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#apparently I have better than average dexterity? or maybe it's just higher than average level of fixation on making tiny books
kulapti · 1 year
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The Boot is Famous to the Earth (chpt 1-3) tiny book, fic by alamorn, bound Jan 2023.
Making tiny journal charms is so much fun and now that I've made one with a story printed inside, I'm DYING to make more of these! Might post some process pics later in the reblogs. Materials: cotton star-print fabric, text laser printed on acid-free printer paper, archival craft glue, marbled paper scrap for the spine, scrapbooking paper for the endpages, two weights of thread, and a split ring intended for craft jewelry. I drew my digital logo for Tailfeather Binding with a tablet in krita.
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monstersdownthepath · 4 years
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Spiritual Spotlight: Kurgess the Strong Man
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Neutral Good God of Bravery, Competition, and Sports
Domains Community, Good, Luck, Strength, Travel Subdomains Agathion, Competition, Family, Fate, Home, Resolve, Self-Realization, Trade
Inner Sea Faiths, pg. 64~69
Obedience: Find the nearest boulder, log, or other unattended object that you can reliably lift over your head, and hold it up high for the duration of the obedience while meditating on the ennobling nature of sports and tests of physical might. If you are interrupted at any time by any creature or person, you must challenge your interrupter to a contest of strength, speed, or stamina, with the boulder or another object of your obedience used as the main focus of the competition. Benefit: You gain a +2 sacred bonus on Acrobatics and Climb checks, regardless of who wins the competition.
Obedience: Be a jock. Auto-succeed if you’re a Str-based martial fighter. I appreciate that Kurgess allows even the physically weak to take part in this Obedience (the path to fitness can be walked by anyone after all), and through constant practice one hour each day, your noodle-armed nerd caster may yet gain some Str and Con from their dedication. It’s not a particularly intense workout, mind, but the dedication to doing it for an hour every single day is something the DM should reward! At least until their Str/Con reaches maybe 13, at which point more strenuous activities would be necessary to raise it higher.
Anyway, easy enough to do if you own literally any item or have access to something you can grab and lift. You may look a little kooky doing it, but other Obediences get much weirder than just doing squats and lifts with whatever you have laying around. You’ll just be the local health nut! One who’s weirdly into challenging people to sudden competitions. Your party may quickly learn not to interrupt your meditation lest they get pulled into a 80s training montage, but if some poor citizen or wandering monster prods at you, you’re spurred on by your god to challenge them. Note that this says any creature, so even a non-sapient creature that was just snuffling around gets challenged, even if it can’t understand you.
No word on what happens if the intruder declines the challenge, or cannot accept it in the first place. Maybe you just automatically win? Not very sportsmanlike to declare yourself a victor like that, but it’s also not very sportsmanlike to force someone else into a competition they want no part of. I’m sure Kurgess will understand; not everyone is built for the life you’ve chosen to live!
Benefit’s bad. It’s half the strength of other benefits on two skill checks that are rarely important (Acrobatics can be extremely useful but isn’t as flexible as, say, Knowledge or Sleight of Hand). And... god, you know. I like Kurgess as an actual character, but this benefit is just a small taste of what’s to come. Brace yourselves, because it’s going to get pretty bad from here on out. 
Boons are acquired slowly: the first once you reach 12 hit dice, the second at 16, and the third at 20. However, the Evangelist, Exalted, and Sentinel Prestige Classes can be entered as early as level 5; doing so grants you the Boons at levels 8, 11, and 14 instead. As Kurgess is a true deity, you earn the right to enter the classes earlier than those who serve fiends!
-------- EVANGELIST --------
Boon 1: Blessed Runner. Gain Longstrider 3/day, Cat’s Grace 2/day, or Haste 1/day.
Starting strong, at least! I’m talking of course about Haste, whose power as a buff is nearly incomparable and useful at pretty much every level of play. Longstrider adds a comparatively meager +10ft to your land speed, and Cat’s Grace gives its target +4 to their Dexterity, and though they have a duration that’s an order of magnitude longer than Haste (Longstrider especially, lasting an hour/level), their functions don’t hold a candle to the extra damage output you and your martial allies get from Haste. The only competition it really has here is if two of your allies need increased Dexterity stats for a good long while, but you’ll never see me turning Haste down whenever it’s offered.
Boon 2: Strong One. You gain a +2 sacred bonus on all Strength-based skill checks. 
Just skill checks? Not even Strength checks in general? Eurgh. Couldn’t even spring for, like, just a +2 to Strength.
Strength-based skills are Climb, Swim, and... wait, what? It’s just Climb and Swim? Well, congratulations I guess. At level 11 you’re finally getting that +4 to Climb checks you should have been getting at baseline. Absolutely--ok you know what? Here’s what I’ll do.
--Patch Notes: Strong One now grants a +4 sacred bonus to Acrobatics, Climb, Escape Artist, Ride, and Swim checks. There! Now it rolls thematically into the Darechaser Prestige Class and is actually good! Not the best Boon out there, but on par with what some Evangelists get.
Boon 3: Farmer’s Brawn. Treat your carrying capacity as though your Strength ability score were 3 points higher than it actually is. 1/day as long as you are wearing light, medium, or no armor, you can lift up to two unconscious or dead Medium or smaller creatures and their equipment onto your shoulders and still move up to your base speed, ignoring the added weight. You cannot both attack and move in the same round while carrying one or more creatures in this way. You can carry these bodies in this way for a number of rounds equal to your Hit Dice; afterward, they encumber you as normal.
The amplified carrying capacity grants you, on average, about 25 more lbs to your maximum load depending on how high your Str was before. Neat! This should have been part of Strong One, though, even with my little buff. Also, carrying capacity rarely matters at the level you get this ability at, either because of Bags of Holding or because nothing really becomes worth carrying aside from what you already have. Aside, I suppose, from unconscious allies.
This is just... A flat bonus to Strength would have been better than whatever this is. An emergency tool of rescue, I suppose, Combine with Longstrider or Haste to grab your fallen allies and get out of there! Oh, wait, no, because “still move up to your base speed.” So there goes that. Also, despite the fact they don’t encumber you, you’re still basically staggered while carrying them (you can still take two move actions, though!). ALSO also, this ability only lasts for around a minute and a half, which is pathetic if you’re using this ability for its intended function (narrowly escaping a complete party wipe); it’s likely to cut out about halfway out of the Evil Lair.
I suppose there’s the utility of just picking up whole entire enemy bodies and running off with them, but seriously, just...
--Patch Notes: Farmer’s Brawn now reads “Gain a +4 sacred bonus to your Strength. Once per day, you may carry two Medium or smaller creatures or corpses and all of their worn equipment without counting them towards your encumbrance for 1 minute per HD you possess.” 
-------- EXALTED --------
Boon 1: Holy Strength. Gain Enlarge Person 3/day, Bull’s Strength 2/day, or Rage 1/day.
Oh hey! All three of these are good and useful at any level! Rage can whip a whole party into a frenzy at once, giving them +1 to attack and damage rolls with melee weapons and giving them +1 HP per HD they have, at the comparatively minor (but still noteworthy) cost of -2 AC. Having a legion of summoned creatures, some hirelings, or just a party with a decent number of martial fighters can expand Rage’s usefulness even further... but a meager +1 to a whole lot of people is only useful if you, well, HAVE a lot of people. If you don’t? Bull’s Strength gives +2 to attack and damage rolls for minutes at a time, and has the added utility of beefing up someone’s carrying capacity and skill at lifting and throwing things around.
Enlarge Person is really the way to go if you have (or are) a powerful melee fighter on your side, though. A nice +2 to Strength is secondary to the delicious, tasty +5ft of reach, letting the target hold a much greater area within their threat radius. Knowing that you always have this spell on hand (3/day with a 1 min/level duration basically means you have it every time you need it) can prompt your primary tanks to take feats like Pin Down and Step Up to make themselves into inescapable tar pits of pain.
All three of these are good and flexible choices! Excellent! Now lets see what else Exalted can do...
Boon 2: Coordinated Escape: 3/day as a standard action, you can shout an inspirational command that affects you and any allies within 60 feet for a number of rounds equal to your Hit Dice. During this time, affected characters can use the withdraw action to move up to triple their base speed (instead of up to double their base speed).
... run away real good, apparently? The ability is described as showing Kurgess’ wisdom, fleeing from a fight that cannot be won rather than standing and accomplishing nothing, but like. He’s the god of bravery! Eurgh. At least there’s the amusing use of using withdraw to get CLOSER, since it essentially gives you an extra move action. And, for what it’s worth, it IS a decent escape tool, provided the enemy you’re running from has no way to catch up with you or slow you down. Much like the original Farmer’s Brawn, this ability just kind of doesn’t represent a god of sports and athleticism, which is what drives me nuts.
... well now that I think about it, using it exclusively for a sporting event like football or some other “keep-away” type game would be hilarious. But, still:
--Patch Notes: Coordinated Escape has been renamed to “Audacious Escape” and now reads “3/day as a standard action, you can shout an inspirational command that affects you and any allies within 60 feet of you. Any creature affected by this command can move at double their movement speed for one minute, and while they’re affected by this ability, their movement does not provoke Attacks of Opportunity.” Capped the time limit and shrank the movement buff, but made it a far more powerful defensive OR offensive tool.
Boon 3: Break the Anvil: 1/day, you can perform a disarm or sunder combat maneuver with a +4 competence bonus against an adjacent creature and a weapon it holds. If you succeed, the creature’s weapon is simultaneously damaged and disarmed, as though you had succeeded at both combat maneuvers simultaneously. If you exceed the target’s Combat Maneuver Defense by 10 or more, the target drops the items it is carrying in both hands, but you only sunder the weapon you initially targeted. If you don’t have either the Improved Disarm or Improved Sunder feat or a similar ability, this attempt provokes attacks of opportunity as normal; however, if you have one of the feats or a similar ability, this attempt does not provoke attacks of opportunity.
Alright I’ll admit, this is a... well, it’s not a complete letdown. It can be pretty good! Or, it would be better if it were attached to the Sentinel, rather than the caster-focused Exalted. And also if you could use it more than once. Needing to invest in Improved [X] (or at least Dirty Fighting) to avoid being slapped for your attempt to do something cool is also kind of a letdown. Now, I’ll admit, sundering at this level is very difficult to actually make viable, as most enemies you’ll face will have either enchanted weapons (which are very difficult to damage), skymetal weapons (again, difficult to damage), enchanted weapons made of skymetal (basically impossible to damage without one of your own), or no weapons at all (either because they use natural attacks, or use magic)... but that’s why this ability is also attached to disarm, which IS viable even at high levels, because knocking an enemy’s weapon from their hands and allowing an ally to pilfer it can render a great many foes impotent.
It does also require you to be adjacent to someone, though, which means you, the caster, must put yourself in arm’s reach of an enemy. And probably the BIGGEST weakness is that enemy CMD at levels 15+ can get ridiculous, so you’re going to have to focus at least part of your build on it, augmented by either spells or feats or, more than likely, both. The +4 bonus you get from Break the Anvil--which I have to admit is a really good name--is certainly some help here, but you’ll still need to build around it if you really want it to work.
--Patch Notes: Break the Anvil can now be done 3/day.
-------- SENTINEL --------
Boon 1: Master of Games. Gain True Strike 3/day, Bear’s Endurance 2/day, or Heroism 1/day.
It’s been one week and True Strike is still bad, even for the martial-focused Sentinel. Let’s just ignore that.
Bear’s Endurance is the weakest and least flexible of the ‘animal aspect’ spells, granting a +4 bonus to Con which translates to a whopping +2 HP per HD and +2 to Fortitude saves, and basically nothing else. It’s a bandage when someone’s suffering from disease or resisting a poison, and while it may occasionally save someone from being Blood Drained to death, it doesn’t justify taking Endurance over Heroism.
Heroism is a great buff to just use on yourself right before entering the final stretch of a dungeon, or even just after entering the front door. It’s a +2 bonus to attack rolls, skill checks, and most importantly saving throws and lasts for a tremendous 10 min/level, meaning it lasts two hours when you first get it and only rises from there. There’s no reason to take anything but Heroism, and little reason to not have it running the instant you enter hostile territory.
Boon 2: Reveal Frauds: You can, as an immediate action, activate Discern Lies as a spell-like ability. You can maintain this ability for a number of rounds per day equal to your Hit Dice, but these rounds do not have to be consecutive.
I had originally wished this ability had been granted to the Exalted instead... but a character going into Exalted likely started as a Cleric, so their Wisdom is probably already sky high and augmenting their Sense Motive to similarly heavenly levels. Thus, Sentinels gaining this power isn’t as bad as I initially thought, especially since it can be used as an immediate action in response to someone opening their lying gob to speak. Discern Lies doesn’t reveal the truth, nor will it ping you if the target is being evasive or changing the subject (such as by answering your question with a question of their own), so you have to keep on top of that. That being said, this ability has three advantages the vanilla spell sorely lacks which elevates it from ‘sometimes good’ to ‘indispensable:’
1) The lack of components means there’s absolutely no tell that you’re using this ability, aside from perhaps you focusing too hard on them. That means your target has no idea you’re using magic to read their speech; they may conclude you’re simply that good at reading their tells.
2) The casting time of “immediate action” means you can use it right when someone talks, rather than needing to prepare it beforehand. You can catch them in a falsehood without alerting them to the fact you’ve done anything supernatural.
3) The on-off nature of the ability means a hostage you’ve taken can’t simply wait out the duration of the spell. You can shut it off the instant they stop speaking and turn it back on when they start again; a canny caster may know the duration of the vanilla Discern Lies, but your version can be raised or lowered more or less at will.
While it won’t truly help you in a fight, this makes you an amazing interrogator, and not even necessarily a mean one! Just throw your arm around some badguy’s shoulder in the middle of a party or a bar and chat them up all friendly-like, sniffing their every word for a hint of falsehood. Sometimes, knowing what’s false helps narrow down what’s true.
--Patch Notes: None. Good as-is!
Boon 3: Unchained Savior 1/day as an immediate action, if an ally within 60 feet of you would normally take enough damage to fall unconscious or die, you can move to an adjacent space and intercept the killing blow, taking the damage in your ally’s place. If the attack would have inflicted any effects other than hit point damage, those effects are negated. If the damage would bring you to negative hit points, you are brought to 0 hit points instead, and the remaining damage is negated. Any attacks of opportunity you provoke by moving in this way are resolved after you take the damage from the intercepted blow; you take any damage from those attacks as normal.
Ohohoho, it’s been nearly two years since we’ve seen a Boon like this! Unlike Milani’s Martyrdom, though, this ability has a MUCH shorter range, a MUCH more restrictive activation condition (it only activates in response to damage!), and doesn’t save your life if you fall in the line of duty.
But you know what? It’s still a damn solid power. Your tankiness will absolutely allow you to survive a blow that could outright kill an ally of yours, but even if the attack COULD crunch you instantly, Unchained Savior flat out stops your HP from going below 0 from excess damage. 1000 damage, 100 damage, or even just 1 extra damage are all turned to Nothing as soon as your HP hits 0, AND this ability negates all extra effects from the attack, such as diseases, poisons, or additional spell effects. This, very importantly, means that even the dusting effects of Disintegrate and Destruction are negated!
Leap in the way of that 40d6 damage without fear! Well okay, SOME fear, since being dropped to 0 still means you’re unconscious. Unless you have Diehard or Ferocity. Y’know what? If your martial build doesn’t have Diehard, it probably should if you’re gonna walk around as an Unchained Savior! Just imagine the look on your enemy’s face when you tank their best shot and just keep coming.
Oh, also, since this power puts you adjacent to your ally, you’re probably now in slapping range with whatever attacked them in the first place. Draw your javelin and show them that you can give just as well as you take!
--Patch Notes: None! A 10/10 ability, Kurgess! Now if only you had this power while you were still a mortal, eh? Haha ... ha... ha... hwoof....
You can read more about him here.
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ranier-layarte · 5 years
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LONG Character Survey: Ranier Leveilleur
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BASICS.
FULL NAME: Ranier Kyran Layarte Leveilleur
NICKNAME: Ran, Raven
AGE: 21-25 (depending on expac)
BIRTHDAY: 1st Sun of the 2nd astral moon
ETHNIC GROUP: Au ra (Xaela)
NATIONALITY: Eorzean – From Ul'dah
LANGUAGE(S): Eorzean,
SEXUAL ORIENTATION: No
ROMANTIC ORIENTATION: Isn't this the same as the above?
RELATIONSHIP STATUS: Married
CLASS: Weapon Master
• Proficient in almost all martial weapons.
• Tends to carry multiple weapons at all times.
• Prefers Axes out of all the bladed weaponry
HOMETOWN / AREA: Ul'dah
CURRENT HOMETOWN/ AREA: Shirogane Mansion
PROFESSION(S): WoL, Scion, Machinist, Businessman, Crafter
PHYSICAL: Extremely fit, exercises daily. Muscular build
HAIR: Black/Dark Blue
EYES: Crimson
NOSE: Average, straight, roman-esque
FACE: Straight essentially a greek nose. (At least if I had to try and describe it)
LIPS: A bit on the thinner side, very lightly pink.
COMPLEXION: A mix of Fair and Medium?
BLEMISHES: None
SCARS: Scar on left thigh from stab wound, Scar on left midsection, and upper right thigh.
TATTOOS: WoL tattoo on the palm of his right hand. (Working on giving him another)
HEIGHT: 7'4
WEIGHT: 330 LBS/ 150kg
BUILD: Tall, Muscular, Fit,
FEATURES: None
ALLERGIES: None, at least not yet.
USUAL HAIRSTYLE: Long hair parted in the middle framing the face. Pulled into a ponytail and held with a silver bead big enough for the tail.
USUAL FACE LOOK: Around 40% expressionless, 30% Scowling, 20% Reflective, 10% happy.
USUAL CLOTHING: Higher end clothing generally a mix of casual with formal preferring long pants and a short sleeved shirt. Boots of some kind and armor of some kind at all times. Either under or over the clothes having a preference for the bulkier armors.
PSYCHOLOGY.
FEAR(S): Dying and thereby becoming unable to prevent future deaths and incidents. A fear of the unknown. (Which is part of why he tries to prepare for so many things)
ASPIRATION(S): Being able to amass enough wealth to live comfortably and to continue making the lives of the less fortunate easier. Helping create a better society for all.
POSITIVE TRAITS: Empathetic, Compassionate, Humanitarian, Perseverance, Fairness, Courageous, Loving, Self discipline, Reliable, Thoughtful, Patient
NEGATIVE TRAITS: Bossy, Jealous, Secretive, Grumpy, Harsh, Aloof, Stubborn, Cruel (Only to enemies but that doesn't really matter to people does it?) Arrogant (In some things though less now)
ZODIAC: Pisces
TEMPERAMENT: Mix of choleric and melancholic.
SOUL TYPE(S):  King, Warrior, Server (In that order)
ANIMALS: Raven, Bear
VICE HABIT(S): Training, Fixing machines, Drinking, Rubbing Chin, 
FAITH: The Twelve (Loosely)
GHOSTS?: I mean if you've seen them you can't deny them.
AFTERLIFE?: With everything we see there has to be right?
REINCARNATION?: Yes, it's clear there is.
ALIENS?: Yes.
POLITICAL ALIGNMENT: Leftist
ECONOMIC PREFERENCE: Prosperous, everyone has what they need. Along with the means to go beyond that if they are willing and able.
SOCIO POLITICAL POSITION: I think there’s enough to go on.
EDUCATION LEVEL: Higher end of the spectrum, attended sharlayan schooling for a few years of his life. (Around three) Was home taught and by other teachers. Extensive knowledge in numerous subjects such as Machinery, Technology, Gunsmithing, Gemology, Business. Holding the equivalent of a mixture of Graduate or Masters in the subjects.
FAMILY.
FATHER: Kyran Layarte
MOTHER: Sahar Layarte
SIBLINGS: Kyari Layarte
EXTENDED FAMILY:
NAME MEANING(S): Ranier (Rainier with out the first I Meaning Wise army apparently)Kyran (Beam of Light) Sahar (Early morning or Dawn) Kyari (???)
HISTORICAL CONNECTION?: My families connection to history? My connection? My father was one of the survivors of the hotgo tribe also. Does fighting in the Calamity among all the other events count?
FAVORITES.
BOOK: Whatever has his current interest, it can very.
MOVIE PLAY: Does this mean Movie or Play?
5 SONGS:
• “Shock me” Baroness
• “Up In The Air” Thirty Seconds To Mars
• “Rise” League of Legends, Glitch Mob, The Word Alive
• “Unbreakable” Of Mice and Men
• “Drown” Bring Me The Horizon
DEITY: Halone
HOLIDAY: Valentione's day
MONTH: March
SEASON: Fall
PLACE: Beside his wife or workshop.
WEATHER: Light rain
SOUND: The turning of pages, the sound of rain, metal moving against each other.
SCENT(S): Smoke, Metal, Old books, and sweat
TASTE(S):  Dulcet, Spicy,
FEEL(S): Rocks, Silk, Smooth metals,
ANIMAL(S): This was listed before.
NUMBER: 1? I don't know.
COLORS: Black, Blue, Red, Gold, Silver
EXTRA.
TALENTS: Metalworking, Singing, Sewing, Gem Cutting, Technology, Smithing, Machinery, Dexterous.
BAD AT: Getting rest even now, Not over exerting himself, Not overthinking potential scenarios that may never happen. Dealing with almost all animals, Even now sometimes talking about what bothers him too well, but he’s gotten much better over the years/expansions.
TURN ONS: Caring, Helpful, Courageous, Educated, Aggressive. Listening, Reliable, 
TURN OFFS: Selfishness, Boastful, Belligerent, Cruelty, Intolerant, Racism, Weak willed, Careless,
HOBBIES: Creating new things be it machines, armor, clothes, weapons, tools, etc. Working on the same as before. Reading, Exercising, Cooking. Shopping.
TROPES: Pragmatic Hero, Bad ass boast, Big Fancy House, Chekhov's Gun, Determinator, Don't You Dare Pity Me, Genius Bruiser, Heroic Build, It's All My Fault, No Challenge Equals No Satisfaction, Super toughness, Friend to All Children, The Chosen One, The Ace, Ain't Too Proud To Beg, Always Save The Girl, Berserk Button, Death glare, Excuse me while I multi task, Game face, Hypocrite, Lady and Knight, Not So Stoic, Not So Invincible After all, Red Eyes, Take Warning, Stern Teacher, Undying Loyalty, The Power of Love
AESTHETIC TAGS: Workshops, Tools, Kitchens, Weaponry, Guns, Armor, Fine Clothes, Rain, Feathers, Azure Skies, Romance.
VOICE CLAIM(S): Keith Silverstein, (Speaking voice) John Rzeznik (Singing) John Baizley (Singing)
FC INFO.
MAIN  FC(S): Free company? Azure Talons.
ALT FC(S): What?
OLDER FC(S): What?
YOUNGER  FC(S): What?
GENDERBENT FC(S): What the fuck?
MUN QUESTIONS.
Q1: IF YOU COULD WRITE YOUR CHARACTER YOUR WAY IN THEIR OWN MOVIE, WHAT WOULD IT BE CALLED, WHAT STYLE WOULD IT BE FILMED IN, AND WHAT WOULD IT BE ABOUT?:
• I genuinely don’t know. Something with the grandeur of lord of the rings maybe? But with the ability to add comedy and romance in the proper way. I'm all for serious movies but I enjoy the ability to add a well executed joke or sweet moment. It also would probably not just be a single film. Taking the general events and using my fics as material would probably be fine.
I’d have to think about it a lot more than I will right now
As for the name, well, I don't really have many options. But, probably something with Final Fantasy XIV as the main title. Give it a JRPG title I suppose as a sub title. Sort of like Warriors Dissonance or Uncovered Stories.
Q2: WHAT WOULD THEIR SOUNDTRACK / SCORE SOUND LIKE?:
• Ambient, switching to full of energy, able to convey emotion. Again mentioning LOTR, the score by Howard shore is really great and able to accompany many scenes in such a fantastic manner. As for the other bits perhaps the addition of artist tracks such as from favorite bands and those songs that have meaning to him. Like the ones listed above. 
Q3: WHY DID YOU START WRITING THIS CHARACTER?:
• As a way to work on and show that, a character doesn't just have to be overly reliant on tropes and cliches. That those are good as part of them but not as defining traits of them. Along with breaking some of those. Like how all protagonists always have dead parents, what's up with that? I enjoy seeing characters that try to break their molds and be more than that.
Q4: WHAT FIRST ATTRACTED YOU TO THIS CHARACTER?:
• My general thing in any game where you can create your own character has always been. To make who you'd want to be in this universe. I did that and then worked on it and reworked things until I got what I have now. So also, yes, he was a self insert.
Q5: DESCRIBE THE BIGGEST THING YOU DISLIKE ABOUT YOUR MUSE:
• Hard one I suppose but. I'd say how he is capable of doing so much. Even though I work with it as it is a key part of him, it's still hard to make him feel right, feel human when he's got these clear incredible strengths. He's very proficient at so many things some would maybe say he's a mary sue type of character. I make an effort to work on how he became that way to offset it. So it's a lot of extra work than if I had him being a more archetypal hero of his type. I may dislike this the most but I also like it. Love hate relationship you know?
Q6: WHAT DO YOU HAVE IN COMMON WITH YOUR MUSE?:
• A good part of our attitudes and personality though on his end they are greater generally. Along with our want to be as best as we can at certain things. 
Q7: HOW DOES YOUR MUSE FEEL ABOUT YOU?:
• Honestly, and in my current state. He would probably be very upset with me and to just know me or the hand I have in his creation and self.
Q8: WHAT CHARACTERS DOES YOUR MUSE HAVE INTERESTING INTERACTIONS WITH?
• Alisaie Leveilleur – She is the main one being his main love interest, girlfriend, and wife later. Though overall he sees her as an equal and a partner, which is part of the reason their relationship grows as much as it does. Along with giving someone who he can trust in and rely on, and vice versa.
• Finn Hogveart - Who harasses Ranier often enough especially with his pet and regarding moogles.
• Alphinaud Leveilleur - and him sometimes get along strangely due to Ranier's relationship with his sister. For a long time he tried to spy on Ranier and make sure he was good for his sister even though he knew he was a good person.
•  Cid Garlond - Ranier sees him as a mentor of sorts, along with someone that he can bounce ideas off of and work with on projects leading to a solid relationship between the two. The two sometimes bicker regarding their work but it's always just them being passionate for the projects.
• Gerolt Blackthorn – Similar to cid in some ways. Ranier looks up to Gerolt and his ability to continue making such amazing creations. Wanting to learn more regarding the processes means Ranier visits him when possible, bringing some drinks for him when he does. Almost having a relationship like bros. Ranier also sometimes has gone to try and sway Rowena on his behalf to lower his debt.
There are more but I don’t want to make this too much longer.
Q9: WHAT GIVES YOU INSPIRATION TO WRITE YOUR MUSE?
• I do not control the write, also Alisaie.
Q10: HOW LONG DID THIS TAKE YOU TO COMPLETE?:
Uhhhh maybe an hour all together. Over the course of three hours.
==========
Tagged by: @amandafullmetal​ @lyllyan-weiss
Tagging: @heyafinney​ @anikisbox​ and anyone who wants to do it that sees this.
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ciathyzareposts · 4 years
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Game 117: The Legacy: Realm of Terror (1993) – Introduction
By Voltgloss
In 1992, Infogrames released Alone in the Dark, which put the player in the role of an unsuspecting investigator who experiences the horrors of the mansion of an eccentric magnate, after said eccentric magnate committed suicide. The player tries to escape from the mansion, the unspeakable lurking fears that haunt it in the dark and from the raving madness that the secrets of the mansion could deliver. It is exciting, deadly and … why do I suddenly have this overwhelming sense of déjà vu?
All the pictures into the mind/There’s a flashing in my eyes (Image still from here)
Yes, it’s time for a horror double bill here on The Adventure Gamer. The year after Alone in the Dark saw, not only Infogrames’s own Shadow of the Comet, but a competitor’s entry placed even more solidly in the “haunted house” genre. Because in 1993, Microprose released The Legacy: Realm of Terror, which puts the player in the role of an unsuspecting inheritor who experiences the horrors of the mansion of an eccentric Massachusetts family, as said family’s last surviving heir. The player tries to escape from the mansion, the unspeakable lurking fears that haunt it in the dark and from the raving madness that the secrets of the mansion could deliver. It promises to be exciting, deadly, and … why do I suddenly have this overwhelming sense of déjà vu?
We’ve just been in this place before
So the setup for Legacy is decidedly familiar. What about the gameplay? What we’ve got on our hands here, based on the manual and a bit of make-sure-everything-works tinkering, is an Adventure/RPG hybrid: a game where the player controls a single character exploring a “dungeon” (the mansion) in first-person perspective, with tile-based mapping and over fifteen different character statistics, all apparently with gameplay significance down the line. Something in the Elvira and Waxworks vein, then – but leaning even more heavily on the RPG side. Will the game stand on its own as an Adventure? Will it navigate the narrow straits of hybridization successfully, or will both halves combine to make less than a whole? We’re about to find out.
Higher on the street
The Legacy: Realm of Terror (also called simply The Legacy outside the United States) was the last game developed by British adventure game developer Magnetic Scrolls, after their acquisition by MicroProse. Between 1985 and 1990, Magnetic Scrolls had previously developed six graphical parser-based text adventures (and one “mini-adventure” offered to those who joined the short-lived “Official Secrets” adventure gaming club): The Pawn, The Guild of Thieves, Jinxter, Corruption, Fish!, Myth, and Wonderland. We’ve not covered any Magnetic Scrolls games previously on this blog – perhaps some Missed Classics treatment is in order down the line? [Admin note: Well, a reviewer did start Wonderland as our sixth Missed Classic, but he vanished after barely scratching the game. A replay is definitely in order.]  For now though, I’m playing through their first and only foray into mouse-driven, RPG-hybrid adventuring, published in 1993 for PC (and released digitally on GOG in December 2019).
See your body into the moonlight
Loading the game treats us to a cinematic intro where someone (our protagonist? someone else?) drives up to the spooky Winthrop House, accompanied by lightning flashes and tense, fast-paced music. Between the glowers of gargoyles our perspective passes through the front door, into a foyer (that we’ll see “for real” soon enough), up stairs and through a door – and promptly face-plants into the floor in a dimly lit hallway, blood filling our vision. An omen of things to come? The fate of the last visitor before us? We may never know! What we do know – as the game next tells us after showing a newspaper about the “Winthrop House heir” (us) being located – is that it’s time to select (or create) our character.
The fiction is gonna run it again
Character selection/creation lets you pick one of eight different protagonists, each with different backgrounds, character model design, and statistics. You can also manually adjust statistics for any one of the eight characters to tailor their attributes to your liking. The manual also promises that skills can be improved as we progress through the game, although there doesn’t appear to be any dedicated “experience” score or character “level”; rather, the game suggests that repeatedly using a particular skill can increase your proficiency at it, Quest for Glory-style. There are seven primary statistics, three of which have four secondary sub-skills, as detailed in the manual:
1. Knowledge – ability to “perform various operations requiring special training.” Sub-skills:
Electronics – for opening “electronic locks” and dealing with other “electronic objects”
First Aid – for restoring health via first aid kits
Meditation – for restoring magic power via “Power Crystals”
Mechanics – for opening “mechanical locks” and dealing with other mechanical objects
2. Strength – prowess with hand-held weapons, and boosts Health. Sub-skills:
Brawling – bare-handed punching prowess
Club – prowess with club-type weapons
Force – for forcing open doors
Lift – for picking up heavy objects
3. Dexterity – a “value for basic agility.” Sub-skills:
Blade – prowess with bladed weapons
Dodge – ability to avoid ranged weapon attacks
Firearms – prowess with firearms
Throw – ability to throw objects or weapons
4. Stamina – poison resistance and boosts Health
5. Willpower – prowess with magic and resistance to magical attacks
6. Health – our character’s life meter; death at zero “hit points.” Derived from Strength and Stamina.
7. Magic – or “magic points”; expended by casting spells.
And now, let’s meet our eight potential protagonists. Whom shall we pick? That’s up to you! I’ll be accepting votes in the comments to this post as to your first, second, and third choice of protagonist; I’ll then assign 5 points per first-choice pick, 3 points per second-choice pick, and 1 point per third-choice pick, and then using whichever character gets the most points. Ties will be broken by random roll. I’ll accept votes up until 72 hours after this is posted. Here we go!
Brad Norris. Sophomore at NYU, ski team captain and Debating Society member. Planning a “mondo party.” Never claimed to have deep motivations.
Brad is the default choice if you’re just clicking through as fast as possible, and perhaps by design he’s one of the most well-rounded statistically, with equal Knowledge, Strength, and Dexterity scores. Most of his sub-skills have a few bonus points added (the gold line segments extending to the right of the blue, red, or purple line segments below each sub-skill’s name).
Charlotte Kane. CEO of the charmingly-named Golgotha Holdings. Planning to turn Winthrop House into a luxury hotel and conference center.
Charlotte is one of the four options who comes with a spell already learned. No idea why a CEO knows the secrets of the Crimson Mists of Myamoto, but apparently it’s a spell to reduce physical damage taken. Statistically, she’s got very low strength, mediocre dexterity, but high knowledge (and particularly good at patching herself up with first aid kits). Lower health than Brad, but higher willpower.
Charles Weiss. Stage magician and self-described astrologer and occultist. Implicated in the Arlington “sacrifice” scandal. We don’t talk about the Arlington “sacrifice” scandal.
Charles eschews protective magic for a good old-fashioned fireball spell, leveraging the arcane power of not one, not two, but three words ending in “-eth.” Base statistics are generally low across the board (even his Knowledge score is just equal to Brad’s, though he’s specialized in Meditation where Brad isn’t). Where Charles put his bonus points is into his fire magic; see the length of the gold line segment below the “Flames of Desolation” spell name.
Lucy Weston. Sophomore at UCLA. Orphan who worked her way through school. Tennis and volleyball player. Thinks her inheritance is “totally rad” and “almost tubular.” 
Possibly modeled on horror films’ “final girl” trope, Lucy here is just as strong as Brad, has extremely high dexterity and health, and is apparently a crack shot (with the best skill in firearms out of all eight characters). As a tradeoff, her knowledge is at rock bottom.
Henry Jones. Head of the Department of American History at Penn State. Authority on the Salem witch-trials. No word on whether he has a son named Junior.
What horror game is complete without a university professor character? Henry here brings impressive knowledge to the table, with mediocre dexterity (though he’s spry enough to dodge and throw surprisingly well) and lots of points devoted to his “Sight of the Dark Walker” spell. I don’t have any information on what spells do beyond the description you see here; I’m guessing this lets you see in the dark and, maybe, helps with discovering secrets. Of course, all those points need a tradeoff somewhere; Henry has the least strength and health of all eight characters.
Jane Olson. Investigative journalist with the New York Daily Post. Looking to uncover the truth about the Winthrop family’s enigmatic disappearance.
Jane is our second well-rounded choice. She has very similar stats to Brad, with equal knowledge, strength, and dexterity scores and with solid health and willpower. Jane’s a bit better than Brad with at punching, dodging, forcing doors, and tinkering with electronics/mechanics; while Brad has the edge in first aid and throwing skill.
Robert “Boomer” Kowalski. USMC (retired). Purple Heart and Navy Cross holder. Veteran of actions in Grenada, Panama, and the Gulf.
Someone has to have the most strength of the bunch, and that someone is Robert. He’s best situated of the eight to beat down eldritch abominations with his bare fists, and is also ready to swing a mean blade or shoot a mean gun. Average dexterity and mediocre knowledge (though with combat training in the use of first aid kits). His weak point is very low willpower. What’s that going to mean in gameplay? We’ll see, but the manual suggests your protagonist can become terrified or go into shock at the horrors they’ll face. If willpower determines resistance to such effects, our friend Robert here is well-equipped … to go mad.
Isobel Gowdie. Widow and distant Winthrop family relative. There’s always been one Gowdie resident in the area, dating back to the 17th century.
Isobel, like Charles, is a fire-slinging offensive spellcaster. Mediocre stats across the board in exchange for very high willpower and a pumped-up Flames of Desolation spell. Compared to Charles, she has less knowledge (though is a bit better at first aid) and less prowess with weapons; but she actually is better at magic (in both raw magic and in her Flames spell) and has more stamina and health.
So, there’s our cast! Whom shall be our avatar for this spooky adventure? You all tell me. I look forward to your choice!
Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it’s an opportunity for readers to bet 10 CAPs (only if they already have them) that I won’t be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It’s also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.
source http://reposts.ciathyza.com/game-117-the-legacy-realm-of-terror-1993-introduction/
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