See if you can find any Nighthaunt models for cheap. All of them are basically capes.
>Would it be worth it to use the same cape over and over and just strip it each time I finish?
You don't have to necessarily strip the model, instead you can just prime over the old paint job once or twice. But it's a good idea to have more then one model because you might want to try a couple of methods/colors and then compare how they look side-by-side.
>>
>>96660506
I plan to pick up the upcoming death Underworlds pack for Velmorn. I kinda like the Nighthaunt part, but I wouldn't be against using it for experimentation. I do already have a squad of Chainrasps I painted a few years ago too, but stripping them would be a pain in the ass. Plus i'd be erasing some of my early painting history, which would suck.
>>
>>96659853
>>96656234
Man, I like these. I'm about to paint some old school grave guard and really want to avoid the red/black color scheme, but man, I like these.
>>
>>96660469
get a piece of posterboard and fold it up like an accordian
>>
>>96653261
I love the old GW dragons so much

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Reminder that goblins are ontologically evil and there is no act or harm against them which is wrong.
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>>
>>96657133
>>96660422
>>96657360
I'll shorten it for all anons present
Goblins have been domesticated.
that's the whole explanation.

next up is gnolls, can we make them into functional members of society or at least something edible?
>>
>>96660451
Eating dog is against my culture, Chang.
>>
>>96660480
>Eating dog
Hyena is actually genetically quite different to dog.
but also, nigga they technically people, and that's your complaint?
>>
>>96660517
My complaint is the necessity to make all monster races into something morally ghey.

Gnolls essentially already have all they need, since they take after African hyenas. I.e. savage cannibal barbarians who who might as well be exterminated for the cultural habits, aggression and mere appearance without much fuss, exactly like the natives.

Goblins at least solidified into something more harmess and negotiable in various incarnations. If it's mostly coombait.
>>
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>>96660545
Sir, you mis-undertand me.
This modest proposal is not to render them on the same level of humans and other upstanding races but to make them useful members of society.
either as labour or supplies.
it's a simply colonial think piece.
but, i must ask you, why do you fear and revile the civilizing of these savage inferiors. a bit of animal husbandry will have them as productive as any other inferior beast race.

To this day, I don't think I've ever seen overland travel covered in a game in a way that doesn't either slow sessions to a crawl, doesn't boil down to handwaving how PCs get somewhere with maybe 1-2 random encounters, or wasn't literally an entire system about wandering out in the wilderness. I'm interested in hearing /tg/'s opinion on what rules they've encountered and how much they liked/hated them, though.
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>>
>>96656207
Yes, because my games challenge player skill through character building, resource management, & tactical combat in which positioning, abilities, weapons, & enemy numbers/traits are all factors. Player luck is challenged to the extent there are checks to determine hit location of most attacks, effectiveness of defense/queue order of action vs reaction, effects that would cause ailments/push the target around, & on a larger scale, luck is tested through the creation of the enemies, objects, terrain, rooms, etc.

There is no player strength, skill, or luck in talking & hoping daddy DM does what you want.

Sitting, talking, listening isn't a challenge for a game, especially when the DM is predisposed to doing something no matter what the players do; any challenges involved are above the supposed game, meta tasks to "play" to the DM's whims, not to a consistent set of challenges with measurable rules. Then, there's the meta challenge of how long you want to sit listening to the same stories about the same gods with different names with the same magic with different words with the same "roll or suck" pass-fail mechanics the DM can fudge for any or no reason, with the same "uhhh there's no story down that path" or "uhhh you bypassed the bandit caravan but five miles into the opposite road you find a bandit caravan nyeh heh heh yeah" with the same ""archetypal"" class systems that don't even account for the world that occupy in spite of there being a supposed emphasis on narrative.
Plenty of people like that, but liking something doesn't make it a game.
Having fun with something doesn't make it a game.

A game is a set of challenges to player skill/luck, not to begging for what would make sense for the world, not for hoping for the gear to make your character usable will fit someone else's plan, & not for the patience to sit for hours on end between small bits of gameplay listening to stories you've already heard, read, watched billions of times.
>>
>>96654636
Then at least stick to a single format, so the automatic filter can hide it away
>>
>>96659823
I'm not OP I'm just calling you what you are for getting pissy over something that's both trivially easy to ignore and ultimately unimportant
>>
>>96658729
lmao TRASH
>>
>>96659823
No, fuck your board and fuck you

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How do you prefer your magic, and how did you design the system for your setting?
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>>
Depends if you are asking about how people in the world manage magic or if you mean a more philosophical worldbuilding level. Spellcasting all stems from deeper metaphysical paradigms ways of understanding and interacting with reality. Mortals don’t "create" magic. They tap into or imitate the true workings of older, deeper forces.
Like electromagnetism is a thing that exists in our world that we then figured out how to use for things; Magic(capital M) is just a thing that is in their world. Mortal Spellcasting (Common Magic)
This is what most morals use. spellcasters use: wizard spells, cleric invocations, sorcerer bloodlines, etc. It’s functional, broad, and flexible—but ultimately *incomplete*. Mortal magic is a diluted synthesis of deeper principles. It mimics higher truths through symbols, gestures, and incantations.

True Magic
Other beings can go beyond merely casting magic and are more deeply connected to it. Things like the Fae, demons, or gods, don't *do* magic, they just are that way. Each paradigm, or order of creatures, governs a different logic—what magic is, how it works, and what it costs.

Mortals typically borrow bits from many, but true power comes from deep alignment with one. Mastery of a paradigm may unlock exclusive high-level abilities, or change how spells behave entirely for Mages that study them in great detail, but they will also introduce limits inherent to the logic of those paradigms.
>>
>>96617229
magic mishaps
LOTS of magic mishaps
>>
>>96625178
For inputs and outputs.
>>
>>96619854
bump
>>
>>96656133
lmao
NNJXYA

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For discussion of D&D 3.0 and 3.5e

> Tools
https://srd.dndtools.org
https://dndtools.one/
https://d20srd.org
https://www.realmshelps.net/

> Indices
> 3.5
https://archive.burne99.com/archive/4/
http://web.archive.org/web/20080617022745/http://www.crystalkeep.com/d20/index.php
> 3.0
http://web.archive.org/web/20060330114049/http://www.crystalkeep.com:80/d20/rules3.0.php
> Book PDFs

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>>
Has anyone else gotten into an autistic argument with an AI over 3.5's rules?
It's so similar to arguing with an especially retarded and stubborn newfag that I've skubbed at it for an hour before remembering that I'm arguing with a pile of numbers.
It's getting way to good at being as retarded as a human.
>>
>>96659925
>an autistic argument with an AI
I'm sorry anon, you might be too retarded for the 3.5 geneal, i suggest asking this question in /r9k/ or, i dunno, /soc/
>>
>>96659593
it's a race from the Underdark Sourcebook.
>>
>>96660041
>too retarded for the 3.5 geneal
>geneal
Anon, you're only demonstrating that there are plenty of anons here just like him.
>>
I've come to realize that 'talking is a free' action rule is not a good rule. I did away with it when my players started constantly coming up withvery intricate action plans mid combat. Now when they want to coordinate in a fight, I literally time them as they speak and they have to decide what to say.
Makes combat feel chaotic and lively. Adds to roleplaying and is a minor equalizer for spell caster vs. martial thing, especially when it comes to those casters that rely on summons.
For example, summon is a full round action with a verbal component, so if you want to cast it two rounds in a row, you got no time to be speaking any instructions to your creatures. Your summons are going to be on auto pilot until you pause spell casting and take the time to give them orders. You want to be able to do complex things quicker without wasting your turn talking? Have to invest into henchmen, squires and other allies with whom you can work out strategy and signals ahead of time.
Anyone else try this?

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There any decent quasi-historical settings besides the likes of the Warhammer one or 7th's Sea's one?
>>
>>96659040
>muh settings
Sure is birthday, with all those fucking tourists
>>
>>96659227
Bump.
>>
>>96659040
I don't know what you mean when you say "quasi-historical" if you are counting Warhammer of all things.
Can you clarify what you think you are asking for?
>>
What the hell is "quasi-historical?"

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Why are there so few rpgs based on modern settings?
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>>
>>96656936
That's a good point. I guess you could just say that everyone has to play some kind of spellcaster class or subclass to use moderate technology, so like at least the Arcane Trickster or Eldritch Knight so they have some basics tech.

I wondered what Mage Hand could be? Maybe like a grappling hook or something?
>>
>>96657116
This, OP just started with false assumptions. Probably just wanted a list like this.
Would Twilight 2000, TMNT, D20 Modern and similar games set in alternate modern times count? Wasn't there also some game about African conflicts?
>>
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>>96655942
I prefer 3e
>>
>>96657116
>Esoterrorists
who wants to play a game where you're just some invincible anonymous hyper-conspiracy that can't lose because even if you die infinitely more humans will take over in your place?
>>
>>96660196
Why are you getting mad about a game that you've obviously never read?

Share your fav artwork of them, talk about how they've been used in your settings, and just post your overall views on them and what you like to see out of them.

Personally, I always love when they're like a home away from home for Adventurers. Grab a bite, warm up by the fireplace with some mead, swap tales with a fellow daredevil risking their life for coin, etc.
Like not merely a building to manage quest paperwork, but a cozy place with it's own culture and ceremony.
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>>
>>96654942
That's actually a pretty cool idea!
I will steal it.
>>
Don't reply to yourself.
>>
>>96651992
>"hey check it, who let the dog out, amirite?"
>>
>>96658690
That's actually a pretty cool idea!
I will steal it.
>>
Don't reply to yourself.

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I've really been enjoying reading through Runequest, so I don't understand why it seems so underrated in modern gaming.
There doesn't really seem to be much interest in the current edition compared to early ones.
I was hoping that there could be more excitement over its potential.
Especially with the changes coming.
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>>
>>96658494
there was RQ6 adventures in glorantha which was released at a con and had the runes system and progressive folk magic
but chaosium only gave out 50 copies and they track them down pretty hard

some bloggers have had access to these rules
i fucking wish an adventures in glorantha copy would leak
>>
>>96474663
Lore is good, mechanically it's just not the type of game I'm super interested in.
I like my games to be games, Runequest is more of a Call of Cthulu style simulation. It's good for exploring, investigating, and learning lore.
It's not that great if you want interesting tactical decisions. Not only is it not balanced around combat, but the combat is quite lame. Roll to hit, consult a bunch of tables. Strike Ranks are stupid. Movement is irrelevant and doesn't work. Invoking passions is a mandatory tax.
Some of these things aren't necessarily bad, for example, combat not being the absolute center of the game is fine to a degree, I'm just not a fan of the d100 vs Skill style, or the progression of just incrementally increasing your skills slightly every couple sessions.
I like leveling up, I like discrete abilities that can be activated, I like a bit of inherent balance in the types of characters players can make, etc. Your D&D adjacent stuff. In Runequest you wind up with a Humakti Sword Lord who kills everyone who attacks him, a bookish Scribe who basically does nothing except stand around rolling knowledge checks, and a Farmer who literally has no useful skills.
One could say it's a roleplayer's roleplaying game, or a kind of game for someone who really likes inhabiting a world from an almost anthropological perspective. But I don't think this kind of system really grasps the heroic fantasy.
>>
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>>96658881
Another thing seemingly present in most editions of RQ is that combat can be easily cheeesed with magic
RQG is especially bad with this but it’s present in all versions of the game, high damage spells can nuke targets from orbit as HP does not really scale
Weapon buffs can make players inflict carnage with their weapons defensive buffs can make player characters incredibly resilient, there are quite a few save or suck spells
Common magic is still really fooking powerful as long as it’s not direct damage spells, cough cough bladesharp is pretty much obligatory

A lot of the magic that is in dark souls is very powerful often more so than it is in dark souls in most editions of runequest
Compared with RQG magic in mythras is still powerful and can still decently be used to cheese fights but it’s not over the wall stupidity fucking powerful that anything will make a fight with a big creature too easy and in most of its settings it goes out of its way to try and restrict access to more powerful magic more than glorantha does

I think I like the psionics in Luther arkwright the most as there is not too much overlap with what they are good at vs technology
>>
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>>96658494
I’ve had some ideas such as making common magic a standard skill again
Folk magic can be used by capping common magic with another most likely professional skill such as pathway being common magic capped by track or navigation, or heal being common magic capped by first aid
and folk magic still has enough utility even in combat with bladesharp only increasing damage by one step often being enough, that you don’t need progressive folk magic from adventures in glorantha
The presence of a common magic skill could also mean one less skill for bigger magic traditions such as using it for exorht in theisim and shaping in sorcery

Not sure if runic affinities should be implemented or ditched
You could tie skill progression to them somehow so if a skill is lower than a runic affinity XP rolls spent on the skill are automatically successful and improve the skill by 1d4+1 points
Theism should also have its intensity capped by runic affinities

Most RQG cults should convert well enough but if you are converting spells especially combat ones you should nerf the more powerful ones a little bit
As everything is generally a little too busted in RQG compared with previous and other versions of RQ
>>
>96660478
for why progressive folk magic is not needed
is that common magic was already too powerful out of the gate and sometimes defeated the need or incentive to get theism/rune magic from the gods or magic items and spirit magic

if it's much weaker on par with it's baseline in mythras it still has minor utility and can be enough to sometimes tip the scales in combat
but the actual commitment needed for magic that can break things will be rewarded properly

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The early internet era is great for investigation games. You still have to go to libraries, make phonecalls, drive and walk to places and you can also have obscure websites, shady chatrooms and private forums, creepy files, VHS, mysterious email chains, etc.

Consider that the next time you run an investigation game. They don't all have to take place in the 20s with old-timey jazz and big band soundtrack just because the handbook said so.
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>>
>>96659743
people watch dogshit tv like criminal minds where every episode ends with the detectives googling the killer to find him and think that’s what detective work is
>>
>>96660081
The principle of masquerade has changed.
In pre-information age you could hide things from general public with censorship and coverups.
In >current year you can hide things by drowing the general public in endless stream of bullshit. When disbelief becomes the default even truth can pass by unnoticed.
>>
>>96660135

I somehow fail to see how /x/ relates to that. I mean, sure, it's wacko central, but even in this day and age people don't really care for crazies fapping to tulpas.
>>
>>96657546
Correct, especially with how enshittified search engines are now. I get regular use out of my very rusty schoolboy German because I get better results looking for the same things on German websites
>>
>>96659496
>>96659743

I'm going to answer you and not the other guy because he's just looking for attention.

You shouldn't run a mystery nowadays because most of the research would be online. How do you play someone sitting on a chair typing and clicking? It's more dynamic if you have the characters on foot and also searching the web just like he would in a library. You can also add hackers, I forgot that. You say mis/dis-information and overabundance are a hindrance, sure, but how does that reflect on the table? Internet was more mysterious back in the times of the Wild West, when you had to take notes, when urban legends were still around as opposed to having everything centralized in a handful of social media.

>>96659770

I agree. There are plenty of conspiracy theories that have a lot of evidence to them and yet people don't want to believe in them because they're afraid they may be true, which means their whole worldview is a lie and they can't trust the authorities. They'd rather believe what the media tells them. In this masquerade fantasy scenario, if they were to see a video of a vampire or ghost, they'd claim it's a deepfake or that it was "debunked" by experts. There was a "disclosure" about UAP a couple of years ago and nobody gave a fuck. I think it's a psyop myself, that or a scam.

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We had a thread earlier discussing how Delta Green would do in the universe of WoD and it made me curious; how would the Ordo Veritatis do if they were the ones transported and tasked with eliminating all Vampires? Assuming that they have all their government contacts and resources without needing to fight every other threat in the WoD, could they actually wipe out every vampire?
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>>
>>96653892
NTA, but the Luthor Harkon(the vamp he posted) is the least gay thing to ever not-gay, and that's a FACT.
>>
>>96540720
>But I doubt it. As soon as the clans realize they're fighting for their lives, they'll unite against a common threat and rip it apart.
We’re going to pretend elders haven’t just fucked off and slept through serious purges in the past?
>>
>>96655180
Anon, it's a secondary. He doesn't know jack about common elder behaviors.
>>
>>96540720
>an answer to vampiric magic.
>vampiric
>magic
I yearn for the day everyone tires of you warlocks and sends you to your final deaths.
>>
>>96658811
Lmao


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