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#it only inflicts damage when they strike dead-on
trees-to-meet-you · 9 months
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Lancer’s attacks are a lot smaller than they look
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actionsurges · 6 months
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CATACLYSM SORCERER
A dangerous power threatens to burst from you, creating only havoc for those around you. How can you hold this power in? And what imbibed you with such devastation?
One thing lead to another and so I ended up turning the "Living Magic Bomb" trope into a playable subclass for a player in an upcoming campaign of mine. It was definitely hard to write in a way that felt authentic to the flavor without being frustrating and punitive to play or too flagrantly unbalanced. I am happy with what I've done and it's even inspired an idea for a future campaign setting! I hope you all enjoy.
DESTRUCTIVE CORE – At 1st level, you choose the element at the nucleus of your destructive power. The damage type associated with each core is used by features you gain later. 
        Name           |      Damage Type  Irradiate Core Radiant Damage Tenebrous Core Necrotic Damage Weave Core Force Damage
You also learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
IRRADIATE CORE 1st. Sacred Flame & Hellish Rebuke 3rd. Blur 5th. Minute Meteors 7th. Sickening Radiance 9th. Flame Strike
TENEBROUS CORE 1st. Toll the Dead & Inflict Wounds 3rd. Mirror Image 5th. Bestow Curse 7th. Blight 9th. Destructive Wave
WEAVE CORE 1st. Sapping Sting & Magic Missile 3rd. Kinetic Jaunt 5th. Pulse Wave 7th. Gravity Sinkhole 9th. Temporal Shunt
VOLATILE MAGIC  – At 1st level, whenever you start casting a spell of 1st level or higher using a spell slot your magic erupts from you. This eruption causes creatures within 10 feet of you to take damage equal to half your sorcerer level (minimum of 1). The damage type is the damage type of your Destructive Core.
In addition, if you wish to suppress the power within you, you make a Constitution saving throw to prevent this magical eruption. The DC is equal to 10 + the spell's level. 
UNSTABLE FISSION – At 6th level, you can fuel your destructive core to increase the raw potential of your magic. As a bonus action, you expend 5 sorcery points to temporarily empower your destructive core. This ability lasts up to one minute or until you fall unconscious. You cannot end it willingly. It confers the following effects:
You gain a +1 bonus to your spell attack rolls and spell save DC.
When you roll damage you may add additional damage to your end sum equal to your Charisma modifier.
At the start of each turn you take damage equal to your proficiency modifier. The damage type is the same as your destructive core and cannot be reduced in any way. 
BRIMMING POTENTIAL  – At 14th level, the magic inside of you threatens to burst, however, you find ways to redirect the energy to your benefit. When you use your Flexible Casting to turn spell slots into sorcery points you gain one additional sorcery point. 
CALAMITY UNLEASHED – At 18th level, you've mastered some control of the apocalyptic power within you. You also know how to release it in full. As an action you can detonate your destructive core, releasing a massive burst of magical energy powerful enough to level buildings. You are instantly reduced to 1 hit point and creatures and objects of your choice within a 120 ft radius of you must make Constitution saving throw. On a failed save, they take 10d10 damage. This damage is the same type as your destructive core. Additionally, you can expend a sorcery point to add an additional 1d10 of damage for every point you expend. On a successful save, they take half damage.
You regain this ability after a long rest.
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gaoau · 3 months
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a God to forgive your deeds hasn't yet been created
theory of the two demons warnings — none word count — 2.7k note — epilogue 😝😝
prev. — next.
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"hey, Dazai!"
thundering footsteps behind him bring Dazai to a halt in the middle of the hallway. he figured this was bound to happen, but he didn't expect it to be only three hours after the fact. he sighs, shoulders slouching while he takes lethargic steps to turn around and face a charging bull. Chuuya's war cry grows louder. in the blink of an eye, he's snatching his partner by the collar of his shirt with one hand. he swings back his right fist and strikes Dazai across the face. the impact is powerful enough to nearly give him whiplash, snapping his head to the side.
it's quiet. the silence rings in Chuuya's ears while waiting for a reaction—anything. blood trickles down Dazai's nose and he sticks his tongue out when it reaches his lips. it hurts; his cheek throbs and he has never liked pain. "now, what could this be about?" chuckling, he turns to look Chuuya in the eye.
"what is this about?" he growls, slamming his fist against his face again. blood splatters on the floor. "that was about [Name]! and this—" he lets go of Dazai's shirt to throw a left hook, "—is about the puppies!" it elicits a grunt that he purposefully cuts off with one last punch. when he takes a step back to assess the damage, Chuuya can't even celebrate Dazai's bruising nose or the stained bandages over his eye.
it doesn't matter. whether he beats Dazai or anyone else to death, it doesn't matter. the dead don't cry or resent or feel. the dead don't care and that's most likely why [Name] killed themself. not that Chuuya understands. he can pretend he does all he wants, but he knows he'll never come remotely close. he's just here, punching Dazai in a futile attempt to avenge the poor puppies that didn't deserve such a gruesome death or even [Name]. but Nakahara Chuuya is alive and Nakahara Chuuya is more human than Dazai will ever be and Nakahara Chuuya is feeling.
"you let [Name] die!"
he's feeling so, so angry.
his hands are grasping his shirt again before he can realize it. he shakes Dazai as if he could knock some sense into that superhuman brain of his. "you let them die right in front of you, bastard! they were right there; you could've stopped 'em and you fucking didn't!" he grits his teeth to hold himself back from inflicting more damage. he's wasting his breath. Dazai Osamu doesn't believe in anything, after all.
"of course i didn't. it's what they wanted. i know how that feels."
Chuuya feels his breath get caught in his throat. if Dazai doesn't believe in anything, what the fuck does he know about empathy? "then why are you still here?"
now that's a funny question to ask. Dazai chuckles quietly at himself. the cursed smile pulling on his lips is heavy. "you really shouldn't be mad i let them die. you should be livid i killed them."
"hah?"
"only a demon can kill a demon."
the silence is deafening. Chuuya doesn't get it. he probably never will. he doesn't know about rotten theories in unread books. he doesn't understand. "you should just get it over with and join 'em." clicking his tongue, he chucks Dazai on the ground. he scowls at him for a second. then he turns his back on him, hissing, "go apologize to them for failing as a mentor."
Dazai watches from the floor while his partner storms away. he sniffles, wiping his nose clean of blood. it stains his fingers. he can't tell if he failed or if he was a little too good at his job.
making his way to his office, Chuuya tries to calm his anger and regulate his breathing. he mutters curses under his breath, clenching and unclenching his fists to ignore the urge to go back and land one last blow to Dazai's face. he huffs, shoving both hands into the pockets of his jacket.
through his gloved fingers, he feels something solid that wasn't there before. he pulls it out, humming in confusion. then he stops dead in his tracks while staring blankly at the leather choker on his palm. time seems to freeze. eons pass by while he forgets how to breathe. a burning pain settles behind his eyes. he bites down on the inside of his cheek. with shaking fingers, he secures the buckle around his neck.
he could never see this scheme working out for anyone. (he should have knocked on wood.)
"oh, by the way," Ango pipes up, a note of surprise ringing on his exclamation. he cranes his neck to look Dazai in the eye. "my condolences, Dazai-kun." he offers him a polite bow of his head, making Dazai hum in confusion. Ango stares at his raised brow with a grimace. "i'm adding to [Surname] [Name]-san's files on their suicide. they were your student so i thought i'd say something."
Dazai blinks perplexed at Ango's words. it's already been more than a week since [Name] killed themself. it's still in the back of his mind, but he tends to forget it most of the time. he's more surprised at the timing rather than at Ango's heartfelt condolences. it seems he has a lot of work if he's only now getting to documenting [Name]'s suicide. a part of Dazai would like to argue that there's no need for [Name]'s files to become even longer. they're just another Port Mafia casualty, ending up in Ango's life records solely because he cares enough about people that once had a life.
flicking his finger against his whiskey glass, Dazai offers his friend a nonchalant shrug. "well, we weren't friends. this sort of thing happens all the time."
it's a somber statement. the moment it enters Odasaku's ears, he feels a shiver crawl down his spine, but he doesn't let it show. this is the first he's hearing about [Name] dying. he side-eyes Dazai, scanning the faint quirk on the corner of his lips. it's a somber smile, one that only someone who's lived thousands of years in solitude could wear at the prospect of suicide; one a child like him hurries to plaster over his face so he can swallow back his tears. Odasaku doesn't say anything.
suddenly, Dazai claps his hands twice. the sound echoes in the bar and makes Ango jump in his seat. "alright, pop quiz time!" he announces, stretching his smile into a childlike grin. the chirp in his voice feels out of place. "why does death avoid me? don't be shy, there's no wrong answers!"
Ango frowns briefly, because Dazai always finds a way to throw him for a loop. he gives the question some thought, sipping from his drink. then he answers, "because you're sloppy, Dazai-kun. if you actually wanted to kill yourself, you already wou—"
"ah ah," Dazai interrupts, "have you ever tried to kill yourself, Ango?"
"no, of course not!"
"then bzz-bzz! that answer is wrong!"
"you just said there's no wrong answers!"
"and there aren't! but yours is very wrong, you should probably try to study a little more before a quiz…"
"that's not how pop quizzes work!"
Ango curses under his breath and bites his tongue when he realizes the youngest executive in the history of the Port Mafia has once again playfully pushed all his buttons. Dazai's cackles resonate around the bar, shoulders bouncing with amusement.
why does death avoid me? the question still hangs in Odasaku's ears as his two friends banter. he knows about [Name], even if he doesn't understand. "you know why," is all he manages to say. it's startling. silence floods the establishment instantly. when he looks into Dazai's eye, he finds swallowing darkness staring back at him, baffled. that is not an eye. that is a bottomless pit.
after a second too long of holding his stare, Dazai raises his arms in mock defeat. "right, right, i'm a fool."
"no. your desire to die will never be fulfilled, the same way everyone else's desire of i don't want to die also won't be fulfilled."
this is a conversation they've already had. Dazai wants to burst out laughing and crying at the same time. he can't read Odasaku at all. he never expected Oda Sakunosuke, of all people, to use his own play on words against him.
he hums, pondering. "next question, then. why did [Name] die?" he turns on his stool to fully face Odasaku. it's a challenge against his psyche as much as it is a defensive spear.
but Odasaku stays quiet. words are not to be trusted, especially not those of a writer. he can't give Dazai the answer he wants and Dazai seems to understand that. no matter what he says, it won't disrupt Dazai's world. it's better for him to stay silent. he knows there's nothing he can offer this lonely child on the verge of tears. "your drink's getting watered down." but he says it anyway.
"ah, crap, you're right!" Dazai instantly scrambles to gulp down his whiskey before the ice melts more and dulls the taste on his tongue. 
after a moment of awkward silence, Ango tries to make his way into the conversation again. "they had a father," he says, remembering the status of [Name]'s relatives, "he hasn't been informed yet, has he?"
"yeah, isshin-san will take care of that sometime. she's been busy these past few days 'cause she's quitting the mafia." with a simple shrug of his shoulders, the mood relaxes again. just three drinking buddies enjoying their night.
maybe [Name] isn't just another Port Mafia casualty. the ripple effect is larger than Dazai could have imagined. he starts thinking he should consider the people around him a little more. he'll have plenty of time to mull it over in his head when three friends in a bar become two, then one, then none.
Nakajima Atsushi can make himself small enough for Dazai to almost not notice him. He figures it's because he got used to that loud, rumbling anger always looming nearby to act as a beacon. Atsushi doesn't have anything so obnoxious hanging from his shoulders, which explains why Dazai could walk past him if he wasn't paying attention. Even as he stands next to him, his presence is small. It makes sense for someone like Atsushi.
When picking this boy up from the riverbank, he never thought he'd remember ire from four years ago so vividly. But he looks at Atsushi and sees how he hides his face in his knees when he's upset, how he doesn't take up any space at all, how he feeds stray dogs despite claiming to not like them. He sees in him more of [Name] than he cares to admit. He sees that Atsushi is just a kid.
It doesn't haunt him. It simply tells him he shouldn't stress Atsushi out too much. It's with his abnormal thoughts that he tries to never forget the voices of the dead.
When the elevator doors open on the Agency's floor, Dazai glances at Atsushi with a pressing smirk. He raises a brow at him, confused as to why they aren't stepping out. Then Dazai asks, "So?" Atsushi stares back at him with furrowed brows. "Go on, Kunikida-kun's waiting for you."
"Ku—"
"You should listen to your senpai when he talks," he chastises in a playful, light-hearted tone.
"You didn't mention anything, Dazai-san."
"I didn't?" In mock surprise, he covers his mouth with his bandaged hand. His eyes are wide and innocent as he walks towards the Agency's door. "Must have slipped my mind." He shrugs his shoulders carefreely, a grin curling his lips while he giggles mischievously.
Atsushi trails behind the senpai he should listen to. He sighs, exasperated, "Dazai-san, please tell me in advance if there's a meeting…"
"Now, now, Atsushi-kun," Dazai's voice trembles with laughter, "you know how forgetful I am. Sometimes I even forget I should breathe."
Atsushi doesn't retort while they both stand at the Agency's entrance. As Dazai reaches for the handle, Kunikida's aggravated screams travel all the way from the other side to slap his two tardy coworkers across the face with fear. "Where are those two?! They're already eight seconds behind schedule! This is Dazai's doing, isn't it? I swear, when I get my hands on that scrawny neck of his, buying bandages will be the least of his worries."
"Oh, well, seems Kunikida-kun's mad you're late, Atsushi-kun. Might wanna hurry inside. Go, go."
"But you—"
"Let him know I'm busy trying out this new pufferfish dish that may or may not kill me, alright? Alright, thanks, counting on you! Bye-bye!" He's already sprinting down the stairs before Atsushi can properly react. He figures he'll stress him out just a little, though.
Yumeno Kyuusaku has been wondering for four years why [Name] suddenly stopped visiting them. they remember the last conversation they shared so clearly that they can recite word for word all they said to [Name] and all [Name] answered back. it's been four years. back then, they bawled and kicked their feet and asked through the knot in their throat just where [Name] had gone; just why they had abandoned them without warning.
when Mori releases them from their confinement, they find [Name] has been dead all along.
on any other day, they'd kick up a fuss over being assigned a mission. they don't want to hurt themself for the mafia's sake anymore. but if they get to take revenge on Dazai for killing their older sibling, then Q doesn't care. they'll gladly do everything in their power to pull Dazai down and tear him apart.
they hold on tightly as the train starts leaving the station. the look on Dazai's face while he assesses the chaos Q caused in just a few seconds fascinates them. "your new friends are so fragile, Dazai-san," they call, cackling, "[Name]-chan never needed your help against my ability, remember? it's okay, though! i still look forward to breaking you! i'll make sure to hurt you and break you lots!"
the scowl on Dazai's face is one Q wants to wipe clean, shatter it into pieces so the only expression he can make equals the same pain he made them go through. Dazai knows [Name] would pounce on his neck if they heard him hiss, "i won't capture you next time. i'll rip your heart out," but it doesn't really matter, because Q is not just a kid. they're a walking catastrophe and he doesn't regret confining them. Mucchan is just a child, swims through his ears again, and he understands now why [Name] said that, but it's not true.
"[Name]-chan told me i could destroy the whole world if i wanted to, so i'll start with you, yeah?! let's play again, Dazai-san!" Q waves as the train speeds away. the childlike beam on their face shines bright enough for [Name]'s freedom.
Q is definitely not just a kid.
Fyodor Dostoevsky is a demon.
back when they both teamed up with Shibusawa, moments before getting shot, at a fancy café, and even now trapped in a cell. Dazai has known all along that Fyodor is the demon sent out to kill him. he hears [Name]'s words pricking him in the back of his head like a needle. you'll meet your match. he expected as much, so it's not surprising. it's just impossibly bitter.
he has no choice but to win against Fyodor, whether he likes it or not. he doesn't want to admit that an angry kid's wishes will come true. only a demon can kill a demon, and when he does, it will be very lonely at the top.
[Name] was right, Dazai realizes, he'll sleep forever in isolation.
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note — i couldnt help myself from writing sankoichi. angos so funny dude anyway thats a wrap ig. thank you for coming on this adventure with me. honestly i enjoyed writing dazai so much and hopefully you enjoyed reading my take on dazai. in the many many years ive been in this fandom, ive been liking him on and off, but tbh i actually really like him and digging my fingers into his brain has not only made me like him more, but also i felt really bad writing these last two chapters. crazy how this shit works lmao thats the end of that. drink water yall have day bye (next ch is a beast au bonus ch btw)
—あごす (agosu) • 2022
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sins-slender-mansion · 2 months
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Entry 1: Jeffrey Alan Woods
{Alright, this is where the rewriting stuff comes in. I will be reworking his story and implementing personal and some fanon/canon stuff into his backstory. I will also include his ref sheet I designed and colored, its rough but it works for what it needs to.}
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04/03/2024
After analyzing this particular boy I can come to the conclusion that yes, indeed, he is a crucial part of this project. One of the very first, right after Masky and Hoodie at least. AVOID AT ALL COSTS. If you see him, you're already dead.
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Jeff Woods Status: Alive Age: 22 Species: Human Danger: Extremely dangerous, do NOT approach Appearance: A lanky, lean young man with very pale, pasty skin and a plethora of scars all over his face, neck, chest, and hands. He has long, unkept black hair and fringy bangs that protect his very sensitive icy blue eyes from the sun or mood while on missions. The most striking part of his entire appearance is the permanent smile cut into his cheeks, self inflicted, that refuse to heal. Often seen in just a hoodie and jeans and whatever running shoes he could find.
The boy is deranged, to say the least. A killer with a headstart, even before Tim and Brian began killing. It all began at the age of 14, when he was bullied so severely in his last year of middle school. Bullies taunted and teased him for his relationship with his parents, which was rocky due to an unfortunate ongoing divorce process. He and his brother were severely abused due to this process by both parents and as a result, Jeff would find himself with bruises and marks when he went to school. Kids noticed, and kids are cruel. At the age of 15, Jeff was attacked by three of his bullies at a school event, an event he had attended in order to escape his home life. The attackers doused him in bleach and set the boy on fire in one of the bathrooms at the football field snack stand. He was left there overnight, burned, scarred, and bleeding. His eyes were now extremely damaged and as a result his eyesight is never very reliable. he was unable to cry due to his burn injuries, and could only sniffle and sob without tears. Returning home that night, the boy was chastised and further humiliated and attacked by his parents, who told him he would be better off dead. In the heat of it all, his parents screamed at having to raise such an ugly boy'. His brother, 11 at the time, was horrified and tried to defend him. The final straw was when his mother handed him a kitchen knife, and told him to 'finish himself off in the bathroom'. Jeff didn't know what to do. The boy was overloaded with emotions, and ran to the upstairs bathroom. His brother followed. In the bathroom, Jeff would have his first suicide attempt. It was only an attempt. Because he had another idea. Staring in the mirror, mourning who he was the night before, he brought the knife to his face and cut into his cheeks, to form his permanent smile. No longer would he be ugly. Now, he was beautiful, like his parents wanted. His brother was mortified, and ended up being Jeff's first 'victim'. In a rush of adrenaline, he 'killed' his brother by stabbing him, three times. Unknown to him, his brother lived while he continued his rampage. Running downstairs, Jeff surprised his parents, who were equally horrified. In their shock, Jeff was able to kill them. their screams were forever etched into his mind. His mother tried to fight back, but failed, and his father tripped trying to run out of the house. Both were swiftly dealt with. Alone in his house, Jeff felt.. Sick. then excited. He was free! Free from it all! And yet he cried. he couldn't help the screams that came from inside. He was devastated. Destroyed. And yet he was free. he was a whole new person. Unfortunately for him, his neighbors heard the screams and within moments he could hear distant sirens. In his panic, he tried to burn down the house, setting the couch on fire with a lighter. he grabbed his school jacket and escaped through the backdoor, where he ran and ran and ran until his legs gave out. Now, in the middle of the forest, collapsed to the ground, he as alone. Alone with that searing pain from everything coursing through his body. At the age of 15, he had become a monster.
Slenderman found him shortly after his collapse in the woods. He offered a helping hand to the 15 year old murderer. He promised protection, if Jeff vowed to work for him. At the time, Jeff was just trying to go as far away as possible. So he took the offer, and was swiftly brought to, at the time, the manor in Missouri. It wouldn't be until Jeff was 18 that the Project was moved up north.
Jeff now lives in the manor as a permanent resident, forever bound due to his contract with Slenderman. At the time, he was not a proxy, but after discovering his brother was still alive, he vowed to server Slenderman until he eventually dies in exchange for protection of Liu and Nina. His freedom, forever gone, was exchanged for the safety of his most valued people. The last selfless act he every will do.
Now he is restless and rowdy and loud. At only 22 years old he has one of the highest body counts of all the residents. He is quick, quiet, but sloppy and an extremely important asset to the Project. As one can imagine, he is irritable, cocky, and overall a little brat who needs to be humbled. Due to his status though, no one dares even touch him. DO NOT INTERACT, just RUN. or better yet... Go to sleep.
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"Hold still now, I'm gonna make you beautiful.."
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bhaa1 · 2 months
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@proditeur : hello can u explain what's going on with the dark urge's memories. what DO they remember, if anything. would it even know of itself as "the dark urge" or is this a part of its past it needs to put together
the topic of the dark urge and its memories is one that does have a relatively straightforward answer, but there are a lot of overarching circumstances that also contribute to the general situation regarding its apparent amnesia. the short and simple answer is that, initially, the dark urge does not remember anything once it awakens aboard the nautiloid, save for its title of the dark urge; a title it cannot recall the origin of, but one that it also knows on a deep and unshakable level to belong to it. it does not immediately know why it is, or rather was, called that, only that that is its only [ present ] name. the rest of its memories are ones it must hunt for, must dig down deep to find, but in the beginning, all it has is a name.
now, for the long answer. you didn't technically ask how the dark urge came to be in its situation, but it is wholly relevant to its memories and ability to remember events and aspects of its past, so i will be going on a bit of a tangent.
when orin betrayed the dark urge and took that blade to its skull, she pierced the brain in such a way that [ nearly ] complete and permanent amnesia was an unavoidable consequence ( striking and carving into the frontal lobe, as seen with lobotomy procedures ), severing all that the dark durge knew; proceeding to force a tadpole into its head ( 'which began to eat its liquidating brain' ) and successfully infecting it only further solidified those results. left for dead and surviving through pure strength of will and violent rage, the dark urge is eventually found, still alive, by kressa bonedaughter, a myrkulite necromancer. unaware of who and what it was, kressa took the dark urge as her own scientific plaything, likely causing even further damage with her gruesome and visceral experiments which she conducted over several days time, possibly weeks. a string of events most fitting for a wholly cruel and despicable creature.
the dark urge is strung and dragged through all sorts of physically mental tortures ( and, under the charge of kressa, tortures that it is implied to have also inflicted on itself, its haphazard and haywire recollection of violence occasionally taking over during her experiments, resulting in agonizing self-mutilation and an attempt to claw what remained of it from its own skull ), the core of who it was prior to orin's betrayal being gouged out of its mind and replaced with the seed of its own wretched scheme. it crawls out of its pod on the nautiloid, dripping with blood that does not belong to it, carrying a name it both finds comfort in and fears. it is lucky to have even that — until there is a great and terrifying more.
while orin succeeded in stripping the dark urge of its memories, a task that may not have been wholly intentional, the fact of the dark urge being forged from bhaal's own flesh lends itself to the fact that the urges live within it. it does not remember who it is, who it truly is, but still does it hold the smell and taste of blood, the thrilling reek of rot. it may not have its memories, but bhaal's blood still rushes through its veins and soaks into the very marrow of its body and soul, and subsequently, therein exists the imprint of all that they are and have done.
in a loose turn of phrasing, the urges themselves operate almost like their own separate entity. the dark urge will never remember everything of its life before, but in it exists flashes of the horrors and atrocities it committed, inklings of the depravity that soothed its screaming and burning mind in the days of old. it could not tell you the name its adoptive parents gave it, could not even tell you their names or what they looked like or if they were kind, and even before the amnesia the dark urge could not recall if they were truly its first victims ( which subsequently implies pre-existing gaps in memory, supplied by the concept of the urges being something akin to their own separate entity, as well as commentary from scleritas wherein he comments on the dark urge struggling to compose itself in bhaal's image ), but it could tell you how their flesh felt between its teeth, how their screams sounded like music to its ears. it could not tell you who its first real friend had been, if it had ever had one, but it could describe to you in great detail one of many men it vivisected, who scleritas failed to carve into properly, and the way it crushed the subjects arterial vein in its clawed hand and continued operating ever-curiously and viscerally on him.
it knows it loves the shore and shallow waters — that's where its favorite drownings take place, after all.
the dark urge has no intimate or personal or vulnerable memories, and thusly has none to remember. but it cannot rid itself of the urges in their entirety, cannot purge itself of their influence and their hold, and thusly, it does remember, in glimpses and in instincts, that which it was designed for.
however. a large reason as to why those recollections as bhaal's unholy assassin and chosen one don't all come flooding in is, as it were, a result of orin's betrayal, and her specific choice of attack against the dark urge. by otherwise lobotomizing it, she, in a turn of events, paved the way for a level of autonomy that had long since been stripped from it — which, once more, we are given mention of by scleritas fel when he remarks on how the dark urge was the perfect spawn, but not always the perfect spawn. the urges being their own entity means that something must exist beneath them, stifled and overwhelmed by the god of murder's blood and sheer influence. once the dark urge had 'died', a flip was switched, somewhere, and although the urges hold a databank of all of its horrible memories ( not all of which the dark urge is capable of tapping into, i should emphasize, and in fact, it can only recall a very small handful of them, and they can only be triggered under very specific circumstances; it remembers feelings better than it remembers concrete visual memories ), orin still carved out the metaphorical firewall that was causing the dark urge to be the obedient child, the malevolent child, the starving and bloodlusting child.
it was left a blank slate. it had only the dark urge to cling to.
there is no religious fanaticism, no immediate swell of viciousness. the dark urge remembers nothing; all it has, for a moment, for the first time since it was a child, is itself. the urges trickle in, and the memories associated with them haunt it, and there's no true escaping or forgetting the rush that comes with the kill and the anticipation beforehand, but the dark urge remembers nothing in regards to itself, not truly, because there isn’t anything to remember.
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grailfinders · 1 year
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Fate & Phantasms #312: Faerie Knight Lancelot
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Today on Fate & Phantasms, we’re building the last of the faerie knights, Faerie Knight Lancelot, a.k.a. Melusine. she’s got an unusual fighting style, but it’s nothing too wild. now I just gotta look at her third skill, and- oh. oh no.
we’ll… figure out a way to make it work.
she’s an Ascendant Dragon Monk to turn into a living jet, and a War Cleric to keep that speed up even while wearing heavy armor. and the giant tum-tum laser.
check out her build breakdown below the cut, or her character sheet here!
next up: lemme take a selfie
Race & Background
Melusine is a faerie, but she’s also half dragon. that does all sorts of fun stuff to her existence, so we’ll make her a Custom Lineage instead. that could be anything, it could even be a faerie- that’s what Melusine is!
as a custom lineage, she gets +2 Dexterity, a small size since she’s a compact combatant, and the Mobile feat for extra speed event in first ascension, as well as the ability to prevent opportunity attacks from opponents you’ve tried to attack this turn. life goes fast, and so do you.
Melusine also gets a little Darkvision thanks to her special faerie eyes.
like every other faerie knight so far, Melusine is a Knight of the Order. that means she gets proficiency in Persuasion bc dragons are naturally charismatic, and Nature to know what a dragon even is.
Ability Scores
first up is Dexterity. I know that doesn’t actually control speed at all, but it powers your fists and your sword…fist…things. we’re calling them shortswords. after that, Wisdom. it powers your noble phantasm, so it has to be pretty good, all things considered. third up is Constitution, dragons wouldn’t be half the game’s title if they were easy to kill. and I know we don’t need Strength, but we need the other stuff less. like Intelligence! you grew up by yourself, so you probably didn’t get tutored much. finally, dump Charisma. you are doomed to die alone; it’s engraved into your spirit core. sorry.
Class Levels
1. Cleric 1: your first ascension uses actual armor, so we’re starting as a War Cleric so you’ll have proficiency with martial weapons and heavy armor. we’re mostly just doing this for the spell list, but the fact that you can flavor this choice as being a priest of bahamut is just a nice coincidence. another nice coincidence is that as a war cleric you are a War Priest, letting you make a bonus action attack a couple times a day. we’ll get an upgrade for this real soon, but this one always works, regardless of how you’re dressed.
as a cleric you also get proficiency with Wisdom and Charisma saves, as well as History and Insight.
as previously implied, you also get Spells, which you cast and prepare using your Wisdom as the baseline. since you can swap your spells every day picking the perfect spell list isn’t that necessary, which is nice since the only one I really want this level is Inflict Wounds. it inflicts wounds. as a war cleric, you also get to grab Divine Favor and Shield of Faith for free, the former giving you a little bit of radiance in your attacks and the latter adding +2 to your AC for up to 10 minutes, which will pair nicely with your unarmored defense. oh wait that’s a spoiler.
2. Monk 1: okay now it’s not. as a monk you get Unarmored Defense, adding your wisdom to your AC as long as you’re not wearing armor. obviously, as the name suggests this only works when not wearing armor. you also gain Martial Arts, letting you use dexterity instead of strength when using monk weapons, you do at least a d4 of damage, and you can make a bonus action unarmed attack each turn for free. this too only works when unarmored, so… I guess this is kind of a dead level rn. having the variety is nice though.
3. Cleric 2: second level clerics can Channel Divinity once per short rest in one of two flavors. Turn Undead certainly exists, and making crowds of zombie run away is fun, but we’re here for the Guided Strikes. when you make an attack roll you can add 10 to the roll without spending an action- this is basically your first NP. not a ton of damage, but it always hits.
4. Monk 2: second level monks get Unarmored Movement, increasing your speed by 10’ and growing as you level up… as long as you aren’t wearing armor. I promise some of these features will be actually usable soon.
like now. you also get your level in Ki points each short rest, which you can spend on cool dragon stuff, like attacking twice as a bonus action, dodging as a bonus action, or disengaging/dashing as a bonus action while doubling your jump distance. all of these can be done without doffing your armor. hoo ray.
5. Monk 3: at level three you become an Ascendant Dragon, allowing you to use the Breath of the Dragon to roast anything around you. sadly, we can’t get radiant damage this way, but fire is pretty close. you substitute one attack with either a cone or line of energy, forcing a dexterity save on all creatures in that area, and dealing 2 martial arts dice of damage.
you’re also a Draconic Disciple helping you pass one intimidation or persuasion check per day, and you can make Draconic Strikes to supplement your unarmed attacks with elemental damage, even if you’re only dealing 1+ your strength while armored up. you also learn Draconic! it’s a language.
(also as a third level monk you can Deflect Missiles as a reaction and throw them back at people. lancers are strong against archers, after all.)
6. Monk 4: fourth level monks get their first Ability Score Improvement, so bump up your Wisdom for stronger spells and higher saves on your monk abilities. you can’t fly yet, but you can Slow Fall, reducing falling damage as a reaction. you also gain Quickened Healing, letting you spend an action to heal yourself using ki. once again, dragons don’t die easily.
7. Monk 5: fifth level monks get an Extra Attack each action, and their martial arts die grows a size, and I mean, by this point you’ve probably ascended at least once, right? yeah probably. go nuts. you can also turn your melee attacks into Stunning Strikes, trivializing any boss you come across who is bad at constitution saves. you can also spend ki on your Focused Aim, adding 2 to the attack roll for every point spent, up to a total of +6. so now if you want to hit someone, the absolute lowest you can roll (barring a natural one) is 21. I’m pretty sure you’re better at gae bolg-ing than Cu is at this point.
8. Monk 6: at level six, your Ki-Empowered Strikes make your unarmed attacks magical against resistances, though your dragon fists kind of solved that problem already. you can also use Wings Unfurled to fly for a turn a couple times per day, after using your step of the wind.
9. Monk 7: seventh level monks get the ever-popular Evasion, basically turning any dexterity save you have to do into a complete joke. you also gain a Stillness of Mind, so you effectively can’t be charmed or frightened for more than a turn or two.
10. Monk 8: at level eight, you can use your next ASI to round up both your Dexterity and Constitution for a stronger offense and defense. remember, HP is affected retroactively, so you gain a whole ten extra points of HP this level!
11. Monk 9: ninth level monks get an Unarmored Movement Improvement, letting you run up walls and over water as long as you end the turn somewhere solid. weirdly enough, this doesn’t care about your armor either! you won’t move that fast until you doff, but you can still run up sheer surfaces just fine. #justmonkthings
12. Monk 10: tenth level monks have a Purity of Body that makes them impossible to fall ill or be poisoned. you ever see a dragon with a cold? no, no you haven’t.
13. Cleric 3: Okay, so you’re draconic enough to fly, now we just need a big ol’ belly laser. easy. maybe even peasy, some would say.
going back to cleric gives you access to second level spells. you get Spiritual Weapon for free if you’d like to have a bonus action attack that isn’t limited by proficiency or outfit, and you can also turn one of your swords into a Magical Weapon so it can cut through enemies as well as your fists can… cut… don’t worry about it.
as for spells you choose to have, I suggest picking up Aid to improve your HP total, and Hold Person to destroy your opponents’.
14. Cleric 4: bump up your Wisdom again. we’re really only focusing on one spell, but it’s your noble phantasm, so it better be good. also grab Toll the Dead while we’re here, why not.
15. Cleric 5: at fifth level clerics can Destroy Undead if they’re CR ½ or lower and they fail their turn undead save. you also get third level spells. Crusader’s Mantle gives that sweet sweet divine favor to the whole party as long as they stick close, and Spirit Guardians will lock down an area with a glowy dragon, I guess.
this is another level we only really care about one spell in, so pick up Spirit Shroud to finally have a decent amount of radiance coming from your swords. now any close-range attack you make gets a little extra boost, and you prevent healing and movement for enemies in your area.
16. Cleric 6: sixth level clerics can channel divinity twice a short rest, and you can channel that divinity into a War God’s Blessing, giving any player that +10 bonus to an attack as a reaction. I wouldn’t, but you do you. just saying, faeries aren’t known for their helpfulness.
17. Cleric 7: seventh level clerics get fourth level spells. Freedom of Movement is what I really care about, since it keeps you from getting your jet engines grounded, but you can also use Stoneskin for a scalier hide, if you so desire.
18. Cleric 8: with your last ASI, grab the Tough feat for an extra 36 HP now, plus another 2 every time you level up from here on out. you also destroy undead of CR 1 or lower, and you can make a Divine Strike once per turn, adding more damage of a type your weapon’s already doing. if you’re only focusing on making one attack hit, it better do extra damage.
19. Cleric 9: your fifth level spells are not ones to be slept on. Hold Monster is just as strong as hold person is for a melee-based fighter, and Flame Strike is your third stage NP- a giant flaming laser from heaven that’ll wipe out anything in its way.
you can also pick up Holy Weapon if you want to mix your two NPs together. first you deal extra damage with a radiant sword, then you detonate it for an aoe.
20. Monk 11: our final level of the build takes you back into monk to gain the Aspect of the Wyrm. you can activate this as a bonus action, creating a 10’ aura around you. for a minute, it either lets you frighten creatures within if they fail a wisdom save, or you and allies in the aura gain resistance to one elemental damage type.
your martial arts dice also grow to d8s this level, and your dragon breath deals 3d8 as well.
Pros and Cons
Pros:
you’re mobile, with a walking speed that matches most characters’ sprinting speeds and the ability to fly, which is always great. you get damage where it needs to go.
you’re also super versatile. I know we skimmed over the cleric spells since they’re not in-character, but cleric has one of the best spell lists in the game. and even ignoring all the cleric’s healing and buff/debuff spells, you’ve still got tons of damage variety and multiple attack options to keep things interesting.
you also deal consistent damage, with a ton of attacks in a short time as well as ways to make those attacks really count. you can usually attack 3-4 times a turn, and with a spell like Divine Favor or Spirit Shroud up you can pump out some juicy damage in a variety of flavors. mostly radiant, but that’s in character anyway.
Cons:
we’re trying to mix the no armor class with the heavy armor class. while donning and doffing armor is both in-character and frankly not terrible for the build, it’s still rough that your armor basically gives you a dead level immediately at the start of the game. still, the only thing you really miss out on is some speed and your martial arts attacks (just use two swords). also- donning and doffing armor takes forever, so don’t expect to bust out of it mid-combat.
you also have a lot of stuff you can only do in your Bonus Action, so figuring out what to prioritize could be tricky. as stated above, your damage relies on your bonus action attacks to help both with consistency and total amount of damage. if you use your bonus action for mobility or spellcasting, your DPS will drop noticeably.
you have low charisma, which means you won’t be popular with the nobles and you’re likely to get yeeted to another dimension. still, you know when this con shows up in a build it’s pretty solid stuff. just try to avoid being sent to another plaen, or you’ll have plenty of alone time to think about what you’ve done.
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pathfinderunlocked · 10 days
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Thread Severer - CR17 Construct
It's been so long since I tasted battle...
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Artwork by NishatIDK on Zedge.
Thread Severer is an intelligent magic weapon that yearns for honorable combat. An ancient samurai's spirit was sealed inside this blade as a dying curse when an oni took the samurai's sword and killed him with it.
This works as a standalone boss, but if your PCs are really high level you could use it as a minion alongside a blade-wielding boss.
The weapon itself, after being defeated, is a +2 flying shock katana that has the Purified Steel ability listed below, and for which the blade itself (but not the wielder) is protected by a constant lightning shield spell. It has a caster level of 16 and a strong evocation and transmutation aura, due to the flying and shock properties. It can't be crafted and refuses to be sold, but for the game-balancing purposes of calculating a PC's wealth, you can treat it as if it were worth 134050 gp (the same as a +8 mithral katana).
As an intelligent item, it has stats of Int 14, Wis 14, Cha 10, has an Ego of 18, and its purpose is to battle honorably. It has darkvision and lifesense to a distance of 120 ft, and can understand and speak with the languages listed in its stat block. It's of lawful neutral alignment, and can inflict 1 negative level on wielders of other alignments, but it suppresses this ability against those who defeated it. It will force its wielder to make a DC 18 Will save any time they attempt to talk a foe down from combat, and if the wielder fails, Thread Severer becomes dominant for 1 day or until a critical situation occurs, typically compelling its wielder to challenge any apparent foe to honorable battle.
Fun fact, you can use a sunder maneuver during a bladed dash spell. Sunder maneuvers against magic weapons are generally a pretty bad idea compared to disarming or just killing the creature holding them, but considering that this monster is an intelligent magic weapon who is presumably interested in proving its superiority, I think a sunder maneuver is perfectly fitting. And it's a nice way to inflict a longer-term effect on the players that they might not be able to immediately fix just by sleeping for a day.
XP 102,400 LN small construct Init +7 Senses darkvision 120 ft., lifesense 120 ft., low-light vision.; Perception +20
DEFENSE
AC 27, touch 23, flat-footed 19 (+4 deflection, +7 Dex, +1 dodge, +4 natural, +1 size) hp 147 (18d10+48); force field (80 hp, fast healing 16) Fort +12, Ref +17, Will +14 Defensive Abilities enhanced deflection, hardness 14 (only when force field depleted) Immune construct traits Resist electricity 50%
OFFENSE
Speed fly 50 ft. (perfect), swim 50 ft. Melee (defensive stance) +2 katana +30/+25/+20 (1d8+12/18–20 plus 1d6 electricity) Melee (offensive stance) +2 katana +30/+25/+20 (1d8+17/18–20 plus 1d6 electricity)
Spell-Like Abilities (CL 15; concentration +15)     Constant—lightning shield     At will—greater bladed dash     1/day—greater bestow curse (target cannot recover hit points) (DC 18)
STATISTICS
Str 30, Dex 25, Con —, Int 14, Wis 14, Cha 10 Base Atk +18; CMB +27 (+33 sunder); CMD 43 (45 vs. sunder, cannot be tripped) Feats Arcane Strike (+4), Combat Expertise (see Wielderless Stance text), Combat Reflexes, Dodge, Great Fortitude, Greater Sunder, Improved Sunder, Iron Will, Mobility, Power Attack (see Wielderless Stance text), Sidestep (see Wielderless Stance text), Toughness Skills Acrobatics +25, Fly +38, Knowledge (history) +20, Perception +20, Swim +18 SQ katana attacks, wielderless stance Languages Common, Draconic, Giant
SPECIAL ABILITIES
Challenge (Ex) Once per day, Thread Severer can challenge a foe to combat, as a samurai. It gains a +9 bonus to damage rolls against that foe, but takes a -2 penalty to AC against creatures other than the target of its challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
Enhanced Deflection (Su) It gains a deflection bonus to AC and a resistance bonus to all saving throws equal to twice its weapon enhancement bonus (+4).  These bonuses are already included in its statistics.
Force Field (Su) Thread Severer is protected as though by a technological force field, granting it 80 temporary hit points.  These temporary hit points regenerate via fast healing by 16 each round to a maximum of 80.  When the force field's hit points are depleted, it ceases fast healing, but the force field is not destroyed and continues to regenerate temporary hit points via fast healing each round until Thread Severer is defeated.  While the force field has at least 1 hit point, Thread Severer is immune to critical hits.  The force field is automatically reduced to 0 hp by disintegration effects.  This is a force effect.
Thread Severer's hardness does not apply until its force field is depleted. If an attack fully depletes the force field's hit points, excess damage is dealt to Thread Severer, but is reduced by its hardness.
Katana Strikes (Su) Thread Severer is considered to be a +2 shock katana sized for a Medium creature, which affects its attack bonus, damage, hit points, and hardness.  It effectively wields itself in combat, making katana attacks instead of natural weapon attacks.
Purified Steel (Ex) Thread Severer's attacks counts as silver.
Wielderless Stance (Ex) Thread Severer can shift between an offense stance and a defensive stance. While in its offensive stance, its attacks are treated as two-handed katana attacks, and it gains Power Attack as a bonus feat. While in its one-handed stance, its attacks are treated as one-handed katana attacks, and it gains Combat Expertise and Sidestep as bonus feats. Shifting stances is a free action that Thread Severer can choose to do at the beginning of its turn.
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liebe-herrgott · 11 months
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Every word SnowFlame has ever said in The New Guardians and Catwoman.
The New Guardians #2
First freak who comes any closer is a dead freak. Jeezus, you people are strange! Last chance-- Turn around and take your freak show back on the road! Challenge accepted! I am SnowFlame! Every cell of my being burns with white-hot ecstasy. Cocaine is my god and I am the human instrument of its will! A blow like that would have sent any ordinary man reeling! But I am no ordinary man! I can see that-- and I intend to savor our combat to the fullest! You see before you a man on fire! A man who craves any excuse to burn brighter! Any excuse! I feel no pain, Ram, although I relish your feeble attempts to inflict it! How long do you think your silicon chips can stand up to my psycho-kinetic flames? Don't you understand yet? I burn with thought-- accelerated thought generated by my fantastically heightened mental senses! The more you fight back -- the more you fight back -- the more you fan the fires of my high -- and the stronger I become! But to my regret, I have a job to do. Places to go. People to see. As you can see, people… I never patrol… these jungles… alone. Your visit to Nueva Grenada has just been… Terminated! OPEN FIRE! Bury them-- before they start to stink! With all their personal effects intact! In my jungle, we respect the dead! OPEN FIRE! … Do you know how many bags we have to sell to the dealers, Manuel, to buy a Rolls Royce? Ten, Manuel! A paltry ten bags! MOTHER OF GOD! Where are the lookouts? Give up? Give up the ultimate exhilaration-- the divine rapture-- the euphoria of electricity that now surges through every molecule of my body? Give up? I would sooner choke on the soil from your boots, Guardians! AHHHHH! May this fire burn everlasting! Now I am a true god--! Strike them down, my children! They seek to steal your life’s blood-- they seek to destroy your God! But you will not let them-- for within all of you burns the same rage-- within all of you burns the same fire--! You don’t hide your anger very well, warrior! I thought your kind was supposed to be inscrutable! Feel the heat, silicon man? When I am finished -- there will be little left of you but a pile of melted circuits! (glugg x2) Not just yet! Fool warrior--! My fire cannot be extinguished! 
Catwoman #23
As I live and breathe-- it’s the cat herself, Selina Kyle. Your personal chauffeur is here, baby. The one, the only… SNOWFLAME. It’s been a while. What’s your damage, Selina? Not happy to see me? Got everything I need, baby: a bitchin’ ride, the threads, the tunes… And an unlimited supply of powder. Life couldn’t be better. Thanks! Wrote it myself. The key to faking your own death-- explosions. If the blast takes out enough people, no one is gonna sift through the rubble to identify body parts. I give these rats everything they need-- food, clean water, fair wages. This place was totally harsh before I showed up! And they repay me by lying. My men keep disappearing, and the workers are blaming it on some half-baked legend. They’re trying to scare us off. The kids are even dressing like cats at night, as if that’s gonna freak us out. Kisin is just another boogeyman. Everything in life can be solved with a bullet or a bump. I don't care who or what is messing with my business-- I’ll find them. Speaking of bumps, wanna get the party started before the auction? You’re not here to party, and you're not here for me… Why are you here baby? I know you, Selina, and I’ve seen that look before. You’re on the hunt… But it’s not for something at my auction. Always. But I’m not wrong. This is Isla Nevada, baby. Everyone who comes here is either running away or hoping to find something. I think you're searching. No idea. I’ve never quit long enough to find out either way. Home sweet home. Mi casa es su casa, baby. The auction is tomorrow, but tonight is all about chillin’ at the gala. And remember… You’re on my island now. You’re among friends, you can let loose. Stop pretending to be someone you’re not. Maybe that’s your problem: you’ve been a housecat for too long… You’ve forgotten what it’s like to take off your collar and let your claws out. Ladies and gentlemen: welcome to the first annual, invite only, totally exclusive SnowFlame auction! Tomorrow night we’ll have some gnarly items up for grabs… Like the talisman of Arok the Magnificent! Even if you don’t want to claim the throne of Gorilla City for yourself, this will look so rad on your coffee table. We have a vial of water from the Lazarus Pit, the famous codpiece cannon, a decoy White Lantern ring.. And the item you’ve all been waiting for… The List. Compiled by the world’s greatest crime-fighters, this list has every shred of intel they’ve collected on… Well, people like you. The bid starts tomorrow at-- Not now. Um, sorry guys, I gotta step out. Interrupt me at my own party. This better be legit.
Catwoman #24
You don’t look happy, baby-- Why you trippin’? I thought you were all about the ice? So what? Armand, what the in the blue hell happened to my lights?! Yes, I can see that-- I need to know why the power went out! Get on your radio and find out where Hughes and Campbell are-- they’re supposed to be guarding the generator! Sanchez, behind you! Don’t bounce yet, guys! Come back! We have some gnarly items up for grabs! Come on, the codpiece cannon is still available! Ross, seal the gates-- and find out who’s guarding my office! Dammit, Selina. Send a crew up there now! I’ll try to talk some sense into Catwoman. What is she doing to me?! Storming my compound, killing my men?! What do you mean she escaped?! She’s a woman with a whip and a catsuit-- you have machine guns! Damn it, she has my list-- I know it! We’re running on backup power, and soon all my emergency lighting and my laser grid will go down. Find out where that panther disappeared to and put a bullet through it-- I’ll handle Catwoman! A woman with a whip is kicking an entire security team’s ass… Disarming her can’t be that hard! You come into my house, destroy my business… You’ve crossed the line, Selina. You’re forcing my hand. This is going to hurt you a lot more than it hurts me. You might wanna stand back a little, because… You’re about to feel the heat of SNOWFLAME! I hope this isn’t all you’ve got, because these cheesy old tricks aren’t going to cut it.  You’re looking a little sluggish, baby. I think you’ve lost a step. Here, let me get closer and give you a little pick-me-up. Euphoric? I tend to have that effect on the ladies. This is adorable. You’re gonna sniff that nasty green dust the jungle rats cooked up to come down off your high? Nice try with the antidote. Killing my buzz doesn’t drain my power. I can still dish it out, and I can still take a-- My nose! I was taking it easy on you, but now I’m going to crush your- GHAAAAH! How did… What was that spear coated with?! D-don’t kill me, Selina! This isn’t you! Wait… come back, baby! I can change! Give me another chance! Don’t leave me here with-- 1269 words, 6900 characters.
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circusmothman · 1 year
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“Then I heard your heart beating, you were in the darkness too. So I stayed in the darkness with you.”
---
“The way I see it, Atrax melds into Indrel, bleeds into him. He owes him everything which is why when I was flittering through old, albeit, very little notes on him, he really should’ve been dead. His endgame was self inflicted death. But I think that’s why the pendulum swung so heavy to the other side where he sees himself through Indrel’s eyes, and he sees their children through his own. He always sees him, and that alone is what he defines as life.”
If there is one thing I have a strong affinity for it is sad symbolic art, and I love to subject characters to it, especially when I’ve been immersed in feelings about them and their story. The last few days I’ve been listening to Atrax’s most haunting theme song on repeat while compiling his backstory into a single cohesive file, and needless to say it’s been getting to me hard. Especially in combination to the above words my friend once said about him. Atrax’s full story will likely never be posted here due to the themes and triggers in it as they fall heavily in the dark and mature spectrum of things. But in short he was a severely haunted and damaged individual whose life has been one crushing horror after another, mangling him into the vicious man Indrel met later on. A man who was willing to watch the world burn and be the match to strike that fire while taking everyone else down with him. He loved to hurt as much as he wanted to be hurt, trapped in his own trauma and void he could not escape, only numb through pain, drugs and alcohol. He was, by all accounts, a horrible man, but it all came from a terrible fate that befell an innocent child who never stood a chance.
But the fascinating thing about having someone new introduced to the story is that it can very well change its course forever, even save a life. I keep thinking about it, as a character I’ve grown to care for and love so much, if not for my Indrel, he would have been dead. But thanks to this one connection he got a second chance and is finally in a place where he’s loved, cherished and cared for the way he always should have been. The hauntings of his past sealed away, the destructive habits curbed, allowing him to finally be free of it and just live. Happily now and forever with his loving husband and their gaggle of kids, as well as the in-laws who would do anything for their new son.
So this artwork is symbolic of that, of how Indrel came into his life and became the spark of hope and love that saved him. Finding the last remnants of that little lost prince and pulling him out of his cage. I will probably always have a soft spot for such stories, these is just something deeply comforting about seeing someone with so much damage get their happy ever after, especially when they thought it impossible. It’s why these two and the amazing story they wrote will always have a special place in my heart.
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clcrisse · 5 months
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( sydney park  +  twenty-two  +  she/her  )  look who has entered camp halfblood college !  meet CLARISSE LA RUE ,  the child of ARES .  they have been living in long island for four years and are currently working as head counselor . when someone describes them, they are often described as BRAVE and ARROGANT. zeus believes she is responsible for stealing the lightning bolt but is that something they are capable of doing? ... written by roxie.
i. BASICS
full name: clarisse la rue. korean name: 경희 (gyeong-hui). origins: olympian, french, korean, american. languages: english, french, a little korean. from: arizona. birthday: april 14th. star signs: ☀ aries, ☾ leo, ↑ leo. godly parent: ares. occupation: head counsellor of cabin 5, once studied archaeology. gender: cis female. sexuality: pansexual. height: 182 cm (6ft). build: toned and muscular. appearance: curly black hair that goes to her shoulders, dark eyes. she can rarely be found wearing make-up, she prefers a neutral look with red lips. clarisse is usually wearing workout clothes. flaws: wrath, pride.
ii. DEMIGOD BASICS
powers: telumkinesis (power to manipulate weaponry), weapon conjuration (power to transform objects into weapons and tools), weapon curses (power to curse weapons), necromancy (power limited to only dead soldiers), odikinesis (a power still out of her control but she can influence others to feel anger and hate), banshee scream (*she has still to learn the full scope of this power / the ability to produce a powerful scream to cause others serious discomfort and pain), pyrokinesis (*she has still to learn the full scope of this power / limited to only being able to produce heat/small fires).
special items: an electric spear called maimer gifted to her by ares, red armour with boar head motifs all over it, and a magical black knife whose handle burns whoever tries to wield it other than clarisse, ares' chariot (borrows it occasionally).
strengths (beyond the ordinary demigod abilities): enhanced strength (she is known to be freakishly strong even among demigods), enhanced speed (she is also known to be very fast especially when fighting with her spear and knife), master at hand-to-hand combat.
trigger warnings: abuse, fractures, blood.
iii. LIFE
clarisse is the daughter of ares, the god of war, and a french-korean mortal woman by the name of martine. they met after an amateur mma match her mother competed in. she grew up in the heat of arizona, in a suburb of phoenix. she was a very active kid and she always excelled at any sport that her mother signed her up for.
when she was five, her mother got a new boyfriend, michael, who became clarisse's stepdad. unknown to her mother, michael was abusive towards clarisse, both verbally and physically. his favourite thing was to hammer in how unworthy and insignificant she was, how her real dad had left her and never sent a single birthday card. she feared being in her own home, especially when her mother took on a job as a bartender, leaving clarisse alone with michael more often. and while clarisse had always been fiery, she became downright destructive and cruel through the years of suffering under his abuse. michael and martine married when clarisse was eight. due to her own pride, she never said a word about the abuse to her mother, who believed the bruises and breaks were from all the sports that her daughter was involved in. but when clarisse was only eleven, michael hit her for the last time. when he struck her one day, a deep and angry voice in the girl's head commanded her to fight back this time, to stop cowering. when michael raised his hand to strike her again, it was the first time that she truly saw red. it ended with michael in the hospital with a bad concussion and multiple fractures. no one believed his eleven-year-old stepdaughter could inflict such damage on him despite his claims. however, martine knew clarisse was capable of it. while the attack led to her mother and michael's divorce, during which clarisse told martine everything, her mother also began fearing clarisse after that incident and started to assume the worst of her.
throughout her childhood, she was continuously expelled from school and thrown out of sports clubs for being too violent. she was even too violent for lacrosse. most of the time she did not mean to hurt anyone, but something would set her off and she would suddenly find herself standing over a crying kid, her knuckles bloodied and bruised. sometimes she would just be deemed "too rough" during games and thrown out of sports clubs. she eventually found an outlet in mma and boxing. she became a bit of a local legend for her talent until she accidentally injured an opponent beyond what she intended. she was taken to camp half-blood college shortly after that.
when she arrived at camp half-blood, she started studying archaeology, wanting to specialise in ancient weapons and wars, but she struggled too much to keep up with it due to the severity of her adhd. it is expected that she will take up her studies again at some point.
all ares said to her when they first met was that it was a shame she was born a girl. clarisse took this personally and she became even more obsessed with training and nutrition. when everyone else slept, she woke up early and trained for hours on end. while she had always been in good shape and very toned, she was now considered outright strong and physically superior to most others. she focused on every type of hand-to-hand combat she could train in, training at all hours of the day until she nearly passed out from exhaustion. clarisse is now the perfect balance between fast and strong. this makes her a very capable fighter and she is now considered to be one of the best warriors of her kind. so much so that she was eventually made head counsellor of the ares cabin. her father rewarded her with an electric spear when her new position was announced.
iv. PERSONALITY
the good: clarisse is extremely loyal to those she considers her friends, she will always do everything she can to protect them. she is very brave and will throw herself into any fight. she is infamous for not backing down until there is no other choice (she is like the black knight from monty python who says "'it's just a flesh wound" after having both his arms cut off lmao). while not exactly known for her kindness and mercy, she is actually a caring leader and she will never leave any of her soldiers behind. clarisse is protective of her cabin but also camp half-blood college itself. when on the battlefield in training sessions, she is a charismatic and inspiring leader, always on the frontline and giving it her all. she has a soft spot for those who cannot fight for themselves, for those who are damaged and broken in some way.
the bad: most see her as a bully ― and they'd be right. she can be both physically and verbally aggressive. clarisse likes to put people in their place and she gets jealous easily. her need for glory means that she can have trouble seeing others get it and she will feel the need to sabotage them. she is incredibly stubborn to the point where she can endanger herself and others. she is also arrogant and often fails to see her own flaws. this arrogance also means that she takes things personally even when they are not. there are no small slights to her, only insults. when clarisse is angry, she sometimes snaps and sees red. ares' wrath, some call it, or even ares' madness. she will go into a sort of berserker mode when this happens, sometimes hurting people she never wanted to harm in the process.
the sad: unknown to herself, clarisse is still traumatised from the abuse she grew up with. but instead of turning it inward, she is reactive and lets it harm the people around her. while she no longer fears her former stepdad, she holds a similar fear of ares instead. all the father figures in her life have been cruel to her and yet she is desperate for their approval. she is a bully because she believes that the only way to protect yourself is to be the one to strike first. no one can bully a bully. after finally proving herself worthy to be a child of ares, she is now struggling with her father's high expectations of her. she knows the moment she fails then he will deem her unworthy once more. her greatest fear is to be considered unworthy and irrelevant, not only by ares, but by the world.
v. RANDOM HEADCANONS
clarisse's nose is a little crooked as she has broken it twice.
she finds herself drawn to the children of aphrodite, something she blames her dad for.
maimer is always propped up right beside her bed when she is sleeping.
tba.
vi. CONNECTIONS
enemies: clarisse has many of them.
friends: those who have managed to get on her good side, she has a soft spot for those who are weaker or a little broken. she finds it easiest to find friends among the children of aprodite and the children of gods that are on good terms with ares.
training/sparring buddies: those who are as serious about training as her.
ex partner: clarisse has an ex at camp and their relationship with each other now will be plotted out.
flings: clarisse can be quite passionate and has likely had a few flings with whoever has dared to flirt with her.
romantic connection: i am open to this but it will be based on chemistry.
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wolfsrams · 10 months
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Overwatch oc: Chimera
Call sign: Chimera
Name: Amani Arakawa
Height: 7’6”
Age: 33
Role: Tank (Dive)
Primary fire: Claw strikes
First ability: Solar plexus strike/Savage Lariat
SPS: Chimera sends out a lethal kick towards the solar plexus that knocks enemies prone and severely damages them for about a second.
Savage lariat: Chimera charges forward and forces an enemy to the ground or into a wall, stunning them for two seconds.
Second ability: Swarm wave/Stone Bullet
SW: Charges forward on a wave of microbots which damages and knocks enemies in her path up into the air.
SB: Throws debris toward an enemy at a high speed which can cause massive amounts of damage
Third ability: Thorn Pad/Roar
TP: Puts down the pillar on her back to dispense microbot armor to her team which will damage enemies upon breaking under fire
Roar: Inflicts Terrify in a small radius around her which will cause enemies to run in the opposite direction
Ultimate: Last Stand
Changes Chimera’s kit to the second set as seen above, and becomes immortal for a brief period of time, as enemies can only bring her down to one HP until the end of LS.
Passive: Instinct
Automatically triggers Last Stand when ultimate is ready upon elimination.
Background:
Amani Arakawa is the daughter of two former Blackwatch agents that were monitored heavily during her mother’s pregnancy. On the day of her birth, on sight OBGYNs told her parents that she had passed away in the NICU, but the reality was much more sinister. Amani had been moved to a secret location that was moving into phase two of a dna splicing project called “Phylum”. Here, Amani and several dozen other new horns would be reared to become super soldiers with animal dna spliced into their genes. This made them faster, stronger, more durable and ferocious than the average human. Many of them are armed with claws, venom, fangs, horns and other things. All that was left was to move onto the third and fourth stages, finalization and replication. To finish the second stage, a culling game had to dictate which specimens would move on to the next and which were inadequate. Amani was forced to participate, the final test being a fight to the death between her batch and another. She was only 8, but she took a life that day. That same evening, her parents lead a raid on that place and had finally reunited with their daughter. It took several rounds of therapy and much needed parent bonding time but after several years, Amani finally felt human.
She had eventually joined overwatch when she was eighteen, but when completing her recruitment, she was posted in Blackwatch, much to the chagrin of her parents. She had completed a few operations when she was met with her siblings from the Phylum project, recruited into a younger Talon organization. Separating her from the rest of her squad on their escort mission, they tried to use numbers to their advantage to kill her, but they did not succeed. Amani had trudged her way back, missing an arm and both of her eyes that were promptly replaced with cybernetics back at HQ. After this altercation, she would become obsessed with the pursuit of strength, taking on more operations, ignoring social interactions and only resting when absolutely necessary.
About two years prior to the fall of Overwatch, Amani and three other agents were forced to hold off an unidentified enemy at a UN summit. There were no casualties but all four overwatch agents on site were confirmed dead and sent in for an autopsy. In an unsettling turn of events all four bodies turned up missing the next day. Evidence suggests two of them hand taken the other two and ran away with them, but the trail stops cold just outside of the morgue. As of today the case remains unsolved, but official reports refuse to acknowledge the existence of the undead or involvement of resurrection tech as Doctor Angela Ziegler was the only person in the world with direct access to such a thing.
In reality, the group that Amani was with had made a deal (not to her knowledge prior) that if they ever died in the field then their administrator would allow them to use tech that came from beyond the stars to repair their broken bodies. Amani had sustained the most damage so she went first. Her limbs, internal organs, and the lower half of her face was replaced with the alien alloy dubbed by the group’s surgeon, vita-metal, due to the metal’s ability to have all the qualities of human tissue innately, unlike most human made prosthetics at the time.
For the last ten years, Amani and her clique have been working with the god AI and secret organization of the same name, Heka, in order to find and contain programs dubbed god AI such as Anubis or The Gwishin before they become as strong as either of them.
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monstersdownthepath · 2 years
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Monster Spotlight: Dullahan
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CR 7
Lawful Evil Medium Undead
Bestiary 2, pg. 111
These terrible Undead are actually the corrupted souls of cruel military commanders, either warped by exposure to Hell or transformed directly by powerful fiends. Forced back into their decaying bodies and condemned to haul their own severed heads about, these damned souls carry out the wills of their infernal masters in the world of the living, acting as cruel executioners against the damned. Their job is to seek out mortals their masters wish dead, and make them so, typically assuring that an Evil soul cannot seek redemption... But sometimes, the souls of the innocent are what’s on the menu, collected in the hellish carriages some especially powerful Dullahan can conjure.
When first freshly formed, a Dullahan can still conjure a seemingly endless number of fiendish horses, called and shaped from the cold found in the deepest pits of Hell. Though they can only possess a single horse at a time, these Fiendish War-Trained Heavy Horses can be recreated if slain with a single standard action, allowing the Dullahan eternal access to a 50ft movement speed, 100ft of charge distance, and the ability to always use its Ride-By Attack and Trample feats. The fiendish horses can also offer their stomp-stomp bite attacks for an additional 1d6+5/1d4+5 (respective) damage when the Dullahan has been dismounted,
On its own, Dullahan are skilled with all slashing weapons, but typically are sighted with longswords. Any slashing weapon they wield is empowered by their Chilling Blade ability, becoming Keen and so bitingly cold they deal an extra +1d6 Cold damage with every attack. They can make two attacks a round for 1d8+6 slashing +1d6 Cold each, which doesn’t sound especially impressive, but their critical hit range is 17-20, giving them a 1/7 chance of critically striking instead of a 1/20 chance. With decent saves, high AC (21), Fast Healing 5, and 18 Spell Resistance, the headless Undead can stand toe to toe with most parties hovering around levels 4~6 as terrifying, seemingly inexorable bosses... though their playstyle leans towards deadly hit-and-runs via Ride-By Attack, taking the time to recover between each run via Fast Healing. 
While you can use them as minions for more powerful campaign foes (and, in fact, doing so is built right into their kit thanks to their infernal origins), Dullahan are far from mindless automatons. They can be clever planners and tacticians on their own, especially since they’re made from generals, captains, and commanders. Mid-level campaigns could have powerful Dullahan (the book even suggests how to do so, increasing their HD and allowing them to conjure multiple horses and diabolic carts) as final bosses themselves. Their Death’s Calling can even allow for a personal, terrifying touch for the party; once per day, a Dullahan can mark a being for death, first staggering them for 1d6 rounds, then causing all critical hits they experience within the next 24 hours to automatically confirm and causing them to automatically fail all attempts to stabilize while dying. A DC 22 Fortitude save spares someone from this mark... but if the Dullahan speaks their name aloud when calling for their death--such as, perhaps, if they’ve met before, like some kind of recurring villain--the victim takes a -2 penalty to the save. Perhaps, though, especially advanced Dullahan inflict a more grievous curse that’s more difficult to resist when it knows your name...? A DM can have a lot of fun with these seemingly simple headless horsemen!
On a final note, there are, interestingly, two canon explanations for why Dullahan lack their heads: The first is that the “template” for the Dullahan as a whole--the very specific way a soul must be mangled to create one--is based on the legendary Headless King that rides through the First World on a ghoulish cart, and that headlessness is baked into the design. The second, and simpler, explanation is that the types of people who become Dullahan are usually the kinds who end up with their heads rolling across the floor, one way or another.
The latter tends to give them something of a revenant-style thirst for revenge, as the first place a newly-created Dullahan visits tends to be its old stomping grounds, the first targets of its wrath being whoever caused its head to roll in the first place. Even burning the body doesn’t stop a Dullahan from rising should its diabolic master demand it to, a new one pulling itself from the earth as its corrupted soul pours into it.
You can read more about them here.
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discotreque · 1 year
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Red Yarn & Thumbtacks Into Darkness
We all know I can’t predict plot points to save my life, and my track record w/r/t this season of Picard is quite bad so far… but neither can I stop myself from formulating wild theories about where this whole hot mess is going. And maybe it’s just the meandering narrative, but the show keeps getting opportunities to disprove these, and it just hasn’t, which means now I have to inflict them on y’all so my head doesn’t explode. Buckle up!
Theory #1: Remmick’s Revenge
(Speaking of exploding heads…)
The thing in Picard 1.0’s brain that isn’t Irumodic Syndrome after all? The thing that’s also in his DNA, and has therefore has been passed on to Jack? The thing that isn’t part of Picard 2.0’s positronic body? The thing that seems to be beckoning Jack, with creepy red organic imagery, to join/connect with some kind of hive mind?
It’s one of the parasites from “Conspiracy” in TNG S1. It got into Picard during that episode, but after the other parasites were exposed and killed, it went dormant and waited for a better opportunity to strike, rewriting his DNA to make sure he’d be an ideal host when the time came.
But that time never came, and the DNA modifications and/or the presence of the parasite slowly damaged Picard’s brain (in a way similar to Irumodic Syndrome, I guess), which eventually killed his original body. And when Section 31 retrieved that body to take to Daystrom Station, the parasite was still inside: maybe dead too, maybe still dormant, but nothing that a nice fresh sample of modified, ideal-host DNA from Jack couldn’t fix.
Whoever’s giving Vadic her orders when she talks to the hand isn’t (just) trying to reignite the Dominion War—they’re trying to resurrect the parasite conspiracy.
Theory #2: Lateral Advancement
I loved that Lower Decks S3 presented not being in Starfleet as an equally valid and (at least potentially) equally rewarding path for Mariner. Obviously she chose Starfleet, but they made the alternative appealing enough that the obvious choice still had some weight to it. And every week I’m getting more and more sure that PIC S3 is mounting a similar challenge to the idea that every Starfleet officer, if they survive long enough, will—and wants to—become captain of their own ship.
Because listen, I love Shaw as much as the next damaged bitch who confuses “asshole” for “charm,” but babygirl does not seem like he’s thriving in the big chair. The only times we ever see him remotely comfortable—and neither lashing out nor squirming with the effort not to—is when he’s forced back into his old grease-monkey role.
If Captain Shaw survives the season—and at this point, it feels like he probably will—I think (and also hope) that he’s going to transfer out of Command entirely and become the first four-pip Chief Engineer since Scotty in the TOS movies. He and everyone around him would be so much happier.
Theory #3: Feint Praise
They had to know this season would be released weekly while they were writing it—like the seven preceding seasons of live-action New Trek were—so the fact that it’s obviously been written and edited for a binge-watch can only be deliberate sadism. Those fuckers.
However. Earlier this season, when I first watched 3.03, I thought it sucked pretty bad as a standalone episode: weird pacing, incomplete arcs, multiple anti-climactic lacks of payoff, etc. Then I rewatched it back-to-back with Episode 3.04 a week later, and realized 3.03 is actually a pretty decent first half of a two-part episode, and the absolutely outstanding second half corrected or cancelled out nearly every complaint I’d had anyway.
Well, here we are again, and I have a lot of complaints about 3.07. The pacing is weird, the character arcs feel incomplete at best, the amount of setup vs. payoff is way out of whack, and it seems to break some pretty fundamental rules of modern cinematic storytelling for no better reason than to suddenly start rushing this slow-ass plot along.
And all of those complaints are well within the ability of next week’s episode to retroactively address, if it’s indeed the second half to this week’s first. And especially so soon after my last volte-face, I’m more than comfortable giving them an extra week to dig themselves out of this one—they might actually pull it off.
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Sixteen things I noted about the one-shot “The Adventures of the Darrington Brigade” :
Back when I was thinking of starting Campaign 1, I think this one-shot was just being broadcast, so I definitely remember seeing gifs and all. Wild to be thinking in retropsect about my own voyage into Critical Role...
Laura's dress is SO BEAUTIFUL, Marisha with her hair done like that is CUTE AS A BUTTON, and Ashley IN A SUIT ?!!! I'm DEAD !! Oh and the guys are nice too I guess (lol, no, in reality I especially love Taliesin's vibe)
THEY DID A KARAOKE VERSION OF THE OPENING !! HAAAAA !!! THIS IS SO FUN
Amazing characters all around, I can't pick a favorite, they're all so good. I loved the crowd's reaction to Marisha's description of her character, and the crowd's reaction to Travis' character goofy accent And I do wonder if Laura based Farriwen on a 1st idea for Imogen - or maybe it's just me ; but there's similarities : the hair (well, Imogen's purple), the decorated arms (well, Imogen are scars).
I'm so happy to see Lionel again ! (even if this is Matt jaegering). Love this funky bardbarian who was definitely a duck before Scanlan True Polymorphed him.
the initiation ? Same as that time Tary was iniated into Vox Machina... which is to say, a fight !! I love the cast's realisation that their past mistake is absolutely coming back to bite them in the ass.
How many instruments does Marisha have back there ? I'm amazed and in awe !!!
Sam as Tary, knowing full-well he's inflicting psychic damage on Laura : "I'm gonna hop on my flying broom and watch the action a little bit closer."
Macaroni Samsonite, about Damian : "You know what, Tary, I think we should take advantage of your rules and maybe we should call this a... BANISHMENT !" Damian fails her saving throw, and Ashley just leaves the table. Liam : "Oh man, we just got her back !!"
Sam is right, everything The OwlBear said is a one-liner, in the voice of Batman. Taliesin is so fucking funny.
I love Dotty's clear distates of Hazel... even though this robot knows only word, it is clear.
It's A GIANT DUCK MINI WITH TENTACLES ?? WHAT IS THIS ONE-SHOT
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ITS NAME IS QUACKTHULHU ??? Matt this is too much laughing, my back hurts
Liam, about the mic that Ashley hit : "You just hit that like Marisha Ray striking an Irishman !" Marisha, pissed : "I hit you ONE TIME when you were leaning over my space, motherfucker !" (I love them so much)
I love Hazel's old-timey accent that slips sometimes in the strangest of syllabes, like "confusyion", "meditatyion", "inspiratyion", and I love that it gets ~worse~ and ~worse~(but hilarious !) during the episode.
So many puns this episode : about ducks, bears, owls, and stones passing
That was so much fun, holy shit. My serotonin levels are high, my skin is clear, my crops are thriving, etc etc. It makes its grand entrance in the top 10 of the CR one-shots, for me ! I hope Matt was not joking, and that someday they're going to do a follow-up.
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ailuromance · 2 years
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#ffxivwrite2022, day 2 || BOLT
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Yihn's first thought, his golden gaze locked onto Kay's fallen form, was that he looked pathetic.
The Viera had crumpled instantly to the rain-soaked deck, blood streaming from his face. There was no venom to Yihn's observation; Kay was injured. Possibly dead. It wouldn't matter if he looked pathetic if he was no longer living.
"That's what you get," a voice crowed from the other ship, "when you dare cross the men o' th' White Wyrm!" The grinning hyur waved, the picture of gloating victory.
But Yihn wasn't looking at the sky pirate, nor at Kay any longer. His eyes were fixed on the horizon, the deep greys and steel blues of the stormclouds that gathered in the coming night. Assured, he closed his eyes, and reached out - not for Kay, and not with his hands, though his thin fingers unfurled at his sides. He reached out within himself, into the deep, dark well of his aether.
From this he drew the hungry magic he had come to know. Lightning sizzled in his blood, sparking from the air down to his waiting fingertips. When Yihn's eyes opened again, they were hot, blazing white as they locked on the man aboard the opposing vessel.
He said nothing. He didn't need to. He only raised his fist, and closed it, and felt the lightning inside him crackle and explode outward.
Aboard the other ship, chaos: what seemed like a thousand lightning strikes at once hit her masts, her deck, splintering wood like bone and setting fires sparking across every surface that burned. The screams of men and the ship itself rent the storm air, their cries ripped away into the burning wind. The White Wyrm was earthbound, and began her plummet from the stormy skies with a glorious flare.
Yihn was falling, too, or so it felt; that much aether, drawn and expended, pulled him over the precipice of his abilities. He'd awaken soon, like as not, to survey the damage - both inflicted by himself and done to Kay. For now he fell into a dreamless, untroubled sleep, a darkness lit only by drifting, scattered motes of dust and distant, flickering pulses of lightning.
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the-whatcherof-89 · 2 years
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Wilbur “Ash” Soot the destroyer of L’Manberg.
CR 16 N Humanoid
XP 76,800 (if used as npc for encounter) Human Investigator 15 (Mastermind) Fighter 1
Lawful Neutral Medium humanoid Init +4; Senses Perception +19
AC 32, touch 35, flat-footed 28 (+4 Dex, +4 shield, +4 deflection, +1 natural, +10 armor) hp 148 (1d10+15d8+64)
Fort +14, Ref +16, Will +13
Speed 30 ft. Melee Adamantine Battleaxe+14 1d8+2 Ranged Chekhov's Gun +18 1d10+2 (+1 to rolls and damage with +1 bolts + 1d6 fire explosion), Infusions. 
Racial Bonus feat lv1, +1skill point per level.
Traits Carefully hidden (+1 will saves +2 vs divination effects), Haunted (-2 vs evil spells).
Class features Studied strike +6d6, Bonus feat (Rapid reload), Alchemy, Inspiration, Poison lore, A quiet word, Poison immunity, Keen recollection, Studied combat, Mastermind defense, Impregnable mind, Investigator talents x6.
Spellcasting CL16 DC18 infusions usually prepared
I-Adhesive spittle, Bomber’s eye, Crafter’s fortune, Cure light wounds, True strike, Jump, Negate aroma.
II-Barkskin, Cure moderate wounds, Detect thoughts, Fire breath, Invisibility, Vomit swarm, See invisibility.
III-Haste, Fly, Displacement, Heroism, Thorn body, Underwater breathing, Elemental aura.
IV-Cure critical wounds, Fire shield, Liquid form, Freedom of movement, Detonate(2).
V-Monstrous physique III, Spell resistance, Magic jar, Overland flight.
VI-Heal, Transformation.
Str 12, Dex 18, Con 18, Int 26, Wis 10, Cha 10
Base Atk +12; CMB +13; CMD +26
Feats Master craftsman, Inspired alchemy, Ranged study, Extend potion, Combat inspiration, Amazing inspiration, Quick study, Tenacious inspiration, Expanded inspiration, Dilution, Point blank shot, Far shot, Infusion, Enhance potion, Elixir of life.
Skills Acrobatics +32, Bluff +5, Climb +6, Craft(Alchemy) +29, Diplomacy +5, Disable device +23, Disguise +5, Escape artist +23, Handle animal +5, Heal +5, Intimidate +5, Knowledge (arcana, dungeoneering, engineering, nature) +27 (geography, history, local, nobility, the planes, religion) +13, Linguistics +13, Perception +19, Profession(saboteur) +6 (politician) +6, Perform(sing) +6, Ride + 10, Sense motive +13, Spellcraft +27, Sleight of hand +9, Stealth +23, Survival +13, Swim +14, Use magic device +19
Languages Common, Draconic, Elven, Dwarven, Giant, Alko, Aquan.
Combat gear Mithral full plate of speed, Mithral Battlement shield, Amulet of natural armor+1, Ring of protection+4, Chekhov's Gun (Heavy crossbow+2 of speed), 50+1 flaming burst bolts, Adamantine inspired battleaxe+1, MWK shortsword, Headband of vast intelligence+6 (engineering), Belt of physical perfection+2, Sipping jacket, Boots of the cat, Engineer workgloves, Bracers of archery, Cloak of resistance+3, Ring of arcane signets, Tome of clear thought+2 (used), Preserving flask III, Bird feather token (2), Clamor box, Cauldron of brewing, Hybridization funnel, Alchemist atlatl, Bag of holding type II, 5000gp of alchemical materials, Gunpowder keg, Investigator kit, L’Manberg banner (burned), Adamantine weapon blanch, Smoke pellets (4), Good invisible ink, Alchemical grease (3), MWK Thieves tools, MWK backpack, Alchemist kit, Alchemist lab, 200gp.
Background Wilbur is a man of talents, experience, perseverance and suffering: He fought for a government that he believed would last only to see it fall IN and AT the hands of a tyrant. He then finished his creation with his own hands by blowing it up and at his own request, he asked his father to end it with a finishing blow. After his death, he was stuck in a limbo where he spent a time that spanned for nine years while the outside was barely one. When Dream revived him, he thought he had found a figure that the could trust, only to discover the various cruelties that he inflicted upon Tomminit. That was another bridge that he was forced to sever and now he was with many thoughts and apparently no roads to follow. His friend Ranboo, dead; his opus magnum, gone; his son suicide, painful; his other half Ghostbur, lost. While walking in the night around the border of the abandoned towns, Wilbur thought only at the possibility of turning back time… just once, to make amend for his mistakes. “Your wish is heard.” Said a voice in the dark. Wilbur was startled by the sudden voice. “I can do it. All you need to do is simple: accept my challenge. Find me. And your wish will become a reality.” Wilbur knew that it was a trap, he had his long share of these moments both politically and whatnot. “They have accepted.” Wilbur jolted, who was “they?” who accepted? Tubbo? Tommy? Dream? Quackity? A terrible thought run over his spine. He chased the voice across the dark streets and soon the world shifted and so did he. He found himself in a different place with different items along. He said this sentence before and he yelled it again: "If life's a f****** horse, I'm gonna ride it!”
Link for the image https://kureijei.tumblr.com/post/648776751004123136/hi-i-know-i-havent-posted-here-or-literally-done
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