#though i did get the first 7 levels of notability for free
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pennamepersona · 1 month ago
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AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH FINALLY!!!!!!!!!!!!!!!!!!!!!!
Me paying for Fate so I could get these all in the same day!!!!!! Me complaining about the Marrow grind because I chose a really annoying one!!!! Me getting Supreme in luxury even though I already had spouses just because I thought it'd be cool!!!!!!
NOVELLUS IS A PARAMOUNT PRESENCE!!!!!
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newcomer-karp · 3 months ago
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Pokerating Day 25, Ponyta (Galar)!
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Charm: I'll be the first to say I don't like equine pokemon. But holy shit, look at it! Its a cute, fluffly little cotton candy cloud and friendly to boot! 10/10!
Care: Horse pokemon can be notably fragile, but since galarian ponyta have innate healing abilities that worry is less prominent for Galarian ponyta! What Can be an issue though is combing through all that hair. More time consuming than anything though. Grazing pokemon will usually be easier to feed than other mons, but you do need a large enough yard for one to be able to get most of its food by grazing. Make sure to supplement their diet. I don't know enough about horse pokemon to have any more specific worries other than make sure that they have good flat land to walk on cause falls can be bad. 6/10.
Safety: If it doesn't like you it'll run away. It takes a lot to provoke an attack because of that. It also can heal you so like... even if it does hurt you it'll probably heal whatever damage it did after out of guilt. 10/10
Utility: A prime land mount. That big mass of hair doesn't actually make it slower than the Kantonian breed. High terrestrial mobility and good temperament make it a solid ride. That healing ability also does wonders for this rating. It can also be taught hypnosis and is pretty fast so it has soooome pokemon catching utility. Learns Strength too. 7/10, free minor medical care to go with a lot of other utility packed in.
Battle: While ponyta is a suprisingly strong first-stage pokemon, neither it not rapidash can do anything in high-level competitive play. At the lowest tiers it can be a threat using stored power with calm mind, but it's not too notable then either. I think part of the issue is having no good ability. Run away and anticipation are basically useless and pastel veil is just... nothing. Ponyta basically does the same thing in little cup but swapping stored power for the immediate threat of psychic. Still not good though. There are absolutely better options on a strictly competitive level but don't let that stop you from trying. 2/10 maybe? Hasn't had much time in the scene regardless, might be proven wrong eventually.
Final scores:
Charm: 10/10
Care: 6/10
Safety: 10/10
Utility: 7/10
Battle: 2/10
Score: 37/50
Pet Score: 26/30(!!!)
Trainer Score: 9/20
Notes:
Its cute. Some of the more country-esque people around here have em so I see them from time to time. They're pretty cute even if I have a personal disdain for equine pokemon.
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rateaters-sutff · 1 year ago
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THE CONVERSATION BELLOW SHOW AN ACTUAL UN ALTERD CONVERSATION I HAD WITH AN AI ART TECH BRO:
I'm not going to censor his name since he has deleted his account
He posted a really low effort ai animation on r/ animation, to which I responded with this meme:
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Fig 1. The inciting incident
He then responded to me with this defending his decision using Ai art assets:
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Fig 2. I responded that he should at least say parts were done with AI. Note that at this point, I meant no ill will and just told him that stating he used ai would be a good practice. This will get worse with the screenshots that follow:
He then stated it doesn't matter if he uses AI and that he made it "not for bragging rights"
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Fig 3. I responded that crediting who/ what did what, helps the viewer not misarribute skills to him. And that always crediting what/ who did what aspects of a project is a good practice. This will set you up for the kicker he's about to say in the 4th screencap.
He then states that he infact,
doesn't need to credit anyone for the work they do in his projects because he paid for it.
And that as long as he pays for art, it is his, and he doesn't need to credit anyone.
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Fig 4. He claims that he has copy right over his AI image, and if he needs to credit Ai, does he also need to credit Adobe too???
I then claim that he doesn't infact have copy right due to a recent court ruleing. As well as the fact that professional creators do credit their software. As well counter his claim by stating it is not like using a reference, because he didn't even make the art generated in the first place.
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Fig 5. I also profess confusion over the claim that you don't need to credit free lancers for art.
This will get worse I promise:
He now states he does make art because he edits AI images.
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Fig 6. Please note his "edits" were so minimal that I was able to spot it was ai before his short even ended.
I respond with this.
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Fig 7. Yes this is still ongoing and will get worse
Now, when I engaged in this conversation, I did not expect him to try to send an NSFW AI generated Mona lisa, but
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Fig 8. My comment is in refrence to him failing to send an image, and my assumption that he was banned off the subreddit.
Though evidently, this is not why
I then respond with this. Ignoring the absurdity of what he tried to do 5 seconds prior.
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Fig 9. This thread will now get really sad and kind of pathetic
After all of this nonsense he goes to a separate subredit to complain about what happened. Key points being he only has ever done "south park level drawings". People who recognize he uses AI are "smart asses" and his reference of " bragging rights" as a reason to do art
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Fig 10. This is kinda sad tbh.
This will certainly stick out in my mind for years to come. Notably beaucuse of how nonsensical and devoid of compassion his arguments are. But also the fact he tried to send me NSFW Ai generated Mona lisa as a counter argument.
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2dkapsddr · 4 months ago
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March 4th, 2025 - Arcaea, DJMAX RESPECT V, Just Dance, Fortnite Festival
much homework to do . not a lot of time to do it . go go gadget Random Arcaea Challenge Score
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anyways... yeah, today was the last day to get my DJMAX plays in before the season ended . it was also the due date for some math homework! i prioritized the latter but realized i wouldn't have enough time, so once i reached a comfortable spot... i hopped onto DJMAX and jumped into ladder match to continue my season grind and finish it off once and for all
first match was... already a bad sign . it was a 5B-only match, my worst out of the 3 modes i had selected, going up against someone that seemed to be highly proficient in it . played the first song (My Last Stand [5BSC 8*] and got destroyed INSTANTLY, at which point i feared i'd be knocked out like last time... until i was saved by a really good score on Can We Talk (Broken Dog Leg Mix) [5BSC 8*] and an accuracy clutch-up on My Wonderland [5BMX 13*] to take back the win and kick off the banger sets!!!
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i was in Platinum I a few sets later, so it was time to really lock in to hopefully reached the sacred Diamond IV and secure whatever fancy art it may have next season . charts and modes were a lot more varied and tougher now, so i took every chance i could get to screenshot any good scores and results which is what you're seeing here!! that's not to say it was completely devoid of notable scores though, as i somehow fully locked in and started getting back-to-back PPs again on charts like on Mukiliteo Beach [4BSC 5*], Carrot Carrot [4BMX 13*], STALKER [4BSC 7*], The Obliterator [4BSC 7*], Nurture Fortress [4BSC 8*], and my favorite... Satisfiction [4BSC 8*]!!! and of all of this, the only one that wasn't a sightread (and admittedly the one i already had a PP on) was Carrot Carrot!!! can you believe that!!!
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and it was in that last match with the Satisfiction PP that i finally clutched up and the end and got just enough Clear Pass XP to reach the beloved, beautiful, long-awaited reward... of the LICK EMOTICON!!! I'M FREEEEEEEE
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and so, the ultimate rushed DJMAX grind came to a close. i got the emoticon, i learned my lesson on not finishing season passes so late (not really lol), and i had just enough time to finish my homework before the deadline... so with all that said and done (and my parents letting me know the TV would be free while they were out), i hopped onto my switch and booted up Just Dance to shake off my nerves and get some awesome new Megastars + level progression!!! Majesty was pretty good (one i only had 3 stars on before heading into this session, actually), but after trying Yameen Yasar (Extreme) for fun, i realized i could actually maybe get this for real... so after studying it for a bit and failing a few other runs, i GOT IT!!! with a solid 12,637 score at that!!! Yameen Yasar (Extreme) Megastar!!! not sure how many Extreme Megastars i have between every game, but this is most definitely the hardest one i've gotten!!! man, what a good day today was between every accomplishment and score i set...
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UPDATE!!!: some scores i forgot about due to them being buried all the way in the Fortnite folder, it's a rush to get my plays in on the recently-released The Way I Are before it could rotate out of the spotlight!!! i knowwww it was late and i should've just gone to do it the next day, but i was free from both homework and djmax!!! i needed to celebrate one way or another!!! and so i did!!! played through every (non-pro) instrument on every difficulty to get the highest score i could on them, and i think i did decently! not the best on Some charts, but i took home #6 worldwide on Bass so i'm decently proud of myself :]
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rallamajoop · 2 years ago
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Resident Evil Village: The Mercenaries
So I may be a little bit addicted to RE8’s Mercenaries mode.
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RE8 comes with an impressive array of post-game unlockables to keep the susceptible player hooked, with Mercenaries being an integral part. Finish the main campaign to unlock Mercenaries, complete challenges to unlock more Mercenaries, and/or new weapons and options for the main campaign – it’s all one happy ecosystem, and much the richer for giving you the chance to play as Dimitrescu or Heisenberg as of the DLC. But it’s not a mode without some glaring issues, even for the enthusiast, so the itch to write a proper review of the thing has been with me for a while.
And having sat down to write that review, it soon became so long I gave in and cut the thing in half, so what follows is part 1: an overview of the basics (what works about them and why), and then some more about the individual levels (which ends up being mostly about just That One Level, because ye gods, were some choices made there).
Background and Basics
For the completely unfamiliar, Mercenaries is RE8’s optional-challenge mode, setting you up in familiar areas with a hoard of easily-dispatched enemies and a time limit, and scoring you mostly on how long you can keep a kill-combo going (resetting at 15+ seconds between kills). Levels consist of 2-5 ‘stages’, with chance to buy or upgrade weapons and consumables between.
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You’ll face all the usual enemy types and an assortment of bosses or minibosses – but with some extra variety added in. Remember that one puzzle you had to solve by setting a moroaica on fire? Now, we’ve got flamining moroaice everywhere. And some moroi wear helmets now, which I don’t think they ever did in game. Other enemies are huge (and have extra HP), or tiny (with the same HP, but now much harder to hit). And now there are Soldats in the village, and lycans in the factory – it’s one big free-for-all.
How RE8’s Mercenaries compares to the same mode in previous titles (none of which I’ve played) I’m not qualified to say. But it seems pretty significant that some form of this mode appeared in Resis 3-6 (as the series descended into smax-action-min-horror) – but not 7 (the deep plunge back into survival-horror-land). Notably, the closest comparable mode in 7 (Nightmare) isn’t about finishing within a time limit, it’s about surviving one – levels complete only when the clock hits 0. Killing monsters is about not-dying first, points second. It’s all very on-brand.
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Not so for RE8’s Mercenaries. Though it’s possible to die (especially in the hard stages) or run out of time, the main challenge is racking up higher scores – we are deep down the shooty-bang end of the survival horror pool. And when each kill rewards you a few seconds bonus time, and often some health too (depending what abilities you’ve picked up), more killing is the standard solution for those problems too. You’ll get bonus points for earning more money (from enemy drops), or finishing with leftover time (kinda ditto). Unlike the main game, enemy health bars and damage numbers are clearly displayed, so you’ll know whether what you’re doing is working. Getting locked into an extended lycan-bite animation is annoying for the damage you'll take, but far more annoying when the time it wastes breaks your combo. Ammunition isn’t unlimited: managing it is a real part of the challenge in some levels, but everything else is about maximising KPS.
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‘Abilities’ are a lot of this mode’s novelty value. You pick them up from floating blue orbs (yellow orbs give you 30 bonus seconds), which offer a choice of three randomly-selected options that range from generic speed and damage boosts to “enemies now sometimes explode on death.” A few come with a corresponding debuff (move faster but take more damage, etc), but even more exciting combinations come from how bonuses don’t just stack, they multiply. Not sure why you’d bother taking 10x knife damage, if it nerfs every other weapon by 70%? Try picking it after picking up the 5x knife damage bonus, and now you’re on 50x damage, and can 1-hit-kill a Soldat with a single stab. Wheeheeee!!
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That randomness adds a lot to replay value (even if it can get a little frustrating for those grinding for increasingly better scores). The other key hook is everything you can unlock. Extra playable characters, extra stages, extra abilities – even a fricking lightsaber that becomes available in the main campaign. It’s all down to how well you score.
The other great joy is how quickly things scale, especially in longer levels. The more abilities you pick up and the more weapons you upgrade means your speed and damage can accelerate so much faster than in the main story, while enemies largely remain the same. Getting Heisenberg to the final stage of The Bloody River II in one piece is a challenge and a half, but oh boy can you cut loose once you're there.
But to really cover that, we've got to go over some of the uglier parts first...
Level Progression
All current enthusiasm aside, Mercenaries took a little getting into. The original (pre-DLC) version came with four unlockable levels, each with normal/hard variants (which are very different experiences). Scoring goes from C to SSS, with C being a fail (death ends your run, though you can still score an S-rank on death if you’ve done well up to then). You need an ‘A’ to unlock the next level (on Normal, at least – you only need a B on hard), but scoring a ‘B’ on any Normal level lets you restart with extra cash available, so you can go in with better-upgraded weapons. It took me a number of tries to get into the groove enough to score that ‘A’ on the first level (The Village) – though after that, the second (The Castle) was pretty much a breeze.
And then I hit level 3: The Factory.
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There are two things major that make the Factory a real challenge: for one, it's broken into only two stages (all others have at least 3), which means only two chances to visit the Duke between, spend money and upgrade your gear. That means you’re spending half the entire level with only basic equipment.
The other big problem is that it’s the factory, and navigating this place is just as difficult as ever. Worse, the factory’s two levels are effectively the same level with minor differences, run in opposite directions, making remembering which way you’re going so much harder. Worse still, navigating requires a lot of backtracking through the main hub, making it that much harder to keep your combo going. And you’ll need a halfway-decent combo for an A, let alone an S-rank.
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Did I mention there are no maps in Mercenaries? The factory is bad enough even with the map (with its many levels and sublevels, its doorways that look straightforward but actually lead to a staircase that goes down two sub-levels, and how am I supposed to know?) but without it, this place is a nightmare. I eventually learned the layout well enough only after going back there in the main game, so I could run around it without a time-limit. Youtube has some decent videos with recommended routes, but good luck remembering them under pressure.
Even with all this, what really makes me wonder if the Factory made it in here without proper QA is that the first stage – the marathon you run with your weapons barely-upgraded – pits you against four different minibosses (all 3 of Dimitrescu’s daughters, potentially at once, plus Sturm at the end). The second stage (after you have had the chance to upgrade) has none. A few armoured Soldats are the worst you’ll encounter. It’s such a bizarre choice that leaves me honestly wondering if the two levels were ordered backwards by mistake.
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The final level, The Mad Village, has 5 stages culminating in a boss fight with Miranda (plus lackies). After The Factory, it’s a walk in the park. Honesty the hardest thing in this level was finding that elusive 35th enemy in the first stage (a bluebird sitting on top of the Gardener’s house – not easy to spot until you know to look for it).
So, yeah: when I say I love this mode but it has problems, the Factory is a big one. I don’t even especially mind it as a challenge, but making it the penultimate level is a very weird choice, and suggests it’s not totally working as intended.
While I'm griping about this mode's weirder issues, what is up with the default weapon slots?
Some context here: in the main game, the first weapon you pick up is a knife. It goes into slot 1 by default. The second is a pistol (slot 2), then a shotgun (3) and a sniper rifle (4). This works well on keyboard, because 1 is honestly a little annoying to reach with your little finger, whereas 2 and 3 you'll be relying on when something's leaping into your face. RE8 has very effectively programmed me to understand that shotgun-is-on-3.
So why does Mercenaries start you with a pistol on 1, and your knife on 4?
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What this means is a short but very annoying window before each level, manually rearranging my shortcuts to something that won't trip me up. And when you've just died for the umpteenth time on a hard level, it's the sort of little annoyance that can really stick in your craw.
But the hard levels can wait for another post. Back to the regular ones.
As of the DLC, you now get two extra levels to unlock beyond The Mad Village – The Bloody Village and the Bloody River (honestly, the fact fully half the levels are called “The [X] Village” probably qualifies as another issue). 3 and 4 stages, and again, neither are a patch on the difficulty of The Factory. The last (The Bloody River) pits you against Moreau (plus bonus goons) in something much like the Miranda battle – and he’s the logical choice, since Dimitrescu and Heisenberg are now playable characters.
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There’s decent challenge in these boss stages, since to have any hope of including the boss in your combo, you’ll have to alternate between damaging them and taking out lesser enemies around them, but at the end of the day, it’s not really what this mode was made for. So I do like the decision to make Moreau the second last stage of that level, then fill the last with an absurdly long stage full of 100 lesser enemies to finish off: it’s exactly the kind of mindless fun that this mode excels at.
But no-one’s playing the DLC for two bonus stages: we’re here for the bonus characters.
And that, too, really needs its own post.
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kallowrites · 3 years ago
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Android AU Character run-down: The D10s
It is SO hard to explain their differences in just words (imo) so I figured doing a little guide would help? With visuals? Basically, the ways their names are stylized are exactly to differentiate them in text but visually they vary (though not necessarily considerably hahaha)
Also don’t @ me - some of these drawings are old and ugly lmao
SO! Under the cut, here’s the boys and some lore/background about their roles:
Dio (Brando): (Referred to as just 'Dio' in most cases, as he rejects the surname)
A custom Gen-2 unit, able to be retrofitted with almost any imaginable upgrade due to his prototype status… although his code is rather unstable and prone to fluctuation. Effectively the 'main' (synthetic) Dio of the AU - He was designed to replace Diego Brando as Dario Brando's successor, but didn't take kindly to being molded to anyone's image, and ended up murdering both Brandos and the man who coded him (who only went by DOG). He's caught by the authorities, disabled, and shipped off to have his memory disc wiped clean to be resold or used for parts, but a (convenient) mis-delivery has him winding up at Miriam Amell's door. Due to a lack of proper, gradual introductions and ease into society, he's notably antisocial and lacks any sort of 'people skills', preferring extreme solutions to otherwise simple problems. He has zero issues with being blunt and stating things plainly, even if it offends the person in question, and as a result he can come off as very judgemental and pushy. Visually, he resembles Part 1 Dio Brando prior to his turn to vampirism.
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D.I.O.: (Referred to simply as 'DIO' for convenience)
A Gen-3 unit (formerly) used for police work. He was sent to pursue Miriam to safely retrieve or disable Dio (Brando) when his existence was tipped off by an anonymous source, but found himself fighting the chains of his suppression when he's treated like a person by her for the first time in his life... Even if it was initially a case of mistaken identity. He is eventually removed of his tracking chip and jailbroken by Raisa (a contact Dio made via the internet) at Miriam’s suggestion, and now possesses his free will to do as he pleases, though he willingly remains with her.
Following the events of the (shared) AU, he's had his body replaced with a much newer Gen-7 model which, among other things, has given him a newfound sense of smell (as well as many a bump into doorways). He's considerably more 'timid' than Dio (Brando), but shares his introversion with sharing personal details. Previously abused by his human partner (which leads to intimacy issues...), and holds a considerable grudge because of it. Has a strong moral compass but is particularly biased towards helping other androids achieve the same freedom he has. Probably the most empathetic & broody of the D10s, tbh.
Despite a vengeful side that rarely rears its ugly head, he’s quite reasonable and easy to get along with, even if he seems a bit detached. He’s far more acclimated to dealing people and existence itself than Dio is, partially due to his former profession/purpose. All he wants is to be treated with respect. Being very level-headed and considerate (if a bit soft-spoken), is a very large part of why Miriam is so torn between the two of them...
Visually, (especially after the bodywork) he resembles Part 3 DIO, neck scar and all, which he keeps to specifically keep himself distinct from Dio (Brando). 
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(yes, im allowed to pick the cute one because he IS a sweet boy) He shares his colour scheme with Dio though (blond hair, gold eyes), nothing new there!
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EcciDiO:
Formerly a military unit, unlike many he did not turn during the revolt and survived. He was shelved when he was no longer needed and became outdated, only to be pulled off from it for some 'final use' for the government to get their money's worth out of him -- He was repurposed into a 'show-droid': An android used purely for the entertainment of others in what is essentially a professional android ring, which also doubles as a way for the government to flaunt their new androids by forcibly ""retiring"" old ones. While most androids that are left to this fate don't survive for long before being destroyed, EcciDiO ended up becoming a crowd favourite for his flamboyance and subverting the expectations and pre-determined outcome of the show. Both his design and software were updated, and he adopted the persona of 'The Grand Papillon'. Doing so well for the gov't's image, he was eventually reinstated for service as a government agent and was tasked with destroying Dio (Brando), as retrieval was deemed no longer viable after the disappearance of the previous unit sent after him -- D.I.O.. However, his zeal in his task ultimately led EcciDiO to kill Dio (Brando)'s contact, Raisa, terminated her android Ramses (another D10 unit) - both of whom were deemed 'obstacles', and almost destroy D.I.O., while severely injuring both Dio (Brando) and Miriam before he was ultimately disabled by the same man who created the D10 units in the first place (Professor Brando). Needless to say, he's quite the menace. (For the intents and purposes, any fic with him in it runs with the assumption he was repurposed and is functional again with less 'murder-happy' tendencies. Mostly.)
Also following said intents and purposes, repurposed EcciDiO is just as flamboyant as ever, but has a startling lack of understanding for anything beyond wrecking things and wrestling. In truth, he’s a borderline blank slate who has to learn everything from the beginning and is very emotionally flippant... and this process is NOT helped by one very troublesome Joestar he’s acquainted with...
(basically he’s STILL a shitpost but he’s fun and I love him and I’d love to share more but this is already so long wtf where did this bias come from??)
Visually, he has a similar build to DIO but has longer pink hair with purple roots and tips. He's very flamboyant and never dresses plainly.
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(technically, this is him in an alternate costume for an idea I had - He returns to the ring of his own accord one last time to retire his former persona. I forget what he called himself, but basically he goes from the butterfly themes of ‘The Grand Papillon’ to a darker moth-related theme to show his transition from face to heel (which alludes to his freedom from gov’t control)!)
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Prototype #13: (Referred to simply as 'Thirteen' for convenience)
Not much is known about him, aside from his existence... In truth, this is because I have no idea the role he’ll play in the shared AU yet hahaha (and since it’s spoilers for both u guys AND me... I’m not about to prod Mag about it lolol)
In terms of the old, solo (potentially not canon) AU though, Thirteen essentially had EcciDiO’s role of ‘hunter’. He has zero empathy for anyone, both android and human alike, but seems to have a particular revulsion to the latter. Though he’s restrained somewhat by his control chip, he seems to enjoy the punishment when he’s somewhat defiant, and he’s earned the reputation as a ‘last resort for a lost cause’. He’s sent to eliminate Dio (Brando), no ifs, ands, or buts, because the information he contains that can be freely accessed due to a lack of encryption is deemed not worth the risk any longer.
On the side, he also has orders to terminate DIO if located, and to bring Miriam Amell to the government himself for interrogation into her motives before likely termination herself. He has no qualms with killing civilians if they obstruct his orders. -- “Compliance is preferable to defiance, unless you lack the most basic of human instinct.”
During the android revolt a decade prior, he was noted to have turned against his own fellow androids, seemingly due to a simple urge to destroy, and some wonder if he’s simply been corrupted and never diagnosed at any point, or if this was done on purpose. Thirteen plays pretend all too well and knows exactly where and how to hide information to avoid detection.
Visually, he resembles DIO quite a bit, but has dark hair with a light streak through it, and a rather torn-up arm, revealing the mechanical workings underneath. He’s also got very ominous, cold eyes...
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Ramses:
The first ‘D10′ (though he had a female counterpart) Professor Brando created, his former right-hand man who’s seen it all and been through everything over his lifetime. His status as a ‘beta’ model means his A.I. is drastically different from the run-of-the-mill D10 models that came after him, with most of his code not even being created by Professor Brando’s own hands. This was sufficient enough, however to (in Mag’s own words): “ sell the entire idea to the filthy rich conglomerate overlords.”
He is curt, polite, and rather stiff in his communication with others, coming across as rather robotic. He obeys everything Professor Brando asks of him without question, though does possess his own sentience and holds a healthy respect for him. He was given to Raisa after she was adopted by Professor Brando as a gift, and she thought of him like a brother. Ramses’ own feelings on the matter are... complicated.
He shares Professor Brando’s face, though the coincidence that his features so closely resemble that of the late Diego Brando (whom Dio (Brando��s) own features were based on), is entirely coincidental and genetic. Raisa altered Ramses appearance later on to separate him from his creator, and he now has dark skin and dark hair.
**Unfortunately due to EcciDiO’s actions while under government control, Ramses has been permanently terminated and his memory disc completely corrupted and unsalvageable, thus removing the only ‘beta’ model left in existence, much to Professor Brando’s immense grief.
(I’ve only attempted to draw him once with this updated look (and I never ended up liking how it was turning out, so it’s unfinished), so I v highly encourage you to look at Mag’s drawing of him instead:)
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(Also PLEASE give love to the OG post here if u haven’t already: https://magthemage.tumblr.com/post/682429790479876096/android-au-meet-ramses-the-first-functional )
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Okay there’s two additional D10′s here, but neither of them have confirmed/updated designs I care to share pictures of so I’ll just toss a quick tl;dr: about them in case ur still interested somehow hahaha:
Dionysus - an android sex worker Miriam encounters early on. Technically the second android she meets with Dio’s face, but the circumstances under which they meet only serve to confirm to her that she’s attracted to Dio for more than just his looks. -- He has a trio of female androids that linger around him.
Despite seeming enthusiastic and complacent, Dionysus himself is rather frustrated with his situation. His ‘harem’ doesn’t seem to know any better, but his sentience is merely suppressed - his monthly reformatting does little to stop his bitter feelings from returning all the same, trapping him in a cycle and a life he can’t escape from on his own...
AuDio - a mysterious android that Miriam only knows about through the internet. He’s popular in the ‘ASMR’ world for his looks (despite hiding his face), and even more so when he starts speaking. He disappeared after some time due to some rather severe scandal involving a decidedly not safe-for-work account passing off as him is linked and makes the rounds... Despite all the interest from his fanbase, it damages his reputation with sponsors (and likely whoever owns him) to a point he simply stops posting altogether and vanishes without a trace.
Miriam comes to realize later the culprit for the scenario was her own Dio, who thought it would be ‘funny’. This ends up kicking off his own side-gig but still frustrates the hell out of her for ruining a stranger’s life on a whim.
...Though that’s not to say that fate won’t find a way, given how many of these ‘exceedingly rare’ androids she keeps crossing paths with...
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And with that, I’m p sure that covers them all! ...Unless Mag and I add more D10s, but it’s getting hard to keep track of them all as it is xD
I did not include the Professor in this because... he’s human. D10 units are the androids that look like him and that he created.
Each one still retains qualities from the “original” (as in, the source material), but to varying extents due to how they were brought up and the experiences they had. That’s the joy of sentience! You can take an android, “raise” it under the exact same conditions, and no two will come out exactly the same!
Or, in some cases... Some fare out better/worse than others. Best example would be Dio and DIO -- while DIO has (debatably, in Dio’s mind, im sure) gone through much worse treatment, he’s still come out kinder for a variety of reasons. He could have very easily gone the same route as Dio and gone out of his way to kill everyone connected to him, but he actively chooses not to, and only punishes those he feels are responsible (and hence, he has much more empathy towards other androids than Dio as well, who couldn’t care less)
BUT I DIGRESS. Hope this clears things up, at least a *little* hahaha
Also there ARE other androids in this AU besides just D10 units 8D I’m not sure how many we’ll have in total that are relevant, so I don’t think they warrant their own post... Nero is probably the most important one though!
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itsclydebitches · 4 years ago
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Something I notice about the giant Grimm is that they never seem to do anything. The Wyvern in V3 awakens from it's mountain and just sits on Beacon, the Leviathan only wades through the ocean and destroys a bell-tower and Monstro only spews out smaller Grimm. Whatever happened to Team RWBY strategizing to take down a Nevermore? These giant Grimm are just showpieces now.
I honestly think part of the problem remains the show's unwillingness to attach lasting consequences—and responsibility—to the group's choices. Because what does a giant grimm do? Destroy things and kill people, to a (presumably) larger extent than the normal grimm would. The Wyvern I give a total pass to because 1. Beacon was already overrun and being destroyed (a giant grimm was kinda overkill at that point) and 2. Since it's not needed for additional destruction/death, it serves the separate purpose of helping to introduce Ruby's eyes. Which I like. We've got to remember that back in Volume 3, no one in the fanbase knew what silver eye powers were, so having Cinder flinch in pain isn't going to explain what that power actually does—her connection to grimm via the weird bug is both unique and forgettable. So you've gotta include an actual grimm in that scene for Ruby to freeze, introducing the primary mechanic of "Silver eyes are a grimm specific weapon." Making the grimm a giant and presumably powerful Wyvern both explains why the group couldn't team up to take it down normally—which, again, was never that grimm's purpose in the first place. Some grimm exist for cool fights, others for forwarding the plot—and, frankly, it's just more entertaining to get a giant grimm for a Volume finale. Freezing it at the top of the tower likewise explains why the school isn't immediately rebuilt. We answer the, "Why are the characters going on a dangerous quest when they could just go back to school?" question by keeping the Wyvern there. So all in all, I think it functions rather well, demonstrating some of the logic threads RWBY now lacks.
The other two though... that's when we run into problems. Because unlike the Wyvern, they're not serving those specific functions of introducing a new power/explaining why Beacon isn't rebuilt. For them, yeah, we absolutely expect the group to have a cool fight and take them out in some epic, strategic, GIF—worthy manner. This is a fighting show! Problem is, in order to have a cool fight with a giant grimm, you need to include the inevitable consequence that things will be destroyed and, likely, people will be killed. These giant grimm aren't appearing in the middle of a forest like the Nevermore did (or even like the first geist did), they're turning up in populated areas. Fighting them will lead to casualties... and the problem there is that responsibility for these situations goes back to the heroes. Their choice to fight Cordovin brought the Leviathan. Their choice to run with Penny kept everyone in Atlas trapped. So if an epic battle wages and people in Argus die, or Salem's army breaks through and everyone in Atlas—including the Mantle evacuees—are overrun... that tragedy is partially on the group. And, notably, the story doesn't want the group to sit with any major consequences of their choices. So nothing bad happens. And nothing bad happens by virtue of there barely being a fight. Ruby just freezes time and sets off her eyes so they don't have to deal with the Leviathan ever reaching shore where the people are. Ironwood's army holds the line until Oscar saves the day so they don't have to deal with the grimm overrunning half the Kingdom. RWBY introduces very high stakes—here's this mega powerful super big ultra evil monster!!—and then pulls back on the follow through because to do otherwise would introduce consequences the story just doesn't want its heroes to face. Anyone remember during the Volume 7 hiatus how we were saying that Salem should absolutely decimate the Kingdom? Yeah, look at all the ways the story bent over backwards to avoid that. Salem randomly waits around to start the fight, the grimm soup only attacks the shields, the whale only spews smaller grimm, the line is never broken, her subordinates turn on her... the plot (flimsily) goes out of its way to ensure nothing horrific happens, as logic dictates it should, because the heroes were the ones to prevent most of the people from escaping. You can't have the mass murder of a Kingdom after that! So it doesn't happen. Even though it should. And when the horrific, permanent things do occur—the destruction of the Kingdom itself—it's fine now because the heroes chose it.
I 100% believe that in a story where the heroes were allowed to own up to their mistakes and grow from them, the fights would likewise have more room to play with the action in creative ways. If you're willing to really put Argus in danger and have the group own up to the choices that led to that, you can choregraph that epic fight on shore. However, all of this isn't to say that RWBY doesn't also have a problem with abandoning the strategic teamwork we started out with. The Hound is the most recent example of this. There, the story's moral stance isn't hindering the action: the Hound attacks in an empty street and then in the mansion with only three non-combat characters nearby. They heroes also haven't done anything wrong in these situations where having a destructive fight would reflect badly on them. Free rein for action! Yet Team JYR still just stands there while Oscar is captured, or take turns launching single attacks rather than trying to defeat it together (though this gets much better during their chase scene). Weiss comes out to help Blake and Ruby, only to be sent right back inside. Ruby is knocked out and Blake can't defeat the acid grimm alone, but Ruby one-shots it from behind rather than the two of them working together. Then Ruby waltzes up and also one-shots the Hound with her eyes, Whitley and Willow's contribution feeling like it hardly matters. If a suit of armor falling on it is enough to finish the Hound off, any punch from any of the fighters would have done the same job. Ruby's eyes already did all the work. Even when the story has all the space it wants for those cool fights against giant and abnormal grimm... it's holding back.
The fights have really gone downhill in the last couple of Volumes and no, it's not because the current animators aren't as talented with choreography as Monty was. It's because the fights are bending in illogical ways to serve the story, rather than the story evolving naturally out of the fights. Why can't Blake take on this grimm? Because the story wants to emphasize how crucial Ruby is to the team's spirits. Why don't we get cool combos to take out the Hound? Because the story wants to reveal the faunus' silver eyes in a shocking manner. Why was Yang taken out from a single hit by Neo? Because the story wanted to quickly established that the main group would "die" in this finale. Why did JYR just stand there and attack in useless ways? Because the story needed Oscar to get kidnapped. Why wasn't the whale established as something to fight, either with traditional combat techniques or with something the group had to come up with? Because the story wanted to introduce the shocking surprise of Ozpin's cane. Etc. etc. All of these fights fail on one level or another because they're just trying to get the viewer to the next plot point, never-mind whether the fight itself makes sense or is entertaining to watch. It's the same logic as the Wyvern—this serves a purpose other than to be a cool fight for the series—but RWBY is no longer putting in the work to get all these pieces to fit together. The Wyvern keeps to the internal logic of RWBY's world, whereas something like Yang's knock out does not. Doing that with the mega grimm that promise incredible challenges and likely destruction just makes that failure to deliver all the more noticeable.
Since the Volume 4 days, the last fight I can remember really liking—that got me super hyped and eager to re-watch it on Youtube—was Ironwood vs. Watts. Looking back, it doesn't at all surprise me that this fight a) didn't require any teamwork, b) didn't have any grimm involved, c) was between a villain and a soon to be villain in an empty space (eliminating those ethics entirely), and d) existed almost solely to just be a Cool Fight (with the minor, plot forwarding details of capturing Watts and Ironwood losing his arm). Ironwood vs. Watts had the freedom to be one of the old school RWBY fights, unencumbered by the questions that now keep tripping the writers up like, "If Team RWBY won with teamwork, why didn't you animate them working as a team?" or "Why did Ruby use her eyes when we wanted to see action and didn't use her eyes to save her own life against Cinder?" or "Why did you introduce this giant grimm, promising an epic fight, only to give the group a mostly non-combat solution? Oh, because that kind of epic fight is going to introduce a lot of other questions you don't want to tackle... Jinn randomly letting Ruby stop time, it is."
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marlahey · 5 years ago
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under the same roof part one: a stickler for the rules
a harry styles rpf ratings/warnings: references to stalking behaviour by a peripheral character, too many longing looks in a space too small to contain them, she’s clueless sometimes but we love her notes: surprise surprise! it’s good to be back my friends. as far as OG openings go, part one of utsr probably underwent the least amount of rewrites. the most notable change is sylvia’s age: she’s four-ish, going on five. just makes our lives a little easier in terms of continuity and logic! (please visit the masterlist to find all our other writing because I forgot tumblr is a BITCH and hates external links now. ugh.)  utsr masterlist | part 2 (7.12.2020) 
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• tuesday, 1st february 7:48 pm • In spite of the biting chill outside, it’s about a million degrees in this lobby. You wonder if the heater is broken and if it’s always going to be like this here. The hair escaping your ponytail is pressed flat against the back of your neck, and you’re struggling to balance the crate between your chin and the massive box in your arms.
One of the corners is digging into your gut so you raise a knee to adjust it, but the box slips in your grip and you barely manage to hang on. There’s a faint meow from Chowder’s crate. The doors to the elevator whirr open with a ding and you shuffle inside. “Which floor is it again?” India grunts. The box that she’s carrying is lighter but larger—more cumbersome. It obscures half of her face and the way she’s leaning over can’t be any good for her back. “Eight,” you reply, strained. India stretches an arm out to the keypad, struggling to reach the right number. She misses. “Yeah,” you deadpan, “so press four twice.” The sound of a quiet, stifled chuckle turns your head to the back corner of the elevator. A young man leans against the hardwood of the elevator wall with his hands clasped in front of him. He is tall and lean; silver and gold rings adorn his fingers. His hair is wavy and cocoa brown, as though he used to have a businessman’s haircut but has let it grow out. He’s wearing grey tartan tweed pants and black ward lo Vans. Tattoos poke out of the sleeves of his sweater. It’s an arguably strange ensemble, but he pulls it off well. The man pushes his tortoiseshell glasses up his nose with a thumb, gaze trained on the floor. His lips are still pressed together against a smile that flirts with the corners of his mouth. Only then do you realize you’d been staring. You tear your eyes away as heat nips your cheeks and ears. In your tattered converse, mom jeans, and grubby moving flannel, you feel suddenly small. Chowder moews plaintively, like he needs to remind you of his current status in, on, and surrounded by boxes. “Is it just me,” India murmurs to you as the doors ding open on the second floor, “or did that take… is the lift broken?” “It’s the slowest bloody thing,” the man interjects, like it’s the bane of his existence. “You get used to it.” The elevator jolts to a stop on the fourth floor and the doors peel open in silence. Nobody moves. “Sorry, ” India murmurs. The man just shakes his head. The back of the door to the elevator is a mirror so you’re able to privately relish in the invisible threads of your curiosity that reach out to him. “S’ fine, ” he replies softly. By the time you’ve reached the sixth floor, you’re still peering at the man periodically from beneath your eyelashes. He looks up and holds your stare in the reflection of the doors moments before they part, and a ding sounds again through the small space. He smiles at you, poised, before pushing off the wall and stepping carefully between you and India to the hallway. The doors close once again and you are alone with your friend. She drops her box a few inches and bugs her eyes out at you from over the cardboard lid. “Dibs.” You step forward, laughing, and bump your box into hers. Finally, you reach level eight, pile the last two of your boxes by the front door, collapse on the mattress on your bedroom floor still covered in clear plastic packaging, and order pad thai. • friday, 30th march 7:23 am •
“Hold the elevator!” you call mid-jog, and immediately wince. You need to be better about calling it a lift. You make it through the doors of the lift before they close halfway, but not before noticing an arm outstretched to hold them open for you nonetheless. A cross tattoo and the bottom of an anchor poke out from the sleeve of his suit. It’s black velvet that has a navy lustor in the light. You’re in the same company now as virtually every other morning since you’d moved here—the man with the glasses who noticed you on that first day. You’re pretty sure his name is Harry, unless he’s pinning someone else’s name to his chest every day on a badge beneath red emboldened letters reading, The National Gallery, London. It’s surprising to see him as you get on, however, because he lives below you on the sixth floor. Perhaps he’d forgotten something today and needed to go back up… if this were the case, you’re glad to have caught him by chance. Every so often the cast of characters rotates. Sometimes a stout older man with an emerald green briefcase and a mustache rides down with you on weekdays. A slender woman who is almost always on her headset, hovering by the button pad occasionally makes an appearance. They both live above you. Most mornings, however, are like today. It’s just you and Harry together, without fail, if only for those few measured moments of quiet at sunrise. Perhaps you two are on the same tube schedule. For someone you see so often, you know remarkably little about Harry apart from the observable; he’s not one for small talk, has poor eyesight, and boasts impeccable taste in suits. It occurs to you that you still haven’t had a full conversation with him. You absently wonder if he’s single. You’ve even made progress from polite nods of acknowledgment to a consistent “Good morning,” from him and a nearly unflustered, “Morning,” from you (though realistically speaking, a smile before you’ve had your first cup of coffee is only manageable because India would disown you if she knew that you weren’t taking every opportunity to talk to this stupidly handsome stranger). “Thanks,” you murmur, stepping through the doors Harry’s held open for you. “Sure.” The ride down passes in silence. You can’t work up the nerve to speak until the doors part and Harry gestures for you to exit first, and by then it’s too late. You offer a faint parting smile. But, you reason, there’s always tomorrow. • sunday, 8th april 2:42 pm • The lift stops on the sixth floor in its descent as you look up from your phone. Harry’s voice is audible from the hall as the doors open and it startles you because he’s usually alone. You take a sip of your iced coffee as Harry steps inside, wearing a black knit sweater with pink and orange planets across the front, black jeans, worn leather boots, and wayfarers. In one of his hands, he carries an umbrella and rolled-up reusable grocery bag. In the other—most surprisingly—he holds the tiny hand of a little girl. She’s wearing frog rain boots, rainbow leggings, and a t-shirt that proclaims the future is female. Her dense curls are a shade darker than Harry’s, her eyes are closer to brown than hazel, and her skin is a warmer golden hue—but her smile presses a dimple into her cheek, identical to the one you’ve been staring at for months. He has a kid? Harry pulls her gently inside and she seems disappointed that the button for the ground floor is already lit. “This one pumpkin,” he whispers, pointing at the close doors symbol just beneath. She presses it with a firm clack and beams when the familiar mirrors slide across. “Daddy, can we please, please get bananas?” You almost choke on your cold brew. He has a kid. Is there a ring? Do you see a ring? You’d never noticed him in a wedding band before and he certainly isn’t wearing one now. “Shh, we won’t forget bananas… I wrote it down, remember?” With his free hand, Harry fishes out a folded piece of Hello Kitty paper from his back pocket and holds out her, more than happy to let his child snatch it from him. “Daddy, look at the pretty star!” You almost choke on your coffee again as Harry’s gaze follows his daughter’s waving hand, still gripping the pink, polka-dot paper with cat ears, all the way to the golden star dangling from your neck. “Yes, it’s very nice,” Harry nods down at her, agreeing in a voice that could only be used with a child. “Don’t point, angel… s’not very polite.” He smiles at you, almost apologetic, and gently wraps his hand around hers to lower her outstretched arm. “You have a million stars at home.” The lift stops on the ground floor. You gesture for Harry to exit first, a courtesy he always seems to extend to you, and you melt into a smile as he lifts one corner of his mouth in timid gratitude. He hesitates in the doorway on his way out. “Say goodbye, Sylvia,” he says. He has a dad voice. It makes your stomach flip. Sylvia flashes you those sparkling brown eyes once more and waves, suddenly shy. You wiggle your fingers and she buries her face into her father’s leg. “We’re workin’ on it,” Harry says, like it needs an explanation of some kind. He keeps his tender smile when he glances at you over his shoulder before he and Sylvia disappear out the lobby doors and into the rain, hand in hand. • thursday, 7th june 8:24 am • You’re pinning an earring in as you step into the lift. It stops on the sixth floor and then it’s silent as usual between you, Harry, and the mustached emerald briefcase man. You still haven’t had a complete conversation with either of them, but you hardly mind. It’s gratifying to have a few moments of peace before the triathlon that is your final exams, the gym, then straight into your evening shifts at work. Even though you’re looking forward to drinks tonight with India to celebrate the end of term, you’re weary and your body is stiff. Another sleepless night had come and gone and you’d struggled to cover the bags beneath your eyes with makeup this morning. You frown in your recollection of the nightmare, the same icy stare tormenting you. There is an older man with nearly translucent blue eyes, who you see so often around London that you’re beginning to wonder if he’s a figment of your imagination. Yesterday you’d caught a glimpse of him in the reflection of a shop window on your daily walk home from the tube station. He was staring straight at you, but when you’d spun around to look closer, he had vanished. It had unnerved you so much that you hurried straight home without stopping at the shops for kitty litter. London is a crammed metropolis; at this point it’s likely nothing, but that doesn’t stop you from losing sleep over it. “My daughter has that book,” the man with the emerald briefcase says, pulling you back to earth. You let go of your now fastened earring and hold up the book that was pinned under your arm so that the cover is on display. The Truth About Forever by Sarah Dessen. “This one?” The man hums, continuing, "I’m ashamed to say I don’t even know what it’s about.” “It’s sweet.” Harry’s eyes flash to the book and then your face as you speak. You flip it over and consider the blurb on the back. “A girl sort of accidentally starts working for this catering company one summer while she’s dealing with the loss of her dad.” The stout man brushes over his mustache with his thumb and index finger. “I never knew you were American!” “Oh, yeah,” you laugh softly through a shrug. Harry looks down to the floor and you catch the last second of his smile. “I am.” “What brings you to London then?” asks the older man. “I’m a student at UCL.” “Impressive. What do you study?” “I’m a third year in Law... um, I have a minor in Art History, though.” You peer over at Harry through the reflection of the doors, but he simply pushes his glasses up his nose. You’re startled by the lift’s ding at the ground floor. “Cheers.” The old man nods at you before exiting. “Cheers,” Harry adds like a reflex, stealing a side glance at you before brushing past into the lobby. You could have sworn you’d seen the dimple forming on his cheek to mask a smile. • thursday, 27th september 8:51 pm • You knead the back of your neck with your fingertips and frown toward the ground as you wait for the lift. You don’t usually get home this late but your research advisor needed you to come in a little earlier to your shift this afternoon, and you hadn’t been able to get in a workout until an hour ago. What’s more, readjusting to London’s time zone after spending the month of August back home is taking a toll on your sleep. You sigh and try to relax your shoulders. The first term in your final year at university seems determined to bury you early. You press the auto-lock button on the set of car keys India had loaned you, then once more for good measure. You managed to finagle a guest spot in the garage beneath the building, though it’s your first time using it. It’s eerie and poorly lit down here; you tread lightly into the lift. You’d seen him again today—the blue-eyed man—and by this point it had just been… too often. You had convinced India to let you borrow her car to pick up some archives for your advisor in Ilford forty-five minutes out of your way. It was the first time you’d been to that part of London, and you were still getting used to driving on the other side of the road, so you were already on edge. You remember crossing the street over to a small brook beside the road and when you glanced over your shoulder, he was there in your wake, watching you. It was the middle of the day but you were alone, so you faked a phone call and took an indirect route to the Ilford Historical Society. It was enough to solidify your suspicions that something more serious is happening. On the drive home, you had mentally worked out a time in your schedule to visit the police department and file a report. The lift stops in the lobby on your way up, and your worries from the day promptly evaporate. You smile at your feet as Harry creeps inside the tiny corridor with a very measured, and even gate. Sylvia is passed out, her arms draped loosely around his neck. He’s in a charcoal grey tuxedo tonight and his usual glasses are switched out for contacts. You reach out to press the sixth-floor button, and Harry thanks you with the beginning of a smile. The two of you are stood at the back of the lift together, shoulder to shoulder facing the mirror, so it’s easy to indulge in your gaze toward the small child in his arms. You don’t try to hide the fact that you’re staring the way you might have a few months ago. Even in sleep, Sylvia’s tiny hand clings to the fabric of Harry’s collar. She nuzzles into his neck when the lift jolts upward. Her cheeks are rosy, and she wears a pyjama set covered in primary-colored dinosaurs. Her dark bob of curls—which have grown longer since you’d seen them last—are spread out across his shoulder, and her bloated toddler belly rises and falls against his chest. You smile absently at the short trail of memories you have of Sylvia, but your reverie is interrupted when you notice that Harry is looking directly into your eyes. It makes you do a double take. Could you have imagined it? Is that a blush? Had you embarrassed him? You’re still staring at each other in the reflection when the lift reaches the sixth floor. Your eyes dart to the floor, and you only allow yourself to look up once Harry is stepping out into the hall, well in front of you. He pauses in the doorway to turn around. “Goodnight,” he whispers. “Night.” You hesitate before adding, “Goodnight, Sylvia.” Harry’s smile only grows wider, as though the two of you had shared some fond inside joke. Something catches your eye when you arrive at your floor. You crouch down and pick up a plush kangaroo toy in the corner, flipping it over in your hands. It’s ratty, and has been washed so many times that the pink cotton on its ears is beading. One of the miniature black buttons for its eyes dangles loose, and the synthetic fur is matted. What was once chestnut has faded into a dull, tawny copper. “S.S.,” you read curiously. The initials are stitched in red to the bottom of the kangaroo’s long feet. The sound of the doors closing catches you off guard. You jump to your feet, tucking the small stuffed animal into your purse as you hurry down the hall and fish around in your bag for your keys. • saturday, 6th october 2:31 pm • You step into the lift, fasten in your earbuds, and tap the button on the keypad for the eighth floor. Today marks your third trip to the Ilford Historical Society this week. Soon you’re going to need to ask your advisor for reimbursement to fill India’s tank, but on the bright side you hadn’t seen the man with blue eyes since the first time you’d made the trip…You just hope that this means he’s retreating and not that he’s getting stealthier. You gnaw on the inside of your cheek and increase the volume of your classical playlist by a few notches. A flash of purple, white, and green bolts into the lift as the doors part at the lobby. Sylvia is in a Buzz Lightyear costume today. Harry’s tattooed arm swings through the half-open doors immediately behind her, going for the jet pack wings, but she squeals and escapes his hold. You watch the scene play out like a Tom and Jerry skit with La Traviata in the background as Sylvia darts around the corners of the lift and her father fails to corral her. Harry lunges for her, misses, lunges, misses again, then catches her by the elbow as she screams in laughter, squirming out of his grip. You silently pause your music and press the button for the sixth floor as Harry spreads his feet apart, catching Sylvia in his arms like a goalie as she tries to bowl through the closing doors. It’s fortunate that nobody else is trying to get in. She kicks her legs before adopting that pose children do when they don’t want to be held, and makes a rigid plank with her body. Hair disheveled and glasses sliding down his nose, Harry lurches for the keypad with his daughter wedged under his arm a few seconds after the doors close. “Oh.” He stops in his tracks once he sees the button for his floor is already illuminated. “Thanks.” You flash a quick smile. Harry sets Sylvia down breathlessly and she finds a hiding place behind him, her little arms wrapped around one of his knees. He leans against the back wall of the lift, the smallest backpack you’ve ever seen swinging from one hand with the initials, S.S. reappearing stitched onto one of the straps. You swallow and tug your earbuds out by their chord before slowly crouching down to eye-level with Sylvia. For a moment you look up at Harry because you feel the instinct to ask for permission for some reason, certain your expression is more serious than necessary. He’s frowning but he’s also smiling at you as though to gauge your next move—so are you, to some degree. You shift your eyes back to Sylvia, and reach cautiously into your purse. Sylvia’s eyes widen at the sight of the small kangaroo you retrieve from your bag, her mouth gaping in a tiny, square-toothed grin. It might just as well be Harry beaming at you himself with such a striking resemblance. Both of the kangaroo’s black button eyes are fastened tightly in place now. You make your voice light and ask, “Is this yours?” The sound of a zipper comes from above your head; you glance up to catch Harry pulling another kangaroo out of the backpack. How many kangaroos does she have? He passes the stuffed animal to Sylvia and you see now that it’s quite a bit larger than the one you’d found last week. It’s also different from yours because it has a long white stripe along its front with a wide, empty pouch halfway down its belly. Oh… perhaps it’s just the two. She cautiously approaches you with the larger toy in tow, until you’re close enough to snuggle the joey back into its mother’s pouch. She stumbles backward into Harry’s legs. You sigh in relief before rising to your feet. “Sylvia, can you say thank you?” Harry folds his arms behind his back and leans over to whisper against the top of his daughter’s head, but loud enough for you to hear. Her curls bounce as she bobbles her head in a bashful nod, wrapping an arm around dad’s leg again. “Thank you.” This child, you have to admit, is devastatingly cute. “We tore the flat apart looking for him this weekend,” Harry intones, shaking his head. “Where did you find him?” “In here,” you reply. He makes a noise, like the possibility had only just occurred to him. “Thank you.” “It was the least I could do.” You lean back against the wall opposite them as the lift reaches the sixth floor with a ding and you wave to the two of them on their way out. “Cheers.” Harry nods to you. “Say goodbye, Sylvia.” She gives you a small wave. Harry gently nudges her forward into the hallway with his foot. There is an interim of about ten seconds of quiet before Sylvia is hurtling back into the lift, making a beeline to you, and wrapping her arms around your legs. She beams up at you for the second time with a smile cut-and-pasted from her father. Bubbling laughter overcomes her, and you uncross your legs, unable to help yourself from joining in her smile. “Hello again!” you say, before it occurs to you that you probably shouldn’t be encouraging this behavior. “Vi,” Harry calls from outside the lift. She just giggles and buries her face into your knee. He appears in the quickly closing doorway, one hand keeping it open as he narrows his eyes. There’s something playful in it though, a practiced pretend serious. Your gazes catch and Harry winks, putting a finger to his lips. “Uh oh,” he says, “I think I hear a tickle monster!” Sylvia shrieks, but she’s not faster than her father, who’s crouched low to catch her by the sides, merciless fingers at work until the child instinctively releases you. She laughs and laughs and laughs as he scoops her up into his arms. “So sorry.” Harry’s apology is much less flustered than you would have expected. Sylvia wiggles in his grip, cracking up, euphorically naughty. You simply let out a breathy laugh as they finally both make it out of the lift together. Down the hall, you hear Sylvia’s giggle melt into a screech against gravity; you lean over to catch a glimpse of Harry flipping her upside down on his chest with her belly out, legs flailing back and forward over his shoulder. “Oh, you’re bad. You’re bad.” He does not show his daughter the mercy of waiting until they’re in the privacy of their apartment before the second round of tickling begins. “You’re gonna get Daddy in trouble.” • monday, 8th october 8:23 am • Riding in the lift alone is nice because you don’t have a full-length mirror in your apartment. You brush the cat hair off of the front of your sweater and fix one of the sleeves that had bunched up beneath all your layers. The yarn is a warm, autumnal bay that compliments your thick scarf and the gold buttons of your roomy black overcoat. You hear a ding and your eyes flash up to the floor indicator above the entrance. You almost lose your balance jumping back from your reflection when you see the illuminated number six. The doors separate and Harry steps in beside you, closer than usual. Today he’s in a forest green, double-breasted jumpsuit with faint pinstripes, and you can’t help but find it fitting that he works in an art museum. “Morning,” he murmurs. “Good morning.” You feel something tense pinned to the air between you two. “Did you fix Jojo’s eyes?” Harry asks after a beat, almost accusatory. Your eyes narrow at his reflection in the doors. It takes you a minute to summon to mind what he’s referring to. “Jojo?” He flushes a little, just enough to warm the tips of his ears. “The um—” Harry clears his throat, shaking his head. “He’s… the baby kangaroo.” If you didn’t know better, you’d think he was embarrassed. But as you’ve come to learn, Harry just loves his daughter immensely. “It was nothing,” you reply evenly. Harry lets out a light, almost defensive scoff. “You didn’t have to do that, you know.” “I know.” Part of you wonders if he’s the type to make a fuss over what you’d consider an innocuous gesture. You could see how an unsolicited favor from a stranger might come off as undermining to a young, single parent, come to think of it. The thought that you’d been the cause of Harry’s ire—or even his mild annoyance—makes your chest feel tight. The lift stops on the second floor. A group of three enters in staccato laughter, pulling your attention forward. Harry’s eyes meet yours in the reflection of the doors—just two seconds that maybe you could pretend were an accident—before you both glance away as though you’d been caught. The group leaves ahead of you into the lobby. “I just wanted to do a nice thing, you know. For her.” You’d been staring resolutely ahead in your admission, but dare yourself to glance sideways and look directly at Harry. “And for you, honestly.” You brush past Harry into the lobby without waiting for his usual beckoning you to go ahead, but sense him turn toward you at the last second. You do not look back. • wednesday, 7th november 8:23 am • “Ouch, shit―” You jerk your hand from your pocket, staring in disbelief at the tiny pinprick of blood welled on the tip of your pinky. Returning your hand carefully into your coat, you pull out the red paper flower just as the lift doors ding on the sixth floor and Harry walks in. Sucking on your finger is helping your wound, but consequently draws his smiling, vaguely concerned eyes. “Alright?” he asks. You nod with a little hapless shrug, holding up the offending fake petals with a black button center and protruding silver pin out the back. “Forgot I had this.” It’s only a slightly embarrassing admission. Commonwealth countries mark the day of the Armistice, November eleventh, in a particular, unfamiliar way; India had explained the Poppy Appeal briefly to you last week when the pins had begun to appear all over the city, and you finally had a spare pound coin for the volunteer offering you one yesterday after class. You have a scant three seconds to look at the poppy pinned smartly to the left lapel of Harry’s trench coat before he turns to face forward, but in looking down at the one in your hand, you realize you have no idea how he’s done it. Surely it can’t be that difficult? You frown down at your own jacket. A tentative stab of the pin into the fabric is met with an audible chuckle from the other side of the lift. You flush; Harry’s smiling gently with one corner of his mouth. You try a second time, going at it from a different angle. “You have no idea what you’re doing, do you?” You haven’t had enough coffee yet to justify how warm you’re getting. You shake your head, accepting defeat. “Best let me help you before you hurt yourself again.” Despite his offer, he makes no move to take the poppy until you sheepishly hold it out to him. Neither the mustached, emerald briefcase man nor the headset lady have appeared today, but the space of the lift seems remarkably smaller when Harry gently takes the flower and shuffles forward to get a grip on your coat. An impressive array of rings on each of his hands catches the light. You have no idea what to do besides stand ramrod straight. “Trick is to put the pin through twice so you’re not poking yourself on it all the time,” he explains, his eyebrows pulling together in focus. You watch his chest move as he breathes; the scent of Harry’s cologne wraps around you like an invisible shroud. It occurs to you that this is the longest interaction you’ve had since he noticed your careful restoration of Sylvia’s tiny treasured kangaroo. You wonder how long she’s had the pair of them. You also wonder if Jojo’s eye had been falling loose for a reason―if perhaps Sylvia preferred him a little rough around the edges, and it leads you again down a strange rabbit hole of is Harry upset that you did that? “I hope it’s okay that I fixed Jojo’s eye,” you venture. Harry pauses a moment, then laughs once, which draws you inadvertently closer together. “You’re funny. Which you shouldn’t be when I’m holding something sharp.” You almost stop breathing altogether. “Course it’s okay,” Harry continues without looking up. His nose is now scrunched as he pinches the tough wool. “She loves that thing, and I’m shit with sewing.” His eyes finally flick up to yours, a self-deprecating tilt to his mouth, and you smile tentatively. “Glad I could help.” With that, you’re quiet until he’s done and his concentrated frown relaxes into satisfaction. You watch Harry consider his handiwork, tracing the side of a petal with one of his fingers. “That should do it,” he says, stepping back. Your eyes meet again. You’ve reached the ground floor, but the doors simply sit open. “Looks nice.” He’s talking about the poppy. Your cheeks warm anyway. “Thank you.” Harry smiles slowly, as though he’s trying to pace the expression. “That’s alright.” He turns and ushers you out of the lift. “Have a good day.” “Same to you.” The edges of your poppy flutter as you turn the corner out of the lobby. Don’t turn around. Don’t ruin the moment. Who are you kidding? A quick glance over your shoulder reveals Harry loitering outside the lift, watching you. He starts a little, lifting a hand like he’s going to wave and dragging it over his hair instead. Harry turns abruptly. You almost feel bad for catching him out. You’re too busy walking faster and failing to smother a stupid grin all the way to campus. • thursday, 20th december. 4:11 pm • You’re thankful that everyone else in the parking garage has ruddy cheeks and runny noses from the storm—nobody would be able to tell by looking at you that you’d been crying all afternoon. Just when you thought you’d never see those blue eyes ever again, you’d felt a hand brush against yours on the crowded tube just hours ago. You turned to see whose pinky was resting atop your knuckles as he clutched onto the pole directly above your hand. The fear was immediate and visceral; every follicle of hair above your shoulders prickled, your lips went cold, and you couldn’t get yourself to start breathing again before stumbling back into the chest of some other unsuspecting passenger. How long had he been standing there? You bolted out of the doors the first chance you got, a good seven stops from home. You didn’t think you were followed but of course you couldn’t be sure, so you ducked into a coffee shop instead of jumping straight onto the next train. You used up all your data to call your parents, hardly able to hold your cell phone steady with the sheen of sweat on your palms. The police had no record of such a man you described. He was middle-aged, taller than you could have imagined so close up, and had a deformity or some sort of scarring on his upper lip. You would have recognized him if you stumbled across his photograph, but you’d gone through every headshot on the books within a ten-kilometer radius of London at the police station. You’d lost sleep combing through the online database of sex offenders in your area without any luck. And since you didn’t have a name or a concrete instance of harassment, they could only add the encounter to the file you’d started in October. Once you’d managed to get a hold of India, she immediately came to rescue you from the coffee shop and dropped you off at home. You insisted she pull into the gated underground garage rather than letting you off by the front doors. With a hand on your shoulder, she offered to stay the night. You had declined. There were some days when you swore you were going crazy, but all it took was one last look into his eyes on the tube today for you to know in your gut that he was real, he was watching you, and you were right to be afraid. You hadn’t heard the ding of the lift but you notice when the people around you begin to huddle on. It’s a tight squeeze inside. You sigh when you see that nearly every floor up to ten is illuminated on the keypad. You sneak into a corner by the doors and try to distract yourself by focusing on the overwhelming smell of rain carried into the lift on everyone’s rubber boots. A faint buzzing noise thrums overhead, and the light seems dimmer than usual—one of the bulbs in here must need replacing. The lift comes to a stop at the lobby. Your eyes are on the carpet, but you recognize a familiar pair of black leather boots ambling through the doors. You look up to catch Harry shaking the rain out of his curls with one hand. He licks his lips and scans the lift briefly, only moving from the entrance once he sees you by the keypad. His eyes change, the corner of his lips quirking up. Harry parts a few people to stand in front of you, chest to chest, carrying a box of Legos almost as tall as you, covered in fire trucks and construction vehicles. They’re the bigger, softer type of plastic blocks that come in lighter shades made for toddlers. You didn’t even know they made sets with so many pieces. It doesn’t seem necessary. The thing could be a column. Harry rests the box on the floor against his hip and even more people pack inside behind him, so many that you have to give up your corner spot which was already tight, and sandwich yourself in between Harry and the wall. And why is the person standing directly behind Harry trying to leave a voicemail? The two of you share a small laugh, looking down at your feet and shifting to get comfortable as the lift vibrates into motion against your back. Ding. Level two. Someone to the rear of the lift needs to get to the entrance. In order to let them through, Harry actually has to press up against you and prop his hand on the wall behind your head to avoid crushing you completely. “Sorry,” he says, strained. “It’s fine.” Ding. Level three. The last thing you need is for your heart to race like this after the mess of a day you’ve endured. To make matters worse (or better), Harry is close enough for you to feel the heat radiating off his body. You’re struck by the most staggering urge to just… lean forward a few inches. It would be so nice to bury your face in his sweatshirt, to be engulfed in the embrace of his arms, and to let yourself cry about your afternoon until you feel empty and full at the same time. Ding. Level four. You choose a button on his open black overcoat to stare at, flustered and humiliated by your own sensitivity. If it were any other afternoon you’d be having a field day with this but you’re too much of a coward to look anywhere near his face in your state. A single drop of rain falls from the end of Harry’s chin and lands on your collar. Ding. Level five. Your eyes are dry and puffy, your breathing is still ragged, and you seriously consider holding your breath altogether until you reach the sixth floor. You’d known since the coffee shop that you were going to cry the moment you stepped foot into your apartment tonight, but you hadn’t considered the possibility that it might happen sooner than that. You shake your head. Ridiculous. You look up idly to find that Harry is watching you. His expression seems serious now, oddly focused. You tilt your chin up incrementally. Harry licks his lips. Is anyone looking? How is nobody looking? You take a small breath and Harry’s gaze flashes again to your lips. Your palm brushes the back of his hand, hidden by the toy box, and he tilts his wrist toward you, spreading his fingers just enough to fit the tips of yours between his knuckles. His hand is cool from the rain and yours is warm from the car. How is someone still leaving the same voicemail? There’s space enough now in the lift for him to give you a few inches of distance so why is Harry drawing closer to you? Why is he leaning in? Ding. “It’s you,” you blurt, and swallow before adding more quietly, “This is your floor.” A few people stuff their cellphones back into their pockets, making their way into the hall. Harry clears his throat and leans over to lift the toy box. Your hands fall apart but he reaches out to gently brush the side of your arm in goodbye—unable, it seems, to meet your eyes. You watch him as he turns on his heel to shuffle out behind someone else, carding a hand through his hair. You close your eyes and exhale without a sound. You only open them in time to catch him glancing over his shoulder at you before rounding the corner. Neither of you had smiled. When the lift reaches the eighth floor, you almost forget to step off. You lean on the back of your door and sigh once you’re in your apartment, dropping your keys to the hardwood with a clatter. Alone in the dark, after one of the single most distressing days of your life, you press two clammy palms to your face and laugh—giddy—like a fool. • tuesday, 1st january 2:33 am • You swing your leg inelegantly out of the cab. Your foot slips on the road’s thin polish of ice. The ankle strap of your stiletto comes undone at the clasp as you only just remember that you began taking them off in the back seat. You laugh at yourself, nearly dropping your half-empty bottle of Prosecco, hobbling to the sidewalk through the rain with one shoe in hand. “Thanks—thank you, goodnight!” You wave your shoe in the air as the cab speeds away after having left a fifty-percent tip—it’s half past two on New Year’s Eve for Christ sake—and turn toward your building. Have the doors to the lobby always been this heavy? Perhaps it isn’t the best idea to try and hop back into your shoe while shouldering through the doorway, because you bang your head against one of the large, protruding handles with a metallic thud. “Fuck.” It hurts a little but the jello shots and bottle of Sangiovese you’d guzzled with India earlier are helping. You squint up because the lobby is spinning, and spy the outline of a man facing away from you with his hands in his pockets. He looks over his shoulder as he waits for the lift, lackadaisical. It’s a familiar profile. The half of his face visible to you is in shadow apart from the crescent moon-shaped hollow of his dimple sinking in as he smiles. “Hi,” Harry drawls with a chuckle. You step into your shoe without bothering to fix the ankle strap and wobble over to the lift. All night you had glided so effortlessly in your four additional inches. Now, you feel as though you’re walking a tightrope in flippers. “Hello.” You enunciate too much in your efforts to sound sober. You and Harry look at each other and smile until you laugh, at absolutely nothing at all. There’s no sign of his specs tonight; his hair is sopping, and the shoulders of his burgundy suit are damp. Harry gives you a once over. “You alright?” He’s slurring a little. You bob your head in a nod. “M’good.” The lift dings and you both lurch forward to step between the doors before Harry stumbles backward and gestures for you to go first. You almost fall forward again in your shoes and have to grip the wall on the way in to steady yourself. These need to come off. Harry moves to his usual corner, leaning against the back wall with a hand on either railing and you do the same in the next corner over. You shimmy off your heels to hold them in one hand while balancing your half empty bottle of Prosecco against your hip with the other. The carpet is coarse beneath your bare feet. You take a gulp of wine and the curled silver ribbon around its neck tickles your chin. You and Harry glance sideways at each other at the exact same moment, both of your heads leaning against the back wall of the lift. You have to lean forward and cover your mouth with the hand holding your shoes so you don’t spit out your drink in laughter. It’s not even funny, really. How many times had you both accidentally caught the other staring over the past year in this very room Harry’s chuckle builds into a laugh and the echo of it reminds you of Sylvia the day she’d clung to your legs. You’ve noticed that Harry’s eyes crinkle like hers, too, if he finds something especially funny. The laughter melts and you stretch the arm holding the bottle out to Harry. He looks down at it, then back up at you before taking it gently from your grasp and helping himself to a swig. “You know wha’s not fair? I’ve—” he hiccups. “I’ve got to wear a badge t’work. With my name on it. And I see you everyday—” “Almost,” you correct automatically. “Almost everyday… so you probably know my name.” Harry’s eyes narrow. “Do you know my name?” You nod, a bit delayed. He passes the bottle back to you and you admire the intricate embroidery on the cuffs of his sleeves. “I’ve got a pretty good guess.” “What’s your name?” Harry asks after a beat, rolling his back off the wall to lean on his shoulder and face you. “Charles doesn’t know either.” You tilt your head, frowning a little. “Who’s that?” Harry rests his pointer finger on top of his upper lip. You grin slowly before answering his question. Harry echoes you with an equally slow smile, his voice italicizing the sound of your name. It sounds like he’s saying someone else’s name—a person you’ve never even met. He says it again, like he needs to introduce himself to each letter. Your heart is about the only part of your body able to move quickly. Harry smiles widely. It’s as though every other one he’s given you before had just been practicing for this moment. “Nice to meet you.” You wedge your shoes and Prosecco beneath one arm, taking a step forward with your free hand outstretched. Harry shuffles to meet you halfway in a handshake and the height difference between you feels staggering barefoot. You remember the feeling of his hand in yours when it was hidden by the Lego box. It would be so easy to just shift a little and clasp them together the way you had before. You can smell the memory of whiskey on his breath and see the flush of his cheeks close up. “You look like a disco ball.” You laugh and he releases you, like the sound had awoken his sense of propriety. His eyes take you in again, almost reflecting the shimmer of sequins scattered across the fabric of your dress before he looks back up at you. “Yeah,” you agree, tugging the hem an inch down your bare legs. “My best friend dragged me to some formal thing the other American students were trying to throw together. Really random.” Harry nods so you go on after a pause. “You’re handcuffed to someone and have to finish a bottle of wine, but India and I didn’t coordinate beforehand so we both brought one.” “Seems like fun.” “It certainly was.” You raise the Prosecco and it sloshes up against the neck of the bottle in tiny waves. “And you,” you raise your eyebrows, “look like a Turkish rug.” Harry grins, inclining his head as if that were the highest compliment. “Where’s Sylvia tonight?” His face is full of mock surprise. Harry pats the breast pocket of his jacket before running his hands over the front and back of his trousers. He looks over his shoulders, comically frantic, scanning each corner of the lift until you begin to laugh. Harry smiles wider, a little too pleased with himself. “She’s with her mum and her mum’s fiancé this week—so I guess her, um… soon-to-be other mum… They were having a little gathering at their new place tonight and we did the countdown a few hours early for her.” “How sweet.” Without a second thought, you inch closer and begin reaching for a stray piece of confetti in his hair. You can tell you’re drunk because you indulge a little in combing your fingertips through one of Harry’s curls, though it’s probably subtle enough for him not to notice. He goes very still. “Did—did you press the thing?” Harry stammers, his attention jerking to the keypad. “I didn’ press the thing.” “Oops,” you laugh, and catch a glimpse of yourself in the reflection of the doors as you turn to watch Harry hit the sixth and eighth floor buttons. Though the rain has offset India’s efforts to tame your hair, what surprises you more is the bright-eyed expression on your face. It’s out of character for you to feel this exhilarated over a simple drunken conversation. But something delightedly nervous hums beneath your skin all the same. “Why are you so wet?” you ask as Harry returns from the keypad. A tad closer, you note, than where he’d been standing before. You lean on your shoulder to face him and he slouches a little to meet your height. “Walked home,” Harry replies. Your jaw drops. “In the pouring rain?” “S’like ten minutes—really not bad.” Harry shrugs. “I didn’t mean to get so pissed tonight. My New Year’s resolution was to go a little easy on the booze.” He shakes his head in a chuckle. “I can’t really handle what I used to since the little one came along. M’not much of a drinker anymore.” The lift jumps as you reach the sixth floor and your arm flies out to balance yourself in the same moment that Harry offers both hands to catch you. You clutch his forearm and then immediately let go. “Sorry,” you murmur, taking one last look at him. “Well, goodnight Harry. Happy New Year’s.” The look he is giving you is peculiar—on the verge of resignation, but not quite letting go of all hope. As though the last sober part of him is leaning forward on its elbows, asking if you agree without telling you first what it wants. Harry cranes his neck around to look down the stretch of hallway, his head falling back against the wall with a gentle thump. “You know, New Year’s isn’t really over until you finish all the champagne,” he declares, and you laugh a little in surprise. “Prosecco.” He waves away the correction. “Fine, all the Prosecco.” “New Year’s isn’t over until you get every last piece of confetti out of your hair,” you challenge. Harry raises his eyebrows, looking back to you. If he doesn’t get off soon, the doors are going to close. “New Year’s isn’t over until your shoes come off in the lift,” he shoots back. You burst out in a laugh. “New Year’s isn’t over until you’ve broken your resolution two hours into January.” Harry rolls his eyes. He smirks a little and it’s annoyingly charming in the dim, golden glow of the lift’s broken light. He’s stalling. All at once, you’re acutely aware of the lingering smell of rain and the faint hum of the light fixture overhead. You swear you can hear the echo of that never-ending voicemail from the day you’d slotted your fingers into his like it was a secret, just an arm’s length away from where the two of you stand now. He had tried to kiss you once before and you had stopped him. But now, in this moment, with your heart in your throat, you desperately want him to try again. Harry starts to speak and you don’t wait for him to finish. “Well, New Year’s isn’t over—” “—until you kiss someone at midnight.” You’re hyper aware of your own breathing in the daunting silence that follows. The lift doors seal closed. Harry is close enough for you to see the flecks of hazel in his eyes like sea glass. He floats his hand up as though he’s going to cup your jaw, but traces the tip of his middle finger in a line up your cheek to push back your hair so lightly it tickles. His jaw flexes and just when you swear he isn’t going to, Harry leans in. It’s gradual, as though he’s waiting for you to change your mind, but your heads are tilting and then the tips of your noses brush. If you turn, even minutely, the corner of your mouth will meet his. You can feel your pulse thumping in the side of your neck. It dawns on you that you’re both simply waiting to see who is going to do it. “It’s not midnight,” Harry breathes. “Don’t tell me you’re a stickler for the rules.” The warmth and dew of his laugh grazes your cheek. With that, Harry brushes his mouth against yours. It feels painstakingly tender, like he’s never kissed anybody before. You’re so spellbound that you’re hardly even sure how to reciprocate something so soft. Harry’s bottom lip hovers over the very tip of your cupid’s bow just before he pulls away. Was that even a kiss? The very edges of your mouths had met, but only just. You still feel the tingle of where his lips had been moments ago. You open your eyes and Harry is a few inches away now, looking down at you. His hand is still ghosting the side of your face, like he’s afraid he might break you. When had your own hand slid flat against his chest beneath the lapel of his suit? “Is this a good idea?” you whisper, sliding your hand out to trace one of the round, fabric buttons with your fingertip. He swallows roughly. “Maybe not.” “Okay.” “Okay,” he yields. But neither of you move away. “Maybe this should just stay between us,” you suggest after a beat, heart sinking in your chest. “Well then if it’s just staying between us…” Before you have the chance to inhale, Harry presses his mouth against yours, harder, like he means it this time. His lips are warm and soft as they move with yours. You’re on your toes as one of his hands slides to the back of your neck, the other snaking around your waist to pull you into him. It still isn’t close enough. It’s surreal to be kissing him after a year. How much time had lapsed in total since you’d seen him that first day you moved in? How many mornings had been spent beside each other in silence? You’d spoken through side glances and subdued smiles from opposite corners of a crowded lift more than you ever truly had with words. But this… this feels like threads made up of every intimacy you’ve ever shared in this tiny room pulling you together at last. You pull apart just before the lift dings on the eighth floor. You’re both somewhat winded as you rest your foreheads together, and you release two unintended fistfuls of his jacket. Harry slides his hands down your bare arms to cup your elbows, his thumbs stroking circles in the soft crook of your forearm. “Have some water before you go to sleep.” “I will,” you chuckle. You’re unsure why either of you are speaking so softly, there’s no need. “Goodnight, Harry.” “Goodnight.” He says your name like a promise—like he’s determined to make up for all the days he didn’t get the chance to use it. You didn’t know it could sound like that. “Happy New Year’s.” You smile over your shoulder before padding barefoot into the hall as he reaches out to push the sixth-floor button for the second time. The last thing you’re able to see through the closing doors of the lift is Harry rubbing a thoughtful hand over his stubble, smiling down at his feet. (part two)
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inventors-fair · 4 years ago
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First Name, Last Name, Occupation Commentary
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You guys really swung for the fences for this one. I was inspired to run this by fun little cards like Cat Warriors, Goblin Assassin, and Dragon Turtle. Cards that do one type by way of another. You guys, for the most part, tried to get as weird as possible, more akin to Urza’s Saga. I purposefully left it open ended to allow non-creatures, but I did not expect about half the cards to be a type other than creature. Some people in the Discord tried to break the rules even more than that. Personally, I wish there were more simple creatures, but I’m happy with what I got.
So without further ado, here’s the commentary! They’re alphabetical by submitter’s tumblr name or preferred credit.
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@alextfish​ - Fractal Fish
Holy moly that’s some fish, visually and mechanically. So let me try to parse this: the first time, you attack, get two fish, then next time you turn those two fish (which hopefully also got in for damage) into two counters. So every other turn it doubles the number of counters, assuming you get in with it every time. At a minimum, it’s a little Tana/Living Hive that can’t be used moe than once. It feels weird for this effect to be in blue, though I get why from a flavor perspective. This does feel like a fish, though, and it definitely feels like a fractal. This card feels top down, which is fine, but I’m just not super into it. It feels unnecessarily complex for an effect that you probably only want to trigger once, maybe twice. I still think it’s really cool.
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Allie - Urza’s Treasure
It’s a bit of a stretch to have a land named “Urza’s Treasure” but it’s less of a stretch than urza’s saga, so you’re good. The idea of a treasure land in general is cool to me: it’s worse than Tendo Ice Bridge and Aether Hub, but the artifact synergy is notable. Then we get to the last ability: this card is a mox opal. Or maybe a glimmer void? There are a lot of comparisons, but I don’t know which is the most appropriate. A land that effectively doesn’t tap for mana unless you have metalcraft seems awful, but I’ve seen enough affinity to know that that won’t slow it down a bit. So this is essentially a card that’s only good for broken decks, and honestly, I don’t think they need the help. I think the fact that it’s so all or nothing is a bit of a deal breaker. Every part of this card is either massive downside, massive upside, or both. You could argue that makes it balanced, but I’d argue it just makes it broken. I also wish the “Urza’s” part of the typeline played into it more, but I realize the type doesn’t have much of a mechanical throughline.
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@arixordragc​ - Warrior Dragon
Ooh, a bold choice. Dragon Warrior and Warrior Dragon send two completely different feels, and this one is definitely the cooler one. Six mana 6/6 flyer is a good rate, but not so good it doesn’t get good abilities. The abilities it gets are a ghostly prison and two circle of flames. I really like how they both have a similar feels: 2 damage and two mana. However, I think the two abilities are att odds. If you need one, you probably don’t need the other. If your opponent has a lot of 1/1 or 2/2 creatures, they won’t be able to pay 2 for each them, and if they do, they’d just die. The damage does have a little bit of meaning, though, because if they attack with a big creature you don’t have to deals as much damage to it. I also just would have expected a warrior dragon to be more offensive than defensive. This feels more like a guard or defender rather than a warrior. So it might be better to have one be offense and one be defensive. Perhaps one ability could affect blockers and one attackers? This is a good card, and a cool set of effects, I just think it needs to work on multiple angles. I also think this could be a rare: it’s not so powerful you wouldn’t want it appearing more often in packs, and it’s not too complex.
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@bread-into-toast​ - Zombie Mole
I like the flavor of a zombie mole, since it’s already in the dirt. I do think this sounds better than your original entry, Graveborn Mole, but I think the old one told a more complete story. The card itself is pretty neat, it’s a classic red black aggro card with a big body and a risk payoff. There’s some stuff I don’t like about it. First, sacrificing a land is one of those things that players don’t realize how bad it is for you, so this could lead to a lot of players screwing themselves over, especially if it’s as uncommon. Second, the fact that it can be recast with it’s own trigger, such as when you attack, sac a land, let it die, and then get it back because you had a land die is a bit too synergistic, especially because it gets him back untapped. This means that you have a 5/5 on turn two that if you somehow get to kill by blocking they can just pay two to save and untap it. Again, at uncommon, this is very strong, even if the downside is also very strong. The design as a whole is pretty cool, but I think it’s going to lead to a lot of unhappy players on one or both sides of the field. As a final note, I really liked that you put some art direction in the submission (for those at home, it said “Mood: a giant undead mole attacks, startling the giant (living) moles and miners around it”). It’s a cool way to get a lot of the benefits of art without having to make your own or go hunting.
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@charmera​ - Giant Golem Knight
I think the name here is pretty close. It feels a little awkward to say, but I’ve seen worse. The card is a little weak and a little poorly templated, but nothing that can’t be fixed. For the templating issue, I think telling a player they can’t do something then telling them they can in a different place doesn’t work. Cards like Manor Gargoyle that do this just remove Defender. Since this also says can’t block, though, you’d need something different. I might suggest just changing it to “~ can’t attack or block unless you sacrificed an artifact this turn.” It would power it up just a little in the process, but I think that’s called for. A 6 mana 6/7 is not really above the curve, and the activated ability is hard enough to activate that it doesn’t really pump up the power level of the card as a whole. Vigilance also seems weird on a card that needs to pay to both attack and block.  I could see a specific format being able to break this card, but as something you’d see in a core set, it would need a lot of support to see play. I really like the design and concept, it just needs to be rebalanced a bit.
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@col-seaker-of-the-memiest-legion​ - Arcane Trap
So, this one is interesting to me. The base rate on this card is good. Glimmer of Genius and Glimpse the multiverse are both super playable and both have a little something extra. In this case, the little something extra is the trap text, and the idea of repeating this card with arcane spells is pretty enticing for the decks that would play it. But there’s something missing here: the trap text doesn’t feel trappy. It’s a bonus, sure, but if you look at all of the existing traps in the game, the difference between hard casting and trap casting is usually massive, sometimes the entire cost! This instead reminds me more of “gotcha!” from unhinged, where the punishment for a player doing something is that you get a card back from your graveyard. It also doesn’t feel very trap-like because it doesn’t punish a player doing the trap-thing. Usually if an opponent is drawing cards it’s a good idea to out-draw them, and splicing helps with that, but it’s not like this is the “ha, you fool!” card that most traps are. It’s just a little bonus. Like when your opponent adds to your storm count. Functionally, I think this card is cool and feels unique, but doesn’t quite feel like it’s representing its types well. Also, nice job giving trap card art to a trap card.
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@davriel-canes-tea-supplier​ - Hellion Demon
You did this for the pun and you know it. Demon straight out of hell...ion. I’d love to see what this guy would end up looking like (not gonna dock points for that or anything, just on my mind). So first, the templating. You don’t need to tell them to sacrifice a totla of X, since X is undefined at that point. You can just say “you may sacrifice any number of creatures. If you do, ~ gets +X/+X until end of turn and deals X damage to target creature you don’t control, where X is the total power of creatures sacrificed this way.” I also might suggest swapping it to a reflexive trigger, AKA swapping “if you do” with “when you do,” which means your opponent will be able to respond after knowing what you sacrificed. Right now, you could target one of their creatures on attacking, then they wouldn’t know what you’re sacing to do it until after they decide if they want to protect their creature. Then again, maybe that’s for the best, since it would also mean if they bounce their own creature in response, you don’t have to sacrifice anything because it wouldn’t do anything. And actually the trigger would be stifled anyway because it has no targets, which is awkward if you were planning to just use it as a pump. What I’m trying to say is that this card has an incredibly complex trigger with a lot of pieces going on. I think it might be worth it, though, because this is a cool effect. A mix between a fling and a nantuko shade effect. It’s a really cool concept, but it’s doing so much that it doesn’t do a great job at mimicking either, and in the end I just wish it had two different abilities that were linked or something easier to parse.
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@Deg99 - Instant Trap
Okay, this is a silly card, and I’ll judge it as such. The blue = water is flavorfully pretty fun and funny, but color hate is always going to perform a little weird. But traps are famous for that! Usually, though, traps care about colors if they are built to be good against that color, and in this case, maybe? I don’t know if casting a free trap is particularly good against blue, so I’m firmly putting the trap text in trinket text land. The card itself does exactly what you’d expect. It tutors and plays a trap. Instantly. None of the traps in the game are super powerful, so you’re kind of avoiding the usual tutor issue of always searching for the same card / having exactly one tutor target that’s good. This is especially cool because the traps are by design extremely situational, so having this as a toolbox option is actually kind of useful. I think you’d usually end up getting needlebite trap, lavaball trap, or maybe mindbreak trap because it would be good in the matchup anyway. As a whole, this card is both kind of silly and kind of cool. I like it, but I wish there was some way to make this more interesting.
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@demimonde-semigoddess​ - Droning Licid
Wait a second, did you just make licids make sense? Putting bestow on a licid makes it feel just like a licid. Turning drone into droning is pretty clever, though you got the types backwards on the typeline. Granting abilities not on the normal creature is something we saw just the barest amount of bestow cards back in OG Theros block. The eldraziness of it I wish was more relevant. I love the idea of using colorless as the alternate cost, since colorless is sort of treated like a bonus, not a given, especially in limited. But the two abilities need keywords. I played that block a lot, and even I kind of forgot what they did. It’s also weird that it grants devoid, but doesn’t have it itself. You could have even given it a colorless mana cost, since nothing it does is particularly black. Every ability on the card was in every color (yes, even devoid, you know what I mean). If this was a purely colorless card it’d be cool, but it’s fine in black. This card has a lot of things meant to make other things easier (enchantments for constellation, devoid for colorless matters, ingest for processing, bestow for heroic), so I’m super curious what set this would go in! But in a normal set, this is just a really weird card. I still think it’s neat, and again I’ll reiterate I’m happy you made a sensible licid, I’m just a little confused by its existence.
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@dimestoretajic​ - Hag Fish
A hag fish is a real thing, and a hag that is a fish is what we have here. This card seems pretty powerful. It’s somewhere between a thallid and a tendershoot dryad and an ant queen. I wish the slime counters had some other use, like granting hexproof or unblockable or something. It would up the power level, which I don’t think this card needs, but it would make it feel more like it was slime on her rather than slime coming off of here. On a grander design level, I think this card requires a lot of paying attention for very little benefit. You get slime counters quickly enough you’ll rarely run out of them, but you will just often enough that you do. The tokens have evolve, which is a hard trigger to remember some times, especially on tokens that you might not have printed versions of. Plus, putting dice on tokens is also hard, since some players use dice for tokens. So while the card’s flavor and concept is pretty cool, I think it’s too complex for how simple it wants to be.
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@fractured-infinity​ - Treasure Goblin
I’ve been told this is a reference, but sadly I don’t get it. Instead, I get golden goblins. The fail state on this card is still pretty good. A 2/1 haste for two mana ain’t nothing! And just using it as a bad skirk prospector can be useful too. I like the utility of it, too, in that once you are unable to attack with it as a 2/1, you can sacrifice it for mana to power out a flying dragon or something. This card isn’t super exciting, but it certainly gets the job done.
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@gollumni​ - Gold Drake
Gold: the long lost parent of treasure. I didn’t even know that it had been errata'd to be its own artifact type. Anyway, the card itself is a reference to gilded drake. It even got hit by the card Gild! However, gilded drake is a super broken card! This is worse in the sense that it costs one extra mana and you ramp your opponent, but the artifact typing makes it easier to tutor and cheat into play, or to kill. Also, the way the last ability is phrased, I think you can sacrifice it to the gold ability and still get your opponent’s creature. If it said “exchange,” it wouldn’t, because exchanging needs both things in play. So this is a three mana permanent control magic that gives you one mana back immediately. I don’t think that was the intent.
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@grornt​ - Skeleton Samurai
Now that is a skeleton samurai! It reanimates itself like a skeleton, it bushidos like a samurai. Three mana feels pretty good for it, since it fights as a 4/3. Now, normally, skeletons enter the battlefield tapped, but I understand not wanting to do that here. After all, it’s got bushido, blocking is a huge part of that! But the reason cards like this enter tapped is to stop you from blocking with it every turn and stonewalling your opponent. But how often is that? Well, this is where it gets tricky. Depending on the standard format, losing life on your own turn is either something you have to build around or effortless. In formats with shocklands, painlands, fetchlands, or even a single mana confluence, you’ll be casting this essentially for free. So assuming it’s in something like current standard, where it’s a little tough, maybe this guy is okay. I just worry about a 4/3 blocker that can’t be easily killed. But I guess that’s why you put it at rare, which was a good choice, but I think almost every player would be disappointed to find this creature as their rare. I do love the name and effects of this card as a pair, but I think it could lead to frustrating games.
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@helloijustreadyourpost​ - Phyrexian Druid
This card has a lot of style and flair, but I’m a little cautious of it. A good comparison point for this card is Oasis Ritualist. Both can tap for one mana or two mana but at a higher cost. The mana cost and body are an important difference, and I think might balance each other out, as well as the fact that the phyrexian can only tap for green or green black. I do like that it implies that the set leans black, which feels right for return to new phyrexia. I’m having a little bit of difficulty judging power level: the life payment doesn’t really power down the card that much, but we’ve seen double ramp at 3 mana before, albeit never this versatile or at common. Still, maybe it’s fine in 2021 magic? After all, this is new phyrexia we’re talking about. Speaking of, I like how the life payment mimics phyrexian mana, and specifically phyrexian black mana. That’s a cool bonus for experienced players. I think this is a very well designed card, but I’d be very scared to print it unless I was certain there weren’t any green 6 drops at common that would be oppressive to the format when played on turn 3.
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@hypexion​ - Skeleton Knight
Undead in white are something I wish we’d see more of. The idea of duty extending beyond life feels super white, but is only ever represented in spirits. But here we have a skeleton! I like the base body, and it does feel pretty skeletonny, though the knight aspect is a little weak. Vigilance is cool but at 1 toughness I don’t know how often it will be able to attack and still block. The reanimation clause is also a little funky, since it returns it to play on attacks, but doesn’t put it into play attacking as I’d expect. It’s also odd that it comes back tapped, though for gameplay reasons I understand. You don’t want to give players a creature that can block for free every turn. Templating-wise, I should also bring up that there needs to be and “if ~ is in your graveyard” between the words “knights” and “you may.” I’m using cards like Auntie’s Snitch and Master of Death for reference there. My final thoughts on the card is that it’s fine, but the two types don’t mesh as well together as I had hoped.
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@i-am-the-one-who-wololoes​ - Spirit Shade
What a strange little creature. Shades are weird, because their signature ability is incredibly powerful and they need a pretty big downside to make them balanced. In your case, tying them to swamps is pretty clever! They already like swamps because of their heavy black costs, so this is a cool way to reinforce that. I still think this is pretty aggressive for a common, but I might be being a little too cautious. My bigger complaint is how awkwardly the sludge counters feel. This is a creature who’s already going to be tough to track since it’s constantly changing P/T, so having counters on it that change a bunch is a lot of complexity, especially at common. If there were also +1/+1 counters in this set, this card would be impossible to track in paper. I also think I would have preferred the name the other way around, but I’ll admit that’s a preference. I like this card in general, but I wish it were more player-friendly.
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@loreholdlesbian​ - Sand Elemental
Sand is a creature type not a lot of people expected, but I have a friend with a Hazezon Tamar deck so I knew. It’s a really clever answer to the prompt, especially since you’re using the word “sand” as an adjective, but it is still also made out of sand! A colorless 3 mana 3/2 is good power level for a common I think, and the ability on it is tough enough to make work that it doesn’t push the card too hard. The fact that it’s asking you to pay 7 mana also means that, so long as you have at least a few deserts in your deck, you’re probably going to have one in play or in your graveyard. The graveyard clause fits the theme of other desert cards, but I don’t know if you’d need in a theoretical future set with deserts. Their inclusion in Amonkhet block was mostly so players wouldn’t feel bad for cycling their deserts in the early game. But hey, maybe that’s just what deserts are now! So as a whole I think this card is pretty well designed, if a bit bland, but it works well with the theme of the week and possibly the set it's in. Good work!
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@morbidlyqueerious​ - Nightmare Spider
This card has a lot going on. The name feels okay. It’s a little odd, but it works in context. The ability feels creepy and scary, which is both a nightmare thing and a spider thing, but a spider without reach will always feel strange. As the for the ability, it needs a little work. There’s some strangeness with the revealing. It only really matters during a multiplayer game, otherwise just revealing every draw would be simpler and save some text, which I think this card needs. Second is the split payment: you lose 1 life, but you also pay two mana. One is optional, one isn’t, and one is 1 and one is 2. I could see this getting confusing to players. I could see swapping some things around to either make them all optional, all life, and/or all 2’s. Lastly, and this is the important one, this card isn’t fun. WotC is pretty solid on not wanting fateseal effects in the game. It makes what is already a frustrating part of the game (the variance of topdecking) into a more frustrating part. Because of the mana payment, is also means that both players will probably end up doing nothing on their turn. The fact that it can’t hit lands is actually kind of odd. Often that’s what you’ll be doing with this card anyway: forcing them to draw lands. I also sort of wish you would have swapped the P/T. I know spiders usually have higher toughnesses, but I’d like this card if it were easily killable but would end the game quickly if it really did take control of the game. Plus, the fact that you keep losing life regardless of if you pay the two means this kind of has a downside that would be more fitting on an aggro card. So while I think it fits the theme of the contest pretty well, and flavorfully it feels very nightmarish and spidery, I worry that it’s too complex and could lead to frustrating games.
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@nicolbolas96​ - Urza’s Fortification
This is… a weird one. So, you have made a land that can attach to other lands. I would be much more okay with that if it couldn’t still tap for mana. As is, it performs more like soulbond, since both things can still do the same stuff, they just get a little better. I’d also like it to turn off the original because the ability it’s granting is bonkers. Paying three mana to turn a land into a tolarian academy is an incredibly low cost. The land itself being an artifact also means you don’t even get the normal downside of tolarian academy not tapping for anything if you don’t have another artifact. You can even attach it to a land, tap that land for mana, then use some of that mana to tap another land. This means once you have four other artifacts, each of your lands tap for two mana or more. Being legendary and coming into play tapped isn’t enough of a downside for that. This would be strong even in a modern horizons set. I will say this: I do love the flavor. This really feels like an Urza’s land, which is not easy to do. The idea of a land that moves to other lands and is also a machine somehow feels cool and flavorful, too.
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@nine-effing-hells​ - Constructed Cleric
Remember when they printed an artifact cleric in Guild of Ravnica and no one knows why? Well, here’s a robot cleric that feels more clericy. The name is a great fit, and I love the flavor of it. The twobrid mana symbols are a cool way to make it feel more artifacty, but I think they weren’t particularly necessary. No one is going to play this in a colorless deck, and splashing for it doesn’t seem worth the effort. The difference between 4 and 8 mana for the activated ability is huge. So yes, I think this card would see play almost exclusively in mono-white decks. And how is it there? Pretty good! Granting lifelink to your whole board every turn is very powerful, it makes it nearly impossible to race, but you do need at least a bit of a board. I think this is a solic card in a lot of decks, pretty well balanced, so far as I can tell, and the only real issue I have with it is how weird the twobrid is in it.
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@pocketvikings​ - Hamster Advisor
What a pleasant little fellow. Not something I’d normally expect to see in MtG, but I’ll let it slide. I wish there were some flavor text explaining what he’s advising me on. Is he just telling me not to eat my food? So this card is very similar to the card Tajurur Preserver, what with being two green and preventing sac effects (primarily a counter to annihilator), but this guy has the upside of making a food but the downside of turning off your own food. I might suggest using that card’s templating or Angel of Jubilation’s templating. Maybe “You can’t sacrifice permanents or discard cards to activate abilities,” then on another ability the text from Tajurur preserver but with discard added on. It seems strange to see this card at uncommon, since it feels mostly like it’s protecting you from very specific effects that may or may not be in the format. It’s actually a pretty big downside in some decks, like turning off fetchlands, and of course if you’re playing this in a food deck you won’t want in play for long. That’s cool, and we’ve seen that on some black cards like Priest of the Blood Rite. I think this card feels out of place in a lot of formats and a lot of decks in particular, but I’m interested in the implications of it.
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@partly-cloudy-partly-fuckoff - Aetherborn Angel
This is one I didn’t see coming, but not in abad way. This feels like a natural name, and immediately conjures an image in my mind. The fact that both angels and aetherborn are sort of non-natural creatures makes he combination feel fitting, but them being opposites of the color pie and origin intrigues me. The card? It feels alright. Artifact matters seems pretty aetherborn-y, though that’s mostly just because they're in Kaladesh. Counters feel pretty angelly, but that’s usually just because white has +1/+1 counter themes all the time and big white creatures are often angels. What I’m trying to say is that while this does feel like it’s an aetherborn angel, it doesn’t feel like it’s THE aetherborn angel. But I still think the card has a place in whatever set it’s for. It seems powerful, and I like that it’s usually the best place to put your counters, but has some utility, plus I’m sure there are ways to go infinite, but when you’re paying seven mana for it that seems fair. I love powerful commons because there’s nothing saying a common can’t be powerful, just not complex, and while this does add a little strategic complexity, it’s not gonna burn any brains. This is a well made card.
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@reaperfromtheabyss​ - Goblin Knight
It sure is. This feels pretty right on the money, not just because the name feels real and the creature types fit well, but because the text on the card feels like how a goblin would be a knight. They aren’t particularly any better at fighting or better equipped, but it at least can scare some people or keep them at a distance. I very rarely ever say this but I think there was room for flavor text here. I’d like to know how this goblin got in this position, and what they’re doing to stop creatures from blocking. The cost also seems great, perfectly in between fervent cathar and voldaren duelist.
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@shootingstarhunter​ - Island Turtle [the 0/4]
One of two island turtles this week. So it’s a 0 mana 0/4 (or U if you count coming into play tapped as paying a cost). I think with literally no other text, that would be a pretty cool card, if a touch strong. There’s also the issues with land creatures, which there are some weird rules for that mostly just annoys judges more than players. However, you decided to put on some… interesting text. It can turn another land into a creature, one with a little bit more power and toughness. That seems… okay? I think if it had just said something like “Adapt 1: sacrifice a land” it would be almost identical mechanically but far, far easier to understand. I think you made this card to fit a very specific idea you had in your head, but I think you needed to step back and look at the final card and see if there was some way to make it simpler, or if not, what that extra complexity would get you.
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@snugz​ - Island Turtle [the 0/2]
Interesting. I like the simplicity of it on the surface. It’s just a Dryad Arbor but with a little more toughness, and it’s blue. A 0 mana 0/2 is on curve, I think, though I don’t know what kind of deck would want it. It doesn’t block anything but the smallest of creatures, which decks you’d need to block against probably aren’t playing. But it can chump, and doesn’t die to 1 damage from stuff like Chandra Pyromaster or Goblin Chainwhirler, so that’s something. The reminder text is appreciated, though the “isn’t a spell” feels less necessary considering the first line, but reminder text can be there anyway! The first line I feel like is trying to fix something, but most of the issues with land creatures are about integrating them into the comprehensive rules, which Dryad Arbor is already forcing WotC to do. But I guess it has it’s uses here and there. Rules aside, I think this card is fine. Like I said, I’m not sure what decks would want this, but it’s unique enough I think someone could find a use for it.
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@starch255​ - Enchantment Class Saga
Oh boy, what did I do to deserve this? First, the elephant in the room, no one at wizard’s would ever call this Enchantment Class Saga. Is it supposed to be the story of a class about enchantments? Mechanically I guess it’s at least tied to everything. I don’t think I have to tell you this is too complicated. This has more words on it than a pack of homelands. I also don’t know if it’s phrased right, because we don’t even have the comprehensive rules for classes out yet. Setting X to a certain number at the top of the card also may or may not work? We’ve yet to see a saga with a static effect like that. I also think just playing it and waiting till turn four to level it up gives you a crazy amount of advantage, digging 4 cards deep every turn if you have another saga, plus getting through those sagas even quicker. I’m having an extremely difficult time judging this one, but I can at least say it’s too complicated, and that’s enough to keep it out of the running.
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@thedirtside - Treasured Clue
This is a really cute card, but I don’t think it quite hits the mark (pun intended?). One mana for a treasure is kind of weird. We saw a lot of people thinking like that for a while with golden goose, which generated a mana on turn one and rarely did anything else, but let you ramp out a three-drop on turn two, and doing this on a colorless card just feels kind of dangerous, especially because being common means you could crack two on turn three for a 5 drop two turns early. But I also like the combination of the two types, since if you don’t need the treasure then you probably need the card. Reminds me of the Horizon lands. The name is also really close, better than some this week, but feels kind of forced. I wish there were a little more you could do with this guy to make him worth tacking on an extra mana. As is, it’s just a little too swingy to be fun.
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@wolkemesser​ - Orgg Hag
I actually had to double check to see that these were both existing creature types, but lo and behold, they were. And they’re both pretty thematic! Orggs are just like big 4 armed goblins, and hags are I guess like witches? But now witches are warlocks. Anyway, the card. I think it’s alright. Trample feels very Orgg, lifelink feels haggy, but that last ability just seems odd. Orgg itself had an ability that cared about size, and the sort of curse flavor of it feels haggy, but it just feels so out of nowhere. I feels like if you removed the white mana in the cost and the ability it would feel just as appropriate a card. Humility in general also has a lot of rules issues that don’t really make them worth it unless they are on big, swingy cards, which this isn’t quite. Still as a whole I think the card is perfectly fine, but a bit off for this week’s contest.
~
And that’s everybody! If you want to get a hold of me, you can contact me on the Discord. Thanks again for entering! Good luck next week!
-Mod Mr. ShinyObject
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tigerkirby215 · 5 years ago
Text
5e Rell, the Iron Maiden build (League of Legends)
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(Artwork made for Riot Games.)
I SHOULD BE MAKING AKALI RIGHT NOW :))))))
I did a coinflip with Rell: it was either her or Akali and she ended up winning. I’m honestly super hyped for Rell which is odd because I don’t really play tank supports. I find Leona and Nautilus boring as sin, though I do enjoy Galio and Maokai on occasion. I guess I’ve just been playing in top lane a lot more and I want a big bulky tank who I can dive into teamfights with as a support.
Also the memes for this champ are freaking golden.
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But Rell presents a very unique kit that has a lot of potential in D&D. Basically I get to make a character other than Nunu & Willump who rides a mount and I get to stick everything I can remotely justify as being Ferromancy onto this character.
GOALS
Run ‘em all down - Rell is the third champ to have a mount. Aren’t horses just the best?
We fight together - Your outside may be cold but connecting to people is how you move on from trauma... or use that trauma for a massive stun in a teamfight.
I’ll bust you down to scrap! - Rell’s quirk is Ferromancy, the magic of manipulating metal, most specifically through magnetism. Fucking magnets; how do they work?
RACE
Rell is a human... but we can’t always go for Variant Human, so let’s spice it up a bit! She may not have divine blood but I’m sure someone at the academy had healing magic. So since she’s a support with eyes aglow with energy why not go for an Aasimar? More specifically a Scourge Aasimar. Your Charisma increases by 2 and your Constitution increases by 1.
Your glyphs give you a big mix of magic from your friends back at the academy: Darkvision for darkvision, Celestial Resistance for resistance to necrotic and radiant damage, Light Bearer for the Light cantrip, and Healing Hands for a bit of healing magic. Your Scourge subrace also gives you Radiant Consumption at level 3, which I’ll cover when you get there.
If you’re set on playing a human: A Variant Human (+1 CON, +1 STR) with either the Mounted Combatant feat or Heavy Armor Master feat would make sense. There are other feats to consider but these would be the most in-character for Rell.
ABILITITY SCORES
15; STRENGTH - Iron stands eternal, and iron is heavy.
14; CHARISMA - You may be a grouchy teenager, and you may also be incredibly awkward when hitting on people, but Charisma is considered as “inner strength” in 5e. You’ve certainly got plenty of that!
13; CONSTITUTION - You are a tank after all, and with the +1 from our race that equals a 14 for a nice boost to HP.
12; DEXTERITY - As heavy as iron is you were trained for peak physical condition. DEX is tied to many things, notably Initiative which is very important for a frontliner.
10; INTELLIGENCE - You went to an academy, but it was a Noxian war academy. Still it’s possible that you got some history lessons.
8; WISDOM - You’re a hothead in both the metaphorical and literal sense. You think asking questions is on the mind of a teenager who’s angry with the world?
BACKGROUND
There’s a lot of backgrounds that would fit Rell, though unfortunately nothing edgy enough like “Test Subject Turned Human Superweapon.” But considering your lifestyle of roaming the Noxian countryside Outlander is probably pretty accurate. You get proficiency in Athletics and Survival and while you’d normally get a Musical Instrument I’d actually suggest you grab Smith’s Tools instead because... yeah duh. You can also learn a Language of your choice so pick whatever you think would constitute Noxian.
Your Wanderer background feature will make sure you survive and thrive on the Noxian countryside. You always remember the general layout of the land, and you can find food and fresh water for yourself and up to five other people each day. And you can even rip some iron out of the earth to make them bowls and cups to eat and drink with!
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(Concept art by Riot Games)
THE BUILD
LEVEL 1 - PALADIN 1
Starting off as a Paladin because even if proficiency in Wisdom saves is weird we need the Heavy Armor proficiency because... yeah duh. Speaking of proficiencies take Intimidation because you’re a murder-hungry metalmancer, and I dunno Medicine would make sense since you’re a support and all.
You also get Divine Sense, as the magic in your veins helps you detect celestials, fiends, or undead. And because you’re a support you can use Shattering Strike to heal thanks to Lay on Hands. I could explain both these abilities in detail, but I’m also an angry teenager who’s sick of explaining abilities with insanely long descriptions that you can read for yourself.
LEVEL 2 - PALADIN 2
Second level Paladins get their Fighting Style, and of course for a tank support Defense would be best for more AC. You also get some Ferromancy Spellcasting. (Well technically Divine spellcasting but don’t tell anyone that.) You can prepare a number of Paladin spells equal to your Charisma modifier plus half your Paladin level:
To sharpen your lace (or more realistically pike) a little more Divine Favor will make every blow hurt just a little bit more.
Heroism will help in times of strife to let your anger take over any fear.
To manipulate armor to block some more blows Shield of Faith will increase the target’s AC for a time.
To stun with Attract and Repel Thunderous Smite will do damage and knock enemies prone, making them easier to hit and forcing them to spend time getting up.
But of course you can just as easily ignore all of that in favor of Divine Smite, channeling all your magic and hatred into a burst of Radiant damage on your weapon attacks. Particularly effective against undead!
On Rell’s weapon: I’d suggest a Pike over a Lance because a d12 isn’t worth Disadvantage in melee range, even if you will eventually be performing mounted combat. Feel free to have a lance as backup for when you do start riding a horse.
LEVEL 3 - PALADIN 3
At third level you can choose your Sacred Oath, and I know how much you hate Noxus but Oath of the Crown actually has some pretty good abilities for our purposes. Yup of all the champions to break out the Sword Coast Adventurer’s Guide for it’s Rell.
You get two Channel Divinity options: Champion Challenge makes enemies unable to move more than 30 feet away from you for a Magnetic Overload, and Turn the Tide will heal everyone of your choice for a d6 plus your Charisma (if they’re below half health) for some Redemption saves.
But both of these Channel Divinities are admittedly situational, so if your DM allows Tasha’s rulings then Harness Divine Power will also let you recover a first level spell slot. Speaking of spells as a Crown Paladin you get Command to twist your enemy’s armor to your whim, and Compelled Duel for a single-target Concentration version of Champion Challenge.
And as a Scourge Aasimar you get now get Radiant Consumption. As an action you can unleash the magic within you, glowing violently and doing Radiant damage equal to half your level to everyone around you. Additionally, once on each of your turns you can deal extra radiant damage when you damage an enemy with an attack or a spell. The extra radiant damage equals your level. You can only go all out just once per long rest, so if your ever wonder why anime protagonists keep their ultimate attack until the end of the fight: it burns you so much you can only use it once.
LEVEL 4 - PALADIN 4
4th level means another Ability Score Improvement but instead we’re going to be taking a Feat. You’re probably thinking we’re going for Mounted Combatant, right?
WRONG! We’re taking Heavy Armor Master, because you can literally control your armor to make it stronger! Your Strength increases by 1 and any damage you take from non-magic weapons is reduced by 3!
You can also prepare another spell, but we’ll wait for...
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(Concept art by Riot Games)
LEVEL 5 - PALADIN 5
5th level time for Extra Attack. Two attacks in a turn to pretend you’re the ADC!
Also time for HONSE! Find Steed lets you summon a Warhorse, and others but a Warhorse is probably the most accurate representation of your mount. The steed is considered a celestial, fey, or fiend (your choice), and its intelligence is set to 6. It can also understand one language you can speak, which is good because you can speak to it telepathically.
You can make any spell that only targets you also target your steed, and when it drops to 0 hit points, it disappears, leaving behind no physical form. You can dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
And thanks to your subclass you also learn Warding Bond to bond with an ally, and Zone of Truth to get the Black Rose to admit to what they did. Technically speaking you can’t put a ring on your horse, but as a DM I’d probably allow you to make a 50 gp platinum horse shoe to give the honse a Warding Bond.
LEVEL 6 - PALADIN 6
6th level Paladins get Aura of Protection. You and everyone within 10 feet of you gets a bonus to saving throws equal to your Charisma modifier, because iron stands eternal and so does teenage angst.
You can also prepare another spell like Aid to steel your party’s resolve for any danger. Metal pun unintended.
LEVEL 7 - PALADIN 7
Here’s why we aren’t taking Mounted Combatant. 7th level Crown Paladins get Divine Allegiance, allowing you to use your reaction to take damage for a creature within 5 feet of you. They take no damage, but the damage you take can’t be reduced or prevented in any way.
Sure a 5 foot aura is just objectively worse than the Redemption Paladin’s 10 foot Aura of the Guardian that does literally the exact same thing (pro tip: ask your DM to just increase the range of the aura), but you know what’s always within 5 feet of you? Your horse. So feel free to take hits for your trusty mount. And if an ally is nearby you should probably tank for them too.
LEVEL 8 - PALADIN 8
8th level means an Ability Score Improvement. We’re still riding around in big bulky armor so more Strength to carry that armor would be nice.
You can also prepare another spell like Lesser Restoration for some Tenacity.
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(Concept art by Riot Games)
LEVEL 9 - BARD 1
How’s this for a surprise? Multiclassing into Bard gives you proficiency in one skill, and one musical instrument. Take Animal Handling because you literally summon a horse for yourself, and a Noxian War Drum.
Bards get Bardic Inspiration: d6s equal to your Charisma modifier to help support your allies. They can add the d6 to an ability check, attack roll, or saving throw they make. Buff up their armor, or weaken the enemy’s armor!
But of course as a Bard you get more Spellcasting! Check page whatever-it-is for how multiclassing works. You get two cantrips from the Bard list: Mage Hand will let you magnetize an object closer to you, and Vicious Mockery will let you yell angrily at the enemy not to hurt your friends.
You can also learn 4 spells from the Bard list: you are a support so you can take Cure Wounds for some Summoner: Heal. Disguise Self will help you if Noxian police are looking for you. And both Earth Tremor and Thunderwave will help you manipulate the metal beneath your enemies’ feet and sunder the ground beneath them.
LEVEL 10 - BARD 2
You have a little bit of everything in your glyphs which means Jack of All Trades will always be able to help you. You can also recuperate after a long night on the Noxian countryside thanks to Song of Rest.
You can also learn another spell but we will wait for...
LEVEL 11 - BARD 3
Third level Bards can choose their Bardic College and you did go to the academy to become a weapon after all. College of Valor Bards are instruments of war with Combat Inspiration, letting allies use their Bardic Inspiration to hurt more with their swords or defend themselves better with their armor. “Fight like you mean it. Die for something that matters!” You do also get some skill proficiencies but... you already had them.
You do get Expertise in two skills however! Intimidation comes naturally to a living weapon, and even though it’s technically not a living animal in LoL you still need Animal Handling for your mount from Find Steed.
And finally you can learn spells. If you want the honest truth the only reason we took Bard levels is for Heat Metal, the obligatory Ferromancy spell. But you can also grab Hold Person to lock a foe’s armor in place.
LEVEL 12 - BARD 4
4th level means an Ability Score Improvement, and since we’re now investing in the spellcasting side of things I’d recommend some Charisma to make that better. Remember that more Charisma does mean more Paladin spells, so be sure to hop back there to prepare more.
Because I’m not going to tell you what to prepare, as we need to concentrate on your new cantrip! You are the ferromancer, so Mending is kinda obligatory. You can also learn another spell but again we shall wait for...
LEVEL 13 - BARD 5
5th level Bards get Font of Inspiration, letting their Bardic Inspiration come back on a Short Rest. Which is good, because your Bardic Inspiration increases to a d8!
You can also learn third level spells now which means we can finally take Mass Healing Word to further our support role, and Hypnotic Pattern for a massive team-wide stun.
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(Artwork by @Cookie3v3 on Twitter)
LEVEL 14 - SORCERER 1
You were born with magic after all, so I’d have to go into Sorcerer at some point. It’s just that the other levels were more important, and this kinda ends up being more for flavor than anything. Regardless you get your subclass at level 1 as a Sorcerer and hey I actually get to use the Clockwork Soul for a Ferromancer. You can Restore Balance at level 1, denying Advantage or Disadvantage and turn it into a straight roll.
Oh and hey: more Spellcasting! But this time with a side of Clockwork Magic for Abjuration or Transmutation spells. Since both the spells you’d normally get a little iffy I’d suggest replacing them with both Absorb Elements and Shield for some Magic Resistance and Armor.
You also get four cantrips and two leveled spells. Fire Bolt lets you fling a piece of molten metal at the enemy, because you may as well have a ranged weapon. For some basic metal sundering from the ground Mold Earth will let you manipulate small pockets of iron in the soil. Message will let you coordinate with your teammates without yelling everything in /all. And because you’ve got a ridiculous amount of cantrips you may as well grab Prestidigitation for basic magic manipulation.
For your leveled spells Magic Missile will let you fling metal with the utmost precision, and Burning Hands for burning metal addressed to “whom it may concern.”
LEVEL 15 - SORCERER 2
Second level Sorcerers get a Font of Magic. You get 2 Sorcery Points that can be converted into spell slots... for now. So basically you get another first level spell slot!
LEVEL 16 - SORCERER 3
3rd level Sorcerers get their Metamagic. These are features that use your Sorcery points to augment your spells: to make sure that no one lives to hide the tale of the academy Heightened Spell will give an enemy disadvantage on their first saving throw against one of your spells. Alternatively if you want to both stab and smash Quickened Spell will let you cast a spell as a Bonus Action, to really maximize your APM.
You also get more Clockwork Magic, but since you already have both Aid and Lesser Restoration I’d instead suggest taking Levitate for some reverse-magnetism, and a little spell from Elemental Evil called Maximilian’s Earthen Grasp.
If your opponent doesn’t know how magnets work then Blur can really mess with their ability to hit you. And you know I haven’t taken Flash yet so... Misty Step!
LEVEL 17 - SORCERER 4
Fourth level Sorcerers get an Ability Score Improvement and well we did invest in 3 different spellcasters, so increasing that spellcasting with more Charisma would probably be smart. Remember that more Charisma means more Paladin spells! As well as a stronger Paladin aura and more Bardic Inspiration.
You also get another spell known and honestly there are a lot of great ones at second level of Sorcerer but Shatter is the best for ripping through metal. You also get another cantrip because I guess Sorcerers don’t have enough cantrips: if you get surrounded you can sunder the ground as if swords were bursting around you... in a Sword Burst... yeah...
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(Artwork made for Riot Games)
LEVEL 18 - SORCERER 5
5th level Sorcerers get third level spells and I’d hate to admit it but both Dispel Magic and Protection from Energy from Clockwork Magic do make sense for Rell.
But you know what we don’t have enough of? Ground-based attacks. So take Erupting Earth, because your magic is Ferromancy. Not Fireballs or Haste, both of which would probably honestly be stronger. Honestly feel free to drop some of your early Sorcerer spells, because you’ve got more than enough spell slots for the big stuff.
LEVEL 19 - SORCERER 6
6th level Clockwork Soul Sorcerers get the feature we kinda went into this subclass for: Bastion of Law. As an action, you can spend 1 to 5 sorcery points to create a magical ward around yourself or another creature within 30 feet.
The warded creature gets a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend any number of those dice to roll them and reduce the damage taken by the total rolled on those dice. This is going to be one of your main supportive features... atop of all your other “main supportive features.”
Oh and you’d get more spells but I kinda want...
LEVEL 20 - SORCERER 7
7th level Sorcerers can learn 4th spells like Sickening Radiance for some good old-fashioned war crimes, and Fire Shield which was added to the Sorcerer spell list thanks to Tasha’s! Clockwork Magic also lets you weaponize your horse with Summon Construct, but I’d suggest grabbing Banishment as your other spell to lock the weak away like they did to the Null.
FINAL BUILD
PROS
Fighting together? Guess it's not too bad - You’ve got plenty of good assists. Bardic Inspiration and Bastion of Law shields, and a big pile of spells to help the team.
Nothing gets in; no one gets out - Turns out that manipulating metal means very little can get at you. Strong AC, very good range with Reach to play keep-away in melee and a horse to run around, and of course Aura of Protection to turn your weakest save into a +5! And decent HP to boot!
This is who I am now - It wasn’t my intention when making the character but... turns out Jack of All Trades does in fact make you a jack of all trades. Decent skill checks all around and a crazy good Intimidation check means that while you maybe won’t be the first choice you’ll always be up for the task.
CONS
“Excellence is measured in sacrifice”... or whatever - Three way multiclassing gives you a lot, but not a whole lot of it. Your spell slots go all the way up to 8th level but your best spells max out at 4th level. Smites exist and you can always melt down your spell slots, but perhaps it would’ve been smarter to lessen the number of classes and get more value out of what you have.
That's... that's cool... I'm cool... - Ever heard of the concept known as “choice paralysis?” With so many spells to choose on top of subclass features that take your actions it can be hard to pick what’s right in every scenario. Woes of playing support, where you need to think of everything at once. Can’t just run in and stab.
The helpless fight; the hardened live - Jack of All Trades is good for skill checks... not for combat. You can fight, heal, and sling spells decently but don’t really stand out in any particular area. You’ve got a hundred different tools to deal with the rabble but when your friends go All Out you’ll likely be stuck getting assists.
But you’ve got all a girl could ever ask for: a cute pony and enough armor to survive a ballistic missile. You were built to be a weapon and a damn good weapon you are: as sharp as you are sturdy, and as versatile as you are resourceful. Who cares if you’re a little rough around the edges? You’re sixteen! You’ve got your whole life ahead of you! Minus the lingering trauma of being tortured by your own mother... Eh. Who doesn’t have a tragic backstory nowadays?
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(Artwork by @dreadstardraws on Twitter.)
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hiotisa · 5 years ago
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Best Apps for School (Mac, Chrome Extensions, and iOS)
Something that I have loved doing is keeping my school work digitized throughout my entire high school and college experience, and there is a method to my madness! First of all, in the real world, as much as your teachers say that writing helps you learn more, for me, I have learned it to be a tremendous waste of time. When you work for organizations or you do personal work, it is more common than not to perform at a digital level. It is personally more effective and more efficient for me to digitize my life. Although hand writing notes and doing handwritten homework may scientifically make you learn more, I have learned that there are ways to expedite the process so that you can save time doing other things and save time by being focused on the computer.
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1. To-Do Microsoft (Mac, Chrome Extension, iOS)
This application was formerly Wunderlist, but it is a pretty convenient app. If you work best using and checking off lists, this is a highly functional tool in which you can not only make lists, have deadlines, reminders, etc., but you can also share lists with your peers. This can be an effective way in getting group projects done and delegating tasks.
2. Notability (Mac, iOS)
This app consistently comes out as a winner. You know why? It can be shared across platforms (ios and mac) and it also has the capacity to color code your notes, maintain organization for classes, insert pictures to abbreviate notes.
3. Zotero (Mac, Chrome Extension, iOS)
This app saves lives. I never did a single bibliography in college because I had this app as well as the browser extension. Not only will it do a works cited at the click of a button, but you can also do in-text citations easily in a word document or google doc. There is a function in which you can link your google docs or Word documents, and it will completely transform your life. Stop wasting your time on doing bibliography and in-text citations!
4. Kindle App (Mac, iOS)
Some of you may be wondering, why would you put the kindle app? First of all, even though you may like physical text, you read quicker on technology. It saves you time in the long run from doing some of those dreaded reading assignments for textbooks. Also, it is easier to interact with text through the Kindle App. Highlighting functions, note-taking, and other functions of this app make it very easy for students. You can make flashcards from your note-taking, and you can easily export annotations. Additionally, in college, a lot of professors require textbooks. It is often cheaper to rent or buy kindle book even for some high school lit classes. Plus, something that nobody tells you about is that your local library often has e-copies of books that you may read in your literature classes etc in which you can access through your kindle app.
5. Forest (Chrome Extension, iOS)
This is buy far one of my most used apps in college. It helped me stay productive by not using my phone. It is the only thing that kept me from not using my phone. It costs $1.99, but it is the best money you will ever spend to stay distracted from your phone. The concept is that you plant trees every time you stay focused for a certain period of time. You earn coins to grow different trees or you can put your coins towards planting real trees! Super dope if you ask me. You can also be productive with your friends by downloading the app together in a mode called plant together. It’s very aesthetic and lovely. You can also listen to different sounds like in the forest or you can just listen to the music of your choice.
6. Momentum (Chrome Extension)
This is an absolutely free extension in which is aesthetically pleasing, but it is also very functional. It gives you the ability to form a to-do list, customize your opening page, connect your accounts, and set daily goals. I really love this browser extension because it keeps me organized for my personal life.
7. iStudiez Pro (Mac, iOS)
This is a game-changing app. It does so many things for you for free like show your weekly schedule, create teacher information profiles, put due dates on your homework etc. Not only did this app keep me organized, but it enhanced my academic experience. I was able to know my teachers office hours from th click of a button. I could anticipate deadline more frequently. I am a physical planner girl, and it takes me forever to organize my work because I like to color-code everything. Plus, planners are expensive, so students on a budget will find this app extremely refreshing from this perspective.
8. Your Local Library App (may vary)
If you don’t have a card with your local library, the time is now. Save money on so many things like books, movies, and audiobooks. My library app let’s me access pretty much anything! If the resource isn’t available online, you can always place a hold and pick an item up at the library. I wish I had used this resource more often in high school, but I used it more often in college and it saved me a lot of money. Also check with your school or local library because they often have textbooks or can order textbooks that you may need for school!
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I hope this list can help in virtual learning as well as in-person learning. Just because your teacher or parent doesn’t teach you about these awesome resources doesn’t mean that you should make your life any harder without these tools! Good luck and happy studying!
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paragonrobits · 4 years ago
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a friend asked me to give a shot at doing an entry in this tier list they linked me to, of the video games inducted into the World Video Game Hall of Fame since 2015, and I opted to give it a shot!
My rankings are generally biased towards games I personally enjoy playing, though I will give some commentary on their historic relevance:
S-Rank
Super Mario Bros: The game that repopularized video games in the US, that arguably began the entire platforming video game genre and all its imitators and spin-offs, that spawned a new generation of video games after the Atari Crash in the US, and still a DAMN FUN game in its own right! I simply had to put this at the top ranking. After the disillusionment caused by Atari’s failures, this game brought home consoles back in a big way to the US. 
World of Warcraft: Now, I’m not much for MMORPGs. Nevertheless, I’ve followed the lore and general information in the Warcraft setting for years now, and a couple years back, my brother asked me to play it with him. I had a ton of fun, honestly! Playing a goblin mage, I believe. WoW is notable for being THE MMORPG, and still going strong. Admittedly, nowadays many games do what it does better, and the time when it was dominant as THE single game to play is past, but it was still an enjoyable experience and I really have to like how sincere the game is about its aesthetics and campy vibe. Given that the entire setting is reputedly a reskin of a Warhammer Fantasy Battle video game that went south, it’s cheery and colorful, morally gray tone is... an interesting complication in its history. (Also, HORDE. I STAN THE HORDE VERY HARD.)
The Sims: A bit of history; I did not play this game as enthusiastically as a kid as my sister and mom did. We ALL spammed the hell out of the Rosebud cheat, though; not until recent times did I actually wind up playing the game properly, when the most recent iteration of the series was free for a while. My mom didn’t care to play the game, she just liked building houses. In any case, while my attention drifted from the game now and then, I always am fascinated by the actual gameplay of caring for your simulated humans, and the way you don’t actually control them directly. This sort of hands off experience is actually a bit similar to the ‘dungeon simulator’ genre, and while the game is notorious for enabling cruelty (something I never saw the appeal of!), it’s a surprisingly wholesome experience, and it can’t be understated how unique this gameplay was at the time.
Legend of Zelda: It’s actually rather interesting how different OG Zelda is from modern games. Not just the top down perspective (which DOES pop up, now and then); the game is non-linear and allows you to go to any dungeon at any point, completing the game at your leisure, and the story is extremely barebones compared to what we may be used to. It’s quite a far cry from the linear gameplay of gradually collecting tools and working through plots that the games are known for. Breath of the Wild is, in fact, a return to form rather than an upheaval of the formula. I’ll also admit that I have a lot of affection for the gameplay of this one, as well as Link To The Past.
Donkey Kong: When you’re talking old school, as far as what you might call the modern generation of games goes (which is to say, the games that resurged after the Atari Crash), it’s hard to go wrong with Donkey Kong. It’s certainly notable for being a weird stage in Mario’s character and something that is generally ignored; it’s just strange thinking that at one point he was supposed to be abusive towards a pet ape that went in an innocent, well-meaning rampage! Personally this one kind of breaks a mold for my S-class rankings because while I like this one fine, I don’t like it THAT much; i mostly played it in the DK 64 game, and found it very difficult and that’s stuck with me. Still, I place it here for its momentous position in placing Nintendo on the map, with the influence and revolutionary technologies and gaming mechanics they would introduce, to this very day.
Pokemon Red/Blue: Hoo boy. HOO BOY it is honestly something of an oversight that I didn't immediately shove this beauty straight to the front of the S-line because good god I love this game. It's been years and years, long since I was but a whee Johnny playing a strange new game for the first time just because there was a cool turtle creature on the cover (because I was super into turtles back then), and I still love this game. Even with the improvements made to the formula since then (getting rid of HMs, the fixes and new types introduced since) there's still something lovable about this game, even as something as basic as the official artwork that just tugs my heartstrings. This game is highly notable for being an RPG that popularized the monster collecting/befriending gameplay (so far as I know), and as an autistic person, i really appreciate knowing the whole thing grew out of an autistic man's bug collection hobby from when he was a child. Pokemon is an absolute juggernaut of a media influence, and THIS is where it all began. It's first stage evolution, you might say. And not like a Magikarp or anything. This one's more like one of the starters... appropriately enough. Final Fantasy 7: This is probably a bit of a controversial take, but FF7 was not actually one of my favorite Final Fantasy entries back in the day. I never played much more of it than the beginning missions, as my cousin owned the machine in question, and I moved out before i could play it much. Final Fantasy 3 (in the US; it's more generally referred to as 6 now) was my favorite for a long, long time, and that game pioneered many of the traits that would be associated with 7: the epic story, the complex ensemble cast, though 7 really expanded on that basic idea, and previous games were hardly shabby in that regard. 9 is my favorite of the pre-10 era, with its extreme shake ups to the mechanics of the game. No; what makes 7 stand out is that it was a shift towards making Final Fantasy a constantly shifting, unique franchise where every entry was its own thing; it introduced 3D graphics with a fun and cartoony style mixed with a story that wouldn't be out of place in a cyberpunk story, and heralds Squaresoft (as it was called at the time) splitting off from Nintendo, with its censorship policies, and doing its own thing with Sony, with a great deal more freedom to write as they pleased. The party design also stands out, which each character having their own unique function in the party while the Materia concept allows a degree of modular skills to be installed, customizing them in ways that, in my opinion, the best entries in the franchise (on a gameplay level) would revisit. Colossal Cave Adventure: I'll be honest; I never played this game, and I don't believe it's particularly familiar to me at all. However, I chose it for this vaunted spot in S-rank because games of this nature, of text-based prompt and responses, are some of the most interesting things imaginable! Games like AI Dungeon are similar in some respects, and its impressive to think just how dang old this game is, and yet it managed to pull off basically being it's own DM. It has an interesting history; created by a man who worked on the precursor to the Internet, the game was made to connect with his daughter and was inspired by recent entries into Dungeons And Dragons, and later expanded upon by other programmers. It's notable that while Zork is the sort of game that would probably involve more immediate recognition (I actually mistook it for Zork at first, from the screenshot), this game was the first of its kind, and that always deserve some recognition. Minecraft: I absolutely LOVE Minecraft, and it's rightfully one of the most popular games, if not THE most popular game, of the last couple of decades, and it's interesting to think just how unconventional it is; the game is, effectively, a LEGO simulator, and as someone who honestly always wanted tons of LEGO sets as a kid but could never afford them consistently, there's something genuinely very appealing about Minecraft's basic set up. It's open approach and lack of a goal, just gameplay mechanics that encourage you to build and do as you please, makes for a very relaxing and unusual mentality not often seen in games until this point; it doesn't even have a storyline, it simply gives you a world to play around in. Of note, Minecraft's entry seems to have relevance towards video games becoming a cultural touchstone; Minecraft's visual aesthetic leans towards both blocky LEGOs and retro graphics, and certainly proves that games don't need to strive for hyper realistic graphics to be appealing. ----- A RANK Doom: I genuinely like Doom, a lot! I still have memories of replaying this game frequently, long before Doom 2016 and Eternal were glimmers; it's just genuinely very fun to play. That said, I feel that there's other games that are a bit more historically notable and while i like this game, not quite as much as other entries. But it cant be understated that this was THE first person shooter, and more to the point, was fundamental towards game design as we know it. Of note, it pioneered the idea of a game engine, which has had tremendous impact down the road in terms of making a flexible baseline system that latergames were programmed around. Additionally, the first three episodes being free, with the additional ones being purchased as part of the full game, this was, I think, the first demonstration of a demo. Back then, we called this shareware; a game which was free but had full features locked off, but otherwise you could play it however much you wanted. There's a REASON Doom winds up on more systems than Skyrim! Ultimately, while it's not one of my favorite games, it's impact on the business of gaming and the functions of game design cannot be overstated. Pac-Man: This game, is THE game that made video games a phenomenon and its worth thinking about that and how video games as a modern institituion can be drawn, however broadly, from Pac-Man's commercial success. I should note that while I've played this game extensively, it's not something I'm particularly good at; there's a LOT going on here and its a bit much for me to handle. That's probably a strength; there's a reason people had to fake their accomplishments and falsified high scores. It's worth noting that Pac-Man is a unique thing in that it has been rereleased many times over, and every generation has found it enjoyable and fun, unlike other games that set trends only to be lost out in the end. (Goldeneye, for instance!) The Oregon Trail: Like many other people I assume, I first played this game as something available on school computers. Purportedly made as an educational game to teach students about history, this game may be notable for, among other things, being an entry point towards the idea of resource management in video games (as well as being hellishly difficult, by the standards then, but that DOES illustrate a point, does it not?). It's also the oldest, most continuously available game ever made, even now being ported to smartphones, or so I hear! It seems to be a very early example of edutainment games, and a genuinely great one at that. It probably helps that a selling point is that it doesn't really mince around with its subject matter; anyone who's played this game knows that total party kill is the default assumption, as it was in life. Street Fighter and Mortal Kombat: I place these two together as I feel that they form a duo of sorts, and defined fighting games of my childhood and modern gaming experience; name a fighting game, from Injustice to something as deliberately different as Smash Bros, and it has SOME relation to these games, even if its in terms of doing something completely different. These games set a mold for fighting games! Among other things, both games feature iconic characters as a selling point, and to this day fighting games make their mark based on how signature their characters are. Mortal Kombat is of course an incredibly violent game (though very tame, by modern standards), and its fatalities and depicitons of violence sparked thought and arguments on what video games ought to be allowed to depict, for better or for worse. It's not implausible to suggest that the overly strict restrictions on what video games could depict go back to Mortal Kombat's fatalities, specifically (since there's far worse games predating it, though too graphically primitive to be obvious). Street Fighter, conversely, strikes me as having more characterization and depth, especially as far as fighting systems go; I find it hard to be interested in many fighting games now, if they don't offer as much depth as the likes of Street Fighter 2. Street Fighter stands out for innovating multiplayer play, initially in the arcade, and its not implausible to say that the likes of Smash Bros is a descendant of sorts of the specific mentality Street Fighter brought to the table. Consider also that it is STILL a mainstay in the remaining arcades and cabinets in service today! Tomb Raider: This is a game i legit liked back in the day, and there's some part of me that's sad that the platforming, puzzle solving and focus on exploration has not really made it back into the modern Tomb Raider series, last I checked. There's probably something interesting in that Lara Croft represents a bit of an intermediate period between platforming mascots and modern Edgy Protagonists; you know the ones. Balding white dudes with vague dad vibes, but this is not a slight on Lara; she definitely has a ton of personality, even just at a cover glance. This game had a strong focus on exploration, and that's honestly something I really like. Super Mario Kart: I'm going to be controversial here; complaints about the Blue Shell are kinda overrated. It's not that different from, say, a red shell hitting you from behind when you're close to the finish line. But, jokes and old 90s memes aside, this game has some interesting status in that it started the idea of making spin-off games in dramatically different contexts; Crash Team Racing and Sonic Drift, for example, are listened as similar games. On a franchise level, this began the trend of Mario becoming a truly flexible character who could do pretty much whatever was required of him, not just the original platforming games, and its possible his imitators never quite learned the same lesson. Though one wonders what Miyamoto might have thought if he'd known how many thinkpieces he would spawn with 'why does mario go-karting with Bowser when they're enemies?'. For my part, I favor the idea that the other games are in-universe fictions they're actors on and this is their actual dynamic, or that Mario is a relaxed dude who doesn't mind playing kart games with his foe. (I mean, he's not Ridley. Bowser's easy enough to get along with.) Animal Crossing: Again, I have to emphasize that I've never actually played this game, at least on a consistent basis (and by that, I mean I MIGHT have played it on the Gamecube, once, in the early 2000s), and have to speak from what I've seen of what it sparked. And I really do like the way it really codified the sub-genre of relaxed, open-ended games where the player is free to do as they like, without much stress or fear, which is something I think more games could stand to do. On my personal list of features that my ideal video game would have, Animal Crossing would definitely offer a few ideas. I am reminded of farming simulators, such as Harvest Moon or Stardew Valley; while they are different beasts entirely, there's a familiar sense of non-combat relaxation that's pleasant to see. Spacewar!: This machine is GODDAMN old, and like an old fogey predating modern humans, it deserves our respect. It's so old, it predates Pong. Supposedly created as part of predictative Cold War models, with an emphasis on emulating sci fi dogfights, producing a game that soon proved popular, for over a decade remainign the most popular game on computer systems, and a clumsy foray into arcade gaming (that didn't pan out, unfortunately) led to the creation of Pong by its creator, which is another story all its own! And Pong is directly responsible for the idea of the video game itself; this game launched the entire video game industry as we understand it! No small feat, indeed. ----
B RANKED Sonic The Hedgehog: I must state that I DO like this game, though not as much as later entires like Sonic 3 and Knuckles, or the Sonic Adventure series; the fast paced action seems a bit hobbled by the traps and need to be careful of surroundings, which would seem to run counter towards the whole idea of GOTTA GO FAST, y'know? But the game presents an interesting viewpoint on the nature of mascot gaming; created specifically, so it is said, as a rival to Mario, Sonic was designed as a mascot with attitude, and inspired a host of imitators; he's probably the only one to escape the 90s more or less intact, and this may have something to say about his flexibility, star power, and also the fact that he's a pretty mild character, all things considered. This game certainly has its place in gaming history, giving an important place in the console wars of yesteryear. Believe me, I was a kid in the 90s, Sonic was a HUGE deal. Space Invaders: This game is noted to have catapulted games into prominence by making them household, something outside of arcades, and it shows! An interesting detail of note is that supposedly, the Space Invaders were meant to all move at high speed, but this was either too hard to play against, or too costly on the processor; it was found that by making them speed up as they were defeated, it created an interesting set of challenge. You have to appreciate game history like that. In general, its success prompted Japanese companies to join the market, which would eventually produce what I imagine was a thriving, competitive market that would eventually get us Nintendo and it's own gamechangers down the road. Grant Theft Auto 3: I'm going to be honest with you. I don't much care for this sort of game. The Saints Row series, with its fundamental wackiness, is the kind of game I really DO like if I'm going for something like this, and GTA sort of leaning towards the 'cruel for fun and profit' gameplay is really unappealing for me. However, I'd be remiss if I didn't address this game, and what seems to come up is two things: the game's sheer freedom in its open world (which certainly pushed the bar for games of that nature, and has made it a byword for gamers screwing around in a game just to see what ridiculous things they could or couldn't do) and the infamous reputation from the mature aspects of the game. Personally, I'm not much for this game's take on maturity (if I wanted to discuss a game of that nature, I'd suggest, say, Spec Ops: The Line) but I really do appreciate what this game and its series did for the open world genre, and the sheer possibilities presented for letting you do what you wanted. King's Quest: I've never played this game, but I am a HUGE fan of the point and click genre (also known generally as the adventure game genre) that it spawned; without this game, there's no Monkey Island, no Sam and Max, no The Dig or Full Throttle, or Gabriel Knight. This game was similar to previous text-based games, with a text parser to input commands, but with the distinction of a graphical interface to move their character around, which would be the seed of later games such as the SCUMM engine of Monkey Island and other Lucasarts games (which, to me, ARE Adventure Gaming). The puzzles, comedic sensibilities, and interface innovations originated with this game, and codified those later adventure games i love so much. Starcraft: This is another one those list of 'games I should have already played by now'. I'm not much of an RTS person, barring forays with games such as Impossible Creatures, Warhammer 40k: Dawn of War, and more strange entries such as Brutal Legend, and I contend that the combat aspects of 4X games like Civilization DO count on some level; the specifics of troop movement and unit strengths/weaknesses are a bit beyond me, when you get to more complex stuff. Starcraft, reading between the lines, really introduced the idea of multiplayer culture especially for RTS, pioneered the Battle(dot)net system (which I mostly recall from Diablo, if I'm being honest!) as well as the idea of relative strengths and powers for individual factions so that they became characters in their own right. It's still a very popular online game, and that says SOMETHING. Also, I tend to use zerg rushes, so I would probably play Zerg. Probably. (There is much speculation on whether or not, like Warcraft being a failed Warhammer Fantasy game, if the same holds true for Starcraft and Warhammer 40k. I lean on the side of 'probably not'; the differences are too notable. The Zerg and Tyranids have some similarties, but that's probably because they're based on the same broad hive mind evil insect aggressor trope, and they have enough differences from there to be very distinct from one another. It's not like how OG Warcraft's orcs were very obviously warhammer orcs with less football hooliganism.) Bejeweled: This is a firm case of a game that I don't play, but I really have to respect its influence on gaming as a whole. Apparently it started as a match three-type game with a simplistic formula that proved wildly popular (perhaps making a point that simpler can be more effective, in game mechanics), with a truly explosive record of downloads; over 500 million, it seems. Thus its fair to say that this game set the precedent for casual games, which have become THE market. Regardless of your feelings on that genre, this one was a real game changer. (Pun intended, absolutely.) ----
C RANK Pong: "By most measures of popular impact, Pong launched the video game industry." This line alone saws it all, I think. It wasn't the first video game, but it was one of the more early ones, and its the one that really made video games and consoles successful, gaining widespread attention from the mainstream audience, as well as getting Atari recognition (for better or for worse, but perhaps that was just a development of being on top, so to speak; maye the console wars at least kept the big three honest). It also started the arcade revolution of games, and this humble game is essentially responsible for the entire state of video games as a concept, as we know it today. Halo: No disrespect to Halo, but it's just a game series I've never quite been able to get into. Those games are very hit and miss for me; games like Call of Duty, Battlefield, Gears of War and everything like that are just... hard for me to get into. It takes something specific like Borderlands or the Besthesda Fallout series, or something else, for me to get hooked, and Halo just doesn't do it for me! Nevertheless, I would be QUITE remiss if I simply dismissed it, and there's reasons for it to be inducted into the hall of fame barely three years into the hall of fame making inductees. Firstly, it was Microsoft's big entry into the console wars, and it must be said this was a MASSIVE upset and a completely unprecedented shift in the assumptions of the console wars back then; NO ONE expected microsoft to actually do this, let alone redefine gaming out of Sony and Nintendo's favor like that. At the time, PCs dominated FPS games, and Halo showed that consoles could do it just fine. It must also be said that it has a very intricate and complex system of lore, backstory and material that was quite distinctive for a new setting back in the day, and while I've seen people object to it's gameplay, I suspect that its with the benefit of hindsight; Halo offered an extremely unusual degree of freedom in achieving the goals set out for you. (Cortana also didn't deserve getting her name slapped onto that search assistant that eats up all your RAM.) Where In The World Is Carmen San Diego: Surprisignly enough, based on the article, this game was NOT an adaptation, but the source material of this character. This is where the fancy, mystery lady in the red coat started! Evidently this game was originally an edutainment game with a cops and robbers theme, and inspired by Colossal Cave Adventure from higher up on the list, and one must appreciate the effort that went into it. This one is ranked low, mostly because it didn't seem TOO notable to me. Honestly I'm surprised this is where Carmen Sandiego started. (And that she doesn't get enough credit as an iconic theatrical villain who won't go a step too far, but that's another rant.) -
D LIST
Here we are. The D LIST. The bottom of the sorting pile; the lowest of them all, the... well, the ones that I honestly don't necessarily dislike, but couldn't place higher for reasons of notability, personal interest, or perceived impact on the history of gaming. John Madden Football: Sports games, as a whole, really do NOT do it for me. I don't like real like sports at ALL (with, as a kid, a brief interest in boxing and that was just because they had gloves like Knuckles from Sonic the Hedgehog) so its hard for me to say that I find the history of this one all that compelling. Even so, there's some interesting elements in how this game was a sequel to a previous failed attempt, with a bold new attempt at a more arcade-style action game with a more dramatic take on the players, who would in turn be rated in different skill sets. The Madden series is STILL going so... it worked out pretty well, I'd say. (FUCKIN EA WAS BEHIND THIS ONE??? wow, EA is older than I thought.) Microsoft Flight Simulator: It's honestly a bit painful sorting this one so low, since I had many happy times as a wee Johnny playing this game back in the old days. I mean the OLD, old days. This was like, the days when Usenet was the preferred way for people to talk online. (Not me, though. I didn't talk to people, then. I was even less social than I am now, which is saying something!) All the same, I suppose that it was important to not crowd too many entries in a specific folder, and statistically, something had to keep getting knocked down, and in the end, I couldn't honestly say I still enjoyed this one enough to place it higher. Still, credit must be given where it is due; this game stands out for being an early foray into simulator gaming, showing a realistic depiction of actual flight. It has apparently been updated and rereleased many times since, which is impressive! Tetris: I like puzzles. So it might be surprising to hear this seminal game ranked so low; firstly, I like different KINDS of puzzles (like weird ones where you have to fling your sense of logic to the moon and back, or make use of gaming mechanics) and honestly this game is kind of stressful for me. You gotta keep an eye on a lot of different things flying around all at once, and constantly move things around, and that kind of attention and quick thinking does NOT come easily to me. All the same, I really have to admire how it was born from it's creator's pleasure in solving mathematical puzzles about sorting shapes into boxes, in a manner strangely remniscient of Satoshi's bug collecting that became Pokemon. Certainly the game's simplicity has proven a universally appealing thing, and may say something about the value of keeping it simple. Microsoft Solitaire: This game apparently became pay-to-get some time ago in recent computer generations, and let me tell, you, it was genuinely depressing to find that out. I remember younger decades, from the 90s and on, when this game was a regular and free feature in Windows computers fir MANY years. You got a computer, this game was on here. I was a kid, and i remember watching my mom play this game and makign the cards go WHOOP WHOPP all over the place and marveling, because I couldn't ever do the same thing. (A related note: I am terrible at this game. Go figure!) Of note, this game was massively widespread, and just EVERYWHERE, and I think everyone who ever played a computer back in those days instantly remembers it in some way. It was just... ubiquitous. Centipede: Oh, ol' Centipede. I don't mean to be mean to you. But between the likes of Pokemon and Super Mario Bros, even the arcade Donkey Kong, someone had to keep dropping down the leaderboard that is this tierlist, and unfortunately, there were other games that felt higher up than you. All the same, you're a very good game, and honestly, I like you more than some other games ranked higher for reasons of relevance to gaming history. Certainly more than anything else in D-listing. The colorful and appealing palette is noteworthy. That trackball controller! Amazing! (More games should use trackballs. They're fun and easy to use.) At the very least, Order of the Stick did a joke with you once, and that's better than anything I can do for you. All the same, you're a cool game.
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gascon-en-exil · 5 years ago
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Three Houses 100% Completion: The Joys of Spreadsheets
The idea that someone like me would ever write a gameplay guide to any Fire Emblem title is somewhat ludicrous on the surface. While I’ve finished nearly every mainline game in the series I also freely confess to being a filthy casual except ironically I ignore Casual mode because resetting/rewinding after death was ingrained in me back in the GBA era who only plays these games on their lowest difficulties, ostensibly because I find the lower challenge to allow for more flexibility in how I pick and develop units. This is of course entirely true, although it’s also no surprise that from a completionist perspective FE is much more approachable when you can make it as easy as possible. For most of the games 100% completion is nothing more than filling out a support log, music library, and other features of an Extras menu, and while there are certainly some tedious times to be had with that - I hope you like popping out the same kids over a dozen times for that many generic parent-child supports in Awakening and Fates - none of it is what anyone would call challenging. Shadows of Valentia has in-game achievements, but the worst of those involves weapons with low drop rates so it’s otherwise a manageable endeavor to get them all.
Three Houses, however, is something else altogether. In a stroke of brilliance that may presumably not be attributed to the developers who expected most people to only play through the game one time, this is the first in the series with a New Game+ feature. This allows you to carry over much of your units’ development over multiple playthroughs, and to catch up instantly where you left off by spending Renown to buy skills, supports, class masteries, etc. that you’ve obtained in previous runs. Thus it is possible to build up a NG+ file over many runs in which all of the game’s forty playable characters have all of their skill ranks maxed out and all their available classes mastered - or at least available for purchase. That’s how I’m defining 100% completion here, and I’m delighting in a very nerdy way to report that not since The Legend of Zelda: Majora’s Mask has a game so tickled my love of efficient scheduling and careful management of available resources to achieve such a substantial goal. I wouldn’t call it hard per se, not in the same way as the built-in difficulty of Maddening or any number of self-imposed challenge runs, but there’s a lot of planning that goes into something like this - to say nothing of how well you need to know the relevant mechanics.
EDIT: After a lot of playtesting I’ve made quite a few updates to this guide, so some of the information here may now be outdated (or less efficient, more like). See here for the updates.
Parameters
New Game+ saves your units’ progress over multiple runs in its journal, although as this is limited - you can only see the progress of units currently in your army, and because of how availability works in this game you’ll never be able to see them all at once - I strongly recommend keeping a separate log of your own. Other than that the only other way the game records your investment is the timestamp on save files, and while that might be helpful if you’re interested in speedrunning this it’ll probably take around 300 hours minimum though so why bother I find it more useful to keep track of how many times you’ve run through the game. The least number of runs needed to fulfill this achievement, and therefore the number to shoot for as a goal, is 29. Why 29? That’s the number of characters who can be dancers, and of course you can only have one dancer per run.
29 runs sounds long but generous on paper. After all, when I did this more or less blind over the course of a year and with the DLC coming out progressively during that time I finished it in 35 runs which isn’t that much higher. It’s a tighter requirement than you might think however, particularly as I’m not accounting for the grinding on infinite skirmish maps that Normal allows for. I feel like the challenge, such as it is, of something like this comes in the form of plotting everything out and knowing how to use the limited time and resources the game gives you as effectively as possible, and grinding throws that out the window. I admit that during my first time doing this I did have to grind out some stubborn skill ranks with skirmishes in the last chapter, but optimally that shouldn’t be necessary and you should be able to work to avoid that.
I’m not including the support log, music library, or event library (i.e. the Goddess Tower events) as points of consideration. Strange as it sounds to exclude what is often the only draw FE presents for completionists, all of those save to the cartridge and not to individual files and are therefore irrelevant to the concept of building up a “perfect” NG+ file. None of them are particularly difficult as it stands - most S ranks can be bought with Renown after you’ve filled characters with enough furtive gay thoughts for the same-gender Byleth, the Goddess Tower can be save scummed, and for the soundtrack you just have to remember to switch the audio to Japanese at a few points to get every track - so I’m going to overlook them. I am however assuming DLC content, and that you already have a completed file of Cindered Shadows on the cartridge. Most notably this allows you to recruit the Ashen Wolves and access the DLC classes, but it has a very important third benefit I’ll get into a bit later.
Also, a final note on difficulty: this guide obviously assumes Normal (Classic vs. Casual is basically irrelevant with Divine Pulse). You might be able to do something like this on Hard, although I’m not going to attempt it. Maddening is completely out of the question, as you have to level every single character through suboptimal skill ranks and classes, both for themselves and in general.
Routes
Regardless of what you might think of all the controversial discourse surrounding it, Crimson Flower is by far the worst route for unit development. It’s a full three/four chapters and three/four calendar months plus one week and weekend (contrast CF Chapter 13 vs. non-CF Chapter 12) shorter than the others. Of the remaining three, Verdant Wind marginally edges out Azure Moon as the longest route as it has one extra instruction week and free weekend in the last chapter...because Dimitri and Edelgard take that entire week for their parley in AM. Silver Snow’s last chapter is as long as VW’s - but it infamously skips out on an entire calendar month (four free weekends, three instruction weeks, and the Gronder rematch) because your army is off having a drug orgy or something equally unproductive. 
Still, despite this objective evaluation running through VW 29 times isn’t a possibility. This is mostly because all of the routes except SS have exclusive units who have to be accounted for, and also because other units have small but significant availability advantages on certain routes. On top of the perk of not having to spend Renown to recruit them, students in a route’s affiliated house get to appear in Chapter 1 (the mock battle) and non-CF Chapter 13 (the infamous bandit hunt map right after the timeskip). Seteth slightly favors SS as he appears in Chapter 13 in place of your house leader, while conversely Hilda, Catherine, and Cyril should be avoided on SS as they’re not available until much later than they are in VW and AM. Then there are, again, the route-exclusives: Claude for VW; Dimitri, Dedue, and Gilbert for AM; and for CF Edelgard, Hubert, and....ugh.
Do you hate Jeritza for his weird voice acting, terrible characterization that spills over onto all of his support partners, and the same tone problems from which all of CF suffers? Prepare to hate him all over again as a unit, because Jeritza single-handedly makes 100% completion in a timely fashion much harder. Not only does he have the worst availability in the game at a mere six chapters and essentially four calendar months, unlike his fellow Part 2 exclusive Gilbert he has skill weaknesses - and one of them is in authority, which as I’ll get to later is even more annoying. Compounding this, Jeritza being locked to CF means you have to run CF far more than you’d like, giving him a disproportionate share of time and resources in Part 2 at the expense of whoever’s being used alongside him. This is why a Gotoh unit just doesn’t work in conjunction with FE16′s core design philosophy.
With this in mind, my theoretical plan - and note that some of this guide is indeed still theoretical, and I’m plotting it out as I go along based on my first time through - for a 29 run 100% is 8 runs of CF and 7 of each of the other routes. This sounds counterintuitive in light of the objective ranking of route length, but Jeritza really is that much of a headache.
Cross-Run Planning and Renown
One of the most important points to maximizing efficiency for 100% is knowing what carries over between runs and what does not - or in other words, thinking more in terms of the overall goal of maxing out your units than of the individual needs of each run beyond what’s needed to finish the game with no deaths. This being Normal mode of course that’s not a high bar to clear, but it’s still worth noting that many of the traditional parameters used to measure the development of your army in FE outright do not matter in the grand scheme of things. This includes your units’ levels and stats, money, and your inventory. 
Money isn’t too hard to come by particularly with auxiliary battles, increased earlygame money with auto-leveled professor rank (see below), and other sources. Stats only matter to the point that you have enough of them to finish the game, and standard leveling, certifications, and the +1 stat booster drops from auxiliary battles will take care of that for the most part. Getting specialized weapons and equipment can occasionally be useful, but it shouldn’t be a priority especially lategame when you’re not going to have much time to use what you get. In any case the quick pace of these runs means it’s unlikely that you’ll have much material for forging/repairing beyond the basic buyable ores, so forged silvers are usually the way to go unless you feel like breaking out a brave weapon or Relic or something similar if you need a really powerful hit. As for levels, other than the stat boosts they only matter insofar as different class tiers have different benchmarks for certification. The highest of these is 30, so after that point levels are all about the stats. That said however, with Normal experience being as high as it is your units will likely end the game in the 40s or even 50s, especially with the EXP boosts from the saint statues.
This brings me to Renown. Renown is the main resource for 100% completion, and is in fact what makes it possible in the first place. In a new game you can only spend Renown on restoring the saint statues, and while this is very important to do in your first two or three runs for the boosts it adds to EXP gain, skill points gained during instruction, and most crucially of all class mastery EXP (by far the top priority - drop 2000 Renown on the Saint Cethleann statue for this as soon as the statues become available in Chapter 5 of your first run) later runs allow you to spend Renown on the journal in Byleth’s room. This is how you save and continue progress on skill ranks, as well as how you can instantly max out your professor rank at the start of the game which is crucial for getting the most out of the monastery. 
Now for some numbers...and here’s where that Cindered Shadows file comes into play. With a completed run of CS you unlock a reward that appears at the start of each run including 10000 Renown (as well as the very useful Chalice of Beginnings accessory - sword and gauntlet users love this thing earlygame). Each NG+ run starts you off with 10000 Renown multiplied by how many times you’ve completed the game, and each run you can get the CS reward again on top of however much Renown you had unspent from the previous run(s). You also get a small amount of Renown for completing battles and quests around the monastery, although this is minor compared to starting your second run with a minimum of 20000 Renown, your third with 30000, etc. By the last few runs you can expect to hit the cap of 999999 Renown, which is more than you could ever reasonably use at a time. So what to spend it on?
The saint statues: Each has a one-time cost of 10000 Renown to fully restore and can be done incrementally. This costs 40000 total and should be finished no later than your third run, because as mentioned almost all of the bonuses granted by these statues are absolute necessities for a fast 100%.
Professor rank: On the first free day after choosing your house, complete Sylvain’s quest to eat in the dining hall to instantly level up from E to E+ professor rank. After that it takes 4000 Renown to max out your rank at A+, easily manageable from your second run onward with the CS reward. This gives you ten activity points in exploration, seven instruction sessions, three points on battle weekends, the ability to assign up to three adjutants in battle, more flexible dining hall options (both neutral and liked dishes will restore full motivation), and access to master classes and high-end forging as soon as you unlock their other requirements. It’s an essential expense for every run.
Skill ranks: The value here is obvious, but as it costs 500 Renown per rank it’s important to be sparing and only spend on what you’ll actually be using in a particular run. The exception here is Byleth - see their section.
Supports: Mostly unimportant unless you’re recruiting a student from another house (just make sure to get these Byleth/student supports in a previous run first) or if you’re running CF and not using either Byleth or Edelgard in which case you’ll need to buy the Edeleth C(+). Supports cost 400 Renown per rank which is fairly cheap, although if you’re doing cross-house recruits it’s best to spend 1200 to get their A in which case they’ll always agree to join your house when asked. Note that non-student characters whose recruitment is dependent on Byleth’s level can have that requirement lowered with supports, but this is unnecessary - again, see Byleth’s section.
Class masteries and Crests: Ignore these. While the gameplay bonuses can be nice none of them are worth spending Renown on, especially in earlier runs. The class mastery menu is however what you’ll use to keep track of which classes units still need to complete, so bear that in mind. Incidentally, unlike the skill ranks menu the classes don’t update until you clear the game, so you’ll have to check your units’ status screens to see which classes they’ve mastered on the run you’re currently doing.
Abyss: Finally, Abyss has a few one-time Renown costs for its various facilities, similar to the saint statues. It’s only 8000 Renown to unlock everything (although for some of them you’ll have to wait until Part 2), but honestly only the pagan altar really matters at all so it’s not a huge priority. Generally speaking the weapons and equipment purchasable at the altar aren’t worth the Renown cost until you get multiple runs under your belt and have resources to burn, but Master Seals and Abyssian Exam Passes may be an exception as they’re limited in availability otherwise. Optimally though you should plot out your classes such that you shouldn’t have to spend Renown on seals.
Last but not least, a word on battalions. Battalions do carry over in NG+, as do their levels. It’s therefore important to build up a guild of strong max level battalions early on, mostly by completing paralogues. Assigning these to units in the earlygame gives them massive stat boosts, to an even greater extent than equipping silver weapons or high-level spells - which unsurprisingly come with serious weight issues early on, so best to stack with battalions for more OHKOs and better defensive parameters.
Building Your Army: Active vs. Classroom Units
It’s common knowledge for the games in the series (except FE5, because Fatigue is weird like that) that it’s rarely worth it to use all the deployment slots available to you, and that concentrating your resources into a smaller number of units will yield better results. This is true of FE16 as well, and I’ve determined that the best active army size for 100% completion runs is 5-6 units. This allows space for everyone you’re training to get the attention they need at the monastery and in the classroom, and it also dovetails nicely with how many runs it will reasonably take for each unit to master all of their classes. As I’ll go into in more detail later, it’s best to split each unit’s classes into four groups, and 40 characters x 4 = 160 which when divided by 29 runs works out to 5 active unit slots for about half of the runs and 6 for the other half. As regards composition, a core of two or three of the route’s house units and/or Byleth is important for Chapters 1 and non-CF 13, with the remaining slots free for the Wolves, non-students, and if absolutely necessary cross-house recruits although these are not optimal owing to the support costs. Recruitment should always be done as early as possible; this isn’t Maddening where it’s important to consider that auto-leveled growths sometimes make units better if you wait to recruit them. For the Wolves and students from other houses (except Hilda in SS, but don’t use her there) that means Chapter 2, with the non-students coming in at various points up through Chapter 13.
As is the case with every FE though you’re also going to have units in your army who you’re not using. I recommend recruiting everyone you can on each run except for cross-house students, for this reason: units not in your active army, hereafter called classroom units, can still be trained...in the classroom. Simply setting their goals appropriately when you first get them is all the effort you’ll need to put into them passively gaining valuable skill experience that can be put toward runs where you will use them, and between skill ranks and classes the former are going to take considerably more time and effort overall to max out. This is because class certification never asks for anything higher than A in a skill, but there are three additional ranks beyond that. Also, skill weaknesses are a thing, and while they cease to matter to class mastery once a unit is certified they’ll continue to be a problem on the long slog to S+. The thought of individually assigning classroom units goals may seem daunting, but in practice there’s a priority to skills that helps out considerably, as follows:
Authority: top priority for several reasons - it grants access to high level battalions which as mentioned makes earlygame a joke, it’s the only skill that can’t be leveled as an adjutant meaning that once a unit maxes it out they can be comfortably leveled in the back full-time, and it’s the skill that matters least to the class system so maxing it out won’t lead to any awkward situations, ex. a unit with S+ bows still needing to master sniper
Authority can be comfortably pushed to S+ solely in the classroom and rarely needs to be focused on as a goal by active units (Jeritza being a notable exception). The skills below however should only be raised up to A, A+, or S to allow room for some active training, and should be switched once a unit has reached a benchmark around that point so as to have more skills worked on overall. Also worth pointing out - it’s generally easier and more efficient for classroom units to train only one skill at a time.
Heavy armor: everyone who isn’t Edelgard only has three classes that boost it, and of these classes (including Edelgard’s) the only one without terrible movement is great knight
Flying for male units: except for Claude they have just two flying classes, although since wyvern rider and wyvern lord are pretty much the best physical classes in the game this isn’t as much of a hindrance as it is with heavy armor
Brawling for female units: there are only three unisex classes that boost brawling apart from f!Byleth’s enlightened one, and two of these (fighter and brigand) only give +1 putting a lot of pressure on war cleric to compensate
Skill weaknesses: this is where it gets more individualized, but as weaknesses slow down a unit’s progress in both the classroom and on the battlefield it’s very helpful to build up a good base when they’re not being actively used
To use Dimitri as an example, on AM runs where I’m not using him I would first max his authority, then boost up his flying or heavy armor (these two, or brawling and heavy armor for females, are about equal in priority and should be attended to with skill weaknesses/proficiencies in mind), then the other one, then either axes or reason as those are his weaknesses. If you want to really break it down bows, brawling (for males)/flying (for females), and riding take precedence over the remaining skills for having fewer classes, and faith is slightly more important than reason for the same, er, reason, but realistically classroom units aren’t going to be getting that far without much more substantial active growth taken into account.
Active units on the other hand can afford to be much more dynamic in what they learn during instruction, especially as they’ll be motivated to receive private instruction. Ahem. One thing to note is that if an active unit is working on a budding talent it should always be instructed enough to unlock as soon as possible, even if you plan on leveling the skill passively/in battle afterward. Gaining a proficiency really does pay dividends, and sometimes the ability is useful too. Group tasks are also important to keep in mind, and ideally you should plan each run to have at least two active units training the same movement skill to take advantage of the weekly boost.
On Byleth
Byleth is in many respects a special case. I frequently rail on their defects as a flat self-insert who makes every story they’re in worse because it has to accommodate their wooden presence, but here I’ve really only got good things to say. It should be pointed out that the journal treats Byleth as one character despite the gender difference, which is good as the male and female versions do not have to be worked on separately. Byleth can’t gain skill experience from instruction, but instead they gain it from faculty training which costs activity points but is on the whole a faster process. As noted below faculty training is the primary way of dumping excess activity points during exploration, because maxing out Byleth’s skill ranks is very high priority. Units receiving instruction get an extra +2 to their base skill growth if Byleth has a higher rank in the skill, hence it’s in everyone’s best interest for Byleth to max out their skills first. This is also the big exception to the rule about spending Renown only on skills you’ll be using in a run; Byleth’s ranks should always be topped out as high as you’ve gotten them at the start of the game, to give this bonus as often as possible. Admittedly you won’t be able to do this earlier on as it costs a hefty amount of Renown to get all of a unit’s skills up to S+, but in later runs it will pay off considerably.
Something else to consider about Byleth is their level. There are three reasons to level up Byleth even if they’re not an active unit in a run: recruiting non-student characters, the Proper Conduct Tournament, and making them less likely to die instantly if they get attacked in battle lategame since they’re force-deployed on every chapter map and paralogue. The highest level required to recruit anyone is 15 (if in AM or VW doing so in Chapter 4 gets you Catherine, but this might be unfeasible and it’s not a big deal if you have to wait a chapter for her), but you should aim for 20 by Chapter 8 in order to win the tournament. These levels are entirely manageable with Byleth soloing the Prologue and then spending the rest of the time as an adjutant, or playing a minor support role when they’re force-deployed (I favor giving them the Stride gambit personally). For the tournament I recommend certifying them as a fortress knight first for the massive DEF boost and then certifying and changing to swordmaster because they’re required to use a sword and therefore appreciate that class’s abilities. Winning gets you the usual quest rewards as well as a free brave weapon, not to mention the inherent humor of the game itself mocking people clutching their pearls over the teacher/student relationships. 
What Matters and What Doesn’t at the Monastery
Learning how to streamline exploration is a key component to keeping these runs fast-paced and cutting down on real time spent. Bluntly, a fair bit of what goes on at Garreg Mach is irrelevant when you’re thinking on a cross-run level. Here’s what actually does:
Quests: should be done all the time as they increase Renown by small amounts, award resources and some inventory items, and in some cases unlock monastery facilities or other features like the White Heron Cup. Most of them also don’t take very long to complete, and once you’ve run this game enough you’ll develop a good rhythm for the quests in each chapter. Quest battles are also worth doing - see the calendar section.
Dining hall: the best way to increase your units’ motivation for instruction. Fishing and the greenhouse are for the most part wastes of time since you don’t need to manually grind out professor rank (important note: except on your first run, where it’s probably better to do them) and the rewards from them are either negligible or, in the case of the greenhouse’s stat boosters, can be replicated with auxiliary battles. However, you should get enough resources for meals from quests and such to be able to carry you through a run without much trouble, and if you do start to run out note that you can also buy poultry and wild game from one of the vendors.
Choir practice: comparable to group tasks for the faith skill, and as with those you should preferably plan to have two active units leveling faith each run to take the most advantage of this. Byleth also gains both faith and authority from choir practice, so you can make use of that as well.
Lost items: usually more trouble than they’re worth to remember where they are and when they appear, but technically they function as one-time liked gifts if you want to restore motivation without eating or spending money on regular gifts.
Faculty training: how Byleth raises their skills outside of battle. This is the main dump for activity points in earlier runs once the dining hall and sauna are taken care of, but it’s important to note which characters increase which skills and to spread your training out accordingly. This is a major reason why you should recruit non-student characters even if you don’t plan on using them, because they’re more reliable sources of this training than the student characters even into Part 2. Obviously once Byleth has maxed all their skills this can be dropped from your task list completely.
Special vendors: unrelated to activity points, but once you do the quests to unlock the NPC vendors and Anna’s secret shop at the monastery it’s important to stock up whenever you’re exploring since you can’t buy this stuff from other menus. Important items are gifts if you lack the activity points to feed your active units, Smithing Stones for basic forges and repairs, Arcane Crystals lategame for magic weapons if you’re using any, meat if you’re running low on dining hall provisions as mentioned, and Master Seals from Anna once you’ve exhausted the free one plus the five you can buy from the regular shop menu.
Saint Statues: see the above section on Renown.
Sauna: also starting in Chapter 5, provides an important boost to skill gained during instruction or faculty training that month: +2 for refreshed or +4 for very refreshed. Getting very refreshed is more a matter of RNG than anything as there’s only so much skill involved in this minigame, but most of the time you can at least aim for +2 on all your active units. This should always be done the first free weekend of the month, but if the sauna decides to be finicky with a unit and deny them a boost you can try again on a later weekend.
Mark Your Calendars
You’d think that the in-game calendar would be the centerpiece of my mania for scheduling and thus this entire guide, but in actuality it’s quite simple. Events like saints’ days and special meals cost you nothing to attend, but who joins you is totally random from among your current party so there’s no guarantee the associated boosts will go to characters you care about. Birthdays are negligible, but if you just have to have teatime for whatever reason it’s more efficient to do so in honor of a character’s special day than by wasting an activity point on a weekend.
I find that the most efficient way to spend your free weekends is that all but the last of each month should be used for exploration, to pick up and complete quests, recruit new characters, raise motivation for instruction each week, and do the sauna on the first weekend. The last weekend, the one before the chapter battle, should be used for battling. What kinds of battles depends on what’s available:
Quest battles should be gotten out of the way, especially those that bring new vendors to the monastery, but they scale poorly with your units’ levels and are generally very easy. A prominent exception exclusive to CF is a quest battle where you can only deploy Byleth and Jeritza, which Jeritza should always solo because he needs all the favoritism he can get.
Paralogues are hit or miss overall. Some are absolutely necessary - Sothis’s for a Knowledge Gem (see below), Dedue’s unless you’re completely finished with him and are also a heartless monster - but for the most part it’s up to your discretion. Some offer very good rewards and some have very good battalions to add to your guild, but on the flip side some paralogues are more annoying than others thanks to odd initial positioning, more level scaling issues, and/or fog of war. The cutscenes before each paralogue are also unskippable, so they cut into real time as well. Still, paralogues do have one benefit over every other type of battle available on weekends in that they restore full motivation to their non-Byleth MVPs, just like story battles. It’s therefore possible that if you have a bunch of paralogues available at once (common late in Part 1) you can do three of them on one weekend in place of exploration and come out of it with some extra combat experience as well as three characters with full motivation for the next week of instruction.
Auxiliary battles are DLC-exclusive and are distinguished by a yellow exclamation point on the menu. Compared to regular or red exclamation point skirmishes the enemies in them scale much better with your army (making them the best battles for grinding your units up to 30 for master classes), and they offer bonus gold and stat boosters that can sustain your army in the absence of facilities like fishing and the greenhouse. There are also only about half a dozen of them overall and each follows a quickly recognizable pattern of enemy placement, so they are by far the best source of regular, reliable unit development outside of story content.
Apart from Chapter 2′s month which is structured like a tutorial there is only one major hiccup to how you plan your weekends. If you’re planning to go CF then in Chapter 11 you’ll have to watch Edelgard’s coronation, but doing so takes up all the rest of the month up to the story battle. In order to skip the least amount of content you’ll therefore have to either forego a battle weekend entirely or else do one earlier in the month and accept that not all of your active units will be motivated the following week.
And Now for Some Actual Standard FE Gameplay
Skills may be the focus for long-term goals and development over multiple runs both in active armies and in the classroom, but it’s class progression that frames a unit’s development in a given run and is, relatively speaking, easier to plot out and manage. I say that...but the reality is rather messier than that, which I will prove with a live demonstration.
Before that though, the numbers: each unit can access 35-42 of the 52 total playable classes. As before mentioned four active runs is the number to aim for based on optimal army size, and that number of classes divided by four means that units will be expected to master 8-10 classes per run. One of the advantages to a four-way division is that it allows you to split up classes approximately according to the four beginner classes: each unit will have a myrmidon run, a soldier run, etc. As shown below however, these are very loose descriptions and are better thought of as a framework to aid development than as a set formula.
With regard to class and skill EXP gained in battle, the formulas are a lot more set in stone. Every time a unit engages or is engaged in combat, uses white magic or a gambit, or dances they gain 1 class EXP, increased to 2 with the bonus from the Saint Cethleann statue which you should definitely unlock early in your first run. There are two ways to increase this number further. The first is by equipping a Knowledge Gem, undoubtedly the most important item to 100% completion. You get one in a chest in Sothis’s paralogue, which should be obtained your first battle of Chapter 8 when it’s first available, and another after Chapter 11 provided you don’t let any enemies escape with Crest Stones. Equipping this item doubles the amount of class EXP gained, so 4 after the statue bonus. The second way to increase this the Mastermind ability, Lysithea’s personal ability as well as one in Jeritza’s starting list that he must equip in order to use. It has the same effect as a Knowledge Gem on its own, and if the two are combined they stack additively for a maximum of 6 EXP at a time.
Skill EXP has a few more parameters but is similarly straightforward. When dealing damage or using white magic units will gain skill EXP with the weapon/magic type they used, their movement type if their class boosts one (and they’re mounted in the case of riding or flying), and authority if they have a battalion equipped - and as mentioned, all of these except authority also apply to adjutants. The base depends on the unit’s proficiency in the skills in questions: 3 for strong, 2 for neutral, and 1 for weak. The Knowledge Gem and Mastermind work in the same way to increase this base: 6/4/2 using one of them and 9/6/3 using both. Then class boosts are added to this, with each class boosting affiliated skills by +1 to +3. Putting this all together, the most skill EXP that can be gained at one time is 12, if Lysithea or Jeritza w/ Mastermind equips a Knowledge Gem and raises a skill they are strong in in a class that grants +3 to that skill. Gremory!Lysithea with a battalion and a Knowledge Gem using her favorite meme Dark Spikes on Jeritza’s obnoxious serial killer ass would give her 6 class EXP, 9 authority EXP, and 12 reason EXP - and this is why Lysithea levels so fast.
Now then, to build some class sets. I’ll be using Hubert for this example, and for a different reason other than shameless favoritism mostly.
Logically a unit’s first run should play to their strengths as much as possible, to ease them into development with skills they’re naturally inclined toward. Hubert is a default magic user, so his monk run should be his first. To start:
Noble (this or commoner should always be a unit’s first mastered class because it’s so quick to get out of the way)
Monk
Mage
Dark Mage
...And here’s the first problem. As is contractually required for CF exclusives Hubert is an edgy atheist and is weak in faith, making the expected combination of a monk run difficult to pull off without prior investment as a classroom unit. But wait - Hubert has a budding talent in lances that a therapist could have a field day with, and his most feasible master class is easily dark knight. This encourages something like so:
Noble
Monk
Mage
Dark Mage
Cavalier
Warlock
Dark Bishop
Paladin
Dark Knight
There we go, nine classes which is entirely reasonable for Hubert’s total of 37. For his first run he can focus on reason, lances, and riding, safe in the knowledge that he doesn’t have to max any of those skills here as there are other classes that require them. Looking ahead to his second run, soldier might seem like a logical second pick...but if he spent some time working on his faith as a classroom unit there’s a better run of classes to knock out.
Myrmidon
Mercenary
Thief
Priest
Swordmaster
Assassin
Bishop
Trickster
Mortal Savant
Holy Knight
After this he’ll be done with all reason-boosting classes and should be comfortably finished with that skill, along with having high ranks in swords, lances, faith, and riding as well as with authority probably maxed out as he’s strong in it. Assassin might seem like an odd stretch here, but note that he’s strong in bows so it shouldn’t be hard for him to reach. With his third run it’s finally time to go back for soldier.
Soldier
Armored Knight
Archer
Dancer
Hero
Fortress Knight
Sniper
Bow Knight
Great Knight
Lances and bows frequently pair well together as they converge at the end at bow knight, and bows don’t have many classes overall and pair less with axes or brawling than those two do with each other. Axes are one of Hubert’s weaknesses, but at this point he should have built up his rank in them and in heavy armor to make this more manageable - but since these are far from the only axe classes heavy armor is the bigger priority along with lances, bows, and riding. Dancer seems rather random here, but I looked ahead to which run needed an extra and it’s a pretty flexible class anyway requiring effectively only 8 CHA (or 13 in some cases that will never apply to Hubert). Consider it one last chance along with hero for him to work on swords. And now for the last one.
Fighter
Brigand
Brawler
Warrior
Grappler
Wyvern Rider
War Monk
Wyvern Lord
War Master
Flying is Hubert’s other weakness, but as with axes he shouldn’t be starting from scratch with them. He might be with brawling, but he’s neutral in that skill and has lots of opportunities here to work on punching people to death. I wouldn’t recommend war monk/cleric to do any more work with his faith however, as both it and trickster have halved spell uses which makes them highly inefficient for raising magic levels.
That, by the way, is just one way to go about building these class sets. I went back and forth on a few of my own choices as I was writing that up. The thing about classes in Three Houses is that they don’t flow smoothly into one another, so there’s a lot of room for experimentation with different paths and a lot of variance based on each unit’s strengths and weaknesses.
Finally, a note on adjutants. Smart use of adjutants substantially increases overall unit development as it effectively doubles the amount of skill and class EXP your army can gain from each battle. Units who have 1) maxed authority and 2) are not in danger of falling behind the pre-30 leveling curve (units receive less regular EXP in the back) are prime candidates to be adjutants, and in later runs as more units finish authority it will become more common to have characters who’ll spend the majority of their time in the back. Of course you’ll always need two or three solid frontliners to actually complete the battles, but this is a useful way to play around annoyances like the bad movement of armors or the limited spell lists of most physically-oriented characters.
So About Those Spreadsheets
I know this is a ton of information to handle, and the game offers only the bare minimum for cross-run organization. This is where developing your own system comes into play if you’re aiming for a quick 100%. Personally I decide which set of units I’m going to be actively using on a given run, then plot out and write down which classes each is going to master and which skills they’re going to work on. I also note what skills classroom units will be building, and I keep separate track on overall maxed skills and mastered classes so I’m not dependent on the in-game journal to do that for me.
How rewarding is all this? That depends on how much you enjoy breaking down a game like this and really wringing the most of its mechanics to reach entirely personal goals. Just writing this guide has inspired me to attempt a 29 run 100% sometime in the near future, and it would be interesting if anyone else were to take on this excessive, overly meticulous process. I know there are other ways of approaching this concept, and even some things I could afford to improve myself especially for earlier runs as the first time I did this I was still getting a feel for the game and wasn’t playing at anywhere near as optimal a level. All the better for all the plot and characterization discourse I’ve gotten involved in over the past year, naturally, but there’s room to better my game.
And with that I am done...hmm, do Tumblr text posts have character limits? Only one way to find out, I suppose.
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titaniatinuviel · 4 years ago
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Heir to The Force
Sneak peek to Chapter 7 of Heir to The Force
“Ben,” Rey breathed, taking a couple steps towards him until they were close enough to touch.  Since the last time she had seen him, there had been a change, most notably in his eyes. The dark brown was as soft as she’d ever seen, causing him to resemble Leia more than ever.  She hoped this was a good omen, and she waited with bated breath for him to tell her his decision. 
“Rey,” he whispered in the same tone she’d used.  Hesitantly, he lifted his hand towards her until it was just a hair’s breadth away from her face.  He took a deep breath before continuing.  “I don’t know how you could ever forgive me for all the wrong I’ve done, or how you continue to see any good in me, but if you’ll allow me… I want to raise our child with you.  Though it won’t be easy, I will cast off the yoke of Kylo Ren if that’s what you need from me.  And I understand if you don’t believe me… but I had to try.  I want to be a better man, Rey, for you… and for our child.”
It was the most vulnerable Rey had ever seen him, and while he certainly looked uncomfortable after baring his emotions, there was sincerity lacing every word. What he was giving her was everything Rey had ever hoped for.  It was as if all her wildest dreams were miraculously coming true.
She leaned her face into his hand that was still raised towards her, a wide smile breaking out across her features.  “You’re forgiven,” she assured him.  “And one day, I’ll help you forgive yourself as well.  But until then, I want nothing more than to raise our baby with you.”  With her every word, Ben’s face grew ever more incredulous.  Just as Rey’s dreams were becoming a reality, so too were his, though he knew he was far less deserving than she.  He was very aware that he had yet to earn her forgiveness, and he was more than lucky to receive it.  He treasured it above all else.
“We have to get you here,” she continued.  “Is there a way I can send you the coordinates—”
“No!” Ben cut her off, much harsher than he intended to.  Rey froze, looking both confused and a bit hurt. Ben took one deep breath, then attempted to explain himself.  “I can’t join with you, not yet.  The First Order is only gathering strength. If I left, the role of Supreme Leader would just pass to Hux, and he’s both ruthless and power-hungry.  If he discovers where you are, he’s not going to bother with a fair fight.  He’ll blow the planet to smithereens and be done with it. I can do more good if I stay here for now.  I can bring down the First Order from the inside, or at least weaken it.”
Rey pursed her mouth.  She didn’t like the plan much; she wanted to have Ben beside her now.  But she also couldn’t deny that his reasoning was flawless. Even if he did join them, the Resistance was still hopelessly outnumbered by the First Order.  “Still,” she implored, “I can still send you the coordinates for when you do come to us.” Even before she was done speaking, Ben was shaking his head sadly. 
“We can’t risk that information getting out to anyone else,” he sighed.  “Hux probably has this whole place set up so he can see every bit of communication going through.”  Rey couldn’t stop a pout from forming on her lips, which in turn meant that Ben couldn’t stop a small chuckle at it.  “When the time is right, I’ll be there,” he promised.  “Nothing in the galaxy will keep us apart for too long.”
Ben his lip for a moment as he pondered his next move.  He knew it was risky to keep their connection open so long, but he was to hold it for a little while longer. “Will you… can I…” 
She simply answered him by taking another step closer, so they were only a hair breadth apart.  Ever so slowly, she raised herself so that she was on her tiptoes. Even with the extra height, she was no where near eye level with Ben, but he was angling his neck down towards her so they could meet in the middle.
Rey’s eyes fluttered shut just as his lips met hers.  Unlike their previous kisses, which had been rushed and frantic with bottled up simmering tension finally breaking free, this one was characterized by such tenderness and gentleness that she hadn’t known Ben possessed.  For a man who was defined by his raging passions, it was surprising but utterly lovely that he could be so caring when it came to her.
After a moment, he reluctantly pulled back.  “I have to go,” he murmured regretfully, resting his forehead against hers.  “I’ll try and see you when I can, and I promise we’ll be together again soon,” he reiterated.
She bit her lip unhappily, but she understood, even if she didn’t like it.  She was just about to bid him farewell when a gasp turned her attention away from Ben.
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mostfacinorous · 5 years ago
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GO Whumptober Day 30: Now where did that come from? [1][2][3][4][5][6][7][8][9][10][11][12][13][14][15][16][17][18][19][20][21][22][23][24][25][26][27][28][29]
Crowley did not often take on his serpentine form. He felt… somewhat demeaned by it, but also somewhat more distant from the humans that he so loved, any time he had to do it. 
That said, there were some simple pleasures that a set of scales and unregulated body temperatures had a unique level of enjoyment of. 
Notably, large, flat, smooth hot stones were at the top of the list, and now that the snows from that less-than-mild winter snap had gone and the sun was finally taking its annual week long holiday to England, Crowley found himself with easy access to a fair few of them, in a fairly secluded area.
He was tempted, and, as he’d been in the form of a snake during the first temptation, it seemed only right. 
“Say angel,” He drawled lazily, from his position sprawled across the entire out of doors sofa on the porch of the little cabin they’d rented. “Would you mind terribly if I… you know, slipped out of my skin for a bit?” 
Aziraphale looked up from the book in his lap and cocked his head to the side a bit, in the way that always reminded Crowley of a confused bird. 
“Of course not, dear. Please-- feel free to make yourself comfortable.”
Crowley smiled at that and all but slithered off the couch and onto his feet, closing the distance to the closest appealing rock before he dropped down on the ground, and changed, crawling a little way out of his clothing before he registered the pain and stopped, body going rigid at the shock of it. 
Something was wrong-- horribly wrong. His taut muscles shook, and he felt his coils beginning to roll out from under him, followed by involuntary muscle spasms that came out as thrashing-- which only sent even more pain shooting through him. 
He felt it before he saw Aziraphale’s hands, tugging at the clothes, and his gentle voice above his head:
“You silly thing, have you gotten yourself tangled up in there?” 
The mirth died off of his face, though, the moment he found Crowley’s head, mouth frozen partially open in a soundless scream of hurt. 
“Crowley! What is it?” 
He took hold of him and pulled him free of the clothing. This sent a new sort of pain running riot through Crowley-- heat, somehow, was so much worse. 
“Darling, you’re absolutely frigid! What-- should I put you on the rock?” He looked like he was panicking, and the expression on his face gave Crowley the tiny bit of clarity of mind to give himself the ability to make human sounds. 
“No! Don’t.” He all but begged. “Something’s wrong-- it’s like I’ve been burned.” He was panting, his tiny serpentine lungs heaving. 
“I should just turn back… ah but it hurts, if I bollocks this up--” 
“Let’s see if we can’t solve the problem, rather than running from it, hmm? Here-- let me get you back to the couch.” 
Aziraphale carried him gently back onto the porch and laid him out with the most delicate, gentle hands. Hands that had restored untold numbers of classic books, rescued crumbling pages from ancient bindings and resurrected the words of long dead poets and artists. 
Those same fingers now ran over him with the utmost care as Aziraphale peered at every tiny scale on him. 
With a sigh, Aziraphale sat back. “Crowley,” He began, sounding a touch put upon. “I wonder-- have you taken this form anytime since you rescued that child in the park last winter?” 
Crowley let out a low hiss. “Why would I? It wass cold out.”
“Very cold.” Aziraphale agreed. “I believe your tail is a bit frostbitten. I assume from your time in the lake.” 
Crowley frowned, in as much as he could, without any actual lips. 
“Damn. Didn’t notice.” 
Aziraphale sighed again. “I can feel my wings itch even when I don’t have them out. Don’t you have that kind of attachment to this form?” 
Crowley did a snakey little shrug, and suffered for it. 
“One mo--” He had had enough of that, and now that he was calmer, and had a reasonable explanation for his pain, he could fix it. 
A miracle or two later, his scales were again intact, the muscles below less sore, and then he was human shaped again, albeit significantly less clothed. 
But it was, as he’d noted before, fairly secluded. And Aziraphale hardly minded. 
“If anything, it might’ve registered as an ache. But again, in the cold, I’ve always got that.” He was capable of shrugging better now, and did. 
“Got to say though, it has ruined the idea of laying out on rocks, a bit.” 
“Oh, nonsense!” Aziraphale scolded. “You mustn’t let that discourage you from the form, when you take it so rarely. I’d encourage you to enjoy it when you can-- like it or no, it is a part of you, after all, and the better you know it, the less likely you are to suddenly discover some hidden injury months down the line.” 
“Hm.” Crowley hummed, seeing the point but refusing to concede it. “Maybe later.” 
He did get up though, and saunter across the yard to retrieve his clothing. He cast a longing look down at the rock again, then shifted his eyes back up to the angel. 
“In the meantime, can I tempt you to some tea and sticky buns?” 
He watched as the concerned furrow between Aziraphale’s eyes eased up, and his face broke out into another sunny smile. 
“I’ll have you know, I see what you’re doing, using your wiles as a distraction. And I am quite immune to it.” Aziraphale waved his finger mock chidingly. “I am only giving in to this temptation of yours as a favor to your ego.” 
Crowley smiled back.
“Whatever you say, angel.”
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simplysnexual · 5 years ago
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Got inspired by @doctor492 ‘s SCP!au with Erasermic! I don’t often post my stories so have mercy! I took some creative liberties with their abilities and such. I’m also not terribly educated when it comes to all the SCP lore. 
Excerpts from a guard’s journal.
Day 1
My first day in this sector of the facility. There are 4 keter class anomalies in this sector. Two of which I am in charge of dealing with. These two are kinda...humanoid in appearance but I have yet to see more than quick glances. Training is extensive in this sector as one wrong move either means death or worse: the escape of a dangerous creature. Training has mostly been computerized and kinda boring. Can't wait to get to the hands on stuff. 
Day 5
Finally onto some interesting stuff. I’ve had my first encounter with the SCP nicknamed Eraserhead. He...well I suppose it, though it does have a masculine body type. Plus its kinda weird calling such a humanoid creature an it so I’ll just say him. Anyway, he is a shadowy figure that appears to be made of an ever shifting inky mass. He has bright, misty yellow “eyes.” These eye-like features could be something else entirely their own but appear to act like eyes, blinking and fixating on whatever his attention is on. White cloth-like ribbons float around him constantly like thin snakes writhing in the air. Wispy outlines that look like hair also frame his head and face. I don't know much else about Eraserhead but I’m excited to learn more.
Day 7
First encounter with the “Voice Demon.” Yet another humanoid anomaly, this one more so than Eraserhead. The Voice Demon appears to be a 6’1” white male with long blonde hair. The most jaring and notably inhuman feature is its mouth. A wide maw stretches past the normal stretch of a human mouth, wrapping around all the way to its ears. Its, well I’d called this one a he too. He has lacerations around his throat that appear to have been stitched up and plucked at only to be stitched again. I don’t know for sure but I believe those injuries were inflicted by the Foundation…
Day 10
Something rather interesting happened today. On my usual rounds to check on the anomalies, I discovered Eraserhead standing at the plexi glass window of his containment unit. Mirroring him on the other side of the hall was the “Voice Demon.” The demon’s spirling green eyes seemed softer than his usual jaring glare. As could be said for Eraserhead. But shortly after they noticed my presence, they went back to the darker corners of their units. 
Day 12
I’ve finally found out more about my two favorite SCPs. Turns out Eraserhead has the ability to not only control the writhing ribbons around him, but can also erase one function of the human body, such as the respiratory system or cardiac system. Pretty scary stuff right? A few guards have fallen to this creature’s abilities. I guess I have to be wary not to piss him off huh? As for the Voice Demon, his name is very fitting. His voice can reach beyond 177 decibels, a range passing which is dangerous to humans. This level of sound can burst cells in your lungs, shake your bones and even cause long term damage to your joints. I believe the facility tried to sever his vocal chords but found that not to be the source of his ability. I’ve yet to hear (hehe) of his ability being used or how they keep him from using it. 
Day 16
First incident on my shift, A fellow guard wasn’t being so careful around Eraserhead’s unit. There's an existing rule that you don’t stick around the plexi glass viewing window of his unit. Apparently this guy forgot or didn’t listen to the warning. Dude’s respiratory system shut down and I found him after hearing his gasping wheezes. The SCP medical team took him away. I’m not sure where to but I have a feeling it wasn’t to a hospital…
Day 18
Caught my favorite two charges interacting across the hall again. I hid around the corner to see what they did away from prying eyes. They seemed to be making gestures to each other and after a bit I noticed the Voice Demon fogging up the glass with his breath and drawing things, cats and flowers and the like. Eraserhead’s yellow slits of eyes squinted like how mine do when I smile. Strange...but endearing. Humanizing almost... 
Day 21
Found out what the Voice Demon’s smile looks like...Seems I made him laugh, not sure I can call it that but I’m guessing it was a laugh. I tripped on my idiot coworkers spilled coffee and kissed the floor. Once the Voice Demon made his laugh like noise, I turned to him and saw his lips had curved up and his eyes squinted. Eraserhead matched his squinting. I couldn’t help but smile myself...heh I guess I’m just as strange huh? Smiling at the strange and deadly creatures I guard from the world everyday. But hey it’s the little things that remind you of your humanity when you’re stuck in sterile white hallways all the time.
Day 25
A few guards went into Voice Demon’s unit to try to draw blood or something. Most came out with bleeding ears. Two came out in body bags after a gas filled the room to incapacitate the creature. I’m beginning to doubt the Foundation’s care for its employees…
Day 26
After reviewing the security footage of yesterday’s incident, I noticed the shifting form and writhing ribbons of Eraserhead had increased in their violent motion. His inky, ever-moving form had gone rough around the edges and his ribbons whipped as if in a tornado. Almost like...he was upset?  Angered that his neighbor, maybe even his friend was hurt?
Day 31 
Eraserhead and the Voice Demon are definitely friends of some sort. Yes I know I’m not supposed to humanize the anomalies but I can’t help myself. Their interactions continue and grow in complexity and frequency. It's kinda endearing to be honest. I don’t see much friendly interaction in this place. I feel just as trapped as they do sometimes…
Day 40
My first interaction with the Voice Demon. Guess I pissed off the facility or something cuz they sent me in ALONE to try to draw blood. I’d pretty much accepted my death sentence the second the doors closed behind me. But to my surprise the creature looked at me...curiously? I knelt down to try to seem less threatening and spoke to him like I would a scared child, like my siblings when they hid from a storm. Across the hall I caught a glimpse of Eraserhead’s form shifting violently again. I sat cross legged for a while, slowly trying to coax him over. I couldn’t believe it when the creature approached me and extended his arm for me. I held his wrist like I had when my little sister scraped her elbow. I spoke softly like I had to her as I took the Voice Demons blood, totally unaware of why but fixated on the sentience in his eyes. 
Day 45
The facility sent me into Eraserhead’s unit after my success with the Voice Demon. They didn’t send me for blood, I don’t even know if he has blood?? I think they sent me in for the hell of it, to watch a keter class at work or see what this one did with a human actually in his unit not just outside his window. Turns out, not much. The creature merely stared me down before shifting away and turning his back on me. Without anything really interesting happening for a good while, the high ups let me back out. I’m just as much contained as they are these days. I haven’t been allowed to leave since the interaction with the Voice Demon. But I can’t find it in myself to regret it.
Day 50
I don’t trust this place anymore. The staggering number of guards lost in a month is beyond what could be just “accidents.” The measures they go to “contain” these creatures they label monsters are beyond what’s right. Nearly worse than what the creatures do themselves. A place which considers beating what I could nearly call a person into submission just doesn’t seem right.
Day 51
I treated the Voice demon’s wounds today. He seemed sedated as I worked with him as gently as I could. I talked softly to him, about nothing in general but just to give him some comfort, something to focus on. My heart nearly stopped when I heard his voice. It was only a soft. “Thank you.”. His voice was soft but raspy from lack of use. I met his gaze and that’s when I made my decision. I’m getting them out of here. Him and Eraserhead. After all, what use is it freeing a lone creature to face the world outside without a friend?
Day 55
This Foundation is run by idiots. All this secretive crap covers up their incompetence. But this plan isn’t going to go through without sacrifice. It’s worth it. Without my family around to need me anymore I’m happy to die for a good reason. I’ve faced death before just for this stupid Foundation’s fun. Tomorrow during shift change I’m cutting the power on the sector where Eraserhead and the Voice Demon reside. It’ll be just long enough for the locks to fail and let them escape. I hope they get far away from this hell hole and pathe their way in the outside world. And maybe….just maybe, remember me fondly.
This was the last entry written in the young man’s journal. SCP guard Scarleton lay dying in the glistening blood pooling around him. The red flashing of alarms briefly illuminating the hall in intervals. His dying sight was the Voice Demon’s toxic green eyes spilling over with tears as he grasped the only guard, hell the only human to treat him like anything other than a monster. One more little smile found the man’s lips as he showed his blood stained teeth, eyes sliding closed. “Go on….be free.” He let out a wet laugh and went still. A shifting black form took the arm of the green eyed creature and drug him away to follow through on the guard’s dying words.
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