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Saiyan Conqueror Quest 234

!!YgSxLM4WPvL ID:UVFfMjXV No.6192012 View ViewReplyLast 50OriginalReport
With the majority of the Seventh Universe united under the banner of the PTO, Emperor Cooler at its head, the universe has known a time of unrivaled peace. But in the shadows threats have been growing, nursing grudges against the PTO and the Saiyan race in particular. And now those threats are rising, stepping out of the shadows to openly challenge the established order. Seeking nothing short of the destruction of New Salda and the extinction of the entire Saiyan race, can you prevent this outcome? Or will the Saiyan race be reduced to nothing more than memories, their heroes nothing more than ink in the pages of the history books?

You the players will (most often) control Karn; wielder of the mighty Berserker Soul and hope of the entire PTO, not only the Saiyan race. From his lowly beginnings as a Saiyan Brawler with a sub-3000 powerlevel in Age 733, only a few years into his time as a member of the PTO, he has grown in power and skill, overcoming the world-ending threats that have come for the Saiyans to become the strongest Saiyan of his time at AGE 759. From the massive Covenant empire to demonic incursions, mad cultists to vengeful gods, none have been strong or clever enough to put down Karn for good. But will one man's power be enough to protect everyone from the rising threats? Or will death come from those who you least expect it from? Your choices may mean the difference between survival and extinction, so choose carefully.


Character sheets and other info:
https://controlc.com/46ec566d
https://pastebin.com/u/GrandDragonQM
Archive:
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Saiyan+Conqueror+Quest
Help fund quest art commissions and get exclusive side stories as well as artwork by joining the patreon for only $1/month at https://www.patreon.com/GrandDragonQM

Quest rules are as follows(unless otherwise noted):
>30 minute vote times
>Pick ONLY ONE option when voting
>Dice rolls are all best of first three correctly-rolled dice
>One dice roll per person per post unless three players have not yet rolled, and ten minutes has passed since your previous roll
>Crits are 100 on a d100(a 99 or paired rolls may net you an extra bonus)
>Crit fails are a 1/100 with no passing rolls, or if two 1s are rolled regardless of the third
>Write-ins are both allowed and encouraged, but OOC options will be ignored
>If your goal is simply to troll, at least put in enough effort to make it funny
>Have fun

SCQ will usually start on Saturdays at noon Eastern Standard Time, and run throughout the weekend. Also, for updates or schedule changes you can find me on twitter @GrandDragonQM, which I keep as up to date with any scheduling changes as soon as possible.

https://www.youtube.com/watch?v=tndKYpPz2RU


REVENGE OF THE BODY SNATCHERS
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Breadwinner Adventurer Quest #2

ID:hQ+jIFE6 No.6165777 View ViewReplyLast 50OriginalReport
Previously on Breadwinner Adventurer Quest:
>You escorted Helmod, a blind old man with a tragic past, to the Oracle of the Moon
>Along the way, you fought off a deadly and unnatural creature with a barbed tail and a human face
>Having completed your task, you decided to return with your earnings to your home in Hobley
>You encountered the party of Odneyn the Otter on the road, who appears to be going to the same place

Although you could easily lie and send them wandering off in the complete opposite direction, you decide not to impose your own personal grudges with the reeve on a group of complete strangers. Remarking that Odneyn's reputation precedes him, and that you would be happy to guide him and his company to what is, in fact, your own destination, you take your position at the front and start leading the way.

You quickly get a sense of their various personalities: Odneyn is unspoken leader, easy-going in his manner, and gregarious to a fault. He chatters away to no one in particular about the travails of the road, the beauty of the countryside, even a rather heated debate on the virtues of hounds versus housecats (Odneyn is firmly in the hound camp, while his bald companion violently insists on the superiority of the feline).

The others are more reserved, with varying motivations for their reticence. The woman in white seems to regard it as beneath her to participate in such mundane discourse. Her younger attendant tries to emulate her mistress, but you catch her smiling once or twice at Odneyn's more comical refrains. The Suthermann, on the other hand, is silent because his entire attention seems to be spent scanning the dimly lit environs of the road, as though he expects an ambush any minute now. He is very different from the Suthermann you met in the mountain, not nearly as unnerving in his bearing and lacking those strange glowing eyes and the smooth, ageless visage. If not for the long white hair you would not have even recognized him as a member of his race. Finally, the mousy man with the bow seems completely content to just listen and watch, only breaking his silence to offer a sardonic comment or two. You get the impression that nothing escapes his notice, it is all being scrolled away in some mental ledger for later use.

Eventually, Odneyn exhausts his store of conversation and falls silent--with still a ways to go on the road. Now would be the perfect time to bring up some matters of your own and seek Odneyn's counsel. He is after all quite well-travelled. You could ask about the strange coins you received from Samuel Longsword, or the unnatural beast you fought on the mountain. Or perhaps it is wiser to hold your tongue and keep your own counsel.
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Mecha Evolution Quest

ID:Tost5G2M No.6194248 View ViewReplyLast 50OriginalReport
You awaken surrounded by the sounds of gaskets and whirring machines, your heart races as your body seems chilled to the bones.. as you look around you realize that you have just woken up from some kind of cryogenic stasis, judging by the gnawing cold and the design of the machine from which you had awoken. It doesn’t take much longer than after you awaken to come to the conclusion that this place seems abandoned, and you seem to have lost your own memories.. unable to recall anything little more than a name.. You are: (Pick one Character, the other two will have their fates omitted from this world)

Ayana Sakama
You are Ayana Heartblade.. heir to the throne of a world spanning empire. You can still remember glimpses of wonders beyond the imagination of most peoples, and a great sense of your own arrogance and importance, but that is all. You fail to recall the face of anyone, not a single person as tears well up in you.
+Ancient Princess [P] (Technology from the ancient era will never fail activation and will always obey commands, and does not require to be hacked, including enemies operating ancient technology)
+ Cruelty [P] (+25 on attacks against prone, stunned, and vulnerable Mecha and Creatures)
+ Artifact Genetics [P] (Exceptionally beautiful, truly a wonder from a forgotten age, but in the flesh. You have a +40 with interactions between those enamored in your beauty (except combat). You always regenerate from any wound, and can recover from core collapse ONCE instead of it being a guaranteed fatality)
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!!8Og8gGv6k3r

Infilinc: Paging Dr. White [Skirmish]

!!8Og8gGv6k3r ID:d1PFw1ZA No.6177371 View ViewReplyLast 50OriginalReport
<span class="mu-i">Another night, another job. The White Moon? Hitting a hospital downtown to draw attention to their cause is exactly the kind of thing of they'd do, and this makes the whole thing seem like one of their political setpieces rather than a corporate hit on anyone. But we know better - right now, witnesses we need are in danger, swept up in the grandstanding statements of armed paramilitants and gangers gone gun-mad. So your job, Agent, is straightforward in its excess difficulty: simply get in, get to the people in danger, and get them out.</span>
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Merchant Zombie Survival Quest Chapter 4: Happy New Years Edition

ID:8oSXbDsA No.6167937 View ViewReplyOriginalReport
ITQ you will buy and sell goods, find a place to live, basic Jobs, and things to do to live through a zombie apocalypse. Zombies are slow. Plenty of things can maim or kill you. Zombie bites can be treated, but there are side effects, or you may screw it up and die. So let's avoid that, OK?

You stand in line among several other people, anonymous faces, you didn't count them. You've not seen them before. Some in shoes, some barefoot, one with a blood stained spear, and all of you dirty and unwashed in the cool of the last day of December. You're on the outskirts Northwest of Houston in the shell of what was an old big box store, in the Greens Point area (Guns Point as the locals say). The proprietor has a fan blowing across the line of you, and he has been good enough to put up a pop-up tent outside the entrance to shield everyone from the sunlight, but it's stuffy with all of you crowded together and waiting. On either side of the Line, are cages full of dead eyed ghouls, locked in for now, but watching you.

The Merchant calls out "Next" and you step up with your goods. You walk up to a bullet proof Plexiglass window with a pass through container, and big sign over the glass stating:
>The outbreak was started on borrowed money, No Credit.
You are yourself, just yourself. Your actions are your own choice, but the outcome is determined by post ID roll.
Roll for your saleable goods layout by final digit.
Subsequent rerolls to determine simple value, 2nd to last digit = quantity, final digit of simple pass fail 1-5 poor, 6-0 good
1-backpack of junk, can be sorted for valuables
2-live wild animal, must be examined to determine value
3-Clothing, must be checked for damage
4-Food, may be packaged or raw
5-Contraban: cigarettes, alcohol, pornography, drugs
6-Weapons: may be functional, broken parts
7-Ammunition: may be boxed or loose, good or bad
8-Medicine: may be prescription or over the counter
9-Chemicals: wet or dry, labeled packaged or not
0-information: he may or may not care
Doubles= special item
poor items are worth 1/2 head, good items are worth 1 head
Your ID characters, in order, determine the quality of your starting gear
>Head
>Backpack
>Chest
>Arms
>Pants
>Belt
>Shoes
>Weapon
Letter=Nothing
Number=common variety, used condition
Symbol=Superior variety and New Condition

>IMPORTANT
>[Returning Players, please use your old name from the previous game, if you want to keep your progress, and so I'll know it's you. New players, go as big as you like with your character, I write fairly in depth scenes to keep the game interesting. You can die, but I'm not out to get you. I play as the Merchant, and narrate the game. If you want to talk IRL, ask a question, or suggest something, use these square brackets [ ], so I'll know. Welcome]

See previous chapters
>>6046391
>>6087641
>>6128116
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D&D Quest

ID:HDu1gOFT No.6169008 View ViewReplyLast 50OriginalReport
Your grandfather was an adventurer and your father ressented him for it, because he was never at home. He didn't want you to become an adventurer, rather wanted you to tend to the family farm. But one day when you found a chest with some equipment from your grandfather, you realized you had to go out in an adventure!

You found (Choose one):
> A +1 dagger and a handful of minor healing potions
> A Shadowed Leather Armor +1 that subtly blends into shadows, granting a +2 bonus to Stealth checks.
> A Cloak of Protection (+1 AC and saving throws) and a lantern that glows brightly for 8 hours per day without fuel.
> A Bow of Precision, a +1 longbow that grants advantage on attack rolls made at long range.
> An Arcane Compass, a magical compass that points toward the nearest source of magic. Also functions as a spellcasting focus.
> A Dagger of Returning, a +1 dagger enchanted to return to your hand immediately after being thrown.
> Write in (one or more magical items worth no more than 1,500 gold)

All your life you've been preparing for this moment, in a sense. For you trained to become:
> A Fighter
> A Rogue
> A Sorcerer

You decide to depart on that very night, without warning, so that your father doesn't get a chance to convince you to stay.
Besides your findings, you have 100 silver with you.

Which direction do you want to travel?

> North, to the port city of Maphys where you could take a ship elsewhere
> South, to Fort Darkrock on the frontier with the elvish kingdom
> West, to the mining city of Krok near the mountains full of monsters
> East, to the walled city of Dagoba, the capital of the kingdom
> Write in

Also decide if male or female, pick a name for yourself and assign your attributes (they all start at 8 and you have 27 points to distribute. Atributes higher than 14 cost 2 points).
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Hey Mayor, A Fallout Quest

ID:aUk2np5+ No.6184155 View ViewReplyOriginalReport
Crrreeeaaakkkkk. The sound of a door opening on rusty hinges, followed swiftly by a slam as it closes, is the first thing to penetrate the thick fog of your pounding hangover. As your eyes flutter open, the dim light filling the room is enough to send brief spikes of agony through your already aching head. But as your vision adjusts, you find yourself seated in a dusty office. A heavy oaken desk sits before you, covered in a thick layer of dust—only disturbed by the imprint of your arms and head, where you must have leaned against it as you fell asleep last night.
The rest of the room is much as you’d expect: a pair of dust-covered chairs across the desk from you, a door flanked by two large glass windows whose blinds are thankfully letting in only a sliver of light. A corkboard hangs on the wall to your right, with a few Pre-War posters and pamphlets still stuck to it, though a large, recently drawn map covers most of the board.
As you begin to collect yourself, the sound of glass clattering shakes you from your reverie. A glass of clean-enough-looking water seemingly materializes on the desk before you. You instinctively reach for a weapon, but your hand grasps at empty air—you’ve apparently misplaced all of yours. As adrenaline surges and you blink your eyes clear, you spot the source of the glass: a young woman with short-cropped blonde hair. She had apparently been behind you as you woke and brought the glass.
Her smiling face and comely good looks do little to set you at ease, but between the pounding headache and dry mouth, you take the offered glass and quickly drain its tepid contents. As you do, the young woman begins to speak…
“Hey, Mayor! Hope you enjoyed last night’s celebrations and were able to get some rest. We were introduced last night, but I doubt you remember it. My name’s Ashley, and I’m your assistant! I can't wait to help you turn this town around!”
>“Mayor? Hold on… Mayor? I’m no mayor—I don’t even remember how I got here!”
“Oh wow, you must have enjoyed the party more than I realized… Of course you won the election—you’re the mayor now!”
It’s starting to come back to you now—the election… Except it wasn’t much of an election. In fact, you’re not certain a vote was even cast. No, it was a…
(Select One)
49 posts and 3 images omitted

the mercs with mechs

ID:blc6WBHb No.6196036 View ViewReplyOriginalReport
so your a mercenary, take jobs from corporations, do the job get good pay, simple shit, but you got a big ass mech, goes fast, customizable for different preferences, all that good shit
So keep taking them corporate jobs, blow more shit up
Who knows, if those corporations owe you enough they might be able to help you steal some less than legal weaponry for your mech
7 posts omitted

Civilization Thread

ID:XxMdIWTe No.6164458 View ViewReplyOriginalReport
Pick race and location
44 posts omitted