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#3E-Wellness
3rdeyeinsights · 1 year
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mainfaggot · 7 months
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might go to montréal in late may to write the [redacted] exam so that i can be certified as [redacted] in [redacted] ... im like actually terrified of the thought, but also yay long bus ride early morning (love hate relationship with buses and morning btw.) !! and i have a close friend who studies at mcgill + there's this one kpop album store i want to check out
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midnightfangz · 1 year
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It's hyperfixation o'clock, guess who's getting salty again that there aren't any worldbuilding fics about the Dark Brotherhood
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knightwhoisni · 7 months
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did me some learning about the forgotten realms after playing bg3 and i have come to realize that i would be absolutely insufferable to a dm as a dnd player. like enough with all these humans and elves and dwarves n' shit. disregard the stat blocks and let me play as this harengon i just made up, boy.
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arcanehubris · 5 months
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Forgive me for being embarrassing and cringe. However, 1. change it back and 2. try to deceive me again.
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rain-filled-garden · 6 months
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Considering my head is otherwise pretty empty rn, and part of the current dash chatter is on about dick sizes lmao-- a subtle debate has sparked on if i'd like to share HCs i have about such info for a couple of the bois here...
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thydungeongal · 1 month
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People rallied against 4e for being well designed? I always heard it was because it was too much like WoW.
D&D 4e being too much like WoW is one of those things that's true in places (it actually had design informed by WoW among other things but a lot of said design was actually remodeled to actually work in the context of tabletop game instead of trying to lazily transplant mechanics from a video game directly into a tabletop game), but ultimately is just a lazy shorthand for "it's like bideo gane therefore bad." On a deeper level D&D 4e wasn't rejected "just" because it was too much like videos game but because its designers actually took a look at all the things taken as default in D&D and actually considered how conducive they were to the experience people were seemingly looking for from D&D (D&D 4e being built to be a fun skirmish game didn't come out of nowhere: it was a response to people basically playing D&D 3e like that and finding the game too unbalanced to serve that experience).
Funnily enough, in being willing to reconsider what people actually wanted out of D&D, 4e is actually the edition of Hasbro D&D most aligned with what people seem to actually want out of D&D these days. A lot of the common design issues people bring up with 5e are issues that D&D 4e already rectified once and 5e actually walked back on because they wanted to get back the purists who had rejected 4e for not being D&D-shaped enough.
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beansprean · 6 months
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Just a little convo that's been in my notes FOREVER because I meant to use it for something else, but it no longer fit after a while. Gave me a chance to practice painting lol
Support me on Patreon or send a tip on Kofi!
(ID in alt and under cut)
ID: 1a. Close up on a side table in Nandor's crypt, laden with a glazed patterned vase, a wooden jewelry box, a line of books, and a single candle on an intricate vintage holder, lit and casting a warm orange glow on its surroundings. From offscreen, Guillermo says, "I've done a lot of thinking, and I've figured it out. I do want to be a vampire...but not for the same reasons I used to." 1b. Wide shot, knees up of Nandor and Guillermo standing facing each other next to Nandor's coffin, lit from the far side by candles. Nandor, wearing a typical tunic under a fur lined cape, stares quietly at Guillermo and idly knocks the knuckles of his left hand against the coffin lid. Guillermo, wearing a violet shirt and tie with red trousers and waistcoat, has his left hand in his pocket and his right placed palm-down on the coffin lid, a few inches from Nandor's. He looks at his right hand as he speaks: "The powers, the sexiness, the cool capes - I mean that's all great but I... I realize I could have all that as a human, too. And I have." 1c. Close up of their hands on the coffin lid as Guillermo's hand slides closer to Nandor's. He continues: "But what I want...what I really want...is to be a vampire..." 1d. Chest up of Guillermo as he looks up at Nandor with a confident smile, back straight, lit warmly by candles. He declares, "So I can stay here with you, forever. As part of this family."
2a. Reaction shot of Nandor, eyes shining as he raises his brows and fights down the happy, wobbly smile that threatens to take over his face. He echoes breathlessly, "With...me?" 2b. Wide shot, waist up of them both. Guillermo looks away with a flustered grin and clarifies, "Uh! Well, you know. With everybody. Nadja, and..." Nandor turns his head away as well, flustered and frowning, and mutters "Right, yes, of course." Guillermo continues, trailing off: "Laszlo..." Nandor grunts "Uh-huh." Their hands are still an inch apart on the coffin lid. Guillermo ventures, "But also..." 2c. Close up of their hands as Guillermo's slides closer again, the tips of his fingers bumping against Nandor's knuckles. Guillermo continues, "Specifically..." 2d. Close up on Guillermo from a slightly higher angle as he looks up at Nandor through his lashes with a shy smile and shining eyes, finally saying, "You." 2e. Reverse shot of Nandor from a slightly lower angle, looking down at Guillermo with open wonder.
3a. Waist up of them both in profile. Guillermo starts to say, "And I know that y-" but is interrupted when Nandor launches forward with his hands on Guillermo's cheeks and pulls him into a kiss. Guillermo's eyes fly wide, perhaps less surprised than he should be, and Nandor's close in something like relief. 3b. Repeat. Nandor's right hand remains on Guillermo's cheek as his left arm snakes around his upper back to hold him close. Guillermo presses into the kiss, opening his mouth to let in Nandor's tongue as his hands creep beneath Nandor's cape. 3c. Repeat. They continue to kiss, heads shifting to the side to allow Guillermo to slip his own tongue into Nandor's mouth. Guillermo has unfastened Nandor's cape and is letting it drop to the floor. Nandor's right hand has plucked off Guillermo's glasses and is holding them aloft as his left tugs at the knot of Guillermo's tie. 3d. Repeat. Nandor shifts his head to deepen the kiss further, right hand tossing Guillermo's glasses carelessly behind him and left curling around the back of Guillermo's neck. Guillermo, tie now loose and top shirt buttons unfastened, presses his left hand to Nandor's chest where his brooch has been removed to allow access to his undershirt. His right hand hovers behind Nandor's head. 3e. Repeat. The kiss finally breaks, but they do not go far, Nandor's left hand still hooked around the back of Guillermo's neck as he turns his head to kiss down his cheek. His right hand pushes Guillermo's vest off his shoulder. Guillermo turns his head into Nandor's, eyes still closed, and gasps out "Mm, you'll...ah..." His right hand is tangled in Nandor's hair and his left deftly snaps open Nandor's belt.
4a. Repeat. Nandor kisses his way down to Guillermo's throat, hands now pulling Guillermo's shirt from his trousers and sneaking his hands underneath. Guillermo arches his neck to allow him room to explore, right hand fisted in Nandor's hair to hold him there as his left slides under Nandor's open tunic front. Smiling with eyes closed in bliss, Guillermo continues, "turn me...after...right?" 4b. Repeat. Nandor pulls back from Guillermo's throat, eyes closed and smiling happily, to let Guillermo press kisses from his cheekbone to the corner of his mouth. Guillermo is pulling Nandor's tunics off his shoulders, the buttons on his undershirt undone and exposing his chest. Nandor's hands are busy at the front of Guillermo's shirt, pulling apart the remaining buttons. Nandor sighs, "Oh, Guillermo..." 4c. Repeat. Nandor fists his hands at the collar of Guillermo's now open shirt to pull him aggressively upwards, looming down on him nose-to-nose with a feral grin. He promises, "During." Guillermo melts and grins helplessly, hearts drifting around his head. /end ID
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gortashs-skidmark · 5 months
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Tieflings DnD - variations for the fanfic writers and artists!! -
There’s a lot about tieflings on the internet. THESE ARE CANON, except for one thought i put in.
If you’re gonna do BG3 fanfics about Tieflings, please please please consider adding some spice with origin lore and CANON facts about their race :) it would be SO fun!
Pls I need more zevlor fanfic too.
PLS READ: I don’t believe in censorship or ignoring the subject of people who are oppressed, but be mindful of how you write and use oppression of dnd races on your tav pls.
- Orange; Canon Historical Events, Abilities, Bodily Facts, and Bloodlines. It means i think you should look into it.
Pink: I think it's cute. Red; Warning, Comment Purple; Headcanon (only one of them)
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- Tieflings are prone to bad luck, because of the Curse of Aasimar.
- Planar Proverb “don’t ever make a bet with a Tiefling” hey I already made one with Lakrissa.
- They’re arcanally gifted, most of them. Zariel Tieflings are much better melee fighters.
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- Tielfling Blood; is tainted from the hells so they could have human parents. Be descendants of demon, devils, evil deities, night hags, and succubus!
- i know y’all love aphrodisiac fanfics, succubus spittle is exactly what you need dawg. Someone make me a fanfic including succubus heritage.
- along with that, Tieflings are unable to breed with anyone except humans or other Tieflings. Literally. They can be Tiefling or human.
- Usually there is some tell to if they’re Zariel, Asmodeus, Mephistopheles by birth mark, or traits like cat eyes, or night hags bloodlines have red eyes without pupils or scelaras
EDIT: I thought the flaming pupils were cat-like slit eyes in the game, but Karlach does indeed have regular slits!
- Tieflings can be male, female, or without gender. It is a canon fact. A win for my gender struggling homies.
- They can have green, blue, purple, pink, yellow, red skin tones. With dark hair colors only like black, purple, dark red and blue. I don’t care for this, genes be gene-ing so have any color you want.
Mephestopheles is recorded as to having blue skin, pale blue whites and red eyes, soot black scales, with large wings in the 2nd Manual. BUT in a 3e version he is described having red skin, bat wings, being 9ft, with white eyes, and slick black hair. Both of these are present in Mephestophic Bloodlines in BG3. Raphael is the son, though cambion, is red.
Asmodeus rules the Nine Hells. Mephestopheles being his archduke, only rules the 8th layer. Asmodeus has a humanoid, and a scale-fiend version of himself. He's red, slim, 13ft tall, horned, vibrant red eyes, and a neatly trimmed beard. He is Lawful-Evil.
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The Blood War (where Karlach escaped) is described as a "philosophical war" and which kind of evil would rule. Asmodeus plays a part but didn't start it, it's rooted in ancient Hell conflicts. Asmodeus claimed it was a senselessly bloody conflict from a militia standpoint. He really hates it, he's not a fan of it. INFERNAL POLITICS ARE FUCKING COMPLICATED. look into it :)
Zevlor was a Hellrider or Rider of Elturel! a Cavalry unit for Elturel during the 14th and 15th century. They ride horseback, and use spears and bows. They're well reguarded!! Zevlor should have more pride in himself for his service, being a refugee isn't his fault, or The Descent.
In the late 1400's striving for Paladin Knighthood in the Order of Companion was a rank of Hell rider. Before and after the year 1494, you could be a Paladin and join freely.
The Order of Companions was an Elturel, of Western Heartland, theocratic realm of Paladin Knighthood. It's just a region of Paladins that are highly reguarded. They typically worship Tyr, Torm, Helm, and Aumanator.
They kept order in the high capital of Elturel, preserving local civilization from outer destruction. They're super Lawful Good.
Typically an Oath of Devotion or an Oath of the Crown.
"For a City Guard, they outmatched the armies of the Whole Realm" - Forgotten Wiki Realms
They guard general land, they aren't really police, and can escort as far as Waterdeep if privileged to. It is a job they hold for life. I FUYCKING LOVE HELLRIDERS.
Shortly after Elturel’s descent into Avernus, the Tieflings were blamed for the fall, and expelled from the city entirely. Zevlor and any tiefling hellrider’s title has been stripped from them. Any hellrider’s were arrested at The Gate. And the reputation of tieflings sunk even lower.
Badlurian’s are Elturian’s rivals but Duke Ravenguard was tricked into coming to Elturel for politics and ended up helping and sending in troops to help fight. He’s extra important! I might find Wyll, all though lovely, useless, his father is very brave and noble and amazing for what he does.
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- Tieflings can have feathers! Although rare. They can have fur, scales, or be bald like humans. They can be any variation of sorts!
- A more common portrayal of tieflings, is having solid colored eyes, whites and irises the same color. They can be black, red, silver, gold, or white.
- Tieflings are technically minorities and don’t live in the highest neighborhoods. It gives them an even worse reputation.
- Most of the Tieflings with famous status, also give bad reps. Climbing their way to the top in corruption.
- When Tieflings get nervous, experience anxiety, or are upset. They’re known to wrap their tails around their leg!! Super telling.
- They can use their tail like a monkey, very dexterous about it. It’s about 5-6ft long.
- Their ages, weight, height. All similar to humans. Idk how logical that is with 5 extra feet of meat behind them. Sometimes they can live longer, to about 120-150 years old.
- Tieflings can look just like humans. Though they can have their hellish features, those with strong hellish features are often killed at birth out of disgust.
- They can also have legs of a goat, tail akin to a horse or a lizard.
- Tieflings can be really good at thieving, hiding, and deceit.
- their diet consists of meat, marrow, gristle, fat, and bones. They’re highly carnivorous. They even eat roasted insects.
- Many worship Besheba, the goddess of bad luck, finding similarities in them and their goddess.
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- Tieflings are as sensitive as humans, same hearing. They usually have dark vision. And their body temperatures can be colder or warmer than humans depending on their type of tainted blood. --Mephistopheles blood lines are from the frozen layer of hell, maybe their blood is colder.
- They don’t purr, sorry girlies. They’re closer to humans than Tabaxis or Driders.
- Tieflings don’t regrow horns unless they’re still young, though they do tend to file them down.
- They have a natural unsettling aura about them. Even if their heritage is unknown to others, it makes people uncomfortable. They also can smell of sulphur.
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- There are so many Tieflings bloodlines. I love the Babau Tieflings bc they’re already known as uncanny creatures-- Babau Tieflings are gaunt and skinny, darker skin, and a small horn coming from the back of their head.
- Marilith Tieflings are known to be seductive- more than they already are, and have dark hair. They have snake-like half-bodies and have grey tongues.
- Succubus Tieflings! They’re like the ones you see in bg3, often have a small set of wings.
- Tieflings can have so many fucking variations it makes me dizzy.
- Tieflings can have bat-like wing shaped ears, that perk up and shit. I know yall think about ear movements. <zevlor has this>
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Edit: Ya'll loved this :) I can do another on Tiefling politics if ya'll want. Or more bloodlines and fun facts if you want.
I have built another list of Canon facts about Driders and Kar'niss Headcanons if you monster fuckers are interested!!
Currently in the works; He Who Was Headcanons and Shadar'Kai canon facts and events.
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puckpocketed · 2 months
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who is #43?
Hello !! First off thank u for visiting. If you clicked read more by accident rip sorry it’s a lot of text. ENJOY!!! <3
1. This was the photo reference I used. I really did mean it when i said he photographs well!! I really like how scrungly he looks at times lol. v paintable
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2. here’s a timelapse for your viewing pleasure in video + gif form <3
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3. Process breakdown below. I am not formally trained, so don’t take any of this as professional advice!! The way i paint has been compared to channeling some evil contract with a demon also. So um . Im saying that i dont remotely think that this is efficient or correct, its just whats comfortable for me <3
3a) the dreaded lining phase. I have 2 modes of operation when it comes to painting - either i go full-dick with fancy inking/sketching + cel shading (rare, unrefined, haven’t figured out a nice workflow yet) OR i do a very very basic chicken scratch set of lines like so:
It’s less about being realistic here and more about laying down some guide lines for the chaos ahead. If i thought i could get away with it, I would start every rendered painting i do with laying down colours — but unfortchh ive tried that before and it usually ends in really weird proportions. Even with the lines i still need to make adjustments. This is something no people except me would notice but look at the above sketch; the eyes are too big and slightly too far apart, the forehead is too small and thus the hair is also not quite big enough… I have a bad habit of drawing eyes too big on faces, they’re my favourite facial feature to draw.. i barely resisted giving him big cow eyelashes (I love big cow eyelashes… all of my OC’s and most of my more stylised fan art of characters get big cow eyelashes… god…. Big cow eyelashes SAVE ME……….)
Anyway. Structure of the face + hand somewhat established. <3
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3b) Underpainting!! Okay stay with me here . Ever since i figured out i dont have to paint in 03925893853 different layers, I’ve joyfully painted on 1 layer as much as possible. I dont have the brain power all the time to be managing layers so I simply dont work with that many layers. For this painting, the skin in its entirety was painted on one layer, the hair on another layer, and the effects on the last layer. There was a placeholder background off-white/grey colour for a while there, and I duplicated the line layer — one for figuring out where to lay colours, and one hidden for later so i could check back to see how accurate to the sketch/proportions were to the actual painting. 6 layers, 2 of which i painted the bulk of the piece on, 1 more at the end.
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3c) here’s where I started carving out features. I think about objects in terms of volumes and light rather than lines. i love painting and sculpting because of this!! Here you see where I’ve begun to define his features — his eyelids, his bags, his nostrils. Just refining what was there before. The suggestion of facial hair before i gave it up and left it for later (his face is so naked the WHOLE time)
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3d) nose bridge highlight, suggesting his eyebrows, a cheek highlight. A touch more coral red and muted yellow pull away from the grey/blue underpainting. Strategically leaving some of it peeking through.
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3e) i truly start messing with the fidelity of his features here. Red lipstick <3 and some violet/blue for shadows on the right side of his face.
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3f) the part where it starts looking like q.hughes to me (though, my friend said i got his vibe pretty early on which is such a compliment.. waaaaa…..) I love this part of every painting i do. I know it’s definitely not the Correct order since other parts of the entire painting are simply Not Rendered or Done, but whos gonna stop me?? :3
I love love loveeee painting faces. Adding the little shinies to his eyes + lips + upper lip + nose … you don’t know how much of a difference it makes until you do it. Also i snatched his eyebrows
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3g) i really pushed the red/coral/ochre/orange here. Note the yellow highlights on his cheekbones, the forehead, and the thin thin line of pink right between where his bottom lip ends and his chin shadow starts <- very important . To ME!!!!!!! Also highlighting his waterline and adding his lashes was so so fun <3
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3h) FACIAL HAIR!!! And I started rendering his hand. Some micro adjustments made to his face for proportion check.
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3i) i start painting his hair in earnest and realise his forehead is too small so i make the adjustment. I really love how it falls into his eyes in this photo. <3
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3j) i make some final adjustments to his eyes — a bit smaller, closer together. And i refine the outline of his jaw, push the stylisation of it just a little.
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3k) Finishing details; his flyaway hairs, his moles, a bit of texture on his face, shadows cast by his hair, his little forehead cut <3
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3l) i adjusted his hand here, added more texture to his skin, refined his hair a tiny bit more, and made the decision not to fuck around painting his jersey because i wanted the focus to be his face <3
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3m) Canucks blue and green. Captain at 23. His form bleeds into the background. He is the franchise.
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theee most fun ive had painting anything. and i finally feel... warmed up? if that makes sense. art for me is like. if i dont do it in a while it feels like nothing goes right when i come back to it. i hate that feeling, and the most difficult hurdle to clear is letting myself feel that until i get back into my Zone. after all this time i feel like im BACK !!!!!!!
i loved painting this fella. hes SO Shaped. <3
Apologies i simply do Not have the energy to write the alt text for all of these so i hope the little blurbs are okay aslkjasdklj. i gotta post and go to bed . if u made it this far, thank you for reading!!
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3rdeyeinsights · 1 year
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talenlee · 8 days
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3e: Winners and Losers In Lawful Space
Planescape is a silly place.
Dungeons & Dragons is a wholeheartedly silly game, and it’s important to remember that what makes it silly is an expansive growth out of a particular root. It is a tree of many branches but thanks to the way that it encourages people to build their own things on top of it, it has become a sprawling kind of folk narrative and generally accepted consensus material that then a company comes along and tries to augment and supplement. Still, as much as a corporate mind is at the head of what gets published, what gets handed to that corporation is going to derive from the mind of a dork who likes D&D. To that end, D&D’s lore is a constant push-pull between the kinds of nerds who like organising lists and the kind of nerds who like to invent new types of dragons they want to have sex with and they’re all trying to integrate one another’s material because that’s how nerds demonstrate mastery over a topic.
The result is that D&D lore is composed of parts that neatly and smoothly fit together and parts that should be airbrushed on the side of a van, and all subjects exist in a space between those two points, on a spectrum. And nowhere is this more evident than in the way that 2e’s setting Planescape introduced elements that 3rd edition tried to hide.
Planescape, as a setting, exists very close to the ‘airbrushed on a Van’ side of things, and it’s extremely obvious when you look at its roots in 2nd Edition. In this space, much of what makes Planescape Planescape was codified. For those of you unfamiliar, Planescape is a setting made up of the idea of ‘planes’ as distinct, discrete universes with their own rules separated not by time and space, but just by barriers or magical boundaries. You know how Narnia is supposed to work, with the wardrobe? It’s like that, but there are a lot more wardrobes and they all go to different places. Think a sort of multi-level Isekai scheme.
Anyway, it’s a setting with like, multiple whole universe-sized worlds, that may or may not have planets inside them, some of which follow a very narrow set of identifying rules, like the elemental plane of Fire, which is full of Fire, or are just like ‘here, but a bit weird,’ like Bitopia, which is a whole plane that is mirrored vertically at a certain height. If you look up in Bitopia, you see another whole country up there – that’s why it’s called that. Also everyone there is bisexual.
Planescape sought to build out more of that structured universe and then in each structured space, fill it with interesting notions. But the structure is a little odd, in that it’s hard to make an infinite number of chairs organise neatly, someone is always putting out one more where they shouldn’t. That means there are tidy diagrams of the Planar cosmology, and then you look inside any of the bubbles in that diagram and find it’s full of gibberish.
It was in 2e that, as far as I know, we were introduced world-wise, to the characters of the Modrons.
There’s a whole writing form that involves referring to Modrons in deliberately obtuse ways, with Modrons being the individual, plural, categorical, and utility terms for this people, but what you need to know about them is that Modrons are weird lil guys that are made out of a basic geometric shape – pyramid, cube, dodecahedron, all the way up to sphere (or down to sphere, depending on who you ask). They are truly perfect Lil Guys, a byproduct of a plane of true law and order which doesn’t in any way cohere to what humans (the people playing the game) necessarily assume about law.
They make a lot of sense in a storybook kind of way where you don’t need to have big answers for what they are or how they work or even how their philosophical bias towards pure lawfulness works. In the world of 2ed, where sometimes things that sound like they should be well explained, clear rules are kinda yada-yada-yada’d in a space that you might imagine is flavour text, the Modrons left a bunch of questions unanswered and seemingly, that was good. It was good that they were heavily ambiguous because what was the life cycle of ‘an orb?’ Any answer made them less mysterious and pushed them away from the oddness that they represented.
Anyway, 3e was an attempt by a serious company to do serious things and that’s why when they went back to talk about the Creatures That Lived In The Lawful Planes, they came up with the Inevitables.
Inevitables are the demons of small minds, writ large. Literally, the point of an Inevitable is to be a Lawful Neutral version of a Demon, an entity that exists purely based on rules, coalesced out of a world made of rules, and with nothing holding them back from expressing that. Each of the Inevitables is meant to respond to a rule in the universe and then enforce it. They are self-appointed near-immortal construct cops, and they’re meant to oppose things and people that break the rules that they, specifically, are meant to care about.
These rules are completely out of whack, though, because one of them is meant to enforce say, justice, another the inevitability of death and another, the way the desert is a fixed ecosystem that nobody should try and change or interact with. And in that case, there are a bunch of plants that the Inevitables are going to have issues with, that don’t seem to be capable of forming complex political allegiances.
There’s a really interesting distinction between Inevitables and Modrons, to me. Modrons are weird and interesting but also, there’s nothing they can do that answers a question. Inevitables are a fun challenge that’s supposed to be present to oppose players or potentially be recruited into an adventure, but not for too long. But Inevitables, the 3e attempt to populate Lawful Planes with A Kind of Guy, sort of fell apart and are now more of a trivia question while Modrons have endured into 4th and 5th edition.
I don’t think there’s some greater, better reason for it or anything. I don’t think that Inevitables failed because they were Bad Design or something. But I do think that for me, the way that Modrons represented Weirdness was much more interesting than the ways the Inevitables sucked weirdness away with their simple, clear consideration of certain things as being part of natural reality.
After all: Inevitables would hunt down people who extended their lifespans because ‘everyone must die.’ But Inevitables were immortal. That’s a pretty interesting thing to juxtapose and maybe a character could struggle with that.
Or maybe they could make a big speaking trumpet and demand that everyone else refer to them as a Spokesmodron which is, in my opinion, much funnier.
Check it out on PRESS.exe to see it with images and links!
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vintagerpg · 4 months
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In the introduction to The Complete Warlock, the authors say they don’t have space to overhaul monsters and magic items, though they would like to at a later date (…ballsy, then, to call it “Complete,” really). This is the later date: Warlock’s Tower (1979).
The monsters are mainly pulled from mythology and folklore and standard fantasy clichés. There are no surprises (well, one surprise: the Giant Capybara? Who wants to fight a capybara tho?). The written descriptions are nice in a way, a step up from OD&D, but the lack of separate stat blocks (the stats are described in the prose, ugh) hurts the usability. The magic items are more interesting. Basically, magic effects are distilled into keywords, which then are associated in batches with specific sorts of items. It’s a bit like the videogame Diablo, or the way 3E handles status effects and is super interesting.
There is also advanced rules for thieves and wizards, more spells, guidance for centaur and were-creature player characters and expanded advancement tables through 40TH LEVEL! That’s a lot of levels (an elf needs 10.4 million XP to get there, jeeze).
All in all, less measured than the first volume, but also, there’s the creep in of the weird impulses all these old school books succumb to. They just, inevitably, get extremely idiosyncratic. I love it when that happens.
Another cool cover from Tim Finkas. Eric Alley did the monsters. I gotta say, for an indie product in ‘79, this has pretty high production values.
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Yandere Psychosophy/Attitudinal Psyche
Inspired by yandere MBTI and yandere Big Five. Personality test/self-assessment for this Google document verison of this
Overview
This is a yandere typing system based on the original Psychosophy (also remade as Attitudinal Psyche) system. Originally, it was divided into four aspects: logic, physics, emotions, and volition/will.
These placements are divided into another four placements: 1st, 2nd, 3rd, and 4th. The 1st placement is characterized by absolute, possibly even arrogant, confidence in that aspect and feeling no need to improve or change it. It is very rigid and unchangeable. The 2nd placement, on the other hand, is the most flexible placement. It is characterized by confidence but not arrogance, feeling little weakness in this aspect. To the user of the 2nd function, it is comfortable and easy to use with others and develop further. But the 3rd placement is the opposite. It is the most uncomfortable to use, with a constant feeling of insecurity associated with it. There seem to be two most common approaches to this function: aggressively overusing it or the opposite, neglecting it. This is the placement that needs the most improvement. Finally, the 4th placement is the most underused and is seen by its user as either unimportant or better with a quick fix. These four placements form the foundation of understanding an individual's strengths, weaknesses, and areas for potential growth within this typology system.
In summary...
1st placement: Confident Function (1V, 1L, 1E, 1P) Strong, Aggressive, Monologue
2nd placement: Flexible Function (2V, 2L, 2E, 2P) Strong, Passive, Dialogue
3rd placement: Insecure Function (3V, 3L, 3E, 3P) Weak, Aggressive, Dialogue
4th placement: Unbothered Function (4V, 4L, 4E, 4P) Weak, Passive, Monologue
Yandere System
So what about the yandere system? It follows the same placement rules as the original system but uses its own aspects. The yandere Psychosophy system is divided into four four aspects, respectively: cognition (C), aggression (A), expression (E), and determination (D).
Cognition, equivalent to logic in the original Psychosophy system, reflects how a yandere processes information, plans their actions, and uses their intelligence to manage their obsession.
Aggression, equivalent to physics in the original Psychosophy system, evaluates how a yandere uses power, intimidation, or violence to get what they want or control their darling.
Expression, equivalent to emotion in the original Psychosophy system, focuses on how freely a yandere shows their affection and obsession for their darling.
Finally, determination, equivalent to volition/will in the original Psychosophy system, assess how either determined or fragile a yandere is in achieving their goals with their darling.
Placement Descriptions
Cognition (C)
1st Placement (C1): Exhibits absolute confidence in their ability to strategize and plan. This yandere is highly analytical and methodical, always staying several steps ahead. They see no need for improvement in their cognitive abilities and are often seen as calculating masterminds.
2nd Placement (C2): Confident and comfortable in their cognitive abilities, they can adapt plans fluidly and are skilled at thinking on their feet. They are open to developing their strategic thinking further and are effective planners who work well with others.
3rd Placement (C3): Struggles with insecurity regarding their cognitive skills. They might oscillate between overanalyzing situations to compensate for their perceived shortcomings or neglecting planning altogether. This yandere needs the most improvement in how they process information and strategize.
4th Placement (C4): Minimally engaged in strategic thinking, often relying on intuition or others for planning. They see detailed planning as unimportant and prefer quick fixes or spontaneous actions.
Aggression (A)
1st Placement (A1): Extremely confident in using aggression and violence to achieve their goals. They are unyielding and often intimidate or overpower others without hesitation. Improvement is seen as unnecessary as they view their aggressive approach as highly effective.
2nd Placement (A2): Uses aggression when necessary but with restraint and control. They are comfortable leveraging their power but prefer to balance it with other methods. Open to refining their approach, they effectively combine intimidation with strategic non-violent tactics.
3rd Placement (A3): Feels insecure about their use of aggression. They may either overuse violence in an attempt to assert control or avoid it altogether out of fear or uncertainty. Developing a balanced approach to aggression is crucial for them.
4th Placement (A4): Rarely resorts to violence or intimidation, viewing it as a last resort. They prefer non-aggressive methods and see aggression as unimportant or something to be avoided. They often look for quick, peaceful solutions.
Expression (E)
1st Placement (E1): Highly expressive, openly displaying their emotions and obsession with intense fervor. They are unapologetically passionate, showing no need to alter their expressive nature. Their overt emotional displays are a core part of their identity.
2nd Placement (E2): Comfortable and confident in showing their emotions, they balance expressiveness with control. They can openly share their feelings and are adept at adjusting their emotional displays to suit different situations. They find it easy to develop and fine-tune their emotional expression.
3rd Placement (E3): Struggles with expressing emotions, feeling insecure about their displays of affection or obsession. They may either overexpress in an attempt to compensate or hide their emotions entirely. Improving their emotional expressiveness is a key area for growth.
4th Placement (E4): Minimally expressive, often appearing detached or indifferent. They see emotional displays as unnecessary and prefer to keep their feelings hidden. Quick, minimal expressions are preferred, avoiding deep emotional involvement.
Determination (D)
1st Placement (D1): Exhibits unshakeable determination and willpower. This yandere is relentless and unwavering in their pursuit of goals, seeing no need to alter their approach. They possess a strong sense of purpose and are highly driven.
2nd Placement (D2): Confident and adaptable in their determination, they pursue goals with a balanced approach. They can persist through challenges while remaining flexible. Open to enhancing their resolve, they effectively combine willpower with adaptability.
3rd Placement (D3): Feels insecure about their determination, often fluctuating between intense bursts of willpower and periods of doubt. They may either push themselves excessively or give up easily. Developing a consistent and confident approach to their goals is essential.
4th Placement (D4): Exhibits low determination, often relying on external factors or others to drive their actions. They see strong willpower as unimportant, preferring to go with the flow or avoid direct confrontation. Quick, minimal efforts are favored over sustained determination.
Possible Types
CDEA, CDAE, CEAD, CEDA, CADE, CAED, ACDE, ACED, ADCE, ADEC, AECD, AEDC, EACD, EADC, ECAD, ECDA, EDAC, EDCA, DCEA, DCAE, DEAC, DECA, DACE, DAEC. (First letter is the first placement, second is the second placement, etc.)
Conclusion
That's all! Thank you for reading, and feel free to reblog with the type you think you are or maybe even type a character :D And feel free to send asks or comments if you have any questions.
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rain-filled-garden · 1 year
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the struggle that is having muses with FCs who on average/canonically, dress way differently than your muses do--
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thydungeongal · 2 months
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Broadly speaking I fuck with the OSR playstyle even though I find that in places there is a tendency towards historical revisionism. For an example, claims that the OSR is rediscovering lost modes of play I think are somewhat overblown: I think it's better not to retroactively apply these playstyles discovered through interrogating these texts through a more modern system-matters-pilled lens onto these games, but simply view them as new interpretations of old texts. (Like, I do think there is some truth to "OSR as playstyle" being more grounded in how these games were played in the old days, but I think it is an universal truth that D&D players have always ignored large swathes of the rules: so "discovering" a new playstyle through strict adherence to the rules might actually result in a playstyle not necessarily recognizable to those old geezers.)
But there is one specific claim often made about the OSR as a playstyle that doesn't quite sit right with me: the idea that OSR games test "player skill, not character strength."
There's a few things wrong with this. I understand where it's coming from though: it's contrasting old-school style "you just roll up a random asshole and then try to keep them alive" play with more modern "you lovingly craft a guy who you then throw against adversity" types of play. But where it goes wrong is in the implication that the latter also does not involve a test of player skill. System mastery itself is a player skill and one that can be tested when the rules are treated as a system.
And OSR play isn't even immune from testing player system mastery. So you rolled your 3d6 down the line badly. What do you do? Well, you pick a class that is less reliant on ability scores (this could arguably be all of them, but since the things that ability scores mostly inform are usually relayed to combat you'll want to pick a class that isn't expected to engage in direct combat) or you pick a class with enough non-ability score related bonuses to offset your character's low ability scores.
Combat still rewards system mastery and actually knowing how to best utilize the rules. If you're playing AD&D bows have a separate Rate of Fire stat which means multiple attacks in a combat round even at low levels. Sleep does not give a saving throw in many older editions. Protection from Evil straight up prevents creatures with immunity to non-magical weapons from attacking the target. A 1st level Cleric with no spells is still useful because they can pretty much end an encounter with the undead in an instant!
Of course there is a difference in kind of the type of player skill that is being tested, but I feel the claim that the OSR playstyle tests player skill more than post-TSR D&D is somewhat ahistorical but also dismissive of the types of player skills cultivated by 3e/4e/5e and their derivatives.
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