#it's a core experience of monster hunter
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"wahh wilds is too easy!" "what do you mean anjanath was a skill check in world? that was so easy!" "gore magala is the only slightly hard monster in wilds, i don't get how anyone struggles in that game" are you for real. do you not remember your first monster hunter game. do you think your several years, or even decades worth of experience with the monster hunter games, is comparable to a brand new player? the older games bbeing tedious and missing quality of life does not necessarily mean the newer ones are "too easy." have you seriously never considered that you might have learned how to play the game along the way? also stop bringing up furious rajang or fatalis or whatever other master rank monster when we're talking about a game where high rank is the highest difficulty we have as of now. you're not going to fight fatalis in high rank. you might have skills but do you understand how video games work. also you can open the settings and turn options you don't like off.
#ive seen so much negativity around the difficulty of wilds and im begging ppl to understand they posess skills that new players do not#im a newgen and started with world and anjanath was a big deal! and i recently restarted world and man. it felt easy to me because i have#skills from my hundreds of hours with the game#also ahh i saw a clip from a new player playing wilds for the first time and <333#every time a new player gets a capture mission and tries to capture the monster with the capture net - an angel gets its wings#it's a core experience of monster hunter#i did it too my first time gdhfvdjs#bc like. yeah. it's called the capture net.#but also it looks funny seeing someone get into a fight and then whip out their net for creatures the size of a bunny#and fling it at a monster the size of a building#i love it#leevi liveblogs
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Monster Hunter World - Drimo Edition
I am going to sum up my thoughts of the pre-post game, base game experience of Monster Hunter World as someone who used to actively dislike Monster Hunter and who, in the last 2 weeks, has had a veritable blast with Monster Hunter World, and who defeated Xeno'jiiva last night. Most of the intended readers for this are familiar with my background, but in case an unrelated reader finds this to be something they'd like to read, a fast and dirty breakdown of my background is that I am in love with fast action games and in true love with FromSoft games, by which I mean not just Soulsborne, but also Armored Core, Shadow Tower and King's Field (and The Adventures Of Cookie & Cream, but that one's not important here), having grown up with FromSoft well before Demon's came out: The first Armored Core for the PS1 is a childhood favorite of mine and my first FromSoft title. I have done speedruns of Dark Souls 1, have cleared DS1, Bloodborne and DS3 in no level up challenges, and DS2 in a no death challenge. This intro is not to stroke my epic gamer penis, rather, it is to contrast this experience with my Monster Hunter experience prior to World: I gave Tri a go, and I did not like it, dropped it fast, then many years later, I gave Rise's demo a try and did Not Jive With It. I am a Complete Noob when it comes to MH. I want to credit @kc5rings for selling me an extremely compelling look into this game franchise I had basically written into my No Flight List and made me want to give it one last, third try. I want to thank @lc87 and @fractalanimus for playing the game with me when the time came to do sidequests, grind out some rare drops, and in general teach me the finer minutia of MH that you only learn through word of mouth, experience, or looking up guides, the last of which I'm allergic to. Three Wonderful People! And I want to thank a lot of different people in my notes through the Posting Of MH World that gave me different useful tips.
Very long post to it'll be under a cut.
The first thing I want to say, after this foreplay, is that to everyone that, through more than a decade, told me "dude you like Dark Souls, play Monster Hunter, you also dodge attacks, you'll like it!", you do not know how to sell your game. These games have a few overlaps, but they are very, very different beasts, they play fundamentally different and dare I say opposite in many regards. The moment I stopped trying to play Dark Souls in Monster Hunter, no, the moment I stopped trying to apply my prior knowledge of nearly all action games in Monster Hunter, was the moment it really started to click that this is more of an action positional turn based game than an action game. In Dark Souls, for example, you and enemies have really good tracking and adjustment, and even in Dark Souls 1, a game slow by the modern standards of the formula, you find speed similar to the fastest in the base World -- I've not played Iceborne -- there is a relation of economy of action and speed of action equals the amount of turns you can take. You take turns in Soulsborne as well, but the way you take and steal them is by knowing your attack speed, how many times you can swing and roll before running out of stamina, and how these factors interact with each of the enemy's attacks. This is reactive turn based action combat, where your main way of staying alive is properly timing your i-frames to the enemy's moves and then not overextending your stamina usage so you can both attack and get ready for the next affront. In Monster Hunter, you have way fewer i-frames, but conversely, both Hunter and Monster are extremely committal in their attacks, there's almost no adjustment, and the relation is instead economy of action and position instead of speed of action: Faster and less positionally important moves are weaker proportional to their convenience (Dual Blades, Bow for example), slower and more positionally important moves are vice versa stronger due to how inconvenient they are (Great Sword TCS). Your main way to evade attacks is to move to where you shouldn't be and not being there; your have a super high i-frame universal option in the sprinting dive, but this is entirely defensive and sacrifices your turn for a very safe move, which is antithetical to the offensive defense MH likes to encourage.
Once it clicked, the combat went from "holy fuck this feels awful to play" to "ohh this makes so much sense", initially there was a certain desperation of me trying to do things Fast because I like playing Fast, but that only resulted in missing attacks nonstop. You don't need to be Fast because nothing is Fast in this game. And just like Dual Blades and Bow, if a Monster is Fast And Its Attacks Are Convenient, it comes with a price tag: Odogaron and Tobi Kadashi are fast! But they are VERY linear, and what few moves they have that swipe or hit horizontally, they telegraph three business days in advance. Odogaron attacks 1 to 4 times in strings depending on its HP, but all you need to do is Move To The Side for the most part. Hunter and Monster follow the same rules, but you have to follow the rules! In fact, the reason Deviljho is so dangerous is because it doesn't follow the rules with its advancing body slam and with the Beat A Motherfucker With A Mother Fucker mode; Body Slam comes out relatively quickly compared to how it makes its entire body because a meteor sized hitbox advancing at you. And even then, it has a tell that gives you enough time to Move Out Of The Way (depending on where it cocks it head before the slam, it swerves left or right, meaning you can dodge towards the side its head is to get out of the way), as for the Holding A Monster, it gets insane and fast horizontal attacks, meaning disarming it is essential (Flash Pod).
Now, the flow of the game felt pretty good, but what I like the most: Scoutflies. For an environment rich in detail, Scoutflies allow you to properly parse the world without needing to strain your eyes by giving you all sorts of useful info and highlighting items of interest in the environment. The more you learn about a monster, the easier they track it for you. This is great, because, personally, I like the Fighting Part of the game more than the Tracking Part of it... But! The breathing living nature of World was still very fun to engage with.
In terms of difficulty, I think the game was pretty tame. It lives and dies by its rules, and I think the postgame will disrupt that with its superbosses and such, but at least the base experience was very strictly tied to the rules of combat. That doesn't mean it's boring, it was incredibly fun! Engaging with the rules per each Monster's needs means not only having to know the rules well, but also to be able to identify where a monster is not following them! So, for example, Odogaron overcommits, Xeno'jiiva has a tool for everything but only mediocre tools, Teostra is strong from the front and back but very weak from the flanks, Nergigante has good attacks but they are all highly telegraphed with high start up, Kirin has insane damage output options but can only land them on Stun, and so on. Just like your weapons diversify how you engage -- and skip some of -- the rules, so do Monsters. It's an incredibly level field between you and the Monster, almost like a fighting game where you can't pick half of the cast and the AI can't pick your half.
Initially, I thought the rhythm of having to grind the fuck out of stuff was going to make me hate it; the thing is, the fights were sufficiently fun for me to not mind doing some Monster fights several times in order to craft the gear I wanted, and this gear didn't need to get replaced often, that's great! However, this does lead to something the game disappointed me with: Weapons. The vast majority of weapons don't look good, and are small variations of the same base model for the tree. Sure, you got your Kirin Bolts and Bazelgeuse Hachets, but the majority is just... Generic weaponry with small modifications. In fact, Xeno'jiiva, the freaking final boss, doesn't get unique weapons! What the actual hell. The armor is great, but man, big fumble on the weapons to be frank!
The story is obviously just there, and the Handler -- I hope on purpose -- legitimately just exists as an entity that gets in trouble for you to see a Monster being dangerous for a while. But I didn't hate it or anything! It's Just There as a wrapper for the Monsters and the Hunters. This is pretty explicit, I think, considering all monster are named yet no human/wyverian is named. The only non-monsters with names are your Hunter and your Palico (Big Al my man). That said, I appreciated the angle of the story! We are a research commission, we are here to Learn Shit and not kill god, because god is part of the ecosystem, it's just Nature. It's Animals. We don't fuck with the environment, except when something has already fucked with it in ways that will be catastrophic to Everyone Involved, so we get involved to Unfuck It. I like that.
Overall, my experience with the game was very positive, and I am happy to have given this game a try. These two weeks have been pretty busy for me, but getting home and carving Odogaron and Deviljho to get those damn parts I am missing (Deviljho Scalp is rarer than Deviljho Gem, the spirits told me) has been a pretty fun activity to destress and beat the fuck out of Monsters with cool moves.
The Thing Is,
I Get It Now.
I get why you like this.
Looking forward to doing the rest of High Rank and then Iceborne and later on playing Rise!
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How to be a Werewolf (MotW)
How to be a Werewolf is a webcomic by Shawn Lenore centered around the experiences of a woman who was bitten by a werewolf when she was five years old and has spent much of her life dealing with how to control her wolf-side to make sure she doesn't hurt anyone. It's a great comic and when it drops (usually Tuesday and Wednesday, sometimes only one of those two) it is one of the highlights of my week. It's also one of those stories that really hits that slice-of-life alongside adventure type stories I love so much and which inspired the Mundane Monstrosities team playbook.
This write up uses material from:
the Hardcover edition of the core Monster of the Week book:
The Initiate hunter playbook
The Mundane hunter playbook
No Limits
Use Magic
Trust your Gut
The Tome of Mysteries supplement:
The Searcher hunter playbook
No Limits
Trust Your Gut
The upcoming Slayer's Survival Kit supplement:
The Mundane Monstrosities team playbook
The Changeling hunter playbook
So... it only feels right to do a build of the group as a Monster of the Week hunter team. However, one of the problems of doing this is that How to be a Werewolf has a LOT of characters and MotW is usually best with around 3-4 players. That said, one of the level-up advancements is to create a second hunter to play alongside your own. So that could be part of it.
As a note, to be honest, How to be a Werewolf doesn’t follow the same story structure that MotW series usually use. Instead of a series of short dangers, HtbaW instead has extended, ongoing arcs and troubles. But this is why it is an inspiration rather than a direct one to one conversion.
Anyway.... I'm going to do them as they are at the start, which will still involve some spoilers, but not the biggest ones. I considered having Marin as one of the characters, but decided to keep the focus around Malaya. So the characters I'm building are:
Malaya, The Changeling
Vincent, The Mundane
Elias, The Initiate
Charlene, The Searcher
I'm also going to give characters two level-ups and the Team playbook a single improvement to account for some of the early strips.
First, let's go ahead and start with the Team Playbook.
Walters Pack - Mundane Monstrosities
Three's a few team playbooks aimed at representing a case where all or most of a team are supernatural people in one form or another. Most of them written by me, all of them from the new Slayer's Survival Kit which has been on pre-order a bit and is going into sale sometime in summer:
Escaped Experiments (me) - representing a group of people who were experimented on and escaped a sinister Project that wants to reclaim them. - Definitely doesn't fit the Walters pack.
Coven (me) - a collection of supernatural beings who have made a vow to fight evil, explicitly designed to allow multiple people to play the same type of supernatural being, like being a pack of werewolves. - The Walters pack doesn't go out of their way like this.
Good Monsters (Michael Sands) - a collection of monsters who all try to keep each other in check and supported, trying to live their best lives. - Doesn't really describe the series because most of the characters don’t struggle with being a danger to humanity.
Mundane Monstrosities (me) – a collection of people who have normal, everyday lives, but also happen to have various supernatural abilities. It’s basically slice-of-life interrupted by occasional danger. – And this is what I’m going with.
For style, I’m going to go with the top of the list “Life, Interrupted” which means that at the end of each game system, the players would ask “were we able to enjoy some normal life?” which definitely sounds a bit like the theme of the story in the comic.
Something else the Mundane Monstrosity asks the players to do is set what kind of community the characters come from. And I'm going with "Weird Town".
For enemies, at the start, the team enemy is certainly Connie Greensmith, but on a more general nature, I’d say the overall enemy of the team is “generational trauma”. And for allies, I’m going with The Ross Pack.
For the initial team move I’m going to go with too normal to be weird meaning that most people overlook them when they do or talk about something weird, like magic or werewolves. Moving on to the initial two points of assets, I’m going to go with borrowing innocent front from the Suburban Watch Group team playbook and then I’m adding a clubhouse from Mundane Monstrosities. So they have both a regular business (the coffee shop) and a private location to hang out (the Walters house).
Also, as a note, each character will get an extra move from a list which is how Mundane Monstrosities insures that everybody is at least a little supernatural.
For the improvement, I'm going to give them another move: casual magic.
This accounts for places where the werewolves and witches do just casually supernatural things without having much stress about it.
Malaya Dysangco Walters – The Changeling
I considered going with the Monstrous, and it would certainly fit, because that is about struggling with a curse that separates you from humanity. But the overall story of How to be a Werewolf and Malaya’s relationship to it better fits the Changeling Playbook which is about struggling with ignorance of your own nature. And given that most of the werewolves in the story are just people, it doesn’t feel right setting them up as the Monstrous when I made Changeling to cover this general situation. If the standard werewolf was a maladjusted, cursed people barely under control, then Monstrous would feel more appropriate to me.
To start, for the ratings, I’m going to shuffle around the standard assortment because none of the five default rating lines really feel quite right. The creator of the game has said this is perfectly fine as long as you reach the same balance as the rest of the lines in the playbook.
So, I think:
Charm +1
Cool +2
Sharp +1
Tough +0
Weird -1
So, Charm makes her good with people, accounting for her customer service experience. The Cool stat means she’s better than most people at keeping a cool head and handling hazards. Cool is also the stat that handles the help out move so she’s good at teamwork. Malaya is pretty observant and intelligent, so I gave her a good sharp. Tough is about average. Actually judging how survivor stats compare to hunter stats, she might actually be better than the average person at +0. Anyway, that governs fighting and protecting people. Having her weird very low feels strange… but I do think it fits given her troubles controlling her werewolf side at the start of the series.
As a note, for those that don’t know, the most common way experience is gained in Monster of the Week is by rolling low on a move, so having a low stance on a stat you’ll be using a lot is a way to get experience quickly… and add a lot of amusing drama along the way.
For the unknown heritage, she obviously understands that she’s a werewolf, but she doesn’t really know what that means, and for the three issues she has, I’m picking erratic power, strange thoughts, and unearned reputation. This covers her power doing things she doesn’t understand, the difficult to control emotions, and also the way people that meet her expect she knows a lot more about this stuff than she does.
For her moves, all Changelings get Glamour, which lets her look human and also allows her to get one 10+ result per session in a way that immediately reveals what she is and causes her unknown heritage to give her trouble… so like what happened when she shapeshifted, scared off Aubrey, and ended up a bit regressed into her wolf-mind for quite a while. The werewolf form being her "true appearance" isn't quite right, but it's close enough to fit the situation.
Then she gets two more moves. One of these is going to be they are my people which lets her masterfully protect someone once per session and gives her a bonus when dealing with her werewolf issues. And then I'm going to give her inhuman talent and we'll have to specify a narrow sort of "magic" for her to specialize. Since her weird move is going to be No Limits instead of Use Magic I'm going to think of a narrow physical thing she's good at. I'm not entirely sure about this, but I'm going to go with endurance, so she has an bonuses when she uses No Limits to persevere against pain, fatigue, or other such things, possibly including fear. Seriously, if there's anything you can say about Malaya, it's that she's a bit of a determinator.
And, of course, like pretty much every werewolf character, her basic weird move will be No Limits because, yes, of course I want the implausible and superhuman action hero physicality for the werewolves. Just how much is "physically possible" for a character varies based on how fantastical the table wants to get and on the sort of character the person who has the move. A baseline human with no limits is going to be like an action TV or movie star while a super-soldier or werewolf is going to hold helicopters in place while they try to fly away.
(also, just look up some of the weird and amazing things real life people have done... like surviving falls from airplanes into jungles)
Now, since this is a Mundane Monstrosities team, she gets an extra move from a small list drawn from other playbooks.
And Malaya is going to take shapeshift, because of course she is. And obviously she turns into a wolf and wolf-like shapes, because werewolves.
For Malaya's improvements, I'm going to give her +1 Weird to bring that up to 0 and then I'm going to have her borrow the natural attack ability from the Monstrous, while not usually stated as a move, the creator of the game has stated he sees no reason it can't be borrowed.
So, with this, she gets either two base attacks or one base attack with an extra. I'm giving her two base attacks in the form of Claws (2-harm, hand) and Fangs (3-harm, intimate). For reference, "hand" is like sword and boxing range while "intimate" is grappling range. 2-harm is the same damage as most swords and guns, 3-harm is the same damage as big-melee weapons and shotguns. This is largely unimportant within the context of the actual comic, but adding it in makes me feel like I'm adding in something that's missing.
As a further note, I have definitely done the thing where I level-up to gain a move and then played it off as "no, I could always do this, I'd just never showed you until now."
Charlene Masters - The Searcher
I waffled a bit on what playbook to go with for Charlene. She is a witch that uses magic, so The Spooky might have fit except that her magic doesn't really have a dark side. Initiate and Hex have fortune teller moves, but those can be borrowed later. Charlene isn't part of an organization really (which rules out Initiate) and doesn't involve herself in reckless and dangerous magic, which means not really a Hex.. She doesn't really do combat magic either, so Spell-slinger doesn't fit. Spooktacular is tempting, but it's one of her parents that is the performer not her. Instead, I decided to look into how she had a sort of vision that led her north and go with Searcher. Searcher is someone that looks for answers. The normal application is to the cryptozoologist or UFOlogist, but a witch who received a vision fits.
So, with that said, I'm going with the following line for her ratings:
Charm +0
Cool +1
Sharp +1
Tough -1
Weird +2
So, she's not particularly good with people, and she's noted that she wouldn't deal with people as well as Malaya does. As a note, Charm isn't really about how likeable you are. You could be terribly rude and annoying and have high Charm and very likeable with low Charm. Charm is more about how well you leverage people to do what you want. She does keep her head on and is observant. In a fight, she doesn't go power to power, she's sneaky, so Tough isn't her forte. And she is quite good at the magic, so yeah, she's getting high Weird.
So now on to moves. Anyone who takes Searcher gets the first encounter move and has to choose one of the variations. For Charlene both psychic event and cosmic insight fit, and I'm going to go with psychic event giving her a chance to use the sensitive basic weird move if she focuses.
For her other two moves, she's going to get guardian representing her spirit crow friend and Ockham's Broadsword representing how she's a bit in the know on a lot of supernatural things.
For her main basic Weird move, she's definitely getting use magic because she's definitely a witch. For a long time, that was the only basic Weird move and it is still a good default. As a note, use magic has a long list of possible effects, glitches, and requirements so I'm just going to post the basic move here. And that can be expanded on by taking some moves (usually by adding to the list of possible effects).
Now, on to her "Minor Weirdness" option for being in a Mundane Monstrosities game. The ones that stand out are inhuman talent, the sight, and third eye. I think I'm going to go with inhuman talent and define it as her skill with illusions. See where I posted the text for it on Malaya's stuff.
For her level up improvements I'm going to give her +1 Charm (to be honest, all the characters in Malaya's pack are pretty empathic and good at negotiating and working with reasonable people) and then I'm borrowing The Show: Magic and Illusions from the Spooktacular.
She hasn't actually been part of a show, but that move still fits her powers to a tee.
Elias Ross - The Initiate
So, I considered Elias for both the Professional and the Initiate. Each of these deals with a character whose main story is about their connection with an organization, so both work for his situation. The Professional was tempting due to the bureaucratic way werewolf society operates feeling a bit more modern agency rather than ancient sect. But I decided Initiate worked better over all. Also... for stats, there's a weird rating line for the Initiate that creates one great stat, one good one, and three average ones, so I'm going with that.
Charm +0
Cool +0
Sharp +0
Tough +1
Weird +2
So, he's not particularly bad at anything, but he's good in a fight and in controlling his powers.
First let's define his Sect, giving it two good traditions and one bad tradition. For this situation, I'm going with werewolf society as a whole.
Good Traditions: Like Family, Modernized
Bad Tradition: Factionalized
I considered grabbing bureaucratic from the Professional's list of tags, but on the whole, I suspect that's a symptom of the factionalization rather than the core problem. Like Family is one of the new tags from Slayer's Survival Kit that can apply to either organization and there is a counter to that which is False Family for cases where the "like family" statement is a lie. In this case, the organization very much is like family and in many cases very much is family in a literal blood-related sense.
Now, for Initiate moves. Every Initiate gets this unnamed move I refer to as "the Sect move".
Then the Initiate gets three moves to choose from. This is different from Changeling and Searcher, each of which has a strong, beneficial mandatory move and then gives two optional ones. In the Initiate's case, the mandatory move is more neutral and could even be seen as a downside. Therefore it also gets three optional moves.
For the basic Weird move, like Malaya he's taking No Limits and also like Malaya, his Minor Weirdness pick from Mundane Monstrosities is shapeshifter. (see above where I pasted those two moves earlier)
For these optional moves, I'm going with mentor, that old black magic, and helping hand. This also accounts for him being a bit good at teaching (tough you would expect his Cool to be higher in that case, possibly improving that would be the first thing he chooses on leveling up). Mentor covers his relationship with his mother pretty well. That old black magic usually applies to use magic, in this case, I think it will represent him using his senses... which with the shapeshifter bonus could give him a +1 on top of his Weird for a total of +3 in some forms.
As a note, when a move gives someone new effects for use magic and they don't have use magic I generally assume they have use magic only for those effects or I attach it to their actual weird move. Attaching this investigative ability to his No Limits works well and would go towards him being good at investigation while also being a bit unobservant in some other situations.
For his advancements I'm giving him +1 Cool, because he's good at teamwork, and I'm having him also borrow the Monstrous natural weapons like Malaya did.
Vincent Dysangco Walters – The Mundane
So, now we come to the fourth major character introduced at the start of the story, Vincent, Malaya's protectively taciturn older brother. He's a bit younger than her, "hot in a Vulcan way" as Elias notes and while his sister's been a werewolf for as long as he's been alive, he himself is pretty normal. So, I'm putting him as The Mundane.
As to ratings' lines, every Mundane has +2 Charm, just like every Initiate has +2 Weird. Changeling and Searcher from above juggle things about. Again, this doesn't seem like a thing you'd get out of the way Vincent is very silent, but like Malaya, he does a good job at working with people, even a little bit better than her. And I am again going to play with exact placement of values a bit here and go with this:
Charm +2
Cool +1
Sharp +1
Tough -1
Weird +0
This makes him a bit more accepting of weirdness than Malaya is and thus better able to go along with it. He keeps a cool head well and is observant as well. In the context of the characters in this comic, however, he's not that great in a fight. So low Tough.
Mundanes do not have any mandatory moves and they get to choose three moves from their playbook's list. So, I'm going to go with these options: the power of heart, what could go wrong, and always the victim.
These moves cover Vincent's occasional tendency to need rescuing, his ability to tip things in the heroes' favor, and his practice of pushing into situations that should intimidate most non-magical people.
As for his Weird basic move, I'm going for something a bit low-key and taking Trust Your Gut. Which is an ability to just get hunches that point important things that will drive the plot forward.
Now, as to the Mundane Monstrosity bonus move from Minor Weirdness I'm going to give him another low-key ability and give him the Divine move soothe as it is one of those on the list. Because Vincent is weirdly good at calming people down and comforting them. (Not so weird when you consider his upbringing, but that's kind of the point.)
For his advancements, I'm going to have him take a move from another playbook and have it be The Searcher and take Cosmic Insight because even when he is scared and upset, he holds it together and doesn't usually lose his tactical/crisis mind. Important distinction, this move doesn't say you aren't terrified, it just says you don't have to roll to deal with it.
I'm also going to have him take another Mundane move, let's get out of here which lets him use Charm for the Protect Someone roll. Note that despite the name, he doesn't have to actually leave the scene, he just has to talk someone through saving themselves.
All told, the character sheets look like this:
The Walters Pack
Team Playbook: Mundane Monstrosities
Team Style: Life, Interrupted - “Were we able to enjoy some normal life?”
Community: Weird Town
Team Ally: The Ross Pack
Team Enemy: Generational Trauma (currently Connie Greensmith)
Team Move: Too Normal to be Weird, Casual Magic
Team Assets: Innocent Front, Clubhouse
Improvements
Take another Team Playbook move: Casual Magic
-------
Malaya Dysangco Walters – The Changeling
Charm +1
Cool +2
Sharp +1
Tough +0
Weird +0
Unknown Heritage: Werewolf
Unearned Reputation
Erratic Power
Strange Thoughts
Moves
Basic Weird Move: No Limits
Changeling Moves: Glamour, They are my people, Inhuman Talent: Endurance
Borrowed Moves: Natural Weapon (Monstrous)
Minor Weirdness:
Harm: 0/7 (Unstable at 4, Dead at 8)
Weapons:
Claws (2-harm, hand)
Fangs (3-harm, intimate)
Improvements
Get +1 Weird, max +3
Take a move from another playbook: Natural Weapon (Monstrous)
Charlene Masters - The Searcher
Charm +1
Cool +1
Sharp +1
Tough -1
Weird +2
Moves
Basic Weird Move: Use Magic
First Encounter: Psychic Event
Searcher Moves: Guardian, Ockham's Broadsword
Borrowed Moves: Magic & Illusions (Spooktacular)
Minor Weirdness: Inhuman Talent: Illusions
Harm: 0/7 (Unstable at 4, Dead at 8)
Improvements
Get +1 Charm, max +2
Take a move from another playbook: Magic & Illusions (Spooktacular)
Elias Ross - The Initiate
Charm +0
Cool +1
Sharp +0
Tough +1
Weird +2
Sect: Werewolf Council
Good Traditions: Like Family, Modernized
Bad Tradition: Factionalized
Moves
Basic Weird Move: No Limits
Initiate Moves: The Sect Move, Mentor, Helping Hand, That Old Black Magic
Borrowed Moves: Natural Weapon (Monstrous)
Minor Weirdness: Shapeshifting
Harm: 0/7 (Unstable at 4, Dead at 8)
Weapons
Claws (2-Harm, Hand)
Fangs (3-Harm, Hand)
Improvements
Get +1 Cool, max +2
Take a move from another playbook: Natural Weapon (Monstrous)
Vincent Dysangco Walters – The Mundane
Charm +2
Cool +1
Sharp +1
Tough -1
Weird +0
Moves
Basic Weird Move: Trust Your Gut
Mundane Moves: Always the Victim, The Power of Heart, What Could go Wrong, Let's Get Out of Here
Borrowed Moves: Cosmic Insight (Searcher)
Harm: 0/7 (Unstable at 4, Dead at 8)
Improvements
Take a move from another playbook: Cosmic Insight (Searcher)
Take another Mundane move: Let's Get Out of Here
#ttrpg#roleplaying games#rpg#monster of the week#tabletop#urban fantasy#character creation#evil hat productions#how to be a werewolf#Shawn Lenore
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Doctor's Orders | Part 1 | Li Shen/Zayne x fem!Reader | Love and Deepspace |
Preface: As someone who chronically ignores her cardiologist's orders, what happens when that backfires on you worse than normal? Recovering from a life-threatening run-in with a wanderer, it's up to your doctor to put you back together.
This is entirely self-indulgent bc I love this man and this game is so pretty for no reason????? Download that shit (not sponsored, they're just my husbands fr)
Part 2
Warning(s): Mentions of bodily injuries, blood, near-death experience, SPOILERS FOR CHAPTER 5!
You didn’t mean to stumble into another fight—it literally came to you. The aether core in your heart has begun to act up, resulting in you short of breath and lightheaded upon any sort of physical exertion. Your heart rate would increase dramatically in compensation which in turn made your evol act up—it was a shit show. Because of that Doctor Zayne firmly instructed you to rest until the core in your heart settled so tests could be run to determine the stability.
You wish you could’ve followed his orders—and you were, very well—but a wyrmlord’s protofield suddenly appeared around your apartment, trapping everyone and you inside of it. Xavier was gone, and you were the only Hunter stronger enough to fight it; you did everything in your power to ensure no one would get hurt. The Wanderer was strong, and you knew if you went full out your evol could get out of control—not to mention the core in your heart would act up, and you'd go into cardiac arrest.
You look around yourself to the frightened people huddling together as a feeble way to protect themselves from the monstrous metaflux monster. If you weren’t here they’d all be dead within seconds. You made an oath, and you will honor it until all life leaves your body.
Drawing your sword, you slide your hand down the smooth, sharp blade. Tendrils of black coil out and wrap and wind in the air. I’m sorry, Zayne. Please don’t kill me for this. The wyrmlord flies at you and you encase yourself in a layer of darkness, of which it absorbs the impact. You spin the sword between your arms for momentum before stabbing it through the shield, and the darkness follows. It pierces into the wanderer, leaving it to cry out in pain. It's not a difficult fight—this is rather easy for you—well, it would be if your heart wasn't an issue. You're not fighting at 100% capacity. Right now, you're at 67%.
The wyrmlord lets out a shriek before sending spikes of stone and ice to come up from under you. You're forced to move, dashing to the side quickly. One of the spikes nicked you on the outside of your knee, sending it buckling. You trip to your hands and knees but force yourself to keep moving out of the range of the wanderer. With your back essentially turned to it, it takes that opportunity to break from your shadows to lunge at you.
~ There is no such thing as a break at Akso Hospital--not for Zayne, that is. The head of Cardiology, chief cardiac surgeon, and one of the most gifted doctors of his generation has little time to relax, other than what time is granted to him. Though, he seems to enjoy the business of his life. It's not often he complains about his packed schedule and lack of vacation time. He stays professional at all times, never letting his personal feelings mix with his professional ones. He treats all his patients with patience and respect but very rarely is he emotionally involved. The last person he felt personally involved in was your grandmother.
However, he wasn't sure if he could keep his personal feelings out of this particular situation. He heard the paging of a patient being wheeled into the ED but he wasn't the one paged. Walking down one of the many corridors connecting to the ED he caught a glimpse of the person being hauled to the OR and he does a double take. His feet stay rooted to the floor but his eyes stare at the parade of nurses and techs following the gurney. Is that. . .
There is no way for him to confirm it yet--he wasn't the one called for the case. Not able to stick in one place for a long time he forces himself to look away and finish walking to his destination, body feeling light and dizzy. Something inside of him told him to call you—something wasn't right, and he needed to be sure one way or another. When he got to a relatively quiet area, he took out his phone and navigated to your contact under his favorites. The line rang for an agonizingly long time until it finally went to voice mail, of which your voice delicately greeted him with a, 'Sup bitch, I'm either busy or dead. Say what you want now or say it to my gravestone, it depends'. Zayne slowly lowered the phone from his ear—you're supposed to be resting, there's no reason as to why you shouldn't be answering your phone. You always answer him when he calls or texts.
The pit in his stomach sinks deeper into his gut and doubt gnaws at him. Could the person that was just wheeled in for emergency surgery really be you? He'll have to wait until the OR is finished or wait until he's paged. He wishes to the gods it's not you, and if it is, he wishes you'll pull through whatever is wrong.
#relationship#fanfic writer#writers#writers of tumblr#female reader#writerslife#romance#x reader#love and deepspace#zayne love and deepspace#zayne#zayne x reader#zayne x you#lads zayne#love and deepspace zayne#loveanddeepspace#li shen#zayne lads#lnds#love and deepspace xavier#fem reader
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THEME: Kaiju Games
@ospreyonthemoon I see your need and I answer! There's a lot of really neat Kaiju games out there.
Kaiju Klash, by NeonRot.
Kaiju Klash is a GM'less rules light game where 2-4 kaiju battle it out in a fight for might to become top dog of the city. In the centre of the city is the Capitol Building, a huge spire that the kaiju scramble up as they slash at each other with tooth and claw.
For Kaiju Klash all you need is a D20, a D6 and a falling block game like Jenga.
Make a Kaiju and battle it out in this Gm-less strategy game. Kaiju Klash includes various Kaiju types with respective skills, and incorporates the city as more than just scenery - it’s a vital battle strategy!
On any given turn, instead of choosing to attack, your Kaiju can grab onto nearby buildings for bonuses that help your next attack. However, you’re in the middle of a fight, so you have to roll randomly for the building that you grab, and the building type will have special details that inform what happens next.
I don't know what the Jenga Tower is used for exactly, but the fact that this game uses one definitely makes it more exciting for me.
Overall, the game gives me King of Tokyo vibes, so if you like smashing through a city in a big ol’ brawl, you might like Kaiju Klash.
Caltrop Kaiju, by Button Kin Games.
A gigantic, rampaging kaiju (giant monster) has shown up in your home town and is destroying everything! You must head out to observe the kaiju to find its weakness, then pass on what you know to the military at their secret base so they can defeat this monster - all while trying not to get eaten!
This is a solo TTRPG which can be played in ten minutes as a tense, tactical puzzle, or in a couple of hours as a journaling/story game.
This one is for the solo gamers! Caltrop Kaiju is about your tiny little character trying to survive a Kaiju attack. The game comes with a grid for you to print off, with special icons to represent specific buildings in the city. You roll 2d5 to determine where the Kaiju moves on every turn, and you’ll try to move through the city before too much of it becomes damaged for you to move through. Special locations will trigger specific effects when they get destroyed, and if you get too close to the Kaiju, you might get injured - or worse, killed.
However, you need to get close to it in order to save the day, as you’re responsible for learning the Kaiju’s weakness and communicating that weakness to people who can stop the monster. Overall, the game can play pretty quickly if you just focus on dice rolls and moving through the map, but the game also comes with instructions on how to turn the game into a journaling experience, which can draw out the story as you reflect on who your character is, why they’re following the Kaiju, and what the city means to them.
Hyperweapon, by Rookie Jet Studio.
Hyperweapon is a rules-light tabletop RPG that combines the excitement of dart blasters with a vibrant and immersive gaming experience created by you and your friends. Set in a world threatened by colossal Kaiju, players take on the roles of skilled Hunters tasked with defending humanity. These Hunters utilize real world dart blasters as their primary weapons in epic battles against these gigantic foes.
Players will embark on a journey through ancient ruins, navigate diverse landscapes, interact with all kinds of people, and ultimately face off against towering Kaiju threats. The game places a strong emphasis on collaborative storytelling and worldbuilding, allowing both players and the Game Master to contribute to the creation of the game's setting, factions, cultures, and lore.
Hyperweapon is unique in how the core of the game revolves around the guns that your characters are using to bring down gigantic Kaiju. You still roll dice to determine damage, but to see whether you hit, you have to actually shoot a foam dart at a target. On top of combat mechanics there’s also locations that change the battlefield: towns have civilians and infrastructure that are endangered by Kaiju but carry shops that the players can purchase goods at. Ruins are more dangerous to visit, containing booby traps, collapsed areas, and Kaiju - but they also hold information that may be useful.
The linked page in the title also has a link to a free Quickstart, in case you want to try before you buy. If you want a high-energy game with a neat resolution system that gives you an excuse to pull out your Nerf gun collection during game night, then you want Hyperweapon.
Dawn of the Daikaiju, by Pinnacle Entertainment.
The world changed in 1953—a radioactive monster rose from Hudson Bay to terrorize New York. Now these “daikaiju” save the world!
In Dawn of the Daikaiju, players take on the roles of giant monsters called kaiju or daikaiju (the terms are used interchangeably and both mean “giant monster”). Though daikaiju range in origin from oversized insects and dinosaurs to bio-engineered alien weapons, they somehow recognize in each other a single species. Even daikaiju from different worlds work together in packs.
Savage Worlds uses different dice sizes to represent competence, and much of the character creation process uses a point-buy system, with guidance on how many points you can spend on certain things. Characters can take on flaws to give them extra points to spend on bonuses, so there’s a balance of embracing weakness in order to boost your strengths.
Savage Worlds also has both the boon and the flaw in that it’s a system meant to cover a lot of genres. You’ll need the SWADE core rulebook in order to use this supplement, but you can also use that rulebook for many other genres. If you already own the core rulebook or know how to play the game, this is a neat option to change the tone of your current game.
The Kaiju Love You, by InnocentGoblin
Walking through the ruined streets of a massive metropolitan city, each footstep crushing another building, the weight of brick and mortar collapsing underfoot. The military prepares for battle, tanks and helicopters opening fire at the behemoth.
The florists come out to see the commotion only to see a massive foot crash down in front of them, believing their end has come they cover their eyes only to find that they are safe. The Kaiju leans down, gently drops a coin that is tiny in its massive claws, in return it takes a large bouquet. It sniffs the flowers with delight and starts walking back.
The Kaiju has a date tonight, and it has to be perfect.
A neat twist on the Kaiju genre, this is a game not just about being a Kaiju who is fighting other Kaiju, but also being a Kaiju who is falling in love with the city they are trying to protect. Your character will be balancing between big disastrous fights against other monsters, and finding ways to romance the people of their city. The more people who love you back, the stronger you are in combat; but the more that they adore you, the harder you have to work to maintain that relationship.
Thematically, I think this is a really neat concept. Character creation feels rather simple; you have only 2 stats, which are represented by numbers that are opposite from each-other on a d8. You want to typically roll at or over your personal number, so your Kaiju will probably be better at either fighting or falling in love. Altogether, it’s a really unique take on the genre, and I think that merits checking this game out more than anything else.
Giant of Light, by RudoJudo.
Giant action in the style of Ultraman! Investigate strange goings-on, uncover mysterious aliens and ancient powers, then do battle as either a Giant Hero or Kaiju!
Giant of Light is a TTRPG for 2-6 players that can be single sessions or long campaigns. This is the first edition of the game, which uses custom-built systems to allow play at both human and giant size.
Giant of Light is designed to replicate Ultraman, so you can play a Kaiju, but you can also play a giant hero. Your characters are meant to be protectors of your city, fighting against other supers-sized threats. Your characters have both civilian and giant forms: as civilians, you’ll be investigating the newest threat as regular civilians, and then transform into Heroes or Kaiju in order to fight your foes on an even playing field.
What’s really interesting to me is that a giant Hero and a Kaiju character are somewhat different mechanically; Heroes have an energy pool that powers elemental abilities, while Kaiju have a health bar and special abilities instead. Heroes typically have more energy to spend and can bounce back, but they need to use their energy to fuel their powers. Kaiju don’t have to spend currency to use their abilities, but their health bar makes them more susceptible to falling in battle.
If you want some more info on how the game works, I reviewed Giant of Light a while back on this very blog.
Kaiju Incorporated, by Evil Hat.
Do you have what it takes to face the hazards of mayhem, destruction, biohazardous waste, human resources, minimal career prospects, and really really big footprints?
Jump into the lives of the workers for the world’s biggest multinational Kaiju-conglomerates! Rebuilding the world following giant monster attacks takes a Kaiju-sized work-force. Do you have what it takes to face the hazards of mayhem, destruction, biohazardous waste, human resources, minimal career prospects, and really really big footprints? Find out in Kaiju Incorporated: The Roleplaying Game!
Kaiju Incorporated is usable for both Fate Core and Fate Accelerated, both of which can be found for free on the Fate SRD website. It comes with suggestions for character options and stunts that are unique to the setting, and incorporates a crew structure that the group is balanced and equipped for taking on a giant monster. There’s also GM advice to help you build a Kaiju attack, and lore to help the GM if they don’t want to build the world from scratch.
Overall, Fate is very accessible since you can access the rules for free, and you can use regular d6’s if you don’t have any Fate dice. It’s a stellar system if you value maximum character flexibility, and enjoy coming up with witty turns of phrase rather regularly. If you want a bit of taste for Kaiju Incorporated specifically, there is a lovely episode of Literal Cat Pod that goes through character creation, in which they build Peter the Kaiju Reader!
Kaiju Generator, by The Bardic Inquiry.
What is a Kaiju? To put it simply, Kaiju refers to a genre of film that originated in Japan that featured giant monsters, but it can also refer to the giant monsters themselves.
The actions of these giant monsters are typically devastating to the planet and pose a global threat. This can range from the intentional destruction of infrastructure or the combat between two giant monsters.
This generator will help you to create a Kaiju that you can use in your roleplaying adventures by utilizing 4 1d66 random tables. Can your players survive an encounter with a gigantic monster?
This isn’t really a game; it’s mostly just a monster generator, but it’s very well designed and the quality of the zine makes me excited to play a Kaiju game. I think you could use this for many of the other games on this list, or use it to add a Kaiju to a game of your choice. There’s a number of roll tables for the type of Kaiju, its special ability, its origin, and its goals. As a bonus, there’s also some guidance on creating plot hooks to get your players interested in the Kaiju plot, and creates stakes that keep them invested.
Honorable Mentions
Liminal Colossus, a supplement for Liminal Horror by Mynar Lenahan.
Hey, So… We Accidentally Turned Steve Into a Kaiju and Now He’s Trying to Eat Cleveland, by lazersarus.
I Was Going To A Picnic, But Then A Kaiju Showed Up!, by BitwiseCoyote.
Twenty, by kumada1.
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MY BEST DAY EVER: MONSTER HUNTER EDITION
Allow me to give some background don't worry it gets less boring when I get into my perfect day part, but this was VITAL for you to know. You NEED to know my lore and background
2018 era- I still remember the exact moment my Monster Hunter journey began: January 26, 2018. A wide‑eyed 14‑year‑old me—Justice, living in Louisiana—saw the launch trailer for Monster Hunter: World and thought, “Whoa, you literally hunt monsters? Sign me up.” I’d never touched a single entry in the series (hard‑core veterans would probably crucify me for starting with World), but that title alone was enough to reel me in. The very second I got home, I booted up the game. I remember vividly the opening cutscenes and the hours of linear playing that followed before I was finally free to go about and do (mostly) what I wanted to do. I was hooked immediately and ran to school the next day to drag my classmate Avery into the chaos. We flailed through a very small portion of the game for a solid week before kinda just… stopping. The game felt brutally hard, and—let’s be honest—middle‑schoolers who have the attention span of a goldfish, not reading anything and skipping important information, are a recipe for disaster. Monster Hunter: World went back on the shelf, gathering dust while life kept rolling 2020 era- Fast‑forward to 2020. I’m in Tennessee now with a brand‑new friend group who finally convinced me to buy a PC. The Steam Summer Sale hits; Monster Hunter: World is cheap. I tell my friends that we should check it out. Summer was great—about 100 hours were sunk into the series, and we spent so many days just running around having fun—but, like everything, we played too much at once and got burned out right at the end of the big DLC, so back onto the shelf it went, again.
2022 era (third times the charm baby)-
Two years later, we dusted the game off again—and this is when the addiction clamped down harder than anything I’d felt before. We didn’t just clear the story; we 100‑percented everything: every quest, every crown, every achievement. The final monster (looking at you, Fatalis—my most hellish gaming experience ever) chewed us up for three straight months of on‑and‑off attempts before we finally triumphed. The dopamine rush was unreal.
2023-2024 MH:Rise & The Long Wait-
High on victory, we steamrolled through the next game, Monster Hunter Rise, and its Sunbreak DLC expansion. Then came the lull. The older titles weren’t on PC, but Capcom threw us a lifeline on December 7, 2023—the day they announced Monster Hunter Wilds. From that moment, our group chat became a nonstop rumor mill: datamined leaks, trailer‑frame‑by‑frame analyses, and wild theories about new weapon moves. Needless to say, we were excited.
February 28, 2025 – Enter Monster Hunter Wilds
After two agonizing years of countdowns and praying that our schedules lined up, launch day finally landed. My friend Avery from way back in Louisiana took PTO to play with us; my friends from Belmont—Tim, Raa’d, and Asher—and I (sorry, academic integrity) also skipped our classes and spent all day talking about the game. We stocked up on snacks—far too many snacks, if I’m being honest—but hey, we’d waited for this game for years, and nothing was going to stop it from being perfect, so dammit, I’m eating those Oreos! We spent the entire hour leading up to launch pressing the refresh button until 11 p.m., when we finally got in. There was a lot of screaming while we waited for the game to load, and the instant the servers went live, we dove head‑first into the untamed frontier.
mass panic right here as we struggled to get in ^ I'll breeze slightly quickly through this part of the story to get to the meat and potatoes a bit faster, but we first started with character creation and spent a good amount of time on it. I decided that this time I was going to use a Hunting Horn—which is basically a musical instrument for combat—so I made my character look like a clown / jester, which I thought fit perfectly. After the character was finished, we hopped into the action for real this time.

my awesome character who i love so deeply ^
I have to say, despite the reviews claiming the game was unoptimized and ran poorly, we all had a really smooth time with the actual gameplay. The cutscenes were fluid, and we were able to join up and hunt together almost right away. The first few hours flew by as we got our bearings and figured out all the new mechanics. It played much like the games we were used to, so it was easy to pick up.
We tackled the first few hunts together, beating the hell out of the entire first area before branching out to get sidetracked on our own. Around 2 a.m. we were all geared up and ready to keep going. Exhausted as we were, we still pushed forward, playing through the entire day—and beyond—with literally no sleep. This went on for almost two solid days before we finally decided to take a small nap at the 31 hour mark and then continue.
the ganggggggg ^
After we woke up about six hours later, we got back to hunting—and I mean a lot of hunting. We fought through a slew of monsters together, multiple times, trying to snag the best pieces for our armor. Luckily, near the end there was one target we could all grind for to get ready for our first big hunt, but first let me explain something very important.
some cool screenshots i took during our fights ^
Every mainline Monster Hunter release is split into two parts: Low Rank and High Rank, with a brutal‑but‑fun Master Rank arriving about a year later as a DLC expansion. The roughly 40 hours my friends and I had poured in so far were just to reach the Low‑Rank boss (Zoh Shia), so we were amped to kick its butt.
awesome banana sword for my cat and my fluffy armor (not drippy at all and super ugly tbh) ^ Now this is where it gets fun-
Zoh Shia’s lore is wonderfully complex—especially for lore nerds like me—but here’s the short‑and‑sweet version: it was a secret super‑weapon engineered by an ancient civilization called Wyveria to defend the kingdom from an unknown threat. The weapon proved too powerful to control and eventually wiped out its creators. The last few survivors sealed Zoh Shia inside the Dragontorch, a living bio‑reactor that powers the entire continent. Naturally, the ultimate weapon learned to feed on the Dragontorch’s energy and began twisting the continent’s natural phenomena. Realizing the danger, the Guild assigns our hunter to slay it—which let me say it's no small task, especially on only a few hours of sleep, because this thing is an absolute beast.
Zoh Shia (if you look closely you can see me at its legs down there) ^ We got slapped around a bit, and while we didn’t have a ton of trouble, it was still a close call: we had one faint left when Zoh Shia finally neared death. Cue the screaming and panic as we ran around flailing and healing and making tons of mistakes in the heat of the moment under all the pressure.. When we finished the hunt, we celebrated—only to be reminded that even bigger threats were waiting in High Rank. That, however, would have to wait for another day. A quick glance at the timer showed our little gaming binge had lasted 59 hours, 38 minutes, and 3 seconds.
my cool hunters name and my progress ^
Reflection-
I figured this would be the best way to knock out two birds with one stone—I’d get to binge a game with my friends and complete a hefty assignment, but it honestly turned into the best day…well, days…of my life. Even now, we still talk about it; the whole marathon became a core memory, and I love my friends for making it happen. They’d only planned to stay up for a little while, but when I told them about the assignment they buckled down with me, playing until we were ready to drop. That kind of support felt incredible.
This project showed me just how much I love and appreciate my friends—and how lucky I am to have people willing to go all‑in with me. Using what the textbook taught, I make sure to tell them I appreciate them more often, and it feels great. Seriously, it was an amazing, amazing, amazing time, and you’d better believe that when the DLC drops in a year or so, we’re doing it all over again!
onto the next adventure ^
#monster hunter#mhwilds#papa pat#school assignment#whimsy#yayyy#joy#arkveld#monhun#monster hunter wilds#zoh shia#hunting horn
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My thoughts regarding MC in LADS game
Note: Like I said in the title, these are purely my opinions and interpretations. Also, a warning for spoilers below the cut.
So I've just started playing Love and Deepspace for two months, I think, and I overall like the story. There's just one thing that doesn't sit well with me regarding the MC/the player/us, if you will, and that's her personality.
I know LADS is mainly a dating sim, so it's more cutesy and romantic, even if it's action sci-fi with more focus on combat (which I love). But the MC has a pretty traumatic past, and even throughout the main story, she has it quite rough.
During her childhood, MC went through a world-changing apocalyptic event. She was one of the few who survived, and through the flashbacks, we can see it was incredibly harrowing. On top of that, she was basically an unwilling lab rat in illegal and dangerous experiments and had some out-of-space substance jammed into her chest Tony Stark style. These events impact her so powerfully that later she joins an elite military organization for hunting monsters from out of space. (I haven't been in the military but I can imagine it's not a walk in the park.) Because she's the main character, her Evol is super rare of course, but it works only in combination with other people's Evols, rendering her Evol useless on itself. Does she ever feel insecure about her Evol? Does she have an inferiority complex because she can only feel useful with a partner and never by herself? As if that wouldn't be enough, throughout the story she watched the last members of her family being blown to pieces. And that's only how far I've gotten in the story.
Since it's a first-person immersive game, I obviously pondered how I would handle all the situations I've encountered. I would definitely suffer a severe PTSD and perhaps even depression. Even though we are told the Aether core is mostly stable, we still visit for regular checkups at the doctor. The Aether core probably causes chronic pain to us, and Protocore-enhanced heart arrhythmia. So mentally and physically straining job like Deepspace Hunter is probably the best choice, right? And yet we as MCs throw ourselves into every dangerous situation, perhaps because we're protagonists and the Lads need to save and have all these cutesy moments with us, but maybe also because our trauma gave us self-destructive tendencies, MC pulls all these dangerous stunts because, deep down, she wants to die. Let's not forget that she has one of the most dangerous and life-threatening professions in that universe. (I wish we could give our character scars and muscle in the Avatar designing part) If it were me, I'd probably be a substance abuser too. To numb me from the things I've experienced plus all the things I see on the job daily. (The game leaves this out, but think civilians getting killed daily, your colleagues dying, or being horrifically maimed by the Wanderers. Another reason not to get attached to anyone.)
And all that escalates when MC loses her only remaining family and her childhood best friend. This brings me to another point: MC and her relationships, and how this affects her stance on intimacy. The trauma could make her bad at bonding socially with others. It seems to me her only friends are Caleb and Yvonne if we leave out the Lads. After the incident with Caleb and her Grandma, I would push people away purposefully because I would assume that being associated with me would ultimately cause you to die a horrible death. Perhaps it's projection but all of these things would make MC deathly afraid of intimacy and letting someone close, even acting like a jerk on purpose to scare people off and generally keeping to herself.
(but Aldryyyyyyrth, that would make the romance hardeeeer! Yes, yes it would, but that's the fun of it no?)
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Gn Reader who is a monster hunter. So they wear a full set of armor at all time. They have swords that are made out of the claws of a ice dragon. Reader has no fear and is willing take on any challenge. They keep looking for demons/monster to fight. 🗡️O(👀 )O
This was such a joy to write! It took me back to my roots when I first started writing for Dragon Age. Thank you so much for the request. enjoy! :)
Forged in Frost and Steel
A Walking Fortress
MC is rarely seen without their full set of armor—an intricate and heavy suit that reflects their years of experience as a monster hunter. The armor, engraved with runes and symbols of protection, glows faintly in the dark. It’s scarred and battered in some places, proof of the many battles they’ve fought, but they wear it with pride. Every scratch and dent tells a story, and they treat it like a second skin. Beneath that armor, though, is someone who’s always ready for action. They’ve trained their body to handle the weight effortlessly, moving with a surprising grace despite the heavy metal that encases them. When the brothers first meet MC, they can’t help but be impressed—and a little intimidated—by the sheer presence they exude.
Swords of Ice Dragon Claws
MC’s twin swords are a sight to behold, crafted from the claws of an ancient ice dragon they once defeated in the frozen peaks. The blades shimmer with a frosty sheen, and when they draw them, the temperature in the room seems to drop several degrees. These weapons are not only incredibly sharp but also infused with the dragon’s icy power, allowing MC to freeze their enemies in battle with a single slash. They carry the swords proudly, often spinning them with practiced ease. The brothers are fascinated by the craftsmanship of the swords, though they’re all a little wary of the cold energy they give off.
Fearless to the Core
MC is the type of person who runs toward danger, not away from it. They’ve built their entire life around hunting down monsters, demons, and anything that poses a threat. Fear isn’t a concept they entertain—if anything, they thrive on the thrill of a challenge. Lucifer notices immediately that MC never hesitates, no matter the situation, and while he’s impressed, he’s also slightly concerned. After all, bravery can be a double-edged sword. "You need to learn to assess the risk," he warns, but MC just smirks and replies, "Risk is what makes it fun." Mammon, though nervous, can’t help but admire their confidence, while Levi thinks they’re straight out of one of his favorite fantasy games.
Always Looking for a Fight
Whenever they’re not on a mission, MC is searching for their next challenge. Whether it’s facing off against a particularly strong demon or taking on the next dangerous monster roaming the Devildom, they’re constantly on the lookout. If the brothers mention any local legends or rumors about monsters, MC immediately perks up. "Where?" is their first question, followed by, "How soon can we leave?" This relentless drive for battle often catches the brothers off guard. Even Beel, who’s known for his strength, is surprised by how casually MC takes on tasks that would terrify others. Asmo jokes that MC’s hobby is "collecting battle scars" while Satan appreciates their sheer determination.
Endless Confidence
MC’s confidence is unparalleled, to the point where nothing seems to faze them. They could be faced with a towering demon, its roar shaking the very ground beneath them, and all they would do is smirk and crack their knuckles, ready to jump into the fray. The brothers, used to being feared or revered by humans, find MC’s attitude refreshing and bewildering. MC doesn’t shy away from anyone, not even Lucifer. In fact, they have no problem challenging him head-on, which both irritates and intrigues him. "You think you can take me?" Lucifer asks, a hint of amusement in his voice. "I know I can," MC replies with a grin, their hand already resting on the hilt of their sword.
Unpredictable Tactics
In battle, MC fights with a combination of strategy and pure instinct. They’ve faced countless monsters over the years and have developed a unique fighting style that’s both efficient and unpredictable. They’ll use their environment to their advantage, launching themselves off walls or flipping over their enemies with ease. The brothers, who are used to traditional forms of combat, find themselves impressed by MC’s agility and creativity. When they see MC fight for the first time, they quickly realize why MC has survived as long as they have. Mammon often watches in awe, secretly glad that MC is on their side.
A Matter of Pride
For MC, hunting monsters and demons isn’t just a job—it’s a matter of pride. They’ve dedicated their life to perfecting their craft, and they’re proud of the reputation they’ve earned as one of the best hunters in their world. That’s why they wear their armor and swords so proudly, a constant reminder of the battles they’ve fought and won. Though they don’t brag about their victories, they don’t downplay them either. If someone asks about their latest hunt, MC will share the details with a casual confidence, often to the amazement of those listening. "You actually fought an ice dragon?" Beel asks one day, more curious than surprised. "It was a tough fight, but nothing I couldn’t handle," MC replies with a shrug, as if fighting dragons is an everyday occurrence.
A Cool-Headed Hunter
Even in the heat of battle, MC is calm and collected. Panic has no place in their life; they’ve seen too much and been through too many near-death experiences to let fear cloud their judgment. Their composure often surprises the brothers, especially in moments when others might be tempted to flee. When faced with a powerful opponent, MC will assess the situation, find the weak point, and strike with precision. This kind of confidence and tactical thinking earns them respect, even from the likes of Satan and Lucifer. "You’re not bad," Satan admits after watching MC take down a particularly difficult demon. "I’ll take that as a compliment," MC replies with a smirk.
Solitude is Second Nature
Being a monster hunter means MC is often on their own, and they’re comfortable with that. They don’t mind the solitude, finding peace in the quiet moments between hunts. But that doesn’t mean they don’t appreciate the company of others. While they may be used to traveling and fighting alone, they quickly adapt to working with the brothers. Over time, they find themselves enjoying the banter and camaraderie, though they rarely express it out loud. MC’s independent nature sometimes makes them seem distant, but the brothers quickly learn that when it matters, MC is fiercely loyal and protective of their allies.
No Fear of the Supernatural
MC has spent years hunting all sorts of monsters—dragons, werewolves, demons, you name it. So, the Devildom’s supernatural threats don’t scare them in the slightest. If anything, MC is intrigued by the opportunity to fight something new. When the brothers mention certain dangerous creatures lurking in the shadows, MC immediately wants to go after them. "What’s the point of coming here if I’m not going to test my skills?" they reason, much to the brothers’ exasperation. Levi thinks it’s cool that MC is constantly seeking out the strongest monsters, while Lucifer warns them not to bite off more than they can chew. But MC just grins, always ready for whatever comes next.
Lucifer
When Lucifer first meets MC, he can’t help but be intrigued by their presence. The sight of their imposing armor, coupled with the twin swords crafted from the claws of an ice dragon, gives them a commanding and fearsome air. He’s seen countless humans come and go in the Devildom, but none like this. MC’s confidence, their lack of hesitation in the face of danger, catches his attention immediately.
But that interest is quickly tempered by a sense of caution. Lucifer values order, discipline, and respect. MC, with their relentless thirst for battle and willingness to take on any challenge without a second thought, strikes him as reckless, someone who could disrupt the delicate balance of the Devildom if they’re not careful.
"You’re certainly bold," Lucifer says the first time MC challenges him directly. There’s a flicker of amusement in his eyes, though his tone remains authoritative. "But boldness without restraint is a dangerous thing. You should learn to think before you act."
MC, however, is unfazed. Their unwavering confidence—and perhaps their lack of reverence for Lucifer’s position—sparks something in him. While others might cower or bend to his will, MC stands firm, ready to face him, or anything else the Devildom throws at them, head-on.
Lucifer’s respect for MC grows, though he won’t admit it aloud. Their resilience, their strength, reminds him of himself in a way. However, that doesn’t mean he’ll tolerate any reckless behavior. "The Devildom is not a playground for your challenges," he warns, his voice low and commanding. "If you want to survive here, you’ll need more than just courage. You’ll need control."
Despite his stern words, Lucifer can’t deny that he finds MC’s unyielding spirit admirable. In a world where fear is the natural response to demons, MC’s fearlessness stands out. Over time, he comes to see them as an asset rather than a potential threat. Their power, if honed properly, could be invaluable.
Still, Lucifer often keeps a close eye on MC, making sure their eagerness for battle doesn’t lead them into unnecessary danger. When MC embarks on another one of their hunts, Lucifer will offer a warning, his voice calm but firm: "You may be strong, but strength without wisdom is a flaw. Don’t let your pride lead to your downfall."
In the end, Lucifer’s relationship with MC is one of both admiration and caution. He respects their strength but seeks to guide them toward balance, knowing that unchecked power can easily spiral into chaos—something he will not allow under his watch.
Mammon
From the moment Mammon lays eyes on MC, fully armored with those impressive swords made from the claws of an ice dragon, his mind starts working overtime. He notices the way they carry themselves—confident, almost fearless—and immediately sees a potential goldmine. After all, if MC is out there slaying monsters and collecting rare materials, someone should be making a profit from it, right?
"Oi, MC," he says with his trademark grin, sidling up next to them after one of their hunts. "Those ice dragon claws ya got there… they fetch a real good price, ya know? I’m talkin’ serious grim. How ‘bout ya let me handle the business side of things, huh? You do the fightin', I’ll do the sellin’. It’s a win-win!"
He’s barely even subtle about it, his eyes practically sparkling with the potential grim he could make. Mammon is quick to imagine all the rare materials MC could harvest from the monsters they hunt—rare scales, horns, fangs, and more—and how much they’d be worth in the Devildom's underground markets. His greed kicks into high gear as he starts picturing piles of grim, a smug smile spreading across his face.
"Just think of it!" he exclaims, already counting his imaginary profits. "We’ll be rich! I mean, you fight the monsters, but I’ll take care of the rest, yeah? That armor of yours is already impressive, but with a bit of extra cash, we could really upgrade it."
MC’s lack of fear and willingness to take on any challenge only fuels Mammon’s excitement. He’s constantly pestering them after every hunt, asking what kind of materials they collected and whether he can sell the remains. "What’d ya get this time? Some kinda rare fang or somethin'? Don’t be selfish now, let your pal Mammon handle the transactions!"
Of course, beneath all the talk about profit and selling materials, Mammon does genuinely care about MC. He’s the Avatar of Greed, sure, but he doesn’t want them to get hurt. Whenever MC goes off on another dangerous hunt, Mammon can’t help but feel a twinge of worry. "Don’t go doin' anything stupid out there, alright? I can’t make grim off ya if ya get yourself killed!"
Even with his schemes to make grim, Mammon keeps a close eye on MC when they’re in battle. If they ever get into a tight spot, he’s there to jump in—though he’ll deny it was out of concern and claim it was because he didn’t want to lose out on potential earnings.
But once the fight is over, it’s right back to business. "Now, about that haul from your latest kill… How ‘bout we split the profits? 80-20. I mean, I am the one who knows the best markets for this stuff!"
Leviathan
When Leviathan first meets MC, fully armored with twin swords forged from the claws of an ice dragon, his immediate thought is that they look like they’ve stepped straight out of one of his favorite fantasy RPGs or anime series. His eyes widen in awe, and he’s almost too flustered to speak at first. It’s not often that someone so cool enters his life, especially in the real world.
"Y-You… you look like a character from Magical Knights of Dragonbane! Those swords… the armor… you’re like a real-life hero!" His voice wavers between excitement and shyness, and there’s a spark of admiration in his eyes.
Despite his usual insecurity around others, Levi is completely drawn to MC because they embody everything he’s always admired in fictional heroes. Their fearlessness, their relentless pursuit of battle, and their undeniable strength hit all the right notes for him as a fan of epic stories and battles. Of course, that admiration quickly spirals into his typical jealousy.
"Not that I’m envious or anything," he mumbles, though his expression says otherwise. "I mean, I could totally do that too if I wanted to! It’s just… I don’t have those swords. Or that armor. Or the skills. But still!"
Levi starts treating MC like a real-life protagonist, often comparing them to his favorite characters from games and anime. He constantly talks about how their latest monster fight reminds him of a boss battle from Ruler of the Abyss or a particularly intense dungeon raid. "That battle you had with the three-headed demon? It’s just like the showdown in Knight’s Quest VII, where you have to defeat the Hydra! You totally pulled a legendary move back there!"
Levi’s fanboying can get a bit overwhelming, especially when he starts bombarding MC with questions about their weapons and techniques. "How did you get the claws of an ice dragon? Did you have to fight it solo? Was it like the Frozen Tundra Arc from Legend of the Snowblades?"
However, Levi’s admiration comes with his usual dose of insecurity. He’s impressed by MC’s bravery and skill but can’t help feeling a little envious. In his mind, they’re living the kind of life he’s only ever dreamed of—taking on dangerous monsters, wielding epic weapons, and being utterly fearless. "You’re so lucky," he mutters during one of their conversations, eyes downcast. "You get to be the hero in real life. I just… stay in my room and live through games."
Despite his jealousy, Levi can’t deny that MC has earned his respect. He’s fascinated by their adventures, and even though he wishes he could be as brave as them, he finds himself cheering them on from the sidelines. When MC tells him about their latest monster hunt, Levi’s eyes light up, and he listens intently, hanging on every word like it’s part of an ongoing story.
"That’s so cool," he blurts out after MC describes a particularly intense battle. "You’re like… a real-life protagonist. If this were a game, you’d definitely be the main character. I’d be… I’d be the support class, I guess." There’s a hint of self-deprecation in his voice, but it’s clear that Levi admires MC more than he lets on.
Over time, Levi even starts imagining what it would be like to join MC on their hunts, despite his fear of real-life combat. "If I ever went with you on one of your monster hunts, I’d be like the strategist or the mage, right? I’d stay in the back and cast spells while you go in with those epic swords!" He knows he’s not cut out for the front lines, but the idea of being part of the adventure appeals to him more than he’s willing to admit.
Even though Levi feels like he’ll never be as brave as MC, he slowly comes to realize that being their friend is enough. "I guess I’ll just keep being your number one fan," he says with a small smile. "Even if I’m not fighting beside you, I’ll always be here to support you, just like in the games."
In true Levi fashion, he’ll also try to get MC to play his favorite monster-hunting video games, eager to compare their real-life experience to the virtual world. "C’mon, let’s see if you can take down the Frost King in Night’s Fall! It’s just like the ice dragon you fought, except, y’know… pixelated."
Satan
When Satan first encounters MC, fully armored and wielding swords crafted from the claws of an ice dragon, his reaction is not one of awe or intimidation but of intense curiosity. Unlike the others, who might be impressed by the sheer spectacle of MC’s appearance, Satan’s mind immediately begins to analyze the practicality of it all.
"The claws of an ice dragon?" he murmurs thoughtfully, observing the swords with a critical eye. "That’s not a common material. You must have gone through considerable effort to acquire those."
Unlike Levi or Mammon, Satan isn’t concerned with how cool MC looks or how much grim they could fetch for selling parts of their kills. Instead, he’s far more interested in the intellectual aspect—how MC hunts, what techniques they use, and most importantly, the kinds of creatures they’ve encountered. For Satan, MC represents a rare opportunity to expand his knowledge of monsters and battle tactics, and that’s far more exciting than anything else.
He immediately begins asking pointed, detail-oriented questions. "How did you handle the ice dragon’s frost breath? I assume you’ve developed a method to resist extreme temperatures, given the nature of your weapons. And what about its speed? Ice dragons are known to be incredibly agile despite their size."
Satan respects MC’s abilities, but he’s also fascinated by the process behind their victories. He admires their strength, yes, but it’s their intellect and experience that truly captures his attention. To him, a successful monster hunter isn’t just someone who fights well—they’re someone who knows how to outthink their enemies, and MC’s fearlessness only enhances that aspect in his eyes.
"You approach battle with the same decisiveness I would in a pursuit of knowledge," Satan observes, the faintest hint of a smile tugging at his lips. "Calculated. Efficient. You don’t waste time with hesitation, but neither do you rush in recklessly."
However, Satan’s admiration isn’t without its critique. He’s someone who values control and precision, and while he recognizes MC’s fearlessness as a strength, he’s also quick to point out its potential pitfalls. "You’re fearless, which is commendable," he says, leaning against a bookshelf in the library as they talk. "But there’s a thin line between bravery and recklessness. You might be skilled, but even the strongest can be undone by overconfidence."
His words are not a reprimand but a cautionary lesson. Satan respects strength, but he respects wisdom even more, and he takes it upon himself to ensure that MC understands the balance between the two. "A monster hunter like you should know—monsters can be unpredictable. No amount of strength can save you from the consequences of a single miscalculation."
That said, Satan’s own curiosity sometimes leads him to ask MC to go after certain creatures, not because he wants to see them in danger, but because he’s interested in studying the monsters themselves. "There’s a particularly rare species of shadow fiend in the northern caves. I’ve been wanting to study one for some time now. Would you be up for the challenge?" He knows MC is always seeking their next hunt, and while Satan has no interest in accompanying them on the battlefield, he’s more than eager to read up on their findings.
Satan is also fascinated by MC’s lack of fear. He’s used to humans being intimidated by demons, but MC doesn’t so much as flinch in the presence of the brothers, not even Lucifer. That fearlessness intrigues him, and he can’t help but poke at it sometimes, trying to understand what drives them. "You’re not afraid of anything, are you?" he asks one day, his tone more curious than condescending. "I wonder if that’s born out of experience or if it’s simply who you are."
Over time, Satan’s respect for MC grows, not just for their strength but for their mind. He values their input, their insights on the creatures they fight, and the methods they use. In many ways, he sees MC as a kindred spirit—someone who approaches life with intellect and strategy, even if their battlefield is more physical than his.
Still, he never stops cautioning them. "Remember," he says one day after MC returns from a particularly dangerous hunt, "knowledge is your greatest weapon. Even more so than those swords."
Asmodeus
Asmodeus’s first reaction when he sees MC in their full, intimidating armor, wielding swords made from the claws of an ice dragon, is a mix of intrigue and slight distaste—though not for the reasons one might expect.
"Oh darling," Asmo says, with a dramatic sigh, giving MC’s armor a once-over. "That armor is so... functional, but it could use some flair! Have you ever thought about accessorizing? Maybe a bit of sparkle or color to liven it up?"
For Asmo, appearance is everything, and while he’s impressed by the sheer presence MC commands, he can’t help but think about how their look could be improved. To him, it’s a missed opportunity for some fabulous monster-hunting fashion.
But underneath his superficial comments, Asmo is genuinely curious about MC’s abilities. After all, they exude a confidence that even Asmodeus finds intriguing. Most humans are easily overwhelmed by the Devildom, but not MC. They’re fearless, something that both impresses and fascinates him.
"Look at you, so brave, fighting monsters and demons without a second thought," Asmo purrs, his eyes sparkling with a mix of admiration and amusement. "But darling, don’t forget to take care of your skin! All that armor must be so rough on it. You must let me give you a treatment. After all, you want to look good while fighting, don’t you?"
Despite his constant fussing over their appearance, Asmo quickly develops a soft spot for MC. He admires their boldness and their unshakable confidence, something that resonates with his own vanity and pride. Asmo is used to people fawning over him, but MC? They’re different. They don’t seem to care about his beauty the way others do, which only makes him more interested in them.
He’s often playful with them, teasing them about their relentless pursuit of danger. "Honestly, darling, you’re going to give me wrinkles with all this worry!" he says after hearing about one of their hunts. "But I guess there’s something charming about someone who’s willing to fight monsters head-on. Still, you should let me pamper you every now and then. A little self-care never hurt anyone!"
Asmo isn’t blind to MC’s strength, and while he’s not one for battles himself, he appreciates MC’s power in his own way. "You’re like the lead in one of those epic romance novels, charging into danger and saving the day," he gushes one day. "But even heroes need a break, don’t you think? Maybe a nice spa day, just the two of us?"
Though Asmo’s focus is often on beauty and luxury, he subtly keeps an eye on MC’s well-being. He doesn’t say it outright, but he does care about them, and he often expresses that care in his own, Asmodeus way. If MC ever gets injured or looks particularly tired after a hunt, Asmo will hover nearby, insisting on helping them recover, even if his methods involve an elaborate skincare routine.
And while Asmo may not be as direct as the others when it comes to acknowledging MC’s strength, he does have his moments of sincerity. One day, after watching them return victorious from yet another hunt, he smiles softly and says, "You really are incredible, you know that? Fearless, strong, and so confident. It’s... tantalizing. But promise me you won’t forget to take care of yourself, alright? I wouldn’t want to see someone as beautiful as you burn out."
Of course, the moment is short-lived as he quickly shifts back to his usual self, adding with a playful grin, "Now, let’s talk about adding some flair to that armor, shall we?"
Beelzebub
Beelzebub’s first reaction when he sees MC in their full suit of armor, wielding the massive ice dragon claw swords, is a mixture of curiosity and hunger—not for them, of course, but for the concept of power and strength they represent.
He doesn’t say much at first, observing them with his usual calm demeanor. Beel is used to sizing things up, whether it’s food or opponents, and MC’s imposing figure certainly catches his attention. "You’re strong," he says simply, with a hint of admiration in his voice. "I bet you’ve fought a lot of tough monsters."
To Beel, strength is something that commands respect, but he doesn’t idolize it like others might. In the beginning, he’s indifferent to MC, seeing them as just another human—albeit one who could probably put up a good fight if it came down to it. But as someone who has fought through hunger and struggles, Beel recognizes determination when he sees it, and MC clearly has plenty of that.
What intrigues Beel most is how calm and fearless MC is when hunting. It reminds him of himself during his hungriest moments—when survival is all that matters. "You don’t seem afraid of anything," he says one day, watching as MC polishes their weapons after a hunt. "That’s good. Fear slows you down."
Despite his initial indifference, Beel can’t help but be curious about MC’s hunting style. He’s not the type to pry, but during meals (where food is always the focus), he’ll casually ask about the monsters they’ve fought, especially if they’ve faced anything particularly tough. "So, what does an ice dragon even look like?" he asks, in between bites of his massive sandwich. "I’ve never fought one, but I bet it’s a strong opponent. What does it… taste like?"
That last question comes out unintentionally, but Beel can’t help it. His mind is always on food, and ice dragons sound like something that could make a good meal—if it weren’t for the fact that they’re not supposed to eat otherworldly creatures.
Despite his hunger-driven curiosity, Beel develops a sense of respect for MC’s strength and the way they approach battle. He’s blunt, as always, but there’s an underlying admiration when he talks to them. "I can tell you’re not just strong," he says one day. "You’re smart about how you fight. That’s important."
Beel also notices that MC is always pushing themselves, always looking for the next fight, and while he respects their drive, he also worries that they might overdo it. "You’re strong, but you should rest too," he advises, his tone gentle but firm. "It’s important to take care of yourself. Even the strongest can get worn out."
In his own quiet way, Beel becomes protective of MC. He knows what it’s like to fight through endless battles—whether it’s for survival or against his own hunger—and he doesn’t want to see someone burn out because they never take a break. "Next time you go on a hunt, let me know," he offers casually one day. "I might not be a hunter, but I’m strong. I could help if you ever need it."
And of course, Beel being Beel, he can’t resist asking one final, food-related question every now and then: "You think any of those monsters are edible?"
Belphegor
Belphegor's initial reaction to MC, clad in their heavy armor and wielding swords forged from ice dragon claws, is one of disinterest. He yawns the first time he sees them, barely glancing up from where he’s lounging in the attic. Fighting monsters? Chasing down challenges? It all sounds exhausting to him. He doesn’t understand why anyone would want to seek out danger when they could be napping instead.
"Fighting monsters for fun?" he says with a lazy drawl. "Sounds like a lot of effort for something you could just avoid." His typical apathy towards things that require energy is in full force, and he can’t comprehend why MC is always on the lookout for their next battle. To him, strength isn’t about fighting—it’s about conserving energy and doing just enough to get by.
However, despite his indifference, Belphegor’s sharp mind quickly picks up on MC’s relentless drive. It’s the exact opposite of his laid-back nature, and that contrast both confuses and amuses him. "You’re always moving, always looking for something to fight," he observes, his voice tinged with mild curiosity. "Don’t you ever get tired of it?"
Belphie doesn’t have the same admiration for strength that his brothers do, but he’s not oblivious to it either. When he finally takes the time to notice MC’s no-nonsense attitude and fearlessness, he can’t help but find it a little… excessive. "Why fight when you can just avoid the trouble altogether?" he muses, half asleep in his usual spot. "Seems to me you’re just looking for reasons to work harder than you need to."
Despite his usual teasing, Belphegor occasionally asks about MC’s hunts, if only to pass the time between naps. His questions, however, are more about their motives than the actual battles. "What’s the point of fighting all these monsters anyway?" he asks one day, leaning lazily against a pillow. "Does it make you feel more alive or something?"
It’s not that Belphie doesn’t respect MC—he just doesn’t see the appeal in their constant pursuit of danger. He’s more likely to poke fun at their endless energy than to admire their bravery. "All that running around," he says with a sleepy smirk, "you’re making me tired just talking about it."
Still, there’s a small part of Belphegor that envies MC’s drive. While he’ll never admit it, he sometimes wonders what it’s like to have that kind of unwavering determination, to constantly seek out the next challenge without hesitation. "Maybe you’re just crazy," he jokes lightly, though his half-lidded eyes suggest a deeper curiosity. "But I guess it takes a little bit of crazy to do what you do."
In typical Belphie fashion, his interactions with MC are filled with teasing, laziness, and an underlying amusement at their seemingly endless energy. "Next time you fight a monster, do it quietly," he says, half-joking. "I’d rather not be woken up by your battle cries."
However, beneath the teasing exterior, Belphegor slowly develops a grudging respect for MC. They’re not like most humans who are easily intimidated by the Devildom or the brothers. In their own way, MC’s tireless pursuit of challenges reminds Belphie of the persistence he sometimes lacks—and while he’ll never admit it, he appreciates that contrast.
But true to his personality, Belphegor would much rather nap than fight any monsters. "You go ahead and handle all the battles," he says with a lazy grin. "I’ll be here… sleeping."
Diavolo
When Diavolo first meets MC, fully clad in their formidable armor with swords forged from the claws of an ice dragon, his reaction is one of genuine excitement and curiosity. Unlike most who might feel intimidated by their imposing presence, Diavolo is immediately intrigued. His eyes light up as he takes in their confidence, their fearlessness, and the clear battle-worn nature of their gear.
"Fascinating!" he exclaims, a wide smile spreading across his face. "You’re truly unique. I’ve never seen a human so... driven to face monsters head-on. You must tell me more about your adventures."
Diavolo, being the future king of the Devildom, has encountered many powerful beings in his lifetime, but there’s something about MC’s relentless pursuit of danger that resonates with him. He respects strength, not just in terms of raw power but in character, and MC’s determination and fearlessness leave a strong impression on him. He finds their willingness to challenge even the most dangerous monsters admirable, as it reminds him of his own desire to push the boundaries of what’s possible in his realm.
"You possess an admirable quality," Diavolo says, his voice full of warmth. "The kind of courage it takes to fight monsters, especially in a place like the Devildom, is rare even among demons. And yet, here you are, unafraid and ready for your next challenge."
While Diavolo’s naturally enthusiastic, he also understands the importance of balance and self-care. As someone responsible for an entire realm, he knows the dangers of constantly pushing forward without taking a moment to reflect. He’s quick to offer advice, though it’s always tempered with kindness. "Strength is an incredible asset," he tells MC, "but even the strongest warriors need to rest. I’d hate for your potential to burn out too soon. After all, the Devildom could use someone like you for a long time to come."
Though he admires MC’s fearlessness, Diavolo also sees an opportunity to learn from them. He’s fascinated by their experiences as a monster hunter, their techniques, and the mindset that drives them to seek out battles most would shy away from. He often invites them to the castle, eager to hear their stories and discuss how their experiences might help shape the future of the exchange program.
"I think there’s much we could learn from your approach to challenges," Diavolo muses during one of their discussions. "You possess a rare resilience, and that’s something we could foster here in the Devildom. Imagine what we could achieve if more people were willing to face their fears like you."
But even with his royal duties and his grand vision for the Devildom’s future, Diavolo enjoys lighthearted moments with MC. Their lack of fear makes them a refreshing presence in his life, someone who doesn’t treat him with the usual reverence or hesitation. He appreciates the directness in their interactions, and while most are wary of challenging him, MC’s readiness to face anything head-on never fails to amuse him.
"You know," Diavolo chuckles one day, leaning forward in his seat, "I think you’d make an excellent sparring partner. It’s been a while since I’ve faced someone who isn’t afraid of a little risk."
In his usual upbeat and charismatic way, Diavolo respects MC’s strength but also seeks to guide them in balancing their drive with wisdom. He sees a potential ally in them, someone who could help shape a stronger connection between the human and demon worlds.
"You’re quite remarkable, MC," Diavolo says, his voice full of genuine admiration. "And I believe your presence here in the Devildom is going to make a difference. Not just for the exchange program, but for all of us."
Barbatos
When Barbatos first encounters MC, clad in their armor and wielding swords forged from the claws of an ice dragon, he remains as calm and composed as ever. Where others might react with surprise or intrigue, Barbatos’s expression remains neutral, though his sharp eyes take in every detail. He’s not one to be easily impressed, but he quickly recognizes that MC is far from an ordinary human.
"Impressive craftsmanship," he comments softly, nodding toward the swords at MC’s side. "Ice dragon claws are not a material one encounters often. You must have gone through great effort to acquire them."
Barbatos, as a servant of the royal household, values discipline, control, and efficiency. He immediately notices MC’s fearless demeanor and relentless drive to fight, and while he acknowledges their strength, he views their constant pursuit of battle with measured caution. In his mind, strength must be balanced with wisdom, and fearlessness must be tempered with foresight.
"Strength alone is admirable," Barbatos says calmly, "but do not let it blind you to the subtleties of the world. Not all battles are won with force."
He watches MC closely, especially when they speak of their adventures, and though Barbatos doesn’t share Diavolo’s exuberance, he is quietly intrigued by MC’s experiences. Their boldness and lack of fear are unusual for a human in the Devildom, and Barbatos finds their demeanor both refreshing and a potential cause for concern. He appreciates individuals who are willing to face challenges, but he also knows that reckless bravery can lead to unintended consequences.
"You seem to seek out danger wherever you go," Barbatos observes one day, his tone gentle but firm. "I wonder if you have considered the value of patience. Even the strongest warriors must know when to wait and when to strike."
Though he rarely expresses his thoughts openly, Barbatos does respect MC’s capabilities. He’s meticulous in everything he does, and he admires those who are similarly skilled. However, his primary concern is balance and ensuring that MC’s drive to fight doesn’t lead to unnecessary chaos. Barbatos is a master of control, and he values individuals who understand the importance of restraint—something he subtly encourages in MC whenever they speak.
"You have great potential," Barbatos says, his voice steady. "But even the strongest can be undone by rushing into battles without proper preparation. I would advise you to consider each challenge carefully before acting."
Despite his calm demeanor, Barbatos is not without warmth. He cares deeply for those in the Devildom, and while his advice is always practical, there’s an underlying sense of protectiveness when he speaks to MC. Though he may not show it as openly as Diavolo or the others, he does not want to see MC’s fearlessness lead to harm.
If MC ever returns from a particularly challenging battle, perhaps showing signs of fatigue or injury, Barbatos will quietly tend to them, ensuring they are taken care of without making a fuss. "Even the strongest need time to recover," he says, offering them a cup of tea with his usual elegance. "I trust you will take the necessary time to rest before seeking your next challenge."
Barbatos respects MC’s capabilities, but he never hesitates to remind them of the importance of balance, patience, and precision. To him, they are a strong and valuable asset to the Devildom, but one that must be guided with care.
"You are formidable, there is no doubt about that," Barbatos says with a rare, almost imperceptible smile. "But true strength lies not just in the ability to fight, but in knowing when not to."
Simeon
When Simeon first sees MC in their full armor, wielding swords made from the claws of an ice dragon, his initial reaction is one of quiet admiration, though not just for their appearance or strength. He’s always been more interested in the stories behind people’s actions—the motivations, the journeys, the moments that shape them. MC’s fearless demeanor and relentless pursuit of battle intrigue him, not because of the physical feats they’ve accomplished, but because of the story that must lie beneath it all.
"You have the air of someone who’s seen much and learned more," Simeon comments softly, his eyes warm and thoughtful. "I imagine you’ve faced quite a few challenges on your journey. Would you mind sharing your story with me sometime?"
As a writer, Simeon is deeply fascinated by character and narrative. MC, with their relentless drive and unyielding courage, strikes him as someone whose experiences could fill volumes. He often finds himself observing them from a distance, not out of judgment, but out of a genuine curiosity to understand what drives someone to seek out danger so fearlessly. While others might focus on MC’s strength, Simeon is more interested in the why behind it all.
"What compels you to fight?" he asks one day, his tone gentle but probing. "Is it the thrill of the battle? Or is there something else that you’re searching for?"
Simeon’s approach to MC is always soft and considerate. He doesn’t push them for answers, but he often invites them to share their thoughts or experiences over quiet conversations, always eager to listen. His fascination with their life as a monster hunter stems from his belief that every person has a story worth telling, and MC’s story, with its focus on battle and strength, is one he feels could teach him something new about the world.
"Your journey must have been filled with many trials," Simeon muses, scribbling in his notebook one day. "Perhaps there’s a lesson in it for all of us—a way to understand the balance between courage and vulnerability."
He’s not just a passive listener, though. Simeon often uses his conversations with MC as inspiration for his writing. He subtly draws parallels between their stories and the narratives he weaves, finding beauty in the tension between their unyielding strength and the quieter, more introspective moments they rarely show. In fact, he sometimes writes fictionalized accounts of their encounters, always with a focus on the inner conflicts that must come with being someone who faces danger so often.
"You remind me of a character I’ve been writing about," Simeon tells MC one afternoon, a thoughtful smile on his lips. "A warrior with a strong heart but a soul that is always searching for something more. Perhaps you’ll find what you’re looking for in these battles—or perhaps, it’s something beyond them."
Unlike others who might caution MC against pushing themselves too hard, Simeon never directly warns them about the dangers of their lifestyle. Instead, he gently encourages reflection, hoping they’ll come to their own understanding of balance. He respects their choices and believes that the path they walk—dangerous as it may be—is part of their own story, and only they can determine where it leads.
Still, there’s an underlying protectiveness to Simeon’s interactions with MC. He may not wield swords or fight monsters, but his concern for their well-being is evident in his gentle nudges toward self-reflection. "Even the strongest warriors need rest," he says one evening, his voice calm and soothing. "Perhaps the next battle can wait until you’ve had a moment to yourself. After all, it’s in the quiet moments that we often find the answers we’ve been seeking."
Simeon admires MC’s bravery, but his true connection with them comes from his desire to understand the deeper motivations that drive them. To him, MC is more than just a fighter—they’re a living story, full of complexities and emotions that make them all the more fascinating.
And in his own way, Simeon hopes to be part of that story, helping them see that there’s more to life than battles and that sometimes, the greatest strength comes from knowing when to rest and reflect.
Luke
When Luke first meets MC, clad in their full suit of armor and wielding swords made from the claws of an ice dragon, his eyes go wide with awe. He’s immediately fascinated by their appearance and presence, especially since he’s never seen a human so fearless—or wearing such impressive gear.
"Wow!" Luke exclaims, practically bouncing with excitement. "You look just like one of those knights from the stories I read! Did you really fight an ice dragon? What was it like? How big was it? Were you scared?"
His curiosity is boundless, and he peppers MC with question after question, his childlike excitement bubbling over. To Luke, MC is like a real-life hero, and while he knows they’re a monster hunter, his youthful imagination casts them as a noble protector, someone who slays evil to keep others safe. He looks up to them almost immediately, seeing them as a role model.
"I bet you’ve saved tons of people, right?" Luke asks, his eyes sparkling. "You’re just like one of those brave knights in the stories! You protect everyone from scary monsters!"
However, despite his admiration, Luke’s protective instincts kick in. Even though MC is clearly strong and capable, he still worries about them, just like he worries about everyone he cares about. "But… you have to be careful!" Luke adds, his tone turning serious, his small hands clenched into fists. "Fighting monsters is dangerous! You can’t just go around looking for trouble!"
Luke, despite being a child, takes his role as an angel seriously, and he views MC’s constant search for battle with a mixture of awe and concern. He can’t understand why someone would willingly put themselves in danger, even if they’re strong. To him, bravery is important, but so is knowing when to stay safe. "You don’t have to fight all the time to be a hero," he says earnestly, his big eyes filled with concern. "You can help people in other ways too, you know."
Whenever MC returns from a hunt, Luke is always the first to run up to them, checking for any injuries, even if they insist they’re fine. "Are you hurt? Let me see! You have to be careful next time, okay?" He may be small, but Luke’s protective nature knows no bounds, and he fusses over MC the way an older sibling might.
At the same time, Luke looks up to MC and wants to learn from them. "Do you think you could teach me how to fight like you?" he asks eagerly. "Not that I’d ever want to hurt anyone! But just in case I need to protect someone!"
Of course, despite his fascination with MC’s strength, Luke still can’t help but view them through his innocent, childlike lens. He believes in the good in everyone and hopes that MC’s battles are always for the right reasons. "Promise me you’ll only fight the bad monsters," he says one day, his voice soft but firm. "Because I know you’re strong, but it’s important to be kind too."
Luke may be young, but his admiration for MC is tempered with his natural protectiveness and deep sense of morality. He sees MC as a brave hero, but he also wants to make sure they understand that being a hero isn’t just about fighting—it’s about doing what’s right.
"Just promise me you’ll stay safe," Luke says with a determined expression. "Because I’d miss you if something happened."
Solomon
When Solomon first meets MC, decked out in their imposing armor with twin swords made from the claws of an ice dragon, his reaction is one of amused fascination. He’s always been one to appreciate the unusual and extraordinary, and MC is no exception. His eyes gleam with curiosity as he takes in their no-nonsense attitude and constant thirst for battle.
"Well, aren’t you a sight to behold," Solomon says with a playful grin. "An armored human, hunting down demons and monsters with no fear in sight. I must say, you’re quite the intriguing puzzle."
Unlike some of the others, Solomon doesn’t feel intimidated by MC’s presence. If anything, he finds it refreshing. He’s met countless beings over the centuries, but someone like MC—who walks into the Devildom, ready to face danger head-on without hesitation—piques his curiosity. In true Solomon fashion, he’s eager to learn more about their abilities, techniques, and the drive that keeps them hunting.
"You’ll have to show me those swords up close," he comments casually, eyeing the dragon-claw blades. "Ice dragon claws… that’s not something you see every day. I wonder what kind of spells we could craft using materials like that."
Solomon, being the mischievous and ever-experimental sorcerer that he is, immediately starts thinking of ways to involve MC in his magical experiments. He’s always pushing boundaries, and having someone as fearless as MC around sparks all kinds of ideas for new spells, potions, and challenges. "You and I should collaborate," he suggests with a grin. "Think of the possibilities! We could combine your hunting skills with my magic. I bet we could summon something really exciting."
Of course, knowing Solomon, his definition of "exciting" usually involves a lot of chaos and unpredictability, so his idea of collaboration comes with a certain level of risk. But he’s confident that MC, with their fearlessness and thirst for adventure, would be up for it.
Solomon’s teasing nature also shines through in his interactions with MC. He can’t help but poke fun at their constant search for a fight. "You’re like a dog chasing after every stick thrown your way," he says with a chuckle. "Do you ever stop and relax? Or is hunting all you think about?"
Despite his playful jabs, Solomon respects MC’s abilities deeply. He knows they’re not just a warrior looking for their next challenge—they’re someone who has honed their skills to perfection. That kind of dedication resonates with him, and while he might joke around, he’s always paying close attention to how MC handles themselves in battle.
There’s also a part of Solomon that enjoys watching MC’s fearlessness in action. He’s spent centuries mastering magic and dealing with demons, but MC’s straightforward approach is something he finds amusing and endearing. "You really don’t back down from anything, do you?" he asks one day, leaning back with an amused smile. "It’s almost reckless. Almost."
Still, Solomon can’t resist pushing MC’s limits. He’s constantly challenging them, whether it’s through magical experiments or philosophical debates about the nature of strength. "Being fearless is one thing," he says thoughtfully, "but have you ever wondered if there’s something even you’re afraid of? Maybe it’s not a monster or a demon—maybe it’s something a little closer to home."
His tone is light, but his words are probing, as Solomon often likes to peel back the layers of people around him, especially those as intriguing as MC.
In the end, Solomon’s relationship with MC is one of mutual respect, sprinkled with his usual chaotic energy. He admires their strength and courage, but never misses an opportunity to throw a little unpredictability their way, always curious to see how they’ll react.
"Oh, and one last thing," Solomon says with a sly smile after one of their more intense conversations. "If you ever need a break from all that hunting, I’m always up for a little magical chaos. Just let me know when you’re ready to try something really dangerous."
#obey me#obey me headcanons#obey me imagines#obey me mammon#obey me lucifer#obey me mc#obey me leviathan#obey me satan#obey me belphegor#obey me asmodeus#obey me beelzebub#obey me diavolo#obey me barbatos#obey me simeon#obey me luke#obey me solomon
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Monster Hunter Stories Headcanon: Kinship Stones Explained
The Kinship Stone in Monster Hunter Stories functions as a multifaceted conduit, primarily designed to cultivate and amplify the profound emotional and intentional bond between a Rider and their Monstie. It is not a tool for control, as Monsties are sentient beings that follow Riders of their own free will, as evidenced by Avinia's natural emotional communication with Frostfang and the protagonist's continued partnership with Ratha even after their stone is broken. Instead, the stone's intricate mechanics ensure a deeper, more intertwined connection.
At its core, the Kinship Stone acts as a "psychic link" or "emotional translator," enabling a non-verbal understanding of intentions and emotions between Rider and Monstie. This is particularly vital during the hatching ritual, where the stone's presence helps nascent Monsties—even those with inherent aggressive tendencies like Deviljho or Brachydios—recognize the Rider as a benevolent parent figure or trusted companion, rather than a threat or prey. This initial "translation" facilitates the crucial early stages of bonding, explaining why the stone is so integral to raising a Monstie from an egg and why it's generally ineffective on adult, wild monsters who are already "set in their ways" and lack the foundational understanding of the stone's emotional cues.
The scientific basis for this emotional link lies in the Kinship Stone's unique bio-energy absorption and exchange capabilities. These stones are theorized to be empty crystals, akin to those found in the Elder's Recess that absorb residual bio-energy. Upon a Monstie's hatching, the stone absorbs a minute amount of its bio-energy. This transference imbues the Rider with a subtle energetic "label," signifying a shared essence with the Monstie, thus fostering initial trust and cooperation. While this initial "borrowing" of energy might slightly "stunt" the Monstie's physical growth, keeping it smaller for a longer period, it's a necessary step in forging a manageable bond.
Crucially, this bio-energy exchange is bidirectional and dynamic. Through shared experiences and coordinated actions in battle, the Rider and Monstie continuously build "Kinship energy." This energy is stored within the Kinship Stone. During powerful Kinship Skills, the stored energy, combined with the Rider's own human bio-energy, is temporarily "returned" to the Monstie, providing a significant power boost and allowing for synchronized, complex attacks. This regular transfer of both monster and human energy enhances the Monstie's intelligence and adaptability. The human energy, in particular, becomes integrated within the Monstie's own body, fostering an incredible familiarity and dependence, solidifying their unwavering loyalty to the Rider, even unto death. Conversely, the monster's energy, stored in the stone, creates a tangible representation of their connection, although it necessitates the Rider's conscious effort to show true respect and attachment, as the stone physically holds a piece of their Monstie.
This complex bio-energy exchange further explains why the bond of kinship must originate at hatching. A full-grown monster possesses immense bio-energy, making a safe and effective transfer to a stone nearly impossible without risking severe harm or death. Exceptions, like Avinia and Frostfang, illustrate that while the stone facilitates the initial energy transfer, a strong pre-existing emotional bond, forged from a young age, can lay the groundwork for a successful kinship, even if the formal stone-binding occurs later.
Finally, beyond its tangible energetic and emotional functions, the Kinship Stone also carries a significant symbolic weight within the Monster Hunter universe. For the superstitious locals, it may reinforce a perceived sense of control over wild creatures. However, its true power lies not in subjugation, but in its ability to amplify the inherent connection between two beings, fostering a profound partnership where Monsties, of their own free will, choose to walk alongside their Riders.
#monster hunter#monster hunter stories#headcannons#headcanons#headcanon#kinship stones#monsties#monsters#riders#monster hunter stories 2#mhs2#wings of ruin#monster hunter stories: wings of ruin
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At what point in time did you see a giant hammer and go “yeah, that’s my main.”
Monster Hunter: World is a 2018 action role-playing game developed and published by Capcom. The fifth mainline installment in the Monster Hunter series, it was released worldwide for PlayStation 4 and Xbox One in January 2018, with a Windows version following in August 2018. In the game, the player takes the role of a Hunter, tasked to hunt down and either kill or trap monsters that roam in one of several environmental spaces. If successful, the player is rewarded through loot consisting of parts from the monster and other elements that are used to craft weapons and armor, amongst other equipment. The game's core loop has the player crafting appropriate gear to be able to hunt down more difficult monsters, which in turn provide parts that lead to more powerful gear. Players may hunt alone or in a group of up to four players via the game's online multiplayer.
Announced at E3 2017, Monster Hunter: World adopts the series' standard formulas from its older home console roots and recent handheld games to take advantage of the higher processing power provided by modern consoles and computers. Changes made in Monster Hunter: World include creating environmental spaces that are fully connected and removing the "zones" that were necessary for the PlayStation 2 and handheld games, more advanced monster artificial intelligence and physics, a more persistent cooperative multiplayer experience, and a refinement of the game's tutorials and user interface to help with bringing new players into the series. These changes led Capcom to plan for the game's simultaneous release worldwide, since Monster Hunter as a series has generally languished outside of Japan partially due to disparate release schedules. Capcom also opted to support online play between these different geographic regions for similar reasons. The delay for the Windows release was attributed to Capcom seeking to make sure its first foray into the Windows market was optimized for players on computers. By April 2020, updates to the game were synchronized among all platforms.
Monster Hunter: World received critical acclaim upon release, with critics praising how Capcom was able to make the game more accessible to new players and to Western markets, without detracting from the series' core gameplay elements and enjoyable difficulty, and fully taking advantage of the computational capacity of modern consoles to create living ecosystems, with some even calling it the best in the franchise. Monster Hunter: World is the single highest-selling game in Capcom's history, with over 21 million copies shipped by July 2022. A DLC expansion pack, subtitled Iceborne, was released for home consoles in September 2019 and for Windows in January 2020, and reached 10 million sales by December 2022. The next mainline installment, Monster Hunter Rise, was co-developed alongside World and announced for a worldwide release on Nintendo Switch in March 2021, with a Windows version released the following year.
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Season 1 is about to start
It brings new friends and enemies
But their traumas hidden on a big heart
Caused by sweet but bitter memories…
Season 1 - Chapter List (May change in the upcoming future)
Chapter 1: The Green Light Lab.
Synopsis: The Lives of the prodigies on the Green Light Lab has always been thought to be a Wonderland, but, in reality, it’s far from that. Only pain and suffering await in their lives, especially young Tom’s.
Chapter 2: The Scape.
Synopsis: Tom, noticing that there is no other good option, decides to join the rebels, but their plan is too dangerous, the feeling of someone always watching and the possibility of a betrayal only makes things worse.
Chapter 3: The Thunder.
Synopsis: Tom has found the first gem on the list, but besides the Green Light Lab in the middle of his way, there is also a suspicious treasure-hunter with electric powers trying to stop him. How can he solve this?
Chapter 4: The Leaf
Synopsis: Tom and Zack are after the gem of guidance, which has been guarded by fairies. Convincing the queen, though, will be anything but easy.
Chapter 5: The Gear
Synopsis: The team needs to go to an abandoned school for the next gem. It turns out the place is a part of Harry’s past, and the atmosphere is very tense for all of them…
Chapter 6: The Hourglass and the Vortex.
Synopsis: It’s a peaceful knight at the Hope Hunters. The coordinates are still being calculated, and the three are having a great time. But weird events on the forests leave the young heroes wary of ghosts, monsters or even... a Green Light Lab Experiment?!
Chapter 7: A Regular Day
Synopsis: Since there isn’t any sign of a new coordinate, the Hunters decides to enjoy their day walking through Hope Valley. However, Zack’s old bullies lead to a competition on the town’s fair. Besides that, a mysterious knight appears…
Chapter 8: Library of Laments
Synopsis: Tom and the Hunters goes to an old Library in their quest for the gem of kindness. However, it seems like a certain sonic cyborg is there to meddle in their plans.
Chapter 9: The Battle Club
Synopsis: While Tom is feeling pretty down with what happened with Soundblast in the library, Amber notices Zack has been scaping at night to do something.
Chapter 10: The Messenger of the Wind
Synopsis: Zack asks Tom to join him on a mission to climb a mystical mountain in attempt of reaching Hermes, the god of communication. The mountain, however is filled with trials for them.
Chapter 11: The Missing Blossom
Synopsis: An important flower to a Hope Valley tradition disappears, and Amber and Tom try to find it right on time.
Chapter 12: Guests from Afar
Synopsis: Kitty and Charlie visit Hope Valley to check the squad. Shenanigans ensue.
Chapter 13: Aquattack
Synopsis: The trio needs to go on an underwater mission to get the gem of cooperation. However, it seems like this mission will be harder than the expected…
Chapter 14: The Wishing Well
Synopsis: While Amber and Zack are on a date, Tom makes a wish in a well. He surely didn’t expect someone else to have heard it… or to have volunteered to make it come true.
Chapter 15: The Good, the Bad, and the Liar
Synopsis: The Squad needs to visits a ghost town to catch the gem of fantasy, however, it seems like an unusual witch has another plan for them…
Chapter 16: Monstrous Exhibition
Synopsis: The Squad is after the gem of Persistence, but another person from Tom’s past appear… and Zack’s impulsiveness will surely be a problem.
Chapter 17: No Time for Questions.
Synopsis: The team is feeling optimistic towards the future. They never felt better than they are feeling like they are right now. However, the gem of balance on the mission might change everything for them…
Chapter 18: Storm is Brewing
Synopsis: While the Hope SquH is facing their biggest crisis yet, the Nex Twins are also struggling against an intergalactic criminal that stole the weather core from a planet.
Chapter 19: Time for Answers
Synopsis: With nowhere else to run, Tom finally reviews the entire truth about who he is, and how he joined the lab… on a musical chapter!
Chapter 20: The Road Ahead
Synopsis: Zack decides to confess to Amber how he feels. Meanwhile, Tom, after revealing letters from a tournament Zack subscribed himself to, and one coming from Queen Borealia, he starts to doubt what he will do after his friends leave.
Chapter 21: 1 Step Forward
Synopsis: Tom goes on a mission alone to find a phoenix egg for the mayor, while the squad prepares a surprise to him.
Chapter 22: 3 Steps Back.
Synopsis: Tom is desperate after Lime’s most recent threat, and he needs to run against time if he wants to save his friends.
Chapter 23: Deadline.
Synopsis: It’s a race against time, and the battle everyone has been waiting for will finally happen.
#dc comics#dc ocs#ocs#dc oc#batman#dc#hope squad#oc#batfam#hope squad au#hope hunters#hope hunters AU
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Autocosm: Finding Plurality Through Me, Myself, and My Other Selves
by Sivaan of Candlekeep
Blurb: A personal essay that discusses my discoveries on my plurality, particularly through my headmates who’re alternate versions of me from parallel lives.
I’ve considered writing about this during my run of the Alterhuman Writing Challenge, but I forgot to do so after going off the beaten path. The beaten path being my own list of prompts, funny enough. Since we’re growing more accustomed to each other, I’ve decided that it’s time to re-introduce myself… and my other selves.
While looking into communal resources, I’ve been easing into the reality that I am plural. I’m specifically a part of an autocosm, which is a network of selves who share the same soul or self-awareness across various realms and worlds. With me are three aliens, two people who should be dead but aren't, a sharpshooting demigod, a flying horse, and an anti-capitalist spacefarer. Each took root within my fictionhood. They are also my headmates.
So far, there’s nine of us:
Ade, a zonai
Solai, a Roman half-blood
Quinn, an undead plush amalgam
Ink, a monster without a canon who took up being a wandering, interdimensional creative
Calvin or “Cap”, a human mutant who pilots The Unreliable
“Bea” or The Beyonder, a reality-warping cosmic entity
Makame, a dream traveler from Phantomile
The Grassland Hunter, a yautja who also goes by their cultural name Sa’ya’la
And of course— yours truly, who is a whole lot of things, including everyone listed above.
Most of my headmates are versions of me from parallel lives. The only cases where this isn’t applicable are Quinn and Sa’ya’la. Rather than be one of my parallel lives, Quinn is a sentient copinglink. Sa’ya’la, on the other hand, is a sentient fictionflicker. Yet, since I still identify as them (or at least the concept of them), they are counted among us.
Not every fictomere is a part of our autocosm, though. I may harbor the memories and thoughts of other versions of me, but not all of them connect with the autocosm. I suspect some don’t even know that we exist.
Furthermore, I know for certain that none of my core identities are potential headmates. Those identities exclusively belong to me, as in the me who is writing this and goes by Sivaan. While we agreed on “autocosmic” as a descriptor, the terminology surrounding autocosm (the noun) tripped me up since I would technically fall in between being a metasoul and a lunan.
For autocosms, a metasoul is the central self that connects us all. In simpler terms, it is our point of origin. A lunan is an individual whose existence stems from the metasoul and shares a sense of selfhood with both the metasoul and others connected to it.
In our case, the metasoul is one of my core species: the gold dragonne. Since we’re parallel lives of the gold dragonne, or me, *dragonsight informs us of each other. Even so, I feel like I’m neither the “center” of our group nor a fragment of myself in the way that my headmates are. The metasoul is one of my core species, but I’m not always that species. It’s an awkward spot that makes me feel a little alienated from the proposed framework of an autocosm. Because of this, we also agreed to avoid using those terms when describing our connection to each other.
*In Dungeons & Dragons, dragonsight is a dragon’s ability to perceive alternate versions of itself from different realities.
Besides autocosmic identity, our experience is closest to a gateway system. I’d say it’s the main label for our plurality, whereas autocosm specifically refers to those of us are, well, me. My selves can depart to and fro from their realms. I’ve had soulbonds who’ve done the same. Early into my personal explorations, I recall referring to the body as a vessel of sorts. Around then, it was in regards to the fact that much of our memories and noemata seemed to pour into this body. However, that was solely from my perspective. In retrospect, it’s possible that this body is a vessel in the literal sense in which it serves as a waypoint between my headmates’ world(s) and our headspace.
There are members who don’t leave, though. Ade and Quinn stick around since they theoretically should be dead in their worlds. On the flip side, the only member who doesn’t leave their realm is Cap. He’s the leader of a whole space crew, so he rarely stops by in our inner world. Instead, he talks to me and whoever else is present through his radio. For a connection so far away, his alternative is surprisingly efficient.
It’s not just us here, either. We’re accompanied by habitans, which is the only autocosm-based term we use. A habitan simply means someone who isn’t one of us. They aren’t someone or something I identify as nor are they a parallel life that I have. Nonetheless, they still live alongside the autocosm.
How habitans exist in our headspace can differ. For example: there’s my dæmon, Maxwell. As a dæ, Max is a thoughtform segmented from my subconscious. He takes the form of a raggiana bird-of-paradise; previously, he was a rainbow boa. His position as a habitan isn’t the same as say, Rina and Hachi, who both entered our headspace as accidental soulbonds. Since many of our daytrippers have left permanently to attend to their own matters, we have a total of four habitans. Our Scrivener Construct is the fourth and final habitan of our collective thus far.
Regarding those of us within the autocosm, we don’t have roles. Although Quinn, Ade, and Bea motioned in favor of having roles and offered to take up roles of their own, we came to the conclusion that collectively establishing roles would be inconsiderate of our selves who’re more active within their own realms. Ultimately, if someone wanted to perform a specific duty within our headspace, then they’re free to do so on their own accord. However, no one is required to do the same.
Recently, Quinn took up the role of being our protector. Although he has a rough history with guarding, he decided to take up this role anyway because he was actually given a choice unlike his past experiences.
Despite being such a wild card, Bea took up the role of a protector as well. While Quinn protects the interior of our headspace, Bea oversees travel to and fro from the headspace, making sure folks reach their destinations safely. They also keep an eye out for any beings from outside of our collective, allowing or denying access to the headspace if need be. No one gets in and out without Bea knowing. Makes sense since The Beyonder, in-source or otherwise, is as far-reaching as it gets, metaphysically speaking. I guess that’d also make them a gatekeeper, but they’re admittedly not fond of that title.
In Ade’s case, he took up the role of being our internal self helper. He helps me keep in touch with everyone and support the structure of our inner world. He and I often share this role by comparing notes and conversing extensively on what we know so far. Scrivener assists us from time to time too. Based on my suspicions last year, there were already signs of them doing that before I came to terms with being plural.
As for me, you could kind of say I’m the “host” since I’m the main one operating the body. To be fair, it’s not exactly a job anyone else wants. Last year, I once thought I stress-shifted into a zonai at my job. However, according to Ade, that “stress shift” was actually him fronting for the first time. It at least explained why “I” suddenly didn’t know how to work the machinery at my job. That’s because Ade’s never worked with earthen technology before! He’s loathed the idea of fronting ever since.
Rina, Hachi, Quinn and Ink are the ones who’re the most interested in joining me while I front. They're like passengers while I drive the car. However, only Quinn and Solai have expressed interest in co-fronting with me. In Quinn's case, he wants to know what it feels like to have a human body again. In Solai's case, it's because it just wants to see the world again without being bothered by quests or otherworldly interruptions.
Occasionally, Cap will ask me to describe things on my end out of curiosity. Although he’s made peace with his Earth going dark, and the fact that our Earth is different from his Earth, he still misses what he once knew. He likes to hear about the mountains I grew up around and the places I’d visit while in college.
Otherwise, everyone else couldn’t care less. Bea has allegedly seen better and is content with the role they currently have. They don’t care to operate the body, despite matching its appearance internally. Makame and Sa'ya'la are disinterested since they’re already familiar with this world as interdimensional travelers, similar to Beyonder.
That then leaves me. Not much of a role when I hold the position that no one else cares to have. I do appreciate Quinn and Solai’s interest, though. I'll take them up on that in the future.
That’s all we have noted for now. Although I’ve had experiences related to plurality since last year, particularly through dæmonism and soulbonding, the reality of being plural is still new to me. We’re not even bothering with -genic labels since it adds nothing of substance to any of us. Our origin is entirely metaphysical. That’s what matters.
All in all, we’re an autocosmic gateway system. Although we technically could label our experience as median, we stick to autocosmic since its terminology acknowledges headmates who aren’t one of us (i.e. alternate versions of me).
#plural#plurality#plural system#plural community#autocosm#autocosmic#gateway system#endo safe#op is pro endo#alterhuman#alterhumanity#alterhuman community#𓃭; the liondrake’s lore
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Monster Hunter is a weird series because in the old games you couldn't even see the map unless you bought a specific item, and you had to use a different item for monsters to be visible on the map, so your first experience with a monster on any given map was wandering around trying to figure out how these different areas were connected until you blindly ran into the monster, then fought it until it moved and then you followed it or tried to guess where it went based on the direction it flew because you forgot to paintball it.
But once you did a few hunts in a given area, or fought a specific monster a few times in order to get items, you start noticing patterns. In this region, it always spawns in this room so this is the fastest way to get there, it will only travel to these rooms, and so on, so that initial obfuscation of the game's core arcade gameplay loop wears off very quickly.
Over time, that "tracking time" has been simplified and reduced. You no longer need an item to see the map, World has scoutflies to show you where the monsters are and Rise just has them on the map from jump. Every quest had by default a 50 minute time limit, which at first you might need as you acquaint yourself with the map and gather items, but on subsequent hunts you'd need maybe 15 to 20 minutes to beeline to a monster and beat it senseless, because that was the game's main appeal. Big fights against big beasts with big weapons. Each iteration of the game worked on smoothing that flow, helping you get to the monster faster, fighting the monster itself being faster paced, giving you consumables in greater quantities without gathering, making custom gear sets you can quick switch to between hunts, all to let you fight the monsters easier because you'd be doing that a lot.
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We've found quite a variety of books being released today. There is romance, fantasy, music, murder, and more in the pages of these books. What will you add to your TBR pile?
Wild Dreamers by Margarita Engle Atheneum Books for Young Readers
In this stirring young adult romance from award-winning author Margarita Engle, love and conservation intertwine as two teens fight to protect wildlife and heal from their troubled pasts.
Ana and her mother have been living out of their car ever since her militant father became one of the FBI’s most wanted. Leandro has struggled with debilitating anxiety since his family fled Cuba on a perilous raft.
One moonlit night, in a wilderness park in California, Ana and Leandro meet. Their connection is instant—a shared radiance that feels both scientific and magical. Then they discover they are not a huge mountain lion stalks through the trees, one of many wild animals whose habitat has been threatened by humans.
Determined to make a difference, Ana and Leandro start a rewilding club at their school, working with scientists to build wildlife crossings that can help mountain lions find one another. If pumas can find their way to a better tomorrow, surely Ana and Leandro can too.
Saint-Seducing Gold (Forge & Fracture Saga #2) by Brittany N. Williams Amulet Books
The second book in the stunning YA historical fantasy trilogy that New York Times bestselling author Ayana Gray called “nothing short of spectacular”
There’s danger in the court of James I. Magical metal-worker Joan Sands must reforge the Pact between humanity and the Fae to stop the looming war. As violence erupts across London and the murderous spymaster Robert Cecil closes in, the Fae queen Titanea coerces Joan into joining the royal court while holding her godfather prisoner in the infamous Tower of London. Now Joan will have to survive deadly machinations both magical and mortal all while balancing the magnetic pull of her two loves—Rose and Nick—before the world as she knows it is destroyed forever.
Off With Their Heads by Zoe Hana Mikuta Disney Hyperion
Fans of Chloe Gong and Judy I. Lin will devour this Korean-inspired Alice in Wonderland retelling about two very wicked girls, forever bonded by blood and betrayal . . .
In a world where Saints are monsters and Wonderland is the dark forest where they lurk, it’s been five years since young witches and lovers Caro Rabbit and Iccadora Alice Sickle were both sentenced to that forest for a crime they didn’t commit—and four years since they shattered one another’s hearts, each willing to sacrifice the other for a chance at freedom.
Now, Caro is a successful royal Saint-harvester, living the high life in the glittering capital and pretending not to know of the twisted monster experiments that her beloved Red Queen hides deep in the bowels of the palace. But for Icca, the memory of Caro’s betrayal has hardened her from timid girl to ruthless hunter. A hunter who will stop at nothing to exact her On Caro. On the queen. On the throne itself.
But there’s a secret about the Saints the Queen’s been guarding, and a volatile magic at play even more dangerous to Icca and Caro than they are to each other…
Lush, terrifying, and uncanny, Zoe Hana Mikuta—author of Gearbreakers and Godslayers —takes a delicate knife straight through the heart of this beloved surrealist fairytale.
Kill Her Twice by Stacey Lee G.P. Putnam’s Sons Books for Young Readers
Los Angeles, 1932: Lulu Wong, star of the silver screen and the pride of Chinatown, has a face known to practically anyone, especially to the Chow sisters—May, Gemma, and Peony—Lulu’s former classmates and neighbors. So the girls instantly know it’s Lulu whose body they discover one morning in an out-of-the-way stable, far from the Beverly Hills mansion where she moved once her fame skyrocketed.
The sisters suspect Lulu’s death is the result of foul play, but the LAPD—known for being corrupt to the core—doesn’t seem motivated to investigate. Even worse, there are signs that point to the possibility of a police cover-up, and powerful forces in the city want to frame the killing as evidence that Chinatown is a den of iniquity and crime, even more reason it should be demolished to make room for the construction of a new railway depot, Union Station.
Worried that neither the police nor the papers will treat a Chinese girl fairly—no matter how famous and wealthy—the sisters set out to solve their friend’s murder themselves, and maybe save their neighborhood in the bargain. But with Lulu’s killer still on the loose, the girls’ investigation just might put them square in the crosshairs of a coldblooded murderer.
Punk Rock Karaoke by Bianca Xunise Viking Books for Young Readers
When life gives you guitars, smash them!
School is out for summer and Ariel Grace Jones is determined to make it one for the books! Together with their bestie bandmates, Michele and Gael, Ariel believes they’re destined to break into the music industry and out of Chicago’s Southside by singing lead in their garage punk band, Baby Hares.
But before Baby Hares can officially get into the groove, the realities of post grad life start to weigh on this crew of misfits. Ari begins to worry that it’s time to pull the plug on their dreams of making it big.
Just when all hope feels lost, a fellow punk and local icon takes an interest in their talent. It seems like he might be the only one Ariel can rely on as frustrations between bandmates reach at an all-time high.
Punk Rock Karaoke is a coming-of-age tale that draws upon the explosive joy of the underground scene, while raising questions about authenticity, the importance of community and what it means to succeed on your own terms.
Song of the Six Realms by Judy I. Lin Feiwel & Friends
Xue, a talented young musician, has no past and probably no future. Orphaned at a young age, her kindly poet uncle took her in and arranged for an apprenticeship at one of the most esteemed entertainment houses in the kingdom. She doesn’t remember much from before entering the House of Flowing Water, and when her uncle is suddenly killed in a bandit attack, she is devastated to lose her last connection to a life outside of her indenture contract.
With no family and no patron, Xue is facing the possibility of a lifetime of servitude playing the qin for nobles that praise her talent with one breath and sneer at her lowly social status with the next. Then one night she is unexpectedly called to the garden to put on a private performance for the enigmatic Duke Meng. The young man is strangely kind and awkward for nobility, and surprises Xue further with an irresistible offer: serve as a musician in residence at his manor for one year, and he’ll set her free of her indenture.
But the Duke’s motives become increasingly more suspect when he and Xue barely survive an attack by a nightmarish monster, and when he whisks her away to his estate, she discovers he’s not just some country noble: He’s the Duke of Dreams, one of the divine rulers of the Celestial Realm. There she learns the Six Realms are on the brink of disaster, and incursions by demonic beasts are growing more frequent.
The Duke needs Xue’s help to unlock memories from her past that could hold the answers to how to stop the impending war… but first Xue will need to survive being the target of every monster and deity in the Six Realms.
Blood Justice (Blood Debts #2) by Terry J. Benton-Walker Tor Teen
Cristina and Clement Trudeau have conjured the impossible: justice.
They took back their family’s stolen throne to lead New Orleans’ magical community into the brighter future they all deserve.
But when Cris and Clem restored their family power, Valentina Savant lost everything. Her beloved grandparents are gone and her sovereignty has been revoked—she will never be Queen. Unless, of course, someone dethrones the Trudeaus again. And lucky for her, she’s not the only one trying to take them down.
Cris and Clem have enemies coming at them from all directions: Hateful anti-magic protesters sabotage their reign at every turn. A ruthless detective with a personal vendetta against magical crime is hot on their tail just as Cris has discovered her thirst for revenge. And a brutal god, hunting from the shadows, is summoned by the very power Clem needs to protect the boy he loves.
Cris’s hunger for vengeance and Clem’s desire for love could prove to be their family’s downfall, all while new murders, shocking disappearances, and impossible alliances are changing the game forever.
Welcome back to New Orleans, where gods walk among us and justice isn’t served, it’s taken.
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Hello, do you know of any ttrpgs where the players fight titans (or any other really BIG things), ideally in a fantasy setting? I've come across two kickstarters that looked really promising but both seem to have dropped off, Reach of Titan and Relic :(
I'm looking more for a Shadow of Colossus-style game than Monster Hunter, if possible.
Thanks!
Theme: Shadow of the Colossus
Hello friend, I have three games that I think you might like, and one game that’s inspired by Shadow of the Colossus, but has a different goal.
Titanomachy: Legacy 2nd Edition Quickstart, by UFO Press.
Welcome to Hekaton - a jungle-covered planet where stranded colonists hide from titanic monsters.In Titanomachy, the players are survivors living among the ruins of a colony devastated when colossal titans surged out of the planet's jungle and tore apart their space elevator and advanced infrastructure. Generations down the line, the titan Gigas has just fallen after a monumental battle that devastated your families. Now you know the titans can be stopped, but your families are weaker than ever. How will you build a world where you're safe?
This document gives you a jumping-on point for Legacy: Life Among the Ruins Second Edition, letting you try out the core game rules and pre-generated player options before breaking open the full suite of options available in the main book.
As a standalone game, you don’t need to have Behemoths in Legacy, but if you want a world in which they exist, all you need to do is ensure one person is playing The Order of the Titan.
In Titanomachy, you’ll get a taste of what kind of game that might be, and the online version of it is free! Legacy is a game primarily about surviving the end of the world and the way humanity rebuilds over time, so adding in the Titans is a way of providing a major obstacle to the goals of all of the factions involved. If you want a game that places the Titans as simply a piece in a larger story, this might be the game for you.
Facing The Titan, by Nicolas “Gulix” Ronvel.
“We are the Company. Hunters, warriors, mages, scholars, nobles, barbarians, we have been brought together for one purpose: to put an end to the reign of the Titan. Let us get to know each other and rediscover each other after all these years. Tonight, let us share our experiences so that tomorrow those who survive can tell the stories of those who fall.”
Facing the Titan is a GM-less, zero-prep roleplaying game, for one-shots games of about 3 hours. It has been designed and playtested for groups of 3 to 5 people. A solo mode is also available. You will play the Company, a group of heroes whose fate is to face the colossal Titan. And to destroy it!
This game divides game play into five distinct phases, starting with the Companions phase, which introduces your characters, and ends in the Clash phase, which is your Companions’ battle with the Titan. The game has a number of various Titans available for you to fight, with six basic Titans and ten extra Titans that were written after this game was Kickstarted. All of the basic titans look to be from a fantasy setting, but some of the extra Titans may allow you to change the setting of the game!
Trail of the Behemoth, by Dan Felder & Seamus Allen.
The world is filled with monsters that tower over the hills; beings that some call gods… And they want to eat you for breakfast.
As a Hunter, you stand between the monsters and humanity. Each hunt you’ll gather clues about your foe’s weaknesses, then engage in a climactic battle against the colossal beast, a monster so big that its body becomes the terrain on which the Hunters climb.
This is a game that is designed to run quickly, with simple rules and easy monster creation. The game comes with five adventures that can be combined for a short campaign, or can be used as standalone one-shots. The combat is designed with a push-you-luck mindset, allowing you take more actions as long as you’re able to accept the risk. Once you kill the monster, your characters can upgrade their gear using pieces of the titan’s corpse to strengthen your weapons or armor.
Autumn of Giants, by Melody Saturn.
Autumn of Giants is a collaborative storytelling game of a group of humans guiding and protecting a Colossus on the way to rest and shelter for the Winter. It tells of a desolate and gentle journey through lonely and beautiful places. And of a small group of people who will do everything they can to protect a friend.
Move from location to location, describing the broad strokes of each environment from the colossus's perspective as a group and then zooming in on individual scenes from the humans' points of view.
Describe how your characters change over the course of the journey, using the shift, carry, and shed options. Face daunting Perils or find respite in Interludes with group scenes between locations.
This game has a much calmer vibe to it, being about shepherding a Colossus rather than fighting it. The locations given are very evocative, which I think would be very helpful when it comes to helping the players describe each place they visit. The game is about change; your characters at the start will not be the same by the time they reach The Sleeping Grounds. This game is also GM-less, which might make it a good fit for a table in which everyone wants the same role.
I’d Also Recommend…
The Wildsea, by Felix Isaacs, which has large creatures to fight but is more about adventuring on the Verdant Ocean.
Hellwhalers, by BrewistTabletopGames, a game of nautical horror inspired by Moby Dick.
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Magnus Archives Relisten 10, MAG 10
Do we think Jonny Sims has read Twilight?
Spoilers ahead
Facts: Statement of Trevor Herbert regarding his life as a self-proclaimed vampire hunter. Statement given July 10, 2010.
Statement Notes: I just love that Trevor's episode is right after Julia's. It really lets you see the wheels turning in Jonny's head as he planned out the series.
On my first listen, this was one of the statements I truly did not believe was true. The combination of Trevor's traumatic childhood, cancer, and admission that he killed a "non-vampire" made the whole thing seem like a complex fantasy. But on the second listen, I realized that is exactly how the horrors work. They specifically target vulnerable people so that their experiences will be dismissed or explained away by more "rational" people. You don't believe Trevor because you aren't supposed to.
Jon says he can't find the "vampire teeth" in the Archives or in the "Secure Containment Room" (Btw both "Archives" and "Secure Containment Room" are proper nouns in the transcript). Is this an early name for Artifact Storage or a subsection of it? It would make sense for the Institute to have a separate facility for the dangerous artifacts, but this raises questions regarding how "secure" this facility is. Assuming this is where the real artifacts like Leitners and the table are held, Jon can access it fairly easily at the end of season 2, but he's relatively high-ranking at the institute. Would Elias ever allow an outsider into the facility like he allows them into the library? Or would that violate his desire to hoard knowledge?
Character Notes: This statement is a "photocopy of a photocopy," which speaks to Gertrude's organization. Something had to have happened to the original, whether she destroyed it or Elias took it, but she had a backup. Knowing that Trevor Herbert is still active in monster hunting, she made another copy to preserve the information. Presumably, she was hoping Sasha would find it and be able to access Herbert when she became the Archivist, but instead it was found and dismissed by Jon.
This episode also establishes that Martin was there when the statement was taken. Many fans assume Martin was hired to work in the archives, but this statement was given SIX YEARS before Gertrude's death, meaning that he would have had to work in research or another facility before the archives. Also, he's worked at the institute for at least 8 years by the time he reveals he lied on his resume, meaning he was TWENTY-TWO when this statement was given and was told that Trevor Herbert died.
The rumor of Herbert's death raises other questions. Why would that story spread? It seems to be another part of Elias' long game. If Martin--who he specifically selected to eventually be on the archival staff--believed Herbert was dead and told Jon so, then Jon would not seek him out and put himself in danger too early. Additionally, he would not be able to find the skin book and speak with Gerry before the time was right. Elias needed everything to run on his schedule.
Entity Alignment: With Trevor, there is a definite Hunt alignment. His whole life is driven by the desire to seek out and kill vampires. It's become the core tenant of his identity and drives him to forsake all personal relationships and attachments, centering his life around the fear of vampires and the need to kill them. The need to eliminate his own fear is what leads to him becoming an avatar of fear itself.
But I struggle to find a clear connection to what fear the vampires are connected to. They could be Hunt avatars or aligned creatures themselves. They have a desire to find and destroy living things, mindlessly hunting. It would also make sense for a Hunt creature to draw in Herbert and turn him into a Hunt avatar, turning him into what he fears most. This tactic is seen throughout the series with multiple fears, but I am specifically reminded of the Hunt in MAG 112 as the book club turns against itself.
There is an element of the Flesh within the vampires, however. They turn humans into food, removing their identities and degrading them into their physical existence. A large portion of the Flesh is dedicated to removing any idea of a consciousness or soul and reminding us that we are meat, which the vampires seem to do effectively.
I also noticed connections to the Stranger in the vampires. While their ultimate actions don't match with the Stranger's modus operandi, their mannerisms are similar. The primary similarity is the fact that vampires don't speak, as if they "don't have a voicebox," yet they still manage to be understood. The Stranger draws people in with its apparently human attributes, and only when it's too late do victims realize something is off. So long as the vampires are understandable, victims don't realize the not talking is odd until it's too late. Furthermore, the first vampire Herbert meets offers him rotten fruit, and many Stranger-aligned creatures and avatars give strange gits as an attempt to form a human connection while still unsettling people (tooth apple, metal heart, etc.). The fruit made Trevor uncomfortable and afraid, but he didn't leave the old woman because he reasoned she was trying to be kind in a twisted way.
But I also wonder if the vampires are aligned at all. Trevor describes them as being driven only by the vague desire to feed. While this could signal a Hunt or Flesh alignment, they don't have a connection to the rituals of these entities nor their other avatars. In Mag 111, Gerry explains "What's out there doesn't care about blood," before correcting "Yeah, obviously except for the vampires." Again, the need to consume blood could align the vampires with the Hunt or Flesh, but they don't seem to be driven by the desire to cause fear. If the vampires are fueled by an actual, physical need to consume blood for survival, could they accurately be associated with a fear-driven entity? Or are they just another monstrous thing that exists in this universe?
#podcasts#audio drama#rusty quill#the magnus archives relisten#tma#tma relisten#jonny sims#jonathan sims#media analysis#analysis#the magnus archives#magnus archives#magnus archives spoilers#tma spoilers#the magnus archives spoilers#Gerard keay#gerry keay#trevor herbert#mag 10#Vampire Killer#the hunt#the flesh#the stranger#the eye#elias bouchard#gertrude robinson#entities#tma entities#smirke's fourteen#smirkes 14
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