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🚀 Announcing the Ultimate CBSE Class 10 Physics Mastery Guide “PHYSICS MASTERY 10 - The Definitive Guide to CBSE Success”!
(Formerly Mastering Physics Essential for Grade 10) 📑 Release Date :July 2025 📖 Limited Editions Available 🔥 Why is this book “PHYSICS MASTERY 10” a game changer for CBSE class 10 students? Struggling with physics concepts? Worried about board exams? “PHYSICS MASTERY 10” is here to transform your learning experience! This ‘around 250- page powerhouse’ is…
#Board Exam Topper#CBSE 2025#CBSE Board Exam prep#CBSE Class 10#CBSE Class 10 Physics#Concept Based Physics#Exam Success Tips#NCERT PHYSICS#NEET Prep#Physics Made Easy#Physics Mastery 10#Physics Study Guide#Sample papers CBSE#Science mastery#Topper Secrets
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North node through the degrees 🫥🫥🫥
0° North Node – The Soul’s New Beginning
• A fresh karmic cycle, stepping into unknown territory.
• Feels like they are starting from scratch in this lifetime.
• Growth through embracing change and taking bold first steps.
1° North Node – The Initiator’s Path
• Must take the lead in their own destiny.
• Learning confidence, independence, and self-trust.
• Growth through courage and embracing challenges.
2° North Node – The Self-Worth Journey
• Learning to value themselves beyond external validation.
• Must develop inner security and emotional resilience.
• Growth through recognizing their inherent worth.
3° North Node – The Communicator’s Destiny
• Life path involves self-expression, writing, speaking, or teaching.
• Learning to trust their voice and share their thoughts openly.
• Growth through intellectual exploration and connection.
4° North Node – The Emotional Healer’s Path
• Soul growth is tied to emotional intelligence and nurturing others.
• Must learn to create security from within.
• Growth through deep emotional connections and healing.
5° North Node – The Creative Leader
• Learning to embrace joy, creativity, and self-expression.
• Must step into leadership and allow themselves to shine.
• Growth through playfulness, confidence, and artistic endeavors.
6° North Node – The Service-Oriented Path
• Destined to help others and find fulfillment through service.
• Must learn discipline, organization, and responsibility.
• Growth through contributing to something greater than themselves.
7° North Node – The Relational Journey
• Soul path involves partnerships and learning cooperation.
• Must balance independence with meaningful relationships.
• Growth through compromise, harmony, and connection.
8° North Node – The Transformation Path
• Destined to face deep transformation and rebirth.
• Must release attachments to material things and control.
• Growth through embracing life’s cycles and trusting the unknown.
9° North Node – The Visionary’s Path
• Learning to trust their intuition and higher purpose.
• Must explore different belief systems and expand their worldview.
• Growth through travel, philosophy, and broadening perspectives.
10° North Node – The Authority Figure
• Life path involves stepping into leadership and responsibility.
• Must learn discipline and perseverance to reach their goals.
• Growth through ambition, mastery, and public influence.
11° North Node – The Innovator’s Journey
• Learning to embrace uniqueness and think outside the box.
• Must break free from societal norms and follow their own vision.
• Growth through humanitarianism, technology, and radical change.
12° North Node – The Spiritual Awakening
• Soul growth is tied to spiritual surrender and faith.
• Must release control and trust the flow of the universe.
• Growth through introspection, solitude, and divine connection.
13° North Node – The Voice of Truth
• Learning to speak up and share their wisdom.
• Must develop confidence in their ideas and beliefs.
• Growth through authentic self-expression and teaching.
14° North Node – The Perfectionist’s Path
• Destined to learn balance between control and surrender.
• Must release perfectionism and embrace life’s imperfections.
• Growth through patience, adaptability, and trusting the process.
15° North Node – The Embodied Leader
• Must integrate mind, body, and soul for true success.
• Learning to embrace responsibility while staying grounded.
• Growth through mastering their physical, emotional, and mental energy.
16° North Node – The Healer of Generations
• Connected to family karma and ancestral healing.
• Must break generational cycles and forge a new path.
• Growth through deep healing work and self-awareness.
17° North Node – The Destiny Finder
• Feels a strong pull toward their life purpose.
• Must learn to trust their intuition and step into their calling.
• Growth through following their soul’s desires without fear.
18° North Node – The Responsible Soul
• Learning how to balance personal desires with duty.
• Must set healthy boundaries and take charge of their life.
• Growth through accountability, maturity, and integrity.
19° North Node – The Humanitarian Leader
• Destined to make an impact on society.
• Must overcome fears of standing out and take action.
• Growth through service, activism, and uplifting others.
20° North Node – The Truth Seeker
• Must discern truth from illusion in life.
• Learning to trust their own perception over outside influence.
• Growth through honesty, inner wisdom, and critical thinking.
21° North Node – The Soulful Giver
• Must learn to give without losing themselves.
• Balancing selflessness with self-care is key.
• Growth through healthy emotional exchanges and compassion.
22° North Node – The Karmic Pathway
• Feels destined for something greater but must overcome fear.
• Must work through karmic debts and spiritual lessons.
• Growth through resilience, transformation, and trust in destiny.
23° North Node – The Visionary’s Expansion
• Destined to manifest big dreams into reality.
• Must overcome fear of failure and trust their ideas.
• Growth through innovation, creativity, and thinking outside the norm.
24° North Node – The Master Builder
• Learning how to take practical steps toward success.
• Must balance intuition with structure.
• Growth through discipline, long-term planning, and steady progress.
25° North Node – The Lover’s Evolution
• Must learn deep lessons through relationships and love.
• Healing comes from vulnerability and emotional depth.
• Growth through intimacy, self-love, and balanced relationships.
26° North Node – The Creative Visionary
• Learning to embrace and share their creative gifts.
• Must overcome fear of judgment and artistic blocks.
• Growth through self-expression, innovation, and confidence.
27° North Node – The Revolutionary Soul
• Destined to challenge the status quo and create change.
• Must break free from outdated beliefs and systems.
• Growth through rebellion, authenticity, and innovation.
28° North Node – The Emotional Master
• Must embrace emotional wisdom and deep healing.
• Learning to trust their feelings and inner guidance.
• Growth through emotional intelligence, healing, and self-awareness.
29° North Node – The Final Lesson
• The last degree holds intense karmic lessons and mastery.
• Must fully step into their life purpose before moving on.
• Growth through spiritual fulfillment, completion, and guiding others.
#astro notes#astrology#birth chart#astro observations#astro community#astrology observations#astrology community#astrology degrees#astro#astroblr#north node#north node in pisces#north node in leo
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Astrology Observations
Here are some of my observations and opinions on various placements - Part 5
🖤Pay attention to the degrees in your natal chart, as they influence the energy projected by a specific planet/placement. Here are some quick notes:
0° - Marks a fresh energy, beginnings, a lot of things to learn, growing into this placement, can make this placement more naive/immature.
1°/ 13° / 25°- Aries/Mars energy - Makes a placement more aggressive/brave, extroverted, and quick. Brings more of a leadership energy to the placement.
2° / 14° / 26° - Taurus/Venus energy - Can make a placement more polite, grounded, sensual, and down to Earth. This degree can also signify wealth. Makes a placement more appealing and agreeable.
3° / 15° / 27°- Gemini/Mercury energy - Placements with these degrees can be more curious, detached, less grounded, more talkative. These degrees can also signify high intellect or a duality.
4° / 16° / 28° - Cancer/Moon energy - Can make a placement more soft, adds feminine energy or placement could be highly influenced by feminine energy (MC in 4° can signify working with women or women having a big impact on your career for example), can make a placement more emotional.
5° / 17° - Leo/Sun energy - The fame degree! Makes a placement more recognizable, popular, self-centered. These degrees also add creativity, boldness, and confidence to a placement.
6° / 18° - Virgo/Mercury energy - Adds more logic/analytical energy to a placement, adds wisdom and nervous energy, makes a placement more "neat" and confined.
7° / 19° - Libra/Venus energy - Emphasizes the beauty of a placement, politeness, creativity. Can make a placement more apt to romanticize (ASC - how you see the world, Venus - how you see love, Mars - liking romantic sex more than casual sex)
8° / 20° - Scorpio/Pluto energy - Signifies a lot of transformations for a specific placement, a lot of breaking and healing in the area of this degree. Can add obsessiveness/powerfulness/mystery/depth to a placement.
9° / 21° - Sagittarius/Jupiter energy - Adds a more "happy go lucky" vibe, more free flowing, popularity, brings luck and wisdom. Jupiter is expansions it could also expand whatever placement you have this degree in (Mars - more physical energy, Sun - more egotistical, 5th house - more children, creativity).
10° / 22° - Capricorn/Saturn energy - Can slow down a placement (Venus - won't be in a relationship until later in life, Mercury - might talk in a slower pace). Brings lessons and trials to the area of this degree, maturity, ambition, seriousness.
11° / 23° - Aquarius/Uranus energy - Brings something unique to a placement, gives a placement some shock factor and flare. Can make a placement more easy going and inclusive.
12° / 24° - Pisces/Neptune energy - Makes a placement more delulu (lol). Higher octave of Venus so it adds to the beauty of a placement (Sun - adds beauty to your energy, Mercury - adds beauty to your writing/speaking abilities, Mars - adds beauty to the way you physically move (like a dancer)).
29° - Can add mastery, maturity, karmic lessons to a placement. Can signify something that is ending, lessons learned, an almost finished book.
🖤There's so much more I could say about degrees and degree theory but that would take me all day. Here is a link that goes more in depth: 360 Symbolic Degrees
🖤Jupiter is the planet of luck and expansion, therefore looking at the sign and house that Jupiter is in can signify how to lean into that luck. Sign = how, house = where. For example, I have Jupiter in Gemini in the 5th house: using my writing/speaking/communication abilities (Gemini) can help me earn luck especially if it has to do with creativity, children, and romance (5th house).
🖤The sign Mercury is in can have an impact on your learning style. Water: Reading/Writing, Fire: Auditory, Air: Kinesthetic, Earth: Visual... (this is strictly opinion based)
🖤When I look at someone's chart that I'm interested in romantically, I like to make a Venn-Diagram in my head with their Venus and Mars signs (this is the most Virgo Moon shit I've ever written). For example, Sagittarius Venus + Capricorn Mars = Detached, money-minded/materalistic, likes to take things slow, hates possessiveness and feeling "anchored".
🖤THANK YOU FOR 1,000 FOLLOWERS🖤
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#astro observations#astrology community#astrology#rising signs#astro#scorpio#astro community#sagittarius#cancer
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The Audi
Homeplanet: Aodilea (Frontier) Habitat: Temperate Coastal Lifespan: ??? Diet: Mesocarnivore (50-70% meat consumption)
Evolving from ancient oceanic odontocetes off the northwestern coastline of the Frontier supercontinent, the Audi are gentle giants and reknowned for their pride, curiosity, and hospitality. Audi have exceptional hearing and tactile awareness to offset their incredibly poor eyesight that gets worse the older (and larger) they get. They also sport a handsome melon to assist in their own form of echolocation, a frequency too low for the human ear to parse. Species with more delicate hearing have often complained of Audi cities being the one of the most audibly overstimulating experiences due to this rumble being incessantly present.
Audi lack any form of dymorphism, as every individual has the capabilities to become pregnant and induce pregnancy.
More about the Audi life cycle under the cut.
The Audi are (assumedly) the longest-living species of sentient lifeforms in the Laurelai Galaxy. It is difficult to pinpoint age in any Audi due to their complete lack of any calendar system; Audi view time as constantly moving forward instead of cyclically repeating, and age records were never anything of value.
Because of their lack of birth dates, Audi categorize their lives into phases. Their first official phase is childhood, with their lack of an 'infant' category caused by the species having two fetal incubation periods: the first organic and the second synthetic. Audi give birth incredibly prematurely due to their narrow pelvic gap, and, to prevent damage and even death to the parent, birth is induced within a two-to-three month time period. Full fetal growth is achieved at ten to eleven months, with the second incubation period done with the asisstance of advanced medical technology that simulates a natural womb. Due to this technology, Audi's infant mortality rate went from 80% down to 25% with three out of four Audi infants reaching childhood.
The second phase is adulthood. What criteria needs to be met for this phase is up to speculation, as Audi seem keen on keeping that information private. What can be assumed is that it's personal for every Audi, and every Audi reaches adulthood at different times. Height ranges anywhere from 6'8" (203cm) to 9'11" (302cm) on average, with older individuals being on the taller end due to Audi constantly (albeit slowly) growing their entire lives.
The final phase is She, a coveted example of Audi excellence and potential. Reaching the phase of She takes an impossible amount of time and physical growth. Every She, of which there are currently six, has a leadership role, ranging from cultural preservation and the arts to science and engineering, with each She taking a 'mastery' of one of these core values of Audi society. An interesting note is that every She is referred to as 'She', making it difficult for outsiders to deduce which of the six She is being referenced. She cap out the Audi height range at an even 10' (304cm), though why this is considered maximum height or how they suppress growth past this point is still being studied.
#art#speculative biology#laurelai audi#<-a tag to use for every species that exists in this galaxy i've made#they do have clothes of some sort this is just the barbie doll version#and every vague thing in this writing is on purpose i promise there's a reason for all of it
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elaborating on the Highschool DXD/rwby idea me and weatherman came up with.
we're probably gonna have to start the story well before cannon, just because with the abilities of warlord jaune being natural to him I doubt he'd be an unknown for long.
so jaune's gonna be 12, along with most of the rwby cast living in America. ruby is 10
first up jaune, jaune arc is not at all related to joan of arc in fact his family has no heroic ancestry at least on a mythical level. his ancestors have been soldiers in the united states since the revolution. his powers quite literally come out of nowhere. when jaune realizes that he has spidersense and instant mastery of anyweapon he picks up as well as making the weapon glow white and gold and be way stronger he decides to become a superhero. unknowingly starting a one man war with the devils and fallen in North America. his family is not Christian and holds no gods instead the follow the ancient Celtic tradition that the cycle of reincarnation is an endless battle to prove honor and conquer everything you can before you die so you can do It all again in the next life.
ozpin: ozpin is a wizard who was obsessed with reincarnation and uncovering the mysteries of it. as a result of his experiments he made it that every time he died he would wake up in the body of a new born no memory lost, he does have to deal with growing up every time though. his current body is named oscar and while young his magical know how makes him pretty much the defacto leader of the American mystical defense league. he lives in Canada.
salem: an ancient princess who sought eternal youth, she succeeded and lives semi happily in the north American wilderness occasionally offering magical aid to those who find her. she's got a soft spot for romance as she grew up on ideals of courtly love. she's exceptionally knowledgeable but is enjoying her retirement from mystical bullshit.
summer rose: servent to salem she was the main protector of north America for a long time. she has a unique mutation that hinders magic connected to her silver eyes. intense emotions cause her eyes to flash removing all magic in her sight. with an enchanted axe she's quite capable of handling most threats in north America since the place is pretty dead magically speaking. easily able to take on low class devils and strays she worked with her team to take on the forces of darkness. her day job is a school teacher for a private school run by salem.
tai-yang xiao-long: a user of senjutsu his mastery is at a pretty low level, still more than enough to keep his friends safe his day job is a martial arts instructor.
qrow branwren: the scar qrow himself. qrow got a job working for the feds as he got older being sent out to investigate strange occurrences for the department of mystic investigation or the DMI as the only one who actually gets paid for looking into this bullshit his friends make him foot the bill for travel most of the time. he doesn't mind too much since he lives with tai and summer. taught by ozpin in his last life qrow's a pretty average mage. still more than enough to handle the threats he gets put up against. now if only he knew why those fallen assholes had such an interest in him.
raven branwren: currently working as muscle for whatever criminal will hire her raven is most well known for her enchanted katana that she stole and will never give back. it enhances her physical abilities and she's the main villain jaune faces as he tries to be a super hero. she's well aware she's not that strong in the grand scheme of things but she's got a talent for getting jaune riled up to fight and then leaving her enemies to deal with him, kid's too easy.
ruby rose: ten year old daughter of summer rose and inheritor of her eyes ruby was born with the sacred gear petal burst which being a dryad allows her to turn herself into rose petals and move at extremely high speeds. she prefers her magic shooting laser gun. but she can summon a rose themed scythe when in melee combat. she doesn't need to make it a scythe but she's a little edge lord.
weiss schnee: daughter of a wealthy buisness magnate weiss was obsessed with the occult secretly she wants to be a magical girl. her studies allowed her to buy a magical rapier that increased her abilities in combat. she's also a pretty good hand at magic though she'll need to be better to fight the forces of evil with love! she is also from the great white north.
blake belladona: nekomata who's parents are first generation immigrants to the united states, they came here for work and fell in love with the country. blake is a huge weeb and wants to be a ninja. she's currently studying senjutsu to better aid that goal. she will go out of her way to make mysterious entrances and exits. she has a ninjato her parents got for her that has been mystically enchanted to be able to cut anything.
yang xiao-long: daughter of tai-yang she also studies senjutsu but has a much greater talent for it. already well on her way to mastery she also has a sacred gear. burning vengeance is a dragon based sacred gear that absorbs kinetic energy and redistributes it. in time yang will learn to power it via her own punches as well as direct kinetic energy in such a way that she's practically invincible. but for now she's only just discovered it. it appears as a pair of gauntlets and grants her more power based on how hard she is hit.
pyrrha nikos: descendant of Achilles pyrrha was told from a young age she was destined for greatness. growing without pear she thought her only option was to be picked up by some faction of the supernatural and that would be it, instead she met jaune and for once fought someone just as talented. this lit a fire in her that hasn't gone out since she will find out just who this "huntsman" really is and she will have him join her. together they shall forge their own destiny.
she holds the spear and sheild of her ancestor. Diatrekhōn Astēr Lonkhē: Straightforward is sometimes the best way to go. Rather than rely on special capabilities that form the core of a fighting style, the best course of action is to have a reliable weapon that enhances what you can do even without it. The spear of Achilles does just that. A very well made weapon, with a sharp and sturdy design, with high capability for use as a spear and a throwing javelin. It has two magical abilities. The first is that the wounds created by the spear cannot be healed without very powerful magic, so long as the spear exists. the wounds this weapon makes become part of the normal state of any victim.
The second ability is to create a bounded field for dueling. A battleground is created where it becomes impossible for gods, outside help or luck of any kind to interfere in the battle between the two combatants. This created battleground is a separate dimension, divided in space and time from the outside world, ensuring any duel lasts just a brief moment to outside view. The duel rules are decided on by both combatants together, but enforced fully on agreement, and the battleground can only be summoned provided both agree with full knowledge of the details of this ability. Only once one of the two are defeated can the field be escaped.
Akhilleus Kosmos: "The shield made for Achilles by the god Hephaestus. Engraved with a detailed depiction of the Greek world, the shield, beyond being an effective indestructible object, is able to project a immensely powerful bounded field in response to any attack. the bounded field acts as if all of Greece was between the attacker and you when activated. Should an attack be incapable of piercing both through such a magical dimensional construct and lack the power to tear through an entire country, it will fail to reach you. However, not only does the shield’s bounded field cost energy to activate and maintain, it will prove far less capable against any attack particularly capable against ‘worlds’ or dimensional constructs like this."
nora: daughter of thor, nora was supposed to be at home learning to fight, she instead stole her father's chariot and went to America to see what kind of trouble she could get into. as a demi-god she's quite strong and can control holy lightning. she's the equal of pyrrha physically though because she likes to skip out on training she's not quite as skilled. she uses a hammer as large as she is. it's enchanted not to break under her strength but that's it. and that's all she needs.
her dad wishes she would stay put, he misses hanging out with his darling baby girl and making massive thunderstorms together.
Ren: son of a chinese sword master ren has been on the path of physical cultivation for as long as he can remember. meditating daily to put more and more energy from his senjutsu into his body strengthening it. as he father says muscles, unlike women, will never betray you.
after all technique requires a specific stance or situation to be useful, muscles will always be ready. he's been friends with jaune since they were little but only recently has jaune discovered his abilities.
ren's sword storm flower is a gift given to him by nora made in a Chinese style it is capable of cultivating with him being infused with just as much senjutsu as he is.
first arc: let's be heroes! jaune uncovers his powers and decides to be a superhero not knowing about the supernatural world. he ends up picking fights with devils who own his territory and between them and the criminals he has his hands full. he tends to just use whatever is on hand if it's a surprise attack but when he's going out in his costume (a pumpkin Pete hoodie with a mask he can pull up) he takes his baseball bat with him. while doing his hero thing he meets all sorts of people that he will later team up with and also starts to get the attention of various magical factions. second arc: this is mine now! jaune is able to weild a piece of the hold sword Excalibur. more than that he's now on the hunt for all the pieces the only saving grace is that he has school so his travels are only infrequent. ren pushes his cultivation further while helping his friend. and pyrrha creates her red huntress persona to try and get closer to jaune. nora joins in an becomes her side kick.
Weiss begins her decent ascension into being a magical girl. and knowing that the power of friendship is how to win brings ruby yang and blake with her. they mainly just beat up low level devils and mages but they have fun.
arc three: fake heroes! the hero faction tries to recruit our heroes will they succeed? and why are our heroes just mercilessly mocking the hero faction of the chaos brigade? isn't this just bullying?
not sure what to do for arcs past this leme know what you'd do
@weatherman667 @howlingday @heliosthegriffin
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HERMITCRAFT SUPERPOWER AU!!:
Character list:
(heavily based off newest wildlife ep, some keep those powers, i changed the ones i didnt rlly like 😅)
Name: “B” Dubs
Age: 17
Height: 5’5
Ability: Time control, can speed up or slow down times
Drawback: Gets extremely tired if overused
Mastery: 80%, cant slow or speed up time for to long
Name: Cub Fan
Age: 17
Height: 5’8
Ability: Can summon any type of “hostile mob” entities, almost full control of said mobs
Drawback: If to many are spawned, can lose control of mobs and they can attack the wrong people
Mastery: 80%, limit of spawning 10 mobs at once without losing control of them
Name: Doc M’Seven
Age: 19
Height: 6’4
Ability: Creeper hybrid, can trigger explosions from his hands
Drawback: His body can’t resist the explosions itself (many scars)(metal arm and eye for a reason)
Mastery: 95%, rarely gets injured anymore
Name: Etho Slab
Age: 17
Height: 6’1
Ability: Shadow manipulation, can mess up opponents vision, and shadows can take a physical form
Drawback: Can cause dissociation and lightheadedness if large amount of shadows are manipulated at once
Mastery: 65%, goes over his manipulation limit a decent amount
Name: False Symmetry
Age: 18
Height: 5’7
Ability: Weather Manipulation ( can determine where lightning strikes, etc)
Drawback: Fatigue if to severe of a storm or weather condition is created
Mastery: 80%, doesn’t have full control on weather conditions yet, doesn’t know how to cause some weather conditions yet (hail, and tornados)
Name: Gemini Tay
Age: 16
Height: 5’4
Ability: Astral Projection, can spiritually travel to other areas, and talk to dead spirits (great for spying)
Drawback: Leaves body as a empty case pretty much, prone to injury if someone is jot guarding
Mastery: 50%, can’t control how long shes projecting
Name: Scar Goodtimes
Age: 17
Height: 6’2
Ability: Bungee limbs, can throw punches and kicks at a distance with stretch limbs with great strength
Drawback: Can cause severe cramps if stretched to far
Mastery: 75%, tends to stretch limbs to far
Name: Grian ___________
Age: 16
Height: 5’6
Ability: Steal, allows him to steal someones ability for 5 minutes after touching them
Drawback: Whatever drawback the ability he steals has, except he gets it way easier due to not having experience with said ability
Mastery: 85%, Pretty good at adapting to whatever ability is stolen
Name: Hypno Tized
Age: 17
Height: 6’1
Ability: Mind control, after holding eye contact , or physical contact, with opponent for 5 seconds, he can take full control of there mind for as long as he can hold it
Drawback: Migranes, dizzy spells, nausea if held for to long
Mastery: 60%, tends to take control of someone else for to long
Name: Jevin Islime
Age: 18
Height: 5’8
Ability: Slime, can excrete a slime from his skin thanks helps with sticking to things, sticking opponents in place, or can be slippery
Drawback: Drys out skin, can cause skin cracking and bleeding if to much slime is created
Mastery: 85%, good at going over his limit, and good at using it to his advantage
Name: Impulse Essvee
Age: 18
Height: 6’0
Ability: Teleportation, can teleport to any area he looks at , and can swap places with opponent if eye contact is held for 3 seconds
Drawback: Can get severe dizzy spells if he teleports to much in little time
Mastery: 80%, knows not to go to quickly, sometimes has little ‘spasms’ where he teleports around every 5 seconds which is out of his control
Name: Joe Hills
Age: 17
Height: 5’10
Ability: Healing melody, humming a specific melody can allow him to heal the person he’s touching
Drawback: Loses his voice easily
Mastery: 90%, cannot fully heal major injuries
Name: “K” Eralis
Age: 19
Height: 6’3
Ability: Eye Lock, If he makes eye contact with opponent, he can lock them in place for up to 7 minutes
Drawback: Can happen even with his teammates by mistake, cannot stop it
Mastery: 95%, wears eye-mask so no one can see his eyes while not in battle
Name: Mumbo Jumbo
Age: 18
Height: 6’4
Ability (up to change): Telekinesis, can move objects and entities without touching them
Drawback: Gets headache if he moves or lifts to many things at once
Mastery: 90%
Name: “Pearl”escent Moon
Age: 18
Height: 5’11
Ability: Flight (pretty self explanatory)
Drawback: Gets lightheaded and short of breath from high altitudes
Mastery: 95% Can fly for pretty long, and knows how to incorporate physical strength and flight into altercations
Name: Ren Dog
Age: 18
Height: 5’10
Ability: Wolf hybrid, heightened hearing, smell, and speed, can communicate with wolves and dogs, can morph into a dog
Drawback: None really
Mastery: 90%
Name: Skizz Leman
Age: 18
Height: 6’2
Ability: Solar Strength, he gains strength in the sun, has heightened strength and can shoot rays at opponents
Drawback: Gets fatigue after exzert to much sun energy
Mastery: 75%, sometime uses stored up sun energy to quickly
Name: “Joel” Smallish Beans
Age: 16
Height: 5’7
Ability: Electricity manipulation, can electrocute opponents, and can channel electrical currents (imagine denki from mha)
Drawback: Dizziness, and passing out if to much electricity is released (will be discombobulated for a 1-3 days depending on how much electricity was output)
Mastery: 65%, can’t control exactly where electricity outputs go, and sometimes loses control of how much electricity he outputs
Name: Tango Tek
Age: 18
Height: 5’8
Ability: Fire manipulation, can summon fires and shoot flames at people
Drawback: Can experience the more minor symptoms of heatstroke( fatigue, dehydration, fast breathing, muscle spasms, delirium, etc)
Mastery: 75%, loses control of flames once they attach to something
Name: Beef Vintage
Age: 17
Height: 6’1
Ability: Chains, can form chains out of any part of his body, which helps with transport and physical attacks
Drawback: Causes skin dryness if overuse
Mastery:85%, still working on aim
Name: Wels Knight
Age: 18
Height: 5’9
Ability: Weapon, any type of weapons can be created out of fat stored up in his body (like momo from mha, except only weapons)
Drawback: Can cause extreme weakness if he makes more weapons that fat stored
Mastery: 90%, knows his limits, sometimes overdoes it in panic
Name: Xb Crafted
Age: 17
Height: 5’7
Ability: Water Manipulation, can manipulate water, shooting it can have enough force to injure opponents, can also breathe underwater
Drawback: Can cause severe dehydration (dizziness, confusion, tiredness, etc)
Mastery: 85%, sometime outputs more water than he means to, and needs work on aiming
Name: Xisuma Void
Age:19
Height: 6’3
Ability: Code manipulation, can manipulate code to change people attributes, abilities, and mental states for a set period of time
Drawback: Can cause severe confusion if to much is changed in a short time
Mastery: 99%
Name: Zed Aph
Age:16
Height: 5’6
Ability: Static, can change opponents surroundings to look and sound static like
Drawback: Can mess up his own vision and hearing for a hour or twoif he keeps someone static-y for to long
Mastery: 80%, tends to forget his limits
Name: Cleo Zombie
Age:19
Height: 5’8
Ability: Necromancy, can summon zombies of deceased people for a short period of time
Drawback: None known of
Mastery: 85%, Can’t hold control of zombies for to long
#hermitcraft#hermitcraft au#bdouble0#cubfan135#docm77#ethoslab#falsesymmetry#geminitay#goodtimeswithscar#grian#hypnotizd#ijevin#impulsesv#joe hills#keralis#mumbo jumbo#pearlescentmoon#rendog#skizzleman#smallishbeans#tangotek#vintagebeef#welsknight#xbcrafted#xisumavoid#zedaph#zombie cleo#curseofabilitiesau
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been thinking about how collecting things acts as a form of play recently. obviously, certain hobbies like rock collecting involve aspects of what we would conventionally think of as 'play' (searching, digging, dusting and examining, etc), and the process of displaying something is often too, play (though we generally call it decorating). collecting anime figures or vintage action figures in particular often invokes a kind of play-pretend that isn't acknowledged due to the commercial elements of these hobbies, despite this play also underlying more conventional forms of collecting. Let's put garage kits, gunpla, figmas, and anything else that would give figure collecting overlap with productive kinds of playing out of mind of a moment. You go to amiami and buy a 1/6 scale hatsune miku figure for $120. Shipping is anywhere from $10-30 depending on where you're getting it from(pricey!). You have the intention to sit this figure on your desk and little else. No fancy photoshoots or anything(at best maybe a few photos to share), just You and Your Toy.
at the core what you're buying is just emotional proximity to the things or characters in media you like (<- deeply obvious and boring sentence, but please keep reading). a child will play with toys as a way of exploring both fantastical ideas and the world around them in a way that is safe. with collectible figurines, those ideas and fantasies are self-contained in the toy itself, the predictability and familiarity acting as another form of safety. the satisfying comfort of 'playing' occurs when you look at the figure and feel like its meaning is self-evident. the act of 'play' becomes the bond you have developed to the object. the object is real. you can define yourself in relation to it- but more importantly, the ownership over this object affords you the ability to define the object in a way that would be somewhat less warranted as a mere spectator of a book or tv series. miku isn't just a figure, she is your idol, or your daughter, or a weird pet. this bond you have dictated has made her more real, and your self-concepts by extension. but this is all playing at the end of the day because she is a toy. a rock collector takes pride in their collection in part because of their love for rocks, but also because it reflects their mastery over understanding the world of rocks. it becomes testament to the relationship with their special subject. they are transformed by the physical presence of the rock. anime figure collecting is quite similar.
hoarding is kind of interesting with re: collecting because to me it's the process of play being stilted. there is desire but not so much intimacy between the person and their object. i often get the impression that hoarders desire to play with their objects, but are inhibited from being able to engage in that kind of vulnerability, instead turning the act of acquisition into a kind of less enriching pseudo-play. after all, hoarding can be a response to periods of traumatic deprivation. the hoarder who accumulates tons of stuff receives some of the comfort and safety of play via the guarantee of a new item added to their collection. they aren't sure how to treasure their objects beyond ensure that they are not thrown away. they cannot 'play' with them, and have their relationship defined largely by the emotions created by the absence of play. by being unable to engage with play and thus failing to acquire the fulfillment or enrichment of play, they end up snagged in what usually ends up being a frustrating cycle.
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Hello! I have a question about manifesting a skill, and i would really love ur advice on it plz.
So Let’s say I’m learning how to draw, so I decide now that I’m the best artist ever. However, when I start drawing, it doesn't turn out the way I want it to or I don’t see any improvement…Should I just continue to affirm and ignore what I drew, telling myself, “Yep, I’m the best artist ever”? Should I proceed normally despite the results?
Whenever I keep drawing and notice that it isn’t meeting my expectations, it leads to me feeling unmotivated. This makes me feel like I need to practice more, which I don’t want to do lol. After all, if I had the skill already, wouldn’t that mean I don’t need to practice at all? For example let’s say I wanted to draw hands and they don't come out the way I wanted … do I just keep going and not practice it? or do I look up how to draw it? lol I feel like looking for help defeats the purpose of practicing since I said I know how to do it.
How can I get myself out of the mindset of feeling the need to practice all the time to "improve"? I'm constantly seeing comments in the art community like, "It's going to take time to get to where I am," or "You need to practice every day for at least 10 minutes to get better."
I think I’m most confused when it comes to the practice part of wanting to manifest a new skill. Bc why would I need to learn if I know everything ? lol. I try not to let the 3d get to me so I’ll usually just put my art book away and then I’ll affirm that I’m the best at it all. It just sucks to feel that unmotivation to grab my book, since I feel like I'm not making any progress and that I have to practice to get better.
I have the same question when it comes to learning how to sing or picking up a new language. For instance, if I say I'm the best singer, what do I do when I don't sound good or not quite how I want? Or if I say I know how to speak all languages but struggle to speak it?
Idk If this is a dumb question or a confusing one but plz help lol I think I’m a little confused! I just wanted to know so I can realize my mistakes so I won’t make them again. I’m so Srry this is a lot 😭. Tysm❤️
Hiii 🩷 this is a good question!
Manifesting a skill (like drawing, singing, or learning a language) involves assuming the identity of someone who already has it. You��re not “faking” it—you’re choosing to step into the version of yourself who possesses that skill effortlessly.
However, when you manifest a skill, you’re not necessarily bypassing the physical expression of it. Your actions and external reality reflect your inner state. If you’re still perceiving yourself as someone who “needs to practice” or “isn’t good enough yet,” the 3D will mirror that back.
How to Handle “Imperfections” in the Process:
• Detach from the result.
If you draw a hand and it doesn’t look perfect, remind yourself: This is just a temporary reflection of my old state. It doesn’t define me now.
• Persist in your belief.
Affirm: I am the best artist ever. My skill flows effortlessly through me. Feel the truth of this, regardless of what the 3D shows.
• Redefine practice.
Instead of seeing practice as “effort to improve,” view it as the natural expression of your skill. In other words, your drawing session isn’t about “getting better” but simply about embodying the artist you already are.
Looking up tutorials or resources doesn’t negate your manifestation. Think of it like this:
If you already believed you were the best artist, would you feel bad about exploring techniques? No, you’d likely feel inspired to refine or try new things—not from a place of lack, but from abundance.
• Shift your perspective:
Instead of thinking, I need to practice to improve, affirm: I am naturally gifted, and I explore art because it’s fun and fulfilling.
• For singing or language:
Similarly, singing exercises or language practice can be seen as a joyful expression of the mastery you already possess, not as a chore to “become good.”
What About Feeling Unmotivated?
When results don’t align with your expectations, it’s easy to feel demotivated. Here’s how to overcome that:
• Refocus on your state of being.
Instead of focusing on how your drawing looks now, focus on how it feels to be the best artist. Feel that confidence and joy.
• Celebrate progress, even if it’s subtle.
Every line you draw, every note you sing, or every sentence you speak is evidence of your chosen identity.
A Practical Example
Let’s take your example of drawing hands:
1. Before drawing, center yourself and affirm: I am an incredible artist. My hands create effortlessly.
2. As you draw, if it doesn’t turn out how you expect, remind yourself: This is temporary; I already have the skill.
3. Choose to enjoy the process. If you feel inspired to look up a hand tutorial, do it from a place of curiosity, not lack.
You’re not forcing yourself to be something you’re not; you’re uncovering the truth of who you’ve decided to be. The 3D will catch up as long as you persist in that state of knowing. Instead of focusing on the “imperfections,” shift your attention to the joy and mastery that already exist within you.
#law of assumption#loassumption#loa tumblr#manifesting#loa blog#neville goddard#loass#manifestation#loa#law of manifestation
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Seventh Body - The Auric Body
In the teachings of Kundalini Yoga, the human being has 10
bodies, not 1. Each body has its own attributes, and the 7th body is the Auric Body.
Seventh Body: Auric Body
The aura is the electromagnetic field that surrounds your body; it contains, projects, and interacts with the energetic life force, it usually extends three to nine feet beyond the physical body.
Qualities: Mercy, security, love, celestial charisma.
Key phrase: “Platform of Elevation”
Mastery: Projects positivity and repels negativity, like a shield; illness cannot penetrate your physical body; radiates magnetic security and an inspiring, merciful presence
If weak: constrictive, paranoid, lack of self-trust; negativity can penetrate into the psyche and physical body; there may be a tendency to conform to please others by overexpressing yourself
Key to Balancing Auric Body: practice meditation, pranayama, vigorous yoga, and martial arts. Wearing white clothing made of natural fibers gives about a 12-inch boost to the aura. Work on the Eighth Chakra. A strong auric body sustains the health of the pranic body. And it is the health of the pranic body that allows the auric body to emanate out as a magnificent force field to be reckoned with. The two together keep our physical body and immune system strong and allow us to walk and work fearlessly as who we are. Be mindful of the positive effects of water, internally and externally.
Each of the ten bodies relates specifically to the qualities of one of the ten Sikh gurus.
Guru Har Rai the seventh Sikh Guru. Read and study the life of Guru Har Rai Sing out loud, often, and joyfully. Elevate others with your singing. Wear white clothing made of natural fibers. A question to ask the Seventh Body? Do I allow myself to elevate myself and others?
FEELING In a challenging position, this may manifest as a person with low self-esteem. They may feel that shine comes from outward appearance rather than from within. They may also feel that people expect them to be more independent and nurturing and that they have to live up to their expectations.
Threatened by other’s energy or situations, overwhelmed by other’s energy, not true to own principles, has “Thin skin” can be Isolating, not able to uplift oneself, have weak boundaries, lays awake trying to fix loved ones and overwhelmed with all negative aspects of their life.
The inner desire is to be oneself, regardless of anyone’s expectations.
In a strong position, this will manifest as an intelligent person, a wise person. They are independent. They like to read, and they like music. This may represent a nun or priest living in seclusion. This is someone who has obtained intense knowledge through many lifetimes. They also have learned to uplift themselves, and they can be good teachers and very good parents because their presence uplifts environments and circumstances. They can work in relative seclusion, i.e. a scientist in a laboratory, a park ranger in the forest, a priest, or a nun.
They may seek financial security, a platform of elevation, security, mercy self-contained, secure, like to sing, uplifting to self and others, elevates themselves with ease, self-contained, and has strong boundaries.
The seventh body is the auric body, which is the electromagnetic field that surrounds a person. Most children are able to see auras at a very early age between 2 and 4. After that, the pituitary gland changes and this makes it more difficult to see them. You can do certain meditations to develop this quality.
A regular aura can be somewhere between three and nine feet. Between three and seven is the most common. A nine-inch aura is rare. Wearing white clothes increases the aura by 12 inches.
People with strong auras can be very uplifting to be with. They put you in that state too, it’s contagious.
There are many benefits of a strong aura. The person is surrounded by this electromagnetic field that protects him/her and gives them projection. Auras are nurturing, compassionate, charismatic, and “human forklifts”. That’s why the key phrase is “platform of elevation”.
Meditation Meditation for the Aura. Sit in an easy pose and place your hands on your knees. Now concentrate on the space around your body, the electromagnetic field. Feel it getting bigger. The following affirmations should be repeated, keeping the focus on the electromagnetic field: I AM LIGHT. I AM STRONG. I AM BRIGHT. I AM BEAUTIFUL. I AM KIND. WHA HE GURU. Repeat 7 times
Aura: Electromagnetic field around the body. It protects us as well as helps us project from the heart.
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Class Feature Friday: Sparkling Targe Study (Pathfinder Second Edition Magus Hybrid Study)

(art by Satyaki Sakar on Artstation)
I’ve said it before with the original version of the magus, but I am so very glad that archetypes for that class gave us options other than a one or two-handed weapon plus free hand, such as the skirnir, which let’s you play a sword and board build while also having spellcasting and the ability to go defensive by buffing up your shield as well.
While the 2e magus doesn’t have the same pool of power to enhance weapon or shield the way it’s 1e counterpart does, it does have it’s own way to play with shields in the same vein with the sparkling targe hybrid study, which is all about using a magical or mundane shield alongside your magic, enhancing it even as it protects you.
I like the new name as well. Feels very mystical while skirnir definitely feels more cultural in nature.
In any case, this study is perfect for those planning on a more defensive magus build, so let’s take a look to see how and why!
These magi start out training how to use shields to accept the brunt of enemy attacks, however, when they raise their shields (be they mundane or the result of a shield spell) as a part of an arcane cascade, the shield provides additional protection against all hostile attacks, even those that are not physical. Additionally, the shield itself becomes much more durable overall.
From there, the conflux spell of this study provides magical multitasking and coordination to allow them to strike and raise their shield in the same action.
The spells of this study are all defensive, granting wards against elemental energies, a ward that protects them when they focus their attacks on a single foe, and of course a spell for hardening the flesh against physical damage.
There are also feats associated with this option, including Emergency Targe, which lets them lift their shield or cast a shield spell reflexively before an attack strikes true, or Dazzling Block, letting their weapon flash with light on impact, blinding foes.
Other useful feats include Magus’s Analysis, Raise a Tome, Steady Spellcasting, Cascade Countermeasure, Reactive Strike, Shielded Tome, Arcane Shroud, Whirlwind Spell, or whatever else makes sense for the build.
Naturally, this option is very much for the defensively-minded magus players, and it succeeds that certainly with the various defensive buffs and methods for getting your shield raised to better protect yourself. One major pitfall that I’d avoid though. While the wording does suggest you can play a sparkling targe magus purely using the shield cantrip rather than a physical shield, I do not recommend it since this option offers no way to recharge the shield cantrip after it has blocked a blow, meaning that one successful block requires you to wait 10 minutes to use it again, which is not viable for combat. Instead, have a proper shield on hand and the shield spell as a backup. Overall for play, I recommend focusing on casting buffs at the start of combat to go into arcane cascade, and follow up with spellstrikes, spells, and normal combat as needed.
While First Edition’s skirnir has the cultural implication of being a shieldbearer for someone else, characters aren’t actually required to serve a noble house, and such is the case with these magi as well. Regardless, however, they do bear mighty shields, which is a perfect excuse to focus on the power of magical shields, which often get sidelined by magical weapons, I feel.
Though many of her kind view her, a ru-shi dhampir and wayang, with pity, Adiboa sees her heritage as a door to greater insights into the depths of shadow. Alongside the magical secrets she has learned, she also has mastered the art of weapon and shield, the better to ward others against evil.
The Loka people of the far north tend to eschew metal due to it’s rarity, but their mastery of runic magic enhances their wooden and bone weapons to match steel. This skill proves important against the dangers of the far north, where there magic shield-masters fight against beasts as mighty as corrupted yeti.
One’s role does not change simply because one’s pronouns and appearance do. Such is the case with Ifga, former shieldbearer now shieldmaiden, and she continues to stand watch over the seat of her jarl with glowing shield in hand. However, despite the acceptance around her, something else troubles her.
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Juno through the degrees
Juno represents commitment, marriage, soul contracts, and the qualities we seek in a long-term partner. Its degree placement can add nuance to how Juno’s themes manifest in your life.
1° – Independence & Pioneering Commitment
• Seeks a partner who is bold, independent, and willing to take the lead.
• Relationships may involve trailblazing energy or new beginnings.
2° – Sensitivity & Emotional Bonding
• Needs emotional security and a strong intuitive connection in relationships.
• Could attract a partner who is nurturing yet sensitive.
3° – Curiosity & Communication in Relationships
• A partnership thrives on intellectual exchange and constant learning.
• Attracted to a witty or socially adaptable partner.
4° – Stability & Security in Commitment
• Deep need for a solid, dependable relationship foundation.
• Commitment may feel like a duty or responsibility.
5° – Adventure & Freedom in Commitment
• A relationship that allows for personal freedom and exploration is necessary.
• Attracted to adventurous or unconventional partners.
6° – Service & Harmony in Relationships
• A nurturing, balanced, and healing energy in partnerships.
• May feel a duty to help or heal a partner.
7° – Spiritual & Mystical Connections
• Drawn to fated, soulmate-like partnerships.
• A relationship may have a strong spiritual or telepathic bond.
8° – Power & Transformation in Commitment
• Relationships may involve deep power dynamics, passion, and intensity.
• Could attract a strong-willed or ambitious partner.
9° – Expansion & Higher Learning in Love
• Values growth, wisdom, and philosophical alignment in a relationship.
• May attract partners from different cultural or spiritual backgrounds.
10° – Authority & Structure in Marriage
• A serious approach to commitment with long-term goals in mind.
• May marry someone with status or strong leadership qualities.
11° – Unconventional & Progressive Unions
• May be drawn to unique, non-traditional partnerships.
• Prefers a relationship with intellectual stimulation and independence.
12° – Dreamy & Romantic Soulmate Bonds
• Can experience idealistic or karmic love connections.
• Needs emotional depth and fantasy in relationships.
13° – Transformation & Passion in Love
• May undergo major relationship rebirths or intense changes.
• Passionate, sometimes obsessive connections.
14° – Communication & Mental Stimulation in Relationships
• A need for deep conversations and a mentally engaging partner.
• May struggle with overanalyzing commitment.
15° – Charm & Magnetic Love Energy
• Relationships may feel fated or involve strong attraction.
• A balance between love, luxury, and devotion.
16° – Sudden Shifts & Unpredictable Love
• Unconventional relationships; may experience sudden breakups or new beginnings.
• Needs a partner who embraces change.
17° – Perseverance & Deep Loyalty in Love
• Commitment is taken seriously, and patience is key.
• Seeks a partner with strong willpower.
18° – Intuition & Emotional Intensity
• Love is deeply intuitive, with an emphasis on psychic or emotional bonds.
• May experience profound spiritual connections.
19° – Magnetic & Charismatic Love
• Attracts relationships that involve admiration or public recognition.
• A dynamic and influential partnership.
20° – Dedication & Traditional Values in Love
• Prefers long-lasting, structured relationships.
• May marry for security or legacy-building.
21° – Adventurous & Open-Minded Love
• Relationships thrive with exploration and cultural exchange.
• A partner may have a free-spirited nature.
22° – Mastery & Karmic Relationship Themes
• A fated degree; relationships often involve lessons or major responsibilities.
• Commitment may involve leadership or shared ambitions.
23° – Social & Charismatic Love Connections
• Enjoys popularity, networking, and socially active partners.
• Relationship may be publicly admired.
24° – Sensual & Devoted Love
• Deep emotional and physical loyalty in relationships.
• Attracts a sensual, affectionate, and stable partner.
25° – Visionary & Revolutionary Love
• Partnerships may feel destined to change the world in some way.
• Could be drawn to activism or humanitarian bonds.
26° – Practical & Hard-Working Commitment
• Marriage is approached with responsibility and diligence.
• Prefers a partner who shares long-term goals.
27° – Mysterious & Enigmatic Love
• May experience hidden or secretive relationships.
• A need for deep emotional intimacy.
28° – Fated, Soulmate-Like Unions
• Often linked to karmic or twin-flame relationships.
• A deeply transformative love life.
29° – Critical Degree of Relationships
• Relationships may involve intense, life-changing lessons.
• Can feel a strong urge to find “the one” before it’s too late.
30° – Completion & Divine Union
• Represents the final evolution of Juno’s energy in a sign.
• A deeply fulfilling or spiritually aligned relationship path.
#astro notes#astrology#birth chart#astro observations#astro community#astrology observations#astrology community#astrology degrees#astro#astroblr#juno
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{ 08.11.24 } · { 50 days of routine } · { day 10 }
I don't get the first exercise from week 2 of the CBT workbook. It's a “values and activities” form where you have to put in at least 2 values for each of the six life areas (relationships, education/career, recreation/relaxation, faith/meaning/expansion, domestic responsibilities, and physical health) and then come up with at least 3 activities that can fall under each value. And they define values as anything that has no end point AND that is something you enjoy, love, or get satisfaction from doing (e.g. brings pleasure or enjoyment, gives us a sense of mastery or accomplishment, and feels like it’s worthwhile) whereas “activities, in contrast, are specific and have a beginning and an end, though they can be repeated as many times as we wish.” Then they proceeded to give some examples of values which included things like “beautifying my living space”, “spending time with friends”, “enjoying good food”, and “feeling fit and strong.” I suppose I get the last two as “values” but aren't the first two more like activities??? I am confused™. And I'm pretty sure “completing all my schoolwork” would be an activity because it has an end point...BUT IT SURE ISN'T SPECIFIC!!! 😂 I guess a good chunk of this is just semantics. I also skipped ahead and read week 5 last night. The chapter was called “time and task management” and I'm stealing some activities from there 😈
Here's everything else I got up to today! I don't know why I'm using exclamation points!!!
So for the daily activities worksheets, besides listing out everything you do and when, you have to state how enjoyable each activity was on a scale of 0-10, the same for how important each activity was, and an overall mood rating for the day also on a scale of 0-10 and they didn't say how you were supposed to come to a single mood rating for an entire day, so i just took the average of my enjoyment column lol. Anyway, I noticed two things so far: (1) a lot of things that are important are not very enjoyable (ok, i kinda knew this one but seeing it so starkly confirmed my suspicions lol) and (2) shorter study sessions (under 90 mins-2h) tend to increase enjoyment just a bit unless I'm researching smth or writing/making a presentation which are the most likely activities to put me in a flow state. So to help me not feel sad about doing shorter sessions (i.e. not being able to focus that long and that happily most of the time), I need to get Forest plants that look pretty much the same whether I get 1 plant per session or the max of 4 lol. Also, today's overall mood rating was the highest it's been all week (4.7 as opposed to ~4 since I started tracking all this...i think it's because i had more study sessions that were shorter today than in the last few days)! 🥳 I'm so glad this (extremely) tedious activity was not entirely useless!!! 😌
#50 days of routine#studyblr#studyspo#study motivation#stem academia#stem student#stemblr#100dop#100 days of productivity#heyfrithams#heydilli#astudentslifebuoy#100 days of studying#100 days of self discipline#cognitive behavioral therapy#mental health#therapy#mental wellness#that girl#becoming that girl#it girl energy#glow up#becoming her#mittonstudies#studyingwithmila#self improvement#self care#self awareness#self reflection#healing
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Ethoslab Ladders Aka Mr Clark Snappers.
CR 20 NG Medium Humanoid
XP 307,200 (if used as npc for encounter)Middle aged Human Rogue (Phantom Thief)10 Living Monolith 10
Neutral Good Medium humanoid
Init +8; Senses Perception +36
AC 40, touch 24, flat-footed 32 (+8 Dex, +5 Deflection, +5 Natural, +1 Insight, +6 Armor, +5 Shield) hp 135 (16d6+75)
Fort +17, Ref +22, Will +16
Speed 30 ft. Melee Adamantine shortsword +27/22/17 1D6+5 Ranged Crossbow +31/26/21 1D8+9
Racial Bonus feat (Fast learner), +1 Skill point per level.
Traits Pragmatic activator, Nervous.
Class features Refined education(Craft:Stone, Perception, Stealth, Spellcraft)+5, Broad education(Finesse rogue, Positioning attack, Improved feint, Minor magic, Major magic), Social sense+3, Advanced rogue talent: Shrine walk, Soul stone, Stone blood, Fortified flesh(DR 3/- 30%), Stability, Tombsight, Immune to disease, Attunement to stone, Summon sphinx, Ageless stone, Judgement of the monolith, Master Ka stone.
Spellcasting CL10 DC20 Crafter’s fortune 5/day Read magic/at will.
Str 10, Dex 26, Con 20, Int 30, Wis 18, Cha 14
Base Atk +14/9/4; CMB +13; CMD +31
Feats Shield proficiency, Rapid reload, Point blank shot, Precise shot, Snap shot, Rapid shot, Crossbow mastery, Master crafter, Endurance, Iron will.
Special His immortality gives him the +2 bonuses for old age but no penalties thanks to his immortality.
Skills Acrobatics +30, Appraise +18, Bluff +25, Climb +20, Craft(Stone) +33, Craft(Redstone)+33, Disguise +11, Disable +14, Escape artist +20, Handle animal +13, Heal +11, Intimidate +11, Knowledge (Arcana +30, Dungeon +18, Engineering +30, Nature +20, Geography +18, History +15, Local 15, Nobility +14, The planes+14, Religion +14), Linguistics +5, Perception +26, Perform(dance) +7, Profession(Engineer) +21, Ride +16, Sense motive +16, Sleight of hand +16, Spellcraft +35, Stealth +30, Survival +16, Swim +20, Use magic device +33.
Languages Common, Draconic, Elven, Dwarven, Sphinx, Giant, Sylvan, Undercommon, Alko.
Combat gear Cornerstone crossbow+5, 45 +4 Bolts, Adamantine defending shortsword+5, 2 Daggers of doubling, Returning trident+1, Amulet of natural armor+5, Ring of protection+5, Scholar’s ring, Dragon form armor(Black)+5, Animated fire resistance darkwood buckler+4, Belt of physical might+6 (Dex, Con), Headband of mental prowess+6 (Int, Wis, Bluff), Coat of resistance+4, Cloak of comfort, Shoes of the lighting leaper, Bracers of the falcon aim, Wands (Fly, Haste, Cure moderate wounds), Potions:Blur(1), Cure critical wounds(2), Manual of quickness of action+3(Used), Tome of clear thought+4(Used), Ioun stones: Dusty rose prism, Western star, Bag of holding type I, Small anvil with the phrase “You got Etho’ed” on the side, Rogue kit, 113GP.
Background Ethoslab also known simply as Etho hails from a far land of Hermits where he is renowned for his pioneering and discoveries in the field of redstone. Etho is a quirky, intelligent, adaptive individual that has some nervous moments popping out sometimes. Nevertheless, Etho’s knowledge of redstone and architecture is unparalleled and even his colleagues Mumbo and Grian recognized his talent. Etho being very old, sometimes struggles to find something new to do that would stimulate his mind even if that means pushing things to the extreme, sometimes. Regardless, his favorite thing is dropping anvils on unsuspecting hermits via very complex contraptions and he was about to drop one on his friend Scar but he was interrupted by an ethereal voice: “You want to see new horizons? I can help with that. Would you like to accept my challenge?” Etho was confused for a moment but then saw a chest that wasn’t there before. “If you are interested, open it. Never seen before horizons awaits you.” Etho was hesitant for a moment but he just could not resist. As soon as he opened the chest the world around him changed as so did his equipment. He stood in the middle of a jungle with new tools, knowledge and a map in hand. “Find me if you can. And if you succeed i will grant your deepest wish.” Etho looked around and spotted a Llama. “Well, would you look at that.” And he smirked.
Image made using Heroforge.
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Can you explain Daphne and Thoren's relationship PLEASE
Why anonymous bbg? scared that I might propose?? 😭😭 (Please find me PLEASE)
Ok have this aka the most logical thing ever -the couple that carries my whole Winx club lore
Daphne:
Right now she's 31 years old.
Born on the 28th September 1993 (EARTH TIME- Magical Universe Time - 1981)
If she ever takes the throne, which she will, she'll become the most powerful (politically- she already is the most powerful physically) person in the whole universe 😀
She's kind of a part of the Lightrock Council, which they chose a bunch of people who are younger than a century to take care of physical things such as court leading and handling executions.
Miss girl is a perfectionist. Extreme. You can't find anything she can't do. That also makes things dangerous for her as her elemental mastery is too high.
She developed an ED for the same reason. She gotta be perfect and living normally isn't gonna cut it.
She got diagnosed with ADD when she was a child but just now she found out that it was ADHD. She's now mad as hyperactivity isn't really "elegant".
She also has insomnia and PTSD. PTSD doesn't really matter to her except for when it snows in Domino.
She's cold towards anyone. Except Bloom and little children. And cats.
She's a musical performer and writer. The only thing she doesn't like about her voice is that she doesn't have a low register. Which she does but she wants it to be lower.
She sometimes visits whatever churches there are for her. For fun.
Her full name is "Daphne Kusana Elizabeth Sparks". She doesn't tolerate people using Elizabeth though.
And considering her age now, it's safe to say that the fall of Domino happened when she was 9. She -would- die if the Company of Light didn't arrive to fight. She did die when she was 22 though. That Sirenix curse lasted about 6-7 years.
Speaking of which, she actually found out she could haunt anyone she wants. She enjoyed giving Bloom her first trauma.
Thoren:
He's also 31 years old. (Shocker- also he's 53 hours younger so have that ig)
He was born on the 30th September of the same year.
Unlike his uncle aka fuckass Erendor, his father is a pretty nice person. They haven't spoken for a while now but I'm sure King Vincent still loves his beloved son.
LORE DROP: He wasn't supposed to exist. The first monarchy and the second monarchy made a deal to merge, leaving Erendor on the throne. I mean, the first monarchy wanted to at least. They had to include a catch so Erendor just put down "unless they have a kid by next year" knowing that the Queen was infertile. Not having a choice, they made the deal. Fast forward to 3 months later, the Queen found out she was pregnant. They called it a miracle but King Erendor called it a curse. Queen Samara remains unbothered. So it's basically Erendor's fault that Sky still hates Thoren to this day without a reason.
Also his mom died when he was 10. We still don't know why and no one knows where the body is. I do, but gotta keep it secret for new story ideas.
Hell, Sky adopted a fucking dog because Thoren is allergic.
The Lightrock Monastery has a kitten named Blair (Blair Waldorf from gossip girl. Thoren wanted to name it Meredith as in Meredith Grey but that name is already taken by another cat on Earth.)
Thoren is banned from the First Monarchy of Eraklyon. Since he was 13. Very "invisible string" that Daphne got banned on the same day. She got unbanned but never went there again.
He trains for fucking 18 hours a day. Yet he's still in the top 70 of the Paladin power charts. The reason for that is trauma. (Flashbacks to Sky's flashbacks in s6) He never rests either. No sleep. Psychopath ass bitch.
His left leg is prosthetic. During his first year as a Paladin intern he dropped the Earthquake Hammer on his foot. It basically shattered his whole leg. He still threatens people to crush their skull if there is a conflict.
He ends up in a hospital every fortnight. It's because of his training but not the one in Linphea College. So there's kind of a forest in Eraklyon's second monarchy. It leads to those ninja hideouts. The fact that killing at least 40 of them is a daily training thing and he has been doing this since he was 13 is very concerning. Though his first attempt was pathetic and he had to be in a hospital for 3 months.
His friend group, ESPECIALLY DAPHNE, will never ever stop making fun of him for his similarities with the Thunder God Thor.
He is also a musical performer. The only thing he doesn't like about his voice is the fact that he doesn't have a higher register. Except he actually does. But he sounds like a rock star while actually hitting high notes. And he doesn't like it. Idk what he expects.
His grandfather is still alive. And a member of the Lightrock Council. He calls Thoren "Charles".
Speaking of which, Thoren's full name is "Thoren Charles Alberich" and he might kill anyone who uses Charles. Except his grandfather. For apparent reasons.
He has a record for having the most hate accounts about him online. He kicks their asses though.
He's the only one who has more than 10 suicide attempts (12) in his friend group. Daphne comes second with 9.
He has probably performed Blue (Heathers the Musical) at least 4 times.
AS A COUPLE:
They met when they were both 8 years old at a Royal event. No it wasn't love at first sight. Stop. They were children. Also Daphne didn't like him anyway.
They finally became friends a year later, months after the Fall of Domino.
They started dating at 16. But Thoren fell first. When he was 15 actually.
A little fact to add, they both started college at 19 for secret reasons.
You know Daphne died at 22, this basically sent Thoren into a depression and during the time Daphne was gone, his suicide attempt count went from 2 to 8.
Then after they reunited somehow, Thoren proposed. Not in a normal way. I'll explain later sometime.
They got married at 28. Then there was a wedding after-party which no one except their friend group was invited to. Not even Winx was invited 💀💀💀
As much as Sky didn't have a problem with her, Daphne still despises Sky to this day.
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What in Hell is Bad Demon Kings as Arknights Operators
(If you saw this before, it's because my Tumblr app glitched out and sent the draft before I was done orz)
So, funny story!
With every single WHB demon king already obtaining a playable version, I found myself thinking of the very hypothetical scenario of Asmodeus facing off against Mlynar, an AK Operator who also doesn't do normal attacks (he'd lose imo, our local jaded horse uncle salaryman Mlynar is OP for a reason yo). But this turned into thinking about every single demon lord in the context of them as AK Operators...
I also kinda need to appease the gacha gods by providing any sort of content, because Logos's banner drops on the 31st of October (which is tomorrow oh my god) and even though I may already have a spark ready for him (300 pulls) and enough materials to max him out day 1, I want as many copies as possible for the AK equivalent of his tea leaves.
I could've had more but I spent like 240 pulls in the past 6 months to grab several other 6* Operators, notably a guaranteed new Operator on the celebration banner (Penance in ~60), ~50 in Zuo Le's banner (got him), another 10 on Ascalon's banner (didn't get her), and a whopping 120 on Ela's banner (R6S collab, collab banners have hard pity at 120 pulls).
Update for those who care - yeah, it worked! 160 pulls for my first copy, immediately ran to fully upgrade him before pulling again, and got another two within the next 140. Welcome home husband ❤

Some ground rules before we get into the meat of the post, however:
I'll be using the Selfie cards as main inspiration, pulling in lore for any other adjustments.
Will also be putting down some skill info! Skills will assume 6* standards, meaning they have a total of three skills to choose from and two passive skills in total (Talents).
I won't be doing Modules, skill names, and skill numbers, to preserve my sanity.
Without further ado...
Satan
Satan's Selfie card has an insanely long range and strong single-target damage, but his skill deals AoE damage. That's why I think he could be a Deadeye Sniper. This, despite him apparently sharing the same seiyuu as Totter, a Besieger Sniper.
Deadeye Snipers have high Attack, a large range (extends in a triangular shape forward), and prioritizes attacking enemies with the lowest Defense. As a matter of fact, they have among the highest Attack in the entire game! This is why I picked the Deadeye Sniper subclass over Besieger Sniper for Satan - even though Besieger Snipers also have a long range, they have a blind spot in the row right in front of them, have lower attack than Deadeye Snipers, and prioritize attacking enemies with the highest weight.
First skill: a generic Attack buff.
Second skill: summons his blood scythe to attack everything in his range, dealing AoE Physical damage and inflicting Fragile (increases damage taken by all affected enemies) for a brief period of time. He can store up to 3 charges of this skill starting Mastery level 1 (normally he can only store 2 charges max), but its cooldown is slightly longer than Leonhardt's second skill, which has a similar effect.
Skill 3: an ammo skill that turns his regular attacks into AoE attacks. Increases his attack wind-up time, gives him a sizeable Attack buff, and inflicts Fragile on all affected enemies for a brief period of time. Because it's an ammo skill, this skill will continue until either he runs out of ammo or the player manually deactivates this skill.
Talent 1: increases damage dealt if there is only one enemy in his attack range.
Talent 2: all of his attacks ignore a set amount of enemy defense, this amount increases after being deployed for a set period of time until a certain cap is reached.
Mammon
Quite possibly the only tank in the entire lineup of demon kings while still being able to deal some damage, which is why I think he could feasibly be an Arts Protector Defender. Bonus points for him also sharing the same voice actor as Czerny, an Arts Protector Defender!
Arts Protector Defenders deal Arts damage when you use their skills, and they tend to be on the more offensive side while still boasting respectable defenses and blocking ability. The other offense-focused Defender subclass, Duelist Defenders, may have higher attack, but they're only able to block one enemy at a time, unlike the 3-block of other Defender subclasses.
Skill 1: a generic attack buff.
Skill 2: an attack speed buff and minor attack buff, coupled with the ability to attack all blocked enemies and lifesteal (heals a small percentage of damage dealt).
Skill 3: increases his range to attack the 8 tiles around him and summons his golden fists to attack an enemy at a time, dealing AoE damage where the target is and providing a small percentage chance to briefly stun all affected enemies while slowing down their movement speed for a brief period of time.
Talent 1: increases his max HP and defense.
Talent 2: upon skill use, grants him a shield based on a percentage of his max HP, this shield will decay over time.
Leviathan
Now, Leviathan shares the same voice actor as Shalem, another Arts Protector Defender. But Leviathan wouldn't be a Defender, I feel. Instead, I'd like to lean into his 'summoner of Eldritch beings' side a little bit more and have him be a Summoner Supporter.
Summoner Supporters deal Arts damage and are able to deploy their own summons, each with their own behaviors and stats. The summons' passive effects and behavior depends on the Summoner's set skill. Leviathan's summons would all have 1-block by default. These summons would be his Eldritch beings, but I'd like to think he'd have a particular focus on his tentacle monsters. A little bit like Deepcolor, a Summoner Supporter whose summons are tentacles, with her being of the fish race (Aegirs).
Skill 1: summons can be deployed on melee tiles and deals single-target physical damage. When Leviathan uses his skill, he and his summons gain a generic attack speed buff.
Skill 2: summons can be deployed on ranged tiles and deals single-target Arts damage. When Leviathan uses his skill, he and his summons gain Invisibility (prevents them from being targeted by all attacks until they are revealed, either by invisibility-revealing enemy skills or being blocked) and a significant attack buff, but slightly increases their attack wind-up time.
Skill 3: summons can be deployed on melee tiles and deals single-target physical damage. When Leviathan uses his skill, he and his summons gain both an attack speed and attack buff. His summons also gain +1 block count and attacks all blocked enemies.
Talent 1: Leviathan can have up to 5 summons at a time (can only deploy 3). These summons have different stats and skills based on Leviathan's equipped skill.
Talent 2: Leviathan and his summons have a minor HP regen by default, based on a percentage of their attack.
Beelzebub
I considered Instructor Guards for Beelzebub because of their tendency to have whip or whip-like weapons (some notable exceptions being Swire with a mace and Rainbow Six Siege's collaboration Operator Doc with a gun). But Instructor Guards are typically more support-oriented, which I feel kinda goes against Beelzebub's general personality, so...I decided on making him a Lord Guard.
Lord Guards have a larger range than even Instructor Guards and boast the ability to launch ranged attacks within their extended range, but these ranged attacks have lower attack power compared to their regular attacks. They deal single-target physical damage.
Skill 1: a generic attack buff.
Skill 2: drops light arrows at several spots within his attack range, prioritizing those closest to him. These arrows deal a single instance of AoE physical damage and inflicts all enemies hit with a damage over time debuff. Normally 2 spots are selected, increased to 3 spots at Mastery level 1.
Skill 3: changes his damage type to Arts, increases his range, allows him to target an additional two enemies with each attack, and gives himself an attack buff. Enemies hit by his attack suffers a damage over time debuff for a short period of time.
Talent 1: gains increased attack when no allies are in his immediate vicinity (the 8 tiles surrounding him).
Talent 2: his attacks have a small percentage chance to 'crit' and deal increased damage, this percentage chance increases as long as he hasn't dealt a crit damage instance, resetting after each crit.
Lucifer
I feel like this is the most no-brainer choice. In Arknights, there is only one subclass of Medics that have the ability to damage enemies, which is the Incantation Medic. Medics in Arknights typically don't do any damage apart from these Incantation Medics and two Single-Target Medic exceptions in Kal'tsit (has the Mon3tr summon, a DPS unit which is what she's mostly used for) and Folinic (only deals damage on her second skill).
Incantation Medics are unable to directly heal their allies, unlike all other Medics. Instead, they attack enemies that enter their range with single-target Arts damage, and subsequently heal an ally within their attack range with the lowest amount of HP based on the total damage they dealt onto the enemy.
Skill 1: increases attack speed and heal amount per attack.
Skill 2: heals everyone in his range after each attack, and gains an attack buff.
Skill 3: increases his attack and attack speed, attacks deal some splash damage on surrounding enemies. When no healing is needed, damage dealt is instead converted to a shield buff on a friendly unit, prioritizing an ally in his range currently being targeted by an enemy. Otherwise, default to the last-deployed Operator.
Talent 1: gains increased attack speed when an ally within his range has his HP dropped below half.
Talent 2: his attacks have a chance to lower enemy attack and attack speed by a certain amount.
Belphegor
The fact that he deals AoE damage with his normal attacks makes it a pretty cut-and-dry choice between two different classes, in my opinion - those two classes being Artilleryman Snipers and Splash Casters. I personally am biased towards Splash Casters, purely because Belphegor doesn't seem to be wielding any guns, which are typical for Artillerymen Snipers.
Splash Casters have high attack and deal AoE Arts damage with every attack in their range. They also have a slower attacking speed compared to most of the other classes to balance out their high base offenses.
Skill 1: a generic attack buff.
Skill 2: slightly increases his attack and attack speed, extends his range, and inflicts Slow (lowers movement speed) for a period of time on all enemies hit by his attacks.
Skill 3: increases his attack and attack wind-up time. Now attacks all enemies in his range, has a small percentage chance to Bind (causes the enemy to stop moving and attacking) the enemy for a brief period of time, and the effect of his second Talent will be increased.
Talent 1: stores up power the longer he goes without landing an attack on an enemy, up to a certain cap. This bonus resets every time he hits an enemy. Think Platinum's passive.
Talent 2: all his attacks ignore a specific amount of enemy resistance (reduces Arts damage by a percentage based on its number).
Asmodeus
Another one where I had to debate between two different classes that do not perform normal attacks - none of them being related to Flagbearer Vanguards, the class with the character that shares the same voice actor as Asmodeus, Elysium (even though Flagbearer Vanguards typically stop attacking normally when their skill is active). The first class is the Liberator Guards, who are far more offensive in nature (notably, this is the subclass Mlynar belongs in). The second class is the Phalanx Casters, who are much more defensive in nature. After some deliberation, I decided to go with Phalanx Casters for Asmodeus.
Phalanx Casters normally do not attack, but have greatly increased defensive stats while their skill isn't active. While their skill is active, however, they'll deal Arts damage to all enemies in their range and lose their boost to defensive stats.
Also, an important note for Asmodeus specifically. I will NOT be limiting how many times Asmodeus can use his skill, because most of the 'limited use' skills in Arknights are due to lore reasons (Guard Amiya S2 being capped at a single use in each stage as an imperfect copy of Guard Ch'en's S3, a good chunk of the Rainbow Six Siege collaboration Operators' skills having a per-deployment limit because of Rainbow Six Siege's mechanics).
Skill 1: retains a portion of his increased defense, gains an attack buff.
Skill 2: gains Invisibility, a sizeable HP regen, and both an attack and attack speed buff. Can manually deactivate this skill, reverting back to his state before using the skill.
Skill 3: increases his range and attack. Attacks will 'mark' the hit enemy and have a percentage chance to inflict Fear (enemies will scatter around and cannot be blocked). When his skill ends, every enemy marked is hit with a strong Arts damage instance. Can manually deactivate this skill, ending it instantly and reverting his state change to one before using his skill.
Talent 1: has an innate Sanctuary (cuts damage taken by a certain percentage amount), which increases the more HP he loses (up to a cap at 80% HP lost).
Talent 2: after being deployed for a period of time, gains Taunt (becomes a target priority for enemies). Reflects a portion of damage taken back at the enemy based on a percentage of his attack as Arts damage.
#what in hell is bad#whb#whb x ak crossover#what in “hell” is bad#whb satan#whb mammon#whb beelzebub#whb leviathan#whb lucifer#whb belphegor#whb asmodeus#oh hey this is me trying to appease the gacha gods#can you tell i'm desperate for logos#some of these are pretty op i feel#like leviathan S3 is like having multiple mini mountain S2 except you need to time your skill#lucifer might be the most balanced tbh idk#asmodeus would depend on stats and skill + talent numbers#belphegor might be a tad overpowered tbh...#if i gave belphegor a module it DEFINITELY wouldn't be the 'lowered deployment cost' module
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Imagining the Phantom Thieves as Genshin characters!! (Headcannons, kit, and team ideas because I'm a nerd)
Coming from a p5 nerd and self-acclaimed genshin theorycrafter (I'm not, I just like big damage). SPOILERS FOR P5 AHEAD!! YOU HAVE BEEN WARNED!!
Mostly because I am procrastinating my HL essay and a documentary on Czechoslovakia that I have to do for history but :)) Enjoy!! Also idk if anyone else has done this before, if they have and you've seen it, I would appreciate a link to their post, since people will have different ideas to me!
Also if you think of any other cool teams please let me know in a comment :D
Akira Kurusu:
He'd be like the traveler - in that he can switch between elements being a wildcard and all. I feel like if he and the traveler met they'd have a Spiderman meme moment like damn you don't need a vision either? Cool.
From Inazuma (I mean they're all going to be from inazuma because Japan). But I feel like his backstory would be like he was a lowly peasant living in the countryside but had to move to inazuma city yk like im having to move to Tokyo - then he meets his cool gang of misfits.
Show me your true form. (Elemental burst. Energy cost: 80) During his elemental burst, Akira enters the Wildcard state and can change from element to element by using his Enhanced Skill: Trickster. Using Trickster allows Akira to switch from element to element. While in the Wildcard state, Akira deals elemental infused Normal ATK DMG of the element he is in, each element having different properties. Since his burst is just elemental infused Normal ATKs, the damage from his burst will scale on both the burst multiplier and the normal ATK multiplier, the burst multiplier increasing the buffs he gets from each element, and the normal ATK multiplier increasing the DMG of each individual hit.
Pyro: Deals massive Pyro DMG to a single target, inflicting Severed Flames upon the target. When a target is inflicted by Severed Flames, Akira deals 50% more DMG to that target, and his ATK is increased by 25%.
Electro: Akira enters the Storm state, and his Elemental Mastery is increased by 100. Deals Electro DMG in an AoE, inflicting Thunder's Wake onto the target. Enemies effected by Thunder's Wake have their DEF decreased by 10%.
Anemo: Sucks enemies into a vortex and increases Akira's Elemental Mastery by 100. Enemies pulled into the Vortex become stunned and cannot move until the vortex disappears. Vortex lasts for 10 seconds. 13 second cooldown.
Dendro: Deals Dendro DMG to nearby opponents, and increases bloom DMG (including hyperbloom) by 75% of Akira's Elemental Mastery. Also increases Akira's Elemental Mastery by 100.
Cryo: Deals AoE Cryo DMG to opponents, and increases Akira's ATK by 15% for each enemy that is frozen on the field up to 6 enemies.
Hydro: Deals AoE Hydro DMG to opponents, and summons Mini-gana (do you get it) to deal periodic Hydro DMG. When Mini-gana is on the field, Mini-gana will heal nearby party members by 70% of the DMG done by its attacks, and decreases nearby opponents Hydro RES by 20%.
Geo: Deals AoE Geo damage to nearby targets, increasing Akira's ATK and Normal ATK DMG by 15% per Crystallise reaction triggered, capping at 6 triggers.
Steal your heart! (Elemental skill. 15 second cooldown.) Hold skill: Akira calls upon his allies to support him, summoning a Monabus and driving it, allowing him to deal Physical DMG to opponents for 150% of his current ATK. Press skill: Akira summons a Mini-gana that deals periodic Physical DMG to nearby opponents for 150% of his current ATK, and buffing his CRIT Rate by 20% for 20 seconds.
A new mask. (Passive talent 1) When Akira enters the Wildcard state, increases his Elemental DMG bonus (including Physical) by 50% of his current ATK.
Home away from home. (Passive talent 2) When put in a team with Goro or Futaba, Akira increases all allies' ATK by 15% and their elemental mastery by 100.
The idea is you build him with a lot of ATK so that his passive can covert it into elemental DMG bonus, so it doesn't matter that you can't use a DMG bonus goblet, which makes ATK on the goblet better overall. So ATK sands and goblet. Also I overtuned the Skill because physical damage SUCKS. But I wanted to include it since he's got his whole Wildcard thing and it wouldn't work to put an element to it since he can switch between them. And physical DMG can't mess with elemental reactions.
Ryuji Sakamoto:
Arataki gang. ARATAKI GANG. Because Max Mittleman = Ryuji and Max Mittleman = Itto. So yeah. Se also gives MAJOR Itto vibes!! (In the best way possible.)
As for his vision, sticking to Captain Kidd's lightning moves, I'd give him electro. I think he'd be a claymore user, but his claymore would be shaped like a mallet or whatever it is he carried in Mementos.
Feel the rage of the seven seas! (Elemental burst. Energy cost: 80) Deals periodic electro damage in an AoE and enters the Seven Seas state. While in the Seven Seas state, Ryuji summons Captain Kidd and uses bombs from Captain Kidd's ship (which attack when he uses his normal attack) to deal Electro DMG to opponents in the AOE. When in the Seven Seas state, Ryuji's elemental mastery is buffed by 10% of the team's elemental mastery and his Electro DMG bonus increases by 50% of his elemental mastery. Lasts for 17 seconds, with a 15 second cooldown.
Go get 'em, Captain! (Elemental skill. Cooldown 10 seconds) Ryuji rides Captain Kidd's boat and deals Electro DMG to opponents in the area, buffing his ATK by 10% (at talent level 10) for 15 seconds.
Bombs away! (Passive talent) When Ryuji triggers an Overloaded reaction, his Elemental Mastery increases by 100, and his ATK increases by 3%, stacking up to 5 times, each Overloaded trigger counting as a stack.
I thought of this so you'd use the supports before him, do his skill into burst to get the buff. Also, I see him as an Overloaded carry just because there are no Overloaded teams in Genshin and I think he would fit it really well. Designed to work well with Ann, as you'll see in her kit :)
Ann Takamaki:
Complete Yoimiya vibes. They'd be best friends by the way. Ann stops by Naganohara fireworks every day with Ryuji to feed the cats there and say hi to Yoimiya :D I'd make her like a popular dancer or something I'm not sure. But she does have an element of her previous fame (if we can call it that) and has people appreciate her for her beauty. Instead of being quarter American, she's quarter from Mondstadt this time! And, Pyro vision. Of course.
Do you feel the burn? (Elemental burst. Energy cost: 60) Ann deals Pyro DMG in an AoE, increasing Overloaded DMG by 70% and decreasing the Pyro and Electro RES of nearby opponents by 60%. Additionally, Ann will deal coordinated Pyro DMG with the on-field character, each attack dealing 70% of Ann's current ATK. Lasts for 20 seconds, 15 second cooldown.
Like what you see? (Elemental skill. Cooldown: 12 seconds) Ann deals Pyro DMG in an AoE, using her charm to paralyse enemies for 10 seconds, and reducing their defence by 20%.
Thanks for the support! (Passive talent 1) When at least 3 party members are either of the Pyro or Electro element, Ann will increase the CRIT Rate of all party members by 15%.
Pink Diamonds. (Passive talent 2) When put in a team with Ryuji and Akira, Ann's Pyro DMG bonus increases by 25%.
Yeah she's my designated Ryuji support because I love their friendship and they give so much sibling energy I love them <33 I wanted to give her the ability to have an advanced skill during her burst since she also deals damage in P5, but I thought it would overkill since her kit is already stupid powerful... Also you do have the option to stay on her during her burst since she does coordinated attacks like Yelan.
Morgana:
Akira fished him out of the sea. Like Paimon. But he is infinitely better than Paimon in every single way imaginable. I'm actually not sure how he found him in this world but the fishing him out of a sea thing was a joke... mostly. But yes he is a magical cat who can talk and do cool damage! I'd say not that odd for Genshin standards though. Anemo vision obviously.
I'm not a cat! (Elemental burst. Energy cost: 60) Morgana leaps into the air and creates an Anemo vortex (looks similar to Lynette's burst in that there's a cat in the middle :> ) that sucks in nearby enemies and deals periodic Anemo DMG based on 50% of Morgana's current Elemental Mastery. If an element is applied to the Vortex, nearby allies have their elemental DMG bonus for that element increased by 15%. Vortex lasts for 15 seconds and has a 12 second cooldown.
Tch, you guys are just small fry. (Elemental skill. Cooldown: 10 seconds) Morgana summons Zorro to deal periodic Anemo DMG to enemies, pulling them into a small vortex and healing nearby party members for 50% of Morgana's Elemental mastery + 25% of Morgana's max HP.
What about my fatty tuna? (Passive talent 1) Driven by his hunger, Morgana increases the ATK and ATK SPD of nearby party members by 20%. hoping they'll finish fighting quicker so they can all go and eat some good sushi after the battle.
All for you! (Passive talent 2) When put in a team with Ann, increases all allies' CRIT DMG and Pyro DMG bonus by 20%.
Makoto Nijima:
I wasn't sure what element I should give her since Nuke isn't really something that exists in Genshin... I decided upon Cryo because she fits the vibes. I'm not sure why but she does. I once saw something that said like vision users were chosen for their personal characteristics and that Cryo was for lonely people or something, (I'm paraphrasing don't quote me on this) not that she's lonely! Just that she had some trouble finding friends because her sister was always working and her position as the council president made it difficult. So yeah, Cryo.
This is my new self! (Elemental burst. Energy cost 60.) Makoto enters the Free spirit state and her ATK is increased by 40% for 10 seconds. She uses Johanna to ride into the air does a blast of AoE Cryo DMG to nearby enemies. 15 second cooldown.
I'll show you what I'm really made of. (Elemental skill. Duration 15 seconds. Cooldown 20 seconds.) Makoto rides Johanna and can drive into enemies. When riding Johanna, her skill becomes an enhanced skill, and she can deal increased DMG to enemies by ramming into them.
I don't need to prove myself to you. (Passive talent) When Makoto uses her elemental skill or enters the Free Spirit state, her Cryo DMG bonus is increased by 20%, and enemies' Cryo RES decreases by 20%.
Skill-based DPS because mostly everyone I've designed so far is burst reliant, and we know that Makoto is super cool and does things her own way while still being uber mega strong.
Yusuke Kitagawa:
Renowned Inazuman artist. He must be. I feel as though he's like Itto in the way that he'd interact with Kamisato Ayato on a daily basis at his art exhibitions and thank him for his patronage, but never realise he's the Yashiro comissioner. Oh sweet Yusuke never change. Also Cryo vision because Goemon!!
The real meaning of art. (Elemental burst. Energy cost: 60) In the throes of battle, Yusuke feels inspiration hit him and is compelled to paint the scene. To do this, he freezes all nearby opponents (regardless of whether they are affected by Hydro, but opponents effected by Hydro will stay frozen for longer) immediately upon casting his Elemental Burst, dealing a burst of AoE Cryo DMG. His normal ATKs then become infused with Cryo, and he uses his paintbrush to attack enemies in large strokes, dealing AoE Cryo DMG.
Is this true beauty? (Elemental skill. Cooldown 10 seconds.) Yusuke frames his enemies in his canvas (he does that thing with his hands where he pretends to take a photo I don't know how to describe it), dealing Cryo DMG to all opponents in his lens. All opponents captured have their Freeze duration extended by 5 seconds and have their Cryo RES decreased by 20%.
I must capture this moment! (Passive talent) Yusuke's DMG to Frozen opponents increases by 25%.
Futaba Sakura:
Dendro. Need I explain? (Okay maybe I might have to explain but I just thought it fit her really well I don't know why.) She's the daughter of the boss of Komore Teahouse (which I've made to be Sojiro. I'm sorry old boss.) and spends her days sitting behind the counter and waiting with Taroumaru. Since there isn't technology in this world she's a pro codebreaker and has intercepted and deciphered codes from the military multiple times! And since her palace was Ancient Egyptian-themed, I think it would be fitting if she'd been really interested by Sumerian culture and wanted to visit for a long time, always reading about it. Hence, her name as Alibaba. In this world, I'd like to think her mother was a scholar who attended the Sumeru Akademiya in the Spantamad Darshan since that's to do with Ley Lines and such... closest thing to Cognitive Psience I think? Also the Dendro vision could fit with her fondness for Sumeru!
Alibaba sees all! (Elemental burst. Energy cost: 80) During her elemental burst, Al Azif floats above the battlefield and casts Restricted Zone, generating a field. Within the Restricted Zone, all enemies' resistances are nullifed, and their elemental RES for all elements in the party are decreased by 20%, and increases all allies Elemental Mastery by 25% of Futaba's elemental mastery. Within the Restricted Zone, periodic Dendro DMG is also dealt to all enemies within, scaling on Futaba's Elemental Mastery. Restricted Zone lasts for 25 seconds, with a 20 second cooldown.
Pharoh's Judgement. (Elemental skill: 15 second cooldown.) When Futaba casts Pharoh's Judgement, Al Azif descends and deals Dendro DMG to nearby enemies. When Al Azif is on the field, all allies ATK, DEF and ATK SPD is increased by 20%, and their elemental DMG bonus is increased by 30%.
You can't leave again... okay? (Passive talent 1) When put in a team with Akira Kurusu and Goro Akechi, Futaba increases all allies' CRIT Rate by 20% and their CRIT DMG by 60%, fueled by the desire to protect her family, found or biological.
Don't touch me! (Passive talent 2) When enemies are in the Restricted Zone, their DEF decreases by 30%.
TRIGGER WARNING: Non-con. Not in ANY DETAIL, just as speculation as to why Wakaba may have had Futaba. Just to explain the You can't leave again... okay? talent, there's a headcannon that Futaba's father is actually Shido since we never find out who he is. Since we know Wakaba worked with Shido at some point, and he cut off her research and forced Akechi into giving her a mental shutdown, it may have happened that he took advantage of her at some point, leading to Futaba. From what we know of her character, she didn't have a partner (barring Sojiro, but they weren't confirmed for a romantic relationship), so it makes sense that her conception of Futaba wasn't entirely of her own volition.
Also, the Al Azif thing was interesting to me because I did some digging on the P5 wiki and apparently Necronomicon was based on an Arab tome called Al Azif. And since we have Sumeru and the whole thing I added about Futaba being interested in Sumerian culture, I thought it might be fitting to put Al Azif in her abilities.
As you can tell from the very long and detailed skill and burst and the two passive talents I love Futaba!
Haru Okumura:
The daughter of the Takatsukasa clan (well now the Okumura clan) head, which was disgraced for manipulation of the Tenryou commission. She now is the new head, and needs to bring the clan back to its former glory in the wake of her father's misconduct. He dies in this world because an assassin from a rival clan wanted to end his political misconduct. I'd imagine she's friends with Ayaka. And I'm giving her an Electro vision because I think it fits her personality and her whole pinky purple thing going on with Milady.
Say hi to your new boss! (Elemental burst. Energy cost: 60). Haru summons 5 employees that deal Electro DMG. Two of them deal Electro DMG every 1.5 seconds, and three of them deal Electro DMG every 1 second. Each employee deals Electro DMG based on 50% of Haru's ATK, and decreases the opponents' Electro RES by 20%. The employees remain on-field, even when Haru is switched out.
Eat up! (Elemental skill. 7 second cooldown) Haru supplies party members with her home-grown vegetables, healing the party for 50% of Haru's ATK and increasing all allies' Electro DMG bonus and Electro CRIT DMG by 25%.
I'm stronger than you think. (Passive talent.) When her employees are on the field, enemies hit by their attacks have their DEF decreased by 10%.
The employees were based off Furina's lil gang when she summons her burst. They'd have pretty fast Electro application, but not enough to powercreep Fischl, since I think Haru fits into her own specific niche of buffing Electro units (RIP Kujou Sara).
Goro Akechi:
Laughs manically. It is my time. Scaramouche vibes here. But, instead of the Shogun, he could be a lil guy from one of Yae Miko's experiments who was abandoned and left to fend for himself ): He now holds resentment towards her (obviously) and his in rage, he gained the ability to access elemental powers without a vision, because he is also a wildcard! And since he doesn't have as many bonds as Akira or whatever, he can't access as many elements as Akira can, so I'm giving him Electro and Hydro. Electro (Loki) because of his pure, unfiltered rage and Hydro (Robin Hood) because of his sense of justice and kind façade he puts on to make himself seem likable. He got a respectable job at the Yashiro commission, and works closely with Ayato on diplomatic matters, all in hopes of becoming powerful enough to create checks and balances in Inazuma's government to take power away from th Guuji Yae and the Shogun.
Stop underestimating me. (Elemental burst, Electro. Energy cost: 90) Goro unleashes his rage and enters the Berserk state, draining 3% of his HP per attack hit on an enemy. In the Berserk state, all of his attacks have 100% CRIT rate, and 50% of his ATK is converted to Electro DMG bonus. In the Berserk state, he gains an enhanced Skill, which immobilises enemies for 5 seconds with a 7 second cooldown. Lasts for 20 seconds.
I suppose I'll comply. (Elemental burst, Hydro. Energy cost: 60) Due to his desire to be likable to others, Goro will unleash a Tidal Wave that hits all nearby enemies with a powerful burst of Hydro, decreasing all enemies' Hydro RES by 20%.
This will do. (Elemental skill, 7 second cooldown in Electro, 15 second cooldown in Hydro.) Allows Goro to switch between the Electro and Hydro elements. Once the skill is tapped, Goro floats above the battle and can see his enemies' positioning. In the air, he can either use a plunge attack or use his skill again, the plunge attack putting him into Electro mode, and the skill putting him into Hydro mode. In both elements, when coming back to the ground, Goro deals AoE Hydro/Electro DMG, pulling enemies close to him and paralysing them for 5 seconds. In Electro mode, once he does the plunge attack, he heals his own HP by 45% of his ATK. In Hydro mode, however, Goro will immediately consume 60% of his max HP and gain 60% CRIT Rate. His normal attacks will become infused with Hydro, and he will gain 45% Hydro DMG bonus. He will also be able to use his skill again to place down Robin Hood, who will deal Hydro DMG to all nearby opponents.
I'll carve my own path. (Passive talent 1) Every time Goro completes a 3-hit normal attack combo, ATK, Electro DMG bonus and Hydro DMG bonus increase by 15%.
I wish I'd met you sooner. (Passive talent 2) When put in a team with Akira and Futaba, Goro increases all party members' elemental mastery by 100 and can heal all party members for 40% of his attack once their HP falls below 50%.
Weapon: Lævateinn. Base ATK: 674. Secondary stat: CRIT DMG 44.1%. Passive: Increases Goro's resistance to interruption by 30%. Increases Goro's ATK and Elemental Mastery by 15% for 15 seconds every time he consumes his own HP.
Since both Hydro and Electro rely on reactions, I'd build him with EM on the sands, ATK on the goblet, and CRIT DMG circlet, since he gains a lot of CRIT Rate from the Berserk state, and from consuming his HP when he goes into Hydro form. Also I realised if you play him without a shield he'll get gigaknockbacked so I made him a weapon that fixes that in true Genshin fashion :) You can just play him with Sumire but you know i wanted to add the Loki reference.
Sumire Yoshizawa:
Famous Inazuman dancer perhaps? Her and her sister were a famous dance duo until the Vision Hunt Decree, where Kasumi was killed for not giving up her vision. After that, Sumire gained her own vision, never forgetting the feeling of powerlessness she felt at the face of her sister's death. Blames it on herself since she thought if she was strong enough, she could have saved her. Geo vision because I feel like it would signify brute strength in a moment where she felt powerless.
Get out of the way! (Elemental burst, Energy cost: 60) Fueled by the desire to protect her sister, after casting her elemental burst, Sumire will summon Cendrillon to deal AoE Geo DMG for 15 seconds. Sumire will also take 75% of the damage inflicted to the on-field character for 15 seconds, buffing their defence by 30% of Sumire's defence.
Let me handle it. (Elemental skill, 15 second duration, 15 second cooldown.) Sumire gives a Geo shield to the on-field character based on 40% of her DEF. The shield can stack up to 10x, and it gains a stack every time a crystallise reaction is triggered.
Dance, Cendrillon! (Passive talent 1) When Cendrillon is on the field, all allies' DEF increases by 10%.
Team ideas:
Ryuji Overloaded team: Ryuji, Ann, Morgana, Haru.
Ryuji as the on-field driver with Ann to do coordinated Pyro attacks to trigger overloaded. Haru to increase Ryuji's CRIT DMG and decrease enemies' Electro RES. Morgana to heal and crowd control so overloaded doesn't knock back enemies :)
Found family team: Goro, Akira, Futaba, Haru.
Haru isn't the found family but we have the biological siblings and the found one :)
Hyperbloom team with Goro as the hyperbloom trigger. His EM will be gigabuffed with Futaba, and he'd have an EM sands so hyperblooms should do good DMG. Dendro Akira for the bloom buff. Futaba to buff everyone beause I made her cracked, and she pairs well with Goro for the Aggravate triggers. And Haru to increase Goro's Electro DMG and shred enemy defence.
Variant of the team can also be played with Sumire for the shielding so Goro doesn't get destroyed since he consumes his own HP, but Haru would buff him a lot.
Freeze team: Yusuke, Hydro Akira, Morgana, Makoto.
Yusuke would be the team's main Cryo driver, while Makoto would be a quick-swap unit to apply Cryo for Morgana to swirl. Akira obviously does his hydro appliaction and summons a Mini-gana! (I love that name I'm sorry.)
Akira Goro vape team: Akira, Goro, Morgana, Sumire.
Akira in Pyro form would be used as the on-field driver. Goro's Robin Hood would then apply Hydro from off-field. Morgana for crowd control and healing and Sumire for interruption resistance.
Goro destroys the world team: Goro, Futaba, Haru, Sumire.
Literally just an aggravate team. Goro Electro form would be used, Futaba for the insane buffs and Dendro application, Haru to gigabuff Goro and Sumire for survivability :)
#genshin impact#genshin impact headcannons#persona5#persona5 royal#persona5 headcannons#persona#persona 5 headcannons#persona 5 royal#akechiwrld#phantom thieves#akira kurusu#ren amamiya#morgana#goro akechi#inazuma#ryuji sakamoto#ann takamaki#makoto nijima#haru okumura#sumire yoshizawa#kasumi yoshizawa#futaba sakura#wakaba isshiki#sojiro sakura#genshin reactions
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