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#What else. The way the Guild just goes on at stereotypes still troubles me a lot. The “usamericans can't be touched by laws–
sskk-manifesto · 1 month
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Atsushi's back in the game!!! ۶( ˆ o ˆ )
#And Kouyou!!!!#Also. I can say Steinbeck is kinda 👀👀👀#King of the specific category of “I forget I like him until he's on screen”#I'm seriously unlocking memories with this rewatch. Like I haven't thought about it in two years–#but I just know when I was watching the anime for the first time I was being like#“Of COURSE the villains need to spend several minutes each episode explaining in detail how their own superpowers work so that the–#protagonists can get a perfect idea of how to best counter them. Why are villains made so freaking stupid in this show” aljhvwslchvqliyqwb#But. Eh. I guess that's just bsd to you.#Alsoooooo random thought of the day: I don't really favour how Tanizaki's ability was adapted in the anime.#I very well understand they were going for this green Matrix-like illusion effect‚ but every time someone says “... Snow?”#I'm like please explain where do you live that has snow glowing green.#Aamsjgvfaskjhfv sorry this is me being very. Cranky and nitpicky and having terrible audience etiquette in refusing to–#engage in suspension of disbelief. It just bugs me akvakcvqkyb I just feel like... Green is such a non-snow color–#that quite of completely disrupts the Light Snow / Sasame Yuki aesthetic. I would have liked it much better light blue or simply white.#What else. The way the Guild just goes on at stereotypes still troubles me a lot. The “usamericans can't be touched by laws–#because they use money to corrupt anyone” “foreign criminal organization come in our country to corrupt our pure and untouched soil”#Idk. Maybe all of it is true. Can it still be deemed a stereotype when it's objectively something that's happened before–#and will probably keep happening?#I suppose I'm just not a fan of the constant hostility against any foreigner. Idk.#This situation besides is extremely ironical. If you meet me irl it probably won't take long to see me being very outspoken about–#how much I despise usa cultural colonization of all other countries. It's something that really bothers me‚ how rooted and pervasive–#their influence is. So in a lot of ways I can relate to the author's sentiment#I just feel that. If you start treating them as stereotypes and ignore the complexity of a country and the wide spectrum of causes–#that contribute to its attitude in international relations. You end up practicing precisely what you're trying to criticize.#Okay this is the last time I'm getting into the politics of the Guild arc lol#random rambles#This time I took watching the episode slow I feel a little late
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pkmnsdarkqueen · 4 years
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Mun talks about her D&D characters for munday
I thought it’d be fun to let ya’ll hear about them. Also I know a ton of them start with L names, I’m sorry and I don’t know how this happened. 
Lokni-Human Blood Hunter (TW: death, demons, sex, child neglect, pregnancy complications) Life goal: To kill Raktos the demon  Campaign: Ravnica
The current favorite of my friends who I’ve played a few games with. Personally I think he has one of the most tragic backstories but I had to give him an intense one cause he has a very dramatic goal. The campaign is set in Ravnica which for those who don’t know is a setting where most things take place in a large city where power is divided by guilds. My child is in the Raktos guild which is the ones who throw parties put on shows, and run the brothels. Thing is they also kinda murder folks alot, live on the idea of viva la anarchy and they do this to keep their guild leader, a massive demon happy so he doesn’t end the world. Now that you’re caught up his story goes as follows. He was born to two parents, things were great, his mom got preggers, she was out with her husband and got dragged into a Raktos show cause they do that, she was injured and basically it became either save her or her unborn child and he insisted on the child. Dad blames the kid for loosing his wife, neglects teh child, Lokni also a child adopts his dad’s mindset being confused and hurt, family friend of mom takes in unwanted child (she is a centaur by the way), Lokni realizes eventually his dad really doesn’t care about him either as dad slips further into insanity about wanting to bring his wife back, Lokni decides to go apologize to bro who instantly forgives to live with centaur mom. Later they are told their dad is dead getting mixed up with the wrong people (however based on hints from the dm I fear he is not dead and also fear when the dm brings him back). His goal as a character is this: He wants to make sure no family ever ends up ripped apart like his so he wants to kill Raktos and put someone else on the throne, not him cause he recognizes he is not emotionally stable enough to run anything. Although originally I was planning on making him more obsessive about his goals and basically become his dad, obsession and hurt drives people to crazy things, but he kinda ended up finding a 16 year old ghost girl in the woods who’s been stuck to possess a knife and basically was like,”well this child clearly has a rough time in life I’m gonna adopt them!” and fatherhood is forcing this man to rethink things cause murdering Raktos=major trouble and he doesn’t want to rip up this new family he’s making so now considering teleporting him away? changing him to be a good person? Yeh it’s getting complicated. OH and he was kind of forced to drink some potion stuff, cause his boss is crazy (she has a ghost choir that she possibly killed everyone there, complete with a kazoo section cause ya boi Lokni on a whim said it needed more kazoos and she listened to him cause he knows music, he plays the spoons and does magic tricks btw as a job, so clearly he knows what he’s talking about) and ye so he is a fox lycanthropy now.
Lapis Lazuil/Laz-Triton, Cleric.  Life goal: Literally be the best monster killer Campaign: Regular D&D 5e
Basically we had a D&D show we were filming at school up until things got too busy with the main show we were producing. This character came before Lokni and we were told,”hey so your characters are monster hunters at this guild but they’ve all kind of been kicked out of their former parties for one reason or another which ya’ll can decide and this is your last chance to stay in the guild.” Me: “cool imma make a triton that hates water, and their a tempest cleric.” Dm: “....why, why are you like this.” Me: “YOU SAID MAKE BAD DECISIONS!” So ye that’s how Laz was made. Her story is that she was adopted by rock genasi. She thinks her parents abandoned her. Truth is they just fell on hard times just before she was born and well couldn’t afford a child so did what they could now trying to find her. So she changed her birth name to be named after a rock like the rest of what she considers her real family. She also has the attitude of the stereotypical highschool cheerleader on disney movies and talks like one too but with a more raspy voice because she is dehydrated, again she hates water because of her hatred for her ‘real family’ and also she genuinely doesn’t like the way it feels,”It’s just liiiike the worst ya know, um like on my skin....yeah so don’t pass out in water or whatever cause like I probs won’t try to heal you....sorry not sorry.” That was literally her first line to the rest of the party. I now use her in one offs and like low key she is alot of fun. 
Luc-Pantoran (I forgot the class and the dm still has our character sheets cause thank you virus) Life goal: Clear their name! Campaign: Starwars 
So first of all funny thing about this one is that usually I have a gender and voice made pretty early into creating a character. With this person....I did not, like literally I got everything else figured out except these two details so I decided,”You know what! You don’t get either of them!” Their story went like this, they have 12 siblings ok, super rural regular family in the inner planets. All of their siblings are wildly successful and they were average. They knew they couldn’t really succeed like everyone else but hey did find themselves enjoying being a nuisance so basically when asked what they wanted to do with their life they would look up at the adult asking and just go,”Crime.” SO that’s exactly what they did. Once they became an adult they ran off, used sleeping with folks to get what and where they wanted, eventually joined a pirate crew, and life was great. They were so good, and kind of had a thing going with the captain that they became first mate. Pretty recently they realized they didn’t relate to either gender and became non binary, they also are still trying to figure out their voice so it would change rather often. Thing is they got framed for stealing from the captain, and hey they’ve done alot of bad but they HAVE NOT broken trust like that, after all they actually cared about the captain, and for once was considering being just with them instead of sleeping around. Nonetheless they are on the run now trying to clear their name. Their theme as a character is,”hey you know that little voice in your head that tells you not to do something, ye they don’t have that. Just a voice that says, do what ya wanna do pal!”
Clarity-Robot, vault dweller (Tw: death mention, human experimentation, dog experimentation) Life goal: Just see the world Campaign: Fall out
I love this character so much she is a baby however her theme is,”depending on perspectives people can come across as wildly different things.” So If you’ve played fall out no she’s not a Mr. Handy or one of the robots that looks incredibly human like. We decided an amalgamation of the two fit her story better and it was available in the unofficial fall out table top we were playing. She looks humanish, a human like form but with clear casing showing her inner workings and a human mask to try to look  more friendly. She’s got on a little yellow dress on too, very vintage, and with the sweetest most innocent sounding voice. She even travels with a Dalmatian who, as a robot could think of only the most appropriate name to describe her grizzled hound, Spot. As for fighting one arm can transform into a flame thrower and the other into a chain saw. Also as a robot she can not go against programming. She also makes comments such as,”I am overjoyed you will not become a plant!” “Oh no don’t pick flowers! I would hate to hurt the plant...” “Are you sure the grass will not mind if I step on it?” If you have played fallout you might know where this is going. Basically there are 2 vaults that are important, both of them are found over grown with plants one containing half human half plant monstrous creatures. Her story is that she was in the vault that laster holds the monstrous creatures. Her programming was to continue the experiment, the experiment to combine humans with plants in an attempt to improve upon humans. She could not tell the humans what she was doing, and she could not stop the experiment until it was complete. There were dogs there under her command to be used as experiments too or keep the plants in line. So the chain saw and flamethrower were to stop unruly plant monsters from attacking her and keep them in line until finally the order came that the experiment was over and she was no longer needed. So she left, secretly horrified by her actions attempting to avoid ever processing what she witnessed fully through her system. She wants to see the world for herself now with her dog friend. Again when people meet her she seems like a sweet angel going so far as to worry about even the feelings of plants, but for anyone who was in that vault they would see her as a very different person.
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ciathyzareposts · 5 years
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Darklands: Iron Men
The leader of Hamburg outlines the crimes of robber knight Eberhard Gerle.
        Someone should make a comprehensive study of the criminal archetypes that have come and gone–made obsolete by sociology or technology. The itinerant snake-oil salesman; the train robber; the yo-ho-ho kind of pirate. The Nigerian Prince must be on his way out–too many people have heard of him. We have plenty of robbers, but no more highwaymen. In America, the classic pickpocket is essentially dead except in a few isolated cities, and the stereotypical car thief is hearing the bells toll.
In medieval literature, perhaps no extinct criminal archetype stands out more starkly than that of the raubritter, or “robber knight.” The term’s meaning changed slightly over the centuries, sometimes describing a landowner who abused his power to exact tolls, sometimes describing actual banditry, sometimes (as in the description above) both. But what the term always denotes is a rich person who uses his wealth to purchase armor and castle walls and thus the ability to act with impunity, until he stirs up enough trouble that other rich people with castles and armor decide to deal with him. This is an odd idea–the use of wealth to commit principally physical crimes. Imagine if instead of just ruining the country economically and spiritually, the Waltons and Kochs decided to build “Iron Man” suits and physical fortifications, then go on rampages through villages, knowing that local law enforcement officers would be powerless to stop them. There’s a story in that somewhere.        
My party achieves victory over one of the villains.
          Robber knights form the near-exclusive stable of “bad guys” in Arthurian and other medieval heroic literature, granted with the occasional supernatural twist. The various Green Knights, Black Knights, Red Knights, Sir Bruce Sans Pity, and their lot are all essentially robber knights. Perlesvaus even has a character of of that name (he is defeated by the Coward Knight, who then becomes the Bold Knight). You can’t read an Arthurian story from the 12th to 15th centuries in which the hero does not, at some point, come to a bridge or ford guarded by a mysterious armored figure who refuses to let anyone cross until they pay a usurious toll. The hero naturally thrashes the villain making this demand, but what’s notable is that only someone who can afford the same types of armor, weapon, and steed even has a chance. It’s what T. H. White was getting at when he had Merlyn say:
              What is all this chivalry, anyway? It simply means being rich enough to have a castle and a suit of armour, and then, when you have them, you make the Saxon people do what you like. The only risk you run is of getting a few bruises if you happen to come across another knight. Look at that tilt you saw between Pellinore and Grummore, when you were small. It is this armour that does it. All the barons can slice the poor people about as much as they want, and it is a day’s work to hurt each other, and the result is that the country is devastated. Might is Right, that’s the motto.
               It makes sense, then, that robber knights make up a major villain class in Darklands, essentially occupying the role of pirates in Pirates! They have randomly-generated names and castles, but wherever the game situates them, they’re such a menace to the surrounding area that multiple political and economic leaders will pay you to get rid of them. And just like Pirates!, you can get multiple rewards for defeating the same villain.
The game adds a dose of realism not found in the typical RPG, however, when it comes to the aforementioned use of armor. I haven’t worked out all the math yet–I’ll leave that for a later entry–but it feels like the protective value of armor increases exponentially rather than in the somewhat linear manner used by Dungeons and Dragons-style games. Leather hardly does anything at all, and plate practically makes a man a walking fortress. There are associated encumbrance and agility penalties, but they’re still worth it.                
A secondary application brings up your quest log. I think this is the first RPG that keeps track of quests for you.
           As I began this session, I had received a quest from several people to kill the robber knight Anton Seibt, but an initial foray into Seibt’s territory suggested I was far from the necessary abilities to do that. Thus, I settled into Lübeck for a period of grinding and character development. My quest log showed that I had about a year to kill Seibt and get back to Flensburg before the quest expired.
I visited the alchemists’ and tinkers’ guilds and got permission to train, and I spent some days in residence at the inn, some characters working odd jobs, some training. At night, I occasionally ventured into back alleys, fought thieves, and sold their equipment the next day. My character slowly developed skills in edged weapons. Once I figured out that in the markets, you can scroll past the initial four options displayed for sale, I bought everyone shields and missile weapons. (To fund all of this, I sold most of the potions my alchemist started with.)            
A guild master agrees to teach “Artifice” to my characters.
           Occasionally, I left the city and wandered around outside (I tended to favor healing in camp outside, as it’s free). I escorted a few pilgrims, donated to some poor people, and fought an odd wolf or giant spider. (The thieves in town were better opponents because they leave you things to sell.) I wandered up the road to Schleswig to see if I could get the Seibt quest from even more people, but they wouldn’t see me. When I wanted to get back into Lübeck, I sneaked in or charmed the guards to let me in, hoping to increase one of those two skills. One of the things I like about this game is that skills sometimes increase even when you fail at using them.           
Various options when returning to a city. It costs nothing (as far as I can tell) to try hiding or charming the guards, and has a chance of raising important skills besides.
          For a long time, I was stubborn about Ladislaus, my mentally-damaged cleric. His virtue was so low that it would take years of faking good deeds before a single saint would answer a prayer, and he hadn’t managed to develop much healing skill in only 10 years of monastery service. A couple of points of increases during training didn’t translate to faster healing of my characters; they were still only capable of restoring 1 point of strength a day. Finally, I got fed up, had Ladislaus “retire” (he took one-fifth of my wealth!), and rolled up a more experienced and devout Catholic. Lambert spent four terms as a novice monk, monk, friar, and abbot before joining the party, excelling in virtue, religion, and healing. When my characters rest with him in the party, they restore 2 points of strength per day–which, believe me, makes a big difference. He also starts with knowledge of three saints and an actual chance that they’ll respond to prayers. I just had to build up his skill with a weapon for a while.            
Having sent Ladislaus into retirement, I create a new holy figure with more experience.
            The grinding period was hard. Health regenerates so slowly that you spend more days resting than adventuring. You can’t afford to do it all at comfortable inns, so you have to go outside, but there you run the risk of bandits, wild animals, or just being run off the local lord’s land. Paying for training is also expensive and doesn’t guarantee your skill will actually go up each session. There seem to be a lot of skills you can’t train–at least, I haven’t found trainers yet. Everyone wants a piece of your hard-earned money. You have to pay to enter cities (if other mechanisms fail). You have to pay if you get caught on the streets at night. You have to pay if you’re caught camping on someone else’s land. Except for common thieves, new parties die against practically everyone and everything.
But, slowly, things started to get better, particularly when I made enough money to buy some better armor for everyone. Until then, Maximian–who started with brigantine armor–hardly ever took any damage in combat while everyone else got slaughtered.          
Improving my situation at an armor shop.
          I’ll make a few complaints about combat while I’m thinking about it, reserving greater analysis for a future entry in which I have more experience. 1992 was the first year in general for “real time combat with pause,” and we’ve seen it in both Darklands and Legend. It would, of course, become more famous in the Infinity Engine titles of the late 1990s. Darklands is superior to Legend in that it allows you to issue orders while paused. Right now, there’s not much I can do but attack.
I am having a few problems. First, I want Maximian to bear the brunt of most combats, but no matter how far in the lead I put him, enemies just happily walk around him to engage the weaker characters. Second, the characters don’t do what I tell them to do when it comes to attacking particular enemies. They remain stubbornly engaged with whoever is closest to them even if I repeatedly tell them to go attack someone else. In short, I find it hard to prioritize particular enemies and protect my weaker characters.        
The weaker characters hang back while Maximian goes to engage the enemy. I know half of them will just walk around him and attack the other characters anyway.
        The game is also a bit annoying in its adherence to realism with missile weapons and line-of-sight. I have my third and fourth characters equipped with missile weapons, but they hardly ever have a clear shot at an enemy because the lead characters are in the way. The process of picking up missiles from the battlefield, redistributing them, and re-equipping them is also a bit annoying. Finally, I don’t like the way that the treasures found post-combat are so relentlessly predictable. It would be nice to occasionally meet a back-alley thief whose father had willed him a decent-quality long sword. Instead, thieves always carry falchions or clubs and always have leather armor for the vitals and cloth (which doesn’t sell for anything) for the non-vitals. Other enemies seem similarly predictable.             
We sneak through the robber knight’s castle. At least we’re not the only ones betraying the Guest Right.
          Back to the story. After about half a year passed, I was at the point where I could defeat several bandit parties per night and didn’t even have to rest for a week afterwards. I decided to try my luck against Anton Seibt again. “Try my luck” is the operative phrase because for whatever reason, everything I tried succeeded beyond my wildest dreams. Acting friendly to his men prevented me from having to fight any engagements during my approach to his castle. When I got to the castle, I knocked on the door and he invited me in for the evening. Later, I chose to have my party go to bed, but then get up and sneak to Seibt’s room, and again it worked. The result is that when I finally confronted him in his room, we fought a four-on-one combat instead of one that involved his warriors. It was almost too easy.            
My party gangs up on Seibt in his chambers at night.
         When he died, I looted plate armor from his corpse and gave it to Maximian, passing the brigantine and chain down the line. It uses almost all my encumbrance, and I couldn’t therefore wield the two-handed sword I also recovered from the robber knight. I gave that to Lambert, but using it tires him out quite fast, and I suspect it’s better to keep Lambert equipped with a one-handed weapon.             
With plate armor for his vitals and chain armor for his limbs, Maximian is just shy of a full load.
            Now the fun part. I returned to Lübeck and got rewards from both the obserte and the Fugger representative. I continued up the road to Flensburg, where I’d started, and got even more money from the Fugger, but for some reason the erbvogt (mayor) had nothing to say to me even though the little quest application insists I had the same quest from him.          
Claiming a reward for killing Anton Seibt.
         In any event, the three rewards loaded me up with more money than I’d even dreamed about before–the equivalent of about 18,000 pfenniges when I’d struggled to top 2,000 before. I bought horses for everyone and splurged on some alchemical ingredients, although none of the shops in Denmark seem to sell the specific ingredients that Viridia needs for the spells that she knows.           
Both my purse and local fame grow.
         The only other quest I had was to get the “Tarnhelm” from a pagan altar southwest of Magdeburg. I decided to head in that direction because it would put me closer to the center of the empire, with more easy access to other locations. On the way, I stopped at several cities, and in the course of meeting with various representatives, got the same quest from several of them to destroy the robber knight Eberhard Gerle, who was hanging out east of Paderborn. I also picked up some minor “fetch quests.”            
Wolves are unhappy with my acquisition of the Tarnhelm.
          The Tarnhelm quest wasn’t difficult. I simply wandered in the area of Magdeburg until I received a notice that I found a pagan altar. After picking up the helm, I had to deal with a pack of wolves, and which point the game indicated that the unholiness of the area had been lifted. I’m not keen to walk all the way back up to Flensburg just to return the helm. I can tell that I’ll be wishing for a fast travel option before the game is through.
          At one point, I stumbled upon the house of some kind of seer. She warned me of secret covens of witches growing in power but said that my party was too inexperienced to deal with them. She advised me to “go forth and train, seek experience, adventure, and fame,” and then return. The problem is, I forgot to note where the house was. Is that going to be an issue?
           Miscellaneous notes:
I keep encountering alchemists on the road. They travel with guards and demand all your alchemical ingredients when you encounter them. If you refuse, you find yourself in combat with their guards, who I have thusfar been unable to defeat without a death. They’re very annoying.
The terrain changes color and texture to denote the changes in seasons. Right now, as 1400 turns to 1401, snow covers the ground. At one point, the game forced me to stop and hole up for a few days to wait out a blizzard.
            Note the frozen landscape in January. There’s a castle to the east of my party, but I can barely make it out.
          My colorblindness, or some other factor, makes it difficult for me to see many of the features in the environment. For instance, note the castle to the east of my party in the shot below. I had to really “where’s Waldo” the screen to find it.
For one of the miscellaneous quests, picked up in Braunschweig, the Fugger representative wants me to help prove that his family is of royal lineage by retrieving a crown from an old tomb. I feel like one of the Pirates! editions had a similar quest, where a random governor wanted help proving that he had royal blood.
           A common MicroProse theme.
        Both times I defeated the robber knights, the game brought up a message indicating that the party was going to loot the castles’ treasuries. In both cases, nothing got added to my wealth. I guess maybe they weren’t very good robber knights.
Horses are treated weird. They show up in inventory, and I guess you have to assume they’re being “used,” but you never see them. I hope they’re speeding up my travel. 
             I bought a “superb” horse for my knight, but just regular pack horses for everyone else.
            I finished this session by finding Eberhard Gerle’s castle just east of Paderborn. Surprisingly, the exact same strategy I used at Anton Seibt’s worked here, and Gerle was soon dead. I have no fewer than five people prepared to reward me for the deed, and I also have to figure out if I’m going to try to equip any of my other characters with his looted plate or sell it. Either way, it feels like my money problems are almost over, quite early in the game. Perhaps alchemical ingredients will sap most of it. 
For the next sessions, I really need to get a grip on alchemy, praying, combat, and equipment–starting with re-reading the relevant sections of the manual. (Some of my commenters have offered a lot on these issues, but I’ve mostly stopped reading comments on previous entries because it seemed like they were getting spoilerish.) I’ll practice with those as I continue to build my fame across the empire.
          Time so far: 14 hours
        source http://reposts.ciathyza.com/darklands-iron-men/
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