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Fantasy Western Herobuilder / HB - Quest
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Howdy partner, welcome to Bazrael's Western Herobuilder.

But put your history books and your highschool maps away, this isn't the old frontier you studied in history class.

This is the Fantasy Western Herobuilder. Where the the Dire Bufallo play. A world of magic and super science, witches and clanker bots and all sorts of fantastical things.

And that's where you come in parnter. But just who are you?

A pilgrim making a homestead, a lawman on the hunt, a criminal, a slave, and indian?

That's a story to tell.

---

Old Players welcome, action updates from last thread incomming.
>>
[Ssen]
The beasts draws you in closer, and you suddenly see it's dragging you deep into a sewer grate just below the castle. It's squeezing so tight you slip and let air escape your lungs causing you to panic, before it brings you out of the murky depths into a dark sewer. It's dark, and the filthy grim of the water obscures your vision, so you can only make out the outline of a horrible creature with one great big eye, a snapping jaw, and slime oozing from its skin.

You are just barely able to slip your hand to draw your gun and fire into its eye. Blast! Wet powder, the gun doesn't fire.

Still determined, you keep biting and jabbing your poisoned fangs into its grip and at last the beast roars, in pain releasing you, the bitten tendril reclines and shrinks and immediately begins to turn a shade of black. But this just makes the beast angrier.

You hit the water and then feel the bottom of the sewage with a disgusting crunching noise, as pieces of white begin to float to the surface. There are bones in the water! The whole thing is a bed of corpses.

Your gun is wet, and you feel that you've deployed a lot of your poison on the creature, which is moving to grab you again. However, you can see behind it stairs leading up. That must be the wait out of here.

>DO NOT POST
>>
>>44212466
[Andrew Johnson]
The man standing next to your sister extends his hand, and introduces himself “I am Emmanuel Buster Jr., Sir.”

His name makes you stop.

“I believe, you served with my brother.”

Your sister Elizabeth then grabs his arm gently, and speaks to you.

“He's my husband Andrew. He's the father of your nephew and niece.” suddenly you remember the two little children clinging to your sister, and see the resemblance in the boy's face to Emmanuel.

“It's an honor to meet you.” he says. “You're a hero back east you know, the one who survived.”

“We're all very proud.” your Mother says. “But Elizabeth has shown you here husband and children, I think it's time you showed us your wife and my grandchildren too.”

That walk to the village was by far one of the most nerve shattering events in your life, but ultimately, Alicia proves to be a very helpful person. Andrews tension eases as his Mother hugs her new stepdaughter, and your father bends down to look at his three grandchildren, amazed at how old they are.

The village proves them a first hand glimpse at indian life, and they are amazed at how many people live in such a small village. They sit in further amazement at how the teepee is magically bigger on the inside than it is on the outside, and inner provides them a taste of Indian cuisine. It's mostly several variation of corn based meals, but Alicia is a skilled cook and sits down to entertain your family, answering a lot of their questions about Indian living.

>DO NOT POST
>>
>>44212482
You learn that your story was popularized in the east, how you survived not one deadly defeat but came back to serve in Buster's unit, and then survived that too and how you helped saved lives of civilians fleeing by ship. You're wondering if that last bit is a bit of Union propaganda, but don't mention it out loud.

You do mention that you have become the Chief of the Grassy Plains tribe. Emmanual smiles at that, and reveals his own bit of information.

“Well Mr. Chief, I'll have you know, I'm going to become the Governor of the Dakota Territory. All the Indian tribes are being folded into a Union territorial region now.”

>You may continue to act either during the dinner, or in the following event

---

Sometime that morning, for reasons you cannot understand, you were compelled to head to the river, staring at the morning dawn. As you stand there, you see in the corner of your eye something floating down the river. It looks like a basket woven of plant material.

You rub your eyes and look again and its still there. What's more, it looks like there's a baby in it.

>DO NOT POST
>>
>>44212500
[Adam Evening]
The Wagon Train moves directly under your boulder trap which you spring to great affect. A landslide blocks the front and rear, though a few great rocks crash into many of the wagons killing a great number of them outright, and causing others to stumble into the ravine below. That's less loot and bodies, but that also means less guns to pour back at you.

In the Chaos you and your four ablebodied men use the high ground to your advantage, taking pot shots at the few survivors that desperately try and mount a defense. They still outnumber you, but these are far better odds than before and soon enough you're down to a shootout between the last of their survivors, just 5 armed men to match your own, and one of them armed with only a bow and arrow. That indian however, proves his skill and notices how you are the one directing your men but don't have a weapon yourself, and a well shot arrow makes it past your cover and pierces into your arm painfully.

>Set Health:Slightly Injured

In revenge you make an opening by pushing down yet another boulder on them, forcing them to flee their cover and two more of them get gunned down like dogs. It's now four gunmen against 2 left.

That's when they reveal their trump card, as a woman steps out of the wagon. It's another Indian, and she stands very still and starts chanting something louder and louder, her eyes turning white and her cries shrieking out into the air.

You hear an unearthly sound, like the cries of so many birds and wolves, and to your horror see that a flock of angry birds are coming and the sound of barking animals are making their way to you!

>DO NOT POST
>>
>>44212415
Thanks for the archive link you fucking asshole.
>>
>>44212540
Here's the archives
http://archive.4plebs.org/tg/search/subject/Western/username/Bazrael/
you lazy cuck
>>
>>44212530
[Thorgrad]
1. There is not a lot of this titanium metallic stuff, so you may choose:
You may arm one of the following with Titanium Alloy: Head, Chestplate, Limbs, Axe
You gain [Good Steel Armor]

2. Wanting to harvest this stuff even better, you think about developing mining clankers. This mostly consists of redeveloping some basic clockworkmen with drills, pickaxes, shovels, and buckets. Mining Clankers 1/4

>DO NOT POST
>>
>>44212707
>Edit: This is Urist
[Thorgrad]
1.You thank Pincers and Princess for saving your life, and they respond by nuzzling their little metallic bodies on you.

Along with their children, as they crawl over your body reminding you of the horrible ordeal and you would shiver if you could.

2. Helping Urist, you refine your skill by assisting him in finishing the mining clankers, and he himself teaches you the jist of the skill
skill: +[Simple Clanker Tinkering]
Mining Clankers 3/4
+[Basic Clanker Skill]

>DO NOT POST
>>
Rolled 90, 14 = 104 (2d100)

>>44212415
>Name: Tec'lo'pin
>Color: Darkish Green
>Race: Titan (Otherwise known as a giant)
>Health: Healthy
>Money: $0
>Belongings:
[Titanic Ancestor Clothing]
[Titan's Giant Macuahuitl]
>Level: 0
>Fame/Infamy: (You earn this in game)
>Combat Skill: Skills or Equip that pertain to combat
>Misk Skill: (Skills or Equip that don't pertain to combat)
[Bound to the Prophet]
9/10 [Power in the Blood]
>Party:
[Meztli, the Titan]
[100-ish Titan Warriors]?
>Bonus: Titan
You are one of the rare giants in the world, reaching about 90 ft tall. You are the tallest and strongest among all the lifeforms of earth, requiring little food. You are not fast, your speed does not scale up. You become hungered easily, and it is hard to grow food at your size. No giant has been killed by starvation yet, but it is possible they go into the great sleep and have not woken up since.
>Location:
Somewhere in Injun lands

(More quick turns, because I almost missed this.)

1: (Accept Wendigo's offer to spill Union blood in the upcoming battle.)

2: (Apparently the 'Aztec's Return' just bring some aztecs back to life. Send them to find their technology, to aid the Injun's efforts)
>>
>>44213050
[Wosey Jales]
Working as a team, Julia casts a bright flare of light that shines into the dark, blinding the enemis outside and gives you and your men the chance to flee into the stable car. Good thing too, as suspected your previous car and parts of the train bursts into flame from bombs. You find to your benefit they didn't gas this part, and your horses are still there which you get on and charge outside to meet the enemy, and in the light of flames and gunfire from other confederate survivors, you see something.

Men in dark black moving almost like shadows, it's very difficult to even trace them as shadows dance among the fires of battle before firing bursts of light toward the train as some Confederate survivors mount a defense, however you ear further gunfire within.

Then you notice something, a giant metal structure out in the field, landed and doors opened. Some of the men in black alongside some metallic men carrying a heavy metal package from the train toward the opening of the airship.

These aren't bandits. . .this is a UNION raid!

Suddenly you hear the southern voice yet. “Stop them! They must not be allowed to leave with that package!”

The metal box is entering the ship while the men in black fall back taking some losses, it looks like it's going to take off! The lowered ramp slowly starts to lift.

>DO NOT POST

>>44213154
Because you didn't do an action last turn, this post is fine.
>>
>>44213244
[Rider]
Wanting not to get shot, in a desperate ploy Amelia shortens the binding spell propelling herself towards the witch before smacking into her, and starts scuffling and fighting her. The witch forced to respond ends up losing control of her broom and the both of you scrape and fight as you hurtle through the sky.

The both of you end up crashing to the far side of the battle. . .where a literal horde of giant insects is being repulsed by the Union, in an attempt to feast on the horrific corpses piling up there.

Landing painfully the broom is shattered and you lose grip of your wand somewhere. Before either of you can do anything, you both immediately sense the tidal horde of gigantic insectoids coming at easy prey, and the Witch shouts something and jabs the butt of her wand into the earth, summoning a deep red magic circle that causes the bugs around you to be repelled, but she doesnt' seem to be able to use it now.

Both of you without your wands, now stare at each other, and the witch spits some blood from the fall, before clasping her hands together, both of her hands bursting into flame, and she balls up her fists and gets into a fighting position, staring you down.

“Time to burn, bitch.”

>DO NOT POST
>>
>Name: Otto the sandworm
>Color: Sandy yellow
>Race: Sand Worm
>Fluff: Giant sentient sand worm, with flame jets.
>Health: Healthy
>Money: 0$
>Belongings:
>Level: 0
>Fame/Infamy: King Worm
>Combat Skill: [Good Vibration Sight], [Avg Stealth Tracking], [Carapace - Weak], [Paralysis Breath - Weak]
>Misk Skill: [+You'll see them coming], +[Genetic Memory], [FLAME JETS!]
>Equipment
>Size: Large 150/150
>Bonus: [It's underground!]
>Follower [Salina the American WitchX]

8/10 Chemical Adaptation

>Location: Worms hq.

Otto considers the words of his queen and concedes his plan. He will send aid to the Mexicans another time. For now he will continue on his way to the rendezvous with the Union, his army in tow. While in route he works on finishing his Chemical Adaptation, it may prove useful in the coming battle.

1-2. Otto attempts to finish developing Chemical Adaptation while he is in route to the rendezvous. 8/10
>>
Rolled 57, 36 = 93 (2d100)

>>44213545
Aaaand I forgot to roll.
Also, Baz said I could post as I did not do so last turn.
>>
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>>44213558
[Otto]
1-2. Gained Chemical Adaptation!

----
>From Last Thread
Your army consists of
>7 Titan Worms
>1,000 Huge Worms
>5,000 Elite Royal Vanguard Worms
>10,000 Medium Worms
>80,000 Tiny Wormlings
You bring your army to Salina, who you seem to be able to sense where she is.

It is thanks to her ability to speak with you that the assembled Union Army does not immediately fire upon you.

Indeed, this army is strange

Before you lies an odd structure. It appears to be a great Aztec Pyramid, but at its top is an empty stone circle inscribed with many runes. Surrounding it are many Union constructions, wires, machines, pipes, all of which connect to this stone ring.

Salina says that it is a “It is portal to their spiritual realm, whence the stones of power can be found.

The Union have tasked me and my team to enter it. We must fight this war against the Indians on all fronts, in this world, and even in the next. On the otherside lay items of power we can use, and we are to conduct rituals to disrupt their spiritual energy on the otherside.

But beyond there is also a dangerous landscape, where their spirits and magical creatures roam freely. It has tasted blood on this world, and it will be as hungry for it there as it is here. I have visited it before, and each time it nearly cost me my life. But it is good to have you here. Legends say that it was the bugs who were able to overcome even the power of the blood gods through sheer numbers and strength.

Prepare yourself, we will be entering it soon.”

Many Union scientists and soldiers lead by Salina will follow behind along with several vehicles. They are armed in protective suits and curious soldiers with strange glowing metal backpacks that lead to curious weapons.

>Union Forces consist of
>1 Salina the Witch
>2 Union Mages
>5 Union Elite Spies
>100 Protonic-Packed Soldiers
>50 Para-Clockworkmen
>10 Protonic-Cannon Steam Tanks
>1 Small Airship

>DO NOT POST
>>
[Kib Hayes]
You find yourself far away from anywhere you should be, in a field of endless rows of corn. You see several gatherers in the distance. By god, these are Indians!


[Tec'lo'pin]
1. Wendigo calls, and the Titaness Answers! (Battle post incoming)
2. The Aztecs only have the weaponry they slept with, making more seems to be impossible for now. You will have to search far away for items of power to make more of their fantastical weapons.
>CON'T DON'T POST
>>
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Map Update.gif
1 MB, 2980x1248
>>44213154
>Tec'lo'pin's army
[Meztli, the Titan]
[100-ish Titan Warriors]
[5,000 Aztec Warriors]
[500 Flying Stone-Fish Riders]
[300 Aztec Stone Warriors]
[300 Aztec Stone Beasts]

>Wendigo's Army
>100,200 Blood Warriors
>15,200 Tribal Centaurs
>5,300 Elves
>6'000 Wild Animals
>1,000 Ents

The only thing standing in your way, is one General Sherman's Union land fleet, that great army which has been holding the north,behind a blasted no-man's land of carnage. Gigantic guns poke out of the heavily fortified Outpost 40, and in the distance beyond is Sherman's Flagship the Ohio, along with a massive union Land Fleet

UNION
Defensive bonuses:
[Outpost 40 – Fortified] + [Prepared Heavy Artillery]
[Artillery Blasted No-Man's Land]
[Trenches w/ Barbed Wire and Mines]
[Pre-sighted Artillery killzones]
[Pre-sighted Magical Killzones]
[Railway Reinforcement]

Forces:
[??? Hero]
[??? Hero]
[1 Land-Battleship USLS Ohio]
[5 Land Battle-Cruisers USLS]
[13 Land Destroyers]
[37 Land Frigates]
[80 Land Barges]
[20 ???]
[100 Assorted Airships]
[66 Witches]
[7,300 Infantry]
[500 Clanker Men]
[100 Clanker Walkers]

Their forces are strong, it alongside the army attacking the barren mounds is the most powerful army they have assembled,

NEXT TURN IS A BATTLE POST! ROLL FOR COMBAT AS NORMAL ACTIONS

POST
>>
Rolled 29, 8 = 37 (2d100)

>>44213244
>Name: Wosey Jales
>Color: Dark Grey
>Race: Human
>Fluff: Wosey had only ever wanted to be a farmer. But when Union thugs calling themselves 'guerrillas' torched his home and killed his wife, leaving him with a bad scar and worse loss, he picked up his revolver and swore vengeance. The CSA was a fine home for his anger, and he joined in with a band of Confederate fighters to get back at them redlegged bastards up north. Quick with a gun but slow to speak his mind, Wosey picked up the habit of chewing and spitting tobacco. One of these days, he'll get them back for what they done, even if he has to fight them himself. Will he cause plenty of damage along the way? He reckons so.

>Health: Healthy
>Money: $0
>Belongings:
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill:
>Equipment: [Average Horse], [Good Compressed Air Pistol], [Average Compressed Air Pistol]
Bonus: [Something of a gunslinger!]
[A True Cowboy]
>Location: The South, near Oklahoma
>Companions:
Witch (Julia)
Indian Ally (Tokash)
Sniper (Jack)
Cavalryman (John)

1/2 - "No choice for it. Damn yanks are making a getaway! All y'all, follow me! They ain't takin off without us! I reckon we can make the jump with our horses, but if ye can't get em on the ramp, just vault offa the saddle!"
>>
Rolled 50, 6 = 56 (2d100)

>>44212500
>>Name:Andrew Johnson
>>>>Color:Brown
>>>>Race:Human
>>>>Fluff:tldr
>>>>Health: slightly Injured
>>>>Money: 475
>>>>Level: 1
>>>>>>Fame/Infamy: Custer's Survivor
>>>>>Combat Skill: Officer Pistol Training +3, Weak Accuracy
>>>>>>Misc Skill:
>>>>>>Equipment:Flashy Officers Low-Caliber Range Revolver, Officer's Rifle, Union Shotgun, 1st Aid Kit, Canteen of Water, Bag of Hardtrack, Union knife, Indian Charm, Honorable Discharge Papers, Cheap Clanker Truck, Union Soldiers Outfit, Fine Clothes
>>>>>>Party :Alicia the Centaur Indian [Deathly Loyal], George Buster Johnson [Centaur Son], Cam Rose Johnson [Human Daughter], Calfuray Diane Johnson [Human Daughter], Indian Inlaws
>>>>bonus:Runs with centaurs, Brawler Reputaitom, Secluded Cave with Water, With your Officer riding skills and Alici's expertise in such equestrian matters, you find a great job training riding horses.
>>>>Location: Great Plains]
>>+[Blessing of the Horse Spirit]


Andrew spends the meal with a feign of a smile on his face. Doesn't want to tell his family that their actions killed thousand of union and indian lives by unleashing the bugs, doesn't want to tell them that none of Buster's men wanted to die there or deserved to die there, and he sure as hell didn't want to tell them that if they didn't drug him and put him on a rescue blimp out of there he was prepared to stay and die by them. He just got his family back, both of them, he doesn't want to lose them because he can't keep his mouth shut.

~~~

1-2: Andrew is chilled by the morning air. Something in the back of his mind drove him out here and he knew there was no where else to be. He sees the small child in the basket and once the shock is lifted from him he picks it up and rushes the child out of the cold and back to the teepee. He awakens Alicia and shows her the child. Searching the basket for any clues of who it might belong to.
>>
>>44214459
here is last weeks thread
https://warosu.org/tg/thread/S44078203
>>
>>44214487
>Name: Corey "Singer" Williams
>Color: Black
>Race: Human
>Fluff: Corey's Grandpa was a preacher, his Pa was a preacher, and he's a preacher as well - or he was, anyway. Ordained and educated, Williams spent his life tending to a small but faithful flock in a small town of the CSA, and his voice against injustices grew louder as he got gray. One day, he spoke a bit too loud and proud, and some of his faithful staged a little coup of their very own. In three days, nearly the whole town was in a grave. With enough faithful to count on one hand, Williams has picked up an old rifle and left town, vowing to make good on the words that got good folks killed, and right what's wrong down south at the tip of a barrel. Corey quickly picked up the nickname 'Singer' for the church hymns he constantly hums.
>Health: [Healthy]
>Money: $5
>Belongings: Preacher's Robe, Rucksack
>Level: 0
>Fame/Infamy:
>Combat Skill: [Good Accuracy]
>Misc Skill: [Synergy: Emily the Crazy]
>Equipment: [Good Rifle inscribed with John 14:6]
>Followers: [Emily, Cured Crazy], [+3 Friendly Rebel Soldier Prisoners], [Slave Town Garrison]
>Bonus: [Praise the Lord, and Pass the Ammunition] Increased combat skill, especially against certain evils and persons.
>Location: Danielsville
>>
Rolled 96, 2 = 98 (2d100)

>>44214728

1: I need to get a meeting with the man in command here - and stop their damn movements so I can talk. On my part, all I've gotta do is get him to understand some of the points of my economic plan first and foremost. We'd be a richer nation for it by freeing the sentient and developing a freeman-based labor system of individual equality, though still keeping the ones that aren't exactly.... intact. Phase them out soon enough, I can only hope.

2. If he doesn't like my economics, I'll move on to my moral and religious course, something I myself am something of an expert at, if I might say so myself. Jesus himself spoke against slavery, did he not? Ephesians 6:9 tells us: "Masters, do the same to them, and stop your threatening, knowing that he who is both their Master and yours is in heaven, and that there is no partiality with him." All the civilized people of Europe have abandoned slavery, and was not the original confederation signed on the value of a land for equality of all men, where any could make his own stake and living and become an enlightened individual of his own virtue? Now, I'm not trying to uproot a whole system or thought right here and right now. All I'm saying is that maybe you should give this some consideration, mull it over some, let me and my boys move on and reform the movement so that I can speak to a bigger crowd, show some people that there's a better way than forcing every lot of people under our own white race to work like us. Whaddya think, then?
>>
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Rolled 83, 7 = 90 (2d100)

>>44214459
Name: Thorgrad "Doc" Scruffington
Fluff: The Illegitimate son of a Dwarven mage from deep in the south, Thorgrad was never a stranger to hardship. Abandoned by his parents at an early age, Thorgrad had to learn to survive on his own. When he turned 15, he left the confines of the south to head west as his father did in search of fortune and fame. What he found was bandits and bugs. The world was a harsh place, but Thorgrad learned to survive. He spent time in mexico, a mercenary for the Spaniards, helping them suppress the poor Mexicans who just wanted some freedom. After seeing a whole village put to the sword, He scavenged a pair of six shooters from a corpse on the lonesome trail and headed north, hearing tales of the riches to be made in the region of Fort McCornick.
Color: Black
Race: Dwarf
Belongings: Clothes, Rucksack
Health: Healthy
Money: $100
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy:
Combat Skill:
Misk Skill:
+[Weak Healing]
+[Simple Clanker Tinkering]
+[Basic Clanker Skill]
Equipment:
+[Sword]
+[Average Revolver]
+[Booze]
+[Bullet Resistant Charm]
+[Average Steel Armor ]
+[Enchanted Luck Charms]
+[Average Clockwork-Chain Gun]
+[Average Battle-Axe]
Location: Fort Nucky
Party:
+5 Dwarf Companions
["Pincers" the clanker scorpion]
1/10 [Weak Anti-magic charm]
White Phospherous 1/7
5/7 [Weak Clanker Tinkering]
2/5 Dwarf Hill Home
+[Large Stockpile of Weapon Parts and Explosives]
+[Control Spell]
+1 [Small Horde of Scorpions]
3/7 [Average Healing]
[100 Barrels of Ale]
[200 Boxes of assorted alcohol]

1. A fine piece of hardware this is! Some more could definitely be useful, but we'd need the raw material first. Continue the work on the mining clankers, find a way to reinforce their structure to withstand the high temperatures of the magma

2. After doing that, I wish to study my own design, this powerful form would make a mighty clankermen indeed
>>
Rolled 2, 20 = 22 (2d20)

>>44214459
The titans crossed the no-man's land under the thunder of Artillery and the lightning of Witches, their sworn goal to destroy the main force of the Union.

1: To ensure the Outpost's slaughter, the greatest of the Union's defences must be destroyed. The Aztecs would be led to the Ohio with the goal of ripping it to shreds, for it is the core of the white parasite's morale, and to shatter the land-battleship, would shatter the morale of the Yankees.

2: Meanwhile, on the path to the Ohio, the Asztec Titans would take strikes against the witches and airships above, spears piercing their hulls and hands swatting down the magical 'flies'. Even if the airships rose higher into the dark skies above, the Titan's Archers will fire upon them with ancient arrows, engulfing them in a destructive explosion.
>>
Rolled 5, 2 + 5 = 12 (2d20 + 5)

>>44214821
Rolling
>>
[writing]
>>
Rolled 4, 72 = 76 (2d100)

>>44213969

Stats

http://pastebin.com/1XsrhwHg

1-2.

Otto looks upon the union army, he feels the earth tremble as his own writhes behind him. This will be a historic first. Man and bug, Union and worm – together against a common foe. They will breach the spirit realm of the Aztec’s and face the machinations of their gods. Should they succeed the rewards will be plentiful.

Otto regards Salina. She had done well, together they would unite the Union and the bugs for a glorious future. Her actions alone show that what Otto saw in the union exists, they adapt. Challenges arise and they face them, if they can’t then they change so that they can. It is admirable. Otto speaks to Salina. “It is good to see you again, Salina. We are ready when you are.”

Otto then turns to his own forces. “We are going to be attacking in force, the Wormlings and the Medium Worms will go first, focus upon unarmored targets such as light infantry, animals or open top vehicles, if there are any. Grab their attention to make it easier for the Huge worms and Titan Worms to follow in and surprise the heavier, stronger targets to dispatch them. I will attack with the Huge and the Titan worms and the Vanguard will be on me, to protect from any surprises and support me.” Otto’s worms begin emitting an overwhelming cacophony of low guttural clicking noises, the war cry of the worm, amplified a hundred thousand fold. They were ready.

Otto ‘looks’ back to Salina to speak with her again. “I recommend that you enter after we have secured the area, your forces are far more valuable than my own. Do you have any other strategic input before we begin?”
>>
>>44214459
POSTING FOR RANDOM

>>44081578
Sheet:
http://pastebin.com/iDqXNDKC

1. I'll Choose the armored Chest piece, and graft it Thorgrad to protect the lugs heart

2. This aztec machine is old, yet so advanced. Studying it can only help me in the arts of clanker making
>>
Rolled 88, 25 = 113 (2d100)

>>44215271

dice
>>
Rolled 67, 69 = 136 (2d100)

1.2. Use my tail to scoop up as much bone, muck and silt as possible and spread it in a cloud throughout the water to cloud its vision, before doing my best to get past the beast and up those stairs.
>>
>>44215350
http://pastebin.com/UwtsLMmK
>>
Rolled 89, 25 = 114 (2d100)

>>44212415
>Name: "Sunny Sanchez"
>Color: Light Blue/Teal
>Race: Mexican
>Fluff: Sunny Sanchez the sleeping gun! This Mexican spends all his time sleeping in the sun covered by his large sombrero, drawing faster than he can wake up. His goal in life is one day becoming a famous ex gunslinger who runs a bar. And occasionally slacks off in the sun.

>Health: Boozed out of your skull. Alcohol poisoning
>Money: $5
>Belongings: Clothes, Rucksack, [Siesta], [Weak Body Armor]
>Level: 2
>Fame/Infamy:
+ Hero of the Rebellion (dat 100)
>Combat Skill:
+[Gunsliger +5]
+[Accuracy]
+[Great Gunslinger]
>Misc Skill:
+[Ladiesman]
>Equipment:
[+Sombrero, fluff bonus and you stay healthy a bit better]
[+Golden Pocket Watch]
[+2 Good Revolvers]
[+1 Enchanted Spanish Imperial Armor]
[+Box of Dynamite]
[+Wooden Wand]
>Contact:
+Father Leandro

>Bonus: Something of a gunslinger!
[A True Spaniard] You can get away with 'most' anything in Spain and always find a place to stay and eat
+Companion [Thief Companion]
has [Good Thievery], [Rápido Gonzales- Hard to hit and a fast runner]
has Fame: [Sombrerod Forajido]
+[The Holy Grail] - Unlocked, and here to cure the world of its ills
+[Lazy Donkey]
+[Loyal Banditos]
+[Allegiance of the Order]

1-2. Dios mio!

Once more Sunny awoke in some desert with a bottle of "El Burro" Tequila in his hand and no memory of the last few days. It was hard to tell what was going on but Sunny suspected that some hijo de puta slipped something into his drink. Sanchez would like to meet the man who had such big testículos. And then shoot him. In the foot. He was no murderer after all.

Scratching his head and putting back on his Sombrero Sunny looked around. There had to be some insinuación as to what he had been doing.
>>
Rolled 54, 55 = 109 (2d100)

Name: Adam Evening [AKA: "of the Evening"]
Race: Human
Fluff: Adam Evening has no history. There are some who say that he is dead, or that he will always be alive. Adam known for his viciousness, callousness, and brutality. He derives glee from the slaughter and chaos in the world; he finds war and combat to be reflective of values most high. He is both a cynical nihilist and a creature of violence, but is a perfect fit for a violent age; he is no Christian man. “They say that I am the criminal now, but the only thing I am guilty of is having fun in a world of evil. It is god's only truth is what we feel, and I feel things that I must express in action; small minds and weak hearts will never understand. Only god and the devil will, and all men of flesh are only here to help me express myself to those powers.”

Health: Slightly Injured
Money: $5
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy:
Combat Skill:
Misc Skill:
Equipment:
Minions: 5?
-1 Bandit, Injured

Bonus: Inspiring Leader - Your dedication to your belief that life exists for the thrill of it, letting neither morals nor law get in the way of you, and your assortment of trophies and medals makes you an intimidating bandit figure indeed. You gain bonuses to leading, intimidating, or interacting with bandits and intimidation in general.

Location: [near the expansive Rockies]

--
Actions [Continue the attack]
--
1.2. Adam continues the attack and draws a hidden revolver with his good hand; his horse seems to have a mind of its own. "TELL THE DEVIL I'M COMING, HERESY AND MAGIC AIN'T NOTHING TO HATE AND THE GUN!"
>>
[writing]
>>
Rolled 17, 40, 85, 50 = 192 (4d100)

>>44215426

>>44215350
>>
Rolled 68, 53 = 121 (2d100)

>>44212415
>Color: Black with Yellow Communist sickle and hammer emblem on the front
>Race: Warforged ( Note: I want to be as tall as Liberty Prime which is like 20 or 30 feet but that's pretty tall so I'll just say 10 feet.)
>Fluff: _Prime Directive: Remove all American Threat… America is a temporary setback on the road to Communism.

>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill:
>Equipment:
>Places of Power: BallinGrad(77 Well-Armed);(19 Trained Guerilla Partisans); [Guerilla Tactics]; [Iron Mines]; [Red Network Engineers]
>Followers: [111 poorly armed refugees]; [100 Communist Spider Tanks]; [1000 Followers]
>Bonus: [Eye see what you mean] Start with Combat Skill: [+10 Eyelaser][SteelSkinned] Non calculated fluff bonus which will help keep you healthy and resist stuff thanks to being a robot[Communism is non negotiable!] Non calculated fluff PENTALTY to certain NPC interactions. Actually, almost anyone who cares about politics who isn't a Red will probably try to shoot you on sight. But you do know [Red Revolution Network] which you can find safehouses and help.[Nat100 BallingGrad] - Its people have Balls of Steel, and so is it's walls made of the same metal.
>Location: BallingGrad

1-2; Head out now, spread the word the glorious revolution has pushed back the imperialist pigs and now it's the peoples time to shine! Gather proper supplies and metals for equipment
>>
So how do you even join in around this here watering hole?
>>
>>44215631
Well, I normally open up spots when I feel I'm in a position to handle more players. Currently it's late game but there are still some newbies holding on and its general not competitive.

I could open up to one more, just don't mind a 3 or 4 turns a week gameplay.

Got a character in mind?
>>
>>44215705
Naww, if your tale is nearing the end of the bar-tap then don't mind me none.
>>
>>44215742
I wouldn't say nearing the end, not for a while at least and certainly not at my current pace

I may be opening up personal win conditions though.
>>
>>44215779
S'pose I could rustle up a pea-shooter if you don't mind another voice around the campfire.
>>
>>44215955
Your call.

I'll open up to it just this once

---

[Still writing current update]

----


Fill this in
>Name:
>Race: (You can play any race in theory, but please try to keep it like a “western character”)
>Fluff: (Make this good, and your bonus will probably be good as well.)

Don't fill this this:
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Combat Skill: Skills or Equip that pertain to combat
>Misk Skill: (Skills or Equip that don't pertain to combat)
>Equipment:

>Bonus: Based on fluff

>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)
>>
Working on it bump
>>
>>44215995

Hi there, I'm somebody else and I just saw what you said about [just this once]. I just decided to post the guy I made anyway as I worked kinda hard on him. In the end it's up to you though.

>Name: Brandondo Cassidy

>Fluff: Brandondo Cassidy is the affable, clever, talkative leader of the outlaw Hole in the Wall Gang. As charming as he is handsome, this rugged desperado is infamous for his numerous and extravagant heists in the wild-west, from The Union, the CSA, and everywhere in-between. Since Brandondo has assembled a talented gang of bandits over the years, as loyal as they are lovable, and established themselves as one-of-if-not-the most formidable stick-up artists this side of the Mississippi. And the only thing they’re better at than hold-ups is staying two steps ahead of Johnny Law. In his free time, Brandondo enjoys further honing his already virtuoso-status on his decorative harmonica, ‘Silver’. His closest companion is the laconic dead-shot "Sundance Kid", infamous for being amongst the most peerless gunman: alive or dead. His lightning fast hands make him exceptional at sleight-of-hand, and on an unrelated note, he thoroughly enjoys poker. The dynamic duo’s closest confidant, schoolteacher Etta Place, frequently hides them from the law, and Ms. Place is the Kid’s one-and-only, but has been best-friends with the pair since their childhood. What thrilling adventures will these amiable desperadoes embark on next?

https://www.youtube.com/watch?v=_AoCK5r2TWg

>Color: Rodeo Red

>Race: Third Generation Italian-America

>Health: Healthy

>Money: $5

>Belongings: Aside from their fashionable and functional western duds, these two lovable outlaws each carry a Colt Single Action Army revolver. Brandondo owns a new technology known as a bicycle, and shares it with The Kid’s lady from time to time.

>Level: 0

>Fame/Infamy:X

>Combat SkillX

>Misc Skill:X

>Party: Sundance Kid

>Bonus: X

>Location:X
>>
>>44216659
Will add you.

Warning, I'm getting some killer delays from IRL stuff so this next update may take a while. I may extend the game through tommorow, but no guarantees.
>>
>>44216659
Did you even read the OP?
>>
>Name: Wendigo
>Color: Black
>Race: Human
>Fluff: I am Indian Jesus. You will bow before my will.
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: Union: EVIL SORCEROR, Indians: Prophet of the Spirit
>Combat Skill:
+[Amazing Nature Magic]
+[Weather Magic]
+[Earth Magic]
>Misk Skill:
+[Divine (Meta)cognition)]
+[Shaman Healing]
+[Amazing Inspire]
>Equipment:
>Location: Indian Territory
>Party: 6x [Deathly Loyal Warriors], 1x [Barren Mounds Garrison], Shamans 3/10
>Bonus: [Sound the Drums of War!] You are treated as a prophet, and can occasionally call indians (based on your current level and your *location*) to temporarily fight for you! Roll a 1d100 in battle and see how many come to your aid. They may also listen to you in other matters.

So it was in a dark tent in the middle of the indian war camp that I knelt in communion with the gods and thought a simple thought upon ending my messaging. Its been awhile. I could feel that familiar weight settle in the pit of my stomach as I laid down another line of warpaint along my chest. I could feel the sound of the war drums reverberating throughout my chest as I smeared chalk over my face and weapons. I could hear the cry of my warriors outside my tent as I stood up from my kneeling position and cleared my mind.

There was only one feeling left as I strode out of the tent with my hatchet in hand and a ball lightning rolling between my fingers. There was only regret about the killings and sacrifices to come as I smiled and whooped with my braves. I have found that with time that this feeling leaves. I will soon become the prophet that the Blood Gods wanted and descend into the savagery that they want. For now though, I will mourn silently even as I lead my army out onto the field with grand clouds trailing behind me.
>>
Rolled 5, 7 = 12 (2d20)

>>44217128

1) Even as they approached the grand kill-zone, Wendigo was already at work. Great clouds of destruction started to float across the battlefield and lay down a haze of grey upon it all. Once they first took steps upon the field of battle, great chains of lightning would start erupt along the union battle lines. Massive amounts of rain would smack into their lines and the ground beneath them would seemingly turn into mud like magic.

The greatest magic in his arsenal would take hold though as the wind increased intensely in pressure and magic. Three great tornados would touch down out of seemingly thin air and race towards the union battle lines. One would proceed ahead the Aztecs heading towards the Ohio, providing cover and destroying all in their way. The other two would race towards the union fortifactions.

2) Once the tornados had been formed, he gave the order for his armies to follow in their tracks and swarm the greatest enemy. He advanced rapidly alongside them and worked his magic to ensure their safe ascent to the Union positions. Great rock walls would rise out of the ground to block union fire and artillery while the ground underneath their feet would assume a unheard of smoothness for their charge. If they managed to reach the trenches, Wendigo would literally start cave them in with the Union inside as he drew the mines and barbed wire underneath the dirt.
>>
Rolled 17, 12 + 5 = 34 (2d20 + 5)

>>44217185
>>
Okay, this is a BIG lot of battles, I will be frank and say this will probably not get done today, but I WILL work on it and try to put it up tommorow.
>>
Rolled 61 (1d100)

This roll is for Corn related things.
>>
>>44217305
Okay, so in fairness, I will provide the Non-War people an update they can sleep on tonight.
>>
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Best girl here to save the day once more
>>
Rolled 77, 65 = 142 (2d100)

>>44213471
>Name: Amelia 'Rider' Dixie
>Color: Pink (or whatever is available)
>Race: Human
>Fluff: A young Texas witch, Amelia was raised on cattle drives before her magical gifts were discovered by a group of Texas Rangers passing by. 'Recruited' to the Rangers, she received training and helped bring justice to a number of Spanish bandits that plagued the territory before the Confederate States of America sought to bolster their own forces at the expense of the Rangers. The independent spirit of the young witch has chaffed at her superiors and her tendency to borrow horses to sneak away for rides has resulted in quite a few soldiers 'gifting' her a lecherous nickname. The scum.
>Health: Healthy
>Money: $0
>Belongings: Clothing
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill: [Pockets of Holding]
>Equipment:[Average Wand] [Average CSA Uniform] [Strange Rifle from your Pocket]
>Bonus:[Witch] - You have a strong aptitude and knowledge of magic and the magical arts
>Location: Barren Mounds

1&2.

"Well, shug, you forgot two things." Amelia holds up her left index finger.

"First, don't fuck with Texas. Second? I've got pockets, bitch."

Amelia pulls her [Strange Rifle from your Pocket] out and uses it as a channel for an attack spell, seeking to blow a hole through the Union Witch's chest, or just beat her to death like the rabbid dog she is. Fighting was dirty, after all.
>>
Rolled 38, 67 = 105 (2d100)

>>44218608
>>
welp
>>
Thanks for bumping guys.
>>
bumb
>>
>>44214487
[Wosey Jales]
In a last act of patriotic desperation you have your party charge the airship. They see you coming and rush to take off, leaving some of the men and machines behind to fight you. But you ride past them and jump just as it takes off and leap over onto the ramp.

You jump. And tumble across the ramp, all except one who bashes her skull against some metal and cuttng her arm against some sharp metal badly.
>Julia – Injured Badly
>Lose all horses

Julia isn't unconscious, just hurt and shows a bit of courage as she weakly tries to lift her wand in a defensive position on the floor but she is bleeding out. Towards the two dark men staring back at you.

The rest of you four now find youself on the ramp of an Airship, the metal package being carried by the two men in black who brought it aboard.

Union spies! The airship deck is well lit with electrical lighting, but even here it's hard to keep a look at them. There's only the two of them left, but they drop the package to the ground and begin to move devlish magical speed or illusion blending out of sight, but you faintly saw some dark knives shimmering with an unnatural blackness. It's hard to tell can't tell if they are charging at you or moving away, you can just only hear footsteps, but you just feel some hostility and know they'll try and strike you.

You also hear the sound of other airship crew coming down.

>DON'T POST
>>
bunp
>>
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>>44214582
[Andrew Johnson]
You lift up the basket from the water, but then realize it's. . .actually very heavy. This is not an infant but a small child. You aren't sure exactly how old he is, remembering Indians age so much faster than white man, but you gauge him to be similar in age to your own children.

“A child! From the water? How peculiar” says Alicia, as you explain to her bringing in the basket. You show it to her, and she recognizes the material.

“These are corn stalks and leaves bound together. This was a product of magic, look how its not woven by human hands, the stalks grew into the basket.”

Alicia and you lift the child from the basket, and notice something strange about the blanket he was wrapped in.

“There is writing on the blanket. It's a word in our tongue, it says 'Wahchinksa'. It means 'Wise”

Whatever could it mean, you both wonder. Is it the name of the child? His father?

The child moans, and Alicia recognizes he is hungry. She gives you a look that you recognize, and you nod your head as she begins to feed the child, as she is still feeding your own children as well.

You talk quietly through the night, and Alicia asks you what should be done. Should we care for the boy until we find his parents? Later she would clothe the tiny boy and resting him among your own children in the night.

Looks like for now you've got a fourth child to think about.
>>
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>>
self bump
>>
>>44214748
[Corey Williams]
Determined not to leave but to stay the soldiers before are unable to hide their sheer anger and rage towards what they perceive as a “treasonous traitor to his nation, his species, and of God in heaven” and come this close to arresting you and going back on their word, until providence has it they instead inform you are requested to be met by their commander.

Brigadier General Crenshaw. As you are seated, he motions to his guards to leave the room, and lock the door.

Once alone, he pulls out a strange stone that he taps on his table, and the room around you becomes surrounded by a magical glow that covers all surfaces of the walls, ceiling, and floor, and suddenly you realize you no longer hear the sound of troop movements outside.

Just the two of you now, staring at each other, sitting calmly.

“So you are the white man that leads the slaves in rebellion. Well, what do you have to say?”

Listening to your words, he sits down and is quiet as you explain your reasonings for abolition and slave freedom.

Pondering for a moment, he speaks. He tells you that he was a southern businessman before the war, hence how he ended up in a position managing the rear lines and logistics.

And he believes what you have to say. He's seen how the economy of the south faltered in the face of so many other nations, and slavery indeed was the cause. For all the talk of how slaves were a profitable for small businesses and plantations, the fact is, they were stagnating the whole for the benefit of a few. They couldn't learn new Darwinian farming techniques, or be expected to train or manage beasts, all they were was reluctant labor.

He also tells you he puts little stock in faith, as he has seen both sides of this rather irrelevant argument for or against slavery. Master race? God ordained? Let the others cling to whatever story they wish to believe in.

But there are facts to be had.

>con't
>>
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>>44230744
Let's suppose for a moment, that I am in agreement with you. Then what? Do you expect me to disobey orders and become a turncoat to my nation? That my soldiers will even entertain such an idea?

My orders are to retake the town at all cost. . . and to pursue the escaped slaves until they are no longer a threat. And I'm not about to betray my duty because of political beliefs. How can I even be so sure that what you say is true and there isn't a bloodbath going on.

If I don't take the town, they will replace me with another who will. I am already at risk simply talking to you and not making actions against you here and now.

What do you really think I could do even if I wanted to?

>you may reply
>>
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>>44230744
>>44230783
>>44214748
"There is of course, one last thing I need to tell you about.

Something that could even change the very notion that slaves are unprofitable in the first place.

There is a device being distributed. "Dr. Madina's Helmet"

It's a device invented, and tested, to turn unwilling slaves completely obedient, subservient. . .and even intelligent. I've seen it myself, in a demonstration. They plucked a random slave and put the helmet on him, and made him play Schubert on a grand piano and recite Shakespear without having ever read a book.

It's still being tinkered on, but something like that can and will in time revolutionize slavery as we have known it, turning and even your argument will die on the vine.

They'll see that they now have completely loyal, willing, and intelligent labor. No more chains and whips or camps. Even if you do escape here and spread the message, it sounds like it's going to die on the vine."
>>
>>44230744
>>44230783
>>44230900

"No, sir, I don't expect you to turn your coat. I would never ask any man to do such a thing, and I wouldn't do so myself. As you and so few others can see, what I am for is to make this great nation of ours stronger and more powerful, not let us fade into slave-based obscurity or the dregs of unethical practice. Give your soldiers some well-needed breaks, let them rest on the trail as we pack up and leave, is all I'm asking you to do. Nobody's gonna complain about that. After that, all I need you to do is live, Mister Crenshaw. The message of slavery, and how it's bleeding our nation dry and to the bone, off the back of the innocent no less, that's got to live on. A message that you can help me spread and show in a positive light, right until I can reach the highest echelons of society and strike justice and rationale into the hearts and minds of the leaders of our great nation. People are starting to see who Slavery really helps, and that it hurts everyone but that small little section of the oil barons and plantation bandits."

Corey takes a step back, coughing as he fixes he preacherman's robe.

"I've heard about that device. It's a horrid abuse of technology, and if it's used, it's gonna cement the slavery that's made our nation this weak to eternity. I intend to destroy it. If that horrid piece ever makes it into the hands of the top-line, slavery in this country will never be touched again."
>>
>>44231066
"Time. You're asking me for time.

I play a dangerous game giving it to you. Both my superiors and my subordinates are like angry dogs asking for blood.

I cannot presume to be able to slow down our advance by much, if at all, but I can say this. When we take the city, and if I find that you were true to your word, that the civilians were not harmed, I will have my army focus on rebuilding and repairing it. That will be the amount of time you will have for your. . .people to flee. But I strongly suggest you ride now and have your freed slaves leave the city by any means at once.

I will inevitably be one of many to pursue you, but there will be no fire in my chase. . .if I find you were fair to the civilians.

If I find you were not, the devil won't be able to get to you before I have a say."

>You may reply and/or leave
>>
>>44233227
"I'm a preacher, Bigader General. Any man that acted in a way that God would frown upon is hanging from the end of a noose, same as I'd call for any freeman acting in such a manner. I've done my best to maintain order in the face of chaos, and that's what I'll do for the whole Confederacy."

A small gesture of genuine respect is given before Corey takes his leave.
>>
>>44233358
You leave, and feel cold the gaze of the eyes of the Confederate soldiers as you do.

---

Meanwhile down upon the road, Emily sniffs the air and then moans at you, pointing at something with her clawed hands.

"Mhm!" she says, which is much better than the barking she would do before.

And there, behind a patch of earth you find a young brown skinned boy, alone and naked in the dust and mud, crying, abandoned. An orphan?

>DON'T POST
>>
>>44233950
How curious. God wouldn't want us to leave this poor child alone. It's only just to take it upon ourselves and attempt to find the small boy's father, or whoever lost the lad. I can only hope it was an accident and not some heartless abandonment...
>>
Rolled 15, 20 = 35 (2d100)

>>44234674
ADDENDUM: MAKEUP ACTION:

1: Attempt to find the parent of this crying, small child. I don't have time to spend more than an hour doing so, and if I can't, I'll have to take his care upon myself for now, being the only one nearby able to care for the boy.

2. Make it back to camp and start to pack up. Spend a short while tidying up and compensating any damage done, helping civilians and punishing wrongdoers, and then we leave. Back to the underground railroad, the path sealed above us. We've drawn some attention now, and the most important thing is to leave the community aboveground in a better state than when we found it before we go. We don't have much time now, though - we need some time to escape still, but I must do the best I can in this limited constraint.
>>
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