hybrid pet!reader brainrot go brrrrrr (f!reader)
thinkin abt you being your fave’s lil pet hybrid they just can’t resist, especially when you’re in heat. the way you whine is both heartbreaking and arousing annoying, grinding on anything that will give your cunt relief right in front of them. or on them.
they can’t help but sink their fat cock into your slick folds over and over. no matter how much your legs shake or how achy and swollen you get, load after load, you still feel unsated when you’re full of their cum without a knot.
but your fucked out look of desperation and the clench of your walls around them, pulling them back in, is enough for them to keep going instead of finding you a mate. and eventually, your dumb little brain craves the ache of never having enough.
relevant tags: @dcsiremc @neon-gothicc @zazter-den
669 notes
·
View notes
Hybrid Class Review: Investigator part 2
(art by Nezart on DeviantArt)
Utility and Builds
Now with the preamble out of the way, let’s get into the meat of what makes the investigator tick.
At their core, the investigator gets proficiency with light armor, simple weapons, and a collection of thematically-appropriate weapons revolving around more subtle and dexterous weaponry. They also get a nice selection of class skills and a heaping helping of ranks to put into them, making them a very skill-focused class to begin with.
They also start out learning alchemy the same way alchemists do, able to use it to identify potions and elixers, as well as brew extracts, though they do not gain bombs or mutagens. They use the same spell list as alchemists, though obviously the bomb admixture extracts won’t work for them normally since they don’t gain bombs.
Honestly, I dislike the addition of alchemy to the base investigator, as it seems a little too out of place and/or too much a reference to Sherlock Holmes’ drug habit, but maybe that’s me seeing things that aren’t there.
The biggest mechanic, however, that the investigator is known for is their pool of inspiration. This pool allows them to add an extra d6 to skill checks. They can do this with any skill, though they can do it for free with knowledge skills and linguistics as long as they’ve trained in them. Additionally, they can spend double the points to use them with attacks and saves as well.
Their keen perception also gives them the roguish ability to notice traps with ease and disable even the magical ones.
They also study lots of lore on poisons, not only being able to handle and utilize them safely, but able to identify them with ease and even neutralize them.
That practice comes with a lot of errors and tests in the lab, and as a result, much like alchemists, they develop increasing resistance to poison, and even immunity later on.
Much like alchemist discoveries and rogue talents, investigators get their own supply of talents. These talents range from adding nasty extra effects to their studied strike (more on that in a moment), adding a limited list of alchemist discoveries or rogue talents, improving the base die of their inspiration, letting them apply inspiration for free on more types of skills, making using inspiration for combat purposes more efficient, new ways to spend inspiration to bolster themselves or others, and so on, leading to a lot of customization.
Their skill and instincts with traps Also makes them good at dodging them.
Much like rogues, investigators have their own advantage in combat, though it functions differently. By studying an opponents every move, from the way they attack to the subtle ways they give away past injuries and weaknesses, giving them bonuses on their aim and the damage they deal. However, normally such a foe immediately learns to compensate once the studied state ends, making it impossible to do again until at least a day has passed, that is, unless the investigator expends some of their inspiration to compensate for their compensation.
However, they can also end this studied state with a bang, ending the state in return for dealing a singular crippling strike against their target, the damage of which only increases with time, and can apply to both lethal and nonlethal strikes alike.
Much like alchemists, they also learn to brew their alchemical items with exceptional speed.
Finally, the most brilliant and skilled of these investigators can use their inspiration for free on all skills and ability checks. What’s more, their inspiration rolls two dice instead of one, boosting them to even greater heights whether they are applying it to skills or combat.
Of course, investigators got alternate capstones in Chronicle of Legends, with the one specific to the investigator making them even more lethal when studying a foe.
Aside from that, some become pinnacles of mental and physical fitness with Perfect Body, Flawless Mind; become the heads of organizations with The Boss; acquire a legendary weapon or piece of equipment with With This Sword; or become a death-defying legend akin to the apparent death and later resurrection of Sherlock Holmes by Doyle with Won’t Stay Dead.
The investigator class is very much a skill monkey, and arguably one of the best ones thanks to them able to add an extra dice to their rolls, often for free, not to mention being able to roll on all knowledge skills even without training. You can be anything from a rambling chatterbox that gets others to let slip information, to a sneaky investigator that seems more like a thief despite gathering evidence instead of riches, and so on, leading to so many different builds.
Additionally, their combat gimmick is fun and rewards strategic play, gaining a lesser passive buff for a while before striking at the right moment with a devastating blow, which may be at the end of your strike or whenever it would be most useful to damage the foe right now or apply a debilitating effect.
And on top of that, they have alchemical extracts as well, providing plenty of buffs with some blasting and strange other effects. Despite my misgivings about them, the base investigator can do a lot with them, though it’s no surprise that the Second Edition version of the class treats the alchemy side of the original as an optional possibility.
All in all, whether you use then as actual detectives, brilliant scholars putting their knowledge to good use, or even military tacticians or masterminds, the investigator truly is a class all about putting their intelligence to good use without having to be a caster (mostly).
That will do for today, but as we’ll see tomorrow, archetypes only improve the variety of brilliance that these investigators can command.
13 notes
·
View notes
Hiiiiiii. Now you know I absolutely adore this blog, the author and the games.
So no pressure when I ask this but I was just wondering about hybrid. I remember it being one of the very first IFs I ever played. I still remember where I was where I played it. Lmao on my way home from a trip with my husband in the car with my feet up 🤣
So I just was wondering if it's still in the works..o absolutely loved what was released and it just came up. I loved the characters so much.
Ja abso. It might have been a while back that I said this (what IS time) but Hybrid's getting an update after Bad Ritual because everyone waited really patiently and I saw a huge influx of Hybrid love last year.
The only special thing about Hybrid is that it's not formally in update order. On an official level I update BR, I update MH, then I update BR again, and on and on. Hybrid was released as an attempt to like, kill the burnout: as such, it gets an update when I feel the burnout dkjfsd. But like I said the latter half of last year really felt the Hybrid love and it's my stomping grounds for figuring out new mechanics (not that I need any right now but since it's only like two chapters long, it's easier for me to figure out stuff like progression and save states there instead of on the monstrous-sized BR).
12 notes
·
View notes