#transformers compendium
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iotakuusa · 2 months ago
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Get the original transformers comics - 1 day left
I dont post often but wanted to let others know about this, especially since I havent seen anyone else post about it. Theres a bunch of ways to get the original us AND/OR uk comics plus a bunch of free add-ons for physical versions. I got myself the big decepticon hardcover set with a few additional add-ons.
Theres not a lot of time left (less than 24 hours), but theres a few minor goals to hit. Please spread the word!!
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yourlocalsillybilly · 5 months ago
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why is shockwave so mind electric core . i need an edit of him to chonny's cover of mind electric or any of chonny's songs that include mind please please i need it
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crocomum · 25 days ago
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Meanwhile, back at the swamp, Prowl leads the tattered remnants of his Autobot warriors in battle against the Decepticon onslaught.
His efforts are valiant...but ultimately futile.
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chxrry-x-bxmb · 2 months ago
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Moot of mine have you heard of: https://www.kickstarter.com/projects/skyboundent/transformers-compendium-set?ref=android_project_share
YES! YES I HAVE!
And its so funny bc I just recently caved and bought issue 1 and 2 while comic book shopping!
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Skybound was initally lower on my list of what I wanted to get into TF content wise, as lot more characters that I like are in other comics and media, but the deeper I've gone into TF shit and more I've stumbled across stray panels, the more and more intrigued I got! It's got such a like,,,gritty artstyle and story!
Its so fuckin cool to see that they'll be easier to obtain as a whole! And mad fuckin exciting!
I wish I could get this for IDW comics </3
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robboyblunder · 8 months ago
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As promised I went ahead and continued my "ghoul guide" with a part 2 (part one linked in replies)! This one covers stuff specifically with a made up lore guide of in-world ghoul stuff as if they were a sort of unique magic entity.
This one wound up way longer and had to be split so expect a third final one eventually lmao. for now though... I'm gonna take a break and yell. Bonus extra info plus the transcript under the cut!
ID in ALT text!
Bonus note: While not portrayed in the guide, it’s important to know a detail about ghouls’ origin called “memory echoes”. While ghouls are formed from humans past who lose all memory of their previous self while maintaining an assumed personality from before, at times certain instances of events, actions, items, and otherwise can trigger these “echoes”. Echoes are very rare, but a valued treasure to ghouls; they make them feel more connected to their past and more “human”. Upon triggering an echo, a ghoul will become completely listless, unable to respond or react until the echo has completed, usually within seconds.
“Memory echoes” are described as blurry faded memories that often show featureless shapes and colors, but a very strong “feeling” of a Deja-vu of the moment. They feel viscerally real and can have a mix of the senses i.e. touch and smell, but produce no recognizable faces or imagery of the self. No ghoul has ever reported fully remembering one, nor any semblance of their true past beyond the haunting leftovers.
Begin Transcript:
A Compendium of Hell’s Derivates
While there are many theories on the demonic nature of ghouls,
The true source is surprisingly Human.
Souls cannot be recreated; rather, they’re Recycled and Reborn
The cycle of ghoul creation started for unknown reasons…
But one thing is Certain:
Natural forces do not change easily.
Raw elements collide with the fuel of life itself until one connects
by His command
A violent injection of pure elemental magic
Rewrites and erases all memory and one’s past, drastically altering the soul…
These new powers lend to the powerful allies of the ministry,
However….
… new powers are a dangerous toy.
While coined as “Feral”, new ghouls would better be designated “Raw”, “Unbound”, and “Lawlessly Dangerous”
First formed, they are still elements;
Torrential, Aimless,
Incapable of coherent thought or rules
-but with time, coherence returns to the individual
Who grows much like a life cycle’s stages without necessarily aging.
The overall cycle is the same per ghoul, yet varied enough each rises differently…
First form: “Raw” – Second form (1): “Feral” – Second form (2) – Third form: “Stabilized”
Catalyst, violent, poor formation – Unaware, wild, chaotic – Conscious; can act like oneself; less raw – fully formed and recognizable
The first form, “Raw”, is notably so violent the devil himself does not release them until stage two.
The second form in stage one of a “Feral” ghoul is much like the forces of nature; free willed and wild, understanding minimal speech.
Take caution: they can be mischievous and cause decent damage.
In the second stage of a “Feral” ghoul, they behave like typical people; however, they’re still very free and may choose to never fully stabilize.
Note: you can tell they’ve reached this stage by presence of a tail and civil habits.
If desired, a ghoul reaches the final form: “Stabilized”. They’re transformed into a stable humanoid body, a form less powerful but safer.
Note: Talented ghouls can change form at will in this stage between secondary Feral and Stable.
When it comes to location, each form is most likely to be found:
Raw: Hell, contained
Feral (Stage 1): wilds/natural areas
Feral (Stage 2): wilds and civil areas
Stabilized: anywhere people go
Seeing feral ghouls is not uncommon, and can even be considered lucky!
They tend to provide free protection to keep their home
Ghouls can only stabilize via ministry ritual;
One can assume they’re ministry members if stable, even off duty.
Ghouls are uncommon, but found most places if looked for;
This seems especially true near ministry placements.
Ghouls only form from adults and don’t “age” traditionally, yet they’re still mortal
Deceased ghouls do not seem to return or recycle.
Summoning intentionally pulls only second stage feral ghouls or stable ghouls from anywhere,
They don’t always like this however (see other guide).
The cycle of ghouls serves a main purpose – as forces for the Dark One, in return for rebirth
However, there are two channels through which they serve.
1) Natural defense against corrupted holy magic
Non-stable ghouls defend at will naturally where they live
2) training to fight, protect, and uphold the ministry’s efforts in the name of the Devil.
Contrary to belief, summonings cannot grab from “nothing”;
Like the creation of a ghoul,
Their element, once developed, is what becomes pulled by nature
The force of such pull is incredible,
A disorientating test of will so great…
…it can render even the most sound minds rather violent.
This is why while some choose to stabilize, others may not;
But should a mind change, they can be freed or re-summoned.
Alternative to wild summoning, one can summon from trained ghouls over feral;
Many ghouls are trained for ministry positions all over, but any can be summoned if unassigned.
Though stabilized, unassigned ghouls are not contractually bound to anyone until assigned.
They’re great for extra work hands and being able to know what kind of team mates you’ll get without leaving it to chance.
Summoning any ghoul however reverts them to feral form, and the challenge to tame them remains the same.
Just because you know a ghoul does not mean an easy summon.
Finally, be warned: forcing unwanted breaking or upholding of a summoning contract
Will have dire consequences.
Aside from rarity of an element, there are “power classes” within each element.
Tiers:
Rarity of an element does not equal strength.
The break down is as follows:
Rare – extreme and dangerous power. These ghouls earn a specialized title.
Quite strong, stand out in their class and very sought after.
Most common tier; average and decent powers that are expectable.
Weak powers, but some uses are applicable.
Uncommon – ghouls who possess little to no powers. Ghouls in this tier may at times suddenly change power tier without warning to any other category.
S-Tier ghouls are quite rare and a sight to behold- truly, they embody nature’s power.
End transcript.
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the-griffons-saddlebag · 1 month ago
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Spellneedle
Weapon (dagger or spear), very rare (requires attunement) ___ This mithral dagger has a hollow, telescoping handle. While holding the weapon, you can speak its command word using a bonus action to cause it to transform into a spear or back into a dagger, extending or retracting the handle respectively. Regardless of the weapon’s form, it has the finesse property, and you are proficient with it. If you’re a spellcaster, you can use your spellcasting ability for its attack and damage rolls, instead of Strength or Dexterity. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding the weapon, you can use your reaction whenever a creature you can see within 30 feet of you casts a spell, allowing you to collect one of the arcane threads used to produce the spell. Only you can see this thread, which remains woven through the “spellneedle” until the end of your next turn or until you use the thread. The weapon can only have one thread at a time. While holding the threaded weapon, you can expend the thread to gain one of the following benefits. 𝙎𝙩𝙞𝙩𝙘𝙝 𝘽𝙪𝙧𝙨𝙩. If you make an attack with the weapon, you can expend the thread (no action required) to deal an extra 1d10 force damage to the target on a hit; each other creature within 5 feet of the target (other than you) must succeed on a DC 16 Dexterity saving throw or take the same amount of force damage. If you made a ranged attack with the weapon, it’s magically pulled back to your hand immediately after the attack. 𝙐𝙣𝙨𝙥𝙤𝙤𝙡 𝙎𝙥𝙚𝙡𝙡. If you’re forced to make a saving throw against a spell, you can expend the thread (no action required) to roll a d10 and add the number rolled to the saving throw. In addition, any damage you take from the spell is reduced by an amount equal to the number rolled on the d10. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for as little as $3 a month!
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cowboybabeop · 1 year ago
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Vault-Tec Vaults; Game Origin & Location
Hi I'm going to back to my "Fallout Blog" roots. Here is a summary of all of the vaults and experiments (starting with a timeline) because I'm insane ^_^ I had to add a weird break bc I literally hit the tumblr character limit, but I used it to section off the major spoilers for the TV series :)
Timeline
The Great War: October 23rd, 2077
Fallout Bible: Compendium of added lore by the creators.
Fallout 76: 2102
Fallout 1: 2161 
Fallout Tactics: 2197
Fallout: Brotherhood of Steel: 2208
Fallout 2: 2241
Fallout 3: 2277
Fallout: New Vegas: 2281
Fallout 4: 2287
Fallout TV Series: 2296
Corporate Vault - Fallout: Brotherhood of Steel - Texas 
A control group vault meant for Vault-Tec employees to continue research, primarily on FEV (Forced Evolutionary Virus) during the war.
Vault 0 - Fallout Tactics - Colorado 
A control group vault with geniuses kept in cryogenic stasis, with their minds interlinked into an entity called The Calculator.
Vault 3 - Fallout: New Vegas - Nevada 
A control vault. Residents ended up opening the vault doors when the lower levels flooded. Eventually the vault was overrun by Fiends.
Vault 4 - Fallout TV series - California 
A test vault that was filled with residents prior to the bombs dropping. Experimentation on human subjects led to most of the original residents being killed in a revolt. In 2296 the vault is still thriving, while kidnapping surface survivors and continuing to experiment on them. The vault offered refuge for many inhabitants of Shady Sands.
Vault 8 (Vault City) - Fallout 2 - Nevada 
A control group vault that remained closed until 2241. Instead of receiving two G.E.C.K. (Garden of Eden Creation Kit) devices, Vault 8 received just one and a replacement water chip that was supposed to go to Vault 13.
Vault 11 - Fallout: New Vegas - Nevada 
Every year the residents were told to sacrifice a fellow resident, with the threat of everyone's death if they did not. In reality, the system would praise them for NOT sacrificing an individual and the vault door would be unlocked. This message finally played after only five residents remained.
Vault 12 - Fallout 1 - California 
A seemingly normal, safe vault with an ulterior motive to study the effects of radiation on the inhabitants. The door never fully sealed, and in 2083 the ghoul residents left to found Necropolis.
Vault 13 - Fallout 1 & Fallout 2- California 
Your home vault as the Vault Dweller. A rather normal vault, however due to a shipping mishap Vault 13 received an additional G.E.C.K. device (that was supposed to go to Vault 8) instead of a replacement water chip. Thus, leaving the Vault Dweller to leave the vault in search for a replacement when their only water chip breaks.
Vault 15 - Fallout 1 & Fallout 2 - California 
A vault that experimented with incredibly diverse ideologies and backgrounds. The vault became severely overpopulated in 2097 and the dwellers decided to open the door. Shady Sands was created using Vault 15's G.E.C.K. and the local raider gangs all have origins from this vault.
Vault 17 - Fallout: New Vegas - Mention Only 
Inhabitants were kidnapped and transformed into Super Mutants. Lily originates from this vault.
Vault 19 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
Paranoia was induced by noises, lights, and segregation. The vault was divided into two sections, Red and Blue, with a separate overseer for each sector.
Vault 21 - Fallout: New Vegas - Nevada 
An almost normal vault, with the exception of a culture and society built around gambling. All major decisions were made through gambling, with the decision to open the doors and become part of New Vegas being "won" in a game of Blackjack.
Vault 22 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
A vault dedicated to studying agriculture. A fungus designed to kill pests on plants became capable of infected human hosts. Vault 22 is curiously green on the outside by the time The Courier arrives at the location.
Vault 24 - Fallout: New Vegas - Mention Only 
Remnants of a Vault 24 jumpsuit are found in the FNV game files.
Vault 27 - Fallout Bible - Mention Only 
A vault designed to be deliberately overcrowded with not enough means to sustain the inhabitants.
Vault 29 - Fallout 76 - Mention Only 
Only children younger than 15 were allowed in this vault, with their parents being sent to other vaults. Harold is believed to originate from this vault.
//TV SHOW SPOILERS//
Vault 31 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as cryogenic home for the managers and higher ups of Vault-Tec.
Vault 32 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 33. Somewhere around 2294, Vault 32 failed and the residents resorted to murder, cannibalism, or suicide.
Vault 33 - Fallout TV Series - California 
Lucy MacLean's home vault. Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 32.
//END OF TV SHOW SPOILERS//
Vault 36 - Fallout Bible - Mention Only 
The only food in this vault consisted of thin, watery gruel.
Vault 34 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
The vault was purposefully overstocked with guns with the overseer being able to give/deny access to residents. This inevitably led to it's downfall, and those who revolted and raided the armory relocated above as The Boomers in 2231.
Vault 42 - Fallout Bible - Mention Only 
No lightbulbs over 40W were provided.
Vault 43 - Fallout Bible - Mention Only 
A vault containing 20 men, 10 women, and one panther.
Vault 51 - Fallout 76 - West Virginia 
A vault with a supercomputer as the overseer. Interference from the computer led to most of the residents being murdered by other residents.
Vault 53 - Fallout Bible - Mention Only  
Most equipment was designed to break down every few months in order to stress out inhabitants.
Vault 55 - Fallout Bible - Mention Only 
No entertainment tapes were provided.
Vault 56 - Fallout Bible - Mention Only 
The only entertainment tapes provided were of one terrible comedian.
Vault 63 - Fallout 76 - West Virginia 
The inside of the vault remains sealed, with the outside door being all that is accessible to the player character. Other parts of the vault are revealed through cut content.
Vault 65 - Fallout 76 - Mention Only 
Remnants of the vault remain in Fallout 76 cut content.
Vault 68 - Fallout Bible - Mention Only 
The vault contained 999 men and 1 woman.
Vault 69 - Fallout Bible - Mention Only 
The vault contained 999 women and 1 man.
Vault 75 - Fallout 4 - Massachusetts 
A secret experimenting in refining human genetics through selective breeding, genetic modification, and hormonal treatments. The vault's concept was made by Stanislaus Braun.
Vault 76 - Fallout 76 - West Virginia 
The home vault of the player character in 76. It was a control vault, set to open after 25 years. This is when the player character leaves the vault.
Vault 77 - Fallout 3 - Mention Only 
Mentioned by slavers in Paradise Falls, this vault was rumored to only contain one man and a box of puppets.
Vault 79 - Fallout 76 - West Virginia 
A vault dedicated to hoarding the country's gold reserves.
Vault 81 - Fallout 4 - Massachusetts 
Designed to develop a cure for every possible sickness or ailment. Residents were unknowingly sprayed with diseases by nozzles hidden in their rooms. The first vault overseer had thought this to be cruel, cut off the scientists from the rest of the vault and cut the nozzles from spraying residents before the experiments could begin.
Vault 87 - Fallout 3 - Somewhere in VA/PA/MD 
The original vault experiment for 87 was scrapped, and it became a research center for FEV, leaving the vault wildly radioactive and inhabited only by super mutants by the time you access it as the Lone Wanderer.
Vault 88 - Fallout 4 - Massachusetts 
An unfinished vault inhabited by ghouls.
Vault 92 - Fallout 3 - Somewhere in VA/PA/MD 
The best musicians were sent to this vault to "preserve musical talent", but truthfully residents were subjected to subliminal messages mixed into white noise. Eventually some of the musicians went into random, murderous, psychotic rages that led to the end of the experiment.
 Vault 94 - Fallout 76 - West Virginia 
A vault with non-violent faith-centric inhabitants. The vault opened one year later to search for survivors. The vault became overrun by wastelanders and raiders that destroyed their G.E.C.K. and their nuclear reactor. The vault was swarmed with radiation and is now overrun by mirelurks.
Vault 95 - Fallout 4 - Massachusetts 
A vault designed to get people clean and sober. After a successful 5 years, a Vault-Tec agent brought out a hidden stash of drugs for other residents to find.
Vault 96 - Fallout 76 - West Virginia 
A vault with a focus on agriculture, animals, genetics, and mutations. The original residents were killed in a failed escape attempt, and the vault was then used by West-Tek scientist Edgar Blackburn to continue research on FEV.
Vault 100 - Fallout 3 - Mention Only 
Remnants of Vault 100 can be found in game files and cut content.
Vault 101 - Fallout 3 - Somewhere in VA/PA/MD 
The home vault for the Lone Wanderer. This vault was meant to never open and Vault 101 did not receive a G.E.C.K. However, the overseer of the vault pretty quickly broke this rule and occasional survey teams were sent to the surface. Several residents of Megaton are the result of these survey teams. Daddy James found the vault after the birth of the Lone Wanderer and negotiated his doctoral services in exchange for shelter.
Vault 106 - Fallout 3 - Somewhere in VA/PA/MD 
Psychoactive drugs slowly released into the air of Vault 106, causing the vault to be filled with psychotic survivors by the time the Lone Wanderer visits.
Vault 108 - Fallout 3 - Somewhere in VA/PA/MD 
A slew of experiments occurred in this vault. The elected overseer was dying of cancer, the primary power supply of the vault was scheduled to fail after 20 years, the backup power supply would not be enough to power ALL of the vault, the vault was given three times the normal amount of weapons, and the vault was not given entertainment. With a majority of scientists, one of the inner experiments involved repeatedly cloning the same man... Gary.
Vault 111 - Fallout 4 - Massachusetts 
Your home vault as the Sole Survivor. All residents were meant to unknowingly stay in cryostasis, with scientists overlooking them. However, conflicts arose among those unfrozen, leading to the vault door eventually being opened.
Vault 112 - Fallout 3 - Somewhere in VA/PA/MD 
Residents lived in a virtual reality simulation to create their "perfect life" with their overseer, Stanislaus Braun, a scientist who proceeded to use the residents as playthings. Braun continuously murdered residents, then wiped their memories and reset the simulation.
Vault 114 - Fallout 4 - Massachusetts
 An unfinished vault meant for only the wealthy. Vault-Tec exaggerated the luxury of the vault, gave residents very small rooms, communal bathing and dining areas, and a homeless drug-addicted overseer named Soup Can Harry.
Vault 118 - Fallout 4 - Maine 
An Unfinished Vault meant to house both a handful of ultra-rich and hundreds of working class individuals to observe how they would interact within the same space.
Vault 120 - Fallout 4 & Fallout 76 - Mention Only 
The vault itself was meant to mimic the underwater atmosphere of Bioshock. The game was cut from Fallout 4, but remnants can be found in Fallout 76 game files.
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dekariosclan · 21 days ago
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Hi! This is a blog dedicated to the Rizzard of Waterdeep 💜
I was asked to create a blog master list, so I’m happy to oblige. Below are links to my design works, my answered asks, fic rec lists, and a few memes.
I’ll have my Ask Button active whenever possible. If it’s deactivated that just means I’m catching up or cannot answer at this time. See the EXTENSIVE list under the cut for previously answered asks!
Thanks for visiting :)
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Graphic Designer Gone Wild:
Bg3/Gale Spoof Magazine #1
Bg3 Spoof Magazine #2
Bg3/Gale Spoof Magazine #3
Gale’s Compendium of Puns
Gale and Tav’s Wedding Invitation
Galentines
A Magical Valentine from Gale (different each time you click)
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Answered Asks *rules about submitted asks*
How would Gale deal with:
an elf Tav with a long lifespan
a rude salesperson/fast food worker
making amends to Tav after being immersed in research
an ill Tav
a weary Tav who refuses to rest
romantic competition for Tav
a Tav who isn’t doing well emotionally or mentally
jealousy between Tav and Tara
celebrating Tav’s birthday
warding/protecting his tower
Tav teasing him/making him feel flustered
A Tav asking for book recommendations
a pregnant Tav especially one who is trans/gnc
he and Tav adopting & hatching the githyanki egg
18+ Tav sending him a naughty message
companions losing their minds when they see he has abs
Tav confessing they are a Bhaalspawn
the stress of writing/being creative
an overworked/stressed Tav
A Tav who is legitimately angry at him
The neighborhood HOA filing complaints against him and Tav
A Tav who is desperate to keep Gale alive
Celebrating Valentine’s Day / courting Tav
a Tav that previously was in an abusive relationship
Marrying a Tav with little/no family
18+ an anxious Tav who avoids eye contact
Family disapproval
His beloved’s unique mannerisms
What are Gale’s:
flaws
preferred ways to exercise
compliments he gives to others
thoughts on tattoos
thoughts on sharing his home with Tav
things that give him the ‘ick’
motivations for his shadowlands flirting
18+ best and worst things in bed
Would Gale still love Tav if (tldr; the answer is always yes):
Tav was a gnome
Tav struggled with horrible nightmares
Tav had chronic pain
Tav was drunk
Tav gained weight
Tav was plus-size or chubby
Tav had sensory issues
Tav was never desired by anyone/has always been overlooked romantically
Tav had scales
Tav was a Dragonborn
Tav had PTSD
18+ Tav was vanilla/not kinky
Tav was quiet/not a yapper
Tav was ace
Tav was NOT quiet/IS a yapper
Tav had an overbite/is insecure about their smile
Tav was from our world
Tav had stretch marks/physical imperfections
Tav was ‘wild’ / uneducated
Tav wasn’t very confident in themselves
Tav didn’t think they had a good personality
Tav was………a bit gassy
Tav had epilepsy and struggled with seizures
Tav was a vegan or vegetarian
Tav was transforming into a drider
Tav was from a noble line and in grave danger
Various:
18+ Gale may have picked up some Tressym mannerisms
What would Gale’s mother Morena think of Tav
Gale loves Tav much more than he ever loved Mystra
Gale’s shared interests with each of the companions
What type of music does Gale like/what instruments does he play
Dad!Gale watching Tav and their little one
18+ Tav making Gale fail NNN
18+ Gale succeeding at NNN and being rewarded
Would Gale give up his Godhood to be with a mortal Tav
Could Gale ever end up with a Tav who refused his proposal
Can Gale sing
18+ is Gale more of a boobs or butt kind of guy
would Gale put up mistletoe for the holidays
Gale as a girl dad
18+ Why do Gale’s boxers have magic/why are they enchanted
About Gale’s kisses
About Gale’s romance endings
18+ Would Gale enjoy…
how does Gale immediately know Tav is a wizard/sorcerer/non-magic user
‘Early Access’ Gale and Mystra
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Fic Recs for Galemancers
18+ General recommendations
Comfy/Cozy fics
18+ Smut fics
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Gale Memes
#1
#2
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thecreaturecodex · 2 months ago
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Sabreclaw
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Image © TSR Inc.
[The sabreclaw first appeared in Sabre River, a Basic D&D module, and then was reprinted in the Creature Catalogue. And then in the Mystara Monstrous Compendium for AD&D, which is where this art appears. The sabreclaw is clearly an attempt to fill the design need of making minions challenging to high level characters, which is where their cumulative defenses came in. Since AC is much more scalable in 3.x and Pathfinder than it is in earlier or later editions, I gave it cumulative offenses as well. I did tone down its nastiest ability; originally, all members of a wing fully share hit points, so none of them die unless all of them die. Combine that with an immunity to 1st-3rd level spells in the original, and every fight with these is gonna be a bit of a slog. The transfer health ability is intended to capture some of that flavor without being nearly so hostile to the players]
Sabreclaw CR 3 LE Aberration This humanoid creature has greasy black fur over its body and leathery wings growing from its back. Its face is distorted, rugose and vaguely simian. Its left hand is prehensile, but its right is taken up with a single oversized claw.
Sabreclaws are unnatural creatures, created through fleshwarping to be soldiers without goals or desires of their own. Sabreclaws are found in squads, called wings, almost exclusively; a lone sabreclaw is likely to be the survivor of a destroyed wing, and is usually desperate, insane or both. Sabreclaws do not have a functional individual identity—they think of themselves as agents of their creator, and view other members of their wing the same way typical creatures think of their arms and legs as parts of themselves.
Sabreclaw wings fight en masse, dive-bombing a target and tearing them to pieces with their namesake claws. Their tactics are usually uncreative, but effective: gang up on a single target until it stops moving, move onto the next one. The more sabrewings are clustered together, the more effective combatants they become, and a sabrewing can even relay hit points to a wounded comrade to keep them in the fight longer. Whether a sabreclaw wing retreats to choose its battles, or goes out in a blaze of glory, depends more on the desires of their master than it does any tactical sense or personal choice for the sabrewings.
Unlike many fleshwarped monster, sabreclaws are created from non-sapient creatures, namely baboons. They are always made in batches—if a single sabreclaw awakens without a wing to call its own, it lashes out violently and uncontrollably. Fledgling fleshwarpers may view using animals to create fleshwarps as a lesser evil than transforming humanoids, but few creators are resolute enough to remain at that level of mad science. Indeed, sabreclaws are often used to gather “raw materials” by their masters. Sabreclaws are carnivorous, but require much less food and water than natural creatures of their size.
Sabreclaw CR 3 XP 800 LE Medium aberration Init +5 (+9 with hive mind); Senses darkvision 60 ft., Perception +8 (+12 with hive mind), true seeing
Defense AC 15, touch 12, flat-footed 13 (+1 Dex, +1 dodge, +3 natural) hp 27 (5d8+5) Fort +2, Ref +2, Will +6 Immune poison; SR 14 Defensive Abilities cumulative defenses, evasion
Offense Speed 30 ft., fly 90 ft. (poor) Melee claw +6 (1d12+4) Special Attacks cumulative offenses, powerful charge (claw, 2d12+4)
Statistics Str 17, Dex 13, Con 13, Int 6, Wis 14, Cha 2 Base Atk +3; CMB +6; CMD 18 Feats Dodge, Improved Initiative, Mobility, Outflank (B), Precise Strike (B) Skills Fly +4, Perception +8 (+12 with hive mind), Stealth +7 Languages Common (cannot speak), telepathy 120 ft. (other sabreclaws only) SQ hive mind, transfer health
Ecology Environment any land Organization solitary, wing (2-20) or army (21-200) Treasure incidental
Special Abilities Cumulative Defenses (Su) A sabreclaw gains a +1 insight bonus to Armor Class and saving throws for every 2 sabreclaws in range of its telepathy, to a maximum of +5 for 10 sabreclaws. Cumulative Offenses (Su) A sabreclaw gains a +1 morale bonus to attack and damage rolls for every 2 sabreclaws in range of its telepathy, to a maximum of +5 for 10 sabreclaws. Hive Mind (Ex) As long as a sabreclaw is within telepathic range of one allied sabreclaw, it gains a +4 racial bonus on Initiative checks and Perception checks. If at least one sabreclaw is aware of combatants, all other allied sabrewings within the range of its telepathy are also aware of them. Transfer Health (Su) As an immediate action, a sabreclaw can lose 5 hit points in order to heal another sabreclaw within range of its telepathy 5 hit points. True Seeing (Su) A sabreclaw can see as if under the effects of a true seeing spell as a supernatural ability.
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just-some-guy-joust · 1 year ago
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Just Some Guy Joust - Contestants List
Note: This is NOT the order of the brackets. Like with the last tournament, the order of the brackets will be a surprise. This list was randomized from the brackets I set up and does not represent who each character will be up against. The only thing you know for sure which side of the bracket they're on. When the polls go up, they'll be posted in order based on the list here, NOT based on where their brackets actually are!
Round 1 of Side A is over! Round 1 of Side B is CURRENTLY UP!
(Full list of characters in text format is under the cut)
Side A
Sasha James (The Magnus Archives)
Reigen Arataka (Mob Psycho 100) - died round 1
Joy (Underworld Office/Charlie in Underworld) - died round 1
Junpei (Zero Escape)
Horse (Centaurworld)
Phone Guy (FNAF) - died round 1
Gordon Freeman (HLVRAI)
Joshua Gillespie (The Magnus Archives) - died round 1
Namari (Dungeon Meshi)
Shez (Fire Emblem: Three Hopes) - died round 1
Henry Stickmin (Henry Stickmin)
Stanley (The Stanley Parable)
Whole (Chonny Jash's Charming Chaos Compendium) - died round 1
Larry (Pokemon)
Luke Carder (Inscryption) - died round 1
Leorio Paladiknight (Hunter x Hunter) - died round 1
Barry the Quokka (The Murder of Sonic the Hedgehog)
Tommy (HLVRAI) - died round 1
Ulala Serizawa (Persona 2: Eternal Punishment) - died round 1
April O'Neil (TMNT - All versions)
Tsuzuru Minagi (Act! Addict! Actors!) - died round 1
Matt (Woe.Begone)
Gilear Faeth (Fantasy High - Dimension 20)
Apollo Justice (Ace Attorney)
Emmet Brickowski (The LEGO Movie) - died round 1
Stahl (Fire Emblem: Awakening)
Doug Eiffel (Wolf 359) - died round 1
Jack Townsend (Tales from the Gas Station) - died round 1
Frisk (Undertale) - died round 1
Brian Pasternack (Yuppie Psycho)
Trevor Hills (American Arcadia)
Barry Bluejeans (The Adventure Zone: Balance) - died round 1
Side B
Carol Kohl (Carol and The End of The World)
Jaehee Kang (Mystic Messenger) - died round 1
Paul Matthews (The Guy Who Didn't Like Musicals)
Emma Perkins (The Guy Who Didn't Like Musicals) - died round 1
Su Moting (God Troubles Me) - died round 1
Satou Hiroshi (Disastrous Life of Saiki K.)
Chilchuck Tims (Dungeon Meshi) - died round 1
Michelle Nguyen (Welcome to Night Vale)
Tad Strange (Gravity Falls)
Colin Robinson (What We Do in the Shadows) - died round 1
The Bard (Wandersong)
Usopp (One Piece) - died round 1
Nick Carraway (The Great Gatsby)
Link (Ocarina of Time) - died round 1
Kazooie (In a Manor of Speaking) - died round 1
Connecticut Clark (FlorkofCows)
Samwise Gamgee (Lord of the Rings)
Hitomi Shizuki (Madoka Magica)
Junpei Iori (Persona 3)
Han Solo (Star Wars) - died round 1
Tomoya Mashiro (Ensemble Stars!) - died round 1
Peter Sqloint (Just Roll With It: Apotheosis)
Cabbage Merchant (Avatar: The Last Airbender)
Marta Cabrera (Knives Out) - died round 1
Greg Universe (Steven Universe)
Yuuki Mishima (Persona 5) - died round 1
Gingerbrave (Cookie Run) - died round 1
Arthur Dent (Hitchhikers Guide to The Galaxy) - died round 1
Elsen (OFF)
Mob (Mob Psycho 100)
Tadano Hitohito (Komi Can't Communicate) - died round 1
Rung (Transformers - IDW Continuity) - died round 1
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nazrigar · 8 months ago
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Transformers Allspark: Megatron's and Codexa's Work Buddies.
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So my AU finally has name: Allspark! A reflection that it's a story about family, generations and the legacies that come with.
This post is focusing on Megatron's and Codexa's work pals.
Megatron is a miner in one of the most productive places for Energon in all of Cybertron, while Codexa is an archivist in the Temple of Primes.
From Megatron's side:
Jazz: Logistics officer. A bundle of fun, and lover of music and culture. He has a rivalry with the killjoy of Soundwave.
Soundwave: Communications officer. The guy who's responsible for everyone commnicating with each other. Lover of excellence, but also thinks Jazz is an annoying sh-t.
Brawn: DA BOSS. He's the manager of this entire unit. Small in size, big in personality, mightier than most bots. Respect his authority.
Blackout: AKA THE BIG GUY. The man who transports Energon in-and-out. A giant of a man with a strong sense of comraderie.
Shockwave: Former senator and scientist, but got empurata'd for reasons unknown. Thankfully his personality is still intact, however he's doomed to be a glorified processor. Suffers constant boredom and annoyance.
Lugnut: Lugnut is Lugnut. Not bright, but acts as security to make sure nobody is thinking of doing anything rowdy. Loves his job.
From Codexa's side:
Mistress of Flame: Speaker of Solus, and the primary teacher of the ways of Solus Prime. Aloof and none-too-personable, but can be inspiring when need be. Her presence on Cybertron is a signal of Caminus' interconnectedness with the home world.
Dai Atlas: Calm, Steadfast, and one of the mightiest warriors to ever live. A lover of peace who makes sure that his temple is a sanctuary for others.
Cyclonus: The professional Unicron's Advocate, a woman with knowledge of all the holy texts and philosophical tenents, and it's her job to poke holes in each, thus ensuring that society never takes one philosophy too seriously.
Star Saber: THE Paladin of Prima, who holds the Compendium of Prima, a holy book that talks about the life (and failings) of the great Paladin of Primes. Wise and powerful, but also witty with a sharp tongue if needed.
Tigraton: Originally a pilgrim who came to the temple to be closer to one of Onyx's relics, decided it was better to stay as an advocate for beast formers everywhere. Deeply spiritual and introspective.
Pyra Magna: Temple Guard, unusually more cynical in comparison to the others. She has seen much, and hasn't done prayers in a long while, but the Custodians of the Temple of Primes are family and she'll do anything to protect them. Anything.
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vir-bellanaris · 8 months ago
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Not spoiler free at all so read at your own risk ;)
A compendium of recollections, love lost then found again. Memories from the spirits of wisdom and perseverance uniting to create a harmony of hope. Let this stand as a testament to the healing and uniting force of true love, a fragile yet strong power often doubted and passed over as insignificant in the face of dire odds.
A collection of short stories, beginning at the end of Veilguard and spanning from when Solas and Lavellan first met to long after the events of the Inquisition.
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sharkietheshork · 10 days ago
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QUIRKS. (I made some:>>)
so because I'm obsessed with My Hero Acadamia (ykyk) I've made a whole TRUCKLOAD of quirks. and ever since I've gotten a *grasp* on the concept, I've been all over the idea of creating Quirk for Ocs I'll quite literally never ever use unless it's for context.
So, as A little present, and the fact I cannot physcially contain myself any longer, Here's A list of (Unique) Quirks I've made for 78 Ocs. A Little context, they were based off of an Au for ocs based off of the Ars Goetia that I made years ago and I've never really shared them with a wider audience until now. and because these were used for Ocs I decided to tweak the descriptions to be more 'generalized'.
This List has 78 Quirks in Alphabetical order from A-W.
Let me know what you think!!
→ LIST OF QUIRKS:
1. ACTUALIZATION - A emitter quirk that allows the user to see into a person's mind, know their darkest fantasies and manifesting them into reality in the form of real life illusions
2. AGGRESSION - a emitter quirk that allows the user to release a adrenaline inducing pheromone that causes those around them to act more angry and aggressive
3. AMALGAMATION - a merging quirk that allows the user to take two or more animals and genetically fuse them together into chimeras. they has complete control over the process and can pick & choose which charcteristics they wishes to merge.
4. AMMUNITION - a emitter quirk that allows the user to create ammunition for about any weapon they have knowledge of.
5. BARD - A Emitter quirk that allows the suer manipulate the frequency of the soundwaves generated by their voice. By altering the frequency and amplitude of these waves, they can affect the emotions of those who hear them.
6. BEASTMASTER - a emitter quirk that allows the user to create a temporary spiritual 'link' between themself or individual and an animal. that animal then acts as a guardian and aids the person in whatever they need
7. BIRD TRANSFIGURATION - a emitter quirk that allows the user to turn any human individual into a bird of their choosing. the transfiguration usually last 24 hours, but they can cut it short
8. BLACK TENDRILS - a emitter quirk that can generate black tendrils off of any surface (including the User) which they can manipluate indepentently.
9. BLADEHAIR - A mutant quirk that gives the User hair made out of a sharp, razor-like material, which can cut through most organic and inorganic materials with ease
10. BLOOD BAT - This quirk allows the suer to transform into a second form which loosely resembles a bat. which includes two sets of flightlessness 'wings' that each end in two hand-like appendages, a second set of arms. and a prehensile tail. while they also takes on the symptoms of vampirism including a sensitivity to sunlight and needing to feed off of blood
11. BLUEPRINT - when the suer touches any part of a enclosed building (with four walls and a roof), they are able to see the blueprints and layout of the area in his mind. as well as know any objects (doesn't include humans)
12. COCKATRICILISK - a mutant and Transformation quirk that gives the user the appearance of a Basilisk lizard while having the ability to transform into a creature similar to the mythical Cockatrice. (A combination quirk of the user's parents)
13. COMPENDIUM - A emiter quirk that allows the user to physically manifest a large encyclopedia that contains all of their knowledge, memories, and skills. they can acess the encyclopedia at any time
14. CORDAKINESIS - a manipluation quirk that allows the user to control the movement of rope and rope-like objects with the length of around 50 meters. they must have physical contact with the rope at all times
15. CORODINATES - a transportation quirk that allows the user to teleport to anywhere in the world by knowing its corodinates.
16. DECIETFUL - a manipluation quirk that allows the user to manipluate someone into believing anything they say. this deciet can last for 1-2 hours
17. DEVOTION - A manipluation quirk that allows the user to hypnotize people by exposing the heart-shaped mark on the middle of their chest. upon seeing the mark, the target will feel a intense feeling of unwavering devotion and deep affection for the user. this quirk is always on, and stops when the mark is covered
18. EIGHT LEGS - a mutant quirk that gives the suer eight large spider-like legs.
19. ELECTROBODY - A transformation quirk that allows the user to transform their body into tangible electricity
20. EMP - a emitter quirk which when activated, can procudce a burst of Electromagnetic radiation which can disrupt and damage electronics.
21. EXACERBATION - a emitter quirk that allows the user to take persons wounds and worsening them to extreme, often making them infected or gangerous.
22. EXTRA BODY - a transformation quirk that allows the user to create extra flesh and body parts on themself, often augmentating their body 
23. FABRIC - a emitter quirk that allows the user to create and control different types of NATURAL fabrics
24. FATIGUE SPORE - an emitter quirk that generates a fine, dust-like substance (similar to mushroom spores). when inhaled, it causes individuals to feel tired and exhausted. 
25. FIREARMS - a transformation quirk that allows the user to retract two hunting rifles from their arms. Bonus, they can swalllow whole bullets/ammo which can be stored inside their guns until usage.
26. FIREWORKS - a emitter quirk that allows the user to generate explosions that resemble fireworks, which they can shoot out like projectiles
27. FLIES - a emitter quirk that allows the user to generate and control flies from their body which they have a psychic connection to
28. FLYING WHALES - a emitter quirk that allows the user to generate levitating whales under 10-20 feet long, which they can use to ride on or attack.
29. GENOCIDE - a emitter quirk that allows the user to release a powerful, rage inducing pheromone that causes those around them to become enraged and seek harm upon others. 
30. GLUTEN - a transformation quirk that allows the user to gain strength and stamina by consuming gluten-based food such as bread and pasta
31. GOLDEN PHEASANT - a mutant quirk that gives the user the appearence of a Chinese Golden Pheasant.
32. HAIR - a mutant and transformation quirk that allows the user to grow and manipluate the hair on their body
33. HEALING HAIR - A transformation quirk that allows the user to take a strand of their hair and morph it into a thin strip of matter that resembles medical tape, which they can use to heal people almost instantly  
34. HOROSCOPE -  A transformation quirk that allows the user to embody the characteristics associated with each sign of the American (or different, depending) zodiac depending on the current month. their personality would be the strongest in the month they were born in.
35. HRYSOPOEIA - a transmutation quirk that allows the user to turn any non-living thing into solid gold. 
36. HUNTER - a transformation quirk that allows the user's senses to heighten and gain the instincts of a predator. they gain enhanced sight, hearing, and smell, allowing them to detect 'prey' from a great distance.
37. HYDRA - a regeneration-type transformation quirk. when a limb (or head) gets cut off, the user can make two more regrow in place.
38. INCENSE- a transforming quirk that when activated on a person, transforms a person's physical body into the same flamable material as incense, which burns instantly when the user touches them again. when burning, the victim's body releases a aromatic smoke which releases a scent that reflects their individual identity or character.
39. INTELLIGENCE ENHANCEMENT BUBBLE - a emitter quirk that allows the user to generate a semi-transparent encloser of any size they chose. when any individual enters the area, their intelligence is increased.
40. KERATIN - a emitter and transformation quirk that can control the Keratin in a person and themself (including hair, nails, horns, and hooves). They can also grow horns, scales and feathers on a person, but has to touch them.
41. LOUDSPEAKER - a mutant and emitter quirk that covers the user's torso in speakers, which can be connected to a aux cord to play music or audio. they can control the volume of the speaker and use high-decibel sounds as defense
42. MAGGOTS - A mutant and transformtion quirk which covers the user in coin-sized holes that contains a rolled up grub-like creatures. the grubs are capable on producing a thick, viscous saliva which can dissolve any non-living matter.
43. MELUSINE - Mutant and Emitter quirk that gives the user the appearence and abilities of a Melusine. which include two tails, and wings, (although appearances can vary). they also pocesses the ability to control people with their singing voice.
44. MEMORY - a emitter quirk that allows the user to manipluate the memory of people via touch. they can steal memories and add them to their own, alter them, or copy specific scenes.
45. MINDWAVE - a emitter quirk that allows the user to create high-energy hypersonic waves from their mind which can generate destructve blasts or disrupt communication sources 
46. MODIFY - a emitter quirk that allows the user to alter and manipluate the physical appearance of another person at will with touch
47. MONARCH BUTTERLY - a mutant quirk that gives the user the appearance of a Monarch Butterfly. (bonus ability, they can also change the colour of their wings.)
48. MOUTHFUL - A mutant quirk that gives the user four mouth (one of the collarbone, back of the head, and on the palms) which they can use both independently or simultaneous.
49. MUSICIAN - a emitter quirk that allows the user to telepathically control individual intruments if he's touched it
50. NAGA - a mutant quirk that gives the user the appearence of a mythical NAGA, with their lower half being the body of a Cobra
51. OMEN - a knowing quirk that allows the user to sense when bad things are about to happen
52. PARANOIA - An emitter quirk that when activated, anyone within a 17 foot radius instantly feels a deep anxiety and fear. if the user conmcentrates hard enough, the radius will grow.
53. PERCEPTION - a detection quirk that, once ingesting a targets blood, allows the suer to know the true intentions of what they say, able to detect whether or not they are telling the truth or being honest. this lasts for until the blood passes through the body naturally
54. PLANT GROWTH - a emitter and transformation that allows the user to generate and manipluate plants.
55. POLYMORPHISM - a Transformation quirk that allows the user to shapeshift into anyone they have seen before. with a cooldown time of 3.5 days or 84 hours. (can transform 243 times in total)
56. REALITY WARP - a emitter quirk that gives the user the ability to distort reality, allowing them to contort the enviroment to their advantage and create illusions that can manipulate the perception of others
57. REANIMATE - a emitter and transformaion quirk(?) which allows the user to take the pre-decomposation corpse of a dead person, and control them like puppets. they can control them for a two hours before they start to rapidly decompose
58. RED CANINE - a transformation quirk that allows the user to transform into any red-coated canine species, or a red-coated version of said species.
59. RED THREAD OF FATE - a emitter quirk that allows the user to produce a thick, stringy, red saliva. which upon contact with two people, creates a intense sensation of emotional and physical intimacy. the user can use this quirk on themself, but they won't share the same feelings as the other person.
60. REPEATING SERPENT TAILS - a mutant and transformation quirk that gives the user multiple live Emerald Tree Boas for tails, which can each be controlled by user. when detached, the snake will act indepententally and have no way of reattaching. a new Boa regrows within 2-3 days
61. REVEAL - a tracking quirk that allows the user to know the general location of anything by knowing it's name and seeing its picture.
62. SCALESWORD - a emitter and transformation quirk that allows the user to materialize a sword made out of their own scales which they controls. (NOTE: The user is covered in scales, either Reptilian or Fish, depending. they can control each scale telepathically, simialr to Hawks.)
63. SENSELESS - A emitter quirk that when activated, can take away one of a person's 5 senses for a amount of time
64. SKINMASTER - a transformation quirk that allows the user to control their skin like modeling clay, physically manipluating the length, shape, texture and strength with significant skill. 
65. SOLAR UP - a strengthening quirk that allows the user to gain an increased strength, stamina, and healing factor when they are exposed to direct sunlight.
66. SOUL HARVEST - a transformation quirk that allows the user to absorb the life force energy of people who are dying, adding it to their own energy.
67. SPIDER BEAST - a transformation quirk that allows the user to trandform into a large monsterous spider-like entity for no more than 5 hours a day.
68. SPONTANEOUS COMBUSTION - a transformation quirk that allows the user to suddenly conbust into flames.
69. STAR - a Emitter quirk that allows the user to create flat, star-shaped 'platforms' made up of energy, which they are able to use to levitate around. The user must always be touching a star to make it levitate 
70. STARFISH SHURIKEN - a emitter quirk that allows the user to produce five-pointed starfish-shaped projectiles which they can use as 'shurikens'. they can manipluate each starfish and the trajectory to hit their targets with accurate aim
71. STORMMAKER - a emitter quirk that allows the user to generate different types of clouds, which they can manipulate to resemble different types of weather such as rainclouds, thunderstorms or fog.
72. SUMMON CAMEL - they user can summon a 6'9 foot dromedary Camel made out of gold (or any precious metals/stones). 
73. SWITCH - The user has the ability to transfer any injuries or wounds they currently have onto another person through physical contact and by saying 'Switch'
74. TOYTIME - A Transformign quirk that, when touching a target, turns them into a stuffed animal or Toy. they are still coinscious and have their complete human anatomy (minus the bones, as they become stuffing) rearanged to fit the item.
75. TRUE ASYMMETRY - a emitter and mutant quirk that allows the user to distort objects to look asymmetric by touch, often disfiguring the object to great extremes. they cannot use it on themself
76. TWIN DRAGONS - a emitter quirk that allows the user to summon two red dragons which follow his every command
77. VINE - a mutant and emitter quirk that allows the user to produce 'tenril vines' from their body (which is mainly covered in these vines) which they can grow and manipluate freely
78. WINGS - a transformation quirk that gives the user to manipluate the wings on their back to look like the wings of any species. such as insects, birds, and even winged mammals.
END OF LIST
I hope you enjoyed!!:>>
Also let me know if there's any spelling mistakes or errors cause I literally copied & pasted them. so there might be a few "wuirk" and "suer"'s around lmaoo
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gracebethartacc · 6 months ago
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teehees haiii soulwholeheads
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the-griffons-saddlebag · 2 months ago
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Folding Cart
Wondrous item, uncommon ___ This wooden trunk has a pair of wheels along the bottom and can be worn on your back. While the trunk isn’t being worn, you can use an action to speak its command word to transform it into a cart or back into its trunk form. You must be touching the trunk. You decide the specifics of the vehicle each time it transforms, such as the number of wheels it has (up to four), what type of handles or carriage shaft it has, if it has any benches (up to two), and whether or not it’s covered (a weatherproofed canvas roof). Depending on the details of the cart, it can be considered either a wheelbarrow, cart, wagon, or carriage. The cart can be as small as 1 foot long and 1 foot wide and as large as 10 feet long and 6 feet wide. At its largest, the cart can comfortably seat up to four Medium creatures, or up to six if they squeeze. Regardless of its appearance, the cart can only ever be a cart (or similar vehicle). In its trunk form, the “folding cart” is 18 inches wide, 9 inches deep, and 2 feet tall; it can hold items like a normal trunk. It weighs 10 pounds while in this form; use the statistics for each type of vehicle to determine its maximum weight while transformed. Anything held in the trunk when it transforms reappears in the vehicle; anything too large to fit in the trunk when it transforms back into that form is left in the nearest unoccupied space. If the transformed vehicle is destroyed, it returns to its trunk form and is destroyed. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for as little as $3 a month!
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magicalshopping · 27 days ago
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♡ Sweet Spiders Pin Collection by Cryptic Compendium ♡
Enamel pins of various spiders transformed into cute sweets as a part of Early Summerween
"Spider food" mini moth pin freebie for all backers who pledge for 5 or more pins!
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Back five projects for physical rewards and receive a spooky pin set! Each pin is designed by one of our participating artists.
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Back TWO pins from each project, and receive a second fun pin set! Using the logo designed by our very own Waxwing Cedrorum - each colorway is designed by one of the participating artists.
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♡ Campaign ends June 4th, 2025! ♡
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