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BabelFish
Jul 20, 2013



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So one of my players would like to go for melee, but it seems really high-risk at low resources since there don't seem to be tons of ways to boost your defense. Am I getting a decent read on that, and what's some advice for melee player builds?

A large combat shield gives +4 to defense from the front. At 4 Str you can combine it with a Long (melee shape variaton) Balanced Weapon (exotic weapon) to make a Legion Legionnaire.

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ProfessorCirno
Feb 17, 2011

The strongest! The smartest! The rightest!


It's important to note that Fragged Empire is straight naked black men not Star Wars. It is at it's core a cover-based shooter, and so someone going into melee is gonna need to either specialize, or find a gimmick, because being out of cover is a bad idea. It's not that melee isn't supported, it's that it's supported as either a secondary option, or an pain after sex women obsession, without really a great in-between. Good ways to make it work that I've seen are a) ignore cover and buy in completely with full strength and just get massive armor and figure you'll just tank the inevitable hits, b) go full glass cannon (knives + dual wielding + certain traits are nude in public porn hilariously lethal) and hope you kill fast enough that you won't die c) invest in Tactical for stealth and try doing hit-and-runs / assassinations, or d) go for Impair and weapons/traits that focus on control to be sort of a semi-weird melee controller. Or combine some of these together! No reason Knives Guy can't also be encased in the thickest carapace bio-engineered!

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unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.

There's a reason why the sourcebooks that expect more melee combat have momentum as a thing (And Aeternum has the Rush action to encourage running around the battlefield even more.)

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Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


Could you talk a little more about what actually goes into those builds? Particularly the glass cannon or tactical ones.

A friend of mine is either going to run Gamma World 7E or Fragged Empire, depending on what the rest of the group prefers (I'd be thrilled with either) and I've wanted to roll a melee Zhou ever since the last recruitment post for FE here fizzled out.

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ProfessorCirno
Feb 17, 2011

The strongest! The smartest! The rightest!


Glass Cannon is pretty straight forward. Use combat knife and dual wield it and you're already rolling 5 dice on every attack without having to worry about reloading or ammo. There's a trait that gives you yet another point of RoF in melee, so you really don't have to worry about missing. It also means you have real good crit chances, so anything that increases strong hit or crit damage are gonna be very valuable - knives have only crit damage 3, so you'll want to find ways to increase that.

The other one I'm not 100% on, but basically, you want stuff that helps you Impair or gives other options to control dudes, and generally use an Infestor Whip. There's a few traits that give you strong hit options beyond crittin' a dude or increasing your crit damage. Infestor Whip gives you range, Strong Hit (5-6), and the Impairment tag, so you'd (assumably) grab one or two of those traits and spend your actions grabbing and blocking enemies with your weird tentacle whip, occasionally buffing your buds or doing weird tentacle whip poo poo to baddies when you strong hit. If you don't wanna roll with a tentacle whip, YOUR FISTS also have the Impairment tag. If you want to use a normal melee weapon, you won't be able to control as much, but nothing stops any character from grabbing some of those traits and using their strong hits for utility things here or there as well. Not everyone has to be a striker, as my group...steadfastly refuses to learn, hahaha.

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Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


Some kind of hosed up bio-whip wielding melee controller with forced movement(?) and party buffs sound like my dream character. Thanks!

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Darwinism
Jan 6, 2008

Hail to the king, baby.


Thanks for the advice, infestor whip and shield seems to be just along the lines of what the player wants - the control in Impair is pretty great and moving heavy cover from the front will keep them from getting pasted so easily. They're a big X-Com fan though so I'm anticipating more of a X-Com 2 Ranger playstyle than a D&D Fighter.

First thing I'll be putting them through is Ghost Ship Carthage, but man I want to just throw in a few more creatures into the fights because wow they look sorta anemic.

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01011001
Dec 26, 2012



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I've been DMing Fragged Empire, but there hasn't been a ton of the tactical combat simply because my group enjoys vague freeform with skill rolls more. When it HAS come up, though, I find it can often start to get irritating when non-henchmen just don't go down. Last game they managed to crit drat near everywhere until finally actually killing the fucker. Anyone else having similar problems? And like, yes, the answer is "guys, you can aim!" but, well, players gonna be players (and use every action to attack no matter what).

Late to this but if this is in the 1-5 resource difficulty range make sure you're reducing armor by 1 by default (to 2). A lot of players'll start the game with 3-4 crit weapons (or 2 crit if they don't grasp that the particle pistol sucks) which are pretty dicey as far as actually killing things against 3 armor quickly. Also keep in mind that crits still do endurance damage as well (because a strong hit is on top of whatever the original roll was), low-crit weapons usually have ok endurance damage so that'll get you there eventually if all else fails.

Is Analyze supposed to be hard to hit with? I don't think I've seen one land yet in the two sessions I've run so far.

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BabelFish
Jul 20, 2013



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Is Analyze supposed to be hard to hit with? I don't think I've seen one land yet in the two sessions I've run so far.

By default Analyze uses the 'Mind' weapon, which adds +int +tactical to your dice roll. It should be, in general, easier to hit with than a weapon if you've got the requisite skills.

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01011001
Dec 26, 2012



I guess I’m not seeing much of a difference mathematically between that and spray/sighted shot (which is +per+skill), and those two typically employ weapons with an attack bonus or extra ROF or both.

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