Alpha Release of Holla Forums RPG

If you remember, we had a thread about this a few weeks ago. For those that missed it, we are designing a Holla Forums themed RPG that can be played in threads on this board. The purpose of the game is to provide a fun and cathartic way to get over sectarian infighting, and to educate newcomers about text formatting and input fields.

We finished a complete first draft of game rules and class descriptions, which can be found below. Please provide suggestions and criticism, and I will adjust accordingly. We will start a test campaign whenever post options and limits are fixed such that die rolling is re-enabled.

GAME RULES
To play, follow each of these steps in chronological order.

1.
DM makes a thread. They describe the scenario in which the campaign is taking place in plain text with italics for emphasis. This may include a discussion prompt. They also will link to a recourse with game rules, and class details: for now, that will be this thread. At the end of the OP, in CAPITAL BOLD TEXT they specify a TARGET PARTY SIZE (henceforth referred to as n) and TURN SPEED (henceforth referred to as t).

2.
The first n anons to post their class in Bold text and either an image or a name in the name field to identify themselves, are in the game. If not enough anons want to play, then the DM can start the campaign early. For the rest of the game, classes will be indicated by corresponding flags. If flags happen to be unavailable for any given reason, ones class should be included in the name field. Self builds for snowflake ideologies are allowed as long as their abilities are reasonable.

3.
To start the campaign, the DM will post COMMENCING CAMPAIGN followed by a brief description of the party, acknowledging each member. In the same post, the DM will introduce the first enemy and/or obstacle. Technical details about the enemy/obstacle (HP and attack type) will be at the bottom of the text in BOLD CAPITAL LETTERS.

4.
Party members will take turns responding to the obstacle or enemy. Each class will have a set of abilities to use, which are yet to be determined. Their post will contain plain and/or green text comments which can have whatever content they like (ideological shitflinging is encouraged as long as it is not a distraction), followed by a bold text specification of what ability, spell or attack they are using. Spells will be cast in ==RED TEXT==. The player will roll a d20 in this same post (located in post options & limits). Even numbers will be hits or successes for attacks and abilities respectively. Hits will do damage equal to the number shown on the dice. Odd numbers will miss. If the player whose turn it is is offline or does not post within t minutes (or hours for slow games, which will probably be most games), the turn will pass to the next player.

5.
If it was successful, the DM will respond with an updated description of the obstacle or enemy following the same format as 3. If it fails, the DM will respond with a consequence if it is an obstacle, or a retaliation if it is an enemy. They will roll a d20 in order to determine the damage dealt by the enemy. If a player is dealt damage equal to or greater than their HP, they will be excluded from the rest of the campaign. All classes have 50 HP by default, and begin the campaign at full health.

6.
This will continue until the obstacle is overcome, and then step 3 will be repeated (with the exclusion of "commencing campaign") until the campaign is over.

7.
DM may award increases in player level at the end of the campaign to MVP anons. Players may include their player level in their character details in future campaigns. This has no practical application.

8.
Anything not specified by the rules, is up to the discretion of the DM. If the game is moving too slowly or too quickly, the DM can modify the turn speed by specifying a new turn speed in CAPITAL BOLD TEXT. The DM should include images that they think reinforce the themes and atmosphere of the current scenario. Throughout the campaign, reddit spacing and proper text usage is mandatory for all participants in order to maintain readability. All participants, including the DM, must use the name field to specify who they are. Non participants may comment, but they are respectfully asked to omit images, and to limit their text formatting to plain text and >greentext.

Class abilities will be posted as a reply to this OP.

Other urls found in this thread:

jonathansfox.com/LCS/lcs_win32_4.07.0.zip
lcs.wikidot.com/
twitter.com/SFWRedditImages

CLASS ABILITIES
In no particular order

Anarcho-Primitivists: Druids
Summon Familiar (Combat Ability): Even rolls will summon an animal companion with 30 hp that will attack and take damage on the player’s behalf. Familiar can attack on turns when the player normally would: even rolls dealing damage equal to the number shown on the die.
Restore Vitality (Combat Ability): All rolls restore HP of target player or familiar equal to the number shown on the die. May be used on self.
Forage for Berries (Non Combat Ability): Even rolls generate that number of berries, which can be transferred to any player, eaten in any number at any time, and each restore 2 HP.

Mutualists: Merchant Sorcerers
Siphon Lifeblood (Combat Spell): Even rolls deal damage equal to the number shown on the die, and restore the player’s HP by the same value.
Mutual Exchange (Combat Ability): Even rolls restore HP equal to the number shown on the die, split evenly between player, and a different target player.
Fiscal Tact (Passive, non-combat ability): Items in shops and bought from merchants will cost half the price that they would normally.

Egoists: Necromancers
Despook (Combat Spell): Even roles above 6 will cause target opponent to become despooked, becoming docile.
The Unique One (Passive Combat Ability): Cannot be effected by spells, curses, hexes, or magic based hazards.
Revive the Dead (Non Combat Ability): Even rolls 12 and above will restore a player who has been removed from the campaign to full health.

Insurrectionary Anarchists: Alchemists
Black Powder Bomb (Combat Ability): Even roles deal 20 damage to target, and 5 damage to all other players, opponents, and neutral characters present. Target may be an object, in which case it is destroyed.
Flask of Mysterious Toxins (Combat Ability): Even rolls deals damage equal to the number shown on the die, and continues to deal this ammount of damage each turn, -2 for each turn that has passed. Odd rolls have an analogous effect, but the damage is dealt to the player.
Healing Potion (Non Combat Ability): Even roles return a target player (may include self) to full health.

Italian Left Communists: Wizard
Fireball (Combat Ability): Even roles deal damage equal to the number shown on the die. If this role is 10 or above, the target will catch on fire, and continue to take half that amount of damage on each player's turn.
Spontaneous Incineration (Combat Ability): Even rolls 10 and above deal 25 damage to target opponent.
Arcane Knowledge (Non Combat Ability): Succeeds on an even role. Can be used to overcome magic based obstacles, or to prompt the DM to provide more information about an object, obstacle, or opponent.

Council Communists: Astronomer
Meteor Strike (Combat Ability): Even roles above 4 deal damage equal to the number shown on the die +2.
Astral Burst (Combat Ability): Even roles deal damage equal to the number shown on the die -2, and the target is blinded, meaning that only roles above 8 can hit.
Celestial Knowledge (Non Combat Ability): Succeeds on an even role. Can be used to overcome magic based obstacles, or to prompt the DM to provide more information about the current location of the party.

Hegelian Marxists: Mystics
Obfuscate (Combat Spell): On hit, opponent is confused and will not be able to attack for three turns. Deals no damage.
Sublate (Combat Spell): Even rolls 12 and above remove the target object of opponent from the game.
Immanent Critique (Non-Combat): Cannot fail; no die roll required. DM must provide more information about the opponent or obstacle at hand.

Zizekians: Illusionists (Hegelian Marxist Subclass)
'''Pure ideology (Combat Ability): Target will attack a random character next turn.
Extreme sniffing (Combat Ability): Whirls up a dust storm decreasing all characters' chance to hit
Nihilistic rambling about the futility of it all (Combat Ability): Even roles above 10: target will attack themselves. Even rolls below 10: target will not attack for a turn.

Continued in reply to this post.

Heavy Swordsman: Marxist-Leninists
Heavy Blow (Combat Ability): Even roles above 4 deal damage equal to the number shown on the die +2.
Tank (Passive Combat Ability): All damage received is halved.
Assassination by Ice Axe (Non Combat Ability): Even roles above 8 will cause any Trotskyite splitters to die from an ice axe to the head.

Light Swordsman: Anarcho-Communists and Anarcho-Syndicalists
Precise Jab (Combat Ability): All roles deal damage equal to the number shown on the die -2.
Wildcat Strike (Combat Ability): Even roles deal damage equal to the number shown on the die -2, and the target is blinded, meaning that only roles above 8 can hit.
Mutual Aid (Non-Combat Ability): All rolls will restore HP equal to the number shown on the die, split evenly between player, and a different target player.

Bards: Democratic Socialists
Beguiling Serenade (Combat Ability): Even roles above 4 cause target opponent to join the DSA, becoming docile. They will not attack any players.
Inspiring Tune (Combat Ability): Even roles cause all other party members to gain a +2 attack modifier for the remainder of the scenario at hand.
Socialized Healthcare (Non Combat Ability): Even roles return all party members to full health. Cannot be used in a combat scenarios.

Rouges: Trots
Melee Strike (Combat Ability): Even roles deal damage equal to the amount shown on the die. +2 bonus against sailors and mutineers.
Critical Support (Combat Ability): One other party member of choice gains a +4 attack bonus, and it becomes their next turn.
Split the Party (Non-Combat Ability): Player may leave the party, taking any other members who chose to join with them. They will be given a new scenario by the DM, and will compete with the original party for the remainder of the campaign.

Clerics: Theistic Socialists
Wrath of God (Combat Ability): Even rolls 10 and above deal 25 damage to target opponent. All other rolls miss.
Protection Prayer (Combat Ability): On an even roll, all opponents must role 10 or above to hit target player for the rest of the given scenario. May be used on self.
Divine Healing: (Non Combat Ability): Even roles restore target player to full health. May not be used on self.

Market Socialist: Merchant Swordsman
Heavy Blow (Combat Ability): Even roles above 4 deal damage equal to the number shown on the die +2.
Non Alignment (Non-Combat Ability): Player may leave the party, taking any other members who chose to join with them. They will be given a new scenario by the DM, and will compete with the original party for the remainder of the campaign.
Fiscal Tact (Passive, non combat ability): Items in shops and bought from merchants will cost half the price that they would normally.

Gish: De Leonists
Wildcat Strike (Combat Ability): Even roles deal damage equal to the number shown on the die -2, and the target is blinded, meaning that only roles above 8 can hit.
Fireball (Combat Spell): Even roles deal damage equal to the number shown on the die. If this role is 10 or above, the target will catch on fire, and continue to take half that amount of damage on each player's turn.
Industrial Sabotage (Non Combat Spell): Even rolls will destroy machine based obstacles.

Paladins: NAZBOL
Heavy Blow (Combat Ability): Even roles above 4 deal damage equal to the number shown on the die +2.
Protection Prayer (Combat Ability): On an even roll, all opponents must role 10 or above to hit target player for the rest of the given scenario. May be used on self.
Divine Healing: (Non Combat Ability): Even roles restore target player to full health. May not be used on self.

Communalist: Ranger
Longbow Shot (Combat ability): Even rolls deal damage equal to the value shown on the die.
Range (Passive Combat Ability): In open terrain, this player need not engage enemies in melee combat to attack them. This player will only take damage from ranged attacks, unless the current scenario is close quarters.
Liberate Technology (Non Combat Ability): Even rolls transform target machine based obstacle into a liberated sustenance unit. While in the presence of this unit, any player may use a turn to fully restore their HP.

Fin.

Are you sure this board is autistic enough to do this?
Can't we just use modified GURPS?

No reason we can't try both. I won't be surprised if this doesn't end up working out, but several people were excited about it in the original thread, and it was fun to write up anyhow, so I figure it is worth a shot. We made this pretty bare bones, so I'm not sure if GURPS would be any simpler, but if you feel like writing up a modified version of say, GURPS lite than please do :-)

the autism never stops on this site eh

lol

I want to play this. Anyone know when dice and flags are coming back?

...

...

Sounds pretty fun

Noice

Someone start game pls

I'll start a game tonight.

What the fuck is this bullshit?

Would "Social or team-based occupations" be better?

No, classes are unnecessarily restrictive and result in shallower game design.
I will instead choose two combat abilities and one non-combat ability of my own pleasure, to create a character that more accurately reflects me and my beliefs.

Just rename them "Ideologies". Also the class list needs fixing. The first post has ideologies first and the second has the class equivalent first.

These classes are a lot lazier and less comedic than the ones in the first class post. MLs not being called "Tanks" is such an obvious oversight i dont even understand how u missed it

NazBol is somehow a boring class please please correct this

Can I play beast races?

That is great! As it says in the game rules, self builds are welcome as long as their abilities are reasonable. I was sort of expecting most people to do this. The classes are there to provide a general idea of what a character might look like, and for players who don't want to take the time to make up their own character.


These almost exactly the same as the ones in the original post. I swapped out industrial sabotage for mutual aid in the light swordsman, I didn't call ML "tank" because it has a passive combat ability called tank.

I agree that NAZBOL is boring. Any ideas for how I could rename the abilities of to make it less boring? Something something NAZBOL gods?


Go for it!

Since this thread seems to be pretty active right now and dice are back, I'm going to skip class and start a game. A thread should show up in the next 10 minutes.

GET IN HERE BOYS

Dice test.

Rolled 11 (1d20)Dice test

Polite sage

Rolled 2 (1d20)How to roll?

rolled

dice (1d6)

this thread looks worthwhile saving, the OP definitely put some effort in.
bump.

You forgot accelerationist. Typical 5e scrub.

What would accelerationist be?

What about risus? Or do we have to be more serious?

Thought you were talking about a vidya game tbh

We 2e niggas

LeftCom: Wizard

Spontaneous Incineration (Combat Ability): Even rolls 10 and above deal 25 damage to target opponent.

Arcane Knowledge (Non Combat Ability): Succeeds on an even role. Can be used to overcome magic based obstacles, or to prompt the DM to provide more information about an object, obstacle, or opponent.

Praxis (Combat ability): Sit on your ass and read Bordiga. Even rolls of 16 or above and something autistic will happen in your favour. Even rolls of 6 and below and something bad will happen to you or to someone in your party. 8, 10, 12 or odd rolls mean nothing will happen.

Anarchist: Assassin

Bomb (Combat Ability): Even roles deal 20 damage to target, and 5 damage to all other players, opponents, and neutral characters present. Target may be an object, in which case it is destroyed.

Molotov (Combat Ability): Even rolls deals damage equal to the number shown on the die, and continues to deal this ammount of damage each turn, -2 for each turn that has passed. Odd rolls have an analogous effect, but the damage is dealt to the player.

The Deed (Non Combat Ability): Player can attempt to assassinate a target not engaged in combat and that is not aware of the player. Characters that are Heads of States, Military Officers, Porkies or Aristocrats are a guaranteed kill.


Egoists: Necromancers

Despook (Combat Spell): Even roles above 6 will cause target opponent to become despooked, becoming docile.

The Ego (Passive Combat Ability): Cannot be effected by spells, curses, hexes, or magic based hazards.

His Property (Non Combat Ability): Even rolls 12 and above will restore a player who has been removed from the campaign to full health.


Market Socialist: Merchant Swordsman

Heavy Blow (Combat Ability): Even roles above 4 deal damage equal to the number shown on the die +2.

Fiscal Tact (Passive, non combat ability): Items in shops and bought from merchants will cost half the price that they would normally.

==I need a Tito== (Passive Combat Ability): When engaged in combat, for every enemy that outnumbers the party, the player will receive a +2 to any of his succesful roles (so if the enemy outnumbers the player's party by 2, a players roll of 14 will be a roll of 18.) Conversely, for every party member that outnumbers the enemy, the player will deducted a -2 on every roll.

What do you think lads? Redid some kits, renamed the Egoist one.

Hey yo there should be trans humanists or whatever their anarcho- version is called and they can be warlocks or whatever. Wait maybe posadists should be warlocks.

This isn't /r9k/. Some of us have lives.

Way to project, user.

We talked about this in the original thread. Posadists are a trot subclass. Just use rogue but swap out one or two of the combat abilities for some sort of nuclear weapon / alien / dolphin related ability. Whoever is using it can just make it up as no one really knows anything about Posadist theory anywho.

ML's aren't called tanks because we didn't want to be redundant with the names and abilities. Same reason the egoist passive combat ability is called "the unique one" rather than "the ego".

+1 on Risus, the current system kinda sux tbh.

No you don't, you are a leftist on 8ch.

Saving bump

FUCKING NECROMANCY

Do you fellas reckon you could make a D and D discord server for this. Shit looks cash.

This. Would work better that way with voice chat.

Rolled 3 (1d6)
I know you are dead inside, don't lie

Rolled 2 + 2 (1d6)
That's not bad way to tell NSA we are just bunch of autists.

Use this as a thumbnale/header

what will be the monsters?

some namefag suggested to use this (and Garrison's caricatures) as a potential bestiary.

Rolled 5, 5 = 10 (2d6)I've never RPd online but this seems like it could be fun to try.

yes

fucking lel

AHAHAHAHAHHHAHAHAHA
Will you be charging for the game too?

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

the deepthroat one is hotter tbh

...

This is hilarious

?????????????????????

Rolled 12 (1d20)
It's meant to be played in threads.


Yes please.


Looks good to me.

Sorry I've dropped the ball on this fam. School has been picking up.

I'm a national-syndicalist, what do i do?

Make a hybrid class between light swordsman and paladin.

This is gonna be fun

...

Kill yourself

B-but there's already a Holla Forums RPG, it's called Liberal Crime Squad. jonathansfox.com/LCS/lcs_win32_4.07.0.zip

lcs.wikidot.com/ game wiki there

We want something we can play in threads though user.

I like how thats a diatribe against discord over a video of dark souls pvp. Fucking based