>A warp storm that could rival the EoT rips open aboard a culture ship, with the Mind being the epicentre. It is possessed by all four chaos gods at once, and holds all the powers of the immaterium at its command, albeit at the cost of its independence and its sanity.
A Russian guy has spent 14 years on a game which sucks balls so much that it actually rivals FATAL!
Won't go into much detail, as I did that on that other chan, but just check out the traditional /tg/ wiki, 1d4 chan, looking for VTNL for the highlights. For those who won't, I'll just explain the pic a bit:
It's VTNL's dice field. It's mandatory to use this block of birch in your games. MANDATORY! - this got the game attention in the first place, as the game has a whole, two pages long, subsection, explaining the rules for rolling dice. And the damn dice field is mentioned in the rulebook, if you can call it so, THREE times. In the mission statement, where VTNL's author sates what separates this game from others, he writes that: "This game follows very strict rules for rolling dice, and if they are not followed exactly, the roll doesn't count". Also, there are TWO PAGES of rules on how to exactly rol your dice. Also, this gem, which is a quote from the author: >If a dice drops out of hand, while shaking it, then it's called a "Single Drop", if two dice fall out, it's a "Double Drop" and if all three fall out from the hand, it's a "Full Drop" There are also multiple types of drops: "Shake Drop" when the dice fall out of hand, while shaking them, "Lost Drop" when a dice falls on the floor and is subsequently lost, and "Noob die drop" when you manage to lose one or more dice, during a shake drop. >In case of a drop, all dice must be re-rolled. Some players might abuse this rule, commiting intentional drops, so I propose another house rule - if a player drops his dice more than three times per session, each other time there is a drop, the GM should punch the player in the face.
But seriously, check the 1d4 chan on VTNL, this shit seriously rivals FATAL.
>Horses were the Blackhawk Helicopters of the Middle Ages; if you had a horse, you could absolutely kill anybody who didn’t have a horse and nobody was going to say a god damn thing. The only thing stopping you was chivalry.
Water, Earth, Fire, and Air. Long ago, the four nations lived together in harmony, but everything changed when the Fire Nation attacked. Only the Avatar, master of all four elements, could stop them. But when the world needed him most, he vanished. The world slowly smoldered as the Air Nomads were eradicated by the Fire Nation, leaving nothing but empty homes in their wake. The Fire Nation has already started a full-scale campaign on the Southern Water Tribe, beginning the cycle of death anew.
Fifty years this war has raged, scorching the forests and destroying lives. Many have died and all hope of the Avatar's return has been extinguished, but life goes on. The walls of Ba Sing Se, Omashu, and the Northern Water Tribe have held the Fire Nation at bay, seemingly nothing can penetrate them. As always, there is also solace in wandering.
But this isn't a story about the Avatar, or a king, or even a hero, this is the story of Kuo, a wandering Firebender.
The boyz will be in the transports while the boss and his bikers go for anything else. I chose a looted wagon because it is easier for me. I am up against anti infantry space marines with flame templates, this will be my first game. So /tg/ how can I improve this list?