Tumgik
#13th age level 1
paperanddice · 4 months
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Pubs, breweries, and wine cellars of all kinds may attract the attention of a small, alcoholic fey known as a clurichaun. Mean-spirited and rude, these former leprechauns have descended into pure debauchery, seeking to go deep into the drink at all hours, singing off-key drinking songs and tormenting hosts and guest alike. If the drunken fey can be kept satisfied however, it will act as an incredibly loyal and aggressive defender of its new home, driving off thieves, gremlins, and pests thoroughly.
They may be quite capable brawlers despite their two foot height, but they much prefer to use some magic to confuse and distract rivals, laughing and jeering at anyone who falls under their spell. Worst of all, once the spells wear off the target is left feeling hungover (no mechanical effect of that, fortunately for you). They are very unlikely to get into a fair fight on their own, instead usually jumping in during a raging brawl to cause chaos, and limiting actual battles to single targets they're confident in defeating.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Clurichaun Creature 0 Tiny Fey Perception +5; low-light vision Languages Common, Elvish, Sylvan Skills Acrobatics +5, Athletics +7, Intimidation +7, Stealth +5, Alcohol Lore +4 Str +1, Dex +1, Con +3, Int +0, Wis -1, Cha +3 Items bottle of alcohol (×3) AC 13; Fort +7, Ref +5, Will +3; +2 status to all saves vs. poison HP 20; Weaknesses cold iron 2 Liquid Courage When the clurichaun drinks any alcohol, it becomes immune to being frightened for 10 minutes. Speed 25 feet Melee fist +5 (agile, nonlethal), Damage 1d4+3 bludgeoning Melee bottle +5 (fatal d8), Damage 1d4+3 bludgeoning plus Shatter Ranged bottle +5 (fatal d8, thrown 10 feet), Damage 1d4+1 bludgeoning plus Shatter Primal Innate Spells DC 15, attack +7 ; 2nd calm emotions; 1st befuddle, charm, illusory object, item facade, mending (at will), purify food and drink, sleep; cantrips (1st) daze, ghost sound, puff of poison Shatter If the clurichaun scores a critical hit with a bottle Strike, the bottle shatters and gains the broken condition. The target takes 1 persistent bleed damage, and while the bottle has the broken condition it deals slashing damage instead of bludgeoning. The bottle can't be repaired.
13th Age
Clurichaun  Weakling 1st level troop [humanoid]  Initiative: +4 Liquor Bottle +6 vs. AC - 2 damage. Critical Hit: The target also takes 2 ongoing damage. Thrown Weapon: The clurichaun can make a liquor bottle attack as a ranged attack against a nearby enemy. R: Alcohol Fumes +6 vs. PD (one nearby enemy) - The target is dazed until the end of its next turn. Natural Attack Roll Higher Than the Target’s Wisdom: The target is confused instead of dazed. Limited Use: 1/battle, recharges if the clurichaun spends an action drinking alcohol. AC 15 PD 17 MD 11 HP 14
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bronzecats · 2 days
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National Rainbow Week of Action in Canada
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In this post I have compiled all the information I could find regarding upcoming events for the Rainbow Week of Action. There are two online events, and dozens on in-person events across the country.
"Within the Rainbow Week of Action, we are pushing governments and elected officials at every level to take action for Rainbow Equality and address rising anti-2SLGBTQIA+ hate. As such, we have identified calls to action for every level of government. These calls to action can be reviewed here."
Event list below:
Events are listed in date order, provinces in general west-to-east order. I have included as much detail as possible, please reference the links at the bottom of the post. At this time, there are no events in N.W.T. and Nova Scotia. Last updated: May 10th, 5:27pm PDT. Please note that I am not officially affiliated with / an organizer of these events, I have simply compiled all the dates to share on tumblr.
B.C. EVENTS:
May 12th: Kamloops; Haus of Misfit, 275 Tranquille Rd, 1:00-3:00PM. (Letter writing)
13th: Fernie; Fernie Seniors Drop-In Centre, 572 3rd Avenue, 6:00PM. (Letter writing and Potluck)
17th: Vancouver; šxʷƛ̓ənəq Xwtl'e7énḵ Square - Vancouver Art Gallery North Plaza, 750 Hornby St, 5:30PM. (Rally)
19th, Sunday: Abbotsford; Jubilee Park, 5:00PM. (Rally)
ALBERTA EVENTS:
May 11th, Saturday: Fort McMurray; Jubilee Plaza, 9909 Franklin Ave, 12:00PM. (Rally)
12th, Sunday: Red Deer; Red Deer City Hall, 4914 48 Ave, 1:00PM. (Rally)
17th, Friday: Calgary; Central Memorial Park, 1221 2 St SW, 5:30PM. (Rally)
17th: Edmonton; Wilbert McIntyre Park, 8331 104 St NW, 6:00PM. (Rally)
SASKATCHEWAN EVENTS:
May 18th: Saskatoon; Grovenor Park United Church, 407 Cumberland Ave S, 6:00PM. (Art event)
17th: Saskatoon; Vimy Memorial Park, 500 Spadina Crescent E, 5:30PM. (Rally)
17th: Regina; Legislative Grounds, 2405 Legislative Dr, 6:30PM. (Rally)
MANITOBA EVENTS:
May 11th: Morden; Finer Spirit, 353 Thornhill St, 3:00PM. (Letter writing)
13th: Winnipeg; Rainbow Resource Centre, 545 Broadway, 6:30-8:30PM. (Letter writing)
16th: Carman; Paul's Place, 20 1 Ave SW, 7:00-9:00PM. (Letter writing)
19th: Winnipeg; Manitoba Legislature, 450 Broadway, 12:00PM. (Rally)
ONTARIO EVENTS:
May 11th: Hamilton; Redchurch Cafe, 68 King Street E, 2:00PM. (Letter writing)
11th: Kitchener; Willow River Park, 2:00PM.
11th: Orillia, Orillia Public Library, 36 Mississaga St W, 9:00AM-2:00PM. (Letter writing)
11th: Ottawa; Ten Oaks Project, 400 Cooper Street, suite 9004, 12:00-4:00PM. (Letter writing and donuts)
13th: Deep River; Deep River Public Library, 55 Ridge Rd, 5:00PM. (Letter writing)
13th: London; Aeolian Hall, 795 Dundas St. E, 5:30PM. (Letter writing)
14th: Kanata; Centre33, 33 Leacock Dr, 4:00-7:00PM, youth event (ages 12-17). (Letter writing and pizza)
14th: Killaloe; North Street Community Centre, 12 North St, 5:00PM. (Letter writing)
14th: St. Catherines; Quest Community Health Centre, 145 Queenston Street, 5:30-8:30PM. (Letter writing)
14th: Ottawa; 312 Parkdale Ave, 6:00PM. (Letter writing)
14th, Tuesday: Thunder Bay; Hillcrest Park 6:00PM. (Rally)
15th: Barrie; UPlift Black, 12 Dunlop St E, 6:00-7:30PM. (Letter writing)
15th: Chatham; CK Gay Pride Association, 48 Centre St, 5:00-6:30PM. (Letter writing)
15th: Peterborough; Trinity Community Centre, 360 Reid St, 12:00-3:00PM. (Letter writing)
16th: Midland; Midland Public Library, 4:30PM. (Letter writing)
16th: Ottawa; Impact Hub, 123 Slater Street, 2:00PM. (Letter writing)
16th: Toronto; Barbara Hall Park, 519 Church St, 11:30AM. (Rally)
17th, Friday: Barrie; City Hall, 70 Collier St, 6:00PM. (Rally)
17th: Cornwall; 167 Pitt St, 5:30PM. (Rally)
17th: Essex; St. Paul's Anglican Church, 92 St. Paul St, 6:00-8:00PM. (Letter writing and pizza)
17th: Hamilton; City Hall, 71 Main St W, 6:00PM. (Rally)
17th: Kitchener; City Hall, 200 King St W, 6:00PM. (Rally)
17th: London; City Hall, 300 Dufferin Ave, 6:00PM. (Rally)
17th: Sarnia; City Hall, 255 Christina St N, 1:00PM. (Rally)
17th: Sault Ste Marie; City Hall, 99 Foster Dr, 11:30AM. (Rally)
17th: Ottawa; Confederation Park, Elgin St, 5:30PM. (Rally)
22nd: Renfrew; 161 Raglan St. South, 7:00PM. (Letter writing, fashion and makeup event, and pizza)
QUEBEC EVENTS:
May 15th: Lachute; CDC Lachute, 57, rue Harriet, 12:30PM. (Letter writing event)
NEW BRUNSWICK EVENTS:
May 14th: Saint John; Chroma NB, 223 Germain St, 4:00-6:30PM, (use Queen St side door) (Letter writing and pizza)
17th: Saint John; City Hall, 15 Market Square, 12:30PM. (Rally, flag raising)
18th, Saturday: Fredericton; Legislative Grounds, 706 Queen Street, 1:00PM. (Rally)
P.E.I. EVENTS:
May 17th: Charlottetown; PEI Legislative Assembly, 165 Richmond St, 12:00PM. (Rally)
NFLD EVENTS:
May 13th: Grand Falls-Windsor; Harmsworth Public Library, 1 Cromer Avenue, 6:30PM.
YUKON EVENTS:
16th: Whitehorse; The Cache, 4230 4 Ave, 2:00-7:00PM. (Letter writing)
NUNAVUT EVENTS:
May 16th, Thursday: Iqaluit; Four Corners, 922 Niaqunngusiariaq St, 5:00PM. (Letter writing)
Reference links:
About the Rainbow Week of Action.
Website letter writing events list (does not include all events)
General events website list (does not include all events)
Instagram general events image list
Instagram letter writing / pizza party image list
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Round 4: Mabel Pines (Gravity Falls) vs. Amane Momose (MILGRAM)
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Propaganda below the cut
Mabel Pines (12):
I literally saw a tiktok today about how Mabel is a bad person. She’s 12! Like yes, she has made some mistakes and bad choices, but so has everyone else. And I never see any of the other characters in the show criticized the way she is. Everyone in the show has made mistakes (Grunkle Stan commits crimes practically every episode ffs) but because Mabel is a 12 year old girl and acts like it, she gets the most hate. Mabel deserves to be loved 🩷
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girl gets so much flack for being... immature and kind of selfish at age 12? like she had whole video essays made on why she is a horrible person who deserves punishment. god forbid girls be silly
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!!! Spoilers for Gravity Falls last 5 episodes !!!
This has gone down a lot but when the Weirdmaggedon arc was happening, the finale of the series, a big part of the fandom started hating Mabel because she accidentally caused the Weirdmaggedon (basically an apocalypse + bizarre shit like the water tower becoming an eight-legged monster with a giant mouth).
For context, in the episode that starts this arc, "Dipper and Mabel vs The Future", Mabel is really excited to the end of their summer vacation at Grunkle Stan's house, since it will be her and Dipper's 13th birthday and they will enter high school (her idea of high school of course coming from teen movies). But then this whole idea starts to shatter when Wendy tells her that high school isn't like a Disney musical, but it's okay, she will get through this since she will be with Dipper, her twin brother...
Except, that Dipper receives an invitation by Grunkle Stan's scientist brother Ford to become his apprentice after summer ends, staying in Gravity Falls, without Mabel. When she discovers it, she gets really mad at him and in a fit of rage, she accidentally picks Dipper's bag instead of hers and runs off to the woods.
When she gets there, Blendin, a time-travelling friend of theirs finds her and tells her that he has a way of making her brother stay with her, and make the summer take a little more to end, and that he just needed a little thing that Dipper has in his bag. That thing is a dimensional rift that Dipper and Ford contained to not cause the Weirdmaggedon, but Mabel didn't knew about that and gives it to Blendin. Blendin then breaks it and it's revealed that Bill Cipher was controlling Blendin to get the rift and release the Weirdmaggedon. He then traps Mabel in a bubble, starting the final arc of the series.
So, a few episodes later, that bubble she's in is revealed to be a world of fantasy that she controls, and that she didn't want to leave that world, as she was scared of growing up etc.
Context given, A LOT OF PEOPLE HATED HER FOR THIS. Suddenly people started seeing Mabel as just a selfish girl who wanted things only her way, when she was only a 12-year-old scared of growing up without her twin brother (they do end up going back together at the end but still).
The worst part is that apparently the people behind it took note of this, and on the comics that where released after the finale, she is a selfish spoiled brat. I haven't read the comics though so I'm going off what some people said about it.
Amane Momose (12):
Amane was voted guilty in the first trial so that she would acknowledge her guilt. It backfired, and now she’s considered a threat. Well, everyone is a threat, but nobody’s threat level has been as heavily discussed and debated as hers. Consider the next prisoner in line, Mikoto. He’s objectively more dangerous and cannot be restrained. He beat up the guard in trial 1, and he was able to hold his own when the other guilty prisoners were attacked. But a good incentive to forgive him is so that he will calm down. You know what? That’s a good incentive to forgive Amane too! But she *can* be restrained, so a good portion of the discussion went into how she should be voted guilty so she *will* be restrained and not a threat. Since her vote was a near 50/50, of course a good chunk of the voters expressed dissatisfaction with her forgiven verdict. Some are already planning to vote her guilty for trial 3, calling her a “lost cause”. She hasn’t even done any concrete harm yet. Hold the pitchforks until she actually causes harm, please? And what if she *was* voted guilty in trial 2? We’ve been warned that she will continue to deny our judgement. A second guilty verdict won’t make her better either, and then what? She’d be called a “lost cause” as well. There is no winning with her.
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Where do I even start? So first of all she’s an cult child who was physically and mentally abused and tortured by her parents and then (presumably) murdered her mother after her mother killed a cat that she took care of.
Now everyone in Milgram is a murderer but when Amane came and her MV showed her murder and circumstance in an admittedly highly fictionalized depiction of it the audience decided to…repeat the cycle of abuse!
She was voted guilty for the main reason of “teaching her” and helping her “realize that she was abused.” I would like to note that this tough love approach is something her parents utilized against her. “We are only doing this to help you.”
So the audience replicates Amane’s abusers and repeats the cycle of abuse and that’s pretty shitty but it isn’t exactly “Fuck Em Kids” level.
And then Trial 2 happened. Cause Amane is bitter and angry and horrifically traumatized so she acts aggressive and hostile. Especially towards another prisoner.
Now, again, everyone here is a fucking murderer (of atleast could be constructed as one) These people being able to Harm is a core concept of this series.
Yet for some reason it feels like people treat Amane as a “delusional creepy kid who wants to kill people” which completly takes away the nuance of her character. She does have the capacity to harm! Everyone here does! She’s not Uniquly Dangerous! She just has a Reason to be Dangerous. A Reason we GAVE HER by REPEATING THE CYCLE OF ABUSE.
In short: In a series full of Murderers I’m honestly a bit pissed that the 12 year old abuse victim is the one who’s treated like the guy from American Pyscho.
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TL;DR: "We metavoted this abused, indoctrinated child guilty in trial 1, but it didn't work. Now she is a threat to three grown adults: one who is fully free and two whom she has been shown to get along with. Please metavote her guilty again so she will be restrained and unable to attack them, even though that means subjecting her to further psychological torture." Amane Momose is the youngest of ten murderers, prisoners of Milgram who are to be judged innocent (forgiven) or guilty (unforgiven). In the first interrogation (voice drama), she said that what she did was in line with her religion's doctrines. If we judged her the "wrong way", she said she will just deny the verdict. Combining the voice drama and music video, you could piece together that she was raised in a cult and abused, even though she is cheerful and downplays her pain. She never shows *who* she killed, only *why* she did. After the first day of her vote, she was 81% innocent, but this wouldn't last the whole three months. Many people voted her guilty so she would "see her sins", part of the practice commonly known as "metavoting". Her innocent percentage rapidly decreased, and she hit guilty in the last 15 days, finishing at 51% guilty. At the end of the first trial, Jackalope (who is something like a host) went over all the prisoners' verdicts and commented on the general reasoning. When he got to Amane, he *laughed* at the audience for voting that way to make her realize her sins. Trial 2 rolled around, and it was revealed that Amane's victim was her abuser. On day one, she was at 74% innocent. Seems like a cut-and-dry case now, right? Well... in the intermission, two of the prisoners (Fuuta and Mahiru) were badly beaten up and became reliant on the care of Shidou, a doctor. Amane became hostile to Shidou because what he was doing was against her beliefs. She visited all three of them on their birthdays to convince them to change their ways. She seems to be especially close to Fuuta, who is now murmuring about salvation. Guilty prisoners are psychologically tortured, forced to listen to voices that reject their beliefs. Fuuta and Mahiru both say that the mental strain is worse than their physical injuries. But Amane, who also looks worse for wear, was thrown under the bus because she isn't injured and is considered a physical threat to them (never mind that she gets along with them). She's considered a threat to Shidou, a grown man who is twice her size and fully free, while she is partially restricted by the long sleeves in her trial 2 uniform. She might indoctrinate Fuuta even though, in a prison of ten people and one guard, she's the only voice of her cult. Fortunately, she got a break. Her vote was falling at a similar rate to the first trial. But this time, it stabilized at 51% innocent, 12 days before the end of her vote. But there's no way this is over.
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santacoppelia · 8 months
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An angelic meta.
Ok. I'm starting my 13th rewatch of season 2, and Episode 1 made me think about the nature of angels. Not in a theological way (well, maybe a little), but in the narrative.
Before this episode, we have only met angels as they are now. I mean, we have seen Aziraphale through the ages, but the other angels we saw during season 1 (Gabriel, Michael, Uriel, Sandalphon, Anderson [sherlockian joke, sorry]) we have mostly seen them in the present age. They are mostly jerks, rigid, uptight, righteous, full of themselves, they can be cruel and sometimes downright malicious (yup, Michael and Sandalphon, I'm talking about you, utter pieces of...)
But the first minutes of season 2 present us with not 1, not 2, but THREE angels in their "factory setting" status (yup, that's sort of a reference to the fanfic with the same title, if you haven't read it, go check it on AO3). In the first 30 minutes of the season, we would also get to know Muriel, the lesser angel we've met so far.
We find out that angels can be:
Full of joy and awe
Tender
Honestly, genuinely surprised
Full of curiosity and wonder
Openly loving (that "You are funny, I love you!" gets me every time)
Enthusiastic
Generous
Naïve (infinitely naïve, even when being jerks. That's what makes some of their misconceptions, misdirections and prejudices so much fun)
This, I would say (and this is where I bring Theology into the equation) is how Divine Grace looks like. For Catholics, "grace" depends on the intermediation of the Church (one of the bones I actually had with the lot before leaving), but when you talk about angels... Well, they are created to be in full contact and awe with Divine Grace in a natural way (because they are created immersed in that grace, perfect, and they get blessed by acting in order to follow that loving nature towards God... and if they resist that nature is when and why they fall). Thomas Aquinas explained this in extenso (and my best friend, who is a Medievalist, Philosopher and fan of Thomas Aquinas has explained this to me in a 15 minute long audio, so I'm more confident about what I'm writing now, ha)
Well, now let's leave the theological bit behind. What piqued my interest was, as a matter of fact, watching Jim/Gabriel enjoying hot cocoa. We can oppose his joyful discovery to a couple of moments:
Gabriel's reaction during season 1, episode 1, when he finds Aziraphale enjoying sushi. "Why do you eat that?" and his face of disgust when thinking about "ingesting things" vs. the happiness of his experience, at every level, when he feels and tastes the cocoa (the mouthfeel, the taste, the heat, finally arriving at his stomach). He grows so fond of cocoa that it is his comfort thing for the rest of the season.
Aziraphale's first experience with food in "A Companion to Owls" (the Job minisode). At first he has the same old attitude we have seen on angels about human food: it is somewhat disgusting... But after he tries it, he discovers the huge pleasure it gives him and he goes wild with it. The love of food and the pleasure of eating exquisite things is still one of his defining traits.
But I would also put out a little note about how Aziraphale was, since the beginning, somehow conscious about the possibility of "falling from grace". If Angel! Crowley had been immersed in the creation of galaxies and stars, Aziraphale had been involved in the creation of Earth and humans. If I understood most of what my personal theologian explained to me about how the notion of "grace" had to be questioned and reinterpreted around how humans can have free will but also achieve grace, and what did that mean for the angels... Well, it redefined everything (the one who started asking all those "silly questions" around the Theology of Grace was Augustine of Hippo, and Thomas Aquinas had to rework ALL of the ideas around angelic grace using Aristotle to justify many things... And that how they came to be known as Fathers of the Church for Catholicism).
So... Angels in their "natural" state are joyous, cheerful, naïve, full of wonder and curiosity. Something (The Great War? Maybe... But maybe something before that) showed them distrust, made them rigid, self-righteous and simply... awful.
Where does this leaves my second favorite angel, Muriel? Well, they are still that sort of angel: that is one of the best things we found about them in this season, and why most of the fandom has already adopted them as our sweet child of divorce. So, she is still full of Divine Grace, and ingenuity.
This word, I believe, will become an interesting characteristic during season 3. Why? Because I'm not a native English speaker 😂. As such, it is more evident that ingenuity has a double meaning: both being an ingenue (naïf), but also being inventive, talented and witty (even wise). I offer a couple of contrasts too, to build up on this idea:
They had been called "dim" by The Metatron. I've already talked about how this is his "fatal flaw": he is underestimating his opponents and expecting everything to be predictable, but ingenuity usually beats predictability (Crowley is also a master of this)
Another character we saw during season 2 that was full of ingenuity: Shax. Yeah, she is not the sharpest tool in the shed, and she is cunning... But that's because she embodies those both sides of the idea! She is ingenuous and still asks Crowley for cues about how to work on Earth, but she is also ingenious and is always planning schemes for her own benefit (even when they blow up in her face). Also, she was the first one to determine that Gabriel had to be in the bookshop, even when she couldn't see him or detect him, and was so certain as to launch an attack.
I've rambled a lot, and I'm now a bit peckish. Do with this information what you like!
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arikihalloween · 4 months
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Wakfu art dump because yes
This post is gonna be super long because I will ramble IN DEPTH today
So huh if you like my rambling or my art just read ig, otherwise scroll away idk what to tell ya
Showing some of my art and ramble because wakfu is part of my current big 3 hyperfixations ( along with WH and Trolls )
So huh enjoy my growing insanity ( I compiled it in one post to not annoy people too much :')
Presenting my oc Sharm !
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An (very pink) Eliotrope
She's based on my in game character but I kinda gave her lore and a story so
⭐INFODUMP about Wakfu in general ! ⭐
Basic infos for those who don't know anything about Wakfu :
Wakfu is a french animated serie made by the studio Ankama, who also made several mmorpg games ( and way more, like the amount of content and lore is crazy)
Most of the stories will take place on the World of Twelves, populated by 12 main races (with many variation)
And there is a 13th "main race", the Eliatropes, which is the race of the main character of the anime, Yugo
Eliotropes ( with a o instead of a) are a subrace of the Eliatropes ( lore is explained in the serie but I don't wanna spoil, so to boil it down, Eliotropes are unstable pale copies of eliatropes) [ they are playable in the game wakfu]
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So, what about Sharm ? Well she was born a pretty regular Eliotrope. She had two "brothers", Chance and Vitali, who unfortunately ended up fading away with time ( mechanically, when an Eliotrope die, his/her essence will go to the nearest Eliotrope to allow them to live longer)
So Sharm was left alone for very long, and stayed in Eliatropes ruins she found. Those were overgrown by stasis ( type of crystals, very bad, generally associated with corruption and destruction)
However, the essence she got from her siblings passing could only last so long
One day, in a desperate attempt to not die, Sharm took stasis and...ate it. Chewed on the mf crystals, and surprisingly, an interesting reaction occured : it stabilised her essence. It also made her basically frozen in development, Sharm cannot grow anymore and her power levels are quite limited in quantity, unless she uses stasis.
So my girl went through the ages, she kept on researching on the remnant of the eliatrope race ( wiped out aside from a few) and became sort of an archeologist
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Nowadays, Sharm travels from a country/city to an other, often with mercenaries she hires as bodyguards . The other two ocs in this sketch page are the said mercenaries
And the cat is called Noiraude !
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Sharm needs protection because she is stupidly useless in combat
⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐
And also I have fanarts of Nora !
And also, it's time for the gremlin mode
The worst of the ramble
I kinda just need to scream for a moment
Beware, big spoilers for the serie ahead ! Stop now and go watch Wakfu !! It's all on Netflix ( season 1, season 2, then the 3 oav, THEN season 3 and you will be ready for season 4 :D)
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So, this character is Nora (second drawing is a headcanon version of her)
Who is Nora ? She is the sixth eliatrope of the Council ( Eliatropes are rules by the six first borns of the race who can reincarnate along with their dragon twin)
Nora appeared for the first time in a flashback the episode "Quilbi" in season 2
In 2011
And back then she was in a flashback, so presumed dead from the war that wiped out the Eliatropes
BUT
Lately, as clips and trailers of season 4 of Wakfu has been released
It's confirmed that Nora is there
She's alive
She's in season 4
*grabs u*
2011
She has been my favorite character of Wakfu since her one and only appearance, alright ?
And now
12-13 years later
She is real
SHE IS REAL AND ALIVE IN THE SERIE
*maniacal laughter*
I will not shut up about it
Prepare for the fanarts
*retreats to the shadows*
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shmorp-mcdurgen · 1 month
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Recovered Black Mesa Documents from the incident, #1 of ____
(Text on the pages below in case it’s hard to read)
(Pg. 1)
[CENSORED TITLE]
Project Codename: Free Man
Subject: Gordon Freeman
Sector: Anomalous Materials Department
Age: 27
Clearance: Level 3
Physical Description: Six Foot four inches (193.04 cm) Tall caucasian male, brown hair, green eyes.
Current status: Alive; No abnormalities.
Project Administrator: [CENSORED NAME]
Purpose of the experiment: testing revival and healing technology; Preparing for the possible event of a Resonance Cascade.
Time of test: Scheduled for December 13th, 1998 at 9:30 AM MST
Planned duration of test: 3 days (72 hours)
Current Status: Preparations complete. Awaiting subject arrival.
This test is the Second human test of our new revolutionary Life Support System, which is capable of both healing typically fatal wounds, and even bringing back an individual from the dead. This technology has caused multiple unforeseen side effects on its users, however with advancements made by Black Mesa engineers and the Lambda Team, we believe this test will prove that the technology will be in a suitable enough state to be used without consequences.
We have been approached regarding this technology from [CENSORED TEXT], which means that our new sponsors will be able to help develop this technology further and even fund future research. This new Sponsorship, the possibility of preventing death in Black Mesa staff during highly dangerous expeditions, Along with possible commercial use in the coming years, are more reasons for this test to be taken seriously, and more importantly, be done correctly and quickly. The following documents will be the results of every test, and there will be logs of all injuries and even deaths our subject will experience, and more importantly how the Hazardous Environment Suit will repair said injuries.
(Pg. 2)
Section 1: HEV Suit Integration
The Hazardous Environment Suit (HEV) Mk. 5 is a vast improvement from the standard HEV suit Mk. 4, with its main difference and technological improvement being the HEV Life Support system. Unlike the Mk. 4, this Life support system contains a specimen known as [CENSORED TEXT] from our latest expedition to [CENSORED TEXT]. This Specimen has properties that are known to heal even life threatening wounds, and thus has the potential of even bringing an individual back from the dead. This has proven true with previous testing, though it is to be noted that the HEV suit Mk. 5 is the best, and most promising version of this technology put to use as of current date. However, Dr. Freeman is to be noted as the first test done with this suit to test its revival capabilities.
-Dr. Freeman had received the HEV Mk. 5 at approximately 10:00 AM MST on December 13th. Due to a small hold up, being worsened by a single security personnel delaying Freeman’s arrival, Freeman had arrived at the testing facility around 30 minutes past schedule. However, despite this small change in schedule, Gordon had accepted the HEV suit without suspicion, even despite not being told of the Suit’s properties, including the slight painful sensations of the suit attaching IV tubing and blood monitors to Freeman’s skin. Freeman seemed to move on quickly however, and proceeded to the test chamber containing the Anti Mass Spectrometer (AMS), beginning the first test at around 10:16 AM MST.
Notes:
Freeman appears to have had no problems resulting from the HEV suit’s integration, not even during the suit’s Life Support startup. This is promising, considering the negative effects the technology had on previous subjects. (See Incident log #32; Subject Shephard)
Conclusion of section:
-Despite Freeman remaining unaware of the test, it is best to inform any and all staff participating in said test to not disclose any information that Freeman does not need or could affect the results.
-Continue to Stage Two: Resonance Cascade Simulation (RCS)
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open-hearth-rpg · 4 months
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Escalation Die: Great RPG Mechanics #RPGMechanics Week Ten (finale)
I’ve talked about a lot of big scale mechanics on these lists: sub-systems and frameworks which have impacted play. But it's interesting to consider how small, discrete mechanics can drastically change the feel of certain modes of play. The Links mechanics from Girl By Moonlight comes close to this, but it has several stages and parts. 13th Age’s Escalation Die is a tight rule that reshapes combats. It may have appeared earlier than 13th Age, but that’s where I encountered it first. 
The escalation die works simply. After the first round of a combat, the GM sets a d6– often the largest one they have at a “1”. All players now add +1 to their attack rolls. Each following turn, the GM clicks this up by another one, up to a maximum value of “6”. This shifts the combat dynamic hugely but without being too obvious. As the combat rolls forward, the odds of a character landing a blow increases slowly and incrementally. 
This obviously affects player engagement over time. The longer a fight goes on, the more likely a player will be able to land that decisive blow. In practical terms it works to accelerate things. But it also helps reduce players' frustration over bad rolls early in the combat. I’ve played a lot of d20 games where the flatness of the resolution has meant that things stretch on– each round the same without changes. With the escalation die, even if you’re still missing, something about the complexion of the conflict changes each time you go. If you’re still whiffing by the time the die gets to “6”, that’s a story in and of itself. 
But the mechanic offers a host of additional, sometimes subtle benefits. First, it’s an obvious clock. You know how long the fight has gone on and can use that as a gauge of threat and success. On the one side, the players know they’ve been at this a while– or can tell they’ve done a great job if they end things before the escalation die gets too high. On the other side, the GM can see how well they’ve built the combat– if the PCs are cutting through or always desperately fighting forever. It exists as a constant and clear yardstick. 
Second, it impacts the design of monster fights. You can make the foes feel tougher right out of the gate. The players ought to struggle in the first couple of rounds but then begin to gather their strength and fight back against the odds. It naturally builds an arc into any combat. I didn’t realize how impactful that would be until I’d run 13th Age quite a bit. 
Third, it provides a minor risk/reward choice for the players. Do they fire off a once-per-combat attack early on or do they wait for a moment when that strike has a better chance of landing? That’s a small factor and one which enters into player calculations without making the resolution process any harder. 
Of course once you have this piece of game tech operating, the system can add in some additional wrinkles and options. Some powerful monsters can use the escalation die themselves; a few can negate the use of the escalation die against them. Monster special powers can be triggered off of the state of the escalation die: happening on odd/even turns or when the die has reached X level. The GM has another power detail to make their encounters more varied. 
On the player side, their abilities can be tied to this as well. Some powers get stronger the higher the escalation die is. The most common one is an Elvish ancestry feat. At the start of a round, that player rolls a d4 and if the result is equal or below the escalation die, they may take an additional standard action. After the first time they succeed with this, the die goes up a step. The Commander class has several talents and feats interacting with the escalation die. One increases the escalation die the first time the GM rolls a critical against the party. That echoes the escalation die’s intent to represent the rising stakes of a fight. 
I’ll be honest when I first played 13th Age, I thought the escalation die was a cute, throwaway gimmick. The GM didn’t emphasize it. But over time and play, I began to see just how impactful it could be. It’s such a simple thing– but one you can really lean into. For our home group, I bought a massive foam d6 and put that on a stand. It creates a super-clear visualization of how the fight’s playing out. 
Importantly when I don’t have the escalation die present in a d20 game I notice it. Playing Godbound or similar systems, I feel the absence. Even if we’re narrating our misses– giving them color and texture– there’s still a bad feeling if you keep burning your turn hopelessly with wasted blows. The escalation die begins to counteract that. The incremental increase offers hope that the next round might be better than this one. When I’ve added that mechanic into play for d20 or OSR games, it has definitely increased the enjoyment of big fights.  
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🌈 TS3 ARCHETYPE LEGACY CHALLENGE
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to celebrate 100 followers (thank you!!) i’m sharing this 12-generation legacy challenge i created based on the 12 jungian archetypes where each generation represents one of the archetypes. it’s mostly trait-based with some requirements for each generation. feel free to tweak them however you want–these are guidelines, not strict rules, it’s meant to be fun after all! the challenge is completed once the 13th generation is born (or once you’re bored 🤷)
credit: quotes and inspiration taken from this article
the set-up:
start by creating your founder (a YA sim) that represents one of the archetypes described below. for this challenge the order doesn’t matter, choose based on what makes the most sense storytelling-wise or use a number generator for extra randomness
the founder and each heir must all have a primary trait that corresponds to their respective archetype as well as a secondary trait selected from a given list (see archetype rules below). the remaining 3 traits are up to you except for the ones that aren’t allowed for that generation (we’ll call them “conflicting traits”). if a child is born with a conflicting trait they may not become heir unless you replace that trait via alchemy/cheating. to make the trait assignment process easier i highly recommend downloading the mod that enables all traits for all ages
lifetime wishes are up to you
there are no rules for other sims in your household, only for your founder and heirs (but there are some requirements that may involve their spouses/children in some way)
...now for the archetypes!
the 12 archetypes:
1. THE INNOCENT 🐣 “free to be you and me”
primary trait: GOOD
secondary trait (choose at least one): absent-minded, easily impressed, excitable, friendly, loves the outdoors, family-oriented, over-emotional, childish, hopeless romantic
conflicting traits: mean-spirited, snob, evil
may be employed in any career except crime, politics and scam artist branch of fortune telling (no place for pure innocent souls like them)
every time sim wishes to donate to charity, they must fulfill that wish
may only woohoo on 3d date
may not cheat or have multiple romantic interests
may only try for baby with their spouse
if an innocent heir receives an imaginary friend doll as a toddler, it must come alive and they must remain good friends till the end of the run
must pet a unicorn at least once
2. THE EVERYSIM 🤝 “all sims are created equal”
note: most of the time it’s impossible to prevent your sim from becoming at least a 1-star celebrity, so personally i would play an everysim by opting the household out of the celebrity system in the gameplay options menu.
primary trait: FRIENDLY
secondary trait (choose at least one): easily impressed, excitable, frugal, good sense of humor, workaholic, green thumb, handy, schmoozer
conflicting traits: snob, rebellious, avantgarde, star quality, natural born performer, loner
may not be self-employed (freelancing is too lonely for someone who wants to belong)
may be employed in any career except those that are supernatural-related or feature being in the spotlight (showtime careers, singer or band, actor etc.), but they may only reach level 5 of any career track. they may change careers as many times as you wish
must have one “normal” hobby (e.g. gardening, fishing, horse riding etc.)
must fix every appliance on the lot by themselves
must be friends with their neighbor(s) or/and colleagues and invite them over for dinner at least once a week
must always do the suck up to boss interaction for at least 2 hours every work day
may not accept opportunities that increase celebrity points (or any opportunities at all, if you want extra limitations)
may not be friends with sims who have rebel influence (unless colleagues or neighbors)
may not cook ambrosia or use other “magical” ways to control their aging
may not interact with supernatural or magical things (e.g. alchemy, woodoo dolls, bonehilda coffins, imaginary friends, unicorns etc.)
may not become a supernatural
may not socialize with supernaturals, unless they are your colleagues/neighbors OR unless your sim was born a supernatural
if your sim was born a supernatural, there are 2 ways of developing the storyline:
i. find the cure asap and prove that you renounce your past by gaining an enemy among the members of the appropriate occult and winning a fight against them ii. find a community of members of your occult type. group up with at least one fellow supernatural every week, marry and have children only within your occult type (if needed, you can be the one to turn them). however, you can’t be the leader of this community (e.g. the leader of a werewolf pack, the king/queen of the fae etc.)
must only marry or have children with a person from their community: either a colleague, a sim who lives nearby, someone who shares your sim’s traits etc. if your sim was born a supernatural, their spouse must be the same type of occult as your sim
if the sim’s child receives an imaginary friend doll you may not allow them to interact with it unless it’s the heir who was rolled as the innocent (in which case they must befriend the doll) 
3. THE HERO 💪 “where there’s a will, there’s a way”
primary trait: BRAVE
secondary trait (choose at least one): athletic, disciplined, friendly, good, adventurous, daredevil, lucky, star quality, social butterfly
conflicting traits: snob, proper, loner, coward
may be employed in the following careers: law enforcement (special agent), military, professional sports, firefighter, ghost hunter, lifeguard
must reach level 10 in the selected career track
must reach a 5-star celebrity level
may not have burglar or fire alarms on their home lot and must always fight the burglar or extinguish the fire by themselves
must explore at least one rabbit hole (e.g. masoleum, haunted house etc.)
must perform the “promise to protect” interaction with every new sim they meet (aim to have the “protector” moodlet at all times)
must drive a motorcycle
4. THE CAREGIVER 🧸 “love your neighbor as yourself”
primary trait: FAMILY-ORIENTED
secondary trait (choose at least one): frugal, neat, natural cook, animal lover, nurturing
conflicting traits: commitment issues, dislikes children, slob, evil, mean-spirited
may be self-employed or work in the following careers: medicine, culinary, education, daycare
may not try for baby until they have acquired the fertility treatment lifetime reward
once the fertility reward is acquired, you must try for baby each time instead of woohoing (but you can change the chance of pregnancy via nraas/use risky woohoo)
must always dance to kids music for a couple of hours during each pregnancy (to increase the chance of triplets)
may not hire a babysitter–they must care for their toddlers themselves
all toddlers must learn the 3 basic skills (walking, talking & potty). other members of the household may help, but your sim must take part as well
may not go to work when there are toddlers on the lot. they may work from home if they’re self-employed. once all toddlers have aged up to children, the sim may travel to work if there are other sims in the household who can watch the kids (not special services)
must teach teenage children to drive
must be best friends with all their children by the time they reach teenagehood
may not send their kids to boarding schools
must help every child with homework at least once
if pets ep is installed: must have at least one pet. another idea you can play out is start a pet legacy that will continue on together with the main legacy
if a member of a household is deceased while playing the caregiver, you must leave their tombstone on your home lot and let the ghost roam freely
5. THE EXPLORER 🧭 “don’t fence me in”
primary trait: LOVES THE OUTDOORS
secondary traits (choose at least one): adventurous, lucky, rebellious, brave, commitment issues, gatherer, athletic
conflicting traits: couch potato, coward, hates the outdoors
may only be self-employed as only freelance works for explorers who need as much freedom as possible
must move to a different lot every week until they have children who live on the same lot as them, then they can build a legacy house and settle down
must visit all 3 countries, explore at least one tomb in each one and befriend at least one sim from each country
may not try for baby until they’ve visited all 3 countries
each time your sim woohoos, they must do it in a different location. try to woohoo in as many different spots as you can!
may only marry/have children with sims who are different from them in some way (an opposite trait, appearance, an occult, a foreign sim etc.)
when the successor reaches childhood stage, your sim must travel with them to a country of your choice to “show them the world”
when they settle down and get married, every week you have to roll a number to determine whether the union is going to survive (if it’s 1 keep them together, if it’s 2 break them up). the exception is when the spouse is pregnant, in this case you may wait until they give birth and then roll. keep doing this until you switch to the next heir
must complete at least one collection (gems, rocks, butterflies etc.) 
must fulfill all midlife crisis wishes
must accept every opportunity they get
must take at least one picture a day (to remember all the majestic experiences)
must attend every seasonal festival
6. THE REBEL 📣 “rules are made to be broken”
primary trait: LONER or REBELLIOUS
secondary traits (choose at least one): artistic, daredevil, hot-headed, inappropriate, kleptomaniac, rebellious, loner, avantgarde, charismatic, dramatic
conflicting traits: proper
may only be self-employed or work in the following careers: criminal (thief), journalism, music (rock), politics. can also be a band member
must organize protests every week
teen must pull a prank every day
teen must skip school at least once
teen must stay out past curfew at least once
must get at least 3 tattoos (may not ignore any tattoo wishes)
must write at least one satire book (you’ll need to write 4 humor books for that, but you can also do it with lvl. 4 in writing skill if you have the avantgarde trait)
if the sim is a politician, they must write a political memoir, too
may not have a baby until their rebel influence is level 5 (try to max out the rebel influence)
7. THE LOVER 🌹 “you’re the only one”
primary trait: FLIRTY
secondary trait (choose at least one): friendly, good sense of humor, party animal, star quality, charismatic, great kisser, hopeless romantic, social butterfly, irresistible
conflicting traits: loner, shy, socially awkward, unflirty
may be employed in any career that features being in the spotlight (e.g. music, actor, showtime careers etc.)
must always use “talk to colleagues” interaction at work for a couple of hours (if working at a rabbit hole)
must try to impress every celebrity they encounter
must become a 5-star celebrity
must reach level 10 of charisma skill
must have their first kiss as a teen (unless it’s the founder)
teen must have a partner to go to prom with (aim to become prom queen/king)
must accept every party invitation
must host a party every week
must go on a date every week. every date must result in woohoo or makeout (if there are no places available for woohoo)
must have someone stay over every week
must create an online dating profile and accept all messages they get there
may not try for baby before they’ve gone on 5 dates with different sims
must only get married after they’ve reached adulthood. after your sim gets married they don’t have to go on dates/have someone stay over anymore
must have a blog and post every day (unless they have a “blogged out” moodlet in which case you might wait till it passes)
must send at least one text every day
if you wish your sim may use life fruits or other ways to slow down aging as they are afraid of it, but only after reaching adulthood. you may not use the age freeze potion reward
8. THE ARTIST 🎨 “if you can imagine it, it can be done”
primary trait: ARTISTIC or VIRTUOSO
secondary traits (choose at least one): eccentric, artistic, virtuoso, ambitious, perfectionist, rebellious, photographer’s eye, avantgarde, savvy sculptor
conflicting traits: can’t stand art
may be (self-)employed in any creative career or profession (culinary, music, film, architecture, band, stylist, painter, photographer, writer, game development, artist, inventor, sculptor)
must paint a portrait/make a sculpture of every sim in their household
must reach level 10 of their career
must reach level 10 in a creative skill of your choice as well as complete at least 1 skill challenge
must have an art gallery at home filled with their creations (alernatively could be a separate lot that you own)
must have a muse (or several of them), a sim who inspires them to create art
9. THE JESTER 🃏 “you only live once”
primary trait: GOOD SENSE OF HUMOR
secondary traits (choose at least one): friendly, insane, inappropriate, rebellious, star quality, charismatic, childish
conflicting traits: snob, proper, no sense of humor
may be employed in any career or profession, but they may only reach level 3 before “getting fired” for improper behavior. they may also be self-employed, in which case there’s no limit to how high they can score. if you chose a showtime career for your sim, there are also no limits
child sim must skip school at least twice
teen sim must pull every existing type of prank. that includes booby traps, neighborhood pranks and school pranks
teen must stay out past curfew at least once
must write a best-selling humor book (you’ll probably need to write several of them to reach the best-selling status)
must write at least one satire book (you’ll need to write 4 humor books to be able to do that)
must troll on forums at least every other day (you’ll need the inappropriate, mean-spirited, evil or grumpy trait to perform this action, so if you really don’t want your sim to have one of these traits you can ignore this rule)
every time the sim swims, they must skinny dip (unless there are children on the lot)
10. THE SAGE 📜 “the truth will set you free”
primary trait: GENIUS
secondary traits (choose at least one): loner, perceptive, ambitious, bookworm, computer whiz, perfectionist, workaholic, brooding, shy
conflicting traits: party animal, social butterfly, couch potato
may be (self-)employed in any career or profession that requires logic or creative skill
must always keep their nerd influence at the minimum level of 5 and win at least 3 trivia challenges
must visit the library/comic store every week
must get on an honor roll as a child and teen
must go to university and get an “a” degree
must reach level 10 of logic skill by adulthood
must max out 2 other skills of your choice
must complete at least one logic skill challenge (grand master, celestial explorer, teacher extraordinaire or skill professor)
must unlock and test all potions on chemistry table
must have at least one child via a non-conventional method (alien abduction, wishing well, plantsim, engineer a baby)
11. THE MAGICIAN 🚀 “i make things happen”
primary trait: BOOKWORM
secondary traits (choose at least one): eccentric, genius, perceptive, ambitious, supernatural fan, charismatic, gatherer
conflicting traits: couch potato, supernatural skeptic 
may be self-employed or employed in the following careers: science, education, fortunetelling (mystic), magician
must reach level 10 of selected career
must be an occult or reach level 10 of alchemy skill. (alternatively: if you don’t have supernatural ep your sim must create ambrosia and master gardening skill)
if your sim is an occult, they must learn all the skills connected to their life state
must use an elixir on themselves/other sims at least once a week
must write at least one horror book (if you have the supernatural fan trait you’ll only need to have lvl 2 writing skill)
must visit the graveyard and talk to ghosts at least once a week
must achieve at least one “unbelievable” thing (example: create a simbot, resurrect a dead sim, clone yourself, cause a utopian future, befriend a unicorn–up to you)
this is the only archetype that’s allowed to be immortal
12. THE RULER 👑 “power isn’t everything, it’s the only thing”
primary trait: AMBITIOUS
secondary traits (choose at least one): evil, family-oriented, mean-spirited, perfectionist, snob, workaholic, charismatic
conflicting traits: couch potato, good, shy, socially awkward
must reach level 10 of criminal (evil), politics or business career
if your sim is employed in politics, they must write a political memoir
must reach level 10 of charisma skill
must establish an inner circle and invite them over every week to discuss their plans for world domination
must get married before reaching adulthood. the marriage must be arranged (the criteria is up to you, an example would be choosing a wealthy spouse or a vampire if your sim is also one)
once the sim gets married, their spouse must quit their current job and get employed in the same career track as your sim
must drive an expensive car
must purchase at least 3 properties
must accumulate at least 50,000 simoleons of wealth
once the household is worth more than 50k, they must donate 1,000 simoleons to charity every week (to avoid paying taxes and improve public image). this option will be available once you reach level 3 of charisma skill. if it’s worth more than 100k simoleons, it should be 5,000 simoleons per week
if sim is a supernatural, they must be the leader (e.g. leader of the pack, king of the fae) and must turn all their colleagues and friends into this type of occult. their spouse must belong or be turned into the same type of occult, too
p.s. this challenge is a work in progress. if you have any suggestions/ideas, feel free to message me, i would appreciate your help A TON. rn i feel like some archetypes are lacking compared to others, but i’m all out of ideas–hoping to update it in the future. and, finally, if you decide to play this challenge and post your gameplay–tag me, i would love to see what your sims are up to! 
@simschallenges​
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thydungeongal · 3 months
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Sorry if this has already been asked :p
Have you checked out 13th Age, and if so, what are your thoughts on it?
Read through it a couple times and Ive found it to be a fun looking system, which i feel takes many of the good bits of 3e & 4e, while adding some fun roleplaying mechanics, and being handwavey in a nice way when it comes to some rules we typically use a lot in rpgs like movement, resting, etc.
I also really like how they do their classes ^^
No problem at all, it's been a while since I've talked about 13th Age! :)
I am quite fond of 13th Age. It's quite good. In many places I think it actually fulfills promises made as part of D&D 5e's marketing where D&D 5e's actual rules text contradicts it. You mentioned movement as an example, and that's a big one: D&D 5e claims to support "Theater of the Mind" play while the actual rules text concerns itself with granular ranges and distances measured in exact 5-foot-increments. 13th Age actually has rules to support playing in Theater of the Mind! (Obviously you still benefit from some visualization, but the actual mechanics support play where precise positioning and distance doesn't matter.)
Also it has a very narrow range of levels, going from 1 to 10, which I think is very good. I think more games should just support relatively narrow ranges of play. Also, the escalation dice mechanic is so cool!!!
There are a few places where I'm not quite on board with 13th Age: the classes, while fun for the most part, are a bit uneven in their design. I do like the fact that almost every class has a different resource management mini-game to take part in, but as a big martial classes enjoyer I find it a bit disappointing that even the most complicated martial classes are a bit simplistic. Having said that, while a 13th Age Fighters isn't quite as fun as a 4e Fighter to me, there is still a neat tactical minigame to it.
But yeah, 13th Age is one of my favorite D&D-likes on the market, I just haven't found the time to blog about it because my mind's been taken over by other games. Like Mutants in the Now, designed by a guy who has done work on 13th Age and that owes a lot to 13th Age and is quite good and fun!
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paperanddice · 6 months
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Chernomoi are another of the backer created monsters for the Tome of Beasts. Tiny fey tenders to dragon lairs, they are also known as lair sprites. Many dragons will have one or more chernomoi tidying and helping protect their lair, in exchange for taking the occasional copper coin or piece of quartz from the horde. Dragons who tolerate this occasional price can count on having an exceptionally loyal follower who will watch for intruders and raise an alarm upon spotting it, but an overly greedy chernomoi or too many will push their host dragon to retaliation. Looking like tiny, winged dragonkin, chernomoi armor themselves in small coats made from the coin and gems they take, which may be useful against rats and similarly small foes but poses no impediment to strikes from larger foes.
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The children of the briar are fey plant creatures that grow in deep briar patches, usually when the briars draw blood from a sorcerer or other magical creature. More rarely druids may attempt to summon up children through obscure rituals, but this is a frowned upon practice (to put it mildly), as the children are quite destructive. They attempt to gather in large numbers and vex both humanoids and fey alike, pulling pranks that can quickly turn dangerous. The least of their tricks is a pair of them teaming up to trap travellers in a patch of entangling plants, but this is often followed up by attempted murder. They may be dissuaded by interesting news and gossip, the more cruel or spiteful the better.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Chernomoi Creature 1 Uncommon Tiny Fey Perception +5; darkvision Languages Common, Draconic, Sylvan Skills Acrobatics +7, Intimidation +6, Stealth +7, Thievery +7 Str -1, Dex +4, Con +4, Int +1, Wis +0, Cha +3 Items scimitar AC 15; Fort +7, Ref +7, Will +5 HP 26; Weaknesses cold iron 2 Speed 20 feet, fly 20 feet Melee scimitar +7 (finesse, forceful, sweep), Damage 1d6+1 slashing Innate Primal Spells DC 14 ; 2nd invisibility (at will); 1st detect poison, mending (at will); cantrips (1st) detect magic, mage hand, message, prestidigitation Shriek [two actions] (primal) The chernomoi emits a loud shriek that deals 2d6 sonic damage to any creature in a 60-foot emanation (DC 15 basic Fortitude save). A creature that fails this save is also deafened for one minute. The chernomoi can't use Shriek again for 1d4 rounds.
Child of the Briar Creature 1 Tiny Fey Plant Perception +5 Languages Aklo, Briarclick Skills Acrobatics +6, Survival +8 Str -2, Dex +3, Con +0, Int +1, Wis +0, Cha +2 AC 14; Fort +3, Ref +8, Will +3 HP 26; Weaknesses fire 3, cold iron 3 Speed 20 feet, climb 10 feet Melee claw +8 (agile, finesse), Damage 1d8 slashing Ranged spitdard tongue +8 (range increment 20 feet, reload 2), Damage 1d6+2 piercing Primal Innate Spells Spells DC 15 ; 2nd entangle; Constrict [one action] 1d8 piercing, DC 17 Entangle When the child of the briar casts entangle, the area is only a 10-foot radius, and the duration is only 1 round. All children of the briar are immune to the effects of this spell. Two children of the briar can combine their entangle. In this case, the child can delay the effect of the spell until another child within 10 feet completes its casting of the spell. When the combined spell activates, the radius and duration return to the normal amount, and the save DC increases by 2.
13th Age
Chernomoi  Weakling 2nd level troop [humanoid]  Initiative: +6 Scimitar Strike +6 vs. AC - 3 damage. C: Shriek +6 vs. PD (1d3 nearby enemies) - 2 thunder damage. Natural 16+: The target is also dazed (easy save ends, 6+). Limited Use: 1/battle. Dragon Follower: The chernomoi gains a +2 bonus to attack and damage against enemies that harmed a dragon since the chernomoi’s last turn. Flight. Invisibility: While not engaged, the chernomoi can turn invisible as a standard action. It becomes visible if it attacks. AC 18 PD 16 MD 12 HP 20
Child of the Briar  1st level blocker [plant]  Initiative: +5 Thorny Claw +6 vs. AC - 5 damage. Natural Even Hit: The child of the briar can also grab the target. A grabbed enemy takes 3 damage at the start of each of the child’s turns. R: Spitdart Tongue +6 vs. AC (one nearby enemy, or far away enemy at -2 atk) - 3 damage. C: Entangle +7 vs. PD (all engaged enemies plus 1d2 nearby enemies) - The target is hampered (save ends). Special: Two children of the briar must combine their standard actions to use this attack, otherwise it has no effect. AC 15 PD 14 MD 11 HP 36
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Loser Finals: Mabel Pines (Gravity Falls) vs. Amane Momose (MILGRAM)
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It's rematch time!
Propaganda below the cut
Mabel Pines (12):
I literally saw a tiktok today about how Mabel is a bad person. She’s 12! Like yes, she has made some mistakes and bad choices, but so has everyone else. And I never see any of the other characters in the show criticized the way she is. Everyone in the show has made mistakes (Grunkle Stan commits crimes practically every episode ffs) but because Mabel is a 12 year old girl and acts like it, she gets the most hate. Mabel deserves to be loved 🩷
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girl gets so much flack for being... immature and kind of selfish at age 12? like she had whole video essays made on why she is a horrible person who deserves punishment. god forbid girls be silly
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!!! Spoilers for Gravity Falls last 5 episodes !!!
This has gone down a lot but when the Weirdmaggedon arc was happening, the finale of the series, a big part of the fandom started hating Mabel because she accidentally caused the Weirdmaggedon (basically an apocalypse + bizarre shit like the water tower becoming an eight-legged monster with a giant mouth).
For context, in the episode that starts this arc, "Dipper and Mabel vs The Future", Mabel is really excited to the end of their summer vacation at Grunkle Stan's house, since it will be her and Dipper's 13th birthday and they will enter high school (her idea of high school of course coming from teen movies). But then this whole idea starts to shatter when Wendy tells her that high school isn't like a Disney musical, but it's okay, she will get through this since she will be with Dipper, her twin brother...
Except, that Dipper receives an invitation by Grunkle Stan's scientist brother Ford to become his apprentice after summer ends, staying in Gravity Falls, without Mabel. When she discovers it, she gets really mad at him and in a fit of rage, she accidentally picks Dipper's bag instead of hers and runs off to the woods.
When she gets there, Blendin, a time-travelling friend of theirs finds her and tells her that he has a way of making her brother stay with her, and make the summer take a little more to end, and that he just needed a little thing that Dipper has in his bag. That thing is a dimensional rift that Dipper and Ford contained to not cause the Weirdmaggedon, but Mabel didn't knew about that and gives it to Blendin. Blendin then breaks it and it's revealed that Bill Cipher was controlling Blendin to get the rift and release the Weirdmaggedon. He then traps Mabel in a bubble, starting the final arc of the series.
So, a few episodes later, that bubble she's in is revealed to be a world of fantasy that she controls, and that she didn't want to leave that world, as she was scared of growing up etc.
Context given, A LOT OF PEOPLE HATED HER FOR THIS. Suddenly people started seeing Mabel as just a selfish girl who wanted things only her way, when she was only a 12-year-old scared of growing up without her twin brother (they do end up going back together at the end but still).
The worst part is that apparently the people behind it took note of this, and on the comics that where released after the finale, she is a selfish spoiled brat. I haven't read the comics though so I'm going off what some people said about it.
Amane Momose (12):
Amane was voted guilty in the first trial so that she would acknowledge her guilt. It backfired, and now she’s considered a threat. Well, everyone is a threat, but nobody’s threat level has been as heavily discussed and debated as hers. Consider the next prisoner in line, Mikoto. He’s objectively more dangerous and cannot be restrained. He beat up the guard in trial 1, and he was able to hold his own when the other guilty prisoners were attacked. But a good incentive to forgive him is so that he will calm down. You know what? That’s a good incentive to forgive Amane too! But she *can* be restrained, so a good portion of the discussion went into how she should be voted guilty so she *will* be restrained and not a threat. Since her vote was a near 50/50, of course a good chunk of the voters expressed dissatisfaction with her forgiven verdict. Some are already planning to vote her guilty for trial 3, calling her a “lost cause”. She hasn’t even done any concrete harm yet. Hold the pitchforks until she actually causes harm, please? And what if she *was* voted guilty in trial 2? We’ve been warned that she will continue to deny our judgement. A second guilty verdict won’t make her better either, and then what? She’d be called a “lost cause” as well. There is no winning with her.
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Where do I even start? So first of all she’s an cult child who was physically and mentally abused and tortured by her parents and then (presumably) murdered her mother after her mother killed a cat that she took care of.
Now everyone in Milgram is a murderer but when Amane came and her MV showed her murder and circumstance in an admittedly highly fictionalized depiction of it the audience decided to…repeat the cycle of abuse!
She was voted guilty for the main reason of “teaching her” and helping her “realize that she was abused.” I would like to note that this tough love approach is something her parents utilized against her. “We are only doing this to help you.”
So the audience replicates Amane’s abusers and repeats the cycle of abuse and that’s pretty shitty but it isn’t exactly “Fuck Em Kids” level.
And then Trial 2 happened. Cause Amane is bitter and angry and horrifically traumatized so she acts aggressive and hostile. Especially towards another prisoner.
Now, again, everyone here is a fucking murderer (of atleast could be constructed as one) These people being able to Harm is a core concept of this series.
Yet for some reason it feels like people treat Amane as a “delusional creepy kid who wants to kill people” which completly takes away the nuance of her character. She does have the capacity to harm! Everyone here does! She’s not Uniquly Dangerous! She just has a Reason to be Dangerous. A Reason we GAVE HER by REPEATING THE CYCLE OF ABUSE.
In short: In a series full of Murderers I’m honestly a bit pissed that the 12 year old abuse victim is the one who’s treated like the guy from American Pyscho.
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TL;DR: "We metavoted this abused, indoctrinated child guilty in trial 1, but it didn't work. Now she is a threat to three grown adults: one who is fully free and two whom she has been shown to get along with. Please metavote her guilty again so she will be restrained and unable to attack them, even though that means subjecting her to further psychological torture." Amane Momose is the youngest of ten murderers, prisoners of Milgram who are to be judged innocent (forgiven) or guilty (unforgiven). In the first interrogation (voice drama), she said that what she did was in line with her religion's doctrines. If we judged her the "wrong way", she said she will just deny the verdict. Combining the voice drama and music video, you could piece together that she was raised in a cult and abused, even though she is cheerful and downplays her pain. She never shows *who* she killed, only *why* she did. After the first day of her vote, she was 81% innocent, but this wouldn't last the whole three months. Many people voted her guilty so she would "see her sins", part of the practice commonly known as "metavoting". Her innocent percentage rapidly decreased, and she hit guilty in the last 15 days, finishing at 51% guilty. At the end of the first trial, Jackalope (who is something like a host) went over all the prisoners' verdicts and commented on the general reasoning. When he got to Amane, he *laughed* at the audience for voting that way to make her realize her sins. Trial 2 rolled around, and it was revealed that Amane's victim was her abuser. On day one, she was at 74% innocent. Seems like a cut-and-dry case now, right? Well... in the intermission, two of the prisoners (Fuuta and Mahiru) were badly beaten up and became reliant on the care of Shidou, a doctor. Amane became hostile to Shidou because what he was doing was against her beliefs. She visited all three of them on their birthdays to convince them to change their ways. She seems to be especially close to Fuuta, who is now murmuring about salvation. Guilty prisoners are psychologically tortured, forced to listen to voices that reject their beliefs. Fuuta and Mahiru both say that the mental strain is worse than their physical injuries. But Amane, who also looks worse for wear, was thrown under the bus because she isn't injured and is considered a physical threat to them (never mind that she gets along with them). She's considered a threat to Shidou, a grown man who is twice her size and fully free, while she is partially restricted by the long sleeves in her trial 2 uniform. She might indoctrinate Fuuta even though, in a prison of ten people and one guard, she's the only voice of her cult. Fortunately, she got a break. Her vote was falling at a similar rate to the first trial. But this time, it stabilized at 51% innocent, 12 days before the end of her vote. But there's no way this is over.
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thatbiologist · 1 year
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Oxventure/DCOM Homebrew Subclass
ORDO BUTTERFLY (Rogue Subclass)
In antiquity, the Elves of G’eth founded a deadly group of assassins that would combine druidic magic with their lethal precision, they would become known as the Order of the Gold-spotted Skipper. The Ordo Butterfly is a rogue who has embraced the esoteric ancient traditions, as no one suspects a butterfly. The Ordo Butterfly was thought to be extinct for a millenia; however, they are emerging again like butterflies from a pupa.
BONUS PROFICIENCIES
When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling and Nature skills.
BUTTERFLY SHAPE
Starting at 3rd level, you can use your action to magically assume the shape of a butterfly. You can use this feature twice. You regain expended uses when you finish a short or long rest. 
You can stay in your butterfly shape for a number of hours equal to half your level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Butterfly
Tiny beast, unaligned
Armor Class 18
Hit Points 1
Speed 5 ft., fly 40 ft.
STR DEX CON INT WIS CHA
5 (-3) 19 (+4) 13 (+1) 3 (-4) 14 (+2) 16 (+3)
Senses passive Perception 12
Languages —
Flyby. The butterfly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
POISONOUS CLOUD
Starting at 9th level, your butterfly shape gains a new ability to shed toxic scales from its wings. As an action, while in your butterfly shape you can scatter toxic wing scales in a 15-foot cube centred around yourself. Each creature (besides yourself) in that area must succeed on a DC 15 Constitution saving throw or take 2d12 poison damage and be poisoned for 1 minute. If a creature fails its saving throw by 5 or more, it is also paralysed while it is poisoned.
LEPIDOPTERA MUTATIONS
Starting at 13th level, your butterfly shape starts to change your typical body. You can choose to keep two of these mutations.
Beautiful Irradiance. You can proficiency in the Persuasion skill.
Blindsight. You can perceive your surroundings up to 60 feet by your sense of smell alone.
Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Flight. Giant butterfly-like wings sprout from your back, you have a flying speed equal to your walking speed. 
Natural Armour. Pieces of exoskeleton erupts through your skin. When you aren’t wearing armour, your base AC is 13 + your Dexterity modifier. 
Proboscis. You have a retractable proboscis that can emerge from your mouth that you can use to make unarmed attacks. When you hit with it, the strike deals 1d10 + your Dexterity modifier of piercing damage. 
METAMORPHOSIS
Starting at 17th level, if you drop to 0 hit points and you haven’t been killed, you can begin a metamorphosis. 
A metamorphosis takes 8 hours (a long rest), in which time a pupa encapsulates your entire body, as well as, the clothes that you are wearing and any items in your possession. The pupa has your character’s base AC, and your character maximum hit points. However, any attacks made against the pupa have advantage, and attacks made against the pupa at a range of 5 feet or less automatically become critical hits. If the pupa is reduced to 0 hit points you die. 
After the 8 hours have ended, you can emerge from the pupa with any changes you want to your appearance; you can change your character’s age, sex, weight, height, skin colour, hair colour, eye colour, etc. However, your character’s ancestry remains the same (humans can only metamorphose into a human). This effectively provides your character with a new identity. 
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valkeakuulas · 2 years
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Lighthearted prompts you say?!? Fox and Cody or Fox and Wolffe with ‘Are you flirting with me?’
Honestly just Fox and somebody the man needs some joy😭
Unfortunately this didn’t come out as shippy as I hoped for. And this is also very long. But Fox needs all the love and joy there is in the galaxy. Let The Man Be Happy. Let Him Sleep Too But Not In This Fic.
-- -- -- --
"Are you flirting with me?"
It had been ages since Fox had allowed himself to be dragged into 79′s without 
1) having to come and calm down rowdy troopers who had gotten the bright idea to re-enact some of the gravitation defying moves their Jedi Generals pulled off.
2) wearing his extremely recognizable red and white armor - oh Fox had thought about keeping it on but the twin grumpy looks he had gotten from both Wolffe and Cody had made him reach for his dress greys instead, thus matching his fellow Commanders. 
Fellow Commanders who had left Fox alone at the small table they had taken over on the upper level of the club, having kriffed off into the crowd somewhere below. 
Sighing, Fox leaned against the sticky surface with an elbow as he took a sip of the dark ale he had ordered. At least Cody and Wolffe had promised to pay for the first few rounds, an offer that Fox was going to abuse to his heart’s content. 
He was just placing the glass back down when he spotted someone approaching him from the corner of his eye. 
Snorting, Fox turned towards the man, assuming it was Cody. “Finally, was wondering if you had gotten stuck on a vac tu...,” Fox started, only to fall into silence when he realised that the trooper who smoothly slid on the chair on the other side of the table wasn’t Cody because Cody hadn’t been wearing his armor tonight.  
Besides that, the man was definitely younger than either one of Fox’s bastards and the shade of yellow that was painted on the trooper’s armor placed him either with the 13th Battalion or 327th Star Corps, Fox wasn’t sure which one with the flashing light’s of the club. He had regulation cut but there were stripe-like tattoos running down his cheeks to his jaw, two on each side and they were some other color besides black. 
Purple, maybe? Fox caught himself wondering right before the other trooper leaned closer while letting his eyes roam rather freely over Fox’s sitting form. 
“I know we are of same template but you definitely came out from the better end of the gene pool,” the man commented, eyes lingering on Fox’s chest and biceps, which, granted, filled the dress greys far more than they did with some of the other Commanders. “Do you mind having some company? A trooper like you should not drink alone,” he asked, the suggestive tone clear even over the loud music. 
Fox fell his mouth open and he blinked, flabbergasted. “Are you flirting with me?” he half-asked, half-demanded because the thought of some random trooper approaching the Commander Fox of Coruscant Guard kind of short-circuited his brain because everyone knew who he was, kriff his armor was -- 
Except that I am not wearing my armor right now, Fox realised a tad hysterically when the man opposite him gave him another slow, meaningful look over. 
“With a vod like you? Definitely. Wouldn’t mind sharing my night with you.” The trooper flashed Fox a rather handsome grin even as he moved his hand closer to Fox’s on the table. “So how about I get the next round and - “ 
“ - and thanks for keeping my seat warm, trooper,” Wolffe’s voice drawled and both Fox and the trooper startled a little at finding the Commander of the Wolfpack standing next to the table. 
Unlike with Fox, the stranger took one look at Wolffe and immediately recognized him judging from the way he straightened on the chair. “S-sir,” he stuttered and quickly saluted despite the fact that Wolffe wasn’t in his armor and was holding not one but three colorful and huge cocktail drinks in his hands. 
There were even little umbrellas and cuts of meiloorun fruit. 
“At ease, we’re all off duty,” Cody’s order floated from behind the Wolfpack Commander and wow, Fox didn’t know a trooper’s eyes could become that big.
For a moment Fox thought the poor man might just faint at getting face to face with not just Commander of the Wolfpack but also the Marshal Commander of the Third Systems Army. 
Then Wolffe placed one of the cocktail drinks in front of Fox with a wry “and here’s your drink, Commander Fox. Sorry it took so long, couldn’t get a drink red enough to match your armor.”
Both Fox and the trooper looked at the drink at the same time and sure enough, the drink in the glass was pretty much the same kriffing shade of red as Fox’s armor. Even the tiny umbrella was Guard red. 
Oh, now Fox really felt bad for the trooper. The man slowly lifted his gaze from the drink, meeting Fox’s eyes over it and from his eyes Fox could read a rather interesting mix of emotions from shock to embarrassment to... Huh. Fox blinked again as he witnessed the man quickly glance one last time at his pecs and arms. 
“My apologies, didn’t realise you already had company, sir,” he replied smoothly, voice wavering only the tiniest bit, which was rather impressive, and the man stood up from the chair. 
He stood there for a second, staring at Fox before quickly bowing at him instead of saluting and alright, that was new. Ballsy even. 
“Commanders,” he said to Wolffe and Cody while saluting them sharply, the two Commanders nodding back at him.  
Giving one last lingering look at Fox, the ballsy trooper disappeared into the dancing masses. 
The silence lasted between the three Commanders for maybe a second before Cody snorted loudly, breaking into chuckles. “I need to find out whoever that was and get them promoted.”
“For what reason? Not crumbling when getting cockblocked by two bastards like you?” Fox snarked, suddenly feeling a bit disappointed. He picked the red cocktail and took as sip of it, nose scrunching as the strong liquor hit his mouth.
“He didn’t know who you were, did he?” Wolffe asked, sliding into the now empty seat, grinning sharply. 
Fox shook his head, glancing over the railing and down at the crowd as Wolffe and Cody tried to make him tell what had been going on while they’d been gone. There, by some twist of Force or something just as vaguely philosophical, standing by the bar, he spotted the ballsy trooper, ordering a drink. 
When he turned around, their gazes met even with the distance between them and Fox couldn’t help but raise his drink. 
And if he felt rather pleased when the ballsy trooper saluted back with his own drink, well, that was only for Fox to know.  
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The Eclipse Dungeon
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-Art by Alexey Karelin (Art Station).
Hey everyone, I made a little dungeon for 13th Age. Fair warning I've not had a chance to test this out mechanics wise, but with the second edition being worked on I figured I'd post this. I highly recommend this system for anyone who finds Pathfinder "too crunchy" its relatively simple and abstract but has a lot of cool little mechanics you can use.
To set the scene for The Eclipse Dungeon. Your party (Level 1 recommending 3+ players) have been asked to investigate a dungeon underneath strange ruins which were recently discovered. Unlike other castles from forgotten eras, there are no signs of undead or diabolical intent. In fact, you could scarcely call it a castle. A few mushroom shaped towers connected by a hollow wall, strange mixtures of architecture far older than any of the current icons. Their catacombs lay bear of dead, with only a tunnel leading deep underneath remaining there. At its end, a platform which descends, by magic, into the dungeon your adventurers will face. No monsters, undead, or even ordinary folk have attacked them yet.
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So, above is a map with a layout for the dungeon, but I figured I should do my best to explain the key first. A purple heart simply marks the locations where enemies appear, not their quantity. However a larger purple heart does indicate a greater challenge. Gold circles represent key items, which are pieces used in the resolution of various puzzles throughout each maze. The blue squares mark the locations of the puzzles themselves, or more accurately where they can be finished. Red lines indicate barriers which can be opened or locked depending on how they are interacted with. A puzzle or key item will indicate which door is unlocked. The ascent points marked indicate your exit from this dungeon.
Puzzle 1
When the PCs arrive in the dungeon they encounter three barriers and an opening to the South-East maze. Above it is writing which no individual party member can read. To decipher it requires a difficult (16+) Intelligence check from a character, adding background skills if applicable. On a normal (11+) result, Human and Elf characters can each determine part of this message. Human characters read: "Long ago... sun and... clung together... kingdoms into". Meanwhile elves read: "... the... the moon... plunging two... darkness". A character with the Linguist feat only requires a normal (11+) Intelligence check to translate it. If they are an elf or human reduce this to an easy (6+) check instead. The full message is "Long ago the sun and the moon clung together plunging two kingdoms into darkness".
There are two tapestries in this maze, at locations 2 and 3. The tapestry at location 2 shows an army of dark elves wearing silver armour. Additionally, there are empty armour suits being controlled by a Drow Mage in the tapestry. She wields a black iron sword edged in silver alongside her wand. This Drow Queen stands at the back of her people. Meanwhile, the tapestry at location 3 shows human warriors led by a figure in golden armour. These soldiers are surrounded by golden light, fighting despite grievous injuries. The Human King wields a staff of gold weaved with bone white wood from which thorns grow. The Drow Queen tapestry is close to location 1, which contains a golden orb; their first key item. Location 3 is close to location 4, which contains their second key item; a silver disk. These can then be taken to the blue square for this maze.
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-Art from the Britannica website.
In the final room, there are two statues. One is of the Elf Queen, the other of the Human King. Both have their weapons pointed at each other, however their eyes are shielded against a pillar between the pair of them. In this pillar is a circular indentation, the golden orb glows warmly when placed in there. After this, they must place the disk over that orb to simulate an eclipse. The disk and orb grow dark, all light within pushed to their edges which hurts to look at. This opens the gate into the Western labyrinth, where they will find the second puzzle of this dungeon.
On their way back out players will find new tapestries at 4.5. Hanging to the left of the exit from this maze is a tapestry of the Drow Queen, to the right is the Human King. Above the head of the Drow Queen is the left half of the eclipse, and she now commands animated armours against a hoard of undead. She now wields a staff which was once belonged to an enemy. In her hand what was once pale wood is silver coiled against gold, their briars curling up and around an onyx disk. Similarly, the Human King is posed beneath the other half of that eclipse with gold bathed soldiers battling monsters of various kinds. He has pierced through the heart of a demon with what was once her sword, which is now golden edged with silver and has an onyx in its pommel. A normal (11+) Intelligence check, including applicable background skills, will inform a PC that the events depicted here are ancient. Specifically, they learn this takes place in the mythic age and depict "The Blinding Night". A decade long eclipse which caused monsters, demons, and undead to become more active. On a 16+ they have heard of the Eclipse Royals, mythic rulers of a hybrid kingdom between a nation of moon worshipping Dark Elves and sun worshipping humans.
This is getting enormous so I'll continue this is subsequent posts. Please follow if you want to see the rest of this dungeon.
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kanawolf · 7 months
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FE OC Week! Day 1 - Introduction & Day 3 - Backstory ( @fe-oc-week )
BASICS.
FULL NAME: Florence von Ludwig
(picrew from https://www.neka.cc/composer/12943 )
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BIRTHDAY/AGE: 19 (pre-timeskip) / 21 (3 Hopes timeskip) / 24 (post-timeskip in 3 Houses)
NATIONALITY: Kingdom of Fargus (formerly) / Leicester Alliance (currently).
LANGUAGE/S: Common.
GENDER: Nonbinary - Fem leaning. They/Them & She/Her.
SEXUALTIY: Bisexual / Demi
CLASS: Commoner → Monk → Mage → Assassin / Warlock → Mortal Savant
WEAPONRY: Sword, bow, thunder.
HOMETOWN / AREA: Kingdom of Fargus / Leicester Alliance - Daphnel Territory
CURRENT HOME: Garreg Mach Monastery
PROFESSION: Golden Deer Student (pre-timeskip) / Mercenary + Scholar in the Leicester Alliance (post-timeskip).
PHYSICAL.
HAIR: Dark indigo hair.
EYES: Pale mossy green.
NOSE: Smaller bridge that widens at the nostrils.
FACE: Oval-esc.
LIPS: Heart-shaped.
COMPLEXION: Ash-wood, rosy cheeked. Light freckles across their cheeks, scattered near the edges of their hairline & scattered over the back of their neck and shoulders.
BLEMISHES:
TATTOOS:
HEIGHT: 5’8
WEIGHT: 170lbs
BUILD: Gymnast, fencer
ALLERGIES: N/A
USUAL HAIRSTYLE: when working -
when not working/any other time -
USUAL EXPRESSION:
USUAL CLOTHING:
BACKGROUND.
Florence’s early childhood was spent in the cold north of the Guatier region, her family having lived in the Holy Kingdom of Farghus for generations, if rather in the same place. Given many of her ancestors' penchant for trade and mercantile work, they had a tendency of moving to wherever location provided the most work, and roughly around the time of Florences’ 13th birthday, her family moved once more. This time, instead of staying within the borders of their ancestral home, they moved to Leicester, passing through Galatea and Daphnel territory, before eventually settling down in Riegan territory, in one of the smaller towns, not terribly far from the capital of Derdriu.
In the 6 years between their relocation to Leicester and Florence’s attendance of the Officers Academy, her family was quick to adapt to the need of the townspeople, and as such, Florence spent much of the passing years learning all many of trade skills: sewing, leatherwork, fencing (for protection while traveling), pegasus care (learned while passing through Galatea specifically), herbology, cooking, and medicinal training.
Upon arriving at the Monastery, they joined the Golden Deer House and lent their support to their classmates with their various skills and hobbies.
After the Monastery fell, they traveled to Derdriu, rather than their hometown, in order to open up their own business; a combination of shop, where they carry tools that they are familiar with using, and a school, where they teach anyone who wants to learn skills that they are proficient in. In making their own business, they make sure to keep in touch with Claude, Hilda, and Lorenz, in order to keep their supply routes open, as well as wanting to stay aware of what else happens in Alliance.
MONASTERY EDUCATION.
DESIRED SKILLS: Magic & Sword.
DESIRED STATS: Magic & Resistance.
HIDDEN POTENTIAL: Faith.
WEAKNESS: Heavy Armor.
PRE-TIMESKIP → FALL OF GARREG MACH UNIT INFO
SKILL PROFICIENCIES
PERSONAL STATS
SWORD: D → C+
LEVEL: 1 → 20
LANCE: E
HP: 24 →
AXE: E
STRENGTH: 9 →
BOW: E → E+
MAGIC: 5 →
GAUNTLETS: E
SKILL: 8 →
REASON: E+ → C
SPEED: 6 →
FAITH: E → D+
LUCK: 5 →
AUTHORITY: E → D
DEFENSE: 5 →
HEAVY ARMOR: E
RESISTANCE: 8 →
FLYING: E+ → D+
CHARM: 5 →
RIDING: E
POST-TIMESKIP → FINAL BATTLE UNIT INFO
SKILL PROFICIENCIES
PERSONAL STATS
SWORD: C+ → A
LEVEL: 30 →
LANCE: E
HP: 37 →
AXE: E
STRENGTH: 24 →
BOW: E+ → D+
MAGIC: 30 →
GAUNTLETS: E
SKILL: 27 →
REASON: C → A
SPEED: 24 →
FAITH: D+ → B+
LUCK: 17 →
AUTHORITY: D → C+
DEFENSE: 15 →
HEAVY ARMOR: E
RESISTANCE: 22 →
FLYING: D+ → C
CHARM: 11 →
RIDING: E
PERSONALITY.
(Pre Timeskip)
Very soft spoken, Florence grew up in chaos and thus, while very accustomed to it, savors and prefers quieter moments and places. A gentle soul, they do not enjoy fighting but are very aware of the necessity in learning how to fight, in large part to having experienced multiple dangers while traveling in the road. They prefer to be a defensive fighter as a result, preferring to strike from a distance or provide support to their allies.
Good with their hands, they do take pride in the things they create (especially fabric / textile & thread based items & leatherwork), even if they do not say as much out loud, and many gifts they give and enjoy receiving are those that are handmade, but they also enjoy giving and receiving good food.
(Post Timeskip)
While they remain soft spoken and prefer gentility and quiet spaces, they certainly grow into a more self assured, assertive (when necessary), and more quietly confident after taking care of their own business during the timeskip. They are of far stronger personality, mainly due to their newfound confidence, they still do not like the limelight and are far happier to let others take the glory and spotlight.
In combat, they still prefer to be a defensive / support based unit, rather than a front line fighter, but thanks to their speed and evasion, they can more readily handle being at the front
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ronearoundblindly · 1 year
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The Stark Legacy (1)
Summary: Samantha Morgan Stark wasn't given a chance to be a real Stark after a tragic accident upended her family, but she becomes something so much more in her fight to be accepted by Tony again.
OR
Steven Strange chose a different future, one that affects generations to come more than he could ever predict...
Series Warnings: canon-level violence, injury, self-experimentation, death, discussions of death, temporary child abandonment, age gap for implied romance (approx 30 chapters in), slow burn, glacial slow burn, time travel, Alternate Endgame, angst, angsty fluff, angsty romance, angsty action, more angst with plot, seriously epic tale, so more warnings per chapter. Rated Teen/Mature. 15+, please.
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Book 1: Reality
Sokovia Accord Enforcement Council Transcript
Trial A0843 Findings Date: Friday, January 13th, 2040
Conclusion of the senior presiding member, Robert Cushing Jr., is as follows:
——Samantha Morgan Stark, in light of all evidence and testimony presented, I and the Council find you ungovernable and deem your power too dangerous to allow use by any entity on- or off-world. You have become too great a liability for the Council to allow your signature to the Accords, and since you have already operated with abilities outside the purview of this governing body, the Council cannot in good faith trust your adherence henceforth to its rules.
Therefore, we hereby insist your abilities be stripped. Should there be no satisfactory cure for your abilities, we conclude no other option than to terminate——
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CHAPTER ONE— May 2025
“Sammy, it's time for bed,” Pepper Potts said for the third time (so far) that evening.
“Mom, story,” four-year-old Samantha Stark pleaded with her mother, raising her wiggling fingers into the air. Pepper tucked the quilt around her daughter as she did every night, cuing Sam to slap her arms down, sealing the edges.
“Ok, one story. Let me guess witch one,” Pepper joked. There was only one story Sam ever wanted to hear, over and over again, so her mom made adjustments occasionally to keep it ‘fresh.’ Sam’s brown eyes were alight with excitement as Pepper began.
“Years ago, your daddy was trapped by an evil man from space. He was all alone, far from home, on a ship with no way back.” She flicked the lights off for effect. “It was so dark and cold out in space, and so very quiet. Dad kept trying to get home until the air was thin and he felt so, so tired.” Sam’s eyes were heavy too. “And that was when he heard the voice,” Pepper continued. “It said: you are meant to go on and save so many others. When he looked up, he saw this beautiful witch dressed all in green. She raised her hand up high above him--” she did the same “--and threw a potion to the floor. When all the light cleared, the entire ship had been magically transported to just above Earth. He was home and soon saved by his friends--your uncles and aunts. If it hadn’t been for the good, green witch, your father wouldn’t have been alive to save half the people in the universe,” Pepper finished, leaning forward to kiss her daughter and add, “or have you, love.”
Lil’Sam fluttered her feet under the covers. “Daddy always saves everyone!”
“Yes, he does. Now go to bed, please.”
Tony Stark popped in, backlit by the hallway glow. “It was really more of a bioluminescent alien that was green, not wore green,” he mumbled.
“We are not talking to her about this now,” Pepper whispered harshly back.
“Right, no nightmares from talk of aliens and monsters…”
“Mommy,” Sam asked sleepily, “are all witches good like the one that saved Daddy? Like Aunt Wanda?”
“Time to sl—“
“No, kiddo,” Tony interrupted, “but we do call good people things like friends, teammates, allies, partners, etc., and we call bad people different things like villains, enemies and monsters.”
“What makes them bad?”
“Well, monsters are people--sometimes they won’t look like you and me--that hurt you or your family and friends.”
“Like the ones under the bed? Big Sam said that’s why he flies so high, to get away from monsters.”
Tony looked at Pepper. “We haven’t fired Wilson yet? Write that on the to-do list,” he said before turning back to his daughter. “But,” he assured her with a gentle grip on the arm, “there are no monsters under your bed.”
“Goodnight, love.” Pepper headed to the door, calling, “I’ll be back by tomorrow night to tuck you in.”
Tony’s brow raised as he stood to leave. “I thought Bruce was gonna go to B-site to handle it?”
“Well, he’s got a lot on his plate here, and I’m perfectly capable of checking in with the supervisors about shipments, containment, and placement. If you recall,” she shot back in hushed tones, “I have some experience wrangling self-obsessed male scientists. Plus it’s one day, Tony.”
“I’m unfamiliar with that previous boss of yours, but I have heard that women in your condition should take it easy. Strong,” he rambled, “stubborn women often take on too much work in order to—“
Pepper spoke over her husband to say “I love you, Sammy,” and made to close the door with them outside it. Tony tossed in an ‘I love you’ as well after a glare from his wife, adding “I said that already. I did. She knows anyway, now what about—“
The door shut with a click.
That was the last time Samantha Stark saw her mother alive.
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Starts out short and sweet. This series does eventually feature Bucky Barnes x OFC, but it is such a slow burn, I will not label individual chapters that way until they are in each other's orbit. I've been writing this sucker for about four years now, and it goes to so many different places that it is hard to qualify/tag. I will do my best though.
Thank you for reading!
[Ch 2: Funeral]
[Series Masterlist; Main Masterlist]
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