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#monster hunters club campaign
lethesbeastie · 4 months
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Pov: you're not sure if the visions are from psychosis or the supernatural
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ittybittybeastiebuddy · 10 months
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If your OCs had familiars what would their familiars be 👀
If your OC WAS a familiar themselves would it be a different creature
OH BOY OH BOY
Ahem, okay, to start, I've got a metric
✨️fuck✨️
Ton of ocs, so I'm gonna limit this to the ones I'm either currently fixated on or have worked with the most akfhskfhs
First off, from MHC, we've got Chorus and Artemis, dynamic duo of the century. I love me a bitch with heavy animal symbolism, so these two are easy enough. Chorus would have a fox since it's their sister's symbol, and Artemis would have a bear cub for the same reason. If they each Were familiar, basically just swap. Chorus would be a cuddly bear who would maim you for hurting their friends, and Artemis would be an incredibly smart fox who'd steal the wheels off your car if given the chance <3.
Now, for my guys over in Saga of Scarlet, which is my long running personal work, things would be much more fun. Once again, I love me some bitches with animal symbolism, so most of them already have critters assigned to them. Scarlet, goddess of Delphi, adopter of every orphan she finds, would have a shark as a familiar. Bitch loves her sharks. They're already one of her sacred symbols, so just give her a little magic shark buddy and she'd be finding new and creative ways to scare the allied nations who trade in her city. Her younger brother Titan would have a manta ray, which is his sacred symbol, and also one of the inspirations I used for his wing designs! He's a very chill helpful little dude if you ignore the fact that he was raised by the ultimate adhd haver. Their older brother Maelstrom would have a ribbon eel, vibrant colors, overdramatic face, fits his aesthetic very well. Goofy looking fella to showcase that he's less of an asshole than he appears at first. If they each were familiars, things would be a bit different. Scarlet would be a sea serpent, known for her destructive tendencies and immense power. Titan would be an orca, incredibly intelligent and capable of calculated brutality when need be. Maelstrom would be a sea krait, venomous and swift, with a temperament as fickle as the winds he's named for.
There's A Lot of other ocs I could explain as well, but to keep this from becoming super long I think I'll cap things here akfhskfh. Thank you for the ask!!!
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kurakurakura99 · 10 months
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Hey check out my Neat lil' Oni OC my friend drew isn't she neat
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Fun Oni facts: > Her name is Willow! No last name. She/Her, 20 y/o > She was originally made for a Monster of the Week campaign (Monsterous playbook ofc) but after that fell apart I reworked her for Deviant:The Renegades (as a Genotypal Chimeric) > She's only half Oni so she's a little weak and small by their standards (She is still 9 feet tall) > She Loves her muscle car, Loves her adoptive mother, Loves her big ass club >She HATES her father and is currently hunting him across America, her broken horn comes from the first time she tried to kill him >Shes gay. I mean just look at her >She kinda reminds me of those white-furred monkeys that will just chill in a hot spring? So her behavior is kinda primate like. She climbs on stuff, bares her teeth out of aggression, that kinda thing >She worked with other monster hunters for a time, refering to them only as "The Twink" and "The Geriatric" when they come up
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vesta-vega · 1 year
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April fools: me and @truezero present
The SUBSPACE SIBLINGS WORST TOURNAMENT EVER TOURNAMENT
you get no context here is the bracket
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1: Sunset Shimmer MLP Equestria girlsVS Holt Hyde monster high
2: Garroth minecraft diary’s VS Montgomery Gator FNAF security breach
3: Keith Kogane voltron VS Vi arcane
4: Professor Ozpin RWBY VS Lady Ningguang gensin impact
5: Darius Deamonne the owl house VS Mollymauk Tealeaf mighty nine
6: Helia winx club VS Aaravos the dragon prince
7: Yang Xiao Long RWBY VS Hunter Noceda-Deamonne the owl house
8: Terra kingdom hearts VS Lev Haiba haikyuu
9: Menos the destroyer Evoland 2 VS Xiao genshin impact
10: Cure Scarlet go!princess precure VS Decim death parade
11: Sailor Neptune sailor moon VS Iida Tenya my hero academia
12: Percy De Rolo VS Grog Strongjaw Critical Role Campaign One
13: Silvermist Disney fairy’s VS N von Pokémon
14: Jason Grace hero’s of Olympus VS Kaminari Denki my hero academia
15: Red Hood Batman VS Spot Conlon newsies
16: Dimitri von fire emblem VS Childe genshin impact
17: Alex stardew valley VS Kuroo Tetsuro haikyuu
18: Princess Rosalina mario galaxy VS Byakuya Togami donganrinpa
19: Howl Pendragon howls moving castleVS Niles fire emblem fates
20: Agent Texas red vs blue VS Kaeya Alberich genshin impact
21. we ran out of character so our dnd characters are gonna fight
ENJOY
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msclaritea · 1 year
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What We Know About Netflix's Eric Starring Benedict Cumberbatch
"Benedict Cumberbatch is a man of many roles: he has played the world's greatest fictional detective, a superhero, a fire-breathing dragon ... and now he's set to play a puppeteer. 
The actor will headline Netflix's next, a thriller series penned by "The Iron Lady" and "Suffragette" writer Abi Morgan, from "Chernobyl" producer "Sister" and a stellar cast has been roped in. The six-part limited series follows Cumberbatch as Vincent Anderson, a famous puppeteer who struggles to come to terms with his son having gone missing.
What we know about the story of Eric
"Eric" is set in 1980s-era New York and follows the "desperate search of a father when his nine-year-old son disappears one morning on the way to school." Cumberbatch plays Vincent, one of Manhattan's most popular puppeteers, with a children's television show of his own. His character struggles to cope with the loss of his son Edgar, and in an attempt to bring him back home, he clings to his son's drawings of a blue monster puppet that he believed lived under his bed. 
Terrorized by the guilt surrounding his son's disappearance, Vincent engages in progressively volatile behavior, and his destructive attitude isolates him from his family and colleagues. He convinces himself that if he can bring Eric the puppet on television, his young son might return home. The synopsis further describes Eric as "a delusion of necessity, who becomes Vincent's only ally in the pursuit to bring his son home."
The series already feels eerie and one-of-a-kind — just the kind of project we'd expect Cumberbatch to get his hands on. Writer Abi Morgan described the show as "a dark and crazy journey into the heart of 1980's New York, and the good, bad and ugly world of Vincent." "Eric" is expected to be a tense thriller and an "intimate portrait of a delusional father" who will go to any lengths to look for his child.
Benedict Cumberbatch headlines the show as the "charismatic yet narcissistic" Vincent Anderson, who neglects his wife Cassie and their son Edgar. Vincent is shaping up to be quite a gray character, and it'll be interesting to see how the "Sherlock" star will tackle the role. Gaby Hoffmann ("Field of Dreams," "Sleepless in Seattle") plays the actor's on-screen wife, Cassie, who struggles with her husband's "womanizing and volatile" behavior. Young actor Ivan Morris Howe plays their nine-year-old son Edgar, who is described as "artistic yet deeply withdrawn from the world."
Other cast members include McKinley Belcher III ("Mercy Street," "Ozark,") who portrays leading detective Michael Ledroit, and Dan Fogler plays Lennie Wilson, Vincent's best friend, colleague, and fellow puppeteer. George Lovette plays Clarke Peters, Phoebe Nicholls ("The Elephant Man") stars as Anne Anderson, and David Denman ("The Office") plays Matteo Cripp. Wade Allain-Marcus ("Insecure," "Snowfall") plays club owner Ali Gator. Also joining the cast are Bamar Kane, who stars as Yuusuf Egbe, Adepero Odyue, who will play Cecile Rochelle, Alexis Molnar, as Raya, and Roberta Colindrez will play Ronnie.
There's no news about the show's trailer or release date yet, but you can watch this space for more information in the future!"
They're trying to do it, again! After screwing up his Oscar campaign, working with piece of shit, Sophie Hunter and Birkin, Netflix actually thinks this sounds original. He's already played a dad who loses a child. He's already played 'Charismatic yet Narcissistic '. He's already played men with serious drug problems who suffer delusions. So how in hell is this series, Eric, IN ANY WAY ORIGINAL?! They'll do the exact same thing they did with his last projects. Praise everyone else in the film, make sure their people get all the awards, and block Benedict Cumberbatch from getting any. Netflix can go to hell. I guess I should start warning Benedict's fans to expect more bullshit from this project, that every project he's forced to do with Netflix is tainted. Vincent, huh? Just so they can cross promo Eric with Stephen Vincent Strange. They did the same thing with Olsen's Wanda character by putting a similarly dressed and behaving character on Stranger Things.
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thanat0s28 · 1 month
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Update on what I'm working on!
So I'm working on a lot of stuff right now and in general so I thought it'd be a good idea to share what I'm working on with y'all both fic and non fic wise.
For fics I'm working on a bunch in a bunch of fandoms:
TMA Fics:
Statement of Joe Spooky: a TMA high school ghost club AU
A TMA superhero AU I don't have a name for yet
My Mike Crew x Reader AU
And a few miscellaneous oneshots
QSMP Fics:
A QSMP TMA AU that I have posted a bit about before
A QSMP villain /vigilante AU in which the kids are vigilantes and the parents are villains
And a QSMP HTTYD/Race to the Edge AU
Other:
A crap ton of Jedtavius AU's/Oneshots
For personal projects I have this:
Webcomics (if I can learn to draw better lmao):
Operation DOVE: a slice of life/monster of the week comic based off a failed DnD campaign me and my siblings did
A teenage superhero comic I have yet to name
A queer werewolf x vampire comic I have also yet to name
Haunted High: a comic about teenage ghost hunters navigating both the haunted and not haunted parts of high school
Other media/Not sure on the medium yet:
A found family either podcast or book (maybe both) about two kids who grow to view each other as brothers. Working title is Brothers: Though Not Through Blood
That's about it y'all. If you have any questions or are curious about these fics and personal stories feel free to ask about them. All of them have enough info (whether that be OC's or enough plot/ideas) that I can comfortably share them. I adore talking about my stories so don't be scared to ask lol.
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nimupates · 5 months
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dungeonsandblorbos · 1 year
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Campaign Intros: Grovington College
Grovington College is another short and sweet campaign that only lasted about 5 sessions from my freshman year of college. this one was done in the Demon Hunters: A Comedy of Terrors system, though, which a Powered by the Apocalypse-based system. it's the other one where Indie was my PC, and my notes are a little bit better, but still absolute trash. so, i will just copy/paste this disclaimer from the last campaign intro:
did i memorialize some funny out of context quotes and snapshot moments? you betcha! did i manage to write down enough info to reconstruct the basic monsters we hunted? yeah, barely. did i bother writing down anything about my fellow PCs? actually, i did this time! and yet i still managed to leave out some crucial details! did i bother noting where the college actually is or anything about its layout or the nearby town? only the barest most plot relevant details! did i do anything to help me remember who NPCs were or what they looked like? nah!
my memory isn't very good in general, but between the effect of time and bad notes, my memory of this campaign is very minimal. any story times from Grovington College will be very brief and won't have a lot of context because i probably don't know either
so ~anyway~
the setting
Grovington College is a school in the sleepy college town of Grovington, Massachusetts, USA. its mascot is the Gecko, for some reason. as the town is home to a disproportionate amount of supernatural activity, the college also hosts a chapter of the Brotherhood of the Celestial Torch, a sort of secret demon-hunting organization. notable clubs at Grovington College include the Grovington College Cryptid Club and Rocks for Jocks
the town of Grovington is also home to the Harpsburg Museum of Natural History and an amusement park called Harper's Holiday Fun Land (or maybe that's in the neighboring town of Pleasantdale?)! there's also a bar/club called the Country Porch, a restaurant called Ernie's Waffle Shack, and an annual slasher movie festival downtown
Chapter ΦΧΧ (Phi Chi Chi) PCs
Indigo Sullivan: my PC! you know him, you met him at this post here. he's an ambidextrous psychic smartass whose wardrobe is mostly hideous dad sweaters and hawaiian shirts. yes he is queer how could you tell? at this point in time, he's a sophomore majoring in psychology and minoring in stats
Professor Edward Bellwether Germory III: a professor of comparative philosophy and art history. eccentric and obnoxious about being rich. he has a butler who does all his texting for him. supposedly somewhat handsome but dresses like a seventy-year-old man. cannot drive
Wesley: a were-dog! and a lesbian, obviously. likes stealing stuff. good with kids. once dressed up as a man to trick a succubus into trying to eat her, because Indie refused to be the bait
Cider: they/them. a Brotherhood patented android called a Cypher. good with cats, and toads. hates Bobby Flay
Important NPCs
Japes, the butler: Edward's butler and sometimes chauffeur. usually the one who drives our Brotherhood taco truck (like a spy van, but a taco truck! it's bigger on the inside). texts exclusively in emojis
Clementine: Cider's cat friend. she has a tag on her collar that reads "i’m not lost; i just wander around campus." may or may not be a shapeshifter in disguise
?: a mysterious old Korean woman who runs Chapter ΦΧΧ. you don’t know her secrets. she doesn’t know or care about yours
Juan: a were-dog whose animal form is a scotty dog. associated with the Brotherhood. has a Funko Pop Snoopy keychain, and a locket with a picture of him and his husband, Owen. his music collection includes: Ladies of the 80s, Duran Duran, and the Hamilton soundtrack, somehow on a tape that only plays backwards. he has a custom miniature chainsaw that's optimized for use as a scotty dog. at one point, he asks Indie and Cider if they, quote, "wanna surf on the car like Teen Wolf?" clearly a very responsible adult
Kelsey Sugarman: president of the Cryptid Club and a genuine believer. wears poodle skirts and has a cryptid radar she tries to use on everyone at a combined Cryptid Club/Rocks for Jocks hike
Mitch: a himbo in the Rocks for Jocks club (he's a geology major). he's awkwardly attractive and has an iconic green faux letterman jacket. he randomly gives Indie his number at a party (it's on a card) and they start dating soon afterwards. Kelsey's cryptid meter went off on him (or, at least, the dog hair on his clothes), so he may or may not be some sort of supernatural being himself--we didn't get far enough into the story to find out, unfortunately
Paleontology Paul: he's back! only this time he works at the museum. just as dorky and knowledgeable about dinosaurs as he was in the last campaign. dresses as Alan Grant from Jurassic Park for Halloween, because of course he does. must be ordained because he blesses some weapons for us at one point, and afterwards they make various animal noises and do extra damage to evil things
Wren: a seven-year-old half-demon child we babysat and took trick-or-treating on Halloween. likes dinosaurs and is kept on a kiddie leash. absolutely adores Wesley, who gives her piggyback rides. may or may not be the anti-christ?
the plot
there isn't one. it's more of an episodic campaign, like North Pines Camp was
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realm-of-our-own · 2 years
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In reference to this post, here's some things that one of my paras specifically "made".
Martin's Creations
Mini Cosms:
The Tallest Tale (A world that's a mixture of Genshin Impact, Kirby, and monster hunter. Run by sentient animals that are defending their planet from robotic alien invaders.)
Creature-Ghost Club (A world about an After-school club revolving around both animals and the supernatural. Martin's oldest mini-cosm!)
Currently unnamed Animal Jam/Fer.al world that is better than both games combined. (It is what it says it is. Fuck you Wildworks.)
Characters:
Bucky (A character in Creature-Ghost Club. Can transform into a white-tail deer. He/Him 15)
Paige ( A character in Creature-Ghost Club. Can transform into a possum. She/Her 14)
Theo ( A character in Creature-Ghost Club. Can transform into a red fox. He/Him 14)
Neva ( A character in Creature-Ghost Club. Can transform into a raven. She/They)
Mr. Mayor (A blue hyena that is the mayor of the Animal Jam/Fer.al but better paracosm)
Chomper (a shy sea monster boy that Martin played as in a campaign Ryder ran)
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lethesbeastie · 5 months
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Actually managed to fight through art block to doodle for funsies <3
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rpgsandbox · 4 years
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In 2014, Magpie Games launched a Kickstarter for Urban Shadows, an ENnie award-winning tabletop roleplaying game of political urban fantasy that quickly became one of our flagship titles. For years, fans have praised both the game’s effortless explanation of the Powered by the Apocalypse engine and the groundbreaking content on race and urban communities, leading Urban Shadows to be a favorite of urban fantasy gamers, podcasters, and streamers alike.
Now—more than six years later—we are returning to the dark streets of the city for Urban Shadows: Second Edition, updating the game’s rules, look, and tools to better support moving stories of political urban fantasy. Featuring new playbooks, new faction mechanics, and completely revised materials from first edition, Urban Shadows 2E will thrust you into the danger and drama of the city like never before!
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                      Download the Urban Shadows Quickstart here
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Urban Shadows is a political urban fantasy tabletop roleplaying game in which mortals and supernaturals alike vie for power in a modern-day city. Vampires, faeries, hunters, wizards, and more clash in the shadows...or make backroom deals for their piece of the streets and skyscrapers. No one is ever safe, and everything is always at stake.
In Urban Shadows, you play unique and powerful archetypes, protagonists who are attuned to the supernatural world. While the mortal world remains ignorant of the struggles of the city’s supernatural denizens, you are caught in the middle of the physical conflicts and political drama of the city’s past, present, and future.
You might be a spectre bound to an artifact, unable to move on until you’ve resolved your trauma. Or you might be a clever vampire who controls the best blood supply in the city, caught up in a war between your kind and those who hunt you. Or you might be a veteran of your city’s ancient conflicts, someone who got out of the game but keeps getting drawn back in by friends and allies.
No matter who you are, you contain within you the power to shape the city’s destiny. What future will you choose? And what will your victories cost you?
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Urban Shadows is based on the Powered by the Apocalypse system used by tabletop RPGs like Apocalypse World, Dungeon World, and many of Magpie Games’s own titles such as Masks: A New Generation, Root: The RPG, and Zombie World. The game uses the core framework of that system to provide a strong, simple way to create your own stories of political urban fantasy. You’ll create a character using one of several archetypes, and then you’ll take action, rolling two six-sided dice to resolve the outcomes of dangerous and difficult situations.
Urban Shadows creates stories like those you’d find in Constantine, Diableros, The Dresden Files, The John Wick franchise, The Last Witchhunter, Lost Girl, and The Wire.
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In Urban Shadows, the city is a living, breathing character all its own. It hides dark desires, wicked deeds, and devious schemes, its shadowy tendrils a danger to mortals and supernaturals alike. Some residents have sacred sanctums or secure workshops—places to weather the storms of the city—but a sprawling metropolis lies just outside those little nooks, caring little if you prosper…or bleed out in the gutters.
But nobody faces the city alone. Even the humblest of imps has a small community, a circle of those who can offer solace in the face of problems and danger. But community is a double-edged sword—demanding as much as it gives—and the needs and desires of those same circles constantly shape and reshape the vibrant urban landscape of the city. Nothing lasts forever, but the city turns over nearly every night, different forces laying different claims to you and yours.
The city hungers. Will you sate its gnawing desires? Or will your enemies make you the feast?
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The schemes and plots of supernatural beings have been a part of the city for as long as anyone can remember. The faces at the top may shift and change with the tides of fortune, but rarely does something occur in the mortal world without some push from those who lurk in the shadows. A new subway system? A contested election? A bank robbery? Nothing is what it seems.
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But what is mere money or prestige to wizards, ghosts, and faeries? Who cares about cash or elections when trafficking in human souls or exploring other dimensions? The supernatural forces of the city—and the mortals who deal with them—know only one real currency: debt.
Debt is the power to influence those who owe you, the chits you call in to get things done, the ties that bind you to the rest of the city, and the proof that your word is strong and your bonds unbreakable. There are few true friends in the city, but your debtors always want to see you survive—you can’t pay up if you’re dead.
But there are other ways to triumph in the city beyond the economy of favors and patronage. Cruel rituals. Dark secrets. The temptations of the monster within you. Those who seek power at any cost will find no end to the magics and mysteries available for the merest price of a soul.
The streets bleed shadows—your debtors always around the corner—as the city threatens to swallow you whole. Will you die a hero… or live long enough to become the villain? Will you fight the darkness…or beg for power? The choice is yours.
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Over the past five years, Magpie Games has developed and created multiple games that broke boundaries and redefined what PbtA can do. Now, we think it’s time to apply the lessons we’ve learned to Urban Shadows, making a game that’s tighter and easier to run, but also filled with new ideas and improvements, including new tools for players and GMs. We’re also excited to create a beautiful new book with visionary art and fantastic graphic design. In short… we’re making Urban Shadows 2E because we’re thrilled to revisit and refine our work!
Here’s a quick list of the major changes, many of which are already available in the quickstart:
revised basic moves, including new versions of turn to violence and let it out
revised playbooks, including rebuilt versions of The Hunter and The Oracle
two brand new playbooks: The Sworn (Power) and The Imp (Wild)
changing Factions to Circles—see below—and adding Circle Status to represent standing
a new downtime phase of the game focused on player-facing city moves and rumors
replacing Storms with a new MC-facing faction turn, including new faction moves
expanded MC tools for generating your city and Circles at the start of play
We’re also adding a new mechanic to bring PCs into contact more often with each other: City Hubs. Cities are enormous spaces, and we found (in US1E) player characters could sometimes retreat to their different corners of the cityscape, interacting only with their own worlds and not with each other. With City Hubs, we want to create smaller, expandable environments to focus play and create drama. These Hubs—described below—position characters in neighborhoods, institutions, and community spaces in which they interact more frequently and avoid sessions in which PCs rarely come into contact and conflict.
Download the quickstart for a chance to test out some of these new features! We’ll be previewing more of them during the campaign, and we’re excited to get your feedback and refine Urban Shadows even more. Thank you to everyone who has given us feedback on 1st Edition since 2015!
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In Urban Shadows, your characters juggle relationships and obligations, seeking allies and opportunities, cashing in debts along the way to get things done. When you seize the day, you reshape the city in your image and unleash your powers on those who stand against you; when your enemies move and hunt, you do your best to stay ahead of the oncoming storm.
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Urban Shadows uses the Powered by the Apocalypse framework to resolve interesting moments of uncertainty through moves, bits of mechanics that say: “When you do [x], [y] happens.” Each move trigger—the “When you do [x]” part—is designed to help point at moments of uncertainty, when neither the players nor the GM know exactly what happens next. Some examples of such moments include:
When you throw a punch at a loudmouthed werewolf in a demonic club
When you plead with the wizard’s council to return a tome of magic stolen from you
When you try to escape the evil ritual you stumbled onto in the city’s sewers
When you ask one of your companions to forgive the debt your fae lover owes them
When you trigger a move—when you perform the action described in the move’s trigger—then the rest of the move kicks into effect, often requiring a die roll. You roll 2d6 (two six-sided dice) and add in one of your stats to find out what happens.
Every playbook has four stats:
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Blood is the measure of your fight or flight instincts. It tells us how tough, dangerous, coiled, and quick to act your character is in a perilous situation.
Heart is the sum of your passion, charm, and charisma. It tells us how proficient your character is at getting what they want through negotiation and persuasion.
Mind is a reflection of your critical thinking and analysis. It tells us how perceptive your character can be and how good they are at manipulating others through deceit.
Spirit is a gauge of your connection to the “other” and your force of will. It tells us how focused your character is under pressure and what kind of power they can unleash.
Each stat is ranked from -3 to +3. You add your stat to some rolls when you trigger certain moves. For example, when you turn to violence, you roll 2d6 + Blood.
On most moves, if you get a 10 or higher (10+), things go your way! If you get a 7-9, you get what you were after, but usually with some cost or complication. If you get a 6 or lower, that’s called a miss, and the GM gets to tell you what happens next as things spiral out of control.
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Urban Shadows has basic moves for all the usual conflicts in urban fantasy—fighting, lying, escaping, magic, and more—along with special moves for managing debts and your relationships with communities at large.  
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The city is a fierce cesspool of politics and corruption, but there are clear connections and boundaries between like-minded residents, spheres of influence that make up the scope of politics within the city. Most call these divisions Circles, loose political groupings that illustrate the differing affiliations and loyalties in the world, each one a community with its own internal politics and dramas. The Circles are:
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In addition to the main stats, each character also has ratings (from -3 to +3) for their Circles, measures of how well the character understands each specific community. A character with a high rating in a Circle has contacts and connections within it, and can easily interpret its political information; a character with a low rating in a Circle doesn’t understand how that Circle works or who the power players are within that community.
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Circles aren’t organizations or formal alliances; they are more like broad communities or subcultures. The disagreement between two members of the same Circle may be as—or more—intense than any conflict between two differing spheres. A werewolf and a vampire both hail from Night, but that doesn’t mean they get along. It only means they understand each other...and the violence inherent in the language of their streets.
Yet there are factions within each Circle capable of acting in unison, alliances who can shape the city’s future—werewolf packs, witch covens, faerie courts, and more. In Urban Shadows: Second Edition, we’re giving GMs new tools to support those factions in a “faction turn” between sessions. We’re also giving players new tools to get stuff done in downtime, acting on the rumors they heard about what the factions have done in the past week or two of offscreen activity, all fueling the drama of the city and the power players have to shape the setting.
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Urban Shadows uses archetypes (The Wolf, The Wizard, The Oracle, etc.) to help players create characters quickly and easily. These archetypes are only ever a starting point; you can always bring in different myths, legends, and ideas to make your character entirely your own.
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Characters often acquire abilities and powers from other archetypes and may even change archetypes over the course of play. As your character advances, you may also find reasons to retire to safety, securing that character’s place in the city as you create a new character to continue your group's story.  
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Absolute power...corrupts absolutely. Urban Shadows features a dynamic corruption mechanic, tracking your character's descent into darkness. When you take a life, give in to your monstrous nature, or cross a line you shouldn't cross, you mark corruption. As you gain corruption, you unlock new and potent powers, allowing your character to get what they want—at the cost of further corruption. The dark side of your nature bears productive fruit.
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Power is never free, though. Cross the line too often and you lose your character to the darkness, handing them over to the GM for them to play as a threat. Corruption is a downward spiral threatening to push you over the edge, and not everyone is cut out to make it back from the brink. As your character gains new abilities fueled by the growing darkness within, you face a difficult choice: will you give up what you've gained to save yourself?
Corruption also encourages you to play to your archetype. Each archetype contains unique boundaries and taboos that define when you mark corruption. Life is always sacred, but werewolves, mages, and faeries all face unique temptations while stalking the city's streets.
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Cities are giant, complex networks of interconnected communities caught in an almost constant state of change. In order to focus your characters’ conflicts and provide reasons for the players to consistently play together across those spaces, Urban Shadows 2E uses City Hubs—dynamic sections of urban life that frame the story you’re telling together without cutting you off from the rest of the city’s potential.
A City Hub isn’t just a physical district or area of your city. Instead, each Hub is a collection of institutions, relationships, and anchors—important NPCs—that create a background for the action in your story. Even better, Hubs can be added over the length of a campaign, expanding the city with new locations, conflicts, and NPCs as your story progresses.
Urban Shadows 2E features four City Hubs, each dominated by one of the four Circles:
City Hall (Mortalis)
Downtown (Night)
The University (Power)
The Arts District (Wild)
Perhaps your Tainted is a student at the local university, the same campus that lies within the Wolf’s territory...and the same institution at which the Wizard recently started working as a professor. Or maybe your Oracle has an occult bookstore downtown in the same office building in which the Sworn is regularly summoned to meet with the wizard’s council, just down the street from the family restaurant in which the Aware still waits tables.
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Hubs are also a flexible tool for structuring your campaign as a whole. You can use two different Hubs set in the same city for different campaigns, you can grab elements from any Hub to use as inspiration for your campaign, or you can expand your campaign to include new Hubs as your city grows. We’ll release new Hubs through this campaign as stretch goals and as digital supplements after the Kickstarter.
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Kickstarter campaign ends: Thu, November 19 2020 9:00 PM UTC +00:00
Website: [Magpie Games] [facebook] [twitter]
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ryttu3k · 4 years
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All Night Road Journal entries! For players who are new to VtM, this is absolutely invaluable. For those who are familiar with VtM, it's still pretty neat! Find it in the menu below your stats.
Note - the Characters list changes depending on your in-game actions; this list is based on my Banu Haqim hot mess Courier, Pyre.
Characters
Kindred
Aila: A powerful Daughter of Haqim. You consumed her, Blood and soul, ten years ago.
Edouard Chambet: A member of the Ministry and influential fixer. Or he was until you and Raúl destroyed him.
Julian Sim: Your sire Technological visionary, data scientist, and (by Camarilla standards) an "Anarch" bent on bringing down the Masquerade. You and he worked together under the Camarilla's thumb for a few years before going your separate ways. Now you're both back in Tucson.
Prince Lettow: A Gangrel, originally a minor aristocrat from the Polish-Lithuanian Commonwealth—making him one of the few elders left in Arizona. Lettow came to America after serving as a pilot in the Great War.
Called the Eagle Prince on account of his eagle servant, Riga, Lettow seized control of Tucson after the last Prince launched a murderous and doomed campaign against all non-Ventrue in the city. He magnanimously spared the old Prince's childer and has sought to rule with as much compassion as an undead crime lord can allow himself.
Millicent Rue: A blood trader whose specialty is finding obscure vintages for fussy Ventrue. From a clan called Lasombra, which you don't know anything about. After the fall of Camp Scheffler, has started to rebuild her "business."
Dove: Prince Lettow of Tucson's second in command, a Nosferatu and former courier. Keeps her mouth shut about her past, but she has known Lettow for many years.
Invidia Caul: A Tremere sorceress who works for Julian Sim ever since Prince Lettow forced the closure of her research facility, Kiowa Xenogenetics.
D'Espine: A Toreador. Manages the Cinderblock, a jazz club in Dallas. Obsessed with surgically modifying her ghouls.
Elin Olivecrona: A Ventrue. After the fall of Camp Scheffler, Olivecrona disappeared into the bureaucracy of the US government to work against the Second Inquisition.
Lampago: An ancient vampire—or some kind of related creature—who lurked in Tucson for years until hunters finally drove her away. She now dwells in Biosphere Zero.
Pattermuster: A Brujah. You helped him block a proposed renovation to the hospital.
Reremouse: A Nosferatu elder that dwelled beneath the sands of the California desert. You and Julian spent a depressing year feeding the elder to keep him dormant. When he finally arose, you helped Julian teleport him across the world using ancient sorcery that you do not fully understand.
Z: Julian Sim's mysterious acolyte.
Ghouls
Raúl Cañedo: Vampire hunter you first encountered when a wight attacked you after your CR-X broke down. Now your retainer. Knows how to fight and hunt; also a capable investigator.
Miguel: One of Lettow's retainers and couriers. Killed at Camp Scheffler, probably by hunters affiliated with the Second Inquisition.
Carlos: One of Dove's retainers. A police detective and the local Camarilla's contact with the Tucson police.
Nadia Goh: One of Julian Sim's retainers. Works as a delivery girl for a Malaysian restaurant when not helping Julian.
Others
Elena Prodan: Owner of Covenant Pawn Shop.
Agent Samantha Donati: Technically just a special agent with the FBI's Special Affairs Division, Agent Donati in fact controls most Second Inquisition activity across the Southwest. Her lightning-quick strikes have destroyed dozens of vampires and thrown the local Camarilla into chaos.
Clans
Banu Haqim
Originally from the Middle East, the "Assamites" were once feared assassins and sorcerers. They have recently entered into a tentative alliance with the Camarilla, the vampire shadow-society of Europe and the Americas.
Disciplines: Blood Sorcery, Celerity, Obfuscate. Some Banu Haqim focus on rituals, while others favor inhuman speed and the powers of invisibility.
Clan Weakness: Thirst for vitae. Banu Haqim are compelled to commit diablerie—the sin of draining another vampire, body and soul.
Brujah
Once a proud clan of philosophers, the rage-fueled "Rebels" are now scattered and disorganized.
Disciplines: Celerity, Potence, Presence. Unnatural strength and speed help the unsubtle Brujah in a fight, but the secret to their survival is in shaping crowds with their eerie charisma.
Clan Weakness: Temper. Brujah are prone to losing control of their Beast in terrible rages.
Gangrel
The savage "Outlanders" are shapeshifting beastmasters who, almost alone among vampires, can survive outside of the cities.
Disciplines: Animalism, Fortitude, Protean. Gangrel flesh is both hardy and able to change its form; the Outlanders also have various powers over living animals.
Clan Weakness: Feral. Gangrel struggle to relate to normal humans, especially as their Humanity declines.
Malkavian
The "Lunatics" are all mad, but their madness gives them strange insights. They often serve as court seers and mad prophets.
Disciplines: Auspex, Dominate, Obfuscate. Keen senses and the power to vanish from sight give Malkavians their reputation as prophets. Their mental compulsions often spread their insanity.
Clan Weakness: Madness. All Malkavians are incurably insane.
The Ministry
Formerly the "Followers of Set," the Ministry are friendly and good. There is nothing bad about the Ministry. They are here to help and to get you what you need. They are not a snake cult.
Disciplines: Obfuscate, Presence, Protean. Vampires of the Ministry can become invisible, control minds, and turn into giant snakes (it always helps).
Clan Weakness: No problems here, nothing to worry about.
Nosferatu
The "Sewer Rats" are hideous and malformed vampires whose information-gathering skills make them invaluable. They once managed electronic communication for the Kindred, until the Second Inquisition infiltrated their servers.
Disciplines: Animalism, Obfuscate, Potence. Nosferatu use their shadow-powers not just to turn invisible, but to hide their hideous faces. When exposed, they can call on their unnatural strength, or their allies among the Creatures of the Night.
Clan Weakness: Hideous. All Nosferatu are monstrous in appearance.
Toreador
The elegant and sophisticated "Aesthetes" would prefer you didn't call them "Degenerates." Obsessed with beauty, the vampires of Clan Toreador can seem almost alive when their passions move them.
Disciplines: Auspex, Celerity, Presence. Supernaturally keen senses and a beguiling aura let the Aesthetes thrive among high culture; when things go wrong, unnatural speed helps them escape.
Clan Weakness: Distracted. Toreador are so obsessed with beauty that it can endanger them.
Tremere
The "Usurpers" of Clan Tremere are said to descend from a mortal wizard who stole immortal life from an ancient vampire. Once organized into a disciplined arcane hierarchy, the sorcerers of Clan Tremere are in turmoil after the destruction of their greatest occult stronghold.
Disciplines: Auspex, Blood Sorcery, Dominate. Though famous for their Thaumaturgy—their intricate sorcerous tradition—many Tremere also possess supernaturally acute senses and the power to command mortals with a word.
Clan Weakness: Frail Blood. This manifests in different ways for different Usurpers. Some mend their flesh slowly; others cannot form Blood Bonds or create ghoul servitors.
Ventrue
The Clan of Kings rules from the shadows, controlling modern boardrooms as they once controlled courts and cathedrals. The mental powers of the "Blue Bloods" also protect the Masquerade.
Disciplines: Dominate, Fortitude, Presence. Ventrue study two distinct paths of mental control: Presence is more subtle, Dominate more direct. Some are also nearly indestructible, even when exposed to banes like fire and sunlight.
Clan Weakness: Refined palate. Ventrue cannot drink bagged or animal blood, and most are restricted to a particular kind of human prey.
Caitiff
Not a clan at all, Caitiff vampires are the Clanless—those whose Blood is too thin or whose education was too inadequate for them to join a proper clan.
Disciplines: Varies based on ancestry and inclination.
Clan Weakness: Outcast. The Camarilla has little respect for Caitiff, and other vampires don't treat them well either.
Hunger and Willpower
All vampires suffer from an undying Hunger for blood. Using Disciplines (vampire powers) and mending wounds uses some of the blood you've stolen and increases your Hunger; so does the simple act of rising every night. Only killing and fully draining a living human slakes your Hunger fully, and then only for a time. As a Child of Haqim, drinking vampire Blood also increases your Hunger.
If you become hungry enough, you lose the ability to activate Disciplines or mend your wounds. If your Hunger equals or exceeds your Willpower, you suffer penalties to actions that require concentration and self-control. That includes most actions you take, except those that risk a messy critical—see that entry. The penalties grow as your Hunger grows.
Willpower is based on your Resolve and Composure scores. Increase those scores to increase your Willpower and ignore the distraction caused by your Hunger. Certain actions, like extended negotiations or staying out too close to the sun, can mentally exhaust you, temporarily reducing your Willpower. You can regain lost Willpower by embodying your Convictions (see Experience and Convictions).
Messy Criticals
Succeed too well on certain actions and you run the risk of unleashing your Beast. The monster within you assures your success…at any cost.
Any choice that ends in an exclamation point ("!") risks a messy critical. Most of these are attacks or other aggressive actions where you risk losing control, such as threatening people or bashing down doors. Any choice that involves hunting and drinking from a human also risks a messy critical, and messy criticals there usually result in you draining the mortal completely, reducing your Humanity and leaving you with a corpse to dispose of.
The good news is that choices that risk a messy critical aren't more difficult due to Hunger (see Hunger and Willpower). Your Beast guides you in these savage actions, even when you're desperate for blood.
Experience and Convictions
After a decade of lethargy and routine, you find yourself bursting with newfound creative vigor!
You gain experience in two chief ways: first, by going on missions and succeeding in your goals. Second, by gaining Convictions and living up to them. To gain a Conviction, select choices that increase that personality trait: if you want to Defy the Traditions, then you must Defy the Traditions: ignore vampire laws like the Masquerade (see that entry), disobey elder vampires, and defy the Camarilla. If you want to Seek Luxury, then demand money and inducements as often as possible.
The Masquerade
The First Tradition of the Camarilla—what passes for civilization among the undead—is to hide the existence of vampires from the mortal herd. This is the Masquerade. You can violate the Masquerade by openly using obvious supernatural powers (such as shapeshifting), feeding in public, or failing to dispose of a body you drained.
Violating the Masquerade risks the wrath of elders among the Camarilla. Worse, with the Second Inquisition raging across the United States, a breach of the Masquerade risks sending an entire Second Inquisition kill team to your doorstep. Such an attack usually comes in daylight and can destroy you if you're not careful.
Humanity and the Beast
Vampires aren't human. They're dead things animated by stolen blood, with a screaming monster in their head they call the Beast. Perhaps because of this damned state, most vampires cling to their Humanity and struggle to control the Beast's savage urges.
But the Beast is always waiting. Acts of callousness and brutality strip vampires of their Humanity until, in the end, they are nothing but mindless animals that lurk in the shadows and hunt at night. Even before that point, low-Humanity vampires struggle to act with kindness or empathy.
Killing mortals (unless attacked first, such as by hunters or assassins) is a sure way to lose Humanity. The Beast permits no excuses—killing to feed and killing to hide your true nature (and protect the Masquerade) will stain your soul as surely as killing for sport.
Regaining Humanity is arduous but possible through great acts of sacrifice and by risking yourself for others. But beware: if your Humanity falls low enough, you'll have to spend Willpower (see Hunger and Willpower) to perform even small acts of decency.
The Camarilla
The Camarilla—the so-called Ivory Tower—is a secret society of vampires dedicated to hiding their existence from mortals, a guiding ideology called the Masquerade. Most Camarilla cities are ruled by a Prince (the term is gender neutral). Beneath this monarch is an elaborate hierarchy of underlings and overlords, bound together through favors, mutual enemies, the Traditions (including the Masquerade), and the overwhelming nightly drive to find more blood. Vampires of the Camarilla call each other "Kindred." They all appreciate the bitter irony of that term.
The rise of the Second Inquisition has made the Camarilla more paranoid and restrictive. Where once the Princes tolerated "Anarchs" and fringe types (like independent couriers), now they retreat into their Elysiums—hidden sanctums where they can conduct their business in peace—and try to weather the storm. These nights, the Camarilla are the vampire elite, and like any elite, they are happy to sacrifice everyone else for their own safety or convenience.
The Second Inquisition
The first Inquisition taught the arrogant vampires of the Middle Ages that they were not invincible. They learned that mortals, while weak alone, were almost unstoppable when organized and when they knew their enemy.
The vampires of the Camarilla took the lessons of the Inquisition to heart, hiding their actions behind the Masquerade. But no deception is perfect. As digital technology proliferated in the twentieth century, young vampires adapted, leaving their elders in the dust. They didn't know that mortals were listening in. And even when they realized the danger, many in the Camarilla believed they could direct these hunters at their enemies.
The results of this arrogance were catastrophic: the fires of the Second Inquisition blazed across the world, destroying elders and fledglings alike, cleansing whole cities of vampires. Embedded in the security and intelligence agencies of various national governments, including the FBI and the CIA, the Second Inquisition employs every weapon at its disposal to hunt down and destroy vampires. Now the SI has turned its sights on Arizona. Its goal is nothing less than the total eradication of every vampire in the state.
The Beckoning
A strange event called the Beckoning recently started luring elder vampires to the Middle East. No one knows the source of the Beckoning, but the sudden loss of so many elders—and the vast supernatural power they possess—has thrown the Camarilla into chaos and allowed Anarchs and other independent groups to seize power.
The Nature of the Blood
A vampire's vitae—the stolen blood that flows through your veins—has a variety of supernatural powers.
Disciplines. A vampire's supernatural arts are called Disciplines. Different clans manifest different arts, from mind control and shapeshifting to superhuman strength and speed. Most Disciplines require Blood to activate (increasing your Hunger) and grant a significant bonus to any relevant action you undertake. This bonus increases with your level of mastery.
Mending. You can use the blood you take to repair your dead flesh. In fact, this is the only way vampires can "heal," as they cannot do so naturally.
Ghouls. A vampire who feeds vitae to a living mortal creates a ghoul. Sometimes called a retainer or a thrall, a ghoul does not age, manifests minor supernatural powers such as occasional bursts of great strength, and is loyal to their vampire regnant through the Blood Bond (see below). Most established vampires make use of one or more ghouls to handle their daylight business.
The Embrace. Feed a mortal your vitae and you create a ghoul. Drain a mortal to death and feed that mortal your Blood and you create a new vampire of your clan. You are now the sire to a childe. This act is called the Embrace. Most Princes of the Camarilla forbid Embracing new vampires except under special conditions, as there are always too many vampires and never enough places to hunt.
The Blood Bond. Drink a vampire's blood three times on three separate nights and you are bound to that vampire, forced into service through a supernatural compulsion called the Blood Bond. If you create a ghoul, that ghoul is soon Blood Bound to you. Beware of your sire—you've already tasted your sire's Blood once, when you were Embraced and turned into a vampire!
Learning from the Blood. Vampires of different clans begin with different Disciplines, but you can unlock more Disciplines by tasting the Blood of another vampire and then receiving instruction from them.
Diablerie. To drain another vampire, body and soul, is called diablerie, and the Camarilla consider it the most awful of crimes. But young vampires practice the art in secret anyway, hunting their elders, in order to lower their generation and gain greater power.
Generation. According to legend, the first vampire was Caine, the first murderer. Legend further says that Caine had three childer, who had childer of their own, and that those vampires of the Third Generation founded the clans. Whether or not you believe this story, when a vampire Embraces a mortal, that childe's Blood is thinner and weaker than the sire's. Vampires of high generation are sometimes Caitiff (the Clanless), and those of very high generation are thin-bloods—barely vampires at all. Though a vampire's Disciplines develop with age, generation does not change…except through diablerie.
Functions of Abilities, Skills, and Disciplines
Abilities
Strength: Punching, wrestling, clawing (if you have claws). Most climbing where you haul yourself up.
Dexterity: Balance, speed, reacting quickly. Attacking with a bladed weapon or in coyote form (if you can change shape), reacting quickly. Most shooting that relies on speed.
Stamina: Adds to your Health. Not used actively.
Charisma: Getting people to like you. Leading people into battle or giving them orders. Impressing a crowd.
Manipulation: Getting people to do what you want (even if they don't like you). Most kinds of lies and deceit.
Composure: Adds to your Willpower. Staying cool, in social situations or in a fight (especially when threatened by fire or sunlight).
Intelligence: Education, reasoning ability, analysis. Most forms of research.
Wits: Cunning, cleverness, noticing things on the go. Intuition, "following your nose." Shooting when you can't see clearly.
Resolve: Adds to your Willpower. Determination, patience. Performing tasks that take all night or that are mentally draining.
Use the language of the choices to determine what is being tested. "Quickly" usually means Dexterity, "clever" signals Wits, "patient" implies Resolve.
Specific descriptions override general rules. You normally use Dexterity to strike with a sword, but if there's a lot of smoke and the choice says you need to be clever to hit, that's Wits.
Skills
Athletics: Jumping, swimming, running, dodging.
Combat: Brawling, wrestling, wielding swords or improvised weapons, using claws or teeth.
Drive: This gets your AE86 to its destination in one piece.
Firearms: Shooting a gun.
Clandestine: Sneaking, moving silently, hiding, picking locks, forcing doors.
Intimidation: Threatening, bullying, and forcing others to back down.
Leadership: Giving orders. Commanding your ghoul; also adds a passive boost when you work together with your ghoul.
Persuasion: Getting people to do what you want in a more or less straightforward manner, without lies or threats. Also covers etiquette and manners.
Streetwise: Bribery. Knowing streets and alleys (useful for quick getaways). Interacting with criminals.
Subterfuge: Lying, swindling, and deceiving. Also includes palming, picking pockets, and similar deceptions.
Academics: Nonscientific education—everything from history and philosophy to occult lore. Used in Blood Sorcery.
Awareness: Noticing things just by looking around (or listening or sniffing around).
Investigation: Careful, systematic exploring. Helps you both find hidden items and interrogate people until you find something.
Technology: Crafts, car repair, computer use, and hacking, as well as scientific acumen.
Survival: Finding shelter (especially from sunlight!), hunting wild animals.
Disciplines
Most Disciplines increase your Hunger when used but add a bonus to your actions.
Animalism: Grants you a wolf companion who grants significant bonuses to actions when activated. Your lobo gains power as you advance this Discipline. Low risk of a Masquerade breach; your lobo is just a "big weird dog."
Auspex: Enhances your senses, typically improving skills like Awareness, Investigation, and (if you're shooting where you can't see clearly) Firearms. Low risk of Masquerade breach; Auspex affects only you.
Blood Sorcery: Not a proper Discipline so much as a collection of ritual techniques developed over millennia. Most rituals take time and grant automatic success to an action; particularly challenging rituals, or those opposed by another sorcerer, often rely on Intelligence and Academics. Risk of Masquerade breach varies based on the ritual.
Celerity: Supernatural speed and quickness. Offers only a modest bonus, but helps with a huge number of activities, especially when you need to fight or flee. Mortals will be surprised by but not suspicious of the lowest level of Celerity; any more than that breaches the Masquerade.
Dominate: Overwhelming short-term mind control. Usually succeeds automatically, especially on mortals. A blunt instrument; doesn't gently boost your natural abilities like Presence. Low Masquerade risk since it's so uncanny. Dominate can also be used to scramble memories, which protects your secrets.
Fortitude: Unnatural resilience, even against the vampire's natural banes (fire and sunlight). Not used actively; it works automatically when you're hurt to absorb injury. Low risk of Masquerade breach—maybe you were wearing body armor?
Obfuscate: Fading from sight. Not literal invisibility; people just don't notice you. Mostly used to enhance Clandestine when sneaking. Low risk of Masquerade breach unless you just vanish in front of someone.
Potence: Monstrous strength. Increase your ferocity in combat and smash right through obstacles. Like Celerity, mortals will accept the lowest levels of Potence as the effects of adrenaline, but any more than that breaches the Masquerade.
Presence: Unnatural allure and charisma. Use it to fill mortals with dread (enhances Intimidate) or to enhance your natural charm (pairs with a large number of social skills). Lacks the immediate and inescapable power of Dominate, but more flexible. Low risk of Masquerade breach; people just believe you're unusually magnetic.
Protean: Three distinct shapeshifting powers. Beginners can grow wolflike claws to rip their enemies to shreds. Intermediate students learn how to meld with the earth, sinking into the ground to escape pursuers (or the rising sun). Masters take the form of beasts—in your case, a coyote. Any use of Protean is a huge and obvious Masquerade breach.
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Little Secrets
for @nightimedreamersworld from the prompt list and tags you posted. Thanks to @ninemagicks for leading the way. 
From a tumblr prompt list by @mraculous and sent to the Carry On fandom by @nightimedreamersworld : ‘a mutual friend tried to introduce us, but we already knew each other from LARPing but we’re both too embarrassed to admit that so I jokingly said we used to date and oh god now our friend won’t stop interrogating us about it’ AU
Little Secrets, a Snowbaz LARPing AU (2774 words)
Simon
“Do you want to come over Friday? I can order in curry and I’ll even watch that Netflix thing you’re obsessed with, if you like,” Penny says, before taking another bite of her sandwich. I’ve already finished mine but I take the chance to steal one of her crisps. She never finishes them. I hate seeing them go to waste.
No one should ever bin salt and vinegar crisps. It’s a crime against humanity.  
It’s been harder to coordinate our schedules this term. Even meeting for lunch is a treat. We’ve not had a night in for weeks. It’s not as easy, now that we don’t live together.  
And it’s not often that Penny offers to let me decide what we watch. Says she’s got standards and I watch too much “brain numbing rot.”
Castlevania is not rot. It’s fucking brilliant. My costume for this campaign is based on Trevor Belmont. It’s wicked good.  
I’m gutted to have to turn her down though. Friday’s going to have to be a no. We’ve been gearing up for this campaign for weeks and I can’t miss it.  
“I’m sorry. I can’t Friday.”
Penny looks at me over the top of her glasses. “Why not?”
She doesn’t know about this. About the LARP club I joined. It’s something I started doing over the summer, when she was away in India with her family.  
I was bored. And lonely.
I don’t know why I haven’t mentioned it. It’s not that I’m embarrassed about it. I’m not. It’s a hell of a lot of fun swinging a sword around and taking part in campaigns. Even the costume workshops are entertaining.  
Everyone’s so friendly. Well, most of them are, at any rate.
Penny tends to frown upon things like this. Things that don’t serve a purpose. Making new friends doesn’t count as serving a purpose. She’s told me more than once that having too many friends is an unnecessary burden. “There’s only so many hours in a day, Simon. Two, three people, that’s all any of us have time for.”  
That’s all Penny has time for. I’m lucky to be one of her three people.  
Telling her I’m spending two nights a week LARPing with near strangers while dressed as a medieval monster hunter likely won’t go over too well.  
Especially as that amounts to two nights a week I’m not doing my coursework or revising. Sacrilege.  
“Uh. I’ve got . . . uh, there’s a study group.”  
“On a Friday night?” Her eyes widen.  
“Yes.” The shorter the answer the better with Penny. I can’t get caught in a lie if I’m barely saying anything.
“For which class?”
Fuck it all. I can feel my leg starting to jiggle. She’ll know the gig is up if I don’t answer soon.  
“Medieval Literature.” Thank fuck I’m actually taking that class this semester or she’d be onto me.  
It’s not that far off, anyway. Most of the costumes qualify as Medieval.
“Dedicated lot.”
“Quite.”
“It’s good to see you being so devoted to your studies, Simon, what with applications for graduate programs coming up.”
As if I needed the reminder.
“Maybe we can try to find some time next week, then.”
“That’d be great.” I reach out to steal another crisp. She smacks my hand away. “I do miss you, Pen.”
Penny pushes the bag of crisps over to me with a sigh, but she’s smiling. “I miss you too, Si.”
It’s not until the next week that we manage to make plans. And it’s not for curry and Netflix.
We’re at Foyles, having spent the last hour listening to one of Penny’s favorite poets do a reading and a Q & A. Penny’s dead gone for Nikita Gill. I thought it was mostly because she’s a femininst and Indian but I see the point, now that I’ve heard her read from her latest book. She’s brilliant.
Penny’s in line to get her book signed and I’m just sort of shuffling along with her, feeling like a bit of a tit, seeing as I’ve not got a book myself.
Should I? I feel I ought to at least have something, but it’s too late now, we’re almost to the signing table.
Predictably, Penny gets into an intense conversation with the author while I stand there, shifting from foot to foot uncomfortably and nodding every so often. The store clerk finally gets Penny to shove off. She drags it out for another minute and then we’re finally clear of that scene.
I’m ready to head to the pub for a bite, but Penny stops down the line to talk to someone from her seminar and I’m left at loose ends again. It’s mostly uni types in the crowd, nearly all of them intense and bright eyed as they talk over each other now and indulge in some excitable hand waving. There’re a few blokes here and there, moody looking types with man-buns, horn rimmed glasses, and oversized jumpers. I recognize one or two from my classes but no one I know well.
Penny stops to talk to another person and I’m in despair over dinner. I wander over to a book display and idly flip through some paperbacks as I wait for her. Thankfully it’s not more than a few minutes later when I hear her call out to me. “Simon!”
I trot over, more than ready to make a run for the pub but her first words aren’t “let’s get out of here.”
“Si, I want you to meet my friend.”
Oh, fuck. We’re never going to get to the pub at this rate. I plaster a smile on my face and turn to say ‘ hello’ to whoever it is Penny is bound and determined to have me meet.
And I freeze.
“This is Baz. He’s in my Modern British Poets seminar and he’s almost as keen about vampire lore as you are.”
I raise my eyes and meet Baz’s cool stare, that one eyebrow of his arched as he meets my gaze.
Fuck. I don’t need to be introduced to Baz. I know Baz. He’s the Mage in our campaign. He’s a fucking ruthless one too, dead brill with his spells, even though he’s a bit shit when he’s got to do any swordwork.
That was my main job on the summer campaign--give him cover so he could cast his spells and decipher his runes and whatever else it is that Mages do.
I’m front line offense now--cut down anyone in my path, long before they can get near the rest of our party. It’s up to Gareth and Niall to have Baz’s back this time around.
I can’t very well pretend I don’t know him, but I really don’t want to be explaining that I’m in a LARP club to Penny in the middle of this bookstore, not in front of Baz.
Fuck.
I give Baz a pleading look which I’m sure only confuses him, based on the way his eyebrow arches up even more. I don’t know how to convey “don’t tell Penny you know me from the Dragonknight campaign” with just my eyes.
“I’m well acquainted with Simon, Bunce.”
I am well and truly fucked.
“You two know each other?” Penny gives me a penetrating look.
Baz keeps talking. “Yes, we’ve been--” but I interrupt him before he can say anything more.
“He’s my ex.”
I have literally no idea why I said that. And there’s no taking it back, now that it’s out there.
Two sets of eyes goggle at me, both of Baz’s eyebrows reaching for his hairline now. Penny looks scandalized.
“Your what?” she asks.
“My ex-boyfriend,” I clarify, literally begging Baz to go along with this with my eyes. I probably look like a gormless twat. Just go along with it, I try to broadcast that thought across the two feet of space between us.
“Your ex-boyfriend,” Penny says flatly. “How do I not know about this, Simon?”
Baz looks just as curious, but thank Christ he doesn’t say anything.
“Oh, you now, summer romance, short-lived fling, gone but not forgotten.” I’m literally babbling.
“Very short lived,” Baz says drily. “So short lived I’d be surprised if he had mentioned it, Bunce.” He’s smirking, the smug bastard. Arms crossed over his chest, that one fucking eyebrow mocking me now.
“Yes, ah, you know, summer.”
“I’d say I don’t know at all, Simon.” Penny’s looking between us, a suspicious look on her face. “Why don’t you fill me in. I’d love to hear about my best friend and my study partner getting together and me being none the wiser.”
Baz is full on grinning now. “Yes, why don’t you tell her, Simon? Unless you’d rather I did?”
I think the fuck not.
“Ah. Well. You know we met  . . . ah . . . at the library.”
“What on earth were you doing at the library?”
What the fuck was I doing at the library? I never go to the library and Penny knows that.
Fuck.
“Wasn’t that when your laptop was being wonky?” Baz chimes in.
I scowl at him. Only one of us needs to be fabricating this tale and that someone is me.
“At least that’s what I remember you saying, when you came in that night.”
Bloody hell.
“Uh, yeah. That’s what it was. Had to come in and do a lit search on premises.”
“It’s a good thing I was working the desk that night,” Baz says, uncrossing his arms and sliding his hands into his jeans pockets.
My eyes follow his hands down and keep going.
I don’t think I’ve ever seen Baz in jeans before. Tunics? Yes. Majestic robes? Yes.
Elegant, fitted jeans that are snug all the right spots? Well, I’d remember seeing that before, is all I’m saying.
I drag my eyes back up to his face. “Uh, yes, um, good thing.”
I didn’t know he worked at the library.
“Simon came in, just before closing time, with the idea that he was going to do a search and print it all out in mere minutes.” He’s really warming to the subject and I’ve lost control of this whole situation.
“Typical,” Penny says and I’m outraged.
“What?” I sputter.
She nods her head at Baz. “He gave you those puppy dog eyes and that crooked little smile of his, didn't he?”
“Now, see here, I’m the one telling the story and–”
But Baz steamrolls right over me. “Oh, you know he did, Bunce.” He gives me a fond look that makes my face heat up.
What’s he playing at? I rub at the back of my neck, feel the clammy sweat starting to form there.
“Got you to do the whole thing for him, didn’t he?”
This is pure slander. I’m not going to stand for this.
“I couldn’t resist his roguish charm.”
“Listen, now--”
Baz just keeps talking. “I had no idea he was such a shameless flirt.” He shakes his head at me and actually manages to look almost mournful, the lying bastard. “Charmed me, wined me, dined me. But once his laptop was functional and the research project complete, just a few short weeks later, he dumped me without a second thought.”
“Simon!” Penny’s glaring at me now. She’s bought his whole fabrication and I’ve got no one but myself to blame for this farce.
“Just wait a bloody minute!” I yelp.
Baz hunches his shoulders and lowers his head. “By text, no less.”
“Really, Simon, how could you?” Penny’s all righteous indignation, her hand coming to rest on Baz’s arm, eyes blazing as she rakes her gaze over me. “I go away for a few weeks and you not only manage to seduce my friend but then unceremoniously dump him by text? You know better than that. You were a bloody wreck when Agatha did that to you!”
And now she’s airing my entire sordid dating history to Baz in the middle of a bloody Foyles on a Thursday night and I’ve not even had dinner. This takes the biscuit, I swear to god.
“Penny, listen, it was nothing like that, really, I swear.”
She’s got her arms crossed over her chest. “Then how was it, Simon?” Cold as ice. You’d think Baz was her best friend and confidant, not me.
This is a fucking disaster. I’d have been better off telling her about the LARPing.
I am going to tell her about the LARPing. It’s the only way out of this mess.
“Listen, Pen, I’m sorry. I thought you’d be upset I was wasting my time--”
“Wasting your time?” Baz interrupts. “Is that what you’re calling our two weeks, then?”
“That’s not what I meant!” I’m going to let a berserker just go by me and wreck Baz this week, I swear I am. Won’t even brandish my sword at him, I’ll just point him in Baz’s direction. It’d serve the bastard right. “Listen, Penny, I was going to tell you, but I was a bit embarrassed--”
“As well you should be, the way you behaved.” Penny interrupts me this time and I have reached my fucking limit.
“Would the two of you let me finish one bloody sentence?”
Two expectant faces meet mine but I swear there’s a glint in Baz’s eyes and his lips quirk like he’s trying to keep himself from laughing. Arsehole. I may go after him myself this week, if he’s not careful. Go rogue. It’d be worth it, just to wipe the smug look off his face.
He’s got his hair down tonight. I don’t know why I didn’t notice that earlier. He’s usually got it up when we’re–fucking hell, why am I thinking about his hair right now?
“Ok, so let me finish what I’ve got to say or I swear to Christ I am going to go off.” Baz inclines his head and waves a hand at me in a ‘have at it’ gesture. Penny frowns but holds her tongue. “So, while you were gone this summer I got a bit caught up in LARPing.”
“You did what?” Penny asks.
“LARPing. Live action role play.”
“Whatever for?”
“I don’t know. For something to do.”
“And why are you telling me this now?”
I pull at my hair and groan. “Because that’s how I met Baz. He’s not my ex. I’ve never gone out with him. I just made that all up, rather than tell you about the whole LARP business.”
“Why on earth would you concoct all that nonsense, Simon?” Penny’s looking completely perplexed but Baz has this cheeky grin, the absolute wanker.
He’s got a dimple in his left cheek.
Fuck.
“Because I thought you’d be irritated. It’s not something that serves a purpose.”
“Why would I care what you do with your free time?”
Oh my fucking god.
I give my hair another yank. “Aren’t you always telling me I should spend more time on my studies? Keep my social life a bit more contained?”
Penny has the audacity to shrug. “I’m not your keeper. If you need to swing a sword around to let off some steam, far be it from me to argue.”
She turns to Baz and smacks him on the arm. “What were you thinking, going along with all this nonsense of his tonight? I’d not expect that kind of foolishness from you, Baz.”
Baz leans against a bookshelf and flashes her a grin. “Let’s just say my curiosity was piqued, when he threw that ex comment out there. And you know how I love to spin a good story, Bunce. He certainly wasn’t going to pull one over on you by himself.” His eyes light on me and there’s something smouldering in the depths of them. Something I’d like to get a closer look at.
“Well, you’re ridiculous, the both of you,” Penny says. “You deserve each other, honestly.” She shakes her head. “Anyway, I’m starved. It’s past time we went to dinner.”  
“Enjoy the rest of your evening.” Baz’s eyes never leave mine. “I’ll see you Friday then, Snow?”
He used my LARPing alias.
I liked it better when he was calling me Simon.
Penny hooks her arm around his. “Come join us, Baz. Since you and Simon already know each other so well.”
He adjusts his book bag on his shoulder. “I suppose I could do with some dinner.”
Penny keeps her hold on his arm and leans back to look at me behind Baz’s back.
And then she winks.
I think I’m the one that’s been played.
And when Baz’s knee knocks into mine as he squeezes into our booth at the pub I realise I don’t mind one bit.
also on ao3 Little Secrets
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freemotwresources · 4 years
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Bullet Journal Your Monster of the Week Sessions
Keeping notes is a standard practice for Monster of the Week Keepers, but I’ve found that bullet journaling has made keeping so much easier. Whether you’re keeping track of your hunters’ shenanigans or thinking up off-screen badness, using a bullet journal in place of your regular old notebook can make a huge difference.
What you’ll need:
A journal (any will do)
Pens and pencils (the more the better)
Anything else you’d put in a bullet journal
Since I’m starting a Monster of the Week campaign for my tabletop roleplaying club, I’m starting a new bullet journal as well. I have the black bonded 5x8 journal by CR Gibson, which is lined. The paper is a little thin, so it’s prone to bleeding if you’re looking for a new journal. If you’re new to bullet journaling, a lined journal isn’t standard, but as I said, any journal will do.
The first thing you’ll want to do is open your journal to the first two full pages. Every set of two full pages is referred to as a spread. With this spread, you’ll want to start your index, which is your table of contents. This means that throughout the journal, you should be numbering your pages. This might seem cumbersome at first, but as you add both session notes and notes about your world, numbering your pages will be essential to sorting your information. You’ll see in the in the picture below that I’ve labeled both pages like so and added the first thing we’ll be planning today: the session zero.
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If you don’t already plan your session zero, consider doing so. Personally, I like making sure I go over everything a roleplaying group should talk about before starting a game. For instance, as you’ll probably see in the picture below, I did introductions, scene setting, and explained the rules as well as discussed the custom rules I added.
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Throughout the session, I took notes on the character concepts people were making. I also took notes on the histories. The format of the note-taking isn’t super important- I just use the same format of note-taking I use for class. Don’t worry, you’ll clean it all up later. Just be focused on making sure you’re getting as much as you can. Also be sure to label your page numbers as you go along.
The last step is to clean up the notes you’ve made so far, which I’ve labeled as the takeaway section. (You can see that I forgot to do this section before writing something else in, hence the taped-in paper.) This is so you can make sense of the notes later, and be sure you’re getting all of the relevant information. For me, this is a meditative step and allows me to think back on the session and make further connections to the plot at hand. Is there anything the hunters didn’t resolve? What characters can I bring back for another session? What sort of arcs are developing here?
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Optionally, you can also decorate your bullet journal. You can see a bit of me doing that in how I write the headings, but sometimes you can go back in and add in stickers, doodles, whatever you want really. Some people enjoy the effort it takes to make their bullet journal looks aesthetically pleasing, but it’s by no means a requirement.
And that’s your session zero! Later on I’ll go over how I write character profiles, do other sessions, and add notes about the developing plots. But for now, happy hunting!
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gamersonthego · 3 years
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Chase Koeneke’s Top 25 DS Games
The DS was a fascinating system. It was the first salvo in Nintendo’s pivot to more innovative and oddball gaming, priming an audience for the Wii console that was about to come. It was easy to laugh at this thing. How the hell were you supposed to pay attention to two screens at once? And yet, developers found interesting new ways of using the dual screens to create a slate of awesome and original titles. I haven’t played every DS game. Hell, I haven’t even played all the ones I’ve wanted to (like The World Ends With You or Mario & Luigi: Bowser’s Inside Story), but here is a list of my 25 favorite DS games. If you don’t see one of your favorites listed, let me know. I could always use another game to add to my never-ending backlog. 1. Advance Wars: Dual Strike 
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I may be president of the Fire Emblem fan club these days, but back in the DS era, it was all Advance Wars, all the time. And Dual Strike represented the peak of the series, even if it may have gotten a little too complex for its own good. The dual front mechanics and new units types felt mostly superfluous, but the online play is what made this game truly special in its day. It’d be great to see Intelligent Systems come back to this series one day. 
2. Dragon Quest IX: Sentinels of the Starry Skies
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I love to tinker. I love to grind. I love job systems with lots of unique skills. Dragon Quest IX has all that and much more. While some may not enjoy the blank slate party you’re given, I loved building a completely customized team. The main campaign is extremely meaty (HowLongToBeat clocks it in at 48.5 hours), but the amount of endgame content is truly staggering. With proto-StreetPass and SpotPass functionality, the game felt truly limitless (for comparison, HowLongToBeat says a “completionist” playthrough balloons up to 752 hours!)
3. Pokemon HeartGold/SoulSilver
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Nostalgia keeps the original Red & Blue as my favorites of the series, but if I’m being honest with myself, these are the best Pokemon games ever made. These remakes smoothed out the few rough edges from Johto and added in the modern functionality from Diamond & Pearl (like the Global Trade System). This double-long Pokemon adventure is one of the best, with expressive new sprite work and a remastered soundtrack.
4. Monster Tale
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Don’t be discouraged if you’ve never heard of Monster Tale. No one has. It came out late in the DS lifecycle (like, five days before the 3DS launched), so it very quickly was buried in the mix. And that’s a shame because it’s one of the best DS games ever made. Developed by the makers of Henry Hatsworth (#19 on my list), Monster Tale makes great use of the two-screen concept, having a Metroidvania brawler on the top screen and a virtual pet simulator on the bottom. The two games worked in tandem as your pet could come up to the top screen to help solve puzzles or battle enemies. An excellent aesthetic and tight controls make this one of the best games you’ve never played.
5. Naruto: Path of the Ninja 2
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Speaking of games you’ve never played, what is a licensed anime game doing in my top five? It’s here because it’s actually a really great RPG. You get access to a large cast of unique characters and arrange them on a 3x4 grid for surprisingly tactical combat. You may rub a hole into your DS’ bottom screen with the game’s poor special attack quick-time events, but if you can get past that, it’s a real gem. I wrote more on this series back in an old GOTG SP if you like what you’ve heard.  
6. Mario Kart DS
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This is the best Mario Kart game, don’t let anyone tell you different. No silly gimmicks like two people on a cart or motorcycles or anti-gravity: Just good, tight racing action. A bevy of great new courses (like the incomparable Tick-Tock Clock) and retro tracks (Moo Moo Farm, Choco Mountain, Donut Plains 1) complete the package. There are plenty of other good Mario games, but this one’s the best.
7. Golden Sun: Dark Dawn
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Look, I’d be lying if I said this game was as good as the ones on the Game Boy Advance, but I love Golden Sun with all my heart and this entry does have some cool ideas. Lots of cool characters, some amazing summons and a very useful encyclopedia that can be accessed within the natural dialogue of the story: There’s good stuff here. The graphics may not be great and the game may be too easy, but I enjoyed my time with it, even if I was mostly reminiscing about the GBA games.
8. Final Fantasy III
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I’ve mentioned it on a number of shows and in some of these GOTG posts, but I just don’t enjoy Final Fantasy’s Active Time Battle (ATB) system. I like my RPGs strictly turn-based. And Final Fantasy III is that. While not the strongest game in the series by any stretch, it does have a fairly robust job system that I appreciate, and the updated 3D graphics were great for the time (and led to a beautiful, yet too difficult version of Final Fantasy IV not much later).
9. Picross 3D
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I love Picross. I’ve written about it here before. But Picross 3D changed the game, literally. That extra dimension made for much more interesting puzzle mechanics as you strategically chipped away blocks to reveal the figure within. So charming, so fun and occasionally, so challenging. I’m glad a 3DS sequel was eventually made, but this original is still the one to play.
10. Meteos
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My very first DS game, Meteos immediately showed me how the DS era was going to be different, both in design and input. In this puzzle game, you’d need to skillfully use the touchscreen to line up blocks and bury your opponents while monitoring their progress on the top screen. Each planet you played on had a particular quirk to it, keeping things fresh as you matched and rocketed your way to victory. Extremely fun and a sign of the innovation to come.
11. Animal Crossing: Wild World
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12. Pokemon Diamond/Pearl
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13. Chrono Trigger
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14. Metroid Prime Hunters
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15. Retro Game Challenge
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16. Professor Layton and the Diabolical Box
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17. Pokemon Conquest
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18. Fire Emblem: Shadow Dragon
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19. Henry Hatsworth in the Puzzling Adventure
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20. New Super Mario Bros.
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21. Pokemon Black/White
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22. Space Invaders Extreme
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23. Advance Wars Days of Ruin
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24. Kirby: Canvas Curse
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25. WarioWare D.I.Y.
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mosasaura · 5 years
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One thing i love about Griffin's campaigns, and it's a small thing but I've noticed it greatly, is the importance of the roles that women are given. Lucretia and Mama are leaders of incredible secret societies dedicated to protecting others and doing good, and they do this relatively single handedly. (Even if women in media have the lead role in something like this, they often have a male consultant who makes a good chunk of the decisions anyway.)
Carey and Killian are viewed by everyone as supremely competent and capable, and even then we know that they're not perfect; Killian gets hit by the Hunger, and Carey goes all berserk in a fit of rage and desperation. They're competent without being the "stoic bitch" trope that's often attributed to strong women in those positions. Lup is a phantom, a goddamn lich, and Taako's biggest motivation in life. She's not just a plot device, she's not just a side character, she's a vital and important character in not only Taako's story, but also now in a great number of other NPC's lives in a way that actually shows itself throughout the podcast. (I could go on about the significance of her being a trans woman that's represented as respectfully and beautifully as she is, but I'm not as educated on that subject, so I'll leave that bit to anyone that wants to add on!!) Lucretia was the only one left alive on one of the planes during their Stolen Century. She fought tooth and nail and came out victorious, but not effortlessly; she had been terrified, and exhausted, and desperate, and when she finally made it, she collapsed to the floor. From then on she was a stronger, more dependable person. Her suffering wasn't swept under the carpet; it was realistic character development that was devoted into shaping who she becomes as Madam Director. And Sloane and Hurley, who I could literally go on about in a post of its own, about their dynamic and their motivations and intentions, their relationship and their sacrifice, and then their eventual redemption- it was genuinely interesting and incredible. Even as the 'villain' and NPC companion of one arc out of many, they made a significant impact on Balance as a whole.
In Amnesty, Janelle is the Minister of the Arcane. She focuses on studying, healing, curing, she disciplines herself and sticks to her values, and even though she comes off as blunt the first couple times we see her, she grows and develops into this wonderful mentor figure for Aubrey. Aubrey, who's not a Griffin NPC™️ but a Travis PC, this extravagant young woman with a passion for life that burns like the fire she's learned how to wield, who has no idea how to handle her new powers, who freaks out, but not in an exaggerated way. She's just frightened, and she wants help. She doesn't learn how to do things overnight. There are months of practice implied, misspells that come from overconfidence, unexpected perfections that come with the kinds of celebrations I would do, if I could do what Aubrey does. And then there's Minerva, the last of her kind, this otherworldly being that's been a force in Duck's life since he was a teenager, another wonderful and powerful mentor figure. She's been so selflessly helping Duck achieve his assumed destiny while she sits lonely on her nearly-dead planet, waiting for the inevitable and prioritizing her last minutes to say goodbye to Duck Newton before the meteor struck. And Mama- a famous artist, hiding away in humble Kepler, finding Aubrey in a time of trouble and saving her from more, welcoming three absolute nutcases into her lodge and into her Super Monster Hunter Club. Which is more than just a club, really, because she's been dedicating almost her entire life to the Pine Guard, keeping Kepler safe from the abominations that skulk the forest once a full moon. She takes in the Sylvs that can't return to their own home and makes her lodge as close to a home as she can, out of the goodness of her own heart, without expecting much at all in return. She's unabashedly a good person— and, even then, she still has realistic flaws. She doesn't want to even consider the fact that the abominations might be able to be swayed. She has been killing them for decades, and she wants to continue doing so; while she's kind to her friends, she's also stubborn and hard-headed, and not at all one-dimensional.
All my life as a young woman I've seen other women in media take on the same roles, the same personalities, the same level of importance as a side character. It's.. I dunno, it's refreshing, to listen to something like The Adventure Zone, and see women have just as much value and variation in the story as the men. The fact that the entire plot would change if even one of these female characters were removed is.. monumental. I hope the McElroys know how much that means to some of us, because it really, genuinely means that much to me.
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