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#Acts 11:21
wiirocku · 2 years
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Acts 11:21 (NKJV) - And the hand of the Lord was with them, and a great number believed and turned to the Lord.
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And the hand of the Lord was with them, and a great number who believed turned to the Lord.
(Acts 11:21, ESV)
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romaritimeharbor · 2 months
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working on hydrangeas ch. 2 because ummm baby kyojuro and baby obanai interactions!!!!! they are cuties fr (obanai is extremely traumatized and has no idea wtf to do with this bright ass sunshine child next to him and now has to get along with hydrangeas!reader too???????)
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"YES, GOD CAN STILL USE YOU!"
Ephesians 2:10, “For we are His workmanship [His own master work, a work of art], created in Christ Jesus [reborn from above – spiritually transformed, renewed, READY TO BE USED] for good words, which God prepared [for us] beforehand [taking paths which He set], so that we would walk in them [living the good life which He prearranged and made ready for us].” (AMP) When David first arrived at…
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trekkele · 2 years
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anyways dick greyson was never parentified by the canon thats all fanon babey
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wolfspaw · 19 days
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Remember 911. Remember January 6th on November 5th. Would you want the leader and planner of either of these acts to have the nuclear codes? Is this the kind of leader you want to run our country again? Do what's right for America. Always remember. Never forget.
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martyschoenleber · 4 months
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Christo-Centric Reflection on Psalm 24
Today we heard a message from one of our newly ordained pastors on Psalm 24. It was a good reminder that when we (Christians) read the psalms, we read through the lens of the New Testament, Christ, and the resurrection. We are built up in our most holy faith (Jude 1:20) on the foundation of the Old Testament Law and Prophets and the New Testament Apostles and prophets of which Christ is the…
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kleopatra45 · 2 months
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Degrees of Mars in the Natal Chart
Mars in Aries Degrees (1°, 13°, 25°):
These degrees suggest a highly passionate and driven approach to action and assertiveness. Individuals with Mars at these degrees may be impulsive, courageous, and quick to initiate new endeavors. They have a strong desire to lead and can be competitive, enthusiastic, and proactive in pursuing their goals.
Mars in Taurus Degrees (2°, 14°, 26°):
Degrees in Taurus imply a determined and persistent approach to action and physical energy. Those with Mars at these degrees may exhibit patience, endurance, and a methodical pace in pursuing their ambitions. They are grounded, practical, and focused on achieving tangible results, particularly in areas related to stability and material security.
Mars in Gemini Degrees (3°, 15°, 27°):
These degrees suggest a versatile and mentally agile approach to action and assertiveness. Individuals with Mars at these degrees may excel in communication, networking, and multitasking. They are curious, adaptable, and energized by intellectual challenges, often seeking variety and stimulation in their pursuits.
Mars in Cancer Degrees (4°, 16°, 28°):
Degrees in Cancer imply a protective and emotionally driven approach to action and assertiveness. Those with Mars at these degrees may channel their energy into nurturing and defending loved ones, home, and security. They are sensitive to emotional cues and may act from a place of instinctual protectiveness.
Mars in Leo Degrees (5°, 17°, 29°):
These degrees suggest a bold, expressive, and sometimes dramatic approach to action and assertiveness. Individuals with Mars at these degrees are confident, charismatic, and motivated by creative self-expression and recognition. They thrive in leadership roles and may exhibit a flair for theatrics in their endeavors.
Mars in Virgo Degrees (6°, 18°):
These degrees imply a meticulous, detail-oriented approach to action and physical energy. Those with Mars at these degrees may excel in tasks requiring precision, organization, and problem-solving. They are diligent, analytical, and motivated by a desire for efficiency and improvement.
Mars in Libra Degrees (7°, 19°):
Degrees in Libra suggest a cooperative and diplomatic approach to action and assertiveness. Individuals with Mars at these degrees may seek harmony, fairness, and balanced outcomes in their pursuits. They are skilled negotiators, value teamwork, and may act with consideration for others' perspectives.
Mars in Scorpio Degrees (8°, 20°):
These degrees suggest an intense, passionate, and sometimes secretive approach to action and assertiveness. Those with Scorpio at these degrees are driven by deep emotional intensity, determination, and a desire for transformation. They are resourceful, strategic, and may pursue their goals with unwavering focus.
Mars in Sagittarius Degrees (9°, 21°):
Degrees in Sagittarius imply an adventurous, optimistic, and expansive approach to action and physical energy. Individuals with Mars at these degrees are motivated by exploration, freedom, and the pursuit of knowledge. They thrive on challenges, seek new experiences, and may act impulsively in pursuit of their ideals.
Mars in Capricorn Degrees (10°, 22°):
These degrees suggest a disciplined, ambitious, and goal-oriented approach to action and assertiveness. Those with Mars at these degrees are driven by a strong sense of responsibility, determination, and a desire for long-term success. They are willing to work hard, endure challenges, and strategically advance towards their ambitions.
Mars in Aquarius Degrees (11°, 23°):
These degrees imply an innovative, unconventional, and sometimes rebellious approach to action and assertiveness. Individuals with Mars at these degrees are motivated by humanitarian ideals, social causes, and a desire for personal freedom. They are independent thinkers, catalysts for change, and may challenge traditional norms in their pursuits.
Mars in Pisces Degrees (12°, 24°):
Degrees in Pisces suggest a compassionate, imaginative, and intuitive approach to action and assertiveness. Those with Mars at these degrees may act from a place of empathy, creativity, and sensitivity to the needs of others. They are spiritually inclined, adaptable, and may find motivation through artistic or altruistic pursuits.
©️kleopatra45
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v5hadow · 1 year
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WIP Wednesday
So I haven't managed anything of what I've been intending to work on this week for progress at this point of the story(aka we aren't finishing the scene today...). Or more correctly I've only got a a small, small bit of what I want done on it.
Instead I'm posting the first section of a prequel bit that took most of my focus this week....
Futaba's Lost and Found Services
11/21/20XX
Futaba knew the longer she kept tapped into the phone the more likely she was to get caught in the metaphorical cookie jar. She pretty much had what she wanted almost from the start of the call. A name and a confirmation of actions taken. But something about Akechi’s tone… He sounded a bit hollow. Something, something, curiosity and cats, and between her and Morgana in her lap they probably had a full cat’s curiosity.
It was nice to hear that Akechi had no plans to immediately act against the rest of the team, even if he said nothing positive to say about them himself. A little surprising to be compared to cattle instead of sheep since how much more aggressive cows are. Generally a bit of surprise how little he was planning on going after them, as it may take months for them to be off lips enough to start targeting the teens visibly attached to the team. Him keeping an eye on them would likely be one of the most dangerous parts from now on but if he is being this loose Futaba was way less concerned.
Deaths were interesting to think about in an abstract way. Her and maybe Ryuji, would need to be the most cautious as they were not as public of figures. Her and Sojiro would likely be framed as a murder-suicide. Makoto would be difficult to justify until at least the next school year but pretty neutral after that. Yusuke was probably the easiest of their famous group, if he could frame it as a suicide, being a literal starving artist at times. Haru would have to wait one of the longest, as she is the largest shareholder of a major corporation that had her father die just last month. That was just last month. 
Akira’s death… wait. And the SIU director? Isn’t that too close? And why does that seem like the most amusement he’s had in all the conversation? He’s acting completely differently on these two deaths of targets. 
The SUI director from everything they could gather was likely in the know of the conspiracy. In fact the group couldn’t figure out a way he wasn’t like Kaboyakawa. So Akechi got to kill another member of the conspiracy and was happy about it. But he doesn’t seem nearly as happy to have done so to Akira. He shows some emotions about his targets still.
Akechi finished his call with Shido. She should be disconnecting but she felt an urge to listen a little more. See if he gets out of the building as smoothly as he hopes and that Akira isn’t caught in the first few minutes.
Futaba heard a few bangs from Akechi’s line as she set up all the preestablished audio on Akira’s cell phone for Niijima-san. In any other environment than the quiet hall she likely wouldn’t have heard Akechi’s whispered, “Why? Why?” There was one last, harsher than the others bangs but still soft enough to barely be heard. Even quieter, “No, not here. Can't break down here.”
She disconnected the tap but had it prepped to check on him again in a few hours. Now she needed to keep a monitor on Sae and Akira’s progress out of the facility.
When Futaba checked in on Akechi’s phone again, his location was listed as what she assumed was his apartment from previous assessments. One of the news reports about Akira’s capture played in the background. 
“Why couldn’t you figure out another way? How didn’t you find another way out? Why did it have to be you?” So many other what ifs and questions crossed his lips before the news broke with the suicide. 
With that news a slam and a curse quickly followed. Watery breathing, as if holding in the crying, was all that could be heard in the quiet transition from the news to jazz. She let the recording go for a few more seconds before closing and unwinding her bug for now.
The cat looked up to the hacker, starting, “Ora-”
Futaba quickly interrupted, “Don’t bring this up to Akira.”
“Huh? Why?”
Futaba stared at the audio files she’s recorded today. “If Akira ever crosses paths with Akechi again knowing he was, uh, upset? Might just mean Akechi succeeds on a second try.” She ended up dragging several out into another folder. Just in case.
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harmoonix · 5 months
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♡ Aphrodisiac ♡
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Come here rude boy, can you get it up?
Come here rude boy, is you big enough?
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- Venus in the 10H is a very powerful placement, Venus gives you the power to attract influential people in your life
- Jupiter aspecting Sun natives have very beautiful smiles,😄 their smile will always look good
- Lilith aspecting Mars, men think they have the power to dominante you, girl wake up, slap and snatch. Show them, Did Lilith let herself to be submissive to Adam?? OF COURSE NAUR.
- If you have Virgo/Mercury in the 8H you can analyse your partner body parts, that person who admires you from afar
- Lilith In Cancer or Lilith at 4°, 16° 28° degrees can be good at controlling other people emotions and feelings, you can have strong ancestors/ancestry
- Aries/Scorpio or Capricorn in the 3rd house are not afraid to call someone out when its needed
- Sirene (1009) in the 6H can effortlessly be seductive, is because that's what they do on a daily basis
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- Sirene (1009) in the 9H natives, people perceive you as being very seductive because of your ethnicity/country, your exotic aura allures them
- When you have Saturn in the 7H people see you as an ideal partner if you match with their standards
- Saturn in the 8H natives can be shy during their first sex act, you need a partner who can let your fears to go away
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Tonight, I'ma let it be fire
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- Dejanira (157) in the 8H or in Scorpio attract powerful people but be careful these people can also be good manipulators
- Dejanira in the 8H tends also to be very vindictive, if she finds herself being mistreated she'll do the same
- Pisces Venus and Venus in the 12H native are always hoping they'll met that person who will make them complete
- Scorpio Moon in a Juno Persona chart can indicate the couple may love physical touch or that sex is very neddy in a relationship/marriage
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- Lilith in the 7H in your ascendant persona chart indicate other people perceive your relationships as misterious
- Pluto in the 1H natives, people can perceive you as a "bad" person without knowing your full story
- What I love about Moon in the 9H natives is that they're always in touch with the divinity/source/universe even their ancestors
- Venus in Sagittarius or Venus in the 9H (Venus in 9°, 21°) can indicate people who are in love with their culture/country/traditions
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Do you like it boy? I wa-wa-want
What you wa-wa-want
Give it to me baby, like boom, boom, boom
What I wa-wa-want is what you wa-wa-want
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- Venus in Aquarius/11H or Venus at 11°, 23° degrees falls in love with everything that might seem "new" for them, it's making them excited
- Mars in the 7H in the Juno Persona Chart can indicate intensity in marriage/relationship but also jealousy
- Lilith conjuncting Saturn natives, Lilith finds herself being very restrictive and closed here, that's why she may act rebellious lots of times
- Lilith in the 10H or in Capricorn, people can perceive you as a sex symbol. The same if you have Aphrodite in the same house and sign
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- Having Venus and Mars in the same house can make you magnetic and sexual, you tend to send other people this energy
- Mars and Jupiter in the same house can boost your confidence, energy and sexual drive
- Sun and Moon in the same house can make you very sensitive and kind to others but on the other hand you can absorb energy fast
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Babe, if I don't feel it I ain't faking no
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- Neptune aspecting the ascendant natives have a shocking beauty type. People can stare at them for hours
- Mercury and Pluto in the same house can boost your knowledge, they're always thinking deep into subjects
- Earth Sun Water Moon can hide their feelings so well, people don't know if they're truly speaking the truth about their feelings or not
- Saturn and Jupiter in the same house gives daddy vibes but in the sense of the discipline. They're always the most respectful people in the room
- Moon conjunct Lilith can tell when they are being lied or manipulated and is a very smart move
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- Asteroid Eva (164) aspecting the Sun, the native has an enchanting feminine aura (both genders). Their beauty is so delicate
- Asteroid Hera (103) aspecting the Midheaven can give authority over relationships, you know people getting mad because you're in a relationship with someone
- Medusa (149) in Leo/5TH house people always get jealous over your personality and the way you act, overall for being yourself
- Medusa (149) in Libra or 7H can make other people jealous because of their relationships, I'm not kidding I have my Medusa in the 7H and I remember there were people who wanted to destroy one specific ex-relationship of mine because they were jealous 😭😭(traumatic)
- You need to worry less when you have Moon in Virgo or Moon in the 6H because whatever happens that's it. You cannot change it
- Let's talk about how Erato(62) in Gemini (my placement😨) will make you extremely confused about your talents, is like you have 100 ideas and you have to divide them one per one
- Sun in the 7H house natives are lucky in a way because their whole attention will be put into finding that one (right) person
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- 7H house ruler in the 9H can bring a spouse from a different religion/ethnicity/culture
- Moon in the 3rd house natives think with their hearts before making any important decision
- Saturn in the 1H together with Capricorn and Aquarius Risings can have sensitive skin (Saturn rules the 1H for these)
- Uranus aspecting the Midheaven can make you confused about your career/job path, everything can happen suddenly in with those aspects
- Uranus aspecting Sun natives can act weird when they don't like someone, they're also very intuitive and that can be sign
- Juno/Venus in the 12H can make you dream or (hallucinate) about your lovers/partners/crush
- Juno in the 6th or Juno in Virgo can get a partner who may prioritize health over everything. But in the same time hardworking and disciplined
- Venus in Taurus/Venus in the 2H (Venus at 2°, 14°, 26°) natives love to get spoiled, they're all about "spoil me and I'll do the same". They may be spoiled but also generous!!
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- When you have Taurus in the 4H or Venus in the 4H your HOME is the place you'll find the most comfortable
- Saturn Retrograde (in the 6H) can indicate someone who didn't paid much attention to their responsibilities and orders in a past life
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Love me
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- Libra Moons/Moon in the 7H can have the gift of compromise, not always about finding peace but patience in a relationship (Moon at 7°, 19°)
- Aries Moons/Moon in the 1st are the loudest in the room, you know they are bold the moment they come to you (Moon at 1°, 13°, 25°)
- Aquarius Moons/Moon in the 11H are not always able to tell how they feel out loud and that's okay because they need time to figure out what they truly feel (Moon at 11°, 23°)
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♥️ 🌹 New post for y'all, enjoy 🌹 ♥️
Is he a rude boy or just an Aries Rising? I'd let him to be the captain anyway❗❗❗
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fictionadventurer · 4 months
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Stories referenced:
Pentecost: Acts 2:15
Peter and John escape prison: Acts 5: 21-26
Peter escapes prison: Acts 12: 1-16
Paul and Barnabas worshipped: Acts 14: 11-18
Paul's fatal preaching: Acts 20: 7-12
Paul's rules-lawyering: Acts 26: 30-32
Paul's snakebite: Acts 28: 1-6
Paul turning his enemies against each other: Acts 23: 6-10
Philip's teleportation: Acts 8:39
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jayflrt · 7 months
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yours forever in 786
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PAIRING ▸ private investigator!jay park x fem!reader
GENRES ▸ social media au (smau), smut, fluff, angst, mystery, drama, enemies to lovers au, college au, rich kid au
SUMMARY ▸ after being blackmailed into accepting an assignment, jay park, a young private detective, is thrown back into college. this time, though, he’s at an ivy league and tasked to follow you to uncover what dark secrets your old money family is hiding. in doing this, jay must fraternize with your inner circle by joining a secret society called the "order of kryptos.” what he doesn’t realize is that the deeper he gets into his mission, the more he starts to lose himself.
WARNINGS ▸ profanity, slowburn, alcohol/drug consumption, portrayals of addiction, sexual jokes, sexual content, betrayals!! backstabbing!!, toxic relationships, order of kryptos isn’t a real secret society but heavily inspired by the ivy league secret societies, emotional cheating (BOOOO! not from mc or jay tho), jay and mc have a small age gap (2 years), most of the characters are pretty toxic so please note that this is not attune to their real life personalities at ALL
UPDATE SCHEDULE ▸ every day
PLAYLIST ▸ fatal trouble by enhypen • still sane by lorde • this is what makes us girls by lana del rey • too good by troye sivan • paparazzi by lady gaga • old money by lana del rey • i was never there by the weeknd, gesaffelstein • prisoner by the weeknd, lana del rey
AUTHOR’S NOTE ▸ hello !! i’m back with another smau but this one’s less lighthearted and more heavy ? sort of an experiment let's see how it goes, but hope u enjoy and lmk what u think !! ♡
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CHATROOMS !
TEASER
PROFILES ONE | TWO
ACT ONE: THE TRANSFER
01. skip tracer to millionaire pipeline
02. besties with testes
03. who the fuck is princessyuna
04. the world of the elite
05. please don't the tom nook
06. standing on business (vlog boycott)
07. friend (noun.) not heeseung
08. boo boo the fool
09. professional haters debut
10. 21 jump street for nepo babies
11. how to not bleed to death
12. jay/n train
13. leather jacket
14. no goodbye sucks or fucks
15. ugly truths
16. girlfriend but the girl is silent
17. justice for stress shitters
18. alcohol shortage when
ACT TWO: THE INVITATION
19. attention seeker
20. and there was one bed
21. every boy for himself
22. rhymes with loona
23. out-testosteroned
24. white lies
25. heart-to-heart
26. the athenaeum
27. sock sock shoe shoe
28. group ass fucking
29. post defamation dinner date
30. final verdict
31. do you have time to talk about our lord and savior
32. tap to get tapped back
33. mad as fuck (the remix)
34. in too deep
35. change my world
36. provisional fight club
37. go piss girl
38. girlhood won
39. we can't do this
40. pledge week
41. babygirls with daddy issues
42. they must be really good friends
43. hot jay summer
44. dangerous entanglements
45. the fifth interview candidate
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UNCUTS !
TBD.
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ONGOING 7/29/24
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chenlesfavorite · 2 months
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NIGHT RIDER, zhong chenle
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working night shifts 24/7 at the convenience store while also supporting your boyfriend’s obsession with watching motorcyclists race is not easy, but little did you know that one of the bikers that he loves soon gets involved with you.
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— pairing: motorcyclist!chenle x fem!reader
— genres: social media au (smau), written, slowburn, angsty-ish, fluff, strangers to enemies to lovers (except they're not really enemies.. they just can't stand each other)
— extra: y/n is dating jaehyun (from boynextdoor) but they break up, jaehyun is kinda toxic, chenle is a lil shithead, probably inaccurate descriptions of motorcycle racing, y/n and chenle are crackheads when together
— warnings: lots of death jokes, profanity, everything in this story is pure fiction and not an actual depiction of how they act!!
— playlist: Do I Wanna Know? - Arctic Monkeys | devil in a red dress - EIGHTYEIGHTWAV | eyes don't lie - Isabel LaRosa | HEARTBEAT - Isabel LaRosa | COLD BLOODED - Chris Grey | Rude Boy - Rihanna | OHMAMI - Chase Atlantic, Maggie Lindemann | Te Quiero - KISS OF LIFE
— authors note: my 2nd smau!! this one will be pretty different from got my ion you and hopefully better 🤭 i’m super excited for this one ngl..
— status: finished
— taglist: closed
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profiles 1 | profiles 2
1. fuckass job and bf worries
2. 40 dollars?!
3. kicked out (half smau/half written)
4. easy forgiveness
5. victim of bad boyfriendism
6. where’s the apology?
7. a fool in love
8. he’s a sim now!
9. scary stares
10. surprise dinner (fully written)
11. sensing something... ah yes, jaemrina
12. the long awaited breakup
13. living life to the fullest and fuck chenle!
14. or maybe… don’t fuck chenle?
15. bad energy and mewing
16. the witch is coming
17. good job, genius!
18. the race (fully written)
19. nightmare wishes
20. is it the end of the world?
21. apologies are in order… oh and you’re not that bad
22. single and ready to mingle
23. yuta, the rizzler
24. yes, a date is happening!
25. stood up (half smau/half written)
26. we’ll forget about it… right? (half smau/half written)
27. hooked by why don’t we vibes
28. prince sugarplums the 5th
29. she’s not my lovergirl! / he’s not my man!
30. who want backshots?
31. his true feelings (half smau/half written)
32. send help… or maybe don’t?
33. ho is u coo?
34. find her asap
35. king of racing (fully written)
36. nothing more than a bad decision
37. no deep meaning behind it
38. oddly specific lyrics
39. jaemrina sailed!
40. talk to me, please
41. hate you & miss you
42. mission get cheny/n to make up
43. mission accomplished (fully written)
44. our sims are getting married 100%
45. my angel
— end —
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yutarot · 2 months
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SHES THE MAN [l.hc smau]
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genres: humour, friends to lovers, college au, gamer!haechan, gamer!yn, everyone’s a gamer actually, loosely based off the movie ‘she’s the man’, fem reader, slowburn, angst, plot heavy
synopsis: after you discover your love for gaming, you soon find out that your college won’t let you in any of their e-sports teams due to your gender. but what happens when your twin brother leaves town just before he’s about to start at a new college, where not even NCU’s e-sports captain, lee haechan knows anything about him? there’s only one problem, your brother’s crazy ex is trying to hunt you down. will they all find out your true identity? and will their views on you change if they discover who you really are?
++ will be using the same taglist as my other works for ease, dm if you would like to be removed.
WARNINGS: language, mention of alcohol/being drunk, jokes about death, the plot will divert from the original movie, themes of sexism (at the start), cliffhangers again sorry guys, typos literally everywhere, a littleee bit of violence, small injury detail, heavy on the miscommunication trope… obviously…, lots of angst, things get MESSY, a small (?) plot twist
STATUS: COMPLETE! 08.06.24 - 09.03.24
DISCLAIMER: all portrayals of people are fake and from my imagination, in no way am i claiming that they act like this irl
MASTERLIST
[profiles one] || [profiles two] || [ig profiles]
[1 - positive affirmations]
[2 - let me cook]
[3 - dream vacation destination]
[4 - why’s he kinda…]
[5 - therapy scheduled]
[6 - winky face and all]
[7 - sorry i can’t read]
[8 - trick or treat]
[9 - “can i get your number?”] written chapter
[10 - bro shes your friends sister]
[11- double date]
[12 - canada?]
[13 - do you do weddings?]
[14 - sick and twisted.]
[15 - all of the above]
[16 - who are you?]
[17 - i don’t wanna see you again]
[18 - it’s all over]
[19 - he doesn’t miss you] written chapter
[20 - the truth]
[21 - we’ve missed you]
[22 - you’re delusional sweetie]
[23 - i guess we both had our secrets] written chapter
[24 - second male lead]
[25 - i had no idea]
[26 - is she okay]
[27 - you know her]
[28 - the nile?]
[FINAL; 29 - you already do] written chapter
END!
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replies, likes and reblogs are all appreciated! feel free to send requests in my asks; scenes, chapters, characters etc.
TAGLIST - CLOSED.
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Writing Notes: Plot Method
The Save the Cat! Beat Sheet was originally developed by Blake Snyder to help screenwriters plot movies, but it works just as well with novels.
It breaks down the 3-act structure into small, specific sections (sometimes just one scene long).
Each section pushes your story forward in its own way.
The exact word count/page count of each section depends on how long your novel is and what type of story you’re telling, but you can use the colored chart below and the percentages in the instructions as a guide. 
Context Note: This method is based on the concept of the Three Act Structure, which is an inherently Western approach to plot. It can be a useful way to tell a story, but it is by no means the only one.
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ACT 1
Opening Image (0-1%)
Show a “before” snapshot of your protagonist and their world.
What is life like before the adventure begins?
It represents the struggle & tone of the story.
Set-up (1-10%)
Expand on the “before” snapshot.
Explore your protagonist’s life, including the internal flaws and external challenges they’ll have to overcome in order to change for the better by the end of the story.
Present the main character’s world as it is, and what is missing in their life.
Also introduce important supporting characters.
Theme Stated (happens during the Set-up)
What your story is about; the message, the truth.
Usually, it is spoken to the main character or in their presence, but they don’t understand the truth/lesson…not until later, when they have some personal experience and context to support it.
Thus, include a scene where a character says something that hints at what the protagonist’s big life lesson will be - how they’ll have to change and grow by the end of the story.
Catalyst (10%)
The moment where life as it is changes.
Examples: It is the telegram, the act of catching your loved-one cheating, allowing a monster onboard the ship, meeting the true love of your life, etc.
There’s no going back to the “before” world from here… What is the inciting incident that pushes the protagonist into the next phase of the story?
Debate (11-20%)
But change is scary and for a moment, or a brief number of moments, the main character doubts the journey they must take.
Show the protagonist questioning themselves and resisting the path ahead - wondering whether they have what it takes, or whether or they should just run home and hide under the bed.
“Should I just…?” “I really shouldn’t because…” “But what about…” Can I face this challenge? Do I have what it takes? Should I go at all?
It is the last chance for the hero to chicken out.
ACT 2
Break Into 2 (20%; Choosing Act Two)
The main character makes a choice and the journey begins.
We leave the “Thesis” world and enter the upside-down, opposite world of Act 2.
They make the choice to begin their adventure/transformation/journey/new thing.
Show your protagonist deciding to plunge into Act 2.
The Promise of the Premise (21-50%)
This is when the reader thinks “Ah, now we’re getting to the good stuff they hinted at on the back cover of this book!”
It’s also one of the longest sections in your book.
Show your protagonist getting used to their new world - loving it, hating it, making mistakes or doing well, meeting new people (see more below) and keeping the reader entertained.
This is when the main character explores the new world and the audience is entertained by the premise they have been promised.
B Story (happens during The Promise of the Premise)
This is when there’s a discussion about the Theme – the nugget of truth.
Usually, this discussion is between the main character and the love interest.
So, the B Story is usually called the “love story”.
Introduce a new character or characters who will eventually help the protagonist learn their life lesson.
Friends? Mentors? Love interests? Nemeses (nemesi?)? Who are they? How will they help?
Midpoint (50%)
This moment is when everything seems “great” or everything seems “awful,” depending on your story.
The main character either gets everything they think they want (“great”) or doesn’t get what they think they want at all (“awful”).
Either the Fun and Games section has lead to a false victory for your protagonist (they think they’ve been doing great so far) or a false defeat (they’ve been having a hard time so far).
What happens in this moment, halfway between beginning and end?
But not everything we think we want is what we actually need in the end.
Bad Guys Close In (51-75%)
Get ready for a bumpy ride. If your Midpoint was a false victory, now things start to go wrong for your protagonist.
If the Midpoint was a false defeat, well, things seem to be looking up, but the bad guys are getting closer and will have something to say.
Note: Bad guys can be actual physical enemies, but they can also be emotional enemies, like doubt or jealousy or fear.
Doubt, jealousy, fear, foes both physical and emotional regroup to defeat the main character’s goal, and the main character’s “great”/“awful” situation disintegrates.
Show the protagonist’s newly-built world beginning to unravel.
This will also be one of the longer sections in your novel.
All is Lost (75%)
This is when something happens to make your character hit rock bottom.
It’s the absolute lowest part of your novel.
Maybe someone or something dies (either literally or figuratively).
The initial goal now looks even more impossible than before. And here, something or someone dies.
It can be physical or emotional, but the death of something old makes way for something new to be born.
What does this moment look like for your protagonist?
Dark Night of the Soul (76-80%)
Your protagonist now has time to react to their “All is lost” moment, to mourn what they lost and wallow in hopelessness.
They’re worse off than they were at the beginning of the novel.
Show how low things have gotten.
Mourning the loss of what has “died” – the dream, the goal, the mentor character, the love of your life, etc.
But, you must fall completely before you can pick yourself back up and try again.
ACT 3
Break Into 3 (80%; Choosing Act Three)
The “aha!” moment; the “lift yourself up and try again” moment.
Show the protagonist realizing what they need to do in order to tackle their problems, both external and internal.
Thanks to a fresh idea, new inspiration, or last-minute Thematic advice from the B Story (usually the love interest), the main character chooses to try again.
Finale (81-99%)
The protagonist does what they decided to do in the Break Intro 3 beat, and (because of all the learning/growing they’ve done and the support or insight from the B Story), their plan works.
This time around, the main character incorporates the Theme – the nugget of truth that now makes sense to them – into their fight for the goal because they have experience from the A Story and context from the B Story.
The Bad Guys are defeated, the world is changed for the better.
What are the battles? How will the protagonist triumph (or not)?
This is another longer section, so you’ve got the space to make things dramatic and intense.
Act Three is about Synthesis.
Final Image (99-100%)
This is the opposite of the Opening Image, the “after” snapshot instead of the “before.”
Show the reader how the protagonist and their world have changed.
THE END
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prokopetz · 11 months
Text
Your long and arduous journey has led you to this, the final confrontation. You thought you knew what to expect, but just as you struck the final blow, your ultimate foe's eyes gleamed with unnatural light as they proclaimed…
THIS ISN'T EVEN MY FINAL FORM
A game for 4–6 players
Introduction
This Isn't Even My Final Form is a GMless tactical minigame for 4–6 players. You'll take on the roles of a party of heroic adventurers nearing the end of a world-spanning quest to defeat a great evil, the Final Boss. Unfortunately for them, each time they think they've won, the Final Boss assumes a new, even more horrifying form, and the struggle begins anew. Is there any end to this conflict? There's only one way to find out!
What You'll Need
This Isn't Even My Final Form requires a dozen six-sided dice, as well as a way of keeping track of a few important numbers – a shared text document or some scrap paper will suffice.
Update 2023-10-30: Print-and-play card decks are available here:
http://penguinking.com/this-isnt-even-my-final-form/
Character Creation
Choose two of the following actions to be your Party Member's Class Actions: Strike, Heal, Buff, Debuff. If you'd rather determine this randomly, roll on the following table.
1. Strike, Heal 2. Strike, Buff 3. Strike, Debuff 4. Heal, Buff 5. Heal, Debuff 6. Buff, Debuff
Give your Party Member's Class a name which suits your Class Actions. Also give your Party Member a name; it is traditional but not obligatory for your Party Member's name to have exactly five letters.
Playing the Game
Play is divided into a series of Phases. During each Phase, one player takes on the role of the Final Boss. That player's Party Member does not participate in this Phase; they're trapped, lost, incapacitated, or otherwise separated from the party or unable to act for the duration of the Phase. All other players take on the roles of their Party Members.
The Final Boss player's first order of business is to describe what the current Phase looks like. The Final Boss player can roll 1–3 times on the following table (re-rolling duplicates) to decide on a theme, or use it as inspiration for their own theme. To use this table, roll a six-sided die twice, treating the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66.
11. Beasts 12. Bells 13. Blood 14. Bones 15. Chains 16. Chaos 21. Cubes 22. Eyes 23. Fire 24. Flowers 25. Food 26. Games 31. Gears 32. Glass 33. Gold 34. Hands 35. Holes 36. Ice 41. Iron 42. Light 43. Mazes 44. Meat 45. Mirrors 46. Music 51. Orbs 52. Order 53. Plague 54. Shadow 55. Slime 56. Space 61. Spikes 62. Teeth 63. Time 64. Trees 65. Weapons 66. Wings
Once the Phase has been defined, set the party's Momentum to zero. Momentum is a value which will increase or decrease over the course of the Phase; it has a minimum value of zero, and no particular upper limit.
Play proceeds in a series of rounds, as follows.
The Final Boss Attacks
The Final Boss always goes first in each round. Roll one die:
1–3: The Final Boss chooses one of the following actions. 4–5: The Final Boss chooses two of the following actions. You may not target the same Party Member twice; however, you may use the same action on two different Party Members if you wish. 6: The Final Boss does nothing this round. On its turn next round, it does not roll and instead uses its Ultimate Attack.
Wound: Inflict the Critical Condition on a single Party Member. If the chosen Party Member already has the Critical Condition, it's replaced with the Down Condition and the party loses one Momentum.
Imprecate: Inflict the Cursed Condition on a single Party Member.
Envenom: Inflict the Poisoned Condition on a single Party Member.
Bewilder: Inflict the Confused Condition on a single Party Member.
Counter: If you're targeted by the Strike or Debuff actions this round, after resolving that action, perform the Wound action on the Party Member who targeted you. You may counter any number of actions in this way.
Dispel: Remove the Buffed and Protected Conditions from any number of Party Members.
Enrage: The Final Boss rolls two dice and takes the better result on its next action. The party may cancel this benefit with a successful Debuff action; doing so removes the extra die instead of forcing the Final Boss to roll twice and take the lower result.
Ultimate Attack: This action can only be chosen by rolling a 6 during the previous round. When the Final Boss uses this action, choose Cursed, Poisoned, or Confused: you may perform the Wound action AND inflict the chosen Condition upon any number of Party Members, in that order. (i.e., Wound each targeted Party Member, THEN Curse/Confuse/Poison any who remain standing.)
The Final Boss player describes the outcome of the chosen action(s) in as much or as little detail as they like; control then passes to the other players.
The Party Acts
After the Final Boss has attacked, each Party Member who doesn't have the Down condition chooses one of the following actions, in any order the players wish. After choosing any action other than Defend, the player rolls their dice pool, which is a handful of six-sided dice constructed as follows:
Start with a number of dice equal to the party's current Momentum (initially zero, though it will grow over the course of the Phase)
Add one die if you're performing one of your Party Member's Class Actions
Add one die if your Party Member currently has the Buffed Condition
Add one die if your Party Member currently has the Critical Condition
Roll all of the dice together, and find the highest result. Ties for the highest result have no special significance; for example, if you rolled four dice and got 1, 3, 5 and 5, your result is 5. If you'd ever end up with zero or fewer dice for any reason – either because your dice pool was empty to begin with, or because some effect obliged you to discard every die you rolled – you receive an automatic result of 1.
If an action requires you to target a specific Party Member or make other choices, you can wait and see the result of your roll before making those decisions.
Strike: You attack the Final Boss. Roll your dice pool:
1–3: Nothing happens – either the attack misses, or the Final Boss turns out to be immune to whatever you just did. 4–5: The attack strikes true. The party gains one Momentum. 6: Critical hit! The party gains two Momentum.
Special: If you roll triples or better (i.e., at least three of the same number) on a Strike action, the Final Boss' current Phase is defeated, and you move on to the next Phase. It doesn't matter what number comes up triples.
Heal: You attempt to restore the party's strength. Roll your dice pool:
1–3: You may remove the Critical Condition from a single Party Member. If no Party Member has the Critical Condition, nothing happens. 4–5: You may remove the Critical Condition from any number of party members OR you may remove the Down Condition from a single Party Member. 6: You may remove the Critical and Down Conditions from any number of party members.
Buff: You attempt to bolster a party member. Roll your dice pool:
1–3: You may grant the Buffed Condition to a single Party Member OR remove a Condition of your choice other than Critical or Down from a single Party Member. 4–5: You may grant the Buffed Condition to a single Party Member AND remove a Condition of your choice other than Critical or Down from that Party Member, if they have one. 6: You may grant the Buffed Condition OR remove a Condition of your choice other than Critical or Down to any number of Party Members. You may choose a different option for each targeted Party Member.
Debuff: You attempt to weaken the Final Boss. Roll your dice pool:
1-3: Nothing happens – it turns out the Final Boss was immune to that effect. 4–5: The Final Boss rolls two dice and takes the lower result on its next action. 6: The Final Boss rolls two dice and takes the lower result on its next action AND the party gains one Momentum.
Defend: You may grant the Protected condition to a Party Member of your choice. Do not roll.
Based on the outcome of your roll (if applicable), describe the outcome of your action in as much or as little detail as you wish.
Once each Party Member has acted, return to "The Final Boss Attacks" to begin the next round.
Ending the Phase
As noted above, rolling triples or better on a Strike action results in the immediate defeat of the current Phase. Alternatively, if all Party Members simultaneously have the Down Condition, the Final Boss player's Party Member suddenly breaks free or arrives on the scene and rescues everyone in a stunning deus ex machina; this also ends the Phase, but does not count as defeating it.
In either case, reset the party's momentum to zero, remove all Conditions, and move on to the next Phase. The role of the Final Boss passes to a different player, with preference given to those who haven't yet had a chance to be the Final Boss; the previous Final Boss player resumes playing their Party Member.
Continue until the party has defeated a number of Phases at least equal to the number of players, or until mutual agreement has been reached that all this has gone on quite long enough.
Conditions
Some actions can impose Conditions upon the individual Party Members. Conditions can be positive or negative, and last until specific conditions for their removal are met.
Buffed: Your strength has been boosted. When rolling your dice pool, you roll one extra die.
Confused: You've lost your wits. When the party acts, your action is determined by rolling a d6 – 1: Strike; 2: Heal; 3: Buff; 4: Debuff; 5: Defend; 6: do nothing this round AND remove this Condition. This Condition is also removed if you gain the Critical Condition while under its effects. You may choose targets normally if the rolled action requires them. Confused Party Members always act before their un-Confused peers; if there are multiple Confused Party Members, the Final Boss decides the order in which they act.
Critical: You are badly wounded. Desperation lends strength, and so this Condition adds one extra die to your dice pools; however, if you suffer the Critical Condition a second time, it becomes the Down Condition instead.
Cursed: You've been afflicted with misfortune. Discard your highest result after rolling your dice pool, but before applying your chosen action's effects. If there's a tie for the highest result, discard all of them; for example, if you roll four dice while Cursed and get 1, 3, 5 and 5, your result is 3. If the Condition causes you to discard your only set of triples of better on a Strike action, the Phase does not end.
Down: You are incapacitated by injury or foul enchantment. When the party acts, you may not choose an action; your action remains lost even if this Condition is removed before the end of the round. When you gain this Condition, remove all other Conditions, and the party loses one Momentum. (This is not in addition to the Momentum loss noted by effects which inflict this Condition – those are just reminders.) You may not gain other Conditions while this one persists.
Poisoned: You're afflicted by a poison, plague, or death-curse. If you have the Poisoned Condition after resolving your action for the round, you gain the Critical Condition. If you already have the Critical Condition, you instead gain the Down Condition, and the party loses one Momentum.
Protected: The next time you would gain any Condition other than Buffed, remove this Condition instead. You also remove this Condition if you take any action other than Defend on your turn.
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