Tumgik
#and that's on Ancient mysterious items also being time travel devices
A good headcanon for the people who are in the Sails in the Fog fandom and the Distant Shore fandom.
The Sails in the Fog!MC is the DS!MC's distant ancestor, she is the pirate Queen and y'all can fight me.
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thestalkerbunny · 3 years
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Dnd One Shot that would only work if the party has a player who has ‘speak with animals’ or has some EXCELLENT animal handling skills. It would also work as a great filler episode.
Your party gets some tickets to go on the first ever LUXURY CRUISE-this is like...the fanciest shit your players or the world has ever seen, it is the premiere luxury cruise liner and it’s about to make it’s maiden voyage of a solid 30 day long trip. And most of the game you can have your players have fun and dick around, gamble, charm/upset/offend/get into  fights with other passengers-just finally live your dreams on a BOAT. Be as wild as you please with some boat shenanigans.
But each passing day as the cruises ship gets further and further out to sea, there are more and more odd complications. Something big keeps bumping into the boat and causing leaks in the hull, people sent to dive and check on what the outside damage looks like while the boat is briefly anchored find massive crushed bits of the boat like they‘ve been put into a vice grip, have one of the players even roll to have an unsettling dreams because their room is close to a port hull and they keep hearing odd deep calls in the night. These complications get worse and worse.
People begin to accuse each other of trying to sabotage the ship, maybe the ship’s owner trying to sink it to save himself on the insurance it has? Maybe the disgruntled captain who is being forced retired? A spurned mystery woman? Who knows, it starts to turn into a real ‘who is trying to sink this boat and endanger these innocent lives?’ who’s doing it?
The culprit?
Lobsters.
If at any time a player who makes a good animal handling check goes down into the main dining area, they’ll find the massive lobster tank where they keep all the lobsters they’re going to use on the last night of the cruise for a big lobster dinner. Most of the lobsters will, to a player that rolls high enough to notice, seem to look very resigned to their fates as the main course-except for one that is a rather large lobster and looks particular determined for a lobster.
If the player uses ‘speak with animals’-most of the lobsters will be very very sad and depressed about this. They understand this the way it’s always been, nature says that you’re most likely to be eaten if you are small-but it doesn’t mean they at all want to accept it. The Big Lobster will most likely say nothing. The Lobsters would ask that player to please come and visit them every night promising to tell them special lobster stories in exchange for spreading them around to the ‘land walkers’, because they believe if their stories survive then they will truely achieve immortality in the afterlife and not be forced to return to the mortal plane as another creature.
If they player continues to visit the lobsters, they will tell the player numerous amazing stories about the creatures under the sea, from beautiful temples, mermaid kingdoms, great fissures in the deep, ancient deities that live in the trenches bound in bondage unseen for thousands of years. (it doesn’t hurt to drop some lobster facts in there as well, Lobsters believe they are all royalty as their blood is blue and that they are obviously the sea’s favored creature as they live forever when left natural in the wild.)
Eventually, the player will hear all the lobster stories. They may notice that with each passing day-as the complications of the boat get worse and worse-the lobsters seem more perky and excited. They may even hear the lobsters talking about how they ‘might actually get out of this one’ but they never really elaborate on why they think this-most of them are too focused on getting their stories told. If the player listens to all the lobster stories, repeatedly tries to converse to the big lobster in a friendly manner, and rolls a high enough charisma check-they will finally hear the big lobster speak.
The Big Lobster will say one thing. ‘You should probably brace yourself.’
This is when the final seige happen on the boat and it is attacked by a massive horrifying sea creature trying to capsize the boat. The players can join to try and stop the monster from sinking the boat or help passangers evacuate. The monster is most likely be undefeatable or it will be severely injured enough for it to leave the boat alone-but not without it being so badly damage that it can’t continue it’s voyage. Everyone will be forced to evacuate and wait for help to come from the main land. Most everyone will make it out safe (except for the people eaten by sharks or smashed by the monster)
In the dark of the night, the party will see a bunch of lobsters swimming towards their life boat with the biggest lobster in the lead. The big lobster will climb in and begin to talk in common to the party-thanking the player who listened to the lobster stories for doing so as it helped them all keep hope. The Big Lobster will apologize for the destruction of the boat-as it was directly his fault for doing so. The Big Lobster will reveal that for days it’s been psychically contacting the great sea monster to come and save it from his fate in the boiling pot and was only able to do so because of one thing-the big lobster is not a lobster.
He is in fact a wizard under a true polymorph spell. He is a wizard who studies the magical currents in the ocean for a living and had polymorphed himself into a lobster to study the sea up close and personal. But the magic device he was going to use to break the polymorph when he was done was lost and he with all the other lobsters were caught.  At any time in the game, another player can find that device and in this ending, they can break the polymorph and he turns back into a wizard. He thanks the party, apologizes for the damage and trouble before jumping back into the water and disappearing, only for the big sea monster to rise up out of the ocean again with the wizard riding on top and them to disappear into the night with the entourage of lobsters following after.
This one shot can be used as a filler episode while the players are traveling between continents or a lead in for an under sea adventure. You can even have the party come into some amazing sea themed magic items or a great amount of a money, signed courtesy of the ‘Lobster Wizard and Co.’
TLDR: Lobsters on the titanic as it’s sinking: Boys I think we might actually be getting out of this one!
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botwstoriesandsuch · 3 years
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Welp Mystery Clown Exists so that’s nice
Ok it’s 3am but I got new shots of Mystery Clown over here and I need to put down some thoughts before I collapse for the next five hours so Let’s Just Jump Into It™️
Here’s the latest shot I got of the guy
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Now here are the other shots we got of this mystery clown. These are from his first appearance in the Kohga trailer
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And this one is from an article releasing various gameplay and cutscene screenshots
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Ok so few things:
1) His hair [I’ve mentioned this before but incase you’re just tuning in, mystery clown over here is confirmed male so rip female villain dreams] changes color. Two out of three of his appearances, mystery clown’s got dark/black hair. However, in the shot in the Lost Woods, with the two Yiga foot soldiers, his hair is undeniable lighter, some blondish/white thing. Even without me brightening the photo, you can see in the original that his hair is very clearly not black.
Could some magical events have transformed him? Dare I say it’s an entirely different character? Probably not the latter, and literally everything else about them is still the same. However, it’s still interesting to think about what exactly lead to their hair changing color. I’m going to assume it was some magical bullshit about like selling a piece of yourself to a demon to become more powerful so your hair gets all spoooopppy and pale but eh, who knows. For all I know, their hair is original white, but then turns dark! But I doubt it as that leads to my next point for number
2)  I am going to order these events as the third one coming first, then the first(because hair), then the second.
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This one first because firstly, you’ll notice that this is the only instance of Mystery Clown NOT holding his fancy little Ancient Core in his left hand. And from their expression, I am one to infer that this is the first instance of mystery clown receiving this item. They kinda have a smile or at least some form of surprise on their face. 
Innnnnn addition [read that in Robbie’s voice ha] I can 100% [probably] place this shot in Hyrule Castle because that’s literally the only place I can think that’s fancy enough to have wooden accents around stone square tiled floors.
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And before I go further, NO this is not the Royal Ancient Labs I check floors for hours as a hobby ok 
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[Thank you to @muffinbuttonfan​ for giving me Hyrule Castle references at 4am just so that I could show that Hyrule Castle is the only area with the wooden accented floors]
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Now the reason why that information is so important is that means that Mystery Clown over here couldn’t have gotten his little device from the Labs or anywhere else but the castle. And Hyrule Castle, mind you, has a very important location.
For you see, as I was planning to make a small post just talking about THIS new screenshot 
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I instead happened upon a greater revelations that had to do with these stars....
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Ok now firstly, I’ll note again that I think this shot comes second chronologically because the hair is dark, and mystery clown here is actually using the magic ancient core thing
BUT BUT BUT, THAT is the aspect in which I might be wrong. For you see, those stars are of SHEIKAH constellations. You’ll have seen them in THREE places, and THREE PLACES ONLY.
The Shrines
The Towers
And....
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THE GOD DAMN MOTHER FUCKING ASTRAL OBSERVATORY BITCH 
I KNOW I JUST CHANGED THE TONE DRARASTICALLY BUT THAT’S BECAUSE I LITERALL HAD THIS REVELATION AS I WAS WRITING THIS AT EXACTLY 3:13 EST AM ON THIS NOVEMBER FRIDAY THE THIRTEENTH this post will probably out much later tho cause I have to sleep
What is the only instance of malice infest Sheikah technology other than the Divine Beasts? Babam. Astral Observatory. What is the only other spherical object that maps the stars? Baboom. Giant Ancient Core thing cause guess what fuckers it’s an astrolabe. 
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So while I don’t doubt that the magic object that mystery clown is holding has connection to Ancient Cores, I am very very very certain that it is actually an Astrolabe because of the connections between the Astral Observatory (again, located in Hyrule Castle which is the place that Mystery Clown seems to have received this thing) along with the story element in of itself of having a fortune teller that reads the stars. I mean, the guys gotta have some sort of high ranking job given his attire
Now as for what exact this astrolabe does? (Besides charting the stars that is...)Well I’ve got a few theories 
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The creation of the Time Gate™️ kinda looks like stars and all sheikah technology has a connection to the stars and constellations and all that so maybe Mystery Clown has the ability to travel to different timelines or something like we see eggbot do. Or perhaps at the very least is aware of other timelines, consider it’s a strong possibility they’re a fortune teller, such an ability much be...useful. 
Although I think the more likely possibility is that this astrolabe controls/contains malice. Think about it, if I’m correct and this thing is an astrolabe, then it has the ability to chart the positions of the sun, stars and moon. Perhaps it contains knowledge to the countdown to the bloodmoon/Calamity? It is also very clearly festers with malice given it’s purpley/pink appearance. And you’ll note that in Age of Calamity... 
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This is the only game where malic is strategically used, actually being directed places, rather than just the Calamity waking up and infecting every Guardian at once. 
Especially concerning that example at the Breach of Demise. IT would have been impossible for Calamity Ganon to have done that him(it?)self. Plus, only certain high ranking people would even have knowledge of the Princess’ exact whereabouts. Ergo, this was a planned and calculated move by someone
AKA Mystery Clown has the ability to send infect machines with Malice thanks to charting shit with his astrolabe that he got from Ganon? at the Astral Observatory.
Oh also this is a bit of a stretch but his robe pattern is the same of that of the Royal Library so that’s nice
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And the library excavation site is one of the only areas where you could access the pillars that release the Guardians. (That is, Pre-Calamity Awakening of course)
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edda-blattfe · 4 years
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Blue Official Profile
(Started this blog last August and this is the first full profile I’ve made for Blue, go figure! Hope y’all enjoy! Please do not copy, trace, or distribute the artwork without explicit permission from me, thank you. Also, if you know of a tutorial or breakdown of the tw art style would you mind sending it my way?)
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Name: Blue
Dorm: Ramshackle (unofficially)
Year/Class: N/A
Birthday: 10/14 (Libra)
Age: 21
Height: 165 cm (5’5)
Dominant Hand: Right
Origin: Isle of Ages
Club: None
Best Subject: None
Hobby: Knitting
Bad With: Choosing sides/Boredom
Favorite Food: Daifuku Mochi
Disliked Food: Raw Tomato
Special Skill: Rule Bending
A strange, congenial fairy accidentally summoned by MC. In all her travels she has never been to a school before and has taken to masquerading as a student while exploring the campus. A nurturing big sister type with some mischievous tendencies.
Extra Info: (under the cut)
Twisted from: The Blue Fairy (Pinocchio)
Gender: cis woman
Alignment: True Neutral
Species: Fairy (subspecies unknown, referred to as a “Star type”)
Personality breakdown: Astute, curious, indecisive, empathetic, witty
Family: Blue Fairy (BF) (relation unknown, deceased), Yen Sid (legal guardian), Merlin (honorary uncle), Pennly Oak (result of magical intervention, exact relation is up for debate), Jim-Peter Oak (honorary uncle)
Quirks: glows on moonless nights or in extremely dark areas, wings and ears indicate mood, wings emit a humming sound that can be heard by other fae and can be used to convey messages (thank you @choconanime​ for suggesting that detail)
Other abilities: is adept in different magics thanks to her mentors including illusion and light emitting spells, can fly
Unique Magic: Wishing Star - A wish granting magic that grants a person’s heart’s desire. Despite being an incredibly god mod ability, the spell has many conditions that must be met in order to function, cannot be controlled, and cannot be used consecutively due to the amount of magical energy required to enact it. The conditions are as follows: 1) The person must acknowledge to themself what their true hearts desire is; this can be tricky as what someone thinks their wish is might only stem from their true desire ( eg. Someone can say they wish for power, when their desire is to feel in control of their life and position in the world.). 2) The wish must not be corrupted by fear, dishonesty, or selfishness (brave, honest and unselfish, get it? no? ok). 3) Blue must genuinely want to grant the wish (don’t be a jerk). The magic for this spell is unpredictable, even for Blue, and will grant the wish through a cause and affect method most often (example from Pinocchio: Gepeto wished his puppet would come to life but understood that what his heart wanted was a son, BF saw he was a good person and granted his wish by giving the puppet life, but then it was up to Pinocchio to prove himself worthy of being real in order to complete the wish). With big magic comes a big depletion of magic energy, at tops Blue can perform this spell once every three or so days but this is only if she uses her magic for this and rests the whole time. To sum it up, it’s a god mod ability with way too many restrictions and unreliable results. (Apologies for the length, been pondering this for a long time)
History: (In short fairytale form, woohoo!)
There once was a fairy, strong and fair, who was said to grant any wish your heart desired. However, these wishes often led to troublesome adventures and twists of fate that forever gave her the reputation of a trickster. From where or when she came and what she was, no one knew; only that she was ancient and held no loyalty to any nation. The people knew her by many names, but the one that all would recognize in every corner of the globe was The Blue Fairy. Many thought she would remain for all of time...but fate had other plans. During a visit the grand city of Lazulite, Pyroxene, she overblotted, destroying herself and the city along her; all that remained in the crater was the fairy’s wand, which was given to the sorcerer, Yen Sid, for safe keeping.  ‘Upon his return to the tower he called home on the Isle if Ages, Yen Sid noticed the wand felt warm....too warm...and getting hotter?! The sorcerer dropped the item as it threatened to burn his hands. The wand sparked and flared, blue and white sparks showered from the device. Then stopped, putting out all of the lights in the tower with it. Shocked, Yen Sid did the only thing he could after witnessing...whatever that was; clean up and don’t dwell on it! That’s when he heard it, something whimpering...no, crying, at the door. Reminding himself that he is an all powerful sorcerer and not the soon to be victim of some twisted horror story, he cracked open the door. A baby, a fairy one, bare and crying laid at his doorstep. There was no note, nor any indication that anyone had dropped the child there...where could they, wait, it’s a she, come from? He could hear the wand sing from the other room as he brought the child inside, a warm glow peaked through the doorway, but he did not go in. No. This was enough excitement for one night, the rest would have to wait after a meal and a long sleep.  There was nothing to clarify what had happened that night. No ancient text, tale, nor prophecy to make the truth known. There was only the death of a friend, her wand, and the child in his care to go by. Many theories were spun, from , “The fairy had an affair and hid the baby for whatever reason,” to , “This is the reincarnation of the Blue Fairy,” but there was no way to prove any of them right or wrong. It was an unknown, one of those mysteries never to be solved. “Fate’s intervention,” as the wizard, Merlin, called it. If fate was responsible for this, then there was only one thing to do; heed her call. Yen Sid chose to raise the child and named her after his passed friend, Blue. Oh how fitting the name became!
Was parenting easy? No. Was he prepared to raise a fae child with strong magical abilities that made his previous apprentice -who shall not be named- look tame in comparison? Absolutely not! But by Walt he did it...with a little help from Merlin. They taught her everything they could and watched as she grew stronger, knowledgeable, and even more curious with every passing day. She explored every part of the island and grew close to the merfolk and sprites that inhabited the island. But it wasn’t enough. By the time she was seventeen, the child had grown bored of the island, and the lessons the elder magic users gave had begun to repeat information...she needed new information....she needed to leave. Yen Sid would not here of it, believing she needed to refine her abilities before venturing out into the world. But what sort of stories would we have if children always obeyed their guardians? Blue left the island, knowing full well how this would affect her teachers and friends, but was worth it.
That was four years prior to the current timeline. Four years full of traveling across the world, seeing new creatures and places Blue had only ever read about in stories! Years full of meeting new friends and learning the value of life through their eyes. Years learning the value of patience, acceptance, the ability to look forward after loss and move on. So much adventure to look back on...so many memories... They beg the question, what other adventures are waiting?
(Original? Maybe not. Leaves room for story growth while explaining her background and abilities? Yep! Hope y’all enjoyed the story and feel free to ask questions. Speaking of, there are asks from a few days ago that got pushed aside while finishing up the picture and this.)
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pokeoddities · 5 years
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Pokéballs are weird (a brief history of the Pocket Ball.)
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I mean, we’re stuffing creatures of various sizes and shapes into gatchapon capsules for crying out loud. It’s just a little strange.
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The concept of the Pokéball dates back at least as early as the “Capsule Monsters” phase of Pokémon in 1990. Although, there were aesthetic differences, the general purpose was the same.
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The Pokéball concept a lot of people would be most familiar with is the anime portrayal. Spheres roughly the size of baseball that shrink to an easily size more akin to a ping pong ball. With a hinge and a button on the front of the ball. But this is far from the only Pokéball concept in the franchise.
Within the Pokémon world itself, the Pokéball as we know it today came into existence somewhere around 300 years ago. With 1925 being given as the exact date for the modern Pokéball. Invented by Professor Westwood of Celadon Academy, (this information comes The Encyclopedia Pokémonica And a Pokémon Daisuki Club site according to Bulbapedia.). But Pokéball style devices and analogues exist even further back. With the true invention of the “Pokéball” being traced back to Johto.
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Anyone who’s played Gold, Silver, Crystal, HeartGold or SoulSilver versions can tell you about Apricorns. A fruit that can be found throughout Johto and turned into special Pokéballs by Kurt is Azalea Town. And according to various sources, including the games themselves, this method is how Pokéballs were crafted before the mass produced versions made by Silph Co. and yet still, we find that there were similar methods of capture before even this invention. Especially in the Anime series.
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Episode 72 of the original series, “The Ancient Puzzle of Pokémopolis”. Depicts several ancient artifacts which contained ginormous Pokémon that were considered deities by the ancient people of Pokémopolis. In particular, a Giant Gengar, Alakazam and JigglyPuff. Each contained in their own uniquely shaped capsule.
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Episode 178 of Advanced Generation, “Battling the Enemy Within!”. Also depicts an ancient device with a very similar appearance to a Pokéball. Discovered in the Tomb of the King of Pokélantis. It surprisingly housed, not a Pokémon. But the spirit of the wicked king himself! Although it is rumored the king once caught Ho-Oh with this device.
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Movie 04, “Pokémon 4Ever”. Depicts a Pokéball dating back at least 40 years belonging to a time traveling boy named Sam. Whether this is how all pokeballs worked at the time or is simply a homemade variant by Sam is unknown. (But if you know the plot twist of this film, it’s not outside the realm of possibility.)
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Movie 08. “Lucario and the Mystery of Mew”. Depicts a curious example of Pokémon storage. With A Lucario belonging to Sir Aaron being stored in the crystal on Sir Aaron’s staff in manner very similar to a Pokéball for hundreds of years.
In the end, this is only the briefest of history to an item we all don’t really question. We just accept that it exists and is part of the Pokémon world. But this little sphere has quite the history.
There is one more tidbit I shall leave you with. You might think that Pokéballs are named after Pokémon. And while this is most likely true IRL, this is not the case in canon. Apparently the name “Pocket Monsters” only came around after the invention of the “Pocket Ball”. Before that, Pokémon were simply known as Maju. Or magical creatures.
Just remember guys, there’s a whole history of Pokémon yet to be explored. This is just one of many possibilities.
This has been Admin Quinn, and like it or not, I’ll be back. Next time.
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arceusbeta · 5 years
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eggman - a member of a clan of egg-men
so inspired by a few posts on somethingawful, i fed a few one-sentence summaries of, like, basic D&D classes into talktotransformer and let it generate me new classes or alternate versions of old ones
and then i started feeding its own input to itself
things got Fun
here’s..... a bunch of ones i liked
Bard -  Lights and voices of reason, song and sound. 
Clairvoyant -  Seemingly on the other side of the veil, a creature with psychic powers, a knowledge of the past, and of the future. 
Horse Archer - Able to mount mounts as heavy as any champion. 
Bard - The spiritual masters of all living beings.
Pagan - Those born between the stars, and those able to harness divine energy to overcome demons or the darkness of the dead. 
Rioters - A force of unspeakables capable of wreaking havoc throughout the world. Sage - One who can help make the world a better place. 
Warlock - The true god's guardian. 
Thief - One with access to the deepest secret. 
Magician - The best of luck in all matters of fortune; the instrument of the gods. 
Druid - The protector of life and balance and the protector/assassin of foes. 
Scion - A creature who has fallen from grace. 
Paladin - A faithful servant of the gods and goddesses who fights evil by means that can only ever bring harm. 
Keeper of Silence - A guardian of the holy temple. 
Mage - In the service of the sun or as an extension of one of its energies, the world. 
Nexus - You were just born, but you will become a legend. 
Priest / Cleric - Clerics and priestesses of the Lord of Lies. 
Jock - An expert at sports, or an athlete that excels at all the same sports. 
Punisher - An old world warrior born with a passion for vengeance and death. 
Warlock - A mighty warrior who stands for the right or wrong (the truth is always up for debate). 
Humanoid - A human with the will to harm others. 
Alchemist - A true alchemist has no control over the volatile products of his creations or the raw energies of a plant life, but he is the only one capable of creating potions.
Bard -  Those born without musical talent, who are often misunderstood by others. 
Inventor - That is, those who create magic items that were previously unknown to mankind. 
Sneak - Sneak attackers, who use subtle skill at hiding their presence.
Horde - Aspiring rulers and nobles who would see humanity rise to greatness through a war of righteous will and virtue. 
Soldier - Soldiers, Rangers, Rangers-Horsemen, & Waaagh!! 
Duelist - Fighters with magic swords fighting alongside the champions they fight for. 
Oracle - All are capable of divining mysteries. 
Death Knight - Someone whose death represents a rebirth for all who come before. 
Thief - A skilled thief who must use trickery and deception to survive long enough to steal from the rich and powerful. 
Ninja - Thieves who take things personally and do their own dirty work. 
Undead - Power to kill, and a desire to die. 
Demon Hunter - Those that believe they can break the laws of reality. Baroness - This is a powerful individual, but she prefers to keep secrets and live a quiet life. She is a master of the art. Or is it? 
Chimer - People who live a life of magic and intrigue, with the intent of transforming it into something great.
Champion - A man or woman that has survived by killing a demon for all eternity.
Rogue - A rogue, that is the ultimate enemy of reality itself.
Voidheart - An ancient deity of the planes. He is so great that all people fear him and cannot leave him to live out his life. A unique character. 
Spirit - One who has lived in the planes for centuries and knows nothing of the planes. 
Undead - They are bound to the planes, and they fear the darkness and are the embodiment of the dark. They have no form and can't move. 
Purgator - A spirit of the occult who can control and manipulate objects, objects of energy, and even spirits. Shadow Dancer - An arcane dancer who prefers the shadows, and often travels to other planes. 
Oasis Master - A master of everything from astronomy to the science of time travel. 
Revenant - A guardian spirit who follows your dreams. 
Scribe - In exchange for power and power over living beings, scribes specialize in creating magical items. 
Darkfriend - The ancient race of warriors whose magic has made them invulnerable to the slightest damage.
Fighter - A skilled warrior who has lost what used to be his life.
Alfred the Reaper - The lord of the black arts, a great necromancer.
Mountain Spirit - A restless spirit who can only be seen at night.
Altar Cleric - A devout worshiper of the goddess of chaos and fire.
Mesmer - A gifted mover and shaker of life and death, who can cause a powerful sonic assault on impact to any creature.
Nymph - A nymph who can manifest fantastic illusions, or conjure herself into the form of a living creature and move silently and serenely in the night.
The Unshackled - A class that seeks to turn the darkness on her companions into light.
Magus - A divine seer who believes that magic can heal all, though she often does more harm than good.
Flametongue Spider - Spider-dwellers who seek out and feed on the screams of other creatures.
Gorebringer - A dark-powered melee fighter who wields ancient weapons.
Courier - A courier who is known for his efficiency and efficient deliveries.
Eggman - A member of a clan of egg-men who are considered the most fierce warriors in all of the lands. 
Femme Fatale - A noblewoman who lives like royalty, and never takes part in battles. 
Pale Rider - Riding an ostrich, the pale rider follows other people's directions.
Thief Wizard - A skillful thief who can steal from enemies and steal a soul.
Eldritch Abomination - This is the worst creature you've ever seen. These people are just as bad as it gets! 
Shardsmith - You create your own weapons from scribed shards and other natural resources to enhance your own abilities at the cost of strength, endurance, and the use of your hands. 
Ruthless - A woman who will not stop when threatened. 
Aquatic Healer - A healer who specializes in healing aquatic creatures. 
Berserk - A barbarian with powers of mind bending. 
Arcanist - A scholar who can perform complex math spells while channeling their powers. 
Ranger - A ranger with the ability to fly. 
Barbarian - Not much to say, barbarian isn't for everyone. 
Swashbuckler - A brave warrior, skilled in swashbuckling, or a swashbuckler who lives for the thrill of the chase. 
Unflinching - A woman who takes care of her own without giving anything away. 
Pleasant - A man who can survive in difficult circumstances. 
Follower - A person who is able to take advantage of others, knowing when not to step out of bounds. 
Fool - A simpleton who has bad judgement or doesn't know what to believe.
Unholy - A monk who worships the devourer deity to serve the Order of the Silver Shadow. 
Lunar Scion - An elementalist who can harness the life force of planets to enhance her abilities. 
Celestial Slayer - A disciple of Celestia who studies the occult. 
Lighter - A spellcaster with the ability to light things at will. 
Dweller - A scholar that uses the written word or electronic devices to communicate with others. 
Frightened - A barbarian whose mind and senses are impaired by sheer terror. 
Shard Trader - A merchant who specializes in the craft of using forged and crafted shards to craft better-than-perfect weapons. 
Champion - A powerful master of the arcane but unwilling to face their enemies or live with them. 
Loyal - A loyal servant who holds no grudge for those who failed him in combat. 
Parry Specialist - A skilled pryer who can use her bare hands to manipulate the minds of others. 
Dwarf - A dwarf who has mastered nature but finds many things about his home lands difficult or impossible to navigate. 
Asteroid Hunter - A pirate who's obsessed with finding the lost treasures of the outer star system, while also trying to avoid the attentions of other pirate captains. 
Shapeshifter - A shifter who wants nothing more than to get to the center of reality, and who enjoys manipulating others and using this as an avenue for [cut off] 
Barrister - A petty lawyer or clerk, who is best known for his wit and chisel. 
Insect Fighter - A fighter that likes to live underground, fighting other insectoids on the hunt for food.
Gifted - A barbarian with supernatural powers. Sometimes, such as on his birthday, he comes up with unique recipes for weapons and armor.
and one i got by prompting it with the name of the class:
Clown - A clown that looks like a bear that uses his clown costume to sneak up on targets, while wearing gloves and a bear mask.
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recentanimenews · 6 years
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I Wanted to Write a Tourism Article, But I Touched a Mysterious Glowing Portal and Somehow Ended Up in Another World?!
So, cards on the table, this wasn't the article I was originally going to write.
  The plan in my to-do list—and the plan in newsroom chat—had been for me to head out to Japan, meet up with a friend there, and review a bunch of the collab cafés currently running. (Astute readers may have gathered that, since I cover the news pieces for like 90% of them, I'm kind of infatuated with them.) I had the reservations all set for all of them, I had my round trip ticket, got my passport renewed, the whole nine yards.
  Then on the layover in San Francisco, I killed some time looking at the modern art pieces scattered around my gate, and... long story short, things happened, I touched what I thought was an interactive NASA display but oh silly me it was an interdimensional portal.
  No lectures, please. Lessons were learned.
  At the moment, I have two issues. One, I have ended up getting so turned around in my efforts to get home that I've actually ended up going through a total of seven worlds, none of which are the one I'm trying to get back to. Two, I have a feature due, like, now. So I figure while I'm waiting to meet up with this mysterious guy who looks and sounds eerily like my childhood friend, I might as well knock out two birds with one stone.
  So, in lieu of what was going to be an adorable romp through anime-themed parfaits and soda, here's a travelogue of other worlds you may find yourself visiting someday.
  Yggdrasil
  If I'm going to get thrown to the four winds, this isn't the worst place to start. Yggdrasil actually seems to have the same view of the stars as Earth, which means technically I was pretty close to home? Also, things aligned pretty well with Bronze Age technology and society, so it wasn't 100% culture shock. Well, you know, except for all the magic and stuff flying around.
  Hospitality was pretty decent: all the local tribes were set up as "families," with a Patriarch at the head of each (male or female) and their followers referred to as children or siblings. Apparently loyalty within that system is a big deal around here, to the point that the success of peace negotiations can rest on that.
  Then there are the Einherjar: straight-up magic using warriors. You don't want to mess with them, but as long as you're not on the receiving end of their attacks, they're amazing to watch in battle.
  Best thing about Yggdrasil? Amazing reception. Data comes through like you're just sitting next to your router no matter where you go. Phone calls are a little tougher, though... you have to be near some kind of magic mirror to make it work. Which is fine if you've got nowhere to go. But, if someone had a loved one back home and had to keep leaving their base and knowing they couldn't call, I imagine that'd make them crazy after a while.
  Worth the Trip?: The good news is that with a few web searches and some skilled friends, you can survive the primitive nature of Yggdrasil with some familiar creature comforts. (And then they get a new skill set!) Downside is, no matter how nice people are, if you're living anywhere with anything like society, you're probably about to be in a war zone.
  Cross Reverie
  Okay, this one was a little weird. I swear I've seen this game around online (I'm more a Fate/GO girl myself), and pretty much everything I saw when I came through here matched up with the game. Same landscape, same types of people, and basically enough going on where if you know the game you can get around like nobody's business.
  Here's the thing: everyone is super low-level.
  Like, initially I was completely ready to believe I'd ended up inside a game. It wouldn't be the weirdest thing that happened to me on this trip. But everyone's "levels," even the really capable fighters were down in the teens. Then again, I guess when you're talking real-world adventuring, you're not going to spend several hours a day beating up monsters just to ding a higher level.
  Interestingly, a lot of the ladies around here don't... wear a lot of clothes? I felt weirdly overdressed a lot of the time. That's not a fast rule, but it was not uncommon to see lower- and higher-cut outfits in fashion. (Take note and... I guess don't visit when it's cold?)
  Worth the Trip?: If you're a gamer, you'll feel right at home. Things tend to function on game logic, but at a more "human" level. Just don't expect in-game creature comforts like teleportation. Though, if you're looking for actual straight-up game stuff...
  Sword Art Online
  There we go. No fuss, no messing, no wondering what translates to what. This is a game. You're in a game. Welcome to an RPG that you actually, like, do.
I'm pretty down with that. I like swords, I like adventure, and being able to do raids and quests without having to worry about spinning the camera around. Extra bonus? Your fellow adventurers are from the same world as you. So less culture shock, less having to explain your bad references in conversation. Overall a lot more welcoming. Plus, it's gorgeous there—exactly what you'd imagine a fantasy world to be, with all the cool clothes and critters included.
  There is one major down side, though... transportation out of there is not. Easy. And I don't mean like "flights are expensive" or "there's only one bus route." I mean like "you have to fight your way up a giant tower and not die and that might not even work." So not (and I speak from experience here) the best stop for a multi-stop trip where time is of the essence.
  Worth the Trip?: Really depends how into it you are. If this is somewhere you specifically want to go, yes. If you have other plans in the next, like... rest of your life? Plan with care.
  Disboard
  I mean... I'm sure it's just a coincidence that so many of the places I ended up in seem to have gaming themes to them. Maybe our world is the odd one out?
  The world of Disboard is a dream come true if you're one of two things: an adept gamer or a flawless cheater. If you are neither of those things, though, you might have a bad time. Disboard functions on games in pretty much any way you can think of. Disputes on anything from rulership of a country to whether you're about to get robbed are handled via bets and competitions. And it could be anything, from a hand of poker to God-tier shiritori.
  If you're crazy lucky or crazy smart, you'll probably rock Disboard within hours. But if you've got my kind of luck?
  It might be best to leave the gaming to the pros.
  Worth the Trip?: Even if you're a garbage-tier gamer, Disboard is really beautiful. So you can at least take in the sights and do your best to stay out of trouble.
  The Hidden Realm
  The first thing you're told about traveling in other dimensions is not to eat the food. But you know what? I'm already in too deep. Might as well enjoy myself.
  The Hidden Realm is that mysterious place where gods and demons live—and when you have a realm of gods and demons, what do you need? Come on, you've watched enough anime to know this... that's right. An inn. And inns need food. Sadly, the Tenjin'ya has some pretty boring food in its main restaurant.
  But turn a few corners and go around the back of the property, and you will find the best little Japanese/spirit fusion restaurant. Seriously, it's crazy good. And it's run by a human girl who learned how to cook for spirits, so you know you're getting quality.
  Worth the Trip?: Completely. I mean, okay. Whether or not the spirits will be nice to you really depends on their personalities, so you might meet a few jerks. But that food.
The Kingdom of Belfast
  Belfast is part of a larger world that's accessible in one of two ways: you can either cross dimensions, or you can, uh... die. I highly recommend the first one if you have any sort of choice in the matter.
  That said, dying and being reborn in this world does apparently net you some profits. There's been a case where the person reborn here was actually able to use all seven facets of the world's magic. (For reference, you're usually going to run into people who can use one or two at best.) That's going to make you popular... especially with the ladies, apparently.
  Added bonus? Finally got reception again! This is another place where, if you've got any smart devices, you can make use of them once again. I'm not entirely sure what roaming charges are here and elsewhere... frankly, I've been too afraid to look.
  Worth the Trip?: With good reception, plenty of magic to go around, and some frankly adorable fashions going on? I'll give it a thumbs up.
  El-Hazard
  And so we come (maybe?) to the end of my journey. I hope. I think. With a stop in El-Hazard, a world that's equal parts ancient tech and Arabian Nights culture. And, you know, I kind of dig it. Beautiful scenery, really cool magic and machines, and...
  Bugs? Oh. Yeah. I forgot. There's literally an entire nation of giant bug people. Called Bugrom. They also might be a little at war with the humans here, and their might be some doomsday items scattered around.
  But I mean besides that, it's actually pretty fun. Lots of room to wander and explore, a variety of landscapes, interesting people... and bugs.
Worth the Trip?: Depends how you feel about giant insects and ancient biomechanical creatures — conditional yes.
  If you find yourself in another world (whether on purpose or through a completely honest and understandable accident Nate), stay smart. Bring a solar-powered charger. Be prepared to rule at least one kingdom or tribe while you're there. Look for sad girls with glowing necklaces, because they tend to know what's going on—and whatever you do... try not to touch anything. [EDITOR'S NOTE: I'm only okay with Kara missing the cafe coverage because she brought souvenir snacks. We good.]
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Kara Dennison is responsible for multiple webcomics, and is half the creative team behind the OEL light novel series Owl's Flower. She blogs at karadennison.com and tweets @RubyCosmos. Her latest book, Black Archive #21 – Heaven Sent, is currently available from Obverse Books.
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kuwaiti-kid · 4 years
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The Best GameCube RPGs of All Time
Nintendo has repeatedly captured our attention with new addicting games and storylines to keep us entertained for more hours than we could ever fathom.
Each game system provided more than the last with its enhanced graphics and options. However, some systems have been left to be hidden gems of the past. Isn't it worth a little treasure hunt?
Nintendo Gamecube games had several fan favorites from Phantasy Star Online to Mega Man. However, The Gamecube was not always known for its RPGs, unlike its competition the time, the Playstation 2.
The role-playing games for the Gamecube fall into a multitude of different categories. With more focus on the hack and slash system than turn-based, they did not always follow traditional suits.
Want to check out those classics of the Gamecube?
We went ahead and created a list for you of the Best Gamecube role-playing games of all time!
The Best GameCube RPGs of All Time
Paper Mario: The Thousand-Year Door (2004)
What would a Nintendo system be without a great installment of an awesome Mario based game?
For the Gamecube, we bring you Paper Mario: The Thousand-Year Door.
Paper Mario: The Thousand-Year Door is a 2004 role-playing video game developed by Intelligent Systems and published by Nintendo for the GameCube. It is the second game in the Paper Mario series.
The plot follows Mario's quest as he tries to retrieve the seven Crystal Stars and rescue Peach from the X-Nauts. Throughout their adventure, Mario and friends find help in a few items and places. You can heal your party at an inn and purchase items at a shop, collect coins by defeating enemies and buy new special abilities in a badge shop. Paper Mario: The Thousand-Year Door also features a lot of different mini-games, such as a quiz show, a lottery, or the ability to control Bowser in a side-scrolling action sequence.
The Thousand-Year Door borrows many gameplay elements from its predecessor, such as a drawing-based art style, and a turn-based battle system with an emphasis on action. For the majority of the game, the player controls Mario, although Bowser and Princess Peach are playable at certain points.
Paper Mario: The Thousand-Year Door received critical acclaim for its gameplay and plot. Each chapter of the game provided a thrill of adventure that left you wanting more. Whether you are a vast Mario fan or not, I would give this one a go!
Tales of Symphonia (2003)
Tales of Symphonia deserves a spot on the list for its old-world charm and engaging battle system. It is the fifth main game in the Tales series and the eleventh game released in total. It is also the third game to be released in North America.
It follows the adventures of Lloyd Irving as he and his friends work to help Colette Brunel regenerate the world. The game begins in the world of Sylvarant, a land that is dying due to a steady loss of mana, an energy source that is needed both for magic and to support life itself.
To regenerate the world, the Chosen must travel from continent to continent, awakening the Summon Spirits that sleep at ancient shrines known as “seals.” With every seal released, the Chosen comes closer and closer to becoming an angel. Once the Chosen fully transforms into an angel, the world will be regenerated.
Tales of Symphonia uses a version of the Linear Motion Battle System. It is a real-time battle system called Multi-Line Linear Motion Battle System. Another feature of this battle system is Over Limit. Characters enter Over Limit mode after having obtained a certain number of tension points. For regular gameplay, when the party is on the world map, they can join battles by running into monsters visible on the field.
The interaction between the characters is delightful. It is also the first title in the Tales series to feature alternate costumes for the main protagonists. The battle system enhancements are a nice touch.
Overall, it is a game worth checking out for a nice casual playthrough.
Legend of Zelda: Twilight Princess (2006)
It took Nintendo almost a decade to complete, but they had finally created a new Zelda game that is so well designed and legendary it is worthy of top accolades.
Yes, we do know this game was released on both the Gamecube and later the Wii, but it hit the Gamecube first. This makes Legend of Zelda: Twilight Princess more than worthy of being on our Gamecube top RPG list!
When the game opens to a sweeping view of Link as he rides Epona across a vast landscape, you can't help but have that nostalgic spirit of Ocarina's epic opening. The beginning parts of the game feel very much like a trip down Hyrule's memory lane as you explore the outskirts of the world.
However, the game also carves the old from the new by way of a compelling storyline that throws Nintendo's beloved hero into an alternate realm known as the Twilight. It is a Hyrulian wasteland presenting much darker undertones than that of the previous Zelda games.
Need more convincing? There are even moments when Link is transformed into a wolf.
For one, players who enjoyed titles like Wind Waker will understand immediately how to maneuver Link like a pro in Twilight Princess because the same fundamental controls still apply. The character is moved swiftly with the left analog stick, and the right opens access to the camera. The controls are simple and easily maneuvered.
Hands down, Legend of Zelda: Twilight Princess is a necessity on the must-play list.
Fire Emblem: Path of Radiance (2005)
Fire Emblem: Path of Radiance doesn't reinvent the wheel; it simply takes the best elements from all its predecessors and sprinkles some subtle yet positive enhancements on top.
Fire Emblem: Path of Radiance, like its predecessors, is a very text-heavy RPG. The members of your growing party are characterized almost entirely by the opinions they express during conversations, learning about their motivations, relationships, and backgrounds is as important as seeing them evolve and kick tail in battle.
If you haven't jumped on the Emblem wagon yet, here's the series in a nutshell: Advance Wars in a medieval fantasy setting with a focus on single-character units and RPG elements.
The biggest changes in Fire Emblem: Path of Radiance come from new man/beast hybrids, known as laguz. Laguz are lycanthropic humanoids that automatically turn into cats, birds, or dragons and back again after several turns.
While in animal form, the laguz are mighty fighters, but in human form, they are quite harmless. Apart from adding some exciting gameplay twists, the conflict between the laguz and the beorc (regular humans) also forms the center of the game's twisting storyline.
This is a tremendous classic tactical RPG series with plenty of installments to keep you entertained for many hours.
Skies of Arcadia Legends (2000)
If you are a fan of Pirates and Airships, you have come to the right place!
In Skies of Arcadia, Legends Players control Vyse, a young air pirate, and his friends as they attempt to stop the Valuan Empire from reviving ancient weapons with the potential to destroy the world.
As for the actual gameplay itself, it revolves around several different devices. It contains turn-based ground and air battles, airship-to-airship duels, and real-time 3D exploration. The magic system is also traditional. You will learn spells that draw on elemental powers such as fire, water, wind, and the like.
The way that you learn spells is somewhat unique. The entire process revolves around moonstones: green for health-related powers, red for fire, purple for ice, etc. These stones are tied into your weapons, giving them elemental attributes. Even better? The weapons can be switched on a whim!
If you enjoy having a series of games to play, this is a formidable contender for your RPG collection.
Baten Kaitos: Eternal Wings and the Lost Ocean (2003)
With Baten Kaitos, Monolith Software has crafted a beautiful and thoroughly engaging game filled with great characters, impressive visuals, and solid combat. Baten Kaitos: Eternal Wings and the Lost Ocean is another fantastic installment to the series.
The story of Baten Kaitos takes place in a world of floating islands, at a time when people have evolved to the point of sprouting wings on their backs. The player assumes the role of a player-named, unseen “guardian spirit” who directly guides and communicates with the main protagonist Kalas.
Kalas is considered a bit of an outcast due to only have one wing, with the other being replaced by a mechanical wing.  He travels the world to seek revenge for the death of his grandfather and his little brother. Eventually, his priorities shift when he meets and travels with a young woman named Xelha, and accidentally releases one of the five End Magnus, loosening the seal on Malpercio.
The card-based inventory and battle system is one of the most talked-about features of Baten Kaitos. Instead of finding items and stuffing them in invisible storage space, you store them on blank Magnus cards. This makes for a unique and refreshing experience, as you only receive a limited number of these blank cards. This requires strategy, as you will not be able to utilize every item that you find.
With a unique storyline and battle system, this one is a must-play to add to your growing RPG list! If you enjoy this one, you will definitely enjoy our next one.
Baten Kaitos Origins (2006)
Baten Kaitos Origins takes place twenty years before the events of the first title, Baten Kaitos Eternal Wings and the Lost Ocean. It features younger versions of many characters from the previous entry, though none of the same playable characters.
The overall theme is that of a struggle between “pro-imagination” (the power of hearts, wings of the heart, and magic) and “pro-machination” (mechanical) forces. You play as the spirit within Sagi, a member of the empire's “Elite” force of fighters. Sagi heads off on a quest to determine the nature of a mysterious change that is appearing in the world.
The game plays very similarly to the first Baten Kaitos game, albeit with some changes and adjustments. They do still use the Magnus cards for the battle system with a slight change. The combat system is substantially different when compared to that of the original Baten Kaitos.
Instead of each character having their deck of Magnus cards, all characters use cards from a single deck and play from a single hand. Since most armor, weapons, and special attacks are specific to a given character, there are frequently times when one or two of the characters have only a minimal number of options.
The game also features several new locales, such as Sedna, a town that looks like it's made of childish clay sculptures, and Hassaleh, a new continent that did not appear in the first game. Sedna is composed of different Magnus pieces, which, as the player discovers and returns with the appropriate Magnus cards, spontaneously appear. As the town grows, the player can then interact with the new inhabitants.
If you enjoyed the first installment of Baten Kaitos, then I highly recommend playing the Baten Kaitos Origins installment as well!
Pokémon Colosseum (2004)
Pokemon Colosseum is an installment in the Pokemon RPG series that delved into making itself a bit edgier than the previous installments.
The game is set in the desert region of Orre. The player protagonist is Wes, a former member of Team Snagem. Throughout the game, the player rescues “Shadow Pokémon,” Pokémon, who have had their hearts darkened by Team Cipher, an antagonistic organization via snagging. Rui, a non-player character, serves as Wes's sidekick and identifies Shadow Pokémon.
Like previous games in the Pokémon RPG, the fighting in Pokémon Colosseum follows the same grid-based strategy of Pokémon types. Essentially, one type of Pokemon is stronger against other types of Pokemon.
This is where the fun, strategic element of battling comes from. With seventeen different types in the Pokémon Colosseum realm, it's essential to focus on who's stronger and weaker against whom. This can be a challenge when trying to build an appropriate team for battle.
The storyline on this one is better for those who are more interested in battling as opposed to intensely deep plots. If you are looking for some unique RPG entertainment, give being a Pokémon trainer a shot!
Final Fantasy Crystal Chronicles (2003)
If you are an avid fan of the Final Fantasy franchise, then this game will be a slightly different twist from the usual!
Final Fantasy Crystal Chronicles is an action role-playing game where players take control of a group of adventurers who travel the world searching for rare trees that produce “myrrh,” used to fuel crystals protecting the world's settlements from the poisonous Miasma.
One thousand years before the game's events, the world's sustaining Great Crystal was shattered by a meteorite carrying an alien lifeform called the Meteor Parasite. The Parasite generated a poisonous vapor called the Miasma, which kills anyone it touches. Fragments of the Great Crystal ward off the Miasma from surviving settlements, but require renewal using myrrh, energy harvested from magical trees using magical vessels protected by dedicated caravans.
The game does away with traditional experience points and instead focuses on action-oriented combat with a unique co-op slant. Up to three friends can join in on the quest by using Game Boy Advance units connected to the GameCube as controllers.
Crystal Chronicles can be a tremendously entertaining multiplayer game for those willing to work together. You do not have to be a follower of the franchise to enjoy playing this installment!
Baldur's Gate: Dark Alliance (2002)
Are you a fan of Dungeons and Dragons? You will want to check this one out.
The game is set in the Forgotten Realms campaign setting of Dungeons & Dragons, and the gameplay is based on the rules of Dungeons & Dragons 3rd Edition, which were released in 2000. It is the first video game to implement the real-time application of the new rules. It is also the first game in the Baldur's Gate series released on consoles as opposed to a PC or Mac.
You begin your adventure in Baldur's Gate: Dark Alliance by choosing from one of three different warriors: a human archer, a dwarven fighter, or an elven sorceress. The controls for each of these characters are identical. They all have similar abilities to run, jump, attack, use magic or special feats, and quaff restoration potions or healing potions using the left and right shoulder buttons, respectively, quickly restoring their magic energy or health.
The Dark Alliance game itself presents some stunning graphics and gameplay. If you are itching for a substantial RPG game storyline on the GameCube, then pick up a copy of Dark Alliance.
Harvest Moon: A Wonderful Life (2004)
Believe it or not, Harvest Moon: A Wonderful Life is a farming simulator that has captured the hearts of many with its wholesome storyline. The whole purpose of the game itself is to live an extraordinary life.
Sound a bit mundane? Much in the same way as Animal Crossing, Harvest Moon's day to day chores, goals, and lifestyle will pull you in and leave you wanting to play at all hours. Not only do you harvest crops, but you must also have impeccable timing with all aspects of the game. It is essential to time the birth of farm animals, harvesting crops, balancing family life, and creating friendships with the townsfolk.
In Wonderful Life, the player's farm has three fields, with varying levels of fertility. Plants must be watered more than once per day and nourished with fertilizer to obtain high-quality fruits and vegetables. Each crop has its ideal growing season and will do poorly if planted at the wrong time of year. You will also obtain various types of cattle that will also require nurturing and care.
The simple gameplay mechanics, nurturing farm life, and feel good storyline will genuinely make you fall in love with this game. It may not be an intense, in-depth RPG, but it will leave you with a warm, happy feeling and a smile on your face.
Gamecube RPGs
The Gamecube may not have had the strongest RPG genre, but it honestly did have some beautiful additions.
What is worth taking note of is the multitude of different types and storylines that it does provide. Gamecube role-playing games offer everything from the dark and intense to the light and airy story concepts.
Now it is time to pull out your Gamecube so you can relive some of these classic tales! Which one will you try first?
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falloutpnp · 6 years
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Session 21
As two days pass, the Phoenix Corporation headquarters has become a hive of activity. The small office complex is slowly being boxed and moved in preparation for their relocation to Site 187. Although the majority of their belongings and equipment have been packed, there remains a few remnants in the building and inside the ‘annex’ - a re-purposed cargo vertibird which had collided into the building long before Phoenix Corporation had arrived. As Maxwell finishes loading another truck load of items, he invites the rest of the team over to Site 187.
Site 187 is a large facility ringed off by a chain link fence and nestled inside a clearing between large surrounding hills. Previously, it had been held by the NCR as some sort of depot for logistical operations. However, with the Misfits’ success in Operation Lion’s Den, the plot has now been awarded to Maxwell. The facility houses multiple offices, a large cargo bay, a canteen, sleeping barracks with individual rooms and a deep underground basement.
As the others wander around the building, Maxwell spots Pandora and asks her to follow him. They arrive at an elevator where Reade and Blythe are waiting. After exchanging pleasantries, the descend into the bowls of the building, where the Major begins to explain what they are all doing here and why Site 187 is so significant.
It is revealed that Blythe’s father was an Enclave scientist who sought from the NCR after the collapse of the government in the Capital Wasteland, Washington DC. In exchange for safety, Blythe’s father, Dr Richard Blythe, agreed to providing his insight and expertise in advanced technology. While he would see his son grow to become an NCR civil servant, Richard would eventually succumb to cancer he had developed as a consequence to work with radioactive materials. However, before he died, Richard told his son of a hidden facility hidden somewhere in California: an Enclave laboratory that housed a mysterious device that would help in their darkest hour…
After several years working for the NCR, the son would eventually come into contact with Major Maxwell and the Phoenix Corporation. Through a mutual understanding of the dangers that the world has to offer, the pair formed an alliance to work towards a single goal: discovering technology for the betterment of mankind.
The elevator reaches the basement and the group walk through the dank underbelly of the facility. Equipped with a flashlight and a map with technical plans, they follow Blythe to the end of a long corridor and watch while he carefully inspects at an electrical panel. Maxwell carries on to explain that they can all see the threat that the ACU represents. They need to prepare to defend against that threat; acting as mercenaries means that the Phoenix Corporation will be thrown into a war that the NCR are too incompetent to fight.
Blythe finally pulls a lever and flicks a set of circuit breakers. The hallway comes to life as electricity surges through its veins and light bursts onto the scene. Though they seem to have reached a dead end, Maxwell steps forward and opens another electrical panel. Though it seems to bare no special purpose, he presses a series of buttons in a specific order to reveal a hidden lever. As he pulls the lever, the cold air surrounding them rushes towards a section of wall, shuddering open to reveal a hidden laboratory. Several seconds later, ancient computer terminals suddenly spring into life with data reels spinning purposefully while lights flicker into existence. Though the room has not seen life in many decades, the laboratory is immaculately clean.
And although their eyes are busy dancing around this unfamiliar room - this treasure trove of technology - their gaze eventually rests on the machine.
Sitting in the center, a large contraption which occupies both floor and ceiling. Shaped like a large tube of sorts with a glass panel, a multitude of wires and pipes run into the computers that seemingly command it. However, the monitors remain blank with a green flashing cursor, prompting instruction.
“What is it?” Pandora finally asks, to which Maxwell smirks. Neither he nor Blythe knows, however, it will be the Phoenix Corporation’s last mission as mercenaries to uncover the truth. Pandora is both surprised and relieved when she hears the Major explain that, after this final mission, they will become independent and will no longer be under the thumb of the NCR. Blythe confirms that he has already submitted the paperwork for the dissolution of Phoenix Corporation as a mercenary outfit; in one month’s time, they will registered as a trading and scavenging company. Blythe will also quit his position and become a part owner with Maxwell. The future sounds prosperous.
The Misfits’ last mission will be to travel to Oceanside, find and recover the last known surviving Enclave scientist in the area: Doctor Homer Langley Drexler and use his knowledge to uncover the purpose of the machine. Pandora is excited but the name Oceanside sounds familiar… She suppresses a gasp when she remembers the town not only rests close to the Mexican border but it is also the place she had the repugnant and self absorbed NCR Major Costello posted to...
Having grown bored of unpacking boxes (or rather, watching other people unpack boxes), Kassie and Curt wander off into the heart of The Boneyard in search of a bar. During their travels, they come across a scene in which a drunkard is thrown out of The Stealer’s Wheel. The grizzled man tumbles to the ground and, much to their surprise, he appears to be none other than Sonny - the gunslinger they met at Checkpoint Charlie. Sonny is mournfully morose in his drunken stupor but recognises the the pair immediately. After some coaxing, Sonny reveals his tragic past; the gunslinger was a former NCR Corporal whose family was killed by a raider gang. The Corporal’s family resided off-base in the small settlement of New Springs - not far from The Boneyard - where they were gunned down. Sonny was discharged on medical grounds following the massive breakdown he suffered. Blaming himself for accepting a post away from his family, the gunslinger withdrew into seclusion and found relief inside a bottle. Several years passed and Sonny slowly pieced together the identity of the killers and their usual routes from his list of NCR contacts.   
Sonny eventually asks for help in avenging his slain daughter and wife. In return, he’ll teach them how to fan a revolver, like he did at Checkpoint Charlie. Kassie and Curt accept his offer and follow him into the wastes. Eventually, the trio carefully crawl up a large sand dune overlooking a decaying set of buildings - presumably an old office complex - where they spy three raiders sitting on their vehicle - a short asian girl with a carefree attitude, sitting on the hood of their vehicle; an anxious, one eyed man covered in sores and scratches; and a large, hulk of a man, standing impatiently with his arms folded. Sonny confirms that’s the target and passes his binoculars. Through the binoculars, Kassie and Curt spot a shocking sight; Charles walking beside a woman seemingly associated with the raider clan. Although they themselves do not know it, the three raiders are Ploom, Skitters and Oak, with the mystery woman accompanying Charles being Sybil. Sonny recognises Sybil as the leader of the clan but does not know who Charles is (their paths never crossed when they were both at Checkpoint Charlie).
As they watched Charles and Sybil drive off in a separate vehicle, Sonny notices their tense behaviour and asks them what’s up. Kassie unconvincingly tells him that nothings is wrong. Sonny doesn’t buy it and asks them pair if they know the people down there - specifically the man walking with Sybil. Kassie and Curt once again fail to lie. Sonny pulls out his revolver and repeats the question. Kassie partially lies: she says that she knows the man but has no idea why he is there. Sonny, still training his revolver on Kassie, as her if the pair will have a problem with killing the three remaining raiders. Kassie and Curt successfully convince Sonny that they will aid him in battle and the trio walk down the sandy dune.
Skitters spots them first and immediately panics: Charles/Cain’s complex relationship with The Three Dragons and The Phoenix Corporation could become completely unravelled if they are not careful. Oak steps forward and asks what they are doing here. Sonny then begins to recant his story about the raider assault on the New Springs settlement and asks them directly if they were involved. The large raider admits his involvement but reveals that the attack was not directly specifically on New Springs: Oak, Skitters and Ploom were under attack from another raider group when the battle spread into the settlement. Sonny’s family were caught in the cross-fire. “They were in the wrong place at the wrong time” as Oak puts it. He apologises but emphasises that shit happens.
Despite this revelation, Sonny is still fixated on revenge. Oak makes a deal: as he understands Sonny’s feelings, he will offer the gunslinger a one-on-one duel to the death. In exchange, no matter the outcome, Ploom, Skitters, Kassie and Curt can walk away. “There is no reason everyone has to die today.”
Before Sonny has time to consider the offer, Curt raises the muzzle of his M60 and unloads ten rounds into the unprepared Ploom. The barrage of bullets tear her to pieces and she collapses to the ground, dead. Stricken with grief, Oak throws away all self control and inhales a hit of jet. The mountain of muscle arms himself with a Proton Axe and marches menacingly towards Kassie, Curt and Sonny. Skitters tries to reason with Oak but his shot at by Kassie, who critically wounds his leg.
Chaos ensues. Lost in his drug induced high, Oak viciously swipes at Sonny with his axe, causing critical damage. Skitters, on the other hand, manages to crawl into cover behind his vehicle and fires at Curt. The round critically wounds Curt’s left arm, forcing him to ditch his machine gun. Kassie attempts to enter into one-on-one melee combat with Oak but receives massive wounds in the battle. She backs off a little as Sonny fans a 3 round burst of .45 into Oak’s gut. Taking advantage of the moment, Curt decides to pull out a tangle grenade in the hopes of stopping the hulking raider. He fumbles the grenade, which explodes behind him, creating a massive cloud of fast setting foam. Skitters hobbles towards the foam and uses it as a new firing point, landing several hits on the wounded Curt. When Curt returns fire, Skitters retreats fully into cover. Oak regains his footing and lands another series of critical hits on Sonny. Recognising the danger they’re in, Curt and Kassie launch a full assault on Oak. Curt fires several pistol rounds a the behemoth, distracting him long enough for Kassie to drive the entirety of her wakizashi into Oak’s side. Finally, Sonny hits the staggering monster with a hail of gunfire. Oak crumbles to the ground, defeated.
As life ebbs away from him, Oak mournes Ploom, telling the trio they didn’t have to kill her. Sonny silences him with a gunshot to the head.
Suddenly, the raider’s vehicle roars into life, kicking sand up behind it rushes away from the scene of carnage. Skitters is behind the wheel. Kassie tries to shoot at him but the shot lands wide. It isn’t long before Skitters disappears into the horizon. Kassie and Curt look at each other with unease and speculate what this could mean for Charles. Before they ponder any further about Charles’ connection with the raiders, Sonny thanks the pair for helping him with his revenge. As promised, he teaches the pair how to fan revolvers; they can now fire a 3 round burst with handguns compatible with the technique. Shortly after, the wounded man sets off into the wastelands, telling the pair that he has something to do before he leaves this world. They never see him again.
In the twilight hours of the day, Curt and Kassie pillage the bodies of their foes. After scavenging loot (including Oak’s Proton Axe), Kassie discovers a photo of Oak, Ploom and Skitters in happier times. The trio are sat on the hood of their vehicle, smiling and seemingly enjoying each other’s company. She morbidly wonders if she should give this photo to Charles to add to his photo album…
Realising that she may never have a chance again, Pandora decides she will sneak into the NCR HQ before the Phoenix Corporation loses its mercenary privileges. However, as she has never entered the building before, she is unaware of the protocols and access requirements. She enters the main entrance, walks past the guard station in the security office and tries to open a locked door. The security guard inquires into Pandora’s behaviour and asks if she has received security clearance. When she explains that she is a mercenary, the guard asks her who her ‘escourt’ is. The guard’s patience is tested when Pandora first says that she doesn’t know, then changes her mind and says ‘William Blythe’. The guard checks his directory, finds an entry for ‘Blythe’ and calls his office. After several attempts, the guard informs Pandora that he does not appear to be in her office. When she complains that she is a mercenary and a taxpayer, the guard plants his forehead into his palm and calmly attempts to explain that she is not allowed access without either clearance or personal escort from cleared personnel. Seeing this as a challenge, Pandora leaves the entrance and begins to hunt for a way to breach their security systems.
It isn’t long before Pandora discovers a pair of NCR soldiers sitting outside a nearby cafe. When she discovers that both of them are off-duty, the synth decides strike up a conversation with them. Using her sex appeal, she woos the better looking of the two and plies him with plenty of alcohol. It isn’t long before the NCR soldier invites Pandora back to his sleeping quarters...
The sex is the best five minutes of the soldiers life. It isn’t long before he rolls over and falls into a deep sleep.
Pandora slips into her clothes and silently steals the soldier’s security card from the breast pocket of his discarded uniform before blowing him a kiss. She silently leaves the barracks and heads off into the darkened streets of The Boneyard...
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aion-rsa · 7 years
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DC Universal Threats: The 15 Most Powerful Objects In DC Comics
Powers are granted to heroes through many means. Some acquire them though hard work and discipline, some have their powers thrust upon them and others are born with their abilities. There is a constant struggle going on between all meta-humans, be they good or evil, and sometimes extra help is needed to get the upper hand, or even to acquire powers in the first place.
RELATED: Marvel Magic: The 15 Most Arcane Artifacts In The Universe
The DC Comics Universe is littered with objects that can provide that very thing. Some exhaust their users, while others embolden them; some require heavy sacrifices, and many are bestowed to those who are in the right place at the right time. They could come from places that existed before creation itself or could have been created with world domination in mind. No matter their origin or purpose, the items in the DC Universe that can bestow great power are spread far and wide, and we at CBR have compiled the 15 most powerful.
WARWORLD
The Warzoons created Warworld in an effort to conquer the Universe. It first appeared in “DC Comics Presents” #27 in 1980, created by Len Wein and Jim Starlin. Controlled by a mental link, Warworld is covered in missiles and laser cannons capable of destroying entire planets, so it’s fortunate that the Warzoons mysteriously died out before they could utilize their weapon. Rediscovered by the Largas, they could not bring themselves to destroy Warworld, and gifted its keys to the Martians before they died out as well.
History dictated these keys would fall to Mongul, the alien warlord. In the Pre-Crisis continuity, Mongul controlled the deadly planet, but found the mental powers it demanded from him too overwhelming. Its defences were strong, but Superman and Supergirl were able to break through them and destroy it. In the Post-Crisis continuity, Warworld was the seat of Mongul’s galactic empire, and the site of his twisted gladiatorial games. Superman fought the champion Draaga on its surface, and was able to defeat him with ease. Warworld would eventually fall to the hands of Draaga, as well as Brainiac, but no matter its ruler, it remains a deadly threat to all peaceful planets across the Universe.
ROCK OF ETERNITY
The Rock Of Eternity is the traditional home of Shazam The Wizard, and has been around since the Golden Age of comics. It first appeared in 1947’s “The Marvel Family” #7, published by the now defunct Fawcett Comics. The story featured the Marvel family visiting Shazam on the Rock Of Eternity and gaining their powers. The superhero named “Captain Marvel” first appeared here, but Fawcett Comics was forced to give the rights over to DC after a lawsuit, and DC was forced to give up their rights to the name when Marvel claimed it for themselves.
Regardless of all this, the Rock Of Eternity has remained a profoundly powerful place. The Champion created it from two large rock formations, one from Heaven, and one from Hell, and it is the nexus of power that fuels a neighbouring reality. It is the prison for a reptilian demon known as The Three Faces Of Evil, as well as the Seven Deadly Sins. Furthermore, The Rock is the source of all magical power on Earth. The Rock’s guardian is bound to it for life, meaning that poor Shazam can only leave for 24 hours at a time.
H-DIAL
The H-Dial is a powerful magic device first discovered by Robby Reed in a cavern near his hometown of Littleville, Colorado. It resembled an old telephone dial, and when Robby spelled out H-E-R-O on its keys, that very thing he became. Each time he typed in the word he was granted different abilities, and could return to normal by typing the reverse. New forms could be taken by typing other words, such as V-I-L-L-A-I-N, H-E-R-O-I-N-E, or in one unfortunate circumstance, H-O-R-R-O-R.
Eventually, Robby used the H-Dial to split himself in two in order to stop the plot of a villain. His two selves embodied the goodness and evil within him, and could not remember who they truly were. Chris King and Vicky Grant discovered two more H-Dials, but these versions only granted super abilities for one hour at a time. They used them to help Robby combine his halves once more, and he then retired as both a hero and villain for good.
NTH METAL
Nth Metal (or Ninth metal) is a substance found on the planet of Thanagar, and grants unusual abilities to those who come into contact with it. It negates the properties of gravity, allowing a user to fly, protects one from physical extremes and speeds healing. The full extent of its properties are not fully understood, and the supervillain Onimar Synn had complete mastery of the substance, making him akin to a God.
In ancient Egypt, a ship made of Nth metal crash landed and was discovered by Pharaoh Khufu and his wife-to-be, Chay-Ara. Their contact with the mysterious substance sent them into a cycle of reincarnation, with their latest forms being Carter Hall and Shiera Saunders, better known as Hawkman and Hawkgirl. They were gifted Nth Metal belts by Thanagarian Paran Katar, and have continued the Nth Metal legacy on Earth that was started by their ancient selves. With the use of the metal, they have performed numerous heroic deeds and have became indispensable members of the Justice League.
THE BOOK OF THE BLACK
The Black Lantern Corps. is one of the most frightful organizations in the DC Universe. They are the embodiment of Death, and their avatar is Black Hand, who channels the energy of Nekron after he was resurrected by Scar. The Black Lantern Corps. represent the darkness that existed before the white light of existence was born, and their struggle against creation is what caused the white light to split into the emotional spectrum. They predict the coming of The Blackest Night, a great doomsday event that will extinguish all light forever.
The Book Of The Black is a tome that exists in the vaults of planet Oa, and contains within it many forbidden prophecies and untapped magic potential. It was written by the fallen Guardian of the Universe, Scar, and is considered the facilitator of the Blackest Night, for within it are written the names of those who have the power to resist the end of times, and possibly reverse it. The book also predicted that Hal Jordan would be the greatest Black Lantern, which was proven true when he joined the Black Lantern Corps. to escape the Dead Zone, summon Nekron, and defeat the First Lantern, Volthoom.
AMAZO
The great android Amazo has been around for a long time, first appearing in “The Brave And The Bold” #30, created by Gardner Fox and Murphy Anderson in 1960. He was built by the immortality-obsessed Professor Ivo. Amazo has long been a thorn in the side of the Justice League and is one of their deadliest villains, as he has the ability to duplicate their powers. He can take on the strength of Superman, the speed of The Flash and the cunning of Batman, but also takes on their weaknesses. Frightfully, he has the ability to “adapt” around these weaknesses, making his villainous potential virtually limitless.
There have been multiple models of the Amazo Android. Fellow android Hourman once dragged Amazo out of the timestream to study him, but Amazo copied Hourman’s time manipulation abilities and wreaked havoc upon the Universe. Another version of Amazo copied the powers of the Justice League as a whole, but his programming was overwrought when Superman officially disbanded the League. He also had a son named Kid Amazo, who went against his programming to become a hero, an act that slowly drove him insane.
THE COSMIC ROD
The Cosmic Rod is the tool and symbol of Starman, a hero that has taken many forms. The original Starman was Ted Knight, who first created the Gravity Rod, the item that the Cosmic Rod was based upon. The Cosmic Rod is powered by the stars themselves and grants its user a myriad of powers, including gravity and magnetic manipulation, energy projection and absorption, inter-dimensional travel and the ability to control the Rod with one’s mind.
Though the Starman mantle has fallen to many heroes, including Charles McNider and even Bruce Wayne, the most famous wielder of the Cosmic Rod would be Jack Knight. Jack was the son of the legendary Ted Knight, and looked up to his father immensely. Jack’s brother David was the original recipient of the Cosmic Rod, but Jack was forced to assume the role of Starman after the supervillain Mist ordered his children to murder David. The villainy of Mist and his children could not go ignored, and Jack, somewhat reluctantly, swore to defend his city against them. He would eventually bestow the Rod to Stargirl, formerly known as the Star-Spangled Kid, and help her become a key member of The Justice Society.
THE SWORD OF SUPERMAN
The Sword Of Superman was a relic that appeared in the Pre-Crisis storyline “Superman Annual #10: The Day The Cheering Stopped, ” written by Elliot Maggin in 1984. The sword came into existence in the Big Bang, and has Superman’s stylized “S” embedded on its pommel. It has a sentience of its own, and transmitted the “S” symbol to Jonathan Kent’s mind when he was creating Clark’s super suit. The sword is the very reason that Superman’s name is known throughout the Universe, and it seems to have a deep and mysterious connection to him.
When King Kosmos hypnotized everyone on Earth into despising Superman, the sword appeared to him and gave him the power he needed to regain his influence and overthrow the villain. The Sword then attempted to imbue him with all the power of the Universe, which would allow him to become one with its eternal fabric. Superman refused this power as he dramatically began coming apart like shattered glass. Having been denied, the blade of the Sword fell away, leaving only the hilt, which Superman hurled into space to await the one who would earn its nigh unlimited power.
CENTRAL POWER BATTERIES
The emotions that came into being with sentient life conformed into the light spectrum, and this energy manifested itself as seven emotional embodiments. The Central Power Batteries were created to channel these massive energy sources, and each Lantern Corps. has their own battery from which all their power is drawn. The most well known of these batteries in the Green Central Power Battery, located on Oa, which empowers the Green Lanterns.
There are two other central power batteries alongside the seven of the emotional spectrum, those being Black and White. The Black Battery was constructed by Nekron around the remains of the Anti-Monitor after he was obliterated by Superboy-Prime. The White Battery is somewhat more mysterious, as it crashed on Earth during the Blackest Night, when it was needed most. It houses The Entity, the spirit that triggered all life. No matter their origin or followers, the Central Power Batteries are some of the greatest sources of power across the DC Universe, and are pivotal to all members of the various Lantern Corps.
THE SPEAR OF DESTINY
The Spear of Destiny is a dangerous tool in the DC Universe and one that bleeds into the history and mythology of our own world. The Spear was the very same that pierced the side of Jesus Christ during his crucifixion, eventually finding its way to the hands of Adolf Hitler. The Spear turned anyone that got close to Hitler into a servant of Nazism, and thus no superheroes could stop him from creating the Third Reich.
Before the Nazi regime was overthrown by conventional means, Hitler performed a ritual that would fill any holder of the Spear with an unstoppable desire for power. The Spear made its way to American hands and was given to Superman to help stop the Spectre and a raging water elemental, as the Spear was the only thing powerful enough to harm them. The Spear almost corrupted Superman, but he hurled it into space before any real damage could be done. The Spear was retrieved once more when the rogue angel, Asmodel, possessed the Spectre and literally froze over Hell. The Spear Of Destiny is a dangerous weapon to wield, but its dire need often outweighs the risk of carrying it.
MOBIUS CHAIR
The Mobius Chair is a device of the Anti-Monitor, ruler of the anti-matter Universe and instigator of the Crisis on Infinite Earths. He built it in his unending quest for knowledge, and bestowed it upon the Metron before it was taken from the New God by Batman.
The Mobius Chair can teleport through time and space in mere moments, and can travel to other dimensions with ease. It has an inherent life support system that allows users to survive the perils of the cosmos, and a tractor beam that is strong enough to pull an entire planet. Its most useful feature, however, is that it contains all the knowledge of the New Gods, deific beings of the Fourth World, and this allows its user to access knowledge beyond the mortal realm. In “Justice League” #50, Batman did what we thought would never happen, and used the chair to reveal the identity of the Joker. We won’t spoil the truth of that here, but such forbidden knowledge is just a taste of what the Mobius Chair can provide.
MOTHER BOX
The Mother Boxes are near sentient supercomputers used by the Gods of New Genesis and communicate with a familiar “ping!” Jack Kirby created them for his “Fourth World” saga when he left Marvel for DC in 1970. Each Mother Box is so powerful that they seem to have minds of their own, and are directly connected to The Source, the wellspring of life and energy in the DC Universe. They can manipulate gravity, summon Boom Tubes to teleport, heal injuries, sustain a being in space and reconfigure matter. They form deep bonds with those who use them, and have been known to self-destruct when their owner dies.
Many characters across the DC Universe have possessed Mother Boxes. Superman was given one through Mister Miracle when he was tracking Doomsday to Apokalips. The Mother Box healed Darkseid in order to help Superman in his fight, gave him various high-tech weaponry and healed him completely once the battle was finished. Orion carried one that controlled his fury and beast-like appearance, but this Box was taken from him several times. Ted Knight, the original Starman, also had one, and his consciousness was transferred into it before it was destroyed.
THE HELMET OF FATE
Much like the Cosmic Rod, the Helmet of Fate grants the powers of a hero known as Dr. Fate to whoever wields it, and was created by Nabu, the Lord of Order. The first Dr. Fate was Kent Nelson, who discovered Nabu in an ancient temple in Mesopotamia. Nabu granted him the helmet, along with the Amulet of Anubis and The Cloak Of Destiny, giving him all the powers that he possessed. This Dr. Fate helped form the 1940’s Justice League, and married Inza Cramer, with whom he was destined to fight alongside for years.
During the “Infinite Crisis” event, Nabu was destroyed, along with the Helmet’s current owner, Hector Hall. The Helmet travelled through many hands and space itself before being delivered to Kent V. Nelson, great nephew to the original Dr. Fate. He became the Helmet’s primary owner and used it to battle the demon Negal. The Helmet gives its user incredible magical powers, such as flight, spell casting, telekinesis, teleportation and enhanced intellect. Dr. Fate is one of the most powerful sorcerers in the Universe and could be seen as DC’s counterpart to Marvel’s Dr. Strange.
WHITE LANTERN RINGS
The White Lantern Ring is the most powerful tool to harness the emotional spectrum, as it utilizes the combined force of all emotions. The White Ring first appeared in “The Blackest Night” #7 and carried within it the strength of The Entity. This all-consuming power overwrote Hal Jordan’s Green Ring, giving him the strength to defeat Nekron, resurrect his fallen allies, create the White Lantern Corps. and put an end to the Blackest Night.
The White Lantern Ring had several owners after this event. Deadman came to possess it, and became a servant of the Entity. Many heroes were killed and resurrected by the White Ring, and it pulled many unexpected strings in order to prevent the rising of the Dark Avatar. In the New 52 reboot, Kyle Rayner gained a White Lantern Ring that was free from the influence of The Entity when he mastered all seven powers of the emotional spectrum. He then absorbed the Life Equation and became so powerful he feared he could not keep himself under control. This crisis was solved when the ring was split into seven pieces, with the ability of being re-combined in times of great need.
THE MIRACLE MACHINE
The Miracle Machine is the most powerful, unpredictable, and unstable item in the DC Universe. Its dangers lie in the volatility of the human mind, as it has the ability to turn any person’s thoughts into reality. An insane Brainiac 5 attempted to use the machine to destroy the Universe, but could not imagine a properly magnificent death. He conceived of Omega, a being who could, and the machine was eaten by Matter-Eater Lad in order to stop this plot. The consumption drove him mad, and once the machine was removed from his body, he was essentially granted the power of invulnerability. Superman has also used the machine, once to create a duplicate of himself, and once to defeat the terrifying onslaught of Darkseid.
Even a fleeting thought will become true if one is near the Miracle Machine and it has the ability to create and destroy entire worlds. It was built by the Controllers after reverse-engineering the willpower technology of the Guardians of the Universe and can only be properly used by someone with complete control of their mind. It is currently locked deep in the Legion of Superheroes’ vault to prevent any misuse. Thank goodness for that!
Are there any other powerful objects from DC Comics that deserve a mention on this list? Be sure to let us know in the comments section!
The post DC Universal Threats: The 15 Most Powerful Objects In DC Comics appeared first on CBR.com.
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