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#Black Magic: Spells and Other Neat Weird Stuff
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Now this sounds like my kind of book!
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holy-mountaineering · 4 years
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Name that cartoon.
Also, thinking about using this as the title for a book I’m writing, lol.
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the-slasher-files · 4 years
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Slashers React - S/O being a witch or wiccan
INCLUDES JASON, MICHAEL, BO, BILLY & STU and LOST BOYS
btw I am a wiccan myself so I hope you enjoy the hcs :)
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JASON VOORHEES
Holy fucking shit, you guys are a POWER COUPLE, never in my life have a thought of a better couple
He may not understand at first but once you explain it to him he adores it. Abiding by the laws of nature is something he already does, so the fact that you do too and share a lot of the same opinions of nature, melts his heart
Clearing a little area in the forest making sure it is hidden away for your alter is a dream job for him
Nature walks all the time but it has more meaning now, knowing you’re a wiccan or witch
Herb, flower, mushroom or plant picking is something he will always do for you, leaving them at your alter
LOOK he found a cool rock or a weird piece of drift wood or animal skull, perfect for you :) 
Finds it very sexy when you are doing witchcraft, especially if it’s in the forest 
You would slow dance to the rain and light candles everywhere
Gardening would quickly turn into one of his favorite hobbies with you
Teaching him about the holidays you celebrate gives him reasons to spoil you on those days, he would bake with you, make potions with you, bring in your moon water in the early morning for you
Your crystals are his favorites, all the pretty colors and unique patterns, he might steal one and carry it around with him, rubbing it when he misses you
Anything you do to appreciate his land and the cabin you share makes his undead heart flutter
The absolute best partner for a witch or wiccan 
The crystal that suits him is an Amethyst - It is a grounding stone, bringing peace and calmness but is one of the best protection stones
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MICHAEL MYERS
Major head tilt, squints  
Once you explain it him he still doesn’t get it, and he doesn’t care
He will just examine your stuff, poking it and moving it around pissing you off
oh great, more holidays to celebrate
Secretly thinks it is kind of cool, but he will never tell you
Maybe thinks you’re a little crazy because he heard some other person in the mental hospital going on and on like you do 
If you tell him he is blessed and has gifts he will have a hard time accepting that, but he would think about it forever because there had to be an explanation for how he could never die
He will bring you home something from a cemetery probably because he still doesn’t get it 
He will just stare from the shadows of a candle lit room watching you do spell work 
When he's pissed beyond reason, never sage him, never place crystals on him, never get him to drink tea, you might die
He will find a crystal in his coverall pockets for protection and he will never give it back to you, it’s his now and he will cherish it 
The crystal that suits him is Black Obsidian - It is a pure black stone that has a mysterious aura, heavily used for protection, it is also a very powerful stone, good for healing and truth seeking
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BO SINCLAIR  
Again, another bad partner for this lol
You’re a what?? He has heard of witches before but never wiccans. Coming from Louisiana it has a very heavy history on witches and voodoo, good and bad. He honestly might be shitting his pants inside but keeps it cool, just please tell him you’re a good witch. His momma always told him to never ever mess with witches.
Thinks you’re crazy for believing in that stuff
If you feel the presence of his mom and dad, never bring it up to him, the only way you could do it is say “You’ve got some angels looking over you Bo” and leave it at that
You will make him learn to appreciate nature and taking him for walks is the best thing to do, it calms him and you can teach or tell him stories about what you believe in
He would tell Lester to grab some antlers or skulls for your “ummm idk what she does, she just needs them”
If you’re in some lingerie while doing witchy work, he will ease into it more
Bo would be the guy who yells about the sage smoke stinking up the house, while he is smoking a cigarette, b a s t a r d 
Jokes about his bad energy filling your alter will happen a lot
He honestly thinks its cool though, after a while, seeing a beautiful powerful soul doing something you love warms his heart
He’s going to try to understand but he will laugh and make fun
If there are people in town he’s going to hunt that night, he will have to deal with you placing some sort of protection rune, stone or necklace either in his pocket or around his neck, Bo won’t like it at first but showing you care so much for him melts his heart and he will protect it with his life 
His crystal is Smokey Quartz - It is used for strength and fortifies nerves, protection, a stone that represents Pride, but also brings calmness which we all know he needs!! The smokiness of it just reminds me of the colour of alcohol or his cigarette smoke   
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BILLY & STU       
Both genuinely curious and love it
They don’t really understand it but they are willing and ready to try
Taking you on nature walks probably wont be as relaxing as they promised; Stu will climb a weird tree and end up hurting himself, then you will find some neat looking mushrooms and they dare each other to eat it
Find it hot but are a little spooked 
Billy would hate the smell of sage but Stu doesn’t mind it all 
They find it sweet when you try to put protection stones in their pockets when they go to kill
Stu will bring you an average rock from the sidewalk and say hey this is neat, here you go 
They are defiantly into trying witchcraft with you
Stu will love your home made teas 
Billy will never make a big deal about what you do, he just thinks it is neat and willing to go get whatever you need for your work, and ngl he is more interested in dark magic 
They will defiantly interrupt you will you are meditating or doing spell work so always try to do it when they aren’t home
Will ask if you could do tarot readings on them and if you use a crystal ball 
The crystal for them is Jade - a good protection and supportive stone, seeks love, passion and nourishment. It is also good for dreams and astral projection    
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THE LOST BOYS
They are no strangers to the supernatural of course but they don’t know what a witch is beyond what they’ve seen in movies
I feel it would be very 50/50 on caring or not, this stuff isn’t even on their radars 
Dwayne, I think would handle it the best. (correct me if I am wrong) He is of Native American descent, so he has heard lots of stories about shamans and he is the most spiritual out of all the boys   
Once they see you doing spell work or setting up an alter they are much more interested 
If you are already turned, you are arguably one of the most powerful, David will not admit it but he knows it
Marco will 100% bring you random things he likes, not at all related to witchcraft but he thinks it could be, man doesn’t get it
David finds you extremely sexy, him and Dwayne will probably be the only ones that actually get it, and David loves the power
They pretty much just leave you to it 
A lot of moon and shadow work will be your main witchcraft with them
If you are cleansing the cave with sage Paul and Marco will make drug jokes and ask to smoke some  
ngl I think Paul might be the most scared of you, but he will never show it, He doesn’t understand it and thinks you going to spray him with holy water or make him have nightmares 
Dwayne will be the one to take you to the surrounding forests and go on some nature walks with you, collecting what you need
David - black tourmaline: a very powerful protection stone, pure black, great for purification and helping with anger. Star - rose quartz: the stone of love and purity, heals the heart, and dissolves worry and fear turning those feelings into love. Marco - Emerald: a crystal just as blue as his eyes. A stone of hope, encouragement and joy, turns negative energy into strength, love and compassion. Dwayne - fire agate: This stone has a very deep connection the earth radiating calm, stability and strength, also very good for power and protection. Paul - rutilated quartz: a crystal that seeks truth and authenticity, giving strength to the truest souls and uplifts and brings joy.       
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grailfinders · 3 years
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Fate and Phantasms #167
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Today on Fate and Phantasms we’re making the single horniest character in FGO (in every sense of the word), Heaven’s Hole, a.k.a. Kiara Sessyoin. One half enlightened saint, 99% insatiable demon, all NSFW. Kiara’s an Open-Hand Monk to give off that aura of purity she loves so much, but she’s also a Great Old One Warlock to finally answer the question, “Can you really be a warlock if your patron is yourself?” (The answer is yes)
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Cheer for your empress! Wooooo!
Race and Background
Kiara may be human, but she’s been infused with the spirit of an otherworldly horror. That’s a Kalashtar, baby! This gives her +2 Wisdom and +1 Charisma, as well as some other mentally themed goodies. Your Dual Mind gives you advantage on all wisdom saves, and your religious training gives you the Mental Discipline to resist psychic damage. You can Mind Link to creatures within 10 times your level in feet, speaking to them telepathically for up to an hour or until you end the effect or link with another creature. Finally, you’re Severed from Dreams, meaning you’re immune to spells involving your dreams. Sleep still works, Dream doesn’t. God I wish that was me, it would make youtube so much less annoying.
As a Devilish Bodhisattva, you’re kind of a Sage, giving you proficiency with the Arcana and History skills.
Ability Scores
First things first, you’ve got to be so hot you can make people masturbate to death. That’s non-negotiable. I’ll leave the exact mechanics of that to your imagination, but it’s probably based on Charisma. Aside from manipulating people, you’re also just as good at reading people, and that’s Wisdom. You fight in a habit and  do it all without dying, so your Dexterity isn’t that bad either. Unfortunately this leaves your Intelligence a little lower than we’d like. You’re a hacker nun, but we needed other stuff more. Your Constitution isn’t that great, you’re so eager for pleasure you don’t last that long. Finally, dump Strength. You’ve got a demon god to do all the lifting for you, who needs muscles?
Class Levels
1. Monk 1: Starting off as a monk gives you Unarmored Defense, which is really useful for that “not dying” thing you like to do. You also get Martial Arts, letting you use your dexterity for your unarmed attacks. You can also attack as a bonus action after attacking with your action, and your unarmed attacks deal 1d4 damage, and they grow as you level up.
You get proficiency with Strength and Dexterity Saves, as well as Insight for your psychological training, and Religion for the whole nun/buddhist thing. You have a lot going on as a character, to be honest.
2. Monk 2: Second level monks get Ki Points they can spend to attack twice, dash, disengage, or dodge as a bonus action. You also get Unarmored Movement to speed things up a bit, and you get even faster as you level up.
3. Monk 3: Third level monks can summon a bit of demon pillar to Deflect Missiles, slowing down incoming ranged weapons and possibly even shooting them back as a reaction. (Obviously the demon thing isn’t all monks, but hush.) You also set down the Way of the Open Hand, learning the Open Hand Technique in the process. When you hit a creature with a flurry of blows attack (the two attacks as a bonus action thing), you can: force a dexterity save to knock the enemy prone; force a strength save to push it away; or remove its ability to react for the round. I’m not sure how you touching a person makes them fall to their knees or get distracted, get your mind out of the gutter.
4. Monk 4: Use your first Ability Score Improvement to bump up your Dexterity so you can actually hit people with your fists. You can also Slow Fall to reduce falling damage, presumably by swinging around on a demon pillar like some kind of spider woman, and you get Quickened Healing, letting you spend a ki point as an action to heal thy burgers. Despite your looks, you’re pretty tanky with all that healing.
5. Monk 5: Your Extra Attack does exactly what it sounds like, attacking twice in a single action. You can turn any of your attacks into Stunning Strikes, forcing a constitution save against getting stunned for a round. Ironically this is just leading into the explosive climax, where you beat the hell out of them. Where did you think I was going with that?
6. Monk 6: Sixth level monks get a little magical thanks to their Ki-Empowered Strikes so now your unarmed attacks ignore nonmagical damage resistances. You also gain a Wholeness of Body to heal yourself as an action. Unlike quickened healing, this baby heals you for 3 times your monk level once per long rest.
7. Warlock 1: Making your hands a little magical is nice, but we want to make stuff a lot of magical, and for that we’ll need to make some questionable deals. That’s where the Great Old One comes in, giving you Pact Magic you can cast with your Charisma and an Awakened Mind. It’s more telepathy. Not a huge boon, but now you can talk to two people at once, neat!
As far as spells go, Chill Touch lets you make creepy hands (kind of your thing), and Eldritch Blast gives you some generic magic projectiles. Charm Person makes you a bit more charming, and Protection from Evil and Good will help cut through those pesky rulers more easily by just straight up ignoring their god.
8. Warlock 2: Second level warlocks get Eldritch Invocations, to customize your soul pact a bit. Beguiling Influence makes you proficient with Deception and Persuasion to help cover up the whole demon pillar thing, and Thief of Five Fates lets you cast Bane with a spell slot once per long rest, further weakening your enemies.
You can also cast Arms of Hadar to launch more arms all around you for an AoE attack.
9. Warlock 3: Kiara’s definitely a weird one when it comes to her pact boon. Books have kind of fallen out of fashion by 2030, she doesn’t use weapons, and she really doesn’t care for a sidekick. That leaves her with the Pact of the Talisman to make her a little bit better than everyone else, letting the wearer add 1d4 to a failed ability check Proficiency times per long rest.
She can also cast second level spells now, like Enthrall! She’s the only person in the world according to herself, and now she is to you too! Just fail that wisdom save and you’ll have disadvantage on perception checks to notice anyone else!
10. Warlock 4: Use this ASI to bump up your Charisma for stronger warlock spells. You also get the On/Off cantrip from a super old UA to become a bit of a hacker, magically turning on or off an electronic device within range. You can also Detect Thoughts to be one hell of a therapist, being able to read the mind of a nearby creature as an action while the spell lasts. You can read surface thoughts over and over again, or you can probe deeper into the mind of a creature you’ve already read, forcing a wisdom save against the intrusion. Also, creatures are aware you’re reading their mind, and they can force a contested intelligence check to end the spell while they’re being read.
11. Warlock 5: Your first 3rd level spell is Hypnotic Pattern, to help dominate the minds of crowds all at once. You can also Mire the Mind to cast Slow once per long rest with a spell slot. Up to six creatures make a wisdom save, or they have their speed and AC reduced, take a penalty to dexterity saves, and can’t use reactions. On their turns, they can make either an action or bonus action, not both. It also can’t make more than one attack per turn. Finally, spellcasters affected by the spell have a 50% chance of taking 2 turns to cast a 1 action spell. Another wisdom save at the end of each turn can end the effect.
12. Warlock 6: All those hands and mind tricks coalesce into an Entropic Ward this level, letting you spend your reaction to impose disadvantage on an incoming attack. If it misses, you get advantage on your next attack against that creature. You can use this once per short rest.
You can also slip into your Heaven’s Hole persona by donning a Spirit Shroud, dealing more damage within a short area around you, preventing healing from enemies you hit with attacks, and slowing them down even further.
13. Monk 7: Bouncing back into monk gives you the Stillness of Mind to end effects messing with your thoughts as an action. The only person around here doing any charming today is you, thank you very much. You’d also be correct in saying the only person around here period is you, but I digress.
Your Evasion boosts your dexterity saves, so your failures are as good as other people’s successes, and your successes avoid damage entirely.
14. Monk 8: Use this ASI to bump up your Wisdom to become more observant, and get stronger techniques and a higher AC.
15. Monk 9: Ninth level monks get an Unarmored Movement Improvement, helping you run straight up walls and over water, as long as you end the turn on solid ground. Admittedly that’s not very in-character, but you’ve got tentacles growing outta ya, I’m sure you can justify it somehow.
16. Monk 10: Tenth level monks have a Purity of Body that makes you immune to poisons and disease.
17. Monk 11: Your final level of monk grants you a Tranquility that makes you harder to hit, effectively giving you the effect of a Sanctuary spell starting and ending on your long rests, though the spell ends early if you directly attack or cast a spell at an enemy. While active, creatures trying to attack you directly have to make a wisdom save. If they fail, they have to choose a new target or waste their action. The DC is 8 + your wisdom modifier + your proficiency bonus.
18. Warlock 7: Seventh level monks get fourth level spells, like Evard’s Black Tentacles. A 20′ square becomes a mass of tentacles (or demon god pillars), forcing a dexterity save against taking bludgeoning damage and get restrained. They can use their action to try and escape the tentacles, otherwise they don’t get a save on their next turn to avoid damage.
You can also use your Gaze of Two Minds to see and hear though a willing humanoid, like, say, your enthralled servants. Great for espionage, or just being a creep in general.
19. Warlock 8: Use your last ASI to max out your Charisma for super strong spells and the most sex appeal you can squeeze into a single servant.
You can also cast Summon Aberration now to give Zepar a bit of breathing room outside of your body. Honestly the poor guy deserves a break.
20. Warlock 9: Ninth level warlocks get fifth level spells, and Dominate Person lets you completely take over a creature’s mind. They have a wisdom save to avoid it, and they can make another every time they take damage, but if you’re forcing them into a really one sided fight, like say, against an agent of the counter force, that’ll be a one hit kill, so you don’t have to worry too much.
You also get one last invocation, and the Grasp of Hadar turns your eldritch blasts into even more hands, so once per turn you can pull a creature hit by the blast 10 feet closer to you. Bet they thought they were real smug waiting on the other side of your tentacle pit, huh?
Pros:
With an AC of 16, tons of mobility, and a wisdom save between you and even getting hit in the first place, you can be tough to attack, giving you a weird sort of tankiness to avoid conflict altogether.
You’re also good at manipulating people, with charms, mind reading, and just good persuasion scores making it easy for you to turn the tide of a conversation in your favor. Also if you’re having trouble with an enemy you can just dominate them and tell them to jump off a cliff, really easy. You won’t even have to fight if you can just inspire a mob to do it for you.
While the biggest part of your defense does come with a caveat, you’re good at indirect combat, which will keep your sanctuary up longer. Sure, you can’t cast spells affecting a creature, but you can always cast a spell now, and have it affect a creature later, the old “I’m just moving my fist and walking forward, if you get hit it’s your own fault” technique. Putting Evard’s Tentacles down between you and enemies, summoning aberrations, and just using On/Off to cause industrial accidents are all ways to get around this restriction and leave you looking clean as a brand new pair of panties.
Cons:
Your dexterity isn’t great, especially for a monk. That’ll make it harder to effectively use your martial techniques later in the game, and it also hampers your AC.
Despite all your defenses and healing, you’re still only rocking a touch over 100 HP, meaning a light sneeze will put you into power word kill territory. Which is, admittedly, still affected by your Tranquility, so it might not be a bad way to trick people into wasting a 9th level spell...
You only get two spells per short rest, that just isn’t enough to manipulate everyone you want to, so you’ll have to learn to pick and choose what happens when.
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eienshi09 · 2 years
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Killing Chaos
(and Parting Thoughts on Final Fantasy I)
Previously: The Ancients, The Tower, and The Wind Crystal
Welp, we've at long last reached the end of the first Final Fantasy game. While I largely enjoyed my time with the game, I think I would only recommend the game as a piece of history in the franchise, genre, and even gaming at large. There's some fun to be had with the game, to be sure, but the experience is hamstringed by antiquated mechanics and wonky balance. As stated in past posts, I try not to hold the limitations of the past against the game; however, knowing why the game was made the way it was in 1987 does not improve actually playing it in 2022.
I suppose then these are more critiques of the Dawn of Souls remaster (and the Final Fantasy Origins remake it is based off of) than against the original game itself. While I don't know if they could have feasibly overhauled the entire encounter system - even in 2004, that was a tall ask - they could have at least added some quality of life options to reduce encounter rate. Short of that, something like Pokemon's Repel item would have been grand. And failing that, at least make Flee instantaneous so it doesn't take almost as long, if not more time, as just attacking. Anyways, I'm repeating myself at this point so I'll move on.
The various balances of the game are a little weird too. I've already mentioned in a past post how busted the gil drop rate is, so I won't go into that again. But just stuff like the pacing of gear and even how much gear is available for each class is kind of out of wack. I get that mages are supposed to be squishy and not physically attack well, but while Eien the Warrior was getting gear upgrades left and right, Jo Bob the Black Mage was stuck with a leather cap they got at the beginning of the game for most of the run. I'm not saying mages need gear that boost their defense as much as the Warrior's but something to upgrade from the starting gear in the midgame would have been great. Like a hat that boosted intelligence or some gloves to boost attack. Anything. Some of the best pieces of equipment (the Gauntlets and other spell items) the game gives mages aren't even ones they can equip!
Maybe there was something that could have been done to rebalance the classes to make them more equally useful, but that might just be a problem inherent with the whole system, or even multiple systems. Magic just is not that good. White magic might be more useful if gil wasn't as plentiful, but I don't see how black magic can really compete with the sheer amount of damage physical attacks can dish out after just a single Haste. This might be one of those limitations of the time things, but it's interesting to think about how it could have been different.
Again, these critiques do not mean that I did not enjoy the game. It was mostly fun, even if I had to make aggressive use of the fast forward button on my Totally Legit Game Boy Advance. It was truly neat to see how many of the franchise's mainstays and recurring elements started with the very first entry; it was doubly so as a FFXIV player and seeing how many callbacks to FFI there are. Beyond the franchise geekery, Final Fantasy I had some great ideas. The classes were all evocative and distinct - at least flavorfully. It really captured that feeling of playing a tabletop RPG in a digital and single-player package. I just wish some of the later remasters and remakes went a little further with iterating on those ideas or bringing them up to the times.
Alright, enough of my rambling, it's time to go kill Chaos...
The team goes to meet with the Circle of Sages once again. They tell us that the world has been stuck in a 2000-year cycle. Something in the present was sent back to the past, and there it caused great destruction by unleashing the Fiends on the world to wreak havoc in the intervening years.
Once they were done with their narrative dump, we head over to Mount Duergar to give the Adamantite to Smyth. He turned it into the fabled Excalibur, and with that the last of our side quests are done.
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We head back to the Chaos Shrine where it all started and enter.
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Going straight to the altar where we fought Garlond before, we find that the bats in the room now talk, and are the Lufenians that tried to investigate the shrine. We approach the Black Crystal.
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And it turns into a portal with which we enter the past of 2000 years ago. The shrine is restored and in tact then. And quite large. We make our way up through the shrine and find a stone slab. However, remembering the lute Princess Sarah gave us all that time ago, we play it, and unseal the passage down. Fighting our way down, we eventually make it to the basement and find some familiar faces waiting for us on each floor: the Four Fiends. Dispatching each of them once more in turn, we make our way to the bottom-most floor of the shrine, and come face-to-face with.... Garlond? He's alive?! He gives us his spiel, and we have at.
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We start off with our usual slew of buffs while Chaos bombards us with a rotation of elemental spells. It is enough that we have to set up an array of Nul-spells to mitigate some of the damage. Jo Bob is mostly on healing duty, but gets in a couple of Flares where they can. Eien and L swipe away at Chaos, while Roxann chips in between reapplying buffs when needed. Chaos heals himself, and we think if we should have bought Protera for this. Eventually though, we defeat him and vanquish darkness from the world once and for all!
If you've read all this, thank you very much! See you in Final Fantasy II!
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inventors-fair · 3 years
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Tri, Tri, Tri Again
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What makes a common? Usually the little black and/or white symbol on the card, but that’s not the point right now. What makes a common different than an uncommon? The thing is, we know the difference between a common and a rare, even when sometimes those lines are a little weird on older cards like Scion of the Wild and Sinkhole in their own ways. The line is there these days, and we’re designing for the modern era whether we like it or not. I’d hope that after over twenty years of tinkering we’re at a place where we do like it, so there’s that.
What stops a common from being an uncommon, though, is a little harder to quantify. We have to talk about recursion, multiples, finishing, the role in the draft, the complexity for new players, etc. There are so many factors that can make pushing commons hard in ways that we don’t touch that often. I wanted to do this contest because it’s both a restriction and a challenge. Making a common card isn’t easy unless you know your slot. Making a common with the three lines of text, well, that’s something else entirely. And for the most part, I think people did amazing work. There are a couple obvious cases where I feel people should have looked at prior examples, but in terms of general work, we’re on the ball here. 
We’re only doing two bullet points this week: “Things I like” and “Where to improve.” I feel that that’s the most constructive, yes? Gimmicks can be fun, but let’s be real, we are here to get as much positive feedback as we can and to improve what we like to do, which is making custom cards. Easy enough. Let’s pick some cards and some brains. 
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@deg99 — Emberwild Inferno
Things I like: On its surface, this is mechanically just fine. It’s a three-mana bolt, but with a distinct upside, and you know, nobody’s going to be upset when playing this in a draft. Red removal is perfectly fine and anti-prevention, while a corner case most days… Well, kind of. There are actually ten current standard cards that prevent damage, which is kind of surprising to me! Still, ten ain’t as much as it could be for relevance, BUT, it’s still perfectly reasonable to see that it would be in this set.
Where to improve: Firstly, “Emberwild” is spelled with an “e” at the end in every iteration of MTG cards printed thus far, and it’s kind of throwing me off. Also, it’s a term from Dominaria; what city is doing the blessing? What city are they in? There needs to be a comma after damage, “cannot” should be “can’t,” and I feel that we have to tell at least one person almost every contest: Damage needs a source. “Emberwild Inferno deals 3 damage to any target.” No spells after 1999 use that kind of wording. Please, please proofread your cards.
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@dim3trodon​ — Reassembling Sentinel
Things I like: Totally fine to be using Ward here, and I like where it’s going. This is an interesting cost-to-PT ratio, definitely more aggressive, and I don’t hate it. Flying and first strike later in the game are also totally valid. I’m personally not the biggest fan of ability counters, but in this instance, there’s absolutely nothing wrong here. Permanent additions like this are important for modern Magic.
Where to improve: But why add the ability counters only if they don’t have them? Is there some ruling corner case that I’m missing? Why not just four mana for a flying counter, three for a first strike counter? It doesn’t feel intuitive to me. Yes, multiple counters are waylaid on cards like Crystalline Giant, but that’s because it wants as many as possible. Here, where you can choose, I feel you could have just had it add the counters. Regarding flavor, I don’t see how this card is “reassembling” anything. Assembling, yes, but REassembling? Not clicking for me.
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@dimestoretajic​ — Mob Beast
Things I like: Gruul rules! Well, there’s no ruling, but—anyway, this card works in interesting ways and I think it’s pretty serviceable. Raging Kronch comes to mind, and the beasts of Ravnica are definitely up there. It’s an interesting name for sure, and it’s making me think more than it is making me feel critical. Is this beast part of the mob, or belonging to the mob, like it’s being wrangled? It could be either, and that’s fair. This card would make a good finisher.
Where to improve: I’m worried about multiples in draft for sure. I mean, chances are you aren’t going to get too many of them, but having a bunch of hasty finishers can be a bit of a pickle especially when you can also slot these into other multicolor strategies. Maybe it’d need to be tested to be believed, but, y’know, how many one-mana 3/3s are there, right? For the flavor text, emdash your quoter and put them on a separate line. If it’s too cramped, time to revise.
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@dumbellsndragons​ — Fledgling Nightblade
Things I like: Renown is fantastic here. I don’t necessarily know how renowned an assassin wants to be, but in their own circles, heck yes. It encourages blocking in its own way, and it’s certainly powerful on that front with the deathtouch. I think for me the flavor is one of the stronger points here, and I want to see a little bit more of a “professionally getting better in all colors and competing” world, so thumbs-up there.
Where to improve: The last time we saw deathtouch and menace at common was Kederekt Creeper from Alara, and, well, I don’t think that’s precedent; deathtouch and menace is strong. Really strong. Like, at common, I think it might be a bit too strong. It shows up printed so little because of that, even at higher rarities. Honestly, a 3-mana 1/2  or 2/1 might be better, but that’s also my worrywart tendencies. I’d have to play. This design as it stands would be fine in a Modern Horizons power level set more than a standard one.
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@gollumni​ — Sovereign’s Duty
Things I like: I’m a big fan of “can block any number of creatures” for someone who isn’t super defensive when playing the game. I think it’s neat, and represents cool stuff, and I like this card a lot! The name is generic, but I don’t mean that as an insult. I could see this in a core set, on Dominaria, on Theros, on Eldraine, any number of planes, and for a common, that’s a good thing. That’s some success right there. 
Where to improve: That last ability made me worried about layers until I checked with some rules people. It’s not the layers so much as it is the wording. “As long as enchanted creature’s toughness is 5 or greater, it can block any number of creatures.” Continuous effects. Argh, that really threw me for a second! It was also kind of frustrating because there wasn’t any great precedent, but you know, nothing wrong with new territory.
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@hiygamer​ — Guider of Souls
Things I like: Exploit would make a very cool mechanic in Orzhov, and I think that if we ever do a “mechanic/faction mixup” contest then you get precedent on that front. Totally flavorful and totally awesome. I think that Orzhov tokens was one of my favorite draft archetypes from RNA and this card continuing that tradition with death triggers is definitely up there in terms of capturing that feeling.
Where to improve: This card feels busy for some reason. Unfortunately, for this contest, you had to have the three lines, but were this printed, I don’t think it would have vigilance. Two flying bodies would be enough. If you wanted to keep vigilance, I’d definitely knock it down to one body. Two fliers… I feel that that’s too much. But, what do I know. Also why aren’t they white and black like the other Spirits? Regardless, that flavor text is also pretty dry. Not bad, but dry. What if it was the guider talking to the spirits instead? “Come, let me lead you to the light of Orzhova.” Little simpler, shorter, more personal.
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@hyenagirldick​ — Poisoned Gookeeper
Things I like: I think despite this being kind of a placeholder, everyone liked this card’s name. I’m up there. This one, wow, this is giving me a lot of whiplash. The typeline is making me think Simic, but the “horror” is making me think Innistrad, but the Scavenge is making me think Ravnica again, but—and so on and so forth. I want context! Mechanically, using “scavenge onto” as a verb here is interesting and I don’t hate it. A good twist on this mechanic.
Where to improve: Despite that drive for context, I think ultimately the mashup is making me more confused than intrigued. It’s just over the line, to be fair, but it needs consolidation of ideas. You’re asking a lot of us here, to interpret the world, a new use for the mechanic (that seems considerably cheaper than the average common scavenge-r), to have a deathtouch blocker like this with the high toughness, etc. It’s not bad! But it’s a lot.
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@hypexion​ — Blade of the Blessed
Things I like: I feel that the trend of having cool explorations of auras and equipment is 100% the right way to go and this card feels like it slots right in. Let’s talk about flavor, because without flavor text, this card still tells an amazing story. As long as you’re able, pick up the sword and fight. But, if you’re blessed by XYZ deity, then the blade becomes easier to wield. Fantastic. That much I like.
Where to improve: I believe that the last ability is too complex for common. It’s not that it doesn’t make sense or that it’s too powerful, but I believe that it’s asking stuff from players that they wouldn’t necessarily understand at common; it’s not immediately grokable. I like the space and I like what it’s doing. I think if you drop the cost to 1W it would be a fine uncommon. And you know what, I think I’m in the minority. I think that there will be disagreement, and I understand where that’s coming from.
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@i-am-the-one-who-wololoes​ — Mummification
Things I like: I’m always a fan of cycling abilities for sure. Can’t be countered, instant-speed, powerful effects, heck yeah. I’m also a fan of finisher abilities like this. Black’s triggers for life-loss were definitely fun with those big enchantments. There aren’t a heck of a lot of common noncreature non-aura enchantments out there as precedent, but regardless, they exist.
Where to improve: Looking up precedents for this effect, I’m definitely skeptical about this at common. For one, it’s any player. For two, it’s whenever a spell is cast. For three, it’s harder to remove. All that together combined with a potential common cycling shell where you can draft a bunch of these and then make all black spells have extort? Actually, this card is almost strictly better than a two-mana enchantment with “Black spells you cast have extort.” Almost. I think this might have had to go back to the drawing board. As for the flavor, I don’t grok what the name, text, and abilities have to do with one another.
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@koth-of-the-hammerpants — Coffin Devourer
Things I like: I just read the flavor text, and, uh. I love it but wow. That’s some nasty, funny, funky stuff. So! Let’s talk about the card. Perfectly serviceable in terms of getting things out of graveyards then making creatures big. There aren’t too many cards with tap abilities and vigilance at common, but they’re definitely there, so that’s okay. Man, I can’t get over that name and flavor combo. That’s really something special.
Where to improve: This card doesn’t really fit the prompt, and I think next time I’d have to reach out about something like this. Vigilance and trample go on the same line; yes, even in standard-legal sets where sometimes abilities don’t go together, because that’s mostly for starters and core sets and the like. Technically it fits the prompt, but for all practical purposes it’s a workaround that shouldn’t have been submitted as-is. Now, that’s Fair meta. The card’s totally fine on every other front, I think. You’re gonna have to decide, though, if you wanna stick with the sort of Scavenging Ooze wording or the Tome Shredder wording. I think you should go with the second, with the exile as a cost.
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@mardu-lesbian​ — Rifleman Trio (JUDGE PICK)
Things I like: Huh, another card with vigilance and a tap ability. Well there we go! This card’s also got a lot going on, but it doesn’t feel like anything is at odds with itself, and is also on the upper side of being pushed without going into strictly uncommon territory. It’s got reach (“Stay on the defense, fellas!”) for blocking as it comes down, it’s got conditional vigilance (“Learn from those organized chaps!”) which encourages multicolor play but doesn’t force it, and it’s got that cool damage that is both a finisher, a pinger, and teaches a little about the combat advantage (“FIRE!”). So yeah!
Where to improve: I guess the only question would be where the rifles come from. Is this Ixalan-ian? I don’t think it super matters. This is a great commendable card.
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@masternexeon​ — Bloodstarved Beast
Things I like: “Vampire beast” is one heck of a typeline. I like that part a lot, and honesty, I like weird echo costs a lot to. I’m surprised this isn’t a name already, actually! This card feels like its basis is in a lot of neat love letters to old-school Magic and high fantasy, even outside of the choice to submit with old-border.
Where to improve: The complexity of this one is definitely up there and past. Doing weird things with established mechanics that aren’t immediately grokable probably don’t belong at common. What happens when you blink it after previously paying an echo cost, a player might ask? Paying a cost for a continuous effect feels...weird, and I actually don’t know if that works within the rules. Nothing wrong with that specific echo cost, so that’s fine, but the second ability isn’t something I’d personally want at common. For the last ability, it should be “you draw a card and you lose 1 life,” see Phyrexian Rager.
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@misterstingyjack​ — Flames of Anarchy
Things I like: Removal and cycling is perfectly serviceable. The cost suggests that the set has a stronger monocolor theme if the removal is costed like this, although it might just be for the slightly more powerful effect (sort of) and the ability to cycle if you don’t have the RR already. Name’s pretty darn awesome, too.
Where to improve: I know that you tried to balance it by making it only his creatures or planeswalkers, but this is still a recursive damage spell that’s asking weird things of you. What sort of set would have a sorcery-matters theme at common? What’s the as-fan? I think you had a cool idea that is indeed cool, but what you’re asking of your set and your rarity is too much than what can be provided. I don’t think this kind of recursion is what you want at common. In the shell that it’s intended to be in, I think it’s too powerful.
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@morbidlyqueerious​ — Proven Sword (JUDGE PICK)
Things I like: Like I said earlier, new things with equipment and auras are totally awesome, and I fully support this kind of cost. Equipping to certain creature types for cheap makes sense to me because nine times out of ten it’s not something that’s going to be radically changing; either the creature is there or it’s not, and it’s either a Warrior or not. And that’s cool! First strike can be really powerful with that boost that you’re giving it, and if you have any other warrior or equipment strategies, then you better believe things are gonna get nasty on the field. I think this is a one-of in your pool, but it’s a fantastic one-of. Equipment can be undervalued at times!
Where to improve: I’m not 100% down with the flavor text. The blacksmith doesn’t “make” the metal, do they? They make the blade. I think that you had a good concept but it’s not exactly there yet.
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@naban-dean-of-irritation​ — Physical Fluctuation
Things I like: Well, the art’s a big plus, and the flavor’s funny, so that’s pretty great. I think that common combat tricks in the GW sphere have always been a little funky, especially with Ravnica’s weird return to that again and again. There was even that green one, but searching for things that have multiple instances of “target creature” on Scryfall is such a pain.
Where to improve: Seeds of Strength is weird, but they’re all +1/+1 so at least that much makes sense, same buffing all around. Martial Glory is a little harder to grok sometimes, but it’s only up to two creatures, so that’s not the worst that can happen. If you have three creatures, then this card has a number of options that is legitimately making me worried about my ability to do simple math and statistics. The variance here in P/T distribution is off the charts. Yeah, it would make sense in-game, but just on principle, I don’t want that much at common. It’s—you know what, I’m gonna do some math. … There are at least 27 different variations if you have three creatures. I don’t think that that’s what people need at common.
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@narkis24 — Unbound Devil
Things I like: Pushed P/T with drawback is totally valid. I like the fact that the “unbound” in the name refers to the fact that you can’t control it, literally, without someone holding the leash. That could make for some fun flavor things. If you’re on-curve, then you got some big beats that you can get in early.
Where to improve: I honestly wonder if it’s too much, actually. Yeah, it has to attack every time, but if you can get a one-drop then this then any removal on-curve and/or more Devils, then you’re in one crazy good spot. I think in terms of power level, this is uncommon for sure. In terms of abilities, I did a little searching, and there isn’t any precedent for non-temporary control switching at common. That’s for a good reason, IMO. Again, this is a great card, but definitely uncommon. And a good draft uncommon, too!
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@nicolbolas96​ — Lost to Memory (JUDGE PICK)
Things I like: This is a really funky pauper card that also happens to have great draft function. The destruction is conditional, but on-curve you’re going to be fine with it. If there are no good targets, you can at least get a card out of their hand and deck. I think that the versatility there is awesome and that this card is definitely up there in terms of playability. And, well, it’s not that powerful. That’s a good thing! It stays at the common line while having great effects and not pushing anywhere it doesn’t need to be. Yeah, maybe the Pauper-rack meta doesn’t want it at sorcery speed, but heck, I think it’s great. Good with Chittering Rats
Where to improve: The flavor text lacks something for me. I know sometimes he asks questions, but unless they’re directed at someone specific, they tend to be either contextual to another statement or answered. I don’t know, it just doesn’t feel as...suave as Bolas usually is. It seems small but it’s a hangup for me. Feel free to up his grandiosity.
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@partlycloudy-partlyfuckoff — Idyllic Falchion
Things I like: Heh, back to equipment. You know how I feel about that. Interesting sacrifice trigger. I think that that’s the strongest part of the card in terms of—well, maybe not power, but in terms of the “cool” factor and “push” factor. It’s fine for common, and it’s strong, and you need the color to cast it, so that’s awesome. And bonus points for making me look up the word “falchion” too; it helped to envision the weapon and scenario you had in mind.
Where to improve: The second ability doesn’t work. The equipment would need to be on the battlefield for the equip cost to be activated. Instead, it would read: “{cost}: Return ~ from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.” And that would honestly be kick-ass for like...six mana? Get that in your archives, ‘cause I like the idea a lot. As it stands, doesn’t work rules-wise.
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@rasputin-gold​ — Copse Fiend
Things I like: “Copse” got me, and I like the vocab check there, very nice. I think that your typing and the general mood is really fantastic, and holy crap, look: that flavor text literally gave  me a touch of ASMR. It’s not the next great American novel, but it fits so well, and it feels great and creepy, and it tells me so much, and that, that’s awesome.
Where to improve: Let’s take all that mood and make a different card with it, because there’s...a lot going on. A four-mana 4/3 with wither would be totally fine by itself at common. GG activation for a lure? Okay, makes sense, but combined with the wither, that’s something that’s far too powerful at common, assuming a set with the mana alignment to make that happen. The assumption that you have a Forest (capital F!) to give it first strike (tertiary in black and NOT in green) and potential recursion is way too far gone. If this card were presented without rarity I would assume it was rare. So, yeah, this is one of those times where it’s not a bad card but for this contest it’s just too much. Keep it appropriate for rarity.
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@reaperfromtheabyss​ — Dwarf Forge Scrapheap (JUDGE PICK)
Things I like: Well, I already talked about the clues from the winners’ post, so I’ll go out on a limb and say that yes, I like this one too. A combination of the “shifting animated pile of knobs and gears and junk that when animated can come to life and hit you in the face” with “forget this I’m gonna make mana” is pretty funny to me, in that dry card way, and this card in general is pretty cool. In terms of gameplay, yeah, you can have a beater on turn four if you really need the boost, or late in the game as a colorless source, but it’s also mana-fixing, a three-mana buttwall, and just a cool card all around. I think that this is one of those that could have great art flavored on a cool world, and the name could be changed to fit just about anything. 
Where to improve: “Add ONE mana of any color.” ONE. I’m unreasonably curmudgeonly about that error, somewhat jokingly, a little rib-nudgingly. Easy oversight, but don’t let it happen again! (Kidding, kidding, I know I need to up my editing skills too.)
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@snugz​ — Sidestep
Things I like: this card. I like this card, dangit. I don’t care that it wouldn’t be very playable in a whole lot of decks or archetypes as a weird combat trick, but I like it. It’s simple and funny and plays into the “I’m gonna right myself while tripping you up” gag and that’s great. The simplicity speaks to some Rookie Mistake vibes that I’m down with.
Where to improve: Again, I don’t think it’s playable. I could see them printing this card and having it be basically draft chaff, but maybe not, maybe it’s something in a combat-trick heavy set with some radical payoff. Maybe it’s a pauper Heroic card that could make the deck tier-1. But it’s so simple that it’s hard to talk about! I’m sorry I can’t give more feedback than that, honestly. The card’s too well-made. So, with that in mind, you need to season this steak. Any flavor text for any context would be awesome.
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@starch255​ — Scab-Clan Brawler
Things I like: 100%, this feels Gruul. It’s a big fighter that’s on-curve with some brutal flavor despite no flavor-text. The notion of the Gruul tribespeople fighting among themselves comes across here fantastically, and having a 3/3 trampler is definitely something that a RG drafter will want on turn three.
Where to improve: [Foreword: This is a lot of text and I swear it’s mostly not criticism; you made me think.]  Brawl needs work. A lot of work. As it stands, either you lose a small creature, you lose this one and put a +1/+1 counter on your bigger creature, or you happen to have a 2/4 that can survive. I am… I’m working this out as I’m writing, and I want to like it, and I want to improve it, but the more I think about it, the more I think that the mechanic isn’t the problem. I think it’s actually surprisingly complex, almost more complex than a Gruul player would want immediately. The choice of payoffs is so hard to think about—and at this point, I’m not so much criticizing as I am ruminating. I really want to play with this mechanic just to see if my knee-jerk “fighting your own creatures is bad, ugh” is lizard brain and if there’s galaxy brain behind it. You’ve put me in a conundrum here. Hold onto this one.
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@thedirtside — River Delta
Things I like: Great name, makes sense. I can picture the landscape where you would want this place to appear. Nonbasic lands are pretty interesting to design at common, and breaking away from the Guildgate/Life-gain lands was an ambitious move.
Where to improve: I know fetchlands are weird on the scale, but in terms of probability, the ability to (1) get your colorless mana if need be OR (2) tutor for the land you need while thinning your deck and furthermore (3) getting a 3/3 body once you’ve sacrificed it later in the game… This is borderline rare and might even be pushed for an uncommon. Yes, it’s basic, but in limited that’s a non-issue and in constructed there’s nothing wrong with getting your basic lands just to make this card work for you. The part about it being tapped really isn’t that much of a massive drawback. I like this card a lot. It’s not common power level. Small notes: “shuffle your library” can just be “shuffle” IIRC, and your comma between the 3UG and Exile seems wonky.
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@wilsonosgoodmcman​ — Ruthless Vigilante
Things I like: Gotta love a vampire rogue. This particular card doesn’t seem to have a home, but it doesn’t seem to be sending any mixed-messages either. Ixalan doesn’t really want the roguishness, Dominaria could have it but where’s the vigilantism, Innistrad has different colors, Ravnica has different flavors, etc. etc. So does it belong? Yes! But “were” is yet to be determined. That’s totally okay. 
Where to improve: IMO, your abilities are too strong together. Vigilance and deathtouch is a pretty powerful combo once you get yourself in a position where you can attack, because, well, then you still have a murderous blocker. There’s a reason it hasn’t appeared at common yet. The lifelink feels a bit odd, honestly, and the toughness boosting feels out of place. Why is an aggressive vigilante boosting its toughness? Actually, why does a rogue have vigilance? There’s no precedent or flavor connection there. I’m just not feeling what this card is offering me. It might play, like, fine, but it doesn’t feel good and it doesn’t feel like it has a place that couldn’t be replaced by a more cohesive card.
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@wolkemesser​ — Dry Sands Summoning
Things I like: We haven’t had a real good desert world since the Abzan from KTK, and I miss that. Having a sandy feel and aesthetic could be really cool here, and I think that what you were going for what the flavor of turning the desert into, like, part of the warrior tribe. That much I like a lot.
Where to improve: I find myself a little frustrated trying to write commentary, because there’s a lot to go on here and I don’t want to be too harsh. I’m going to address the individual parts, but in general, please, please run these cards by people before submitting.
The hybrid cost is fine but that’s pushing it a little. Eventide was an exception I personally liked, but the color weight doesn’t always play well with others. That part is honestly fine.
Enchanting cards in graveyards should never currently appear at common. Spellweaver Volute is a rules nightmare/abomination. 
It would be “Enchant land or land card in a graveyard.” “Warrior” needs to be capitalized. “Enchanted land is a 3/1 Sand Warrior creature with haste. It’s still a land.”
What is the purpose of having a land also be a creature in your graveyard? At common? I can’t envision any scenario in which that would be a reasonable theme. It can’t attack from your graveyard, it would be weird for type-changing in the graveyard with Conspiracy, and it wouldn’t move it to the battlefield either.
The retrace is a decision that’s almost designed to cause confusion. So it could enchant a card in a graveyard, but not be in a graveyard, until it’s in your graveyard, whereupon you can discard a land to cast it from your graveyard, but not target a land discarded this way.
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@yourrightfulking​ — Mutilated Faerie
Things I like: This name and the intention of the flavor text is almost grimdark; I’m not averse to that. I actually really like the fact that it can’t block, because it lets you have deathtouch with a little more aggression. The fact that it’s an assassin almost makes me wonder about the story of this individual character, and you know what, that means that flavorfully you’re doing something really right.
Where to improve: The “human sacrificing” part feels important to your implied set, and I don’t know how to feel about that. You get a 2/1 deathtouch body and potentially take out another faction? I mean, if this was Eldraine, this card would probably be actually sought in drafts with the human as-fan. Might be a little too powerful on that front depending on the environment. But, uh, the flavor and name? I want to like it but it’s more confusing than not. “Pixie plucking” seems like either a poaching crime or a children's game, and the reason WHY pixies are plucked could be better specified. The second sentence is a fragment. Your story implies that a plucked pixie will 100% die, but then, how did this one get mutilated? To kill the culprit, the pixie would have had to escape mutilation, and this mutilated one apparently survived a 100% kill rate? Not sure where you’re going with this. Sort it out and you’ll be fine.
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And there we have it. Again, I wanna stress, I’m using my best judgement and opinions here, but people are absolutely free to disagree. I hope that the constructive portion, even if it’s something you disagree with, helps see another perspective. Lots of cards here help me see other perspectives as well, and thank you for that. Tune in for something tomorrow. What will it be? The world may never know. Or maybe it will. Or will it?
— @abelzumi​
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wr173r-8l0ck · 4 years
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What if My Hero Academia Characters were in the Riordanverse pt. 1: Students
Yeah, yeah, this is just MHA students for now, I’ll have other characters soon, okay! Anyway, here’s MHA students of 1A and 1B (including Shinso) as demigods in the Riordanverse!
Yuga Aoyama: Son of Aphrodite. Not even a good one, unless you need someone blinded by his glitter-gun. Oh yeah, he has a glitter gun with lasers for maximum flare. Is he completely over-the-top? Absolutely. But is he good in a fight? Surprisingly, yes, kind of very, turns out glitter confuses monsters very well.
Mina Ashido: Daughter of Hermes and legacy of Hecate, capable of inhuman movements and can produce a slime that magically dissolves anything. She also tattooed her eyes black and yellow for some weird masochistic reason that no one, including herself, doesn’t understand. She’s still neat though.
Tsuyu Asui: She’s a frog-turned-human by Ochako. She still has her tongue, leaps, hops, camouflage, a reversible stomach and poison that can kill a group of whales. And he can still inflate her throat like a balloon, which makes for good scares. Very good scares…
Tenya Iida: Son of Mercury, he never skips leg day. Never. Seriously, have you seen those legs? He could crush a car with those puppies! Or crush monster heads with those thunder thighs! Which he actually does quite often. He doesn’t skimp out on upper body exercises either, but LOOK AT THOSE LEGS OF THUNDER!
Ochako Uraraka: Daughter of Hecate, she specializes in a set of spells that manipulate an individual object’s or being’s gravitational pull. It’s gotten to the point where she makes anything she touches with five fingers on one hand, it will float, no matter what, which is why she wears gloves all the time. She likes floating whoever she finds particularly annoying way up into the sky.
Mashirao Ojiro: Son of Mars, he’s an expert martial artist and very, very good at multiple of them. He’s lost multiple sparring partners because of his profinity with a number of weapons, and his lethality without any weapons. Seriously, he once defeated a Drakon with his bare hands! And another dead drakon’s teeth!
Denki Kaminari: Legacy of Zeus and Apollo, each by about 50 generations. About as bright as his godly ancestors (not very), but he still makes one Hel of a lightning bolt, and he’s also pretty good with a guitar and lyre. And classical literature and culture, like Apollo’s Kettle, who taught him all that?!
Eijiro Kirishima: Son/creation of Vulcan, his blood and skin are pure liquid gold, bronze and diamond he can infinitely harden for a period of time. It also obtains unnaturally sharp edges, and given his tendency to go hard when excited, he has made his friends frequent the infirmary for cuts and broken ribs.
Koji Koda: Son of Actaedon, he can talk with wildlife. He’s also a Legacy of Heracles, hence his size. His hugs are nice, war and gentle. Unless you’re an enemy, his bear hugs can break spines and it’s fucking terrifying.
Rikido Sato: Son of Mars, this guy has a serious sweet tooth. He’s also surprisingly gentle for a guy that can decimate an opponent with a single hit. Oh yeah, he can one-shot a hellhound with one punch (que the epic op) to the head.
Mezo Shoji: Son of Ares, he’s surprisingly level-headed. And malicious. Seriously, this guy always has at least ten different weapons on him, on top of him knowing a variety of potentially lethal moves. His arms are known as the Anacondas for a reason. Well, he lost his two precious anacondas in battle, but now he has six bronze automaton anacondas, fuly articulated and loaded up with all kinds of weapons for maximum effectiveness in battle! Actually fuck that, he’s way more terrifying now, who let him get all that stuff?!
Kyoka Jiro: Daughter of Apollo, she’s a top-tier musician, singer and is moderate with a bow and arrow. She can whistle in the ultrasonic range, clap like thunder, sing and play like either a sweet little bird or a whole-ass heavy metal choir without ruining her vocal cords, and she gives the opposite amount of fucks that Zeus does (ie. zero).
Hanta Sero: Son of Hermes, he inherited a pair of magical tape dispensers that can dispense any tape in any amount of any properties he chooses. He uses them to swing around like Spider-Man, which made him a regular visitor of the infirmary until Momo made him a special harness to keep his joints from dislocating. Somehow, he still gets his shoulders dislocated.
Fumikage Tokoyami: Son of Erebos, he suffers from split-personality disorder, but it’s fixed nicely by his inner demon incarnate made of pure darkness he calls Dark Shadow. They have a strangely healthy and wholesome relationship for a boy and his literal inner demon, and they even help each other (or embarass, take your pick) in social interactions.
Shoto Todoroki: A Legacy, descendant of Hel and Surtr, capable of making ice that freezes fire, and fire that burns ice. He gives so little shit he’s actually oblivious to social cues, which makes for more than a few funny moments on quests with him.
Toru Hagakure: Legacy of Iris, she can manipulate light around her to turn invisible or project bright flashes. Campers often say hi to her even if she’s not there just in case.
Katsuki Bakugou: Son of Ares, with rage and instincts of combat so strong and powerful he can convert his sheer rage and passion into explosions in the palms of his hands. He generated more than one explosion with the explosive yield of a nuclear weapon in his life. How he hasn’t gone deaf yet is beyond most people, though he does still know a variety of sign languages in case he does go deaf.
Izuku Midoriya: Son of Athena that was gifted the Spartan Spirit, a powerful enchantment formed by Kratos, Nike, Bia and Zelus, to protect humanity in its greatest times of need, and bestowed upon the most well-meaning and kind-hearted individuals of an era. He ends up breaking his bones an absolute shitton, and is a regular at the infirmary. The healers and smiths absolutely loathe him by now.
Minoru Mineta: Died on a quest. His quest-mates say ��by accident’. Everyone knows it was very deliberate, but then again, everyone hated him and is fine with him dead. Some people wanted to be the ones to kill him though.
Momo Yaoyorozu: A Legacy, granddaughter of Hephaestus and Athena, capable of making virtually any machine. She’s also very fidgety, and once made an entire army of fully autonomous grass soldiers that went on to terrorize the other campers for a bit. In thirty minutes.
Yosetsu Awase: Son of Hephaestus, he also likes to make stuff. Though mostly he combines already existing tools, gadgets and machines, and makes weird amalgamations. He once fused an automaton bull, an automaton dragon and a school bus, and it actually, somehow, despite all logic and reason, fucking works.
Sen Kaibara: Son of Ares, he’s pretty chill compared to his kin (especially Katsuki and Setsuna), mainly due to him bottling up his anger. Which he can unleash as tornadoes around his limbs, which he can use to drill through walls. Thank gods he doesn’t lose it too often.
Togaru Kamakiri: Son of Ceres, he likes farming tools. Especially ones with blades. That’s lead to him using all kinds of sickles, scythes (both farming tools and war scythes) in combat, and even axes, shovels, various lawn mowers...
Shihai Kuroiro: Son of Nyx, him and Tokoyami get along exceptionally well. Given his ability to shadow-travel and use shadows and darkness as materials to make some pretty nifty weapons only he can use, he’s strangely bright and like a Sun. At least among the two stepbrothers of darkness, and the bar for eing the sunny one is set very low.
Itsuka Kendo: Daughter of Athena, she excels in critical thinking and a variety of martial arts. And knocking out her piers with precise attacks when they start to get exceptionally annoying. Mostly Monoma. Scratch that, especially Monoma. Okay, nevermind, only Monoma.
Yui Kodai: Daughter of Trivia. She excels in potions and spells that manipulate the size of objects, so much so that she has to resort to gloves because she now naturally makes things smaller with her left hand, or bigger with her right hand. She’s the calm one of the 20 people here.
Kinoko Komori: Daughter of Demeter, she has a soft spot for fungi and mushrooms. Which she can make grow rapidly. Very rapidly. She’s fun at parties.
Ibara Shiozaki: Daughter of Demeter, she dyes her hair green with actual chlorophyll for some reason (“To feel one with the beautiful plants,” she says), but she can also grow and manipulate vines and other vine-like plants, along with trees, quite effectively, and she has some rose and poison oak (she’s immune to it) seeds in her hair. Don’t ask, her answers are just as ridiculous as the chlorophyll-dyed hair.
Jurota Shishida: Son of Mars, he’s been cursed by most likely Hera to be a humanoid boar/dog thing. He’s especially good at wrestling, and is very diplomatic in his approach. Until he gets pissed, then he charges like a boar and yes, he keeps those tusks of his sharp.
Niregeki Shoda: Legacy of Hermes, son of Hephaestus, he likes to make explosives and plant them everywhere. More than a few campers were scared. Except Katsuki, who tried to outdo the ground (Niregeki’s mine) in explosive yield and put skylight access in the roof of Bunker 9. Niregeki had to repair it.
Pony Tsunotori: Legacy of Poseidon, she can shapeshift. She likes to shapeshift into horses, bulls, deer and goats (including mooses and buffalo), and she has a nifty gadget from the Hephaestus and Vulcan campers in the shape of horns that transform with her, giving her detachable remote-control horns. 
Kosei Tsuburaba: Legacy of Jupiter, son of Ares, he’s competitive and can make walls and blades out of air. Especially annoying for monsters because they can’t get to him, period, and every time they try, they don’t get past his walls of air for a whole minute before someone either cuts/hacks/slices them to bits, freezes/burns them alive, blows them up with their fists/explosives/expanding stones they previously ingested or some other way of disposing of a monster.
Tetsutetsu Tetsutetsu: Son of Vulcan, capable of turning to pure steel over his entire body, also increasing his strength. Because of this, and his tendency to go hard whenever he’s excited, he’s made his friends frequent the infirmary for bruises and broken ribs. Except Kirishima.
Setsuna Tokage: Daughter of Ares, she’s actually been hurt pretty badly in one of her fights (she went on a Quest with Katsuki, and no, it wasn’t him who hurt her, and yes, no one really believes that story either) and had to have automaton grafts to replace her limbs, a part of her lower jaw, her eyes and the muscles around her spine, along with parts of the vertebrae. Which she asked to be detachable and splittable in as many pieces as possible, which she can control telepathically and uses to troll other campers. A lot. Especially two certain sons of Vulcan and her half-siblings.
Manga Fukidashi: No one knows what he is, they just know his head is a speech bubble and he can make anything he writes real.
Juzo Honenuki: Legacy of Gaia, he can virtually liquify the ground (does not work on metal or wooden floors). He trolls a lot with this ability. And I do mean a lot.
Kojiro Bondo: A golem? A person? His head makes it hard to tell whether he’s a demigod or a monster to be honest. And his glue-like spit doesn’t help much either.
Neito Monoma: Legacy of, you guessed it, Zeus! He has a superiority complex because of this, and he frequents the infirmary on the basis of Itsuka or whoever he was annoying KOing him constantly. All that brain damage probably isn’t helping his mental issues…
Reiko Yanagi: Daughter of Hecate she can make things she touches float and fly around using some sort of incantation. The biggest she can do is double her own body weight, but that doesn’t stop her from delivering high-speed flying punches and scaring other campers.
Hiryu Rin: Son of Mars and Legacy of Poseidon, he can shapeshift into various animals. Most notably a mix of human, hedgehog and a lizard. Sharp, painful and deadly precise. And also meditating. And a lot of it.
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xellandria · 3 years
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Zmija Yilan was a temporary character I played towards the end of our Tomb of Annihilation campaign after my boy Alexus got petrified by a beholder somewhere deep in the bowels of the tomb itself.  We were able to “salvage” both him and Amara (who had also gotten petrified in the same fight) by shoving them into the Bag of Holding, but short of having the two of us sit on the bench while the remaining two party members waddled back to town, we had to roll some new characters.
I spent most of the week between the petrification and the new characters appearing being mad at myself for not remembering I had Inspiration I could have used to reroll either of my failed dex saves and not being able to do much beyond that, but with less than 72 hours left until she had to debut, I finally pulled an idea out of my butt, ran it by the DM because it involved Shenanigans™, got the OK and started designing her. Thus was born Zmija Yilan, whose appearance was based partly on an old photo that was semi-viral on Tumblr several years prior and partly on Xelloss from Slayers because when I’m in a pinch, that’s always who I fall back on, and have been doing so for like, 20+ years at this point lmao.  Personality-wise, there was a post floating around Tumblr that week about proverbs in various languages that, when translated literally or without context, made very little sense so she got a lot of that (and associated misunderstandings based on language mix-ups) mixed in with—again—Xelloss from Slayers, because I am a hack.  I would probably never play her again because she was so firmly entrenched in that campaign and also there’s some parts of how I designed/played her that I look back on and am like “ehhh I’m not sure I’m comfortable with the optics of this,” but I enjoyed playing her a lot more than I expected, and I look back on the end of our Tomb campaign very fondly because of it.
I haven’t been able to talk about her in public both for a lack of reason to do so and because I didn’t want to “spoil” my group in case they found my various social media posts, but as it’s nearly a year since she was introduced and nine months since the campaign ended, I’m gonna absolutely wall of text the shit outta this bitch, rofl (that said there’s baby’s first nekkid pin-up under here so assuming Tumblr lets me actually post it, fair warning for that under the cut)
Zmija Yilan - level 8-10 Human* Warlock (Great Old Ones/Pact of the Tome) (usually this is where my D&D character posts put stats but I don’t actually have access to her character sheet anymore, so let’s just pretend she had something ridiculous like maxed Charisma because I remember my spell DC being ridiculously high)
Zmija Yilan is a traveler from the far-off land of Zemlya, and a disciple of Matrymriy, one of the "family" of five gods in the pantheon of that region.  Matrymriy came to Zmija in a dream one night and told her to travel across the seas because She had a task for her, and that she would learn more once she reached her destination.  She's been traveling around Faerun for seven or so years—reaching one place, being given hints to go to a specific location, and upon reaching it, being told to travel on without seeming to do much more than just Be There.  Upon reaching Chult sometime within the last few months, her patron's hints indicated that she should travel to a place called Shilku Bay; she hired a guide (named Salida) and a bodyguard (a Fort Belurian mook) with what little locally-acceptable currency she had; they got separated after being attacked by a band of undead, and after failing to reunite with them, she was wandering around lost, trusting that Matrymriy will guide her where She desires her to go.
Part of her wandering had her end up in the Tomb of the Nine Gods itself, where she encountered our adventuring party (down two player characters) desperately trying to find their way out of the tomb in the hopes of returning to Port Nyanzaru to depetrify their friends.  Our barbarian’s player immediately distrusted her because I’d drawn her tabletop token with her back to the camera, which was an awkward feeling almost immediately returned in-game because both the barbarian and paladin aren’t hardcore RPers but they had to carry all the RP weight as they were introduced to this new character and explain that they were there to destroy a lich (both because it was the source of all the bad undead in the area, and because they’d been promised a reward—a motivation Zmija understood, as “a hungry bear will not dance.”)  Beyond the usual RP awkwardness there was an additional layer of awkwardness between the characters IC as at the time, Thokk was barely wearing more than a breastplate and loincloth, while Zmija was covered neck-to-ankle despite the heat and humidity of the region.  She claimed that in the culture of Zemlya, having strangers see your skin was a mark of great shame and that modesty was of paramount importance, so seeing so much of him was very off-putting and threw her off-balance for much of their initial interactions. 
Getting off on the “wrong” foot with the party and pushing as hard as I could into Zmija’s quirks (the weird proverbs, sprinkling in her Zemlyan vocabulary and making a point of her being from Very Far Away with Very Different Customs) meant I went a little too hard on them at the beginning, which is partly what I’d do differently and partly why the whole thing ended up working, so it’s a weird retrospective balance.  If my partymates had ever shoved (almost) any of the names or places Zmija mentioned into google, they probably would have twigged to the scheme pretty dang fast.
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In reality, Zmija is not a human traveler from Zemlya, because surprise! she's actually Zsaksatyi, a Chultian Yuan-Ti Pureblood under the command of Fenthaza.  She worked as a bit of a double agent/interrogator within the Fane prior to her current assignment (hence her spell list's focus on information gathering, silent communication, and manipulation); she's been fleshing out her alternate persona for years and would occasionally pretend to be a captive and be thrown in one of those cells the party was in to get relevant information from the other prisoners, or assist others that were interrogating prisoners by more direct means (via Detect Thoughts).  In-universe, the language she pretends to speak is mostly made up, and something she's been working on for years at this point—it's not a fully-fleshed conlang and she only has a couple hundred words and phrases but it's enough to be consistent and believable when she sprinkles it into regular speech.  Since there's no real risk of running into anyone else from Zemlya (because it doesn't actually exist), it mostly didn't matter, and since there's actual meaning behind the words she does have, in theory it would have held up to a spell like Comprehend Languages as well. Out of universe, the language she speaks is an amalgamation of my own conlang stuff (which, like the in-universe version, is very limited and not complete) and various words and phrases pulled mostly from real-world Slavic languages (russian, croatian, hungarian, etc) with a little bit of Turkish thrown in when my English-only ear felt that it fit or when I had already used a word and needed another word for the same thing.  Zsaksatyi (pronounced dzahk sot-YEE) is the only name/word in the whole mess that doesn’t actually mean something somewhere, and was a combination of syllables from an online Yuan-Ti name generator that I kinda liked together. If she had ever been outed, I would probably have come up with something a little less cumbersome for me and my (almost certainly wholly monolingual) D&D group to say... but she didn’t, so Zsaksatyi it stays!
She very much looks up to Fenthaza and almost idolizes and worships her—if she ever had to choose between Fenthaza or Dendar, things might have gotten a little bit rough for her (possibly no matter which way she ultimately jumped, though I imagine Dendar's vengeance would be more immediate, if Dendar's a hands-on sort of patron).  Thankfully (for her), there was very little risk of that given that the party had left Fenthaza on reasonably neutral terms (having already helped her oust Ras Nsi from his position of power in the Fane and the party having essentially marked that dungeon as “cleared”). Fenthaza had sent her to scout the Tomb of the Nine Gods and locate (or steal) an artifact known as the Black Opal Crown, which will allow the Night Mother to emerge into the world.  The group actually came across the crown pretty soon after Zmija (and our other new character, a firbolg druid named Mei Ren who replaced our cleric, Amara) joined them, but the party couldn’t figure out how to get it out of the room it was in and Zsaksatyi was content that it would be safe from both our group and other adventurers there while she found her way back to the Fane (though she Sent the location to Fenthaza in case she wasn’t able to make it back).  That was actually like, halfway through the session right after she’d been introduced so having her sneak off that fast would have been absolutely wild, so I kept playing her as Zmija and while there were myriad opportunities for her to be discovered—including a hallway where any non-magical non-living thing got evaporated, up to and including clothing—she never was.  The fact that the only spells she ever used spell slots on were Hex, Counterspell, and Identify never really got commented upon, because prior to her joining the party we didn’t have a source for any sort of utility magic and we’d been feeling the lack for a while.  She was a lot of fun to play just as Zmija once I got the hang of her, but the hidden agenda that only our DM & I knew about was an extra layer of fun, too. It would have been neat to see how the party reacted to a reveal, but unless Jim wants to take us back to Chult to actually deal with the Night Mother’s return (because without having to keep up appearances and alignments, I’m pretty sure I could have gotten that crown out of there even before the weird teleport-defying magic of the Tomb got turned off), her story is over for us—taking her outside of the setting she was designed for would be weird... plus we already have two warlocks (well, one and a half) in a party of four PCs; adding a third would be a little bit bizarre, I think.
Her more Yuan-ti features include scales down her spine and across her shoulderblades, on the backs of her hands, and on her hips and thighs—mostly in reds, oranges, and browns, but as she increases in power and connection with the Night Mother, more of them are darkening to Her blue-black; it started right at that spot between the shoulderblades where you always picture being stabbed in the back, and has expanded from there; I imagine by level 20 all of her scales would be that blue-black and may have encroached further on the more human-y leather bits, probably encroaching on her face at the last, which would make being a spy a lot more difficult (even moreso than wearing as much clothing as she already does) but I guess at level 20, do you really need to be sneaking around pretending to be human?
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In direct sunlight or other very bright light, her pupils constrict to slits, which is the real reason for her heavy eye makeup—between the distraction of it and the (somewhat exaggerated) squinting that such light induces, it often goes unnoticed, as it did with her character portrait (although to be fair to my party, Alexus also has slit eyes because that’s one of the traits of elves and half elves in D&D, and also I’m not sure if they ever saw her portrait any larger than 150x150 or whatever Roll20 shows them at). Both her top and bottom canine teeth are sharper, longer, and narrower than is typical for humans, and she is careful not to grin too widely and will cover her mouth when she laughs or yawns, whether she is in disguise or not.  That part I’ve never drawn though, so I can’t really point to that as something the party overlooked, heh.  In hindsight, I wish I'd given her more/heavier snake features but even the official art for Yuan-Ti player characters are very light on them and getting around the differences between human and yuan-ti racials without tipping off the party was hard enough as it was—I took the 120 feet of magic-ignoring darkvision invocation to disguise the fact that she innately had darkvision, I never used my racial spells and abilities unless I was willing to “use” a spell slot on them and had another plausible way to have obtained them, the one time I got hit with a poison ability (which she was immune to) I spent a lot of time “figuring out the math” on how much HP I had to drop, etc.  I also wish I’d given her darker skin, as she is supposed to be Chultian but she is significantly lighter than all the NPCs we came across.  Then again, I’m as white as a sheet soaked in bleach so there’s something weird about me RPing folks of colour regardless (especially given her fake backstory, agh agh agh) so yeah.  Really enjoyed her, don’t regret her, will not ever play her again rofl
In our very last session of Tomb of Annhiliation, the party—fresh off the victory over the big bad lich whose name I can never spell and his weird world-eating fetus—headed back to Port Nyanzaru via the Aarakocra village of Kir Sabal, which the previous variant of the party (of whom only Thokk remained alive and mobile enough to talk to them) had helped out significantly earlier in the campaign, unlocking a flying ritual that we were like “man we’re not coming back here if we’re gonna use it we gotta do it now” to get us the rest of the way to the port.  En route, Zmija tried to leave the group and rolled a secret 15 Stealth roll... contested by 17 and 18 perception rolls from Mei Ren and Thokk, but as she wasn’t carrying much of the party’s stuff and it was the end of the campaign, they kinda just let her give some line about seeing them again in the future maybe, the Mother’s will is unknowable, etc etc.  I think if Duf and Kattii didn’t know that I wanted Alexus back as badly as I did and that we were like twenty minutes (real time) away from actually getting him back, they might have considered that more suspicious than they did.
Pronunciations (and translations): (mostly C&Ped from her bio, which is the only part of her character sheet I can still access on Roll20)
Zmija Yilan: zMEE-ah yee-LAHN.  Because I'm subtle as hell, that's Croatian/Russian/Ukranian (first name) and Turkish (last name) for "snake/serpent," according to the internet.  What do you mean Remus Lupin is a werewolf?!
Matrymriy: mah-tRRuh mRREE (Rs are rolled).  Matrymriy is Zmija's claimed patron—one of five major Zemlyashan dieties—but she'll state that she doesn't know the name that she goes by in the local dialect.  That's only partly true, of course—мати мрій is Ukranian for "Mother of Dreams" (at least according to google translate), which is close enough to her patron's actual names and titles (Dendar, the Night Mother) that she can get away with it without actually raising suspicions about the true source of her powers.  She'll also do that thing where if someone tries to say the name back to her she'll "correct" them by saying it exactly the same four or five times and then "give up" and accept whatever "butchered" version the speaker comes up with, except she'll do it even if they're actually saying it perfectly correctly.  She may do this with her own name as well (sorry, Jim. And Duf. And Dustin. And Kattii. And Kattii's coworker, if he ever joins us and I'm still playing this character by then, lmao.) (2021 addition: and literally everyone who has a name that isn’t typically pronounced by us English-only plebians, I am so sorry I’m not better at your language)
Zsaksatyi: dzahk sot-YEE.  Zmija's real name, when she isn't pretending to be a human.  That doesn't mean anything as far as I know, it was just a combination of some of the syllables the random Yuan-Ti name generator was coming up with that I liked (which is also where "Itszella" was from), lol.  I may end up changing it to be less cumbersome at some point, unless it comes up before then and ends up written in stone, but I'm on a bit of a time crunch for the moment.
Zemlya: zem-lyah.  If pressed for more detail on where in Zemlya she's from (e.g. by someone pretending to know details about her country), her home town is Fal'shyva (fall-sheh-VAH), southeast of the capital of Hayali (HI-yah-LEE) and just north of the port city of Farazi (fah-ra-DZI), which is where she originally sailed from seven years ago. фальшива земля is Ukranian for "fake land," Hayali is Turkish for "imaginary," and Farazi is Turkish for "hypothetical," lol.
Proverbs & (approximate) Pronounciations: (if I recall correctly, asterisks indicate ones I had used, so I didn’t repeat myself too frequently)
Wziąć się w garść (zvun shih garsch): lit. take the self into the fist (polish), pull yourself together Галопом по Zemlya (gal-OH-pohm poe zem-lyah): lit. galloping across Zemlya (russian), to be hasty/haphazard. * У кого немає собаки, полює з котом (Ooh koe-hoe meh-MIGH-eh soe-BAH-kay, poe-LOO-yay koh-tome): lit. who does not have dog, hunts with cat (ukranian, original proverb is portugese), make do with what you have. Z choinki się urwałaś? (dzi hoink-E she urr-vahl-wash): lit. did you fall from a Candlenights(aka Christmas) tree? (polish), you are obviously not well-informed; are you dumb? * Mi o vuku (MEE oh voo-koo): lit. to talk of the wolf (croatian), speak of the devil. * Thalai muzhuguthal (tha-LIE MOOz-GOO-thal): lit. pour water over someone's head (tamil), cut off a relationship. * Хоть кол на голове теши (coat-coal nah gohl-ehvee teh-SHEE): lit. you can sharpen an axe on this head (russian), a very stubborn person.
Other Languages Are Hard Today, Let’s Just Proverb It In English:
Cat's Forehead (japanese): a tiny space, usually used humbly to refer to owned land. It fell between chairs (swedish): group work that everyone assumed someone else would do, and didn't get done as a result * It gives me a beautiful leg (french): fat lot of good that'll do me Drown the fish (french): avoid a subject by talking about anything and everything else, confuse the issue In a river with piranhas, the alligator swims backstroke (brazil): protect your weaknesses * Accusation always follows the cat (iraqi): it's easy to blame someone who can't defend themselves The honey only sticks to the mustache of he who licked it (arabic): he who smelt it, dealt it * A hungry bear does not dance (greek): the reward must be worth the cost (or at least exist) * The crayfish sides with the crab (korean): people who have a lot in common stay friends * If you can't live longer, live deeper (italian): get the most of your time * A spoon does not know the taste of soup (welsh): intelligence is not wisdom Examine what is said, not who speaks (arab): don't take things at face value * Turn your face to the sun and the shadows will fall behind you (new zealand): have a positive outlook He who does not travel, does not know the value of men (moorish): wide experience is gr8 Do good and throw it in the sea (arab): don't expect anything back from kindness * Shared joy is a double joy; shared sorrow is halved (swedish): friends make things better If you want to go fast, go alone.  If you want to go far, go together (african): strength in numbers, speed on your own.
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swanqiu · 3 years
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A STUDY IN CHARACTER LAYERS.
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——— slight mentions of: drugs, death
LAYER  001 :   THE  OUTSIDE.
NAME.   zhang qiu / “cho chang”.
EYE COLOR.   light brown.
HAIR STYLE / COLOR.  black, although more of a dark brown in most lights. she usually wears it down, if not in a neat bun at the office or a nice plait during matches.
HEIGHT.   5′3″
CLOTHING  STYLE.   black jeans! athletic shorts! small pieces of statement jewelry! turtlenecks! sleeveless tops with lacy straps! rayon blouses with 3/4 sleeves! tapered slim-fit pantsuits! shoes with some height that also pair with many different outfits! muggle hoodies supporting the local rugby and football teams! she “borrows” her partner’s tees and sweaters and casual wear, so lol add those to the list. she’s big on practicality and comfort over flair and height of fashion, but she does like keeping up with trends and coordinating her outfits to reflect that.
BEST  PHYSICAL  FEATURE.   her smile! it’s absolutely very cliche, but when she smiles and her nose does that crinkly thing and her eyes get all starry, it’s very unfair how powerful it is. alternatively, she also has a great ass, so there’s that.
LAYER  002 :   THE  INSIDE.
FEARS.   losing people she loves. having someone d*e during a healing procedure and her mind just shutting down during it.
GUILTY  PLEASURE.   parfaits! going for a late night fly! being on top!!!
BIGGEST  PET  PEEVE.   people who sneeze/cough without covering their mouth and nose. people in the magical community who somehow think muggles are “less developed” or “behind” without magic, when they’re the ones who haven’t even moved beyond printed news and radios to circulate current events and pop culture tbh.
AMBITIONS  FOR  THE  FUTURE.   to successfully campaign for a british seat at the international confederation of wizards (delegate timeline); to patent a line of at-home salves and develop at least one healing spell by the end of her residency (healer timeline); to just be the best mom and partner possible, honestly! (divorced verse)
LAYER  003 :   THOUGHTS.
FIRST  THOUGHTS  WAKING  UP.   huh. 6 AM already?
THINKS  ABOUT  MOST.   how other people are doing.
THINKS  ABOUT  BEFORE  BED.   any of the interactions she might have had that day.
WHAT  THEY  THINK  THEIR  BEST  QUALITY  IS.   her ability to depend on herself. her sociability. her commitment to fight for what’s right.
LAYER  004 :   WHAT’S  BETTER ?
SINGLE  OR  GROUP  DATES.   single (unless you’re harry potter and have to meet up with hermione later in the day). group dates are sometimes useful for gauging potential partners’ ability to crack on with her friends, though.
TO  BE  LOVED  OR  RESPECTED.   loved. respected. both?
BEAUTY  OR  BRAINS.   brains— for herself and for a potential partner. BUT i can’t lie, if we’re being really honest here, i’m absolutely tempted by the idea of cho being with a heart-of-gold jock whose sole purposes in life are to get gains, look good, and love cho. cho x himbo king is canon btw; the muggle she marries is a *checks notes* brickhouse rugby player who rescues animals on the side and doesn’t know the first thing about how getting sick works but will gladly and fondly listen to her explain everything from antibodies to the common cold to why wearing a mask helps.
DOGS  OR  CATS.   both.
LAYER  005 :   DO  THEY…
LIE.   not really, and never with bad intentions. as she gets older, she learns to use it more for self-preservation.
BELIEVE  IN  THEMSELVES.   yes.
BELIEVE  IN  LOVE.   yes. always.
WANT  SOMEONE.   no. in her divorced verse, the answer strays more toward yes.
LAYER  006 :   HAVE  THEY  EVER…
BEEN  ON  STAGE.   yes. ravenclaw common room parties are a whole event. terry boot may or may not have the negatives of the one time she sang karaoke to abba’s “dancing queen” on roger davies’s 17th birthday.
DONE  DRUGS.   yes. her muggle psychiatrist recommended medical mar*juana to cope with the very rare night terrors. she tried it for a little while, and it worked, but she ultimately prefers the calming potions made by healer pye. she used sleeping draughts for a little while after the war (who didn’t), but she hasn’t used them since.
GOTTEN  DRUNK.   lmao yes. me, ess the mun, cupping my hands around my mouth: baby girl’s a light weight, y’all!
CHANGED  WHO  THEY  WERE  TO  FIT  IN.   no. part of the reason we read about her experiencing ostracization at school (through harry’s pov) was because she didn’t waver in her defense of marietta and was quite open with her emotions (although she ended up having to repress a large part of her grief and anger anyway). she’s very firm about sticking to her resolutions and not bending who she is in order to do that. (that might get slightly lost in romantic relationships, though.) in her moved-to-the-muggle-world verse, she definitely changes her external habits and way of living to blend in, but it’s not so much a change of her character or her person.
LAYER  007 :   FAVORITES.
FAVORITE COLOR.   beige. light purples. dark greens.
FAVORITE  ANIMAL.   swans.
FAVORITE  MOVIE.   the princess bride (1986). in the mood for love (2000). miss congeniality (2000). remember the titans (2000). 2000 was clearly a big year for her and movies.
FAVORITE  GAME.   lmao as if it would be anything other than quidditch! i’m not exactly sure how fans keep up with the sport if they’re not watching in-person, but when league cup season rolls around, the television is on, the radio is tuned, the newspaper articles about game highlights and star players are read, the plumpton tutshill jersey is ritualistically worn...
LAYER  008 :   SLEEP.
HEAVY  OR  LIGHT  SLEEPER.   light sleeper.
WHAT  SIDE  OF  THE  BED  DO  THEY  SLEEP  ON.   the right side— when she shares a bed with someone, it’s more comfortable for her to cuddle up to them if they’re on her left. in her divorced verse, she sleeps on whatever part of the bed the kids didn’t claim in the middle of the night.
WHAT  DO  THEY  WEAR  TO  BED.   old quidditch stuff— she has one or two ravenclaw scrimmage jerseys that are so old the house insignia’s already faded away. she also has endless tutshill tornadoes shirseys and tees that she’s worn and washed so often that the fabric’s become so soft now and is definitely susceptible to hem stitches unraveling. her favorite sleepwear combo is a pair of cotton boyshorts and to go braless under one of her oversized tutshill tees. comfortable— and as flattering and as easy access as possible, for those nights.
WEIRD  THINGS  THEY  DO  IN  THEIR  SLEEP.   she mumbles a lot sometimes.
LAYER  009 :   LOVE.
BIG  DECLARATIONS  OR  SMALL.   small, from her end, but she’s extremely appreciative (and only a little embarrassed) of big declarations toward her.
OPEN  OR  CLOSED  OFF.   open, although she wisely exercises caution with some people and thus becomes more closed off.
LOVE  AT  FIRST  SIGHT  OR  SLOW  BURN.   slow burn! this is also me, ess, exposing myself for my love of a good slow burn.
ONE  TRUE  LOVE  OR  A  STRING.   a string, but maybe it leads to comfortably settling into that true love. she definitely doesn’t believe that there is only and exactly one love out there for each person. that myth is a terrible and disheartening way to go about life, frankly.
LAYER  010 :   FINISH  THE  SENTENCE.
I  LOVE.   "...that things do get better. my friends. the people i consider my family. my children (added for divorced verse).”
I  FEEL.   "...insignificant, in the grand scheme of things. content with where i am, usually. but mostly, i tend to feel everything, unfortunately all at once.”
I  HIDE.   “...the parts of my feelings that lead into anger.”
I  MISS.   "...the simpler days. hogwarts days, honestly.”
I  WISH.   "...i could have had more time. to do things. to be with people. to enjoy certain moments. sorry— a bit vague, huh?”
tagged by: @gramenviride​ ( 💕 )​ tagging: lol i’ve already tagged a lot of you in these dash games/character studies and likely blew up your notifications over the last week; this turned out pretty long and might use more brain power than usual, so i’m gonna go with a general call for anyone that sees this and wants to fill this out to please do it! and tag me if you do! 
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dahliawocd · 4 years
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"Part of her mystery is how she is calm in the storm and anxious in the quiet.”
aesthetics: old marble statues of goddesses, “a sweet disaster”, dusty books on ancient history, ‘intersectional feminist’ pins, chapstick and rouge blush, sunshine filtering through the trees, half finished mugs of coffee, the smell of rain in the air, bare feet in the mornings, film scenes written on napkins in coffee shops, louis armstrong and ella fitzgerald on records, rolled-up sleeves of an over-sized sweater, “courage, dear heart”, spirited debates, romantic tragedy films, reading in the bathtub, losing track of time
Name: Dahlia Wood
Nicknames: Lia
Date of Birth: March 24th, 1988
Zodiac Sign: Aries
Age: 32
Place of birth: Hartford, Connecticut, USA
Sexual / Romantic Orientation: Heterosexual, Pan-romantic
Gender / Pronouns: Cis female, She/Her
Relationship Status: Single
Species: Natural born witch, but she’s just discovered this
MBTI: INFJ
Occupation: Barista at Myriad Cafe while she works on her debut screenplay (aspiring film writer)
Current Neighborhood: Ashville
Length of Residency in Astoria: About a month now, she’s very much a newcomer
Personality:
Adventurous, determined, resilient, affectionate, clever, courageous, intelligent, curious, witty, bold, nurturing, straightforward, anxiety-prone, clumsy, calculating, hesitant, over-emotional, resentful, sensitive
About Dahlia & Possible Connections:
tw: racism, drug addiction, foster system abuse, abuse in multiple forms
Dahlia was born in the east coast of the US to pretty much a single father.
Her mother was a heroin addict, who she hasn’t seen since she was 2, though she can barely remember her. Dahlia was mostly raised by her aunt and father until she was 9 when the courts decided he wasn’t making enough income as a single father, though he was trying his hardest.
They basically threw Dahlia into the foster system until her aunt was able to gain custody of her when she was 14. Before her aunt gained custody, Dahlia went from foster home to foster home, where she was mistreated/abused physically and emotionally. This is something Dahlia hasn’t told anyone, not even her aunt. She still displays some signs of PTSD due to this.
When she was 21, her father (a black man, there’s some racial prejudice involving the court system) was framed for a crime he didn’t commit and was sentenced to 12 years in prison without barely a glance at the evidence. 
Dahlia used to visit her father regularly in prison where they’d have 10-15 minute conversations. So one day just prior to her move, she starts talking to her father about some dreams she’s had and some instances of “strange occurrences”.
These strange occurrences are pretty much her magic showing up in various ways, but without realizing it’s actual magic. She hasn’t used her power all her life so it’s somewhat ‘suppressed’ and kinda rusty??
Her father and aunt haven’t used their power due to fear. Even though it’s 2020, they still feel that sense of paranoia any time they think of bringing up the truth to Dahlia or even casting a simple spell. Though her aunt has done it once now and then for small things and in hiding.
So, while Dahlia’s visiting her father in prison this one afternoon, their conversation time is up and as he’s being escorted back, he calls out ‘Nova Pangaea’.
Dahlia knows about it, of course, so she goes to her aunt and tells her about her dad having mentioned it, as well as how she found it odd and random. With a sigh, her aunt pretty much opens up about their family history and what/who they actually are. This is when Dahlia learns she’s descended from a long line of voodoo witches and that she’s got some extended family in Nova Pangaea.
The reason her father and aunt are still in the US is because they're both low income and live in a very low income neighborhood so they just don't have the funds to afford to move. So Dahlia’s plan is to move her aunt out when she can afford it, as well as her father when he’s out of prison.
So basically, she’s been living in a brownstone apartment in Ashville, working at a cafe while she finishes her debut screenplay. She’s moved to Nova Pangaea to potentially find her extended family as well as learn about her family history and her own powers/identity. 
Possible Connections:
If you have any ideas that aren’t written below, please don’t hesitate to reach out. I’m a big plotter and I love angst and tension and all that juicy stuff so definitely don’t be shy! Let me have it fgdfg 👀👀👀
a brand new friend that for some reason feels like she’s known this person forever. maybe it’s cause they’re really similar, maybe it’s cause they feel the same way about things and move about the world like two peas in a pod, whatever it is, dahlia knows immediately that she can trust them and being herself around them comes pretty easy.
a witch who visits the cafe dahlia works at often, they find one another intriguing and when they discover dahlia’s a sort of ‘witch-in-training’, they decide to help a girl out and teach her how to control her powers/use them.
a vampire who dahlia’s a little weary of, cause although she knows they exist, it’s still just a little weird being around them cause she’s only heard stories and vampires make her think of Queen of the Damned and Lestat. anyway, who’s she to deny the romanticism of it all with all. that. history?!
a werewolf, shapeshifter, ghost, etc. who has the same connection as the vampire one above, minus the history aspect but just all the ‘woah, an actual insert supernatural being’, kinda weird, kinda scary, kinda cool and what not
dahlia’s a writer, a screenwriter, in particular and it’d be cool if she had some film career friends, actors, directors, other writers and so on. she’s totally unknown at the moment but is working on her debut film. it’d be neat to have some connections, if ya know what I mean.
extended family through dahlia’s father side (more info in her bio above about this), this would obviously have to be plotted out quite a bit if they’re more recent, ie: cousin, uncle, etc.
any other thing you can think of!
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updatingthedragon · 4 years
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Solo Dungeon Adventures/Unique Traps
Solo Dungeons and Dragons gets a shout out in the first edition of The Strategic Review, in a unique manner. Gary Gygax himself wrote this article, with a bit of help from others, in which he outlines a system whereby you, yes you, can play Dungeons and Dragons without… a referee. Yeesh, that just sounds weird. I much prefer Dungeon Master. It’s a much more evocative term than referee. Plus, everyone argues with a referee, but who would dare argue with THE DUNGEON MASTER?!
Well, a lot of people, but I digress. Gygax gives us tables by which we can endlessly generate our own dungeon, if we don’t have any friends to do it for us. It is a… bit clunky, like most things in early Dungeons and Dragons. There are a lot of sub-tables to refer too, monster behavior to keep track of, loot, magic pools of water…
Honestly, there are much better ways to play Dungeons and Dragons these days, with  Roll20 and other sites making it possible for even lonely nerds to find a group, and purpose-written solo adventures that avoid the complexity of Gygax’s system. Even if we want a random dungeon, we can simply Google “random dungeon generator” and get computer programs that will do all of this for us. It’s a lot easier, but it does lack some of that charm.
I can almost picture myself, if I had been a teen in those days, huddled under a blanket, flash light in hand, rolling dice and painstakingly tracing out the Caverns of Zurkrasheim (made it up as I wrote this, and I love it already), wondering with bated breath what I will encounter next. It’s raining outside, with that warm, pleasant smell of long-dry dirt finally getting a drink. A train horn sounds in the distance…
Sorry, got a bit carried away there. Anyway, there is quite a bit of stuff we can steal for 5e. While the game seems to have moved away from dungeon crawls, there are several traps worth a look at. I like the idea of hidden doors that are difficult to find (humans, unaided, had a 1 in 6 chance according to the chart), with some great reward behind them. But secret doors are easy. No, the trap I love the best is the gas trap. You step on a pressure plate, and gas fills the hallway! A great dramatic beat. Not only that, but the gas sub-table illustrates different kinds of gas your players could encounter. One literally made your Fighters stronger, while another would just straight up kill you if you failed a saving throw. With that in mind, here are my handy, uh, “gas traps?” That just sounds wrong…
Gas Trap: DC 16 to detect the pressure plate. If the players step on the trap, there is a hiss as a mysterious gas fills the corridor around them.
Types of Gas: 1. Smoke Screen. The gas is ashen gray and thick. The area covered by the gas is heavily obscured, blocking vision entirely. 2. Poison Gas. The gas is a sickly yellow and carried a vague scent of sulfur. Whenever a creature enters or starts their turn within the cloud, a DC 14 Constitution saving throw. On a failure, take 3d6 poison damage. On a success, take half as much damage. 3. Blinding Gas. This light green gas has a strange texture, as if it is made of shards of finely woven glass. Roll a DC 14 Constitution saving throw whenever a creature enters the cloud or starts their turn within it. On a failure, the creature  is blinded for 1d8 turns. On a success, the creature is able to resist the gas, but will have to roll again next turn if they are still within the cloud. 4. Fear Gas. The gas is darkly colored, with strange flashes reminiscent of lightning rippling throughout. Roll a DC 14 Constitution(or Wisdom, depending on DM choice) saving throw whenever a creature enters the cloud or starts their turn within it. On a failure, the creature is frightened for 1d8 turns and cannot press further into the gas. On a success, the creature is able to resist the gas, but will have to roll again next turn if they are still within the cloud. 5. Sleeping Gas. This blue gas carries with it a sense of calm and the smell of cinnamon. Roll a DC 14 Constitution saving throw whenever a creature enters the cloud or starts their turn within it. On a failure, the creature falls asleep for 1d6 turns. On a success, the creature is able to resist the gas, but will have to roll again next turn if they are still within the cloud. This is also not “magical sleep”, so elves and half-elves beware! 6. Vapor of Valor. The gas is the shade of a summer rose and smells vaguely of rain. Your characters are suddenly reinvigorated, receiving almost all of the effects of a long rest; prepared spells, however, are unable to be changed.  
Why would you want a “Vapor of Valor” in your otherwise dank and dangerous dungeon? I can actually think of two scenarios. The first, “meta-scenario,” is that your players are slogging through a dungeon full of monsters slowly picking away at their health, and they’re unclear if they’re lost or going the right way. Triggering something like this might serve as a signal that, yes, you’re doing it right and reignite their adventuring spirit.
The other, “game-scenario,” is that back when the Caverns of Zurkrasheim (or whatever dungeon) was a Dwarven stronghold (or whatever ancient group ruled there), this corridor led to the arena. Gladiators would walk down this hallway in between fights, and the Vapor would replenish their health and make them ready for another brutal fight. And, thusly, your players walk through the Vapor of Valor, feel good about themselves, and then there’s a click, the floor they are on suddenly raises, and they find themselves in a long abandoned arena facing down a Purple Worm. Much like the stereotypical “ammo and health packs at the boss door,” this ensures your players won’t get absolutely bodied, adds a feeling of expectation, and also gives your world a reason to have the Vapor.
Another thing I think we should pull from Gary’s auto-dungeon tables are magic pools. We must, of course, differentiate these from magic lakes which act as portals to another dimension. Magic pools, on the other hand, have a variety of options on the table. Some pools add to your stats, others subtract. Some pools talk and grant wishes! But since Wish is, ah, dangerous, we should stay away from that…
Magic Pools: A still pool, surrounded by stones. DC 14 Arcana check will identify this pool as magical. Rolling an 18 or above on that check will also identify what kind of pool it is.
1. Pool of Polymorph: This pool seems to be surrounded with a strange array of feathers and tufts of fur. Any creature that enters the pool must make a DC 16 Wisdom save or be polymorphed into a random creature (1d8. 1, rat; 2, eagle; 3, giant crab; 4, wolf; 5, brown bear; 6, giant bat; 7, giant spider; 8, giant hyena). The effect lasts for one hour, when it wears off and restores the creature to their original form. 2. Pool of Teleportation. A strange blue-green gem gives off a faint glow  from the base of this 12-foot deep pool. Any creature that submerges in the pool will appear in a different Pool of Teleportation when they surface. This effect can be disabled by making a DC 14 Arcana check to deactivate the gem at the bottom of the pool. It can be reactivated with an additional DC 14 Arcana check. 3. Pool of Midas Touch. A few gold statues of goblins (or other creatures, depending on what’s in your dungeon) stand by the pool, which appears to be full of gold. Any creature that touches the pool must immediately make a DC 14 Wisdom save. On a failure, that creature begins to turn to gold and is Restrained. The Restrained creature must repeat the saving throw at the end of its next turn, becoming Petrified as a golden statue. The Petrification lasts until the creature is freed by the Greater Restoration spell or other magic. 4. Pool of Souls. The water in this pool is nearly black, with strange runes carved into the stones surrounding it. Any creature that touches this pool will be able to communicate with the souls of ancient sacrificial victims who were slain here. They will answer questions truthfully and to the best of their ability. It is at the DM’s discretion how much they know. Optionally, roll a DC 10 Wisdom save after the first question, increasing the DC by two with each subsequent inquiry. On a failed save, the creature is affected by short-term madness for 1d8 hours. Communing with tortured souls may have consequences, after all. 5. Pool of Strength. The water in this pool is light green and seems almost gelatinous. Any creature that submerges in this pool will receive the effects of a Potion of Hill Giant Strength (Strength Score of 21 for an hour). 6. Djinn’s Pool. This pool radiates a sky blue light. Touching the water summons a extremely self-centered Marid,  who congratulates the party on entering his presence and asks for fitting tribute. It is up to the DM’s discretion on what the Marid will consider fitting tribute. If they comply, the Marid will give them a magical item of the DM’s choice. If they fail to present fitting tribute, the Marid will become bored, summon a water elemental to chase them off, and “close the door” by shutting off the connection between the Pool and the Elemental Plane of Water. If players bring up Wish, the Marid will calmly explain he was once “indisposed” and forced to grant Wishes, so he’d rather not. If players bring up Wish again, the Marid will become enraged and fight the party himself.
I think that’s enough to draw out from this assortment of auto-dungeon tables. Six different gases for your gas trap, six different kinds of magic pools for players to encounter. Pretty neat, if I do say so myself.
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djgamek1ng · 4 years
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Shadowbringers Tank Thoughts! [FFXIV]
Well, with patch 5.2 out with a singular change to any of the tanks (WAR’s shield on Shake it Off went up to 12% of Maximum HP to 15% of Maximum HP at base), it is as good a time as any to make this post. I’ll go over all 4 tanks and describe how I’m feeling about them, maybe with some initial impressions mixed in there as well. Let’s start with the ARR jobs and work towards the ShB tank with GNB. First up, the angriest job: WAR!
Warrior (WAR):
FELL CLEAVE! FELL CLEAVE! FELL CLEAAAAAAAAAAAAAAAAAAAAAAAVE! The one button that changed tanking forever. Seriously, every tanking job has their Fell Cleave button. For PLD it is Holy Spirit, for DRK it is Bloodspiller and for GNB it is Burst Strike. So, what did WAR get with Shadowbringers? Not too much, but what it got was quite nice.
It got a combo skill from Overpower called Mythril Tempest and unlike Overpower it is a circle around you instead of a cone ahead of you, more on that later
Mythril Tempest also extends the Storm’s Eye buff and it gives 20 Beast Gauge
It got Nascent Flash, which is a buff you put on someone and for 6 seconds (roughly 3 GCDs if done well) you give them 10% mitigation and heal them based on the damage you do. You also get healed for 200% of the same amount you heal them (or they get healed for 50% of the same amount you heal yourself)
It also got Chaotic Cyclone and Inner Chaos, essentially roided up versions of Decimate and Fell Cleave that always direct crit and they look like Steel Cyclone and Inner Beast
So WAR didn’t change much from SB to ShB and honestly, there is nothing wrong with that. Do I wish it got a few more things to play around with? Absolutely. Do I think WAR is in a bad spot? Hell no. It is amazing on the self mitigation side and its damage, while definitely lower than GNB/PLD and while arguably (depends on what level you are preforming) DRK, is still quite good. Overal, if I had to give an arbitrary number to rate WAR with, I’d give WAR a solid 8/10. Also, as a quick aside, it feels weird to have a cone AoE combo into a player based circle AoE. I’d personally like it if WAR got 2 cone AoEs, though they would’ve had to extend the range of each a bit (around 10 yalms instead of the current 8).
Paladin (PLD): HAHAHAHAHAHAHA! IT IS FINALLY TIME THAT WE’VE BEEN LEGITIMATELY BETTER THAN WAR FOR A COUPLE OF PATCHES! MWAHAHAH- ahem I mean... the shield of the party is up next. PLD, with it being my main in the short while I played HW and the entirety of SB (I’ll get to ShB main at the end), definitely has a soft spot in my heart. But what did PLD actually get?
Well, it got a combo skill from Total Eclipse called Prominence. Prominence also gives MP back when used (only in the combo)
It got an AoE version of Holy Spirit called Holy Circle
It got a gap closer called Intervene, which has 2 charges
It got a system called Sword Oath, which gives you a use of a skill called Atonement. At the moment, the only way to get Sword Oath stacks is to do a full Royal Authority combo and you get 3 stacks of it. Each Atonement hits as hard as the final part of a RA combo (so the actual RA attack)
It also got a fix 2 years in the making in the form of the Enhanced Requiescat passive: when you are under the Requiescat buff, your spell casts are instant. THANK THE LORD!
And last, but certainly not least, it got Confiteor which is an AoE finisher to your Requiescat window
So... let’s talk about PLD. I listed everything that it got from Stormblood to Shadowbringers. While all of this is great, especially the Enhanced Requiescat passive, it also lost pretty heavily. Its personal mitigation feels kind of crappy. Sheltron is great, but unlike the other short cooldown tank cooldowns, it is tied to the Oath Gauge... something that is still tied to auto attacks. Even if it wasn’t tied to auto attacks, the only benefit that it has is that you can use 2 Sheltrons back to back and then you are stuck trying to get it back. Doesn’t help that blocking’s power has been nerfed into the ground, with the highest blocking power still mitigating only 20%. “Only 20%? That’s still a lot!” Yeah, but it just doesn’t feel great. Also, I don’t know who made this decision but I just wanna talk: WHO RENAMED SHIELD OATH TO IRON WILL? I JUST WANNA TALK I PROMISE *prepares to Fell Cleave whoever made that decision*
Anyway, lame jokes aside, overal I’d give PLD around an 9/10 as well with a small note: in its highest highs it is a solid 9.5/10, sometimes even going to a 10/10. In its lowest lows, it is still a 7/10.
Dark Knight (DRK): THE EDGE IS CALLING TONIGHT! DRK is back with a vengeance after what happened to it in SB. The black sheep no more, DRK took a page out of WAR’s book and decided that Delirium needed to be diet Inner Release. So, for the changes/additions to DRKs kit (warning: there is a lot):
firstly, it got Edge of Darkness/Shadow. It is an oGCD single target attack that gives the DRK 30 seconds of Darkside
Darkside is now a buff activated by Edge of Darkness/Shadow and Flood of Darkness/Shadow (which I’ll get to next) that increases the DRKs damage by 10%. It also doesn’t halt MP regeneration anymore, so that’s neat
Flood of Darkness/Shadow is a line AoE oGCD skill that gives the DRK 30 seconds of Darkside
Abyssal Drain is an oGCD skill now that heals the DRK a bit per enemy hit, so the more enemies hit the bigger the heal
Delirium is now a 10 second window where Bloodspiller and Quietus don’t cost any resource. Sound familiar? Yeah, it is basically WAR’s Inner Release
They also get a combo move off Unleash called Stalwart Soul, which gives 20 Blood Gauge and some MP back when combo-ed
Next they get Dark Missionary, an AoE buff that makes the DRK and everyone one arounds the DRK take 10% less magic damage
Last, but certainly not least, they get the coolest skill in the game: Living Shadow. The summon a dark shadow in the shape of our all to familiar DRK quest giver from levels 30 to 50, Fray. It does 7 attacks across the span of 20ish seconds, but a mix of AoE and single target attacks
Also Plunge gets 2 charges, matching it to PLD’s Intervene
Plus, Blood Weapon now no longer increases attack speed (or well, it decreased the GCD so you were attacking quicker)
HOT DAMN DRK! You got a lot of good stuff and I’d probably say that DRK had the biggest upswing out of all the tanks from Stormblood to Shadowbringers. Makes sense since DRK is the poster boy of this expansion. So if I had to rate DRK, I’d say a 8.5/10. The only thing I think is halting DRK is that it doesn’t get Stalwart Soul until 72 and that the Blackest Night is still its level 70 capstone, making synced stuff be kind of painful from time to time. Not as bad as PLD though, which in my opinion might as well be unplayable from levels 68 to 78 because of Requiescat not giving the instant casts yet :(
Gunbreaker (GNB): KABOOM! Squall Leonhart has arrived in XIV and he has come in the form of a tanking job. Funny, both of the popular FF mainline protagonists, Cloud and Squall, are referenced in tanking jobs. Squall more so in GNB than Cloud in DRK, but still. Oh boy, let’s start this. This is gonna be a while and I’ll do it in bullet points since this is an entirely new job instead of changes to an existing job:
GNB has its Solid Barrel combo, which gives a small heal and small shield equal to the heal on the 2nd hit of the combo and it gives 1 cartridge to the GNB on the last hit
Cartridges are used to power 3 abilities: Burst Strike, their version of Fell Cleave, Fated Circle (can you tell this job is inspired by Squall yet), their version of Decimate/Steel Cyclone, and their Gnashing Fang combo
The Gnashing Fang combo is a high powered combo of skills that is on a 30ish seconds cooldown (it goes lower with skill speed). You can use another skill, called Continuation, in between each of the hits of the combo. They are oGCDs that add more damage to the combo
No Mercy is their damage buff. For 20 seconds you get 20% more damage. Simple enough!
Demon Slice is their AoE combo starter, with Demon Slaughter being the skill that combos from it. It also gives a cartridge when properly combo-ed!
Danger Zone is an oGCD that does ST damage. Eventually it gets upgraded into Blasting Zone (CAN YOU TELL THAT THIS JOB IS INSPIRED BY SQUALL) and does more damage
Camouflage is a oGCD skill that gives the GNB 10% mitigation and increases your parry change by 50%
Bow Shock is similar to Circle of Scorn, an oGCD that does AoE damage and gives AoE a damage over time effect
Aurora is a heal over time skill that the GNB can use on themselves or a party member. Has the same eventual potency as Equilibrium from WAR
Superbolide is their invuln skill... with a twist. It gives the GNB 8 seconds of total invulnerability... but puts their HP to 1 first
Sonic Break is a GCD skill that applies a damage over time effect on a 60ish second recast (goes down with skill speed)
Rough Divide is their gap closer and it has 2 charges
Heart of Light is Dark Missionary. Exact same skill
Heart of Stone is an oGCD skill that gives the GNB or one of their party members 15% mitigation. It is on a very short cooldown
Last but not least, it gets Bloodfest (its animation is Squall’s Draw animation from FF8. So again, CAN YOU TELL THAT THIS JOB IS INSPIRED BY SQUALL). Bloodfest gives the GNB 2 cartridges
That... that was a lot, but that was expected since I was describing a completely new job. The next time a tank releases, if it does, I’ll have to do this again... oh boy. Anyway, Squa- I mean GNB is a very interesting tanking job. It has kind of taking DRK’s spot as the fastest tank. Makes sense, since a Gunblade is not nearly as big and heavy as a Greatsword. In reality, GNB is a very fast and fun tank. It is arguably the best designed tank at the moment, though I think something can be said of PLD (though that is strictly speaking on the offense side). Overal, I’d give GNB a 9/10 rating. “WHAT?! AS HIGH AS PLD?!” Ye. It is a really good and fun tank!
Overal: So, in the end, what do we have? Well, the short of it, we got 4 very fun tanks for their own reasons. Even the meh-est of the tanks, WAR, is in my opinion still quite fun to play. So I said I was going to talk about what my main is. Well... I’m still trying the tanks and see what I like the most, but I do still consider myself a PLD main. Kind of doesn’t help that Square gave me almost everything I needed to keep maining PLD. A gap closer, instant cast spells (only during Requiescat but still), a way to reduce the monotony of the 1-2-3 combos, a finisher on the Requiescat window. I’m... in love once more.
The only thing I don’t like about PLD at the moment is how it very much lost its impenetrable wall fantasy. Blocking is now only 20%, still hasn’t scaled and at this point I doubt it will. Sentinel is now the same as Shadow Wall, Vengeance and Nebula: 2 minutes cooldown and 30% mitigation. It feels very weird that the shield tank has the least personal mitigation out of the tanks, plus its utility abilities are... weird. Divine Veil needs to be proc’d via a healing spell and Passage of Arms needs to be actually aimed and either be done somewhat last second or be held, which then makes it a damage loss. Every other tank’s utilities are instantly applied. Also an issue is that the Oath Gauge still doesn’t have a reason to freaking exist. You don’t use it often enough and for enough skills to have it visible. The only reason why I still have it is because it feels weird to not have a job gauge on my HUD for only PLD. I can go on about this stuff for a while, but I still love PLD. I’ll go over a “things I want to see changed for the tanks in the next expansion” thing later. PLD will definitely be the biggest section of that. Anyway, these were my tank impressions for Shadowbringers. Overal, very good expansion for tanking c:
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mezzopurrloin · 4 years
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Day 14: Coerthas (Final Fantasy XIV)
Final Fantasy XIV is the other Final Fantasy MMORPG. It's sort of a sequel to Final Fantasy XI in spirit, though the setting is different. The world of Eorzea is quite gorgeous and expansive, and much like the prior MMO, has a whole lot of content to get lost in. Naturally, a big world like this has an icy place or two to explore.
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Today we're looking at the Coerthas region. Snowcloak is an instanced dungeon meant for four players.
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Here I am, dressed for the occasion. I also have to give credit to Tatsu Kotodama a.k.a. @rexdraco​, who decided to accompany me today.
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Being a Black Mage means having lots of powerful ice magic to destroy enemies with, naturally. The relationship between elements in this game is kind of weird. Fire spells deal more damage but cost more MP, then ice spells can be used to regenerate MP quickly. In theory you're supposed to switch between the two, but in practice it's more like you want to use fire as much as possible and only cast ice when you're out of MP.
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The outdoor areas of Snowcloak have bitter winds that deal ice damage over time, plus some ice elementals to fight. We're a pair of level 80s in a dungeon meant for level 50 characters, so none of this was a real threat to us.
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The end boss is Fenrir, a large wolf that will be familiar to people who have played other Final Fantasies.
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After completing Snowcloak, the next destination is Akh Afah Ampitheatre, where we can meet the ice goddess Shiva. Normally she's summoned by Summoners, but in this game most of the summons (or primals, as they're called here) act as bosses instead.
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Explosions fix everything. Again, this is a fight meant for a party of eight level 50s and we're a pair of level 80s, so not much threat.
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When she reaches half health, she uses her signature move Diamond Dust to freeze everyone on the field solid, then shatter the ice with a snap of her finger.
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Instanced content isn't the only icy stuff in XIV. After we were finished with the dungeons, I hopped in Rex's car and she took me on a tour of the Coerthas Central Highlands.
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There's the Holy See of Ishgard in the distance. It's a large city, but access to it is barred until you reach the Heavensward expansion.
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This red ice was created when the moon Dalamud crashed into the earth, causing the Seventh Umbral Calamity. This changed the Coerthas region from a temperate place to the icy wasteland it is now.
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And here we found a neat little ice cavern with some plasmoids inside.
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Here's the bridge to Ishgard. Rex and I both have permission to enter.
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We didn't stay long in the city. It's just a brief stop on the way to the Coerthas Western Highlands.
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The arrival point is the small outpost of Falcon's Nest.
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Expansion areas allow us to unlock flight for mounts, like this lovely red two-seater chocobo. Again, Rex is doing the driving and I'm just tagging along.
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The Ishgardians have been at war with the Dravanian dragon hordes for a very long time. This was likely one of the horde's warriors once.
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This tree is probably important, but neither of us could figure out what it was for.
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And this is a relic from when this area used to be more temperate. Clearly no one is sailing on this thing now.
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This fortress is the Dusk Vigil, a guard post to stand against the Dravanians.
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On the way back we passed by this ruined town. The large crystal is a waypoint for the teleport network, but this one fell into disuse and has become frozen solid.
Honestly I feel like I've only scratched the surface of this game, but there's a bit of Coerthas for you. Being a Final Fantasy game means it has some really good music too. Special mention goes to Oblivion, which plays for the second half of the Shiva fight.
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imagine-loki · 5 years
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Books are better than People
TITLE: Books are better than People CHAPTER NO./ONE SHOT: 16 AUTHOR: dance-in-moonlight
ORIGINAL IMAGINE: Imagine taking Loki to the biggest library in the world, The Tianjin Binhai Library in China. As soon as you walk in, he’s like a kid in a candy store as he doesn’t know where to start with 1.2 million books surrounding him… RATING: M NOTES/WARNINGS:  I am sorry for the delay guys, real life kept me busy. And without feedback I don’t really know whether I should keep uploading or not, you know.
ADDITION: You are Tony’s personal assistant.
“About the mudbath…”
“My bedroom is the second door on the right, you’ll find some clothes in the drawer. We can purchase another set tomorrow. The door across is the bathroom”, he explained and nodded his head into the direction.
“Thank you…you’re an angel.” You pressed a quick kiss to his cheek and then marched into his bedroom. It was small and neat like the living room and probably the rest of the house too. There wasn’t any personal stuff, after all he was only staying for a few days. The room contained a bed in the left hand corner by the window, next to the door on the left there was a desk with a few books and plants. You noticed the books you had bought him among them. To the right were a wardrobe and a little shelf, along with some more plants. The wardrobe wasn’t large enough for your taste, but you found some cosy clothes inside. You chuckled, Loki had a fable for black and green. Armed with a pile of clothes you walked across the hallway into the bathroom.
Loki turned around when you approached. He held a bottle of bath salts in his hand and the fluffiest towel you had ever seen in the other.
“Wow…do you always travel with those?”, you teased. He grinned and tilted his head.
“They sat on the shelf and we paid for them. Here, take your time. I will get us a cup of tea.”
He sat the towel on the ground and left the room with a little smile towards you. Once he was gone you dropped the pile of clothing and began to peel of your own. They were dirty and wet, you couldn’t wait to get into the tub. The room already smelled like roses and lavender, helping your mind and body relax. You slid in far enough to only leave your head above the surface, watching little bubble isles drift around.
A few minutes later you heard footsteps approach and suddenly stop by the door.
“Can I come in?”
“You’re the one who rents this place”, you replied and quickly shoved bubbles around to cover you, then smiled at him as he entered. He handed you a cup of tea and sat down on the floor next to you, holding his own cup in his lap. “Where did Strange let you out? You seem to have walked quite a while.”
“In the middle of nowhere in a field. I tripped and stumbled half the way”, you replied and grimaced. It drew attention to your bruised knees and your ankle, which burned in the water. Loki frowned and looked to the end of the tub where he assumed your legs.
“I’ll have a look at that later if you want.”
“Are you an Æsir doctor or something?”
“No, but I helped the healers. I liked it; being able to use my magic for good. I treated battle scars, a bruise should not be a problem.” He smiled amused, and it made him look a whole lot younger. Smiling made him prettier, you noticed. You were staring, so you sipped your tea. “What’s your favourite animal?”
“What?” He looked completely thrown off, which was actually really adorable. “Your favourite animal. Everybody has one.” “Hm…I have always been fond of horses”, he thought. You couldn’t help but laugh, and he seemed even more confused. “What is wrong about horses?” “Nothing.  Just the Sleipnir story”, you giggled and nearly spilled tea in the tub. “Hey, that was Midgardian fiction!”, he protested and launched your towel at your head. “Heyy! I can’t know that!” “I promise I never had intercourse with a horse.” It sounded ridiculous, but you tried to stop laughing. He played sulky and got up. “I’ll see you in the living room, bully.” He smirked and then closed the door behind him.
You bathed for a few more minutes before you got up and let the water out. The towel was so fluffy you never wanted to put it back, and part of you wondered whether Loki had enchanted it. Probably not.  You slid into boxer briefs, a large green hoodie that covered half of your thighs and a pair of loose black knit socks that you had all found in Loki’s wardrobe.
Loki sat in one of the two armchairs in front of the fireplace in the living room. He had started a fire and was skipping through the pages of a book that rested on his thigh. A little insecure you walked over and sat down in the other one, watching him. “Oh, there you are! You-“ He stopped mid-sentence, eyed you and quickly regained his composure. “Let me see your injuries.” “What’s wrong?” “Nothing. Now show me your foot.” “Loki? Please?” He tilted his head and looked at you again, curled up in the armchair in a hoodie twice your size. “You’re beautiful, Y/N.” “You’re ridiculous.” “I mean it.” “Oh…thanks.” You blushed and fell silent. You watched as he gently examined your ankle and mumbled something. He disappeared and returned with a bandage which he tightly wrapped around it. He whispered a few spells, fascinating you with the light dancing around him. It was beautiful, he was beautiful.
“Thank you”, you whispered when he was done. He nodded and explained that your ankle was sprained and it should heal faster now. After that you quietly drank your tea for a while, legs stretched out toward the fire. Eventually he turned into your direction. You felt him watch you for a while before you looked over as well. “Hey”, you smiled. “Hey.” He thought for a moment. “Remember I wanted to tell you something in the elevator?” You nodded. “Good. And do you remember I said I always care too much too soon, and that’s how I get hurt?” Right, you had hurt him. You bit your tongue and nodded again. “You…were very kind to me. Although I was…” “A prat”, you suggested.” “…I was a prat”, he agreed. “Yet you tried, and you weren’t like the others. I felt like I could trust you. After just one day.” He leaned towards to over the armrest of his armchair and after a few seconds you mimicked his action. “I wasn’t mad at you, Y/N. I was sad. Because I really like you. I was afraid I had…destroyed a…possible path.” You swallowed. “Like, um…?” Loki leaned even further out of the chair until his face was right in front of you. You felt your heart pound in your chest suddenly, louder and faster than ever as he leaned in and kissed you. It was a sweet kiss, full of meaning yet short and innocent. For the hundredth time today you chuckled. Your hand found his cheek and you kissed him again, a little fiercer this time.
Time passed, and at some point you had joined him in his armchair. Once you had gotten over the newfound joy of kissing each other you snuggled up half in his lap, watching the fire. He played with your hair lazily, and occasionally a finger brushed over your neck. You knew him barely a week but already felt like you’d known him for ages. It was weird, but it felt amazing.
You assumed time passed slowly, but when the front door opened you realised it must have been late. Turning your head you leaned forward in the armchair to  look over at the door. Thor came inside, making the room look ridiculously small. He knocked something off a side table and it fell down with a loud clatter. He stared at it for a few seconds, hadn’t even noticed you yet.
“Thor? Are you alright?”, you asked quietly, somehow uncomfortable with disturbing the room’s silence. The tall man raised his head, stared at you. Eventually he grinned.
“Y/N! How are you?”
“Um…good, thanks. How was your night?”, you replied politely. Loki seemed disinterested, still staring into the fire and playing with your hair. His brother was more active, he walked over to them with big steps.
“Oh it was great, I did make friends! Although one had to be taken home; he had a little too much I fear”, he laughed. It boomed through the room, and his voice was a little bit too loud to be comfortable. Beneath you Loki growled quietly.
“It appears they weren’t the only one”, he snapped at his brother, then gently pushed you off his lap. He got up and approached Thor.
“You’re drunk, come on. The sooner you sleep, the better.”
Thor allowed his little brother to take him to his bedroom after wishing you a good night. You smiled, it was funny to see the god of thunder tipsy. Perhaps he had been tipsy more often in Asgard. You wondered what it must have been like, a magical place full of gods, parties and advanced technology. They probably had had large feasts, everyone in their best garments, maybe crowns and tiaras involved…you tried to imagine Loki in a suit, norse patterns woven into the fabric, a silver tiara on his forehead. If he had ever looked like the picture in your imagination, you sure had missed something.
“Daydreaming again?”
You looked up and blushed. Loki stood behind the armchair, looking down on you. The light from the fire complimented his jaw and cheekbones and made his eyes shine like emeralds. They were very, very green. You tried to think of anyone with similar coloured eyes, but nobody you knew had such a extraordinary shade. But…hadn’t he said something?
“I…sorry, what?”
He beamed. “I love how my appearance alone makes you lose your composure”, he teased and leaned down closer.  Your heart sped up again and you tried desperately to keep your thoughts together.
“You do not! I am just thinking. How is Thor?”, you attempted to change the topic. It worked.
“He’s drunk”, he shrugged, “sleeping usually helps. He will be fine tomorrow.”
“Ah. Well I think it’s cute how you took care of him”, you smiled. Loki rolled his eyes at you.
“He is my brother after all. That doesn’t mean he is not a burden sometimes.”
“Aww come on, you really love him, don’t you?”
“None of that”, he replied and grinned, “you won’t get all those ‘softie’ confessions from me in only one night.”
“Well”, you gave back and yawned,”I have time.” Your eyes began to feel really dry, and your head got a bit heavier.
“I see. Do you want to sleep? You can go to bed if you want to”, he offered calmly. You froze.
“Right, ahh…Loki…I don’t think I want to, uh-”
“Oh nonononono”, he stuttered, “I meant for sleep alone. I can sleep here if you want to, I wouldn’t want you to be uncomfortable.”
“Nonsense, you are too tall for it. You’d hurt your back. I am perfectly fine sleeping on the couch”, you replied and got up to walk over to it.
“Not on my watch. I am afraid I have to insist, Y/N.”
“Such a gentleman”, you smirked and stopped to think about it. He had been very careful and respectful towards you, he surely wouldn’t try something, would he? No, you decided. You would trust him.
“Okay, seems like we’re sharing. I really hope you don’t snore, mister”, you grinned and marched off toward the bedroom confidently, mostly to hide your own insecurity. It satisfied you to have caught him off-guard, for he needed a few seconds to react.
“Fine, I will just put out the fire”, came from the living room, followed by the sound of someone tripping. You chuckled; it had been a while since you had had that effect on someone.
Once you found yourself in the bedroom you decided the large clothing you were already wearing made a nice pyjama as well, so you took the comforter off the bed and crawled under the covers. The thick mattress immediately embraced you as you sunk into it. It felt like lying on a thick cloud, less humid though. The cover on top of you quickly warmed up and reflected your body heat, and that must have given you the rest, for you fell asleep before Loki even entered the room.
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