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Doubles decide which classes to include in our next setting.
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Doubles decide which classes to include in our next setting. We try to flesh out the setting once we get some classes.

I start: go GEOMANCERS!
>>
Worst class in FFTA2. But I never played FFT so who knows how they were then.
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>>44482733
Nekomancers. Cat control. Higher levels not only grant big cats, but also creatures that aren't strictly pure cats, like chimeras.
>>
>>44482733
Why does one not wear pants and the other not wear shirts
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>>44482782
Japan
>>
>>44482782
because it can't be the other way around, damn prudes
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>>44482733
Welp /thread.
Congrats, got your rock nerds.
Captcha: Mountains. HA
>>
>>44482733
>arms larger than legs
why
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Mancemancers.
They use mages.
>>
Papermancers:
they cast all magical spells from runes, text and other symbols written on parchment or in books.
They don't need recharge but can only cast spells from these pages. They also can put pieces of paper and symbols together for different results.
Paper-plane and origami spells are the most basic.
no other regular magic in this setting
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>>44482830
I'm rerollin
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Oneiromancers
>>
>>44482733
Cryomancers!
It's cold. It's cold. It's cold. It's cold. It's cold. It's cold. I'm cold. I'm cold. I am cold. I am the cold. Am I the cold? If I leave this cold chamber, will the cold follow me, or will it leave me? If I am only cold, will I then be nothing? If I stay, I remain only cold, without knowledge of whether the cold is me. I will leave this place. Perhaps everything can be cold. Yes, that is what I should do. I should bring cold. I should bring dark.
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>>44482855
>dat reference and dem dubs
>>
>>44482733
>>44482844
>>44482855
Geo-, paper- and cryomancers, I'm loving it.
I see some druid/scholar/warlock thing arising.

Also bat-riders. They are knights on bats.
>>
>>44482888
>dem trips

Venomancers: wizards who manipulate poisons and specifically viscous fluids for no apparent reason other than thematic correctness. Yes that includes maple syrup.

They work either like Avatar-esque water benders, or by conjuring blights on their foes from within them. Alternatively, they could work to dispel such effects, becoming a healer rather than a destroyer.
>>
>>44482803 (me)
Scratch that, thought you only meant one class. I'm a twit.

>>44482815
Also re-roll
>>
>>44482844
>>44482830
>>44482733


OP here; sorry but re-rolls aren't allowed. I forgot to clarify it on OP. Otherwise, this threads degenerate rapidly on a re-roll fest.

>>44482855

1.Geomancers
2.Cryomancers
3.
4.
5.
6.

two casters already! should we get any trips decides the class that will illustrate the book cover
>>
Not sure what they would be called, but warriors that grow more powerful as they take damage.

If they're near death, they're basically unstoppable juggernauts of destruction. They'd need some way to keep themselves alive as they're being murdered.

Blood Knights? No. Reavers? Maybe. Krieg? Yes.
>>
>>44482900
Giant bats or tiny knights?
>>
Pyromancers
>>
>>44482900
OK, we'll take the papermancers!

1.geomancers
2.cryomancers
3.papermancers
4.bat riders
5.
6.

this is reaching awesome levels very quickly!
>>
>All these magic classes
Tricksters: they are harmless looking types who specialise in parlour tricks, fighting with edged playing card, canes and various smoke bombs. They seem like average connoisseurs, but actually have secret gatherings and are often employed by wealthy people.
>>
Illusionists.
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>>44482936
I'm gonna go with Shadow Puppeteers. They're a distraction based class that use lights to blind and the shadows cast by said light to enthrall and ensnare.
>>
Peasant.
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>>44482949
wow you're imaginative

Oneiwomancers. Wizards who manipulate dreams; their conjurations can be as wild as the wizard's imagination and skill, but they hold no sustenance. More often than not it's more like being on LSD, though. You're not gonna get a lucid dream unless you're an epic-level wizard.
>>
Life Knights.

Incredibly durable, with the ability to heal others, but not themselves.
>>
Thie- I mean, treasure hunters.
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>>44482900
>>44482855
>>44482733


HOW THE FUCK IS THIS HAPPENING


I'll try to go. Gamblers. They are blessed by Lady Luck or some other kind of god. They should get boon for pulling off risky maneuvers. They have no real specialty, but rather just bonuses on everything.. Could be some variant on rogue.

https://www.youtube.com/watch?v=cFDkmewpjM8
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Boxers. Fighters who take down anything that gets in their way with good old fashioned grit and fists.
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Gentlemen.
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>>44483022
They're like upper class bards, right?
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Comets. They specialize in speed, and can glide long distances using specialized wingsuits.

>>44483022
Hot diggety damn.
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>>44483022
Dubs. But how would they work? Just be a charisma class?
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>>44482962
>>44482951
Compounding on Tricksters:
>Stage Magicians
They're the circus carneys, the insurance salesmen, and the street performers: able to pull off minor deceptions, but their main strength lies in fast-talking and bluffing their way into places and people.
>>
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>>44482888

Memancy confirmed?

I propose dribblemancy
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>>44483043
They could be. I'm thinking socialites with a side of sword-cane.
>>
False Prophets.
>>
Riders. They specialize in combat on anything moving, whether on top of a train car or on horseback.
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Jugglers. Masters of thrown weaponry.
>>
Magical Girls.
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Orchard Tenders. They just grow apples and pears and other fruits. That's it. Really.

They probably can throw their fruit at people if they get angry. Yeomanry, though. Great thing.
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>>44483066
AWWWWWWW YEAH.
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Beast Shamans.

>>44483066
Dear me.
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>>44483066
Magical Boys.
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>>44483054
It'd becool to make them like the Gamblers
>>44483013


Another interesting idea for Gentlemen would to maybe make them like type of Paladin. Their code is naturally that of Noblese Oblige.
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>>44482733
>>44482799
>>44482830
>>44482844
>>44482855
>>44482900
>>44483022
>>44483044

>Geomancers
>Damned Prudes
>Papermancers
>Cryomancers
>Bat-Knight-Riders
>Gentlemen
>Stage Magicians
>>
>>44483066
>>44483082
Magical Women
>>
>>44483084
There are many ideas of what it is to be a gentleman so I imagine someone could be like that.

1.geomancers
2.cryomancers
3.papermancers
4.bat riders
5. Gentlemen
6. Magical Girls

Are you taking more, OP?
>>
>>44482855
Cryptomancers
>>
Lantern Wielders.
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>>44482733
Magicannibals
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>>44483099
Which do what? Obscure meanings and truths or just make people confused? Or both?
>>
>>44483097
Oops, sorry, missed Stage Magicians.
>>44483092
....... I know where this is from.
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Silencers.
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>>44482754
In FFT they were decent, but not amazing. Instead of the 6-ish moves they had in FFTA and FFTA2, they had something like 12 moves based on the tile they were standing on. They were also kinda cool in that they could equip melee weapons and armor.

Grass tiles did Hell Ivy, standing on a rock did Local Quake, standing on lava (with Walk on Lava equipped) did Lava Ball, and so on.
>>
Opticamancers.
>>
>>44483115
GOD DAMN I CAN'T HOLD ALL THESE DUBS.

1.geomancers
2.cryomancers
3.papermancers
4.bat riders
5. Gentlemen
6. Magical Girls

Stage Magicians
Cryptomancers


Are you there, OP?
>>
Dog
>>
>>44483132
Dubsomancers.
>>
>>44483114
>Which do what?
Nobody knows. They're pretty cryptic.
>>
>>44483115
>....... I know where this is from.
Good. It's a wonderful webcomic, after all.

Tripsomancers. They use magic to manipulate trips. And make people fall over.
>>
>>44483132
They have forsaken us.

BRING FORTH THE CANDLE KNIGHTS!
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>>44483114
They're all JLU Question.
>>
Shitpostomancers.
>>
Weavers.

They're the acolytes of a spider god that use web to ensnare people and create tapestries that show the future
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Bandage Blades.
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>>44483177
Do they have a respective cleric group for their arachnid god?
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>>44482900
>Bat-Riders
You have my attention.
>>
Breachers.
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Booty Warrior
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Little girls
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Soul Thieves.
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Fagomancy.
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>>44483132
I think this is plenty.

Rolling for Gentlemen / Magical Girls to be gender-based counterpart classes.
>>
Dream Knights.
>>
>>44483198
They're warrior monks.

They gain new followers by converting whoever gets caught in their webs.
Most people can't resist knowing where their future leads, so they join, at least temporarily they think. Just to learn their future.
But once they learn, they can't really go back to their lives. They're filled with a sense of duty after seeing the truth of this world.
>>
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>>44483219
Delicious brown little girls.
They are very flexible.
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Cloud Gliders.
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>>44483245
>Gentlemen are Tuxedo Masks

FUND IT

Also rolling for it
>>
Rolled 13 (1d20)

>>44483245
>>44483281
[waits for roll imminently]
>>
Theologist
>>
>>44483245
I think it would be better if they were seperate entities.

On a similar note, I would argue for male or females in both but that's up to the GM I guess.
>>
>>44482948
All sorts of sizes of bat for different sized folk. Some knights ride giant bats (or tiny knights riding small bats) other knights are accompanied by small bats too little to ride.
>>44483022
>>44483043
They're like bards but instead of making music they are like perfect butlers. Instead of dealing damage to HP, they deal nonlethal social damage to their CP (Comfort Points). For example, Orcs live in squalor and are violent, so they would have a low CP, a simple back rub is enough to convince an Orc not to fight.
But a dragon has a huge CP and it is very difficult for a Gentleman to pamper a dragon enough to submission.
But it's worth it.
>>
Anti-mage
>>
>>44483300
Whew, dubs on my roll.

I guess 13 means that they are stereotypically gender-exclusive, but there is no physical boundary stopping either gender going into either class. A female Gentleman is called a Lady; Magical Boys are Magical Boys, as in >>44483082.
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>>44483223

Theif Souls.
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>>44483315
A fallen gentleman becomes a Supreme Gentleman.
*tips*
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Dragonhearts.
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>>44482733
Dungeoneer
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>>44483315
>All sorts of sizes of bat for different sized folk.
At high levels the knights transform into anthropomorphic bats for ULTIMATE BATNESS?
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>>44483349

Heart Dragons.
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>>44483330
And Ladies still wear sexy suits while Magical Boys wear the same very short and embarrassing skirts the girls wear.
>>
Lion Tamers.
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>>44483354
No, no, no, it's more like Digimon fusion were the knight and their bat partner fuse into a werebat knight. But that's high level friendship magic.
>>
Bees?
>>
>>44483366
I weep tears of joy.

At last, I may rest.
>>
Fencers
>>
OP here; polls closed!

>>44483097

1.geomancers
2.cryomancers
3.papermancers
4.bat riders
5. Gentlemen
6. Magical Girls
7. Stage magicians
8. Cryptomancers

both gentlemen and magical girls are gender exclusive.

The sad part is: guys, I have to go. But you have a magnificent New year's setting here, guys, discuss it and explore it!
>>
>>44483366
YES YES YES YES YES YES YES

Do they tame monsters too?
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Mad scientists obviously
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>>44483394
Yes, bitches
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>>44483387
See you soon, OP
>>
>>44483387
>>44483366
So I guess Lion Tamers don't make the cut?
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>>44483315
>other knights are accompanied by small bats too little to ride
At what point do these become indistinguishable from vampires by external appearance alone, except for vampires having lighter skin tone?

>>44483437
We sort of stopped getting more classes quite a while ago, thus the increase in actual class discussion since.
>>
>>44483387
Bat riders are the equivalent of knights, a class of warrior-nobility.

They're the major commonly accepted currency of warfare. Strategies are designed around them. Siege defense is repelling bat riders. Assaults are mostly just getting through those defenses. They're the heroes of stories. Young boys often aspire to be bat riders when they grow up.
>>
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>>44483437
They made the cut in my heart.
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Swashmagus
>>
>>44483387
Add Weavers and Lion Tamers to that list.

Alright, now that we got our classes... what kind of setting do we have here? Based on the class distribution, there seemed to be a high level of magic around. Plenty of magic-based classes.
>>
Hug healers.
>>
>>44483529
Learning magic and magic lore is alongside literacy and basic arithmetic, except more practically useful. Even individuals without magical talent learn Stage Magic, and learn to accomplish seemingly impossible feats with guile, preparedness, and superior knowledge. Stage Magicians are essentially rogues.
>>
>>44483529
I'd say there's a bit of a "carnival of life" theme emerging. Lots of performance based classes.
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>>44483504
Not all bats drink blood. Some eat fruit, nectar, insects and other stuff. A knight's armor and perhaps magic is related to the species of bat that is their companion.
There is a lot of variety in bats.
>>
>>44482733

Rapists
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>>44482810
They skipped leg day
>>
>>44483387
So what kind of things do papermancers do?
>>
>>44483917
rollin for this idea. Fleshing it out, make them cultists of some sort of dark sex diety.
>>
>>44484022
>>44483917

>>44483387
>>
>>44483664
It's not enough to save the world, you have to look fabulous in doing so?
>>
>>44483387
You better come back here and tell us about your game.
Who am I kidding, there will be no game.
>>
Does anyone want to try some dubs-based worldbuilding?
>>
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>>44489758
Start us off here.
>>
Enchantmentmancers
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>>44483085

Damned Prudes sound like a terrifying class. Does this mean that in this setting being a Prude is evil and can get you demonic pacts? Is there a demon lord of prudishness? Is their plan to wipe out sentient species by stopping them from having sex?
>>
>>44489758
>>44489924
Alright, I'll try first.
Major cities and large towns are often located on the backs of slow-moving megafauna. Most of them are gentle herbivores but the more savage races have been known to settle on the backs of some of the few mega-predators.
>>
>>44489758
Each major city is located in a different existencial plane and each plane is themed after a chemical element
>>
>>44489758
judging from some of the classes, my suggestion would be that the setting is a pretty fancy arts-heavy world
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>>44483265
reroll
>>
Magic is only possible if the caster use heavy hallucinogens, and the effects are pretty LSD-esque
>>
>>44490400
>several classes are rather fancy and high-class
>magic is a hallucinogen
>adventures look like alice in wonderland
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>>44483255
Well now they gotta be added in twice
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>>44482733
Genitalia-mancers.
>>
>>44483387

Half of these classes are 'mancers. Not a very martial world.

>Bats
Bat Riders use a very specialized form of magic relating to soundwaves and animal empathy to summon and control giant bats.
In combat they employ aerial jousting techniques or mounted archery.

>Gentlemen
Duelists with sword-canes, pistols, and swooshing capes.

>Magical Girls
They use a form of magic relating to buffs and transformation (mostly derived from the use of wands) and some limited animal control/communication.
>>
>>44490400
I wonder if the quasi elemental planes of LSD and psilocybin exist
>>
Cryomancers, counter to the stereotype, live far more in tropics regions than polar regions, seeing as there's more a demand for their services in areas where meat spoils quickly and people boil alive.
>>
>>44482754
Loved em'. Not great damage but never missed and had nifty status effects.

Fuuuck. Fft time.
>>
The races of the setting overthrew the gods/titans/precursors, and have inherited their role as caretakers of the cosmos
>>
>>44482733 Potato Barons
>>
>>44489758
The setting is animist, most of the spells actually being rituals invoking the spirits related to their element and requesting their aid, the drugs allowing them to perceive the resident spirits.
>>
Cock Rocketeer
>>
>>44482754
Decent class. Low damage on their elemental abilities but every damn one of them did some sort of status effect. So it was ok.
Also needed to get the Buster Sword for Cloud (cloud sucked)
But if I remember correctly Geomancers had top tier stat gains/exp level.
>>
>>44482733
Beast Sorcerers
- they hunt magic beasts and eat their cores to learn new abilities , spells or to improve their physique.
- when they use magic they are surrounded by a phantom of the creature their magic/ability originates from

Think of them as blue mages.
They have a limit of abilities/spells known per level that scales with their sorcerer level.
>>
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BEHOLD THE HAPPYMANCER
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>>44483118
>>44482754
They were 'mediocre generalists'.

The formula for their geomancy was I believe [PA/2] * [MA] = DMG. Then there was a small chance of inflicting a status effect, and the elemental damage depended upon the tile you were standing on. Generally this was a very very weak damage formula (PA = Physical attack stat, MA = Magical attack stat) as simple weapon attacks were often things like PA * Weapon Damage, and magical attacks could get really wacky with stuff like ([casters faith * targets faith / 10000] * [Spell damage number] * MA) which lead to very high damage attacks.

The biggest advantages to geomancers were that their class attacks were instant & small area of effect. They could wear clothes & hats (easily some of the best 'armor' in the game due to its stat bonuses), they could wield swords (which were incredibly consistent performers among the weapons) and they could use shields (which not a huge amount of classes could use) which made them fairly generalized 'skirmisher' types.

Geomancers in FFT unfortunately didn't have any real exceptional stat growth values, or stat multipliers, which made them significantly less relevant than many other classes. Combined with their only mediocre skillset and you were basically in a position where they were mostly only used to unlock other classes (like the ninja). Their equipment choices were powerful, but unexceptional... and while they were one of the few classes that could equip axes, axes were sadly bad due to randomized damage (and ironically squires having a technically stronger skillset, despite not getting shields in their equipment list).

Ninja's were generally better due to being blazing fast (and maces actually being fucking awesome for their high weapon power when combined with knight skills for braking things) and above average PA. Monks were easily one of the strongest 'warrior' classes (high hp, high PA, good skillset). Black mages had obscene MA, white mages were fast with decent MA.
>>
Doubles:camp "follower"
Trips: dung collector
>>
OP here, I'm working some system and stating classes, but I'm gonna need your help. DO you like what I have by now?

>assign +2, +1, +0 and -1 to STRength, DEXterity, WISdom and SPIrit.
>roll 2d6 + stat to do things; 10+ is a success (you hit), 7+ is a success at a cost (you hit and are hit or are put in danger).
>On a miss, things go wrong and you get 1XP. When you have 10 XP you reach a new level.
>HP is 2d6 + level; is rerolled everytime the PC rests
>unless stated otherwise, fight damage is always 1d6
>Some advancements may give you +1d6 to an action. You can roll it on any rolls covering that action, then you pick the best two results of that roll.

CLASS 4: BAT RIDERS

You start with a giant bat which you can roughly speak and understand to. It can see through a infra-red radar in the darkness; but you suffer a -1 penalty on all rolls with your bat during the day. It has 20 HP.

I imagine them as a tribe of barbarian-ninjas living in a gloomy peak only accesible by flying

ADVANCEMENTS: choose one at the start and one at each level

# +1d6 to stunt riding
# +1d6 to jousting
# +1d6 to archery
# +1d6 to stealth
# bat training: your bat is stronger than their kind: you can tell him to break doors for you and gets +1 armor.
# coreography: you have a signature attack with your bat. You can only perform it at a certain situation (choose one: on total darkness, when you are flanking an enemy or when one of you takes a certain berry) When you perform it, you do +2 damage
# ultimate bat-blast: You have mastered an arcane technique that leaves you exhaust (-1d6 HP) but does +1d6 damage when succesful.
# take an advancement from any class (pick only once)
# shadow pet: You can send your shadow to spy or carry objects that weight less than a strawberry. It can also enlarge to cover a small room in darkness or dissapear completely.
>>
>>44499126
also, its okey if we add liontamers and take cryptomancers away? >>44483366
>>
>>44499126

scratch that.

Each class has three abilities, you assign a d8, a d10 and a d12 among them.

Geomancers have:
-control nearby nature
-summon earth core heat
-sense nearby nature

you get a d6 for normal adventuring actions, and a d4 for specific actions that dont belong to the class.

A result of 6 or more is always a success, or you deal damage. A result of 4 or 5 is a success, but the GM may impose a cost, disadvantage or limit.

We must now only divide each given class between three representative abilities, and play.
>>
>>44483044
>>44501367


Stage magicians:

-Bluff
-Detect other people's secrets
-Prestidigitation
>>
>>44501367
>>44501411

Both wrong. D6 is always for adventuring rolls. Divide d4,d8,d10 and d12 between four class abilities. That means that every characters have a class ability in which they're not very good, and can lead to nice builds to play

GEOMANCERS
-call nearby nature for help
-perceive nearby nature's soul
-summon earth core heat
-survival and endurance

CRYOMANCERS
-freeze everything around
-freeze a controlled small area or target
-speak with tundra animals
-freeze time for a short moment

STAGE MAGICIANS
-bluff
-detect other people's secrets
-prestidigitation
-reveal you had something planned for this (on a success, you did!)

BAT RIDERS

-empathy with your bat
-risky stunts
-horseback shooting
-shadow binding
>>
>>44501571
PAPERMANCERS
-one page spells, with minor effects
-long books, take time to read, with major effects
-runic mismatch, takes days to combine, epic effects
-world lore and history

I need someone to do Magical Girls, Gentlemen, Liontamers and Cryptomancers if they still apply. Im just not into magical girls so I don't know what to write on them.
>>
>>44501571
>>44501656
as for how the setting is, and how the races interact amongst them, I'd go for playing it and let it flow normally
>>
>>44501571
>reveal you had something planned for this (on a success, you did!)
change that for:
>expertise on a very specific craft field of knowledge
>>
>>44504562
nice to see other people interested in this thread. Last bump; in case nobody wants to join this I'll try to develop it as soon as I find time.
>>
>>44501691
I'd say Liontamers get a lion companion, but it's one of their skills, so the size and strength of the lion depends on on the die allocated to it. Their other skills would involve their taming abilities, intimidation, and showmanship.
>>
are we going to do rolls for races?
>>
>>44508172
I liked it as races as class, but, well, we could do some races too. Let's start now: Only the first 3 races apply, no rerolls:

I start: ELVES!

>>44507738

OK then!

LIONTAMERS:

-lion pet strength
-taming (includes intimidation)
-showmanship
-reckless bravery (sounds good?)
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