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#the life steal means every attack will heal 1 damage
mantisgodsdomain · 1 year
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Out of all of the BF softlocks out there, our personal favorite is Kabbu's Sisyphean Nightmare, in which giving a Kabbu with -2 attack HP Core and then entering The Beast's fight in Chapter 5 will force you into a scenario where it is impossible for The Beast to kill Kabbu and it is impossible for Kabbu to kill The Beast, and they are forced to fight forever over Vi and Leif's bodies until either the battery on your platform of choice burns out or you turn the game off.
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wack-ashimself · 2 years
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With Overwatch 2 coming out today, for free to play, I thought it might be time to write a post to gamers for this, and similar titles.
QUIT BEING FUCKING DUMB ASSES!
I will give you the top 3 reasons I lose in overwatch and paladins*.
3-Cheaters, hacks, and smurf** accounts. Happens WAY WAY WAY more in paladins, and with blizzard demanding your fucking phone number, it's gonna be hard in overwatch 2, but I promise, it will happen. So when it does, report the FUCK out of them. It DOES help us all.
2-Find friends. Make friends. Cuz one of the BIGGEST reasons you will lose is you go in with 1-2 friends, and the other team has got a FULLY STACKED team who have played together (this is cross platform, so there's gonna be a LOT of fucking people joining overwatch 2 today. MILLIONS), each know their role AND the rounds perfectly (doesn't help these are mostly the same rounds from overwatch 1), and they all have a fucking mic. GET A FUCKING MIC!*** Sure, you can play and win with randoms, but it is not an average thing, promise you that.
1-Know and play your fucking role! The SINGLE #1 reason I lose is because people would rather be the BEST PLAYER on the losing team, rather than be the worst player on the winning team. It's all to show off. 'I got the best K/D. YOU cost us the game, not me.' Mother fucker-you got the best K/D cuz I was healing you while being shot at, while you killed the others from behind, avoiding the ones shooting me. If you didn't have the best K/D, you'd be a fucking moron! These include, but are not limited to: flanks/Damage people who run off to get kills, but protect NO ONE but themselves. Heavies/tanks that run off and play like they are the DPS. Again, not protecting anyone. And last but not least, the one that isn't done all that much, but when done, does the most damage: the healer that doesn't heal. Usually playing attack. Tanks: SHIELD EVERYONE. You are bullet sponges. DPS-Stay behind them and kill anyone attacking their shield or your healers. Healers-HEAL! For fucks sake. Their objectives are in their descriptions!!!
I say this for noobs and experienced gamers alike. Cuz I have played with people WAY WAY better than me, they get the highest score, and we lose SUPER BAD because they were more trying to show off than win. That's it.
*as far as I know, overwatch stole most of their ideas from paladins. Powers, character types, etc. BUT...paladins is a worse game. By far. Unbalanced, and more cheaters than ANY GAME I HAVE EVER PLAYED IN MY LIFE. Instead of fix their own game, they just add more characters (with basically a rehash of other powers). I mean, they got 2 of the best ideas, and overwatch 2 stole 1. The first is only ONE of ANY character per team. Aka, no duplicates. Like a real battle. And the second is only 5 characters, which overwatch 2 is switching too. Which is funny...overwatch 1 costed money. Paladins was free. Overwatch 2 is free, and they are stealing ideas from Paladins again. Blizzard, you have no fucking shame. I don't mind if you steal ideas, but own up to it. Oh, and Paladins allows you to block characters, which I love, BUT....again, back to the unbalanced, the same.....6 of 10 people are almost ALWAYS blocked, so it shows they are highly advantaged.
**I only learned the term in the past 2 years, but smurfs are assholes who create new accounts cuz they are so high leveled so they can SHIT all over low leveled players. I call them out, and every time they say 'I'm just trying to help a friend.' BULL SHIT. You're not only giving him a HUGE unfair advantage (there's a reason super high ranked can't vs low ranked), but, if you wanted to 'help him in the game' it doesn't have to be ranked. But it is ranked, every time, isn't it, you lying bitch!?
***if you have a mic, do not communicate at all during the game, then turn it on at the end and talk shit when we lose, you are the worst kind of fucking person on the planet, and gonorrhea would be a gift to you.
side note-Of course there have been matches we lost partially if not entirely to me. And it's usually cuz...I broke those rules above I mentioned lol I was being a selfish asshole.
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Magnolia Blues--Chapter 4: Action Vs. Reaction
Esmeralda ‘Jo’ Jones is new in town, but has already been building big dreams for herself. Eddie Munson knows that the path in his life leads him to just west of 'Nowhere Fast’ as he’s no stranger to the circumstances and how they don’t always work out for some people. When Jo and Eddie meet, it seems like a spark that may or may not catch. But the slowest loves are the ones that mean and hurt the worst.
Black OC X Eddie Munson.
NOTE: All canonical deaths still stand. The gore is NOT described as the main focus in the romance.
Chapter 1--Meetings | Chapter 2– Butterflies and Strawberries | Chapter 3–The Vortex Meets a Magnolia | Chapter 4–Action Vs. Reaction | Chapter 5–Sights Ahead: When Clouds Meet The Ground | Chapter 6–Psychic: Damage and Healing (Final Part)
Bonus: Deleted Scenes (Fluff, fluff, and more full)
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The sound of the hammer tapping against the trash can lid is loud. The methodical sound feels like it’s adding to the list. Wanted for murder. Hot wired a car to steal. Hasn’t called Jo in nearly a week because of being wanted for murder and hot wiring said car. Is potentially facing death in the Upside Down. Hasn’t called Jo to tell her that either. It feels like a silly list, as if trying to come together with something before confession to soften the blows of the harder sinner. But at some points, Eddie’s realized it’s either the insanity of this or he remains outcast.
Would it even help? Would it matter to the town that he’d done all this? It would matter for Chrissy. She’d been nothing but sweet in all the years Eddie had known her. It would matter for her because she was the one who died. Not that it would matter what happened to Eddie. Jo would care, but Jo was Jo. She’d never believe the rumors. It matters for Chrissy. That is Eddie’s resolve. It matters for those that had been killed that he did something. 
“How’s she feeling?” Dustin asks. 
“Light, but durable. Deadly, but reliable.” It does feel good. To be proactive, but not reactive. Or as proactive as he could be given the situation. It feels like not running after leaving Chrissy there. “Hear me now. There will be no more retreating from Eddie the Banished.”
“Hey, you’re really ready for bat-tle.” The silence lingers and Dustin tries again. “You get it. Bat-tle. B-A-T.” Eddie lets more silence hang. Not quite a good one, but he likes to watch Dustin squirm. “No? I thought I had a good one.”
Though it’s amusing to watch Dustin’s defeat, Eddie gives him a gentle tackle and ends up in a bit of locked hold until Eddie gives him a toss. “You son of a bitch,” Dustin exclaims and charges in for another attack. “No wedgies! No wedgies!”
Eddie can only laugh at the rushed out request before ending the hold. “Never change, Dustin Henderson. Promise me?”
“I wasn’t planning on it.”
“Good.”
“Good.”
The levity of the moment slowly dissipates and Dustin watches for just a moment. “How do you think Jo’s meet went?”
Eddie looks up to the sky. As much as Eddie liked the kid, he noticed too much. A pure heart but he watched. He assessed and knew. “I think she didn’t give anyone at the meet even one second to taste her dust. She was like a ghost. There at the start and then gone at the finish line.”
“She is fast,” Dustin agrees. “We watched one of the races. I blinked like three times and she was gone.”
“She is. Olympics--that’s where she belongs. Right up there with Flo-Jo.”
“Another track star?”
“Yeah.” Eddie spins back to face Dustin. He wants to say more like he pictures being there for every race, right at the front so that when she wins, breaking and setting records, Eddie’s the first person to celebrate with her. But he doesn’t offer that. “I just--” The words all jumble on Eddie’s tongue. “I just wish I could tell her. That I’m not running this time. That I’m doing this because it matters that I do whatever I can after all folks are dying.”
“Jo knows. She’ll know.”
“I sure hope so,” Eddie whispers and then turns to face Lucas and Erica. 
________________
Jo anticipates the return home. She’d been able to talk to her parents, but when she tried Eddie’s place he wasn’t home. She didn’t have many other numbers to try for Eddie, but she knew Spring Break was Spring Break. Besides she had all her interviews to keep on her focus on after the invitational. So it ate up most of her time and mental space. 
 When the highway signs start to read closer and closer to home, Jo sits up in her seat. But the reality comes increasingly clear that something more is happening, or has happened. The earth is opened in ways that she’s only ever seen in movies. When she pulls into the school’s parking lot and sees it full, she knows something is wrong. What had happened? She spots her parents car in the lot and when the doors swish open Jo climbs off in a rush. 
“Ma, Dad, what happened?” Jo asks. 
“Oh my god, you’re okay,” her parents rush out. She’s enveloped in hugs from both of them. They whisper prayers over her head and she’s grateful to see them be okay. They explain about the earthquake and the devastation. Thankfully the damage to their house is minimal. They start to explain the rumors about Eddie. Jo watches in confusion about the mentions of ritual sacrifice. 
“D&D is a board game. They roll dice. It’s not--it’s not that,” Jo returns. 
“We’re open to believing you, baby. But Eddie’s been all but crucified here. The town’s small. They’ll believe the satanic angle before anything else. But it-it doesn’t look good for him. The thing we’re mostly worried about is that if anything comes back to you. I know he was close to you. But you’re close to being snatched up by one of these colleges. We’ve got to keep a clean image for that sake too,” her mother, Ruth, explains. 
“You’re saying you want to believe me that Eddie wouldn’t do this, but then you--you go and say that it’s going to tarnish my image. Where’s Eddie? Has anyone even talked to him?” Jo can feel the squeeze of her chest. Her eyes sting. But she doesn’t want to cause a see. 
“He’s--sweetheart, he’s been missing since you left. There’s still people in the rubble to find. But it’s-it’s not looking good,” Darrell answers. 
“What do you mean he’s missing?” Jo screeches. 
The sound of the teary exclamation echoes and Dustin, Steve, and Robin all pause to see where the cry came from. Even in the distance Dustin knows. “That’s Jo,” he whispers. 
“That’s Jo?” Steve asks. 
“Yeah, that’s her. And it doesn’t look good,” Robin returns. 
Steve readjust his grip on the box he’s got. “I’ll talk to her. If you two want to head inside.”
“Are we going to tell her everything?” Robin asks. 
“I think we have to tell her something,” Dustin counters. “Jo’s good. You’ve got the lip gloss, right, Steve?”
“As much as that sentence sounds so weird, yes, I do. I’ll gauge what she’s willing to go for, play it by ear.” Steve starts over towards Jo, though it’s clear the situation is already dissolving. “Excuse me, I really hate to interrupt, but are you Jo?” Steve starts. 
Jo locks eyes with the strange boy approaching. Just behind him she spots Dustin and Robin. “What?”
“I’m Steve Harrington. A friend of Eddie’s---a recent addition.”
“You know Eddie?” Jo questions. “Where is he?”
“Yeah, I do. Dustin introduced the two of us, really. It’s ironic. But uh, I was hoping to talk with you. I know it might be a lot coming back from your meet to all this. But I just wanted to give you someone else you could talk to, if you needed it. Someone that knows Eddie a bit better. Really, I just want to help. If you need it.”
“Eddie wouldn’t sacrifice anyone. He wouldn’t do that,” Jo returns. The tears are steady running down her face. She’s sure her face is red with the emotions bubbling inside of her. 
“No, no he wouldn’t. He’d give of himself, but no one else. I don’t believe any of what’s been on the TV. But I know you and him were close. I’m just here as a friend, really.”
“Were? You just said he and I were close?”
It all feels like it’s falling apart and Steve has to be mindful of her parents too. Steve sets the box down at his feet and reaches into his back pocket. The tube is a little faded, but still mostly intact. Steve hands it over to Jo. “We teased him about it. Well, I did. But he carried the piece of you that he had the entire time.”
Jo takes the tube gently, as if she can’t believe that it’s still around. “What do you know, Steve? I snuck it into the pocket of his jacket before leaving. I need to know what happened.”
“I think for right now, you just need to know that Eddie did everything he could to protect this town. He’s a hero,” Steve returns. “But you can always call me. I can tell you more when you’re ready.”
“A hero?” The words don’t feel real. But the tube of lipgloss is staring back at her and Eddie’s not here. He’s not wrapping her up in a hug. He’s not asking her about the meet. He’s not betting that she won first in every event. Eddie is not here. Only the lip gloss is. And Steve. And Dustin. And Robin. But no Eddie. 
Steve smiles just a little. “Yeah, in his own Eddie metal fashion, but a hero.” 
“Thank you, Steve. I-I just-”
“I know. Call me, okay. Whenever you’re ready.”
It’s awkward to pick the box back up. It’s awkward to turn. It’s awkward to walk back into the school having to pretend like everything is just a freak accident but knowing so much more. It’s unnatural not to tell Jo what really happened, but Steve thinks for now the little piece he did share is all that she needs. 
“How’d it go?” Robin asks. 
“Not great. But how else do you tell someone’s girlfriend their boyfriend is dead? Hey, I’m a complete stranger. I met your boyfriend a week ago. We fought things in places no one’s ever seen until now. Also, your boyfriend’s dead.”
Robin hisses a little. “Maybe we should’ve workshopped the delivery.”
“Maybe,” Steve laughs. 
When the phone rings two weeks later, Steve’s pushing up from the couch to answer it. “Yeah, no worries, I got it,” he shouts into the empty house. “Harrington residence.”
“Hi, uh, is this Steve?”
The voice sounds vaguely familiar. “Yeah, it’s Steve. Who’s this?”
“It’s Jo. I’m sorry to call like this. I just--I try not to watch the TV, but I just need to know. What happened to Eddie? You said I could call. And I just--it’s killing me.”
Steve exhales. “I’ve sort of been waiting for you to call. Are you free right now? It’ll be easier to explain in person than over the phone.”
“Yeah, I’m free. Where do you want to meet?”
“You know where the old record shop was? Let’s meet there.”
“Okay, I’ll see you when you get there,” Jo states. Steve’s quick to grab his keys and the denim vest from near the front door. It takes about twenty minutes to get there. The roads can still be precarious in some spots. But when he pulls up into the parking lot, Jo’s already sitting on the trunk of a car. 
“Nice wheels,” Steve states as he climbs out of his car. 
“It’s my mom’s car that I get to use from time to time,” Jo returns. “I keep trying to convince her that we should invest in better rims.”
Steve laughs. “She’s not the flashy type, I take it?”
“Not in the slightest.” Given all the construction still happening to the town, Steve knows that no one will be out in the evening. Steve settles onto the trunk next to Jo and then extends out the vest. “He gave that to me and I feel it’s about time I give it to you.”
Jo takes the vest and her hands visibly shake for a moment. She holds it to her nose for a moment and then drapes it over her legs. 
“Had to wash it, sorry,” Steve offers. 
“Had to?”
“So this story really begins my junior year of high school and long before you moved here,” Steve starts. “But in terms of the vest, I washed it to get, uh, the blood out of it. Blood was mine. That’s skipping ahead though. So I should probably go back to the beginning. How familiar are you with Dungeons and Dragons?”
Jo snorts at the question. “I have his manual now. I think I’ve read twice all the way through.”
“So we start with the Mindflayer. You know that one?” 
Jo nods at the question. She fiddles at the necklace and Steve only realizes now that it’s a tube of lipgloss. He wonders if it’s the one she gave Eddie that he gave back. But he doesn’t ask. He starts instead with Will and his story, but climbing through the story of the gates opening and closing, the Russian base under the StarCourt Mall, how Vecna was selecting specific people in order to harness power, thus entangling Eddie. Steve’s light on the details about the hot wiring an RV, but he’s careful about how he describes what actually happened to Eddie. 
“Those bats are viscous fucking creatures. They got me,” Steve huffs. 
“You too?” Jo asks. 
Steve lifts up his shirt to show the scars from some of the bites. “They got a taste for human flesh I think.” He drops the shirt and rests his elbows on his knees. “You’re taking all this pretty well.”
“I haven’t slept well in the last few weeks,” Jo confesses. “Every time I do, I feel like I keep seeing flashes of something in my dreams. Something real. I can’t--I can’t ever make sense of it. They’re-they’re like flashes. It’s red, but dark. Something’s flying. There’s like this man, but I can’t tell if it’s really a man. Just like a figure sometimes with a really big claw. I don’t know. The only thing I do know is that it’s real. It’s not just my imagination.”
“Have you had migraines or bloody noses?” Steve asks. 
Jo shakes her head. “No. It feels like something trying to send a message, I think.”
“The figure you’ve seen might be Vecna/One/Henry. Which is a little concerning because we blasted him pretty good. Is there any clock imagery?”
Jo shakes her head. “No. It’s just the bats maybe. There’s scenery, like you described. It’s Hawkins, but not like not the normal Hawkins. I always get this feeling of dread and fear and pain. The scenes look different. Like the person’s sort of trying to put something together. But I needed to know if I was going insane or not.”
“Well, if it helps, you’re probably not going insane. Given what we have seen of One and Eleven. Do you think-I mean like can you see who it is that’s showing you the flashes?”
Jo shrugs. “I can’t see them. I think it might be him. But I can’t tell if it’s recent or not. It could be grief. Ya know.”
“Grief’s heavy and hard, yeah. Your season’s coming to a close, yeah?”
Jo nods. “Yeah.”
“I heard you’re getting picked up by North Carolina. You’ve made waves and news in Hawkins. For good, thankfully. Not for evil mind controlling or death reasons.”
Jo snorts, trying to surprise some of her laughter but failing as some slips out. “I think this town needs something good. But yes, University of North Carolina at Chapel Hill.”
“When are you making that trek?” Steve asks, resting his weight on his palms behind him. 
“Early August. Everything’s just different now. I didn’t even have someone to like ask me if North Carolina is where I really want to go. Penn State was another contender and I just had no resistance.”
Steve releases a small tuft of laughter. “Should’ve called me or given Nancy a ring. She would’ve given you a good tussle on which school to go to. The championships are next month aren’t they?”
“Yeah, I’ve qualified for all my events though. So I’m not really worried. It’s just going to be strange. Eddie used to be right there in the front row.” It’s all past tense now. It’s all the before, not the now. 
“We can be there. Me, Robin, Nancy, Dustin, Mike, Lucas--we’ll be there front row. I promise.”
“You mean that?”
“Absolutely. It’ll be a family affair.”
“A family affair?” 
“Look, I’ve toted those kids around into some of the craziest adventures of my life. They’re like family to me now. They manage to always get involved with something and the least we can do is be there for you. In Eddie’s place. I think he’d haunt all of us if we didn’t.”
“He might,” Jo states with a grin. “But seriously I appreciate that. It would be great to have some of y’all there.”
“Consider it done,” Steve states. “You hungry at all? We could grab something to eat right quick? I’ve told you all that there is to tell.”
“We can go to my place. My mom’s the type to stress cook. Since I got back into town and got news of Eddie’s death, she’s been cooking non stop. She’s worried because all I do now is go to school, go to practice, do schoolwork barely and just sort of sleep or exist until I can sleep. And then I get those flashes and it’s just a viscous cycle.”
“Well, I, uh, am not one to say no to home cooking. But I don’t want to intrude.”
Jo slips down off the trunk and slips the denim vest over her shoulders. It swallows her--the extra fabric falling in bulky and square around her slender frame. But it also looks like it’s built for her. “Follow me.”
Steve’s quick to scramble off the trunk and back to his car. Jo pulls out first and then Steve follows. The drive is fairly short, or at least it feels the way to Steve. The driveway has plenty of space for him to pull in behind Jo. Only the car that Jo drove is parked there and Steve’s a little relieved not to have to worry about any parents. Inside, Steve settles at the kitchen island, watching Jo pull out glass dishes and plates like one might pull scarves out of a clown's pocket. 
“Holy shit,” Steve laughs, moving things to make space. “You weren’t kidding.”
Jo skirts around Steve to pull down clean plates. “Please eat until your heart's content. Also, thank you. For being there when I got back from the invitational and offering to help and answer my questions when I was ready. I don’t think I said thank you properly. But I am grateful.”
Distracted by all the choices in front of him, Steve finds himself just talking. He piles food onto his plate and just talks. “Of course, Jo. Eddie may not have said it to you. But it was clear from what Dustin’s recounted that he loved you. I mean, the way Henderson tells it, I think Eddie quite literally would’ve kissed the ground you walked on, or more appropriately ran on. When we were in the Upside Down, he and I had a little chat. And of course, he was psychoanalyzing me and Wheeler, but he held onto that tube of lipgloss like a lifeline. And he, oh, of course he’s been a self-deprecating ass too about how he ran after what happened to Chrissy. And he called himself cynical, but then I mentioned you and he softened like butter in a summer’s heat. I mean he just melted. He told me that he’d been trying to write a new song and was stuck but was finally making progress and I asked why. Told me it was you. Rather he just told the title of the track being Bambi, but I sort of put it all together.”  
The sob interrupts Steve’s spill and he drops the plate to the counter to rush over. “Hey, Jo, it’s okay. It’s okay,” Steve whispers in the gentle embrace. “You can let it all out. But it’s okay. You can carry a little bit of him now. Up here. In normal Hawkins. And North Carolina. And beyond too.”
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thecreaturecodex · 3 years
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Nightmare Beast
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Image by Wayne Reynolds, © Wizards of the Coast. Accessed at the Monster Manual II Art Gallery here
[The nightmare beast is one of seven monsters in the Dark Sun Monstrous Compendium that is said to be the most fearsome on Athas barring the Dragon of Tyr. Like, they can’t all be the most fearsome, my dudes. More 90s edginess, I guess. The nightmare beast has been sufficiently popular to turn up in both 3e and 4e, which means there were plenty of versions for me to compare and draw from. The 2e and 4e art both have short, bulldog like jaws, a motif that turns up in a number of Dark Sun creatures. The longer jaws that Reynolds gave it are more distinctive to me (although of course, the 3e version is the first one I saw, so it might just be a nostalgia bias).
The 2e and 4e versions of the nightmare beast are explicitly defilers, the type of magic in Dark Sun that draws the life from other creatures. Defliling is what destroyed most of Athas’ ecosystems, leaving it a dying desert world. It’s a metaphor. So I gave my nightmare beast the ability to deal negative levels, which it had in 2e but lost in all other editions, and gave it the healing thief ability, because it seemed thematically appropriate.]
Nightmare Beast CR 17 CE Magical Beast This scaly creature resembles no true animal, but an amalgamation of the worst qualities of many of them. It stands on four legs tipped with saber-like claws, and has a maw of sword-sized teeth. Two curving tusks grow from its lower jaw, and its enormous eyes are red globes.
A nightmare beast is a true terror, a magical mutant that spreads destruction in its wake. All nightmare beasts hate other living things, and they rampage for days on end, destroying buildings, tearing down forests and slaying all in their path. These rampages are interrupted by long sleep, up to a year at a time, but all creatures near a resting nightmare beast dream of its rampages and are worn down psychically. The land around a nightmare beast lair is shattered, scarred, and bereft of most life.
If it sights potential victims a way off, a nightmare beast will often torment them at range with spells or summoned monsters before teleporting into the middle of the group. A nightmare beast prefers to be up close in combat, crushing foes under its feet and goring them with its swiveling tusks. This way it can drain the life from enemies with its teeth and steal their healing spells through magic. Every time it does so, its own spells grow stronger. Nightmare beasts will flee from a fight if they feel threatened, but few creatures are strong enough to concern it.
Nightmare beasts eat what they kill, and have been known to consume pieces of buildings, armor and weapons as well. They do not intentionally collect treasure, but their guts collect small valuables, and those foolish enough to rifle through their droppings may find a few surviving items. The ground tusks and teeth of a nightmare beast are coveted for use as components in making items of the necromancy or evocation schools, but forgeries are much more common than the real deal in markets.
A nightmare beast speaks Abyssal, but rarely has little to say except threats and curses. They can live for centuries.
Nightmare Beast     CR 17 XP 102,400 CE Huge magical beast Init +6; Senses darkvision 60 ft., Perception +23, scent Aura healing theft (30 ft., Will DC 28), nightmares (1 mile, Will DC 28) Defense AC 30, touch 10, flat-footed 28 (-2 size, +2 Dex, +20 natural) hp 287 (23d10+161) Fort +20, Ref +15, Will +12; +8 vs. mind-influencing effects DR 15/magic; Immune ability damage or drain, bleed, curses, divination, energy drain; Resist fire 20; SR 28 Offense Speed 30 ft. Melee 2 gores +30 (2d10+9/19-20), bite +30 (2d8+9 plus energy drain), 2 claws +30 (2d6+9) Space 15 ft.; Reach 10 ft. Special Attacks defiled casting, energy drain (2 negative levels, Fort DC 28), trample (4d6+13, DC 30) Spell-like Abilities CL 17th, concentration +24 Constant—mind blank At will—fireball (DC 20), shout (DC 21), wall of fire 3/day—empowered chain lightning (DC 23), quickened dimension door, disintegrate (DC 23) 1/day—incendiary cloud (DC 25), mass inflict serious wounds (DC 25), summon monster VIII Statistics Str 28, Dex 15, Con 25, Int 10, Wis 20, Cha 25 Base Atk +23; CMB +34 (+40 sunder); CMD 46 (48 vs. sunder, 50 vs. trip) Feats Blind-fight, Critical Focus, Dimensional Agility, Empower SLA (chain lightning), Greater Sunder, Improved Critical (gore), Improved Initiative, Improved Sunder, Power Attack, Quicken SLA (dimension door), Staggering Critical, Stunning Critical Skills Acrobatics +21, Climb +27, Perception +23 Languages Abyssal SQ double damage against objects Ecology Environment any land or underground Organization solitary Treasure incidental Special Abilities Aura of Nightmares (Su) All creatures within 1 mile of a nightmare beast must succeed a DC 28 Will save every time they fall asleep or be affected by a nightmare spell. Casting dispel evil on a victim of these nightmares does not stun the nightmare beast, but does automatically dispel the nightmare effect. A nightmare beast’s aura of nightmares does not affect creatures under protection from evil or a similar effect. Defiled Casting (Su) Any spell-like abilities used by a nightmare beast for 1 round after it deals negative levels with its bite or is healed with its healing theft aura gains a +2 to its save DC. Double Damage against Objects (Ex) When a nightmare beast makes a full attack against an object or structure, it deals double normal damage. Healing Theft Aura (Su) Any time a creature casts a spell that heals hit points or channels positive energy to heal within 30 feet of a nightmare beast, it must succeed a DC 28 Will save or half of the healing is redirected to heal the nightmare beast instead of its selected target. The save DC is Charisma based.
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pl-panda · 4 years
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The Vines that bind us - Chapter 1
Disclaimer: I don’t own Miraculous Ladybug or any DC characters. I own only the plot, and even that is inspired by the amazing story "Marigold Ivy" by @lwandile13 on Wattpad. Go check it. It's great. He allowed me to take some inspiration, for which I'm grateful. Also, don't translate the french words maybe. Or at least do it on your own responsibility. Big thanks to @Liza! on Discord for being my Beta :)
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Marinette Dupain-Cheng was a normal girl, with a normal life. But she had a secret. Her real name was Marigold Isley. She was born under that name in Gotham city sixteen years ago. Her mother never revealed to her who was her father, but Mari never cared. She was happy with her mom and several aunts and uncles. Technically, none of them were related to her by blood, but Rogues were quite close to each other (excluding some outcasts like Joker or the Menagerie). They taught her many interesting things such as lockpicking, stealth 101, or hand-to-hand combat. She was five when it started, so her first-ever practical test was breaking into a kitchen cupboard and stealing a jar of cookies. Overall, she was very happy. 
It changed when she was eight. One very tired social service person named Elizabeth Barrow got wind of a child of a villain. That Elizabeth was new to Gotham after being reassigned from Metropolis and didn’t yet get the wind of how things worked. Maybe her colleagues didn’t like her, or maybe she was just too overwhelmed by the sheer scale of the problem in Gotham. Previously, there was an unspoken agreement in the government that they wouldn’t notice Marigold. In exchange, rogues were calmer. Or at least tried to keep the death toll down. For a time, Gotham even started to slowly heal. But then, Elizabeth took the case of Marigold Isley. Ivy tried to fight. To protect her daughter. For three days, the city was held hostage by giant plants. It was only the fear in her daughter’s eyes that made Poison Ivy relent and let go. She didn’t want that life for Marigold. The one condition she gave was that the girl would leave America as a whole, to ensure she would be safe from all the madness. 
And so Marigold ended up in the care of baker’s couple in Paris. She never showed any powers thus far and the adoption agency kept the parentage a secret. That’s when Marinette Dupain-Cheng was born. She continued with martial arts training and stealth training, but now only as fun and reminder of her mother and extended family, as opposed to actual necessary survival tool. She also picked up designing as another hobby, which soon turned into a kind of obsession. She was generally a ray of sunshine. 
The one black spot in the happy world of Marinette was the Mayor’s daughter. Chloe Bourgeoise considered herself above others and just couldn’t stand sunshine girl. She ruined her clothes, sometimes damaged her homework, or verbally assaulted her. While Chloe was generally disliked, she was more of a nuance. Overall, Marinette was happy. At least until two events changed that. 
When she was twelve, Paris was attacked by Hawkmoth for the first time. Marinette found herself becoming Ladybug, a superhero with magical powers that protected the city from harm. She received a partner in form of Chat Noir. It took some time before she got hang of it, and then more time before she and Chat became an actual team. Over time, more heroes joined them, even if temporarily only. She had people she could count on. She became Happy again. 
Privately, she started her own brand: MDC, managed to become a class representative, and became best friends with Alya, who joined around the same time she became Ladybug. It was quite ironic. The superhero was best friends with one person whose greatest dream was to unmask the hero. Marinette also developed a huge (and a bit unhealthy) crush on Adrien Agreste, a famous model who was in her class. She spent years vying for his attention, but nothing ever came from her attempts. She was unable to even say a word around him and her face always became red like her mother’s hair. Overall, she couldn’t complain.
Then, when she was fifteen another black spot appeared. It was Lila (Liela) Rossi. She came to their school and immediately started sporting lies with every breath. Surprisingly, everyone seemed to buy into that, believing her like she spoke the gospel. Everyone but Marinette. She tried to expose Lila, but it only backfired. She became an outcast, disliked by everyone, and universally hated. Suddenly, it became okay to bully her because she was a bully herself and deserved it. It became okay to shun her and no longer include her in anything. The worst was Alya, her former best friend. At first, she just tried to nudge Marinette to give Lila a chance. When Marinette tried to show the truth, Alya practically attacked her. She was just as much responsible for Mari being cast out as Lila was. The fact that her best friend abandoned her only fueled the gossip and allowed Lila to drive the final nail in. In the span of a few weeks, Marinette was left alone. 
Around the same time, Chat Noir became more persistent in his pursuit of her while Adrien, who Marinette knew was aware of the lies, was only telling her to keep the high road (do nothing). She could understand him. As a famous model and son of a well-known fashion designer, he was always taught to not provoke the press. It still served as a wake-up call on her crush. 
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Marinette was packing her things after lessons when she noticed someone approach her from behind. Immediately, she tensed. After eleven years of martial arts practice, it was an instinct. Before she had time to turn around, something heavy landed on her desk with a loud Thud!. She turned to see Chloe standing over a large book, a single thick envelope, and a puffy bag that content Marinette couldn’t guess.
“What’s a…” She started, but Chloe cut her off. She had her usual ‘resting witch’ expression.
“The book contains every single instance I verbally assaulted you, destroyed something of yours, talked about you behind your back, or in any way otherwise did something wrong toward you. Here are the materials for the damaged clothes,” she pushed the bag toward her, “and here is money for other things.” Chloe gave her the envelope. “I apologize for all of that. I was jealous of all the attention you kept getting even though I thought I deserved it. I now realize that my behavior was wrong and hurtful. I will understand if you’ll never speak to me again. I kept acting ridiculous! Utterly ridiculous!” With that, she turned and started to walk again. Marinette idly noticed that there was no Sabrina nearby. Thinking back, Chloe was no longer acting (overly) mean toward anyone as of late.
Making a split-second decision, Marinette raced after the blonde and pulled her into a hug.
“Wha…” Chloe yelped before sinking into the hug. Neither girl realized they were crying until they finally separated. Blonde had her lite make-up in total ruin while Marinette had tears still going down her cheeks. “Does that mean you accept my apologies?”
Marinette didn’t answer immediately. She stood there with open mouth for a moment before smiling weakly. “Yes, Chloe.”
Since that day, they were best friends. It turned out to be a blessing. Chloe, once she finally allowed someone to truly know her, turned out to be a highly intelligent, funny, and very much still overbearing person. She still acted high and mighty, but it no longer felt mean, rather just… felt. She took to defending Marinette from the rest of the class. She was aware of Lila’s lies from day one but never acted on it until it was too late. Sabina abandoned her for the liar. Dealing with loneliness was hard on her. She didn’t even have parents that cared. Her father would probably move sun if she asked, but he had an emotional range of a toothpick. Her mother didn’t even know her name, so she didn’t bother.
Something about their friendship must’ve upset Lila because the girl upped her game. Marinette’s parents suddenly found themselves facing strong critique and constant inspection from the sanitary department and child protection questioning their parenting abilities. MDC, who was slowly becoming one of the go-to fashion designers for famous found herself in the middle of several fake media scandals, including one lawsuit over defamation. If it wasn’t for Jagged Stone and Penny rallying her customers, Marinette and her parents would end up broke. He managed to save MDC and practically made her untouchable. Still, Alya and Lila got off scot-free as nothing could be linked to them.
Perhaps what pushed Lila over the edge was Chloe confronting Adrien. She yelled at him for good two hours straight about responsibility and morality, pointing in detail exactly what he did wrong. She would probably go on if Marinette didn’t stop her. After that, Adrien finally apologized and tried to make things right, but it only turned against him. By then, Lila had everyone so deep into it, that he was powerless. She didn’t go after him as her partnership with Gabriel Agreste was too important, but she did tattle to the Fashion Mogul about it. Gabriel tried to get his son under control, but this was one thing that he couldn’t achieve. 
It did inspire a whole youth fashion line ‘rebel’, which became a global hit.
All this time, Marinette kept two secrets. One was her identity as Ladybug and the guardian, the other was her true name and family. Until she kept neither.
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Marinette returned home after another day at school. Recently, her mother revealed she was pregnant with another child, even though she was believed to be barren. Everyone in the bakery was overjoyed and the couple even started to hand out small treats to any guest that came. The free samples helped the business return to a better standing. 
When she entered, strangely there was no sound in the bakery. It was empty. Usually, her parents would both be very busy as it was still business hours. Slightly worried, she went upstairs. When she entered the living room, she found an envelope addressed to her. 
Isley
We tried, but we can no longer tolerate you. We turned a blind eye when we learned how improper you act, trying to drag every boy you meet for some, and we quote, “alone time”. We didn’t react to the bullying accusations, believing them to be overexaggerated. Even when you were expelled, we still had hoped you’ll turn out into a fine young lady. But now, we must think of the baby. Today was the last straw. Hearing about how you ruined that poor impaired girl’s birthday was both cruel and against everything we taught you. 
We held hope you won’t follow in your mother’s footsteps, but you proved us wrong several times. We supported your obsession over fashion, even with the drama it caused, because it was actually non-violent. At first, we didn’t want to teach you how to fight, but we convinced ourselves that you would have a way to vent the emotions somewhere away from us. 
Please, don’t try looking for us. We will probably have already left the country or even the continent. The bakery is yours. We don’t want to have anything to do with the spawn of evil such as you. 
We hoped you would turn out better
Sincerely,
Tom Dupain and Sabine Cheng
Marinette tried to read it over and over again, but her eyes welled with tears. She had no idea she was screaming until her throat was coarse. Rationally, she knew she needed to keep calm or she would attract the Akuma, but emotions made her not care. 
Unknowingly to her, the plants all around Paris responded to her cry. They started growing and spreading, trying to get to their queen and comfort her. The Akuma that would’ve come for her stumbled into one of the vines, corrupting it. Hawkmoth was surprised, it was not something anyone ever seen in Paris except on TV or some strange Japanese shows that play after midnight. The more important thing was that even though he akumatized the plants, he had no control over them. He couldn’t even recall his Akuma. 
Back in Marinette’s living room, she started to feel the ground rumble. Soon, plants exploded from the ground and broke windows. She slowly looked at her hands to see them tinted with green. They were not the same as her mother’s, but close. She looked to the floor where pieces of glass littered everything. Her face was the same, but her hair became blue and her eyes were now the most vibrant iridescent green she’s ever seen, exactly the same color her mother’s eyes were. 
She started to panic even more. Tikki floated next to her, talking to her, but Marinette couldn’t hear her. Or maybe process it. She could hear the plants call to her. She could hear them speak. They promised her revenge. They promised retribution on those who attacked her. God’s wrath would rain upon them from the sky and hell’s fury would consume them from beneath. 
Impaired girl…
“Liar Rossi.” Marigold seethed. She knew there was only one person who would do such a thing. Only one talented enough to convince her parents she was a villain. If they wanted a villain, they would get one. Her mind was being clouded. Her clothes were already torn, replaced by a skintight outfit made of leaves, much like her mother wore. Then, Marinette remembered another part of the letter. She added a skirt made of purple petals that complimented her blue hair nicely and long sleeves that reached to her hands, ending with a triangle that reached her middle finger and surrounded it at the base. She left the decolletage as it was.
Exiting her house, she allowed the vines to carry her. There were only so many places The Liar could hide. First, she went toward School, as it was closest. She made plants carry her over the roof right into the courtyard while more of them broke the doors and blocked any exit. The fencing class was still going on, but The Liar was not there. She looked over the scared crowd, spotting two people she wanted to find. She needed to protect them from The Liar, else they end like her. She grabbed the fencer in a red outfit and her partner, knocking their masks to reveal Kagami and Adrien. The plants wrapped around them, forming a sort of cocoon before dragging them to the heart. Marinette then turned her sight to Eifel tower. She knew The Liar liked to drag the class there. 
As she moved through town, she passed the Hotel where Chloe lived. Pausing, she made the plants lift her toward the balcony. Her best friend was indeed there, right next to the lit-up Bee-signal. Honeystly…
“Marinette!?” The blonde jumped in surprise
“Marinette is gone. She should’ve never even been. I’m Marigold, the daughter of Poison Ivy.” For a moment, the fog thickened, but Mari shook it off quickly enough, before whatever caused it managed to get the hold of her. 
“Marinette Dupain-Cheng! If you got yourself akumatized, I’m telling my daddy!” Chloe shouted. Seeing the tears form in the iridescent green eyes, she looked at her friend with pity. “Oh, Mari! Is this the Liar again? Come here right now!” The blonde spread her arms for a hug. She didn’t care about the Akuma. Her friend needed her and she would help her conquer the world if she asked. Chloe owed Mari… everything. She helped her evolve beyond being the queen witch. In response to the gesture, the plants in the garden started to grow until they surrounded the two of them in a tight cocoon. Marinette stepped onto the balcony. She affectionately petted the vine that carried her so far before allowing it to return to its hunt for the Liar. 
“Chloeee!” Mari launched herself at the girl. She sunk into the embrace, allowing tears to start flowing again. She sobbed her heart out while pushing a piece of paper she constantly held in her clutched fist before. The blonde took it and read while patting Marinette on the back of her head. 
“Salauds! Ridiculous! Utterly Ridiculous! How dare that cochons! And the chienne! Wait till I tell daddy about this! Don’t worry Mari. I will protect you! I will ruin her! Merde!” The rant made Marigold pause. She never heard Chloe curse. Like… never. “But first. Mari. You know I love you and I would help you hide the body, but drop the Akuma. It’s making you look Ridiculous. Utterly Ridiculous! I mean the dress is so much spot on and so you, but the whole take over Paris is more my style. I can let you be my faithful sidekick while we take over the world if you want.”
For a moment, Marigold continued to stare at Chloe before she burst out in a fit of laughter. It wasn’t a nervous chuckle or the villain cackle, but genuine pearly laughter. It was just so… Chloe-ish. She couldn’t imagine anyone trying to dissuade an Akuma by offering to become a sidekick. 
“You… You… Never change Chlo.” Mari smiled at her friend. 
“Whoa. You… didn’t make me a fertilizer? I mean, of course, you wouldn’t. You are just too good of a person, but Hawkmoth…”
“I’m not akumatized Chloe.” Mari smiled. “It’s me.” As if to prove her point, she stood up and spun, allowing the blonde to see her from all sides. “This is how I really look. Apparently, I do take some after my mom.”
“Your… mom?”
“Pamela Isley, she was a famous biologist. Mom was brilliant. She used to be one of the smartest people in the world.” Mari praised. “There was this one accident that she is now famous for…”
“Pamela Isley? I remember reading about her.” 
“Yeah… She is…”
“Didn’t she create this environment-friendly line of cosmetics?” Chloe asked in her typical fashion
“Yes! I have no idea why everyone remembers her only for the ‘Poison Ivy’ thing!”
“I know, right?” Chloe nodded. “Wait a…”
“Tada!” Mari said weakly before trying to look away, doing everything not to look her friend in the eyes. The blonde gently grabbed her chin and moved it so she could look right into the beautiful green eyes of her best friend.
“Mari! If you think I would abandon you just because your mother took veganism too far… You’re utterly ridiculous!”
Marigold smiled slightly. Slowly, the green receded and her eyes turned back to normal. The dress remained, as without it she would end up naked and she didn’t fancy trying to explain to anyone that. 
She then turned to the plants and tried to order them to return to normal, only for them to resist. For a moment, her mind started to feel fogged, but it didn’t hold at all now. 
“As much as I like the scenery, maybe we stop the plantpocalypse?”
“Um… Remember how I told you I wasn’t akumatized?”
“Yeah?”
“I think the plants are…”
“You’ve got to be kidding me!” Chloe shouted. “Listen here Hawkmoth! Get this Akuma the heck away! I don’t care about some fancy Jewels that will totally clash with your suit! I mean purple and white with red earrings? Are you colorblind?”
There was no visible reaction to the plants. 
“Strange…” Marigold ran her hand over the plants. “They still respond, just refuse to yield.” Inside, Mari cursed that she couldn’t consult Tikki.
“So… Want some cookies?” Chloe asked. “We just have to wait for Ladybug to save the day. At least the damage will be repaired.”
‘Except Ladybug it trapped here…’
Suddenly, something small and black slipped through the vines and entered their small peaceful enclave. It zoomed between items on the balcony, trying to avoid being seen. It would’ve been successful if Chloe didn’t know about Kwamis. 
“What was that!?” She shouted pointing at Plagg’s hiding place.
“What? I didn’t see anything!” Mari tried to lie. It was the one skill she never had. She did compensate for it by never getting caught.
“A Kwami! I’m sure I’ve seen one.” 
“Kwami? Who’s Kwami? Is that some bird? How would a bird get here? I mean we are trapped in…”
“Ugh! I don’t have time for games!” Plagg suddenly floated before the pair. “Chat is trapped and can’t help without revealing himself. Paris is being destroyed mindlessly and nobody can do anything as the vines are harder than steel.” The cat summarized. “And I’m hungry. Give me cheese!” He looked at Chloe. “Camembert would be the best, but I’m not that picky.”
“Why come to us? Ladybug took away my miraculous.” The blonde asked. 
“I didn’t come to you. I came to her.” The god pointed at Mari. 
“Me?! Why? It’s not like…”
“We don’t have time for charades guardian! The Akuma is out of control! Literally! Hawkmoth’s connection was somehow severed and now you have a giant plant that knows only the rage. This is serious!”
Mari wanted to protest or try to save some of her identity, but then Tikki floated out of her purse.
“Oh no! Marinette! He is right! We have a huge problem.”
“Why?” The girl asked resigned.
“You’re Ladybug!” Chloe shouted but was subsequently ignored
“Hawkmoth must’ve akumatized the plant, hoping to control you, but he had no idea it was sentient. But it stopped being sentient the moment you let it go. I… It never happened before.”
“You’re Ladybug!!!” Chloe shouted so loud that everyone had to look at her. 
“We can talk later. Now we need to somehow deal with the plants. Maybe… No. What about… But they are too tough… What if…” Marigold started to run through various scenarios and plans. 
“Can’t you just order them to expel the Akuma?” Plagg asked bored.
“It… It might work.” Mari had a focused expression. In her head, she was running through all her knowledge of biology, miraculous magic, and how her mom’s powers worked. Hesitantly, she walked to the edge of the cocoon and called the main vine to her. The wall spread slightly and allowed the tip of it to enter. Mari touched it and started gently caressing it. 
“you’re a good boy. Yeah! Who’s a good boy? You’re. Yes! You’re a good boy. But Good Boys don’t have Akuma. Do you want to be a good boy? Of course, you do…” 
Chloe stood there and watched how Marigold kept talking to the plant like it was a puppy. She felt something fall into her hand. Opening the palm, she saw two earrings.
“I… I can’t!” She protested, but Plagg floated before her eyes.
“She can’t do it. If Akuma escapes, we will have plantmagedon on a larger scale.”
“Fine. Spots on!”
Just as Mari finally talked the plant into expelling the Akuma, Chloe caught it. 
“Bye Bye Little Butterfly!” She released the pure white bug. “Lucky charm!” Chloe shouted. A red and black folder fell into her hands. She looked at it curiously. Inside, she found a complete set of adoption papers for her father to sign. She quickly pulled out the sheets and tossed the folder itself, releasing a swarm of ladybugs that repaired Paris to how it was before plants. The sheet stayed. 
Transformation dropped after that and Chloe handed the jewel back to the true owner.
“You still have sooo much explaining to do!” 
Nobody remembered about Adrien and Kagami being carried together to safety, which turned out to be Mari’s basement. And while Ladybug Cure should’ve restored them to where they were taken from, for some unknown reason they remained locked there until Mari returned late into the evening to spend the last night at the bakery. It would be some time until Tikki admitted that it was an act of revenge on Plagg for revealing her chosen’s identity. He had to go the whole day without cheese. The one good thing that came from it was that Kagami and Adrien had a long frank talk and ended up as friends. The relationship just wasn’t working.
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When Mari was adopted by the Mayor, she decided to keep using the Dupain-Cheng name at least for now. At first, Chloe’s father was against it, but once the girl presented it as a way of getting good press of mayor who personally looks after his citizens he practically ripped the papers to sign them. Although on paper he was the adopter, Chloe was the real parent/sister that took care of Mari. Lila seethed and spitted, but couldn’t really do much more. Adrien and Chloe roped Jagged Stone and Penny into Marinette Protection Squad. Luka and Kagami, who somehow hooked up, also joined. At some point, Mari entrusted Luka and Kagami with permanent Miraculous and Gave Chloe the Bee miraculous back. Some Fox illusion of Chloe publically applauding new heroine helped hide her identity. The hardest part was revealing to Chat, Viperion, and Ryuko her true identity. Adrien was a big surprise, but at least they finally dealt with their crushes once and for all. The fact that they were in love square in two people was way too awkward. Chloe and Mari did notice Adrien sometimes looking at Luka, but he was happy with Kagami. The only person that disproved of ‘Lukagami’ was Kagami’s mother, but she warmed up to him when he accepted the challenge to a duel and was completely pacified when she learned that Luka is apprenticing under Jagged Stone. 
Jagged and Penny wanted to Adopt Mari, but ended up filling the role of uncle and aunt. After some time, Mari realized that she rebuilt what she once had in Gotham. These people might not have been her family by blood, but it mattered little. That family might’ve been damaged, maybe even broken, but they were happy together. They found solace in one another. Once more, Marinette was happy. 
Until a trip to Gotham came knocking on the front doors.
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therewithall · 3 years
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Roswell, New Mexico custom Magic: The Gathering cards
For RNM D&D Weekend Warriors, I branched out to another tabletop format and made a handful of custom Magic: The Gathering cards based on the core cast of Roswell, NM. Here’s the break-down of how I chose each character’s color(s) and abilities as well as highlight some of the neat ways they interact. None of the cards have been playtested so there is still room for them to be further developed and balanced. For anyone who isn’t very familiar with Magic: The Gathering, every card fits into various types that can be played for the cost printed in the top right-hand corner. There are 5 colors of Mana- White, Blue, Black, Red, Green- I’ll be using the letters W, U (blue), B (black), R, and G to represent the mana colors in my discussion. Each card can also have different traits and abilities, and a set of numbers that represents how strong its attack and defense are (represented as attack/defense). There’s a lot of amazingly nerdy discussion of Magic Lore that delves into how the Mana colors relate to personality traits and behaviors of the characters on the cards-- more on that here- but just know that I’ll be discussing some of those qualities as I go into why I chose the attributes for each card/character.So here we go!
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Max Evans, Smalltown Hero        2WR Legendary Creature – Human Alien Vigilance, Haste (This creature doesn’t tap to attack and may attack or use tap abilities the turn it enters the battlefield.) T, Sacrifice a nonland permanent: Another target creature gains indestructible until end of turn. Max is a deputy with the sheriff’s department and a natural leader who has kept his powers and identity a secret for years. 3/1
Max is kind hearted and wants to protect his community and friends. On the other hand, he’s impulsive and will make rash decisions without thinking about the consequences of his actions. These two beliefs place him firmly in red/white for Magic colors; a combination that often plays small aggressive creatures and engages in frequent combat. I gave Max vigilance to represent him being a defender as well as an aggressor in a lot of circumstances. His ability to sacrifice something to protect someone else exemplifies his ability to both heal and destroy. Lastly he has haste and a fragile body (1 toughness) making a game with Max play out with an early attack followed by him protecting someone else and only getting in when the coast is clear.
Michael Guerin, Tech Genius      1WU Legendary Creature – Human Alien Artificer When Michael Guerin, Tech Genius enters the battlefield, search your library and/or graveyard for a noncreature artifact or enchantment card and exile it with a research counter on it. If you searched your library this way, shuffle. X, T: Create a token that’s a copy of a card exiled with a research counter. X is that card’s mana value. 2/3
Michael cares about the team differently than Max does. He is often tinkering with things in order to heal or protect others if possible and is a genius when it comes to inventions involving alien technology. His intelligence and need for knowing more fits in blue (alongside a few other science oriented characters). Whereas Max is a straightforward attacker, I chose an ability that is much more complex to understand for Michael. He makes copies of trinkets after taking the time to examine them which lends itself to more combo and control oriented play patterns instead of just blindly turning stuff sideways. I didn’t capture Michael’s temper, but I didn’t want all aliens to be red. Maybe I’ll make another version some time that incorporates different facets of their personalities.
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Isobel Evans, Influencer                UBR Legendary Creature – Human Alien Your opponents play with the top card of their library revealed. 3R, T: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. 6BB, T: You control target player’s next turn. Activate only once. 1/4
Isobel has fewer words than Michael, but oh my is she complex as well. If Max leans toward aggro and Michael is combo, Isobel is the control card of the siblings. Isobel is often guided by her emotions, but channels that into careful thought in how to execute a plan and always looks out for herself and her people. Her abilities represent her powers spread across the three colors: Blue – Reading your opponent’s mind, Red – Controlling someone’s impulses for a short period, Black – Forcing your opponent’s actions, once.
Liz Ortecho, Savvy Scientist          1UB Legendary Creature – Human Rebel Liz Ortecho, Savvy Scientist can’t be blocked as long as defending player controls an artifact. Whenever Liz Ortecho deals combat damage to a player, gain control of target artifact that player controls with mana value less than or equal to the damage dealt. 2/1
Liz is smart, cunning, and will protect her own. Her science background lends itself to Blue, but this card plays up some of her devious nature of stealing hospital equipment, doing illegal research, and general sneaking around, so there’s Black in her mana cost as well. She often draws on the abilities of those around her, which means that her connections make her stronger. Amusingly, she’s unblockable against some of our other characters including her own dad!
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Alex Manes, Tech Specialist            1WUB Whenever you draw a card, target creature you control gains deathtouch (Any amount of damage it deals to a creature is enough to destroy it.), lifelink (Damage dealt by that creature also causes you to gain that much life.), or vigilance (Attacking doesn’t cause it to tap.) until end of turn. Whenever Alex Manes, Tech Specialist deals combat damage to a player, create a clue token. (It’s an artifact with “2, Sacrifice this artifact: Draw a card.”) Kyle: “What’s the worst thing we could find?“ Alex: “Literal skeletons.” 2/3
Alex also sneaks around, but I wanted to play up his investigation skills a little more. Instead of just drawing a card when he does damage, he makes a clue “token”. That clue token represents information (drawing a card) that can be held onto or acted on later. He’s a character who’s able to do plenty of damage in his own right, but his big advantage is being able to help other characters do their jobs and get combat abilities they wouldn’t otherwise have. He protects his friends.
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Maria DeLuca, Entrepreneur       2RG Legendary Creature – Human Alien Haste (This creature may attack and use tap abilities the turn it enters the battlefield.) Each other creature you control enters the battlefield with an additional +1/+1 counter on it. “Maria DeLuca is her own savior.” 3/2
Maria cares about her friends and her business. Her ability helps everyone and represents your other creatures being able to stop in for a drink at the bar. She gets haste to show how hard she works and has aggressive stats so she can get her hands dirty in a fight. Like Michael, I could see another version playing into her psychic powers.
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Dr. Kyle Valenti                 1WW Legendary Creature – Human Lifelink (Damage dealt by that creature also causes you to gain that much life.) When Dr. Kyle Valenti enters the battlefield, put a +1/+1 counter on each other creature you control. "In a hospital it doesn't matter what someone did before they came through the doors." 2/2
Kyle is a healer and instead of showing that with damage prevention, I chose a simpler buff to the whole team. Now you’re less worried about losing fights!
Rosa Ortecho, Troubled Artist                     1BR Legendary Creature – Human Alien At the beginning of your upkeep, choose one — • Draw a card and lose 2 life. • Exile the top card of your library. Until end of turn, you may play that card. Red is armor. 3/2
Rosa was a fun one to design. She is black red which is a color combo notoriously bad at impulse control. She has aggressive stats and an ability that makes the controller make a hard choice every turn. Do I take the guaranteed draw at the cost of a couple life or do I risk not being able to cast whatever I exile? Among other things, this represents her struggle with addiction-- taking the most directly expedient option comes with some harm to her life totals- but it’s the damage you know. The second option requires you to risk the unknown, but be able to participate in the fight without automatically being harmed-- it requires you to trust your deck and your support network...but be prepared for potential setbacks.
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Arturo Ortecho                 GG Legendary Creature – Human Defender (This creature can’t attack.) Whenever a nontoken creature enters the battlefield under your control, create a Food token. (It’s an artifact with “{2}, {T}, Sacrifice this artifact: You gain 3 life.”) G, T, Sacrifice a Food: Target creature gets +2/+2 until end of turn. “I already have my miracle.” 2/4
Arturo cares about his community as do many of our characters, but if there’s any color that cares about bringing everyone in for dinner, it’s green. He delivers food whenever a new creature enters and can use them as buffs instead of just life gain! His kindness and compassion sustain everyone.
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Deputy Jenna Cameron                 1RR Legendary Creature – Human First Strike (This creature deals combat damage before creatures without first strike.) Whenever Jenna blocks or becomes blocked by a creature, she deals 1 damage to that creature. “Who you callin’ a girl?” 2/3
In case you can’t tell, a lot of our characters act on impulse and emotion, which is a Red trait. Cam is tough (A 3/4 is needed to best her in combat!) and efficiently deals with enemies. The faster-than-first strike damage represents her sharp shooting skill. And because of her skills, anyone going up against her is going to feel it right away.
Sergeant Jesse Manes                   2BB Legendary Creature – Human Soldier Menace (This creature must be blocked by two or more creatures.) When Sergeant Jesse Manes enters the battlefield or attacks, exile the top card of each opponent’s library face down. You may cast noncreature cards exiled this way and you may spend mana as though it were mana of any type to cast that spell. Jesse's inhumane methods leave only pain in his wake. 3/2
Jesse is a character who has his own twisted view of how his actions will better society. His card here plays up how he tends to believe the ends justify any means-- for him, at least. He steals information and uses it against those he took it from, to represent his involvement in Project Shepherd and the threat he represents not just to the safety and security of the aliens, but to anyone helping them. I chose to exclude creatures in order to make the ability a little more efficient and make it feel more like controlling the chess board and less like mind control (Which a Noah card would someday probably do).
Whew! I hope you enjoyed reading these as much as I enjoyed making them!
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tigerkirby215 · 3 years
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5e Olaf, the Beserker build (League of Legends)
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(Artwork by Phroilan Gardner. Made for Riot Games.)
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Olaf sounds like ProZD’s Archibald voice. Especially Olaf’s voice lines for using his Q it sounds exactly like ProZD’s “Huah! I think that enemy got the point!” Like I’m not crazy right? Please tell me I’m not the only one who hears this.
Anyways Olaf has been on my To Do List ever since I realized that I haven’t made a single champion whose name starts with the letter O. My desire to make Olaf was only further accentuated by the Sentinels of Light event, even if his inclusion in that event could best be summed up with...
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But I won’t ignore Olaf just because the Sentinels of Light event was a flop. He’s still a compelling character that I have actually gotten some requests to make. After all: the dual-axe wielding Barbarian is an iconic image!
I mean, Olaf is probably just going to be 20 levels in Beserker Barbarian so I don’t know why you need me to make a build for that.
GOALS
C'mon, I won't hurt you - We’ll need ways to heal when we harm in the middle of combat.
Death by steel! - Swing axe, throw axe; unga bunga me play Olaf.
The might of Lokfar approaches - I didn’t manage to do so with Mundo but Olaf is going to need to have CC immunity.
RACE
Olaf is a human; feel free to pick a different race like Goliath or even Custom Lineage to justify him being Iceborn but Variant Human is still the best option. Increase your Strength by 1 as well as your Constitution, grab any skill proficiency of your choice as it honestly doesn’t matter much for Olaf (maybe you should’ve been Custom Lineage for Darkvision after all?), and the Primordial language because I’m sure you picked up on the language of the wild.
For your feat you have a choice: Dual Wielder will let you wield two d8 Battleaxes (instead of d6 Handaxes) and also increase your AC by 1 while dual-wielding, but the Fighting Initiate feat will let you grab Two-Weapon Fighting which will let you add your Strength modifier to your second axe’s swing. I persually opted for Dual Wielder as it gives you more benefits overall, and we’ll be getting ways to throw axes without having to hold onto them first.
ABILITY SCORES
15; STRENGTH - I mean, you’re a shirtless Barbarian running around with two axes. You thought this would be a DEX build?
14; CONSTITUTION - The reason you can’t die is because you’re so hardy. Sucks!
13; CHARISMA - Despite Riot’s great attempts at writing you as poorly as possible you do still have some sort of Charisma. Remember that Charisma is force of personality, not necessarily good looks or personal hygiene. Charisma is needed for Intimidation as well as multiclassing.
12; DEXTERITY - You need to be quick on your feet to run at your enemies with reckless abandon.
10; WISDOM - If you were wise you wouldn’t be trying to kill yourself.
8; INTELLIGENCE - You stopped caring about education the moment you were born. Battle is the only thing in your blood!
This build is also quite viable with Point Buy, going for a stat array like 15 / 12 / 14 / 8 / 8 / 14 if you want lower mental stats but higher combat stats.
BACKGROUND
The Uthgardt Tribe Member background from the Sword Coast Adventurer’s Guide is basically the Outlander background but you actually belonged to Freljordian society once. Regardless you do get proficiency in Athletics as well as Survival (”Survival” as in finding food to eat, not as in keeping safe on the battlefield!), a musical instrument or artisan’s tool of your choice (choose whatever you fancy and make your own Olaf, as long as it’s something a warrior would do! I personally opted for Smith’s Tools to sharpen your axes), and a language of your choice (pick whatever language they spoke back in the villages.)
Your background Uthgardt Heritage is the Outlander’s Wanderer feature with extra steps: along with being able to find food and water you are also treated well by nomads and wanderers who have heard of your glorious battles!
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(Artwork by Marie Magny and West Studios. Made for Riot Games.)
THE BUILD
LEVEL 1 - BARBARIAN 1
Starting off as a Barbarian because what else would we be? You get proficiency in two skills from the Barbarian list: Intimidation is an obvious must and Perception will help you find good fights to take!
As a Barbarian you get Unarmored Defense equal to your Dexterity plus your Constitution, which is currently a 13... Well Medium Armor is an option if you want to finally put on a shirt. And of course as a Barbarian you can Rage to deal more damage and resist incoming damage! You can’t cast spells while Raging, but that won’t matter, right? It’s not like I’m about to give you caster levels.
LEVEL 2 - FIGHTER 1
Quickly hopping over to Fighter to further your martial skills. You can grab a Fighting Style like Thrown Weapon Fighting to draw weapons in the same action you make to throw them, and also do +2 damage with thrown weapon attacks. See? Told you we’d be able to throw axes easily!
You also get Second Wind for some not-quite-Lifesteal to keep you in the fight to claim even more glory! Certainly not to stay alive.
LEVEL 3 - FIGHTER 2
Well another Fighter level for Action Surge is certainly worth it, as you can push yourself to destroy your foes!
LEVEL 4 - FIGHTER 3
But we need one more Fighter level to be able to get our axes back after we throw them. Eldritch Knights get Weapon Bond, allowing them to always keep two weapons on hand and never lose them. While bonded with a weapon you can’t be disarmed of them, and you can use a Bonus Action to recall a weapon if it’s not in your hands. My suggestion would be to bond to a Battleaxe and a Handaxe, so you can’t be disarmed of at least one of your main weapons and can also call your thrown axe back to throw it again!
You also get Spellcasting as an Eldritch Knight: You learn two cantrips from the Wizard list, and three spells as well. You may be thinking “wait; didn’t you dump Intelligence?” That is correct, but you don’t need Intelligence to cast Light to see with your dumb human eyes (I mean technically you need Intelligence if you want to cast Light on someone else but it’s probably easier just to light up your axe and throw it at them) or Prestidigitation, which is a better spell for creating bonfires than the actual Create Bonfire spell.
Your leveled spells have to be from either the Evocation or Abjuration schools, but thankfully Absorb Elements and Shield are both from the Abjuration school and also don’t need Intelligence. Protect yourself from damage to have a truly glorious death! Because it’s not like blocking attacks will keep you alive.
You can also learn one spell from any school and uhhhh... Pick your poison between Jump and Longstrider, to make it easier to chase your foes. Are there probably better spells? Yeah, but do they fit Olaf?
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(Artwork by Xiao Guang Sun and West Studios. Made for Riot Games.)
LEVEL 5 - PALADIN 1
Jumping over to Paladin for a few abilities, such as Divine Sense to find some things that will put up a good fight like Fiends, Undead, or... Celestials? I’m sure they hit hard! You can also find a good desecrated (or consecrated) battleground with this ability, as I’m sure there will be good enemies there! You only know of an enemy’s type however, not their name. And if they’re hiding from you this ability won’t make it any easier to find them.
You also get Lay on Hands, which is like lifesteal you can give to allies! You have a pool of hit points equal to your Paladin level times 5, and you can use it to either heal (at a rate of 1 point per hitpoint) or neutralize a poison or disease affecting a target. (5 Lay on Hands health to neutralize one poison or disease.) Dying to natural causes isn’t a glorious death, brother!
LEVEL 6 - PALADIN 2
We’ll also need second level in Paladin to get a Fighting Style, but since Wizards of the Coast hates fun you can’t can’t take Two-Weapon Fighting, and since we’re running around in our birthday suit Defense also isn’t an option. The best official Fighting Style you can take is Blind Fighting (Blessed Warrior is okay too if you want Guidance I guess) but talk to your DM about potentially letting you take Two-Weapon Fighting? It’s not like it’s OP or anything (in all honesty it’s kinda shit.)
Paladins also get... more Spellcasting?! Disgusting! Well this spellcasting is based on your Charisma modifier instead of your Intelligence, which might be why we have it at a 14. But even so you can’t prepare that many spells: Divine Favor will let you empower all your attacks with more damage for some Vicious Strikes, Cure Wounds will again be acting as life-not-quite-steal, and Shield of Faith will let you or an ally absorb more blows, not that you want to live or anything. Also remember to check the Player’s Handbook to see how many spell slots you’d have after mixing two casters together.
But I still think the best course of action for your spell slots is to use them for Divine Smite! Throw caution and magic to the wind to make a Reckless Swing that does extra Radiant damage (depending on the level of the spell slot used.) The Smite deals 2d8 of damage for a first level slot, and an additional d8 of damage for every slot above first. (The simple way to remember this is that you roll a number of d8s equal to the spell slot used plus one.) If the enemy is a Fiend or Undead the damage increases by a d8! The maximum level spell slot you can use for this is a 4th level slot (for 5d8 damage, or 6d8 against a Fiend or Undead), but I doubt we’ll get spell slots that big.
LEVEL 7 - PALADIN 3
We may as well take a third level in Paladin for a Sacred Oath, and you swore an Oath of Glory in battle! Along with Guiding Bolt and Heroism being added to your spell list (as if you can cast spells lmao) you get two Channel Divinity options: Peerless Athlete turns you into... well, a Peerless Athlete with advantage on Athletics and Acrobatics checks. You can also carry, push, drag, and lift twice as much weight as normal, and to top it off the distance of your long and high jumps increases by 10 feet. This boost lasts for 10 minutes which should be more than enough to give it your all in battle!
Alternatively for some more not-quite-lifesteal Inspiring Smite can be activated after you Smite to give yourself or nearby allies within 30 feet temporary hitpoints. The total number of temporary hit points gained by this ability equals 2d8 + your Paladin level, and you can distribute them amongst yourself and your allies however you wish. Technically the most gameplay-accurate way to split the Temp HP would be to take it all yourself but being helpful has its benefits. A battle is truly glorious if fought alongside an army of companions!
You also get Divine Health, because Glory doesn’t die on sick days!
LEVEL 8 - PALADIN 4
It’s about time to take that 4th Paladin level to finally get an Ability Score Improvement: +2 to Strength for stronger axe swings is an obvious choice!
You can also prepare another spell like Bless, which will make it easier for you and your allies to smite your foes and survive their blows! Wait, what was that about surviving?
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(Artwork made for Riot Games.)
LEVEL 9 - PALADIN 5
Since it’s so close we may as well take the 5th level of Paladin so you can finally make an Extra Attack. That means you have two attacks normally and a third attack with your Bonus Action thanks to Two-Weapon Fighting!
You can also prepare second level Paladin spells now, and the Oath of Glory gives you Enhance Ability and Magic Weapon as spells you can cast. Believe it or not these are actually useful, even with your low spellcasting modifier!
LEVEL 10 - PALADIN 6
The 6th level of Paladin is honestly too good to pass up: even though Aura of Protection is only adding +2 to all your saving throws (since your Charisma is kinda uhhh... not good?) that’s still +2 to all your saves, as well as the saves of your allies within 10 feet. That’s like, two whole Rings of Protection!
Speaking of rings: Warding Bond was added to the Paladin spell list thanks to Tasha’s and it’ll let you take damage for your allies to die in their place! As long as you don’t mind wearing some platnium rings in your beard, at least.
LEVEL 11 - PALADIN 7
What we’re really here for is the 7th level of Glory Paladin. Aura of Alacrity will increase the speed of you and your allies within 5 feet (not 10, because Wizards of the Coast are weird) by 10 feet, so you can charge at your foes with the might of Ragnarok!
LEVEL 12 - PALADIN 8
But we may as well take the 8th level of Paladin for another Ability Score Improvement: cap off your Strength for the deadliest strikes possible.
You can also prepare another spell but it would be wise to wait for...
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(Artwork by JoJo So. Made for Riot Games.)
LEVEL 13 - PALADIN 9
9th level Paladins can prepare third level spells like Crusader’s Mantle to give all your nearby allies the Divine Favor buff to rush into battle with you! But the main reason we’re dipping this deep into Paladin is for the two spells from the Oath of Glory: Protection from Energy perhaps isn’t all that fitting, but Haste is insanely useful and powerful. More attacks, more speed, more... armor? Well, it’s no matter. More glorious battle!
LEVEL 14 - PALADIN 10
10th level Paladins won’t be swayed by magic swaying their hearts! Aura of Courage will let you (and your allies within 10 feet) laugh in the face of death as you gain immunity to the Frightened condition!
You can also prepare another spell like Aura of Vitality: you can use it to heal yourself but healing your allies will lead to a far more glorious story to tell of your death.
LEVEL 15 - PALADIN 11
I promise that we’ll go back to Barbarian levels soon but 11th level Paladins get a huge boost to their damage output thanks to Improved Divine Smite. This ability affects all your attacks (not just your Smites despite the name) to give them an extra d8 of Radiant damage. This has obvious synergy with your choice to swing two axes since your Two-Weapon Fighting attack will also get that extra d8 of damage!
LEVEL 16 - PALADIN 12
Okay but let’s quickly grab the 12th level of Paladin first. You can either increase your Constitution for more health and AC, or your Charisma for better saving throws and spellcasting. I personally opted for Charisma but if you value health and AC then Constitution is good too!
Oh and yeah you can prepare more spells, but there aren’t really that many other third level spells I want.
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(Artwork by Alvin Lee. Made for Riot Games.)
LEVEL 17 - PALADIN 13
That’s because 13th level Paladins finally get 4th spells which most importantly means Freedom of Movement! There you go you finally have Ragnarok’s CC immunity! You also get Compulsion which sure would be a good spell if you had any Charisma to actually cast it.
But you can also prepare more spells like Aura of Purity so you and your allies can shrug off whatever your foes might throw at you to stop you from reaching them, or Death Ward which you ABSOLUTELY WILL NOT USE ON YOURSELF.
LEVEL 18 - PALADIN 14
Okay but the 14th level of Paladin gives you Cleansing Touch, letting you cleanse spells without spell slots to cast Freedom of Movement. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses at the end of a Long Rest.
You could also perhaps prepare another spell like... Aid? I don’t know really by this point the magic is secondary. We’ll be going back to Barbarian soon anyways.
LEVEL 19 - PALADIN 15
But 15th level Glory Paladins get Glorious Defense, and we can’t pass that up! When you or another creature you can see (technically an enemy if you so desire!) within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack equal to your Charisma modifier. If the attack misses you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range. You can do this a number of times equal to your Charisma modifier, and regain all uses at the end of a Long Rest.
LEVEL 20 - PALADIN 16
But since it’s so close one final level in Paladin would be good for one final ASI: again more Constitution means more health and AC, but more Charisma will boost all your Paladin abilities!
Speaking of Paladin abilities you can prepare one more spell before we start taking more Barbarian levels... honestly you can pick your poison as it won’t matter much when your Raging!
...Wait.
WHY NO BARBARIAN LEVELS?
There’s a lot of things that I can’t do as a Barbarian. The most notable option that would be restricted if I went pure Barbarian would be Freedom of Movement, and while crowd control is somewhat rare in D&D being able to ignore it is far more important to Olaf as a character.
There’s also no Barbarian that has lifesteal besides Path of the Beast, and the only Barbarian that can throw its axe easily is Path of Wild Magic. Obviously neither of these fit Olaf.
Ultimately Paladin gave us more of Olaf’s abilities. The only ability that Barbarians have which fit Olaf other than Unarmored Defense and I guess Unarmored Movement would be Feral Instinct. But even the Barbarian subclasses don’t fit Olaf with the only ones which make any sense being maybe Totem Warrior? (Despite Olaf’s title Berserker wouldn’t fit him well, mostly because Berserker is a bad subclass.) But we miss out on so many of Olaf’s actual abilities by making him a Barbarian.
tl;dr Barbarians can’t do magic and Olaf has a ton of abilities that can only be recreated in D&D with magic
FINAL BUILD
PROS
Urge to kill rising... - Two-Weapon Fighting really doesn’t get the respect it deserves by the D&D community. You wouldn’t be able to get three attacks as a level 11 Paladin in any other way, meaning that you can truly capitalize on Improved Divine Smite. Not to mention the general increased DPS of 3 attacks and 3 chances to Smite!
Faster to battle! - It was not my intention but Glory Paladins are surprisingly good team players with a variety of spells and abilities that can keep your team alive and increase their strength in battle.
Obliteration! - You’re fairly hard to kill... oops. But between decently high health, spells to defend yourself, and damn high saving throws no matter how you increase your Charisma you’ll be quite a challenge to eventually take down! Sure your AC might suck... we should probably talk about that.
CONS
The worth of a man can be measured by the length of his beard, and the girth of his belt buckle - Hey remember that one Barbarian level I took pretty much entirely so you could have Unarmored Defense? Yeah honestly it’s gimping you hard, to the point that even Mage Armor would give you more AC. Honestly playing this build as Fighter 4 / Paladin 16 would be far better as you’d get one more ASI at the cost of actually having to wear armor. Hell going full Paladin 20 would give you the Living Legend capstone which is crazy strong, and while the loss of Action Surge would hurt you can grab the Thrown Weapon Fighting Style with a feat. (Or just take Two-Weapon Fighting style with your Variant Human Feat and run around with Hand Axes.)
If you’re really dead-set on going unarmored beg your DM for a Barrier Tattoo: either a Rare one (you’ll still need 14 DEX for something something legally-not-Medium Armor) or a Very Rare one (so you don’t even have to worry about Dexterity.) You can even go the Tahm Kench route and grab Eldritch Adept for Disguise Self to look unarmored if it’s really that important to you.
Well that was a pretty long con to say “Barbarian Olaf bad.” What else is there?
Chop chop! - Who would’ve guessed that dumping both mental stats would make you a dummy? While Aura of Protection saves you to some extent the party won’t be turning to you for any History checks.
Finally, some fun! - You have a rather silly amount of spells relative to your spell slots, and a good number of them are Concentration as well. Throwing all your slots to the wind to Divine Smite with reckless abandon sounds fun but managing both your Concentration and your spell slots will take some effort.
But your choice to go in without armor is just a self-handicap after all: you really want to die, and prove yourself in death! Fight the toughest fights and take down the strongest foes until you finally prove your prophecy wrong and fall before the blade of the mightiest foe! But perhaps you should instead sit down and have a muffin, and think about why you truly want to die die die.
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(Artwork made for Riot Games.)
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worstloki · 4 years
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Wait...ATLA AU with Waterbender!Loki, and FireNation!Asgard. Mayhaps the spirits are more relevant in this AU, so people especially blessed by non-main/non-elemental spirits (so anyone other than La, Tui, Agni, uhhh Guain and Shu are the earth kingdom ones I think, and The Autumn Lord or air) can have some manipulation of Qi, but it works differently and is very, very rare, depending on the power level of the spirit, a bending blessing can last 1 generation without renewing it through more bending blood, or like 20 generations but it skips a few. So you can have Non-bender (but actually water bender Loki), or Insert Cannon Spirt that can give him some shape shifting blessed and maybe still Water bender but figures that that out waay later Loki. This ask is a little bit of a mess, but just Water Tribe Loki (who’s stuffed full of ‘water Tribe’s are barbaric’ propaganda) Living in Fire Nation Asgard.
because Loki, like me, simply must be the center of the universe:
- Asgard is the fire nation, obviously, and Odin has 3 kids: the fire-bending lightning-bending prodigy daughter, the spare fire-bender who is good but not as good who will strive to do what his father asks because Father simply must be right (even if he’ll realize later and switch sides), the non-bender who is the dishonorable family disgrace who freaks out and makes a run from home when he realizes he can water bend and neither of his parents can and realizes he was adopted? stolen?? and is maybe the avatar and oh frick Odin’s razing the other nations trying to find the avatar and AAAAAAAAAAAAAAAA
- The “air nation” can be four temples/realms (svartalfheim, alfheim, vanaheim, muspelheim) which were wiped out on by the last Sozin’s comet, so the cycle moved on to the water nation (southern water tribe/jotunheim) (northern water tribe/nifleheim) and there ain’t no way he’s going there those people are barbaric monsters... aren’t they?
- he joins a Midgardian (earth-kingdom) circus road-trip that’s touring across the realms (yes, he juggles) that’s actually just the Avengers and maybe they’re all non-benders? maybe some of them are? None of them are too flashy but Loki’s trying to observe the mix of bending styles and pick up on bending techniques without making it too obvious that he’s not a non-bender
- cue Loki getting in touch with the Earth spirit and getting some neat blessing gifts with bending and now he can Earth bend too and suddenly BAM Thor attacks the circus and Loki water bends to defend his circus friends from his fire and they make eye contact and Loki is so scared/devastated at having to go up against Thor who is angry at Loki for leaving home and has been tasked to retrieve Loki - the water bending throws Thor off and in his confusion Loki freezes him to the ground and apologizes and runs for it.
- now the circus folks are all “um, dude??? the prince of the fire nation just attacked us and you didn’t tell us you could bend?? what’s up with that???” so he tells them he may or may not be Fire Nation Prince Loki and they all feel betrayed because “those colonialist jerks??” but Loki explains how he’s actually a water bender... and may also be an earth bender... and they’re all totally on-board with the avatar returning because it’s about time and the earth kingdom is on thin ice with them (ba sing se is Svartalfheim btw) and yes the reason we’re a mix of benders is because this circus is actually the white lotus the avengers and were touring the realms to low-key try finding the avatar who is supposed to be the saving grace and end of this war please
- now the circus folks are helping Loki meet all the other nation spirits (yes they venture into the terrifying Jotunheim and Nifleheim while searching for the spirit (”what do you mean you don’t know where the spirit is?? how’d you find the last ones??” “I only met one!! and it came to me!!” “well I guess we’re stuck searching everywhere in this frozen wasteland then”) and additionally he only gets to meet the spirit who grants him the bending after he accepts parts of himself and others (for example, the water bending was a result of him finally realizing that he didn’t stand a chance at the throne and it wasn’t until every shred of hope that Odin could one day be proud of him was gone that he was messing with the turtleduck pool and maybe saw the water spirit in the reflection and bent water) (the earth spirit comes to him when he accepts that there are people that will still be proud of him and he can move on with life because the circus folk like him for who he is and were excited when he successfully landed a bunch of throwing knives on targets and decided on that as an act he can do)
- The circus folk are also trying to teach Loki what little they know about bending btw since he’s admitted to copying and mixing their techniques together (he does all the bending in one style and yes it’s as chaotic for the opponent as that sounds because you can never tell what he’s going to bend) but there 100% has to be an episode where he steals the water-scroll  
- Thor chases them down and Loki can bend water now?? and he’s just trying to bring Loki back like Odin asked him too and then one time he catches up to them and Loki panics and bends Earth too and Thor realizes and stops fighting and tells Loki to just go. Thor goes back to the Fire Nation and argues with Odin and calls him out because Loki is the avatar?? he’s from the water tribe?? and he feels betrayed and does the Zuko-Ozai-Black-Sun-Speech-Without-The-Black-Sun about how neither Loki nor Thor need to prove themselves and he won’t tear this family apart any further (Frigga is in fact an absent mother here btw) and then Thor goes and chases Loki down over weeks and saves him (blue mask hero?? except... feathered-helmet hero??) from Fire Nation soldiers who got their hands on him and the circus folk are NOT happy to have him around (air bending comes to Loki when he finally forgives Thor for being an arrogant self-righteous meanie to him for years because Hela is attacking them now and this is so much worse and Thor gets his eye burnt by Hela and Bruce isn’t that good but he can water-bend and heal a bit so it’s not too bad and he takes a moment to breathe and goes for a walk and BAM air spirit) 
- they get attacked a few more times, loki tries getting over the trauma that is realizing the harm that the fire nation has done to all the other realms (and thor is learning this too by the way so when hela attacks you bet they try mentioning the damage and loss of culture the fire nation is resposible for even if she doesn’t care because she’s the heir she needs to be perfect because her two brothers weren’t and look what happened to them they were exiled and live with a blasphemous blend of peasants (and rich-kid-metal-bending-earth-nation-runaway-royalty tony (”WHAT?! SO THAT’S WHERE YOU GET THE MONEY?? I thought you were scamming people not selling cool metal toys and what are we doing that attracts all these royal snobs to us??”))
- Loki has a dream where the fire spirit tells him to keep searching and then one day Hela goes to burn Thor again and Loki just goes ahead and fire bends right back at her and hoo boy his fire isn’t blue but it sure is a lot and Thor does the “........YES!!!” thing and Hela gets stuck in a ring of fire while everyone else laughs and leaves and she can’t lose so watch as her “close friends” end up not being ty lee and mai but the valkyries (the kyoshi warriors are the Red Room Assassins in this AU and no it’s not a childhood torture house it’s just a mostly-women midgardian protection group (maybe Nat trained there so if the circus ever bumps into them she’ll know them? Jane should get to be one of them too even if she’s more into inventing... she and tony should Talk... maybe she and Pepper can beat him up and give him some Respect Women Juice the same way Sokka got his?)) 
- epic chase across the realms since Loki can bend all the elements now he just needs to figure out how the Avatar state works but until then the gaang is struggling to stay ahead of the Valkyries and get Loki trained up to take down Odin (Thor teaches Loki fire bending so that’s covered but no one else except Tony who is a metal-bending expert really learnt properly and Loki isn’t even a metal-bender)
- eventually Hela snaps from all the losses and as she becomes more unhinged Brun jumps sides and Hela kills off (or fires, if we’re staying PG) the rest of the Valkyries and now Brun is super guilty but she’s fighting to avenge them now 
- blah blah blah Sozin’s comet day and Loki goes up against Odin with the help of the Avengers (maybe Thor can take down Hela with the help of Brun and Nat?) etc. etc. 
- so anyways Loki takes Odin’s fire bending and that was the first time he’s entered the Avatar state and when everyone asks how it felt Loki goes “oh i’m not the avatar” 
- “you’re WHAT” “not it” “but you JUST went into the avatar state and everything” “yeah and kyoshi gives good head pats but I’m not it” “but-- you mastered ALL THE ELEMENTS?!” “yeah because I was gifted them by the spirits” “but you needed to renew the cycle after it was gone from the world for so long--” “nah I think the spirits just liked me and wanted me to have it” “they... just... like... you...??” “yeah” “so you actually ARE a non-bender Brother??” “oh yeah definitely I was, but not anymore :)” “so you ARE the avatar” 
- [twenty minutes later] “I just went into the avatar state and they just told me i’m not it” “...this happened while you were in the avatar state though???” *shrugs* “eh” “don’t SHRUG this off is there an actual avatar out there or no???” “maybe the real avatar was the friends we made along the way” “shouldn’t we go find them???” *cue everyone setting out on another grand quest to find the ~actual~ Avatar*
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gonbe-nyanya · 3 years
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How to Actually Play Magic: The Gathering
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Magic: The Gathering (MTG, or just Magic) is the first and one of the most popular trading card games in the world. Described as the chess of card games, you can go as complex as you want (even make a computer) or have as much fun as you want, diving into the multitudes of worlds, creatures, and characters to express yourself.
But first you need to know how to play.
Lots of guides tend to be overly simplistic, so here I’ll try to go really in-depth in the rules while still maintaining an introductory tone. I will also try to provide as many pictures of relevant cards as possible to expose you to the vast array of effects cards may have, and how they interact with what I’m currently discussing.
1. The Colors of Magic
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The most defining part of Magic are the five different colors. Each has its own flavor, playstyle, advantages, and disadvantages. You can combine different colors in your deck to have access to interesting combos and to balance out your deck’s weaknesses. Different color combinations also have their own specific flavor, often embodied by groups such as the guilds of Ravnica.
White: This is the color of unity, healing, and order. Cards in this color will often gain you life, protect your creatures from damage, tax or outright prevent your opponents from doing tricky things, and make armies of small creatures that together make mighty fighting forces. It is also associated with artifacts, enchantments, and exiling.
By the way, I will be defining Magic terms as they come up, like so.
Token: A representation of a creature, artifact, or something else. You can use it like a card while it exists, but it will vanish when it leaves the battlefield. (the rest of these terms will come up soon.)
Exile: Originally called “removed from the game”, exile is a zone that is inaccessible to most cards. It makes sure your opponents’ creatures go away forever. Sometimes, creatures go to exile and come right back to get extra enter-the-battlefield effects, known as blinking.
If you see something that isn’t immediately defined, just keep it in mind. Chances are I’ll cover it in a later chapter.
Blue: This color is related to knowledge, water, and the cold. You’ll get to draw lots of cards, but your creatures will be lacking. Instead, you will have access to powerful spells that bounce, freeze, or steal your opponents’ creatures and even give you extra turns. Quelch your opponents’ attempts with counterspells. It also has affinity for artifacts.
Black: This color represents death, disease, and ambition. Full of evil kill and discard spells, you will have access to your own army of zombies, vampires, and demons. You will also be able to do powerful things, but often at the cost of cards, creatures, or even your own health. In the words of Dark Confidant, “Greatness, at any cost.”
Red: This is the color of passion, fire, and explosive power. Many of the direct damage spells, including the iconic Lightning Bolt, are Red, as well as aggressive, fast creatures and multiple combats. You will have an extreme upper hand in your first few turns, but will quickly run out of gas if you don’t use another color to keep up on card draw. Red also brings with it mighty dragons and world-morphing chaotic effects.
Green: The color of nature, Green is similar to white in its abilities to heal, create tokens, and destroy artifacts and enchantments. However, Green has a wild side and is full of giant beasts, swarms of bugs, and rapid evolutions. It also brings out lands quickly and makes tons of mana.
2. Dissecting a Card
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Sidisi is a popular character that hales from the plane of Tarkir. She’ll be helping us as a prime example of what a card looks like. There’s a lot to take in, but we’ll start from the top and work our way down.
First is the border (yes, from the very top!). It seems silly, but there are actually a few different borders that mean different things. A vast majority of cards have the regular black border. You may also see cards with white borders - these tend to be older cards, but they’re just as good as the black bordered ones. Silver borders come from the Un-sets, a series of joke sets full of wacky mechanics and inside jokes. None of these cards  are tournament legal, but you’re free to have fun with them with your friends. Gold-bordered cards will also have a different back, and were printed as a part of tournament-winning decks back in the day. These are not tournament legal, but since they are often cheaper than their “real card” counterparts, people will use them in casual decks.
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Next is the name. “Sidisi, Brood Tyrant” is the full, English name of this card. Each deck can only have up to 4 copies of any single card (there are very important exceptions to this I will cover in the next chapter). There are also a few cards which specifically reference others by name.
To the right of that is the mana cost. In this case, we need to use one black mana, one green mana, one blue mana (each represented by their respective symbol) and one mana which can be of any color, or even colorless, represented by the 1 in the circle. We’ll find out how to get mana in the next chapter as well. As a side note, many cards will consider the mana value (formerly, converted mana cost), which is just the total cost of the card as a number. For Sidisi, it’s four.
Beneath that is the art.
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Arguably the most important part of any card, Magic’s art is what really sets it apart from other games. People fall in love with specific cards for their dramatic poses, mighty beings, and stunning vistas. The art brings character to every card, and ties flavor and function beautifully. This is the best way to express yourself, and find what you really like about Magic.
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Next is a thin bar called the typeline. This will tell you first what type of card it is - either a land, creature, artifact, enchantment, planeswalker, instant, sorcery, or tribal (or some combination!), which dictate how you use the card, and what other cards interact with it. Card types can be divided into permanent, which go on the battlefield once played, and nonpermanent, which you play for a single effect and immediately go to your graveyard. There are also some supertypes. Sidisi herself is Legendary, meaning she represents a specific character from Magic lore. This also means you can only have a single copy of her on the battlefield at any one moment; if you somehow get another, you’ll have to sacrifice one. Basic is another important supertype we’ll cover soon.
On the other side of the hyphen is the subtype - this is almost exclusively used for creatures to tell you what tribes they belong to. Sidisi herself is a Naga and a Shaman, and will thus interact with cards that care about that (these are often called tribal effects; for example, “Elves you control get +1/+1″). From Trilobites to Trolls, the creatures of magic are a diverse crowd.
Finally comes the set symbol, that strange orange shield thingy to the right. This tells you two things: the set the card comes from, and the rarity. This specific symbol represents the set Khans of Tarkir, so booster packs from that set may contain Sidisi. Rarity comes in 5 different colors.
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Black: Common (Simple, often weak)
Silver: Uncommon (May have cool mechanics)
Gold: Rare (More powerful and complex)
Orange: Mythic Rare (The most powerful and complex)
Purple: Special (This is only used in situations such as Time Spiral, where they reprinted cards in the old border)
The rarity often (but not necessarily) corresponds to power level. It’s better to think of it as a ranking of design complexity. Newer Rares and Mythics will also have that shiny, elliptical sticker near the bottom, which simply guarantees the authenticity of the card.
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The bottom half of the card is dominated by the text box. This will tell you the effects and abilities of the card. Sidisi has two abilities: one that triggers whenever she enters the battlefield or attacks, and one that triggers whenever a creature card is put into the graveyard from your library (on modern cards, this is called milling). We will go over abilities later.
Notice how Sidisi aligns with her colors. As a Naga, she is Green. Her zombie tokens are characteristic of Black, and tokens are generally Green as well. Milling is a Blue ability, and putting creatures in the graveyard to bring back to life is definitely Black.
The text box is also home to flavor text, the italicized text beneath the rules. This will often be a little blurb or quote relating to the flavor of the card. Consider it an extension of the art.
Creatures will also have that rectangle to the bottom right, called the Power and Toughness. The first number is the power (how hard it punches) and the second is the toughness (how hard of a punch it can take). This is relevant for combat and we will cover it extensively later.
Finally come all those funny symbols at the very bottom. This will include the collector’s number (199/269), the set (KTK = Khans of Tarkir), the artist (Karl Kopinski) and the copyright.
3. Lands
Lands are by far the most important component of your deck. They are what generate the mana you need to cast your spells, and dictate the colors of spells you can play.
You can play one land per turn - just plop it from your hand onto the battlefield. They have no mana cost, and thus the top right is blank.
The Basic land is the prime exception to the four-card limit, as you can have as many as you want in your deck. The Basic supertype also interacts with several cards, such as ones which let you get more from your deck onto the battlefield.
The 6 basic lands are Plains (white), Island (blue), Swamp (black), Mountain (red), Forest (green), and Wastes (colorless, only used in decks such as Eldrazi Tron, and are often not included).
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This cycle comes from Lorwyn, a set based in Gaelic mythology.
All Basic lands come with the implied rules text that they can tap to create one mana of their respective color, and as such will often have the cinematic mana symbol instead.
Tap: A common cost on a permanent to activate an ability. Turn the card sideways to tap it. It will stay tapped until your next turn, when it will untap during your untap phase (more on that later). A tapped card can’t be tapped again, and a tapped creature can’t block.
Some lands, especially those that can make different colors, will enter the battlefield tapped, so you’ll have to wait an extra turn to use them. Other lands might only create colorless mana (represented by a number on older cards and a diamond on newer cards), so they’re less useful for casting spells, but will have interesting abilities, such as:
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This Mutavault can turn into a creature for just 1 mana, which you can use to attack and block with. (Pop quiz: see if you can recognize each part of the card!) There are dozens more examples that do everything from draw you cards to destroy your opponents’ pesky lands.
But what exactly does it mean to create a mana? Well, really, it gets added to your mana pool, as you may have noticed on the Mutavault. This is an arbitrary place where all your mana goes so that you can spend it. This isn’t often relevant, because you’ll mostly tap your lands while casting spells and the mana will immediately be used, but there are a few scenarios where it might be useful. For example, someone targets your land to destroy it because they don’t want you to have the mana open to kill something they’ll play next. Just tap your land to keep a mana “floating”. However, all the mana in your pool will automatically drain out each time you change phases (more on those later).
Tapping lands for mana is an ability, but since it’s a mana ability, it won’t use the stack, so you can use them just about whenever. More on the stack later as well.
Most decks will be around one-third lands, with more or less depending on how low the average cost of cards you have are. The less colors you run, the less cards you have at your disposal, but the more flexible your mana base can be - more colors often use lands that enter tapped and are inconsistent at drawing the colors they need.
Have fun experimenting with your mana base, especially in casual formats. In more competitive formats, lands are actually the most expensive cards! The top lands are called the shocklands, fetchlands, and original dual lands - the last of which are several hundred dollars each.
4. Permanents
Besides lands, just about every other card you play is considered a spell when you cast it (you’ll see this on cards such as Counterspell). However, for the sake of clarity, I’ll be using “Permanent” to refer to anything that goes directly on the battlefield once it resolves and “Spell” to refer to single-use cards.
Of the card types mentioned above, permanents include lands (which we just covered), creatures, artifacts, enchantments, and the mighty planeswalkers. I’ll include a visual example of each as we go.
Creatures are your basic way of winning the game. They can attack your opponent to take down their life total, but might also have interesting abilities that make them more valuable as repeatable spells than combatants.
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Incubation druid is a great example of both: she starts off as an additional land, giving you more mana quicker to play your other cards. With 0 power, she’s useless as an attacker. However, her Adapt ability lets her grow into a formidable 3/5, so you can attack and block with her much more effectively later in the game. Notice the curved arrow symbol that represents tapping.
+1/+1 Counter: This is a permanent buff to your creature, giving it an additional power and toughness each. Counters in general can come in many forms: -1/-1 counters are self-explanatory, but ability counters such as a Flying counter give your creature a new keyword. Other counters, such as Lore and Filibuster, keep track of certain things for you. Always bring a few dice with you to every game, as you’re sure to want to track some sort of counter.
Creatures enter the battlefield with summoning sickness, which means they can’t attack or use any ability that requires them to tap until your next turn. Creatures also get summoning sick when they change control. A creature with Haste, a keyword ability, lets you ignore this, and is often found on red creatures.
Artifacts, lore wise, are artificial, sterile creations of wizardry, and as such, almost never correspond to a color. They may imitate the effects of a certain color, but to prevent other colors from having easy access to it, they will often be overcosted. A common type of artifact is colloquially known as the mana rock, as it generates mana. There are many cards that interact and enhance artifacts.
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Hedron Archive is a typical mana rock, costing four mana of any color and boosting your mana generation ability by two. Later in the game, if you already have more than enough lands, you can cash it in for two mana to draw some more cards. Notice the distinct metallic border.
Artifacts often combine with Creatures to form Artifact Creatures, or less commonly with Lands to create Artifact Lands.
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Artifacts can also come on the form of Equipment, which will give an effect when equipped to a creature. This often comes in the form of a buff to its power and toughness, but can also include adding keywords and other cool abilities. You’ll need to equip it by paying a cost, and can pass equipment around between any of your creatures. This can result in some funny mental images, such as a cat wearing a suit of armor and wielding three swords!
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Enchantments are similar to artifacts in that they sit on the battlefield and have an effect, but they will have color. Also, Green and White excel at “cleansing” both by destroying them, but Red is only good at blowing up artifacts - after all, an ogre with a mace can smash a rock, but not a mystical spell.
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Some enchantments have the subtype Aura. This means you cast them targeting a specific permanent, and they will enter the battlefield attached to that permanent like a piece of Equipment. These, however, can’t be moved around, and will fall off and go to the graveyard if the thing they enchant ever leaves the battlefield. Auras will often buff creatures, but can also subdue permanents or boost a land’s mana production.
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Planeswalkers are the newest and arguably the most powerful of the permanents. They represent the primary characters of MTG lore, beings who have incredible magical prowess and can teleport from plane to plane. They are (as of yet) all legendary, and thus you can only have one of each at a time on the battlefield.
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They look pretty weird, don’t they? Instead of a power and toughness, they have a loyalty in the bottom right. Each planeswalker will enter the battlefield with that many loyalty counters on it. You can activate one of its abilities on each of your turns by adding or subtracting the indicated loyalty. Once a planeswalker is at zero, it dies and goes to the graveyard (or rather, gets fed up with your mishandling and teleports away, as per loyalty flavor). Planeswalkers can also be killed by spells that specifically target them, when they’re dealt damage, or when they’re attacked by creatures. Their last ability is often incredibly powerful, and is called an “ultimate”. Newer planeswalkers sometimes also have static abilities.
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Planeswalkers are not creatures, and can’t attack or block. That being said, there are some planeswalkers that can turn into creatures.
Permanents are very useful, as they stick around and provide value turn after turn. Many strategies revolve around certain tribes, or using artifacts. Creatures are the main way to get damage through to your opponent to win the game. And planeswalkers have powerful abilities, requiring an answer from your opponent to stay in the game.
5. Spells
As stated above, all nonland cards are technically spells when cast, but here we will talk specifically about Instants and Sorceries. We will also define timing, as instant- and sorcery- speed is something we will discuss often when looking at casting spells, activating abilities, and using the stack.
Sorceries are your basic single-use card. Pay their cost, they’ll resolve, and you’ll get their effect once before they go to the graveyard.
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Something I haven’t brought up yet is when you can play cards. We’ll go over the turn structure more in depth, but for now, know there’s a beginning step, a main phase, a combat phase, and a second main phase. You can play any of the previously mentioned cards, including sorceries, and activate planeswalker abilities, whenever it’s your main phase and the stack is empty.
The Stack: Whenever you cast a spell or activate a non-mana ability, or a triggered ability triggers, it will go on the stack. Things on the stack resolve last-in, first-out.
Instants are just like sorceries, but you can cast them at any time you have priority. This means they can go on the stack above other spells, which allows them to interact with other spells. Activated abilities can also be activated whenever, except for planeswalker abilities and those which specify otherwise.
Priority: When you have priority, you will have an opportunity to cast spells, play lands, and activate abilities. Everyone gets priority every phase, and it starts with the active player (whoever’s turn it is) and is passed around in turn order.
Whenever something goes on the stack, priority is passed around as well. Once each player has passed priority, it resolves and priority is passed once again for the next thing.
You can hold priority to cast multiple spells in a row.
Here’s a quick example to see how spells, abilities, and priority all interact on the stack:
Johnny and Timmy are playing each other, and it’s Timmy’s main phase. Johnny has a 0/2 Incubation Druid.
Timmy plays a Bala Ged Scorpion, which goes on the stack. Priority is passed around and it resolves. Its triggered ability goes on the stack, and Timmy targets Johnny’s Incubation Druid, since its power is 0, less than 1.
Since the ability is on the stack, Timmy gets priority and passes it to Johnny. In response, Johnny casts Burst of Strength, maintains priority, and casts a second Burst of Strength. Now priority passes between them for both, and they both resolve. Incubation Druid is now a 2/4.
Priority passes for Bala Ged Scorpion’s ability, but since the Incubation Druid now has more than 1 power, the ability does nothing and fizzles.
Fizzle: A spell whose target is no longer legal does nothing when it resolves. This is colloquially called fizzling.
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Assuming he had the mana for it, Johnny could also have activated Incubation Druid’s Adapt ability in response to the Bala Ged Scorpion, making it a 3/5 and also letting it survive.
There are lots of cool things you can do with the stack, such as making slick plays to foil your opponents’ spells or to copy big spells for massive value.
Some permanent cards have Flash. This is a keyword ability that lets you play the card as if it was an instant. Teferi, Mage of Zhalfir is the quintessential Flash card, as it also gives your other creatures flash and prevents your opponents from playing at instant speed.
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6. Where are We?
I’ve been throwing around terms such as Graveyard and Battlefield, so what exactly do these mean? Well, these are all zones. We’ve already looked at one zone - Exile. The Stack is also a zone.
A zone is a place where cards can exist. They may have abilities that work while in that zone, most often on the battlefield. Public zones are where all the cards are known. This includes the Battlefield, the Graveyard, and Exile.
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Urabrask’s ability only works while he’s on the battlefield, and only creatures you control on the battlefield would get haste - after all, those are the only ones who can use it, anyways. Yixlid Jailer takes away abilities from cards in graveyards, so Momentary Blink would not have Flashback while it’s there. Momentary Blink also exiles a creature (using the old wording of “removed from the game”) and brings it back, known as flickering.
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Private zones are anywhere where cards are not public information. This includes your hand and your library. Thoughtseize, and other similar hand disruption spells, let you take a peek at what your opponent has. Loads of cards like Armillary Sphere let you search your library for cards. Others may reveal the top card of your library, or let you look at the top few.
It’s also possible to have “hidden” cards in public zones. Willbender feature the Morph mechanic, which lets you cast it face-down as a 2/2 creature. This means your opponent won’t know what it is until you turn it face up, but you will. Other effects might put cards face-down in exile, where you could cast them.
Whenever a card changes zones, it becomes a new “object”. That means all counters, equipment, and auras fall off, and it is no longer being targeted by anything that was targeting it before. A classic use of this rule is flickering a creature being targeted by a kill spell - even though it comes back to the battlefield, it is a new object and is thus no longer being targeted by the kill spell. The spell will fizzle and your creature will be safe.
7. Starting the Game
Ok. So you’ve got a basic understanding of all the cards and the different locations. How do you get started actually playing?
There are lots of ways to play the game, but I’ll start out with the most common: a 1v1, best of 3 duel. This will also get a little bit into deckbuilding, but there’s a lot more on that later.
Most 1v1 decks will be 60 cards. In fact, this is a lower limit, and you can have as many cards as you want, but it’s convention to stay at 60 cards to maintain consistency. In a best of 3 match, you will also have a sideboard - 15 or less cards that may target specific strategies such as graveyard decks or artifact decks. After your first game and seeing what your opponent is playing, you’ll be able to switch out cards in your deck for the right silver bullets for games 2 and 3.
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Common sideboard cards against Burn, graveyard, and artifact strategies.
If you’re playing a casual game with a friend, feel free to omit the sideboard, but it’s a staple part of competitive play and is a fun way to personalize decks in strictly defined metagames.
Now that you’ve got a deck (and presumably, a friend with a deck as well) shuffle up. Cut your opponent’s deck by putting the top half on the bottom (a customary ritual to prevent cheating) and let them cut yours. Figure out who’s going first by rolling some dice (whoever wins gets to choose, but generally going first is preferred), and draw seven cards. 
You may not like your hand for several reasons. Maybe you have too many lands, or none at all. Your lands might all produce the same color of mana instead of all the colors you need, or you might have only highly-costed spells and nothing to do on your early turns.
No problem, just shuffle it back in and draw seven more. This is called mulliganing. You can do this as many times as you want, but don’t be too hasty, because once you find a hand you like, you’ll need to put one card from your hand on the bottom of your library for each time you mulliganed.
Now it’s time for your first turn. But before we really get playing, let’s look at the structure of a turn.
8. Phases of a Turn
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credit to u/paper_alien
From this fancy diagram, we can see that your turn is broken down into roughly three different parts. I’ll be including examples of cards that interact with each phase. First is the beginning phase.
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Your untap step is right at the start, when all your permanents untap. Simply turn them right-side up. Claustrophobia would prevent one of your opponents’ creatures from untapping, rendering it useless as an attacker and blocker, as well as preventing its tap abilities from being used. No player gains priority during the untap step, and play immediately proceeds to the upkeep step. 
Normally, nothing happens here, unless an ability triggers. For example, the Luminous Angel gives you a 1/1 token on your upkeep. Players will get priority, so you’ll have a chance to cast instants or activate abilities as well.
After that is the draw step. You immediately draw a card, and abilities like that of Font of Mythos will trigger. Again, priority passes around. Once you’ve finished with the draw step, move on to your main phase.
Side note: Normally, players will typically condense these three steps into one (untapping and drawing), because it’s rare that you do play something here, but the steps are distinct for those cases in which you do need to take an action.
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As mentioned above, your main phases are the only times you can play lands and non-instant spells, as well as activate planeswalker abilities. They sandwich your combat phase. It’s uncommon for cards to trigger during your main phases, but the two above are prime examples of such cards. Many activated abilities will also have an explicitly written restriction to only use them during your main phases.
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The combat phase is the most complex, as it is really made up of five to six distinct subphases. First, you declare that you are going to move to combat. This will trigger cards like Hazoret’s Favor, and will give your opponents an opportunity to subdue your creatures before they can attack but after you have a chance to cast relevant non-instant cards. 
Once priority is passed around, you move to the Declare Attackers step. Here, you will tap each creature you want to have attack, meaning you can only attack with untapped creatures, and declare the player or planeswalker it will be attacking. Creatures do not attack other creatures (this isn’t Hearthstone), and instead your opponent will have a chance to block your creatures with their own. 
This happens after priority is passed around and you move to the Declare Blockers step. Your opponent will choose which of their untapped creatures they want to block your attacking creatures. Each creature can block up to one other creature, but any number of creatures can block one creature. 
Next is the Damage step. Here, each unblocked creature will deal damage to the player or planeswalker it’s attacking, and each blocked or blocking creature will deal damage equal to its power to the creature(s) it’s been pitted against. If one of your creatures is being blocked by multiple, you need to divide its power among them. For example, a 3/3 being blocked by two 2/1′s must deal 1 damage to one and 2 damage to another. All creatures who have been dealt more damage than their toughness die and are put into the graveyard.
The theoretical sixth step actually occurs before the Damage step - the First/Double Strike step. If any creatures with first strike or double strike are involved in the combat, this step will be created and those creatures will have an opportunity to deal damage before other creatures. For example, if a 5/1 with first strike is blocked by a 3/3, the 5/1 will deal 5 damage to the 3/3 before it has a chance to fight back, and the 3/3 dies. Double strike means the creature deals its damage twice - during this phase and the regular combat phase.
Finally is the End of Combat step. Similarly to the Beginning of Combat step, this is mostly a formality, but some cards do trigger here (such as the Wall of Cinders), and priority is passed around.
Notice that you also get priority after every one of these phases, meaning you have tons of control over what happens. This allows you to play combat tricks. For example, say you attack with a 4/4 and your opponent has a 4/2. They might think you just want to trade creatures (meaning both die) and blocks your attacker. Before damage, you have a chance to play Giant Growth, pumping your creature out of range of your opponent’s creature, so yours survives.
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This is also a great time to cover the keyword abilities I’ve been bringing up throughout, as many of them concern combat. Many of them are fairly self-explanatory, and are not exclusive to creatures.
Deathtouch: Whenever this creature deals damage to another creature, that creature dies.
Defender: This creature can’t attack. Often seen on Walls.
First Strike/Double Strike: As mentioned above, these let the creature deal damage before other creatures. Double Strike means it deals damage twice, once in the first strike damage phase and once in the regular phase.
Flash: You can play this card at instant speed. Can appear on any permanent card.
Flying: This creature can’t be blocked except by other fliers and creatures with Reach.
Haste: This creature isn’t affected by summoning sickness.
Hexproof: This can’t be targeted by your opponents’ spells and abilities. This doesn’t prevent it from being affected by “choose” or “all” effects.
Indestructible: This can’t be destroyed by damage or effects that say “destroy”. It can still be sacrificed, exiled, or given -X/-X to reduce its toughness to 0.
Lifelink: Whenever this deals damage, you gain that much life.
Reach: Can block creatures with flying.
Shroud: Like Hexproof, but also prevents you from targeting it (for example, with a pump spell or equipment).
Trample: Excess combat damage can be dealt to your opponent. However, you still need to deal lethal damage to any blockers. For example, a 5/5 with trample being blocked by a 2/3 must deal at least 3 damage to the 2/3 so that you can deal 2 damage to your opponent.
Vigilance: This creature doesn’t need to tap when attacking.
Menace: This creature must be blocked by at least two creatures.
There are many, many more keyword abilities, but these are the most common - the rest you will come across as you explore the different sets and planes.
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After your second main phase comes the end step. In reality, you’ll care more about your opponent’s end step, because it is the optimal time to play removal, card draw, or other useful instants because it will give your opponent the least amount of time to react before your next turn. However, once priority is passed during your end step, check if you have more than seven cards in your hand - the maximum hand size. if you do, the cleanup step is created. Here, you must discard down to seven cards, and there will be another chance for priority after that. Seven is the default maximum hand size, but there are many cards that let you play around with that.
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So now you’ve got your deck, you’ve mulliganed as you need, you’ve played an Island. I see you preparing to cast that Opt - but wait! Casting a spell is quite a bit more complex than it first seems, so let’s go over that now.
9. Casting Spells and Activating Abilities
All this time, I’ve been talking about casting and activating without really explaining exactly what that means, so now let’s make sure you know what that means. There is a lot of nuance to properly casting a spell, but once you understand it, you can ignore all the decorum in most cases. However, it’s still important to know exactly what happens to prevent common misunderstandings, and because Magic is full of strange cards that love to bend the rules; you will doubtless find fun corner cases.
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The steps to casting a spell and activating an ability are identical except the first, so I will be going over them together, referring to casting a spell.
Declare you are going to be casting the spell by putting it from where it is (generally, your hand) onto the stack. An ability will be put onto the stack as an arbitrary object.
Declare all the additional and alternative costs you wish to pay (for example, Vandalblast’s Overload cost), the mode of the card for split cards (such as Assure // Assemble) and double-faced cards (such as Alrund, who is also a bird on his other side!), and define the value of X (such as for Chalice of the Void), which you can pay for in mana of any color.
Choose the targets of your spell. You must have a legal target for each time the word “target” appears on the card (this is when effects such as “When this becomes the target of a spell” are triggered and go on the stack, to be sorted out and resolved later).
Now determine how much you need to pay. This includes cost reductions and additional costs, such as for Torgaar, as well as taxing effects (i.e., “noncreature spells cost {1} more to cast).
Activate mana abilities, such as those from your lands and mana rocks, and pay all costs as required. This means, for example, that you can tap a creature that produces mana and sacrifice it to pay for Torgaar.
Congratulations! Your spell or ability is now on the stack. Abilities that trigger while you are casting your spell, such as Talrand’s, will be on the stack above it and will thus resolve first. We covered fizzling before, but to clarify, a spell will fizzle only if all its targets are no longer legal, either through dying, or gaining Hexproof, or some other means. This means you get no part of its effects. If it has multiple targets, and only some become illegal, the card resolves as normal.
Like I said, you really don’t need to understand all of this in depth, but it helps clarify the occasional odd rules interaction.
10. Abilities
There are four types of abilities that you might find on cards. The one we’ve just covered extensively was activated abilities, which further come in two forms.
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Draconic Disciple handily features both: a mana ability, and a normal activated ability. Notice that all activated abilities use the syntax “Cost X, Cost Y: Ability.” As we covered last chapter, you need to use mana abilities before paying costs when activating an ability, so you couldn’t tap Draconic Shaman for mana for his own ability as well as tap him to summon the dragon.
The main distinction for mana abilities is that they don’t use the stack, resolve instantly, and can be used while casting spells. An activated ability is considered a mana ability if and only if all it does is create mana. That means that Deathrite Shaman’s first ability is not a mana ability, because it exiles a land in addition to creating a mana.
The three other types of abilities are triggered abilities, passive abilities, and replacement effects.
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Vanquisher’s Banner features a passive ability by giving all your creatures of a certain creature type +1/+1. It’s pretty straightforward: a static ability simply applies as long as the permanent which has it is on the battlefield. There are nuances in “layering”, but this is already far more complex than you’ll need to know for the majority of games. Feel free to read that article, though. 
Vanquisher’s Banner’s third ability is a triggered ability - an ability that goes on the stack when something happens. This could be casting a spell, a creature entering the battlefield, or drawing a card - or just about anything. These are generally in the form “When” or “Whenever”, and should not be confused with replacement effects.
Replacement effects, like the one seen on Teferi’s Ageless Insight, come in the form “If... would... instead”. They are similar to triggered abilities in that they occur in response to something happening, but they don’t use the stack. Instead, think of them as modifiers to abilities. For example, if Teferi’s Ageless Insight was formatted like a triggered ability, drawing you a card each time you drew a card, you’d be stuck in an endless loop of drawing. Instead, replacement effects only apply once to each thing they modify.
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There are many ways  that abilities might manifest themselves, and they don’t always need to be on the battlefield. Bridge From Below’s wall of text works when it’s in the graveyard. Skyscribing’s ability only works from your hand, and is keyworded by Forecast, which only appeared in the original Ravnica set.
The best way to experience all the different interesting abilities and cards is just by playing and expanding your collection. Enjoy playing around and learning more about the game.
This is just about all you need to know to understand the game itself. However, Magic cards just love bending the rules, so you’ll always be encountering interesting rules interactions that will teach you more about the game as you play.
11. Formats
Here is where the fun really begins. Choosing a format is like choosing a social media platform: it comes with its own drama, flavor, speed, and player personalities. All formats use 60 card decks with 15 card sideboards, and start at 20 life, except Brawl and Commander. Each format has its own banlist, so make sure you check that before building just any deck. However, feel free to totally disregard all formats and just build whatever deck you want to have fun with friends!
Here are the most popular formats:
Standard: Probably the most popular 1v1 format, Standard uses cards from the last few sets, and constantly rotates. Deck prices can range from under 100$ to over 500$ when certain powerful cards are in rotation, but when a card rotates out, it can lose its value if it isn’t played in older formats. It can be competitive, but also lets you play with fun new cards in a weaker environment.
Pioneer: The newest official format, Pioneer uses cards dating back to the set Return to Ravnica. It has the same fresh feel as Standard, but doesn’t rotate and is closer in power level to Modern.
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Modern: This format uses cards from the newest set all the way back to Eighth Edition from 2003. Decidedly more powerful than Standard, and expensive as well. Competitive decks can range from 200-1000$, but the vast size of the card pool means you can find budget builds and underdog decks to tinker with.
Legacy: You can use any card in the history of Magic, except those from the Banlist. The power level is incredibly high, yet the stereotype of 2-turn games is not as true as one might think. Because of the original dual lands, decks are often over 1000$, but mono-colored decks such as Burn can be brought down to 200$. Definitely not for the faint of heart.
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Vintage: Like legacy, all cards are at your disposal, and this time, instead of a banlist, you have a restricted list, meaning you are limited to 1 copy of certain cards. A single copy of Black Lotus can be tens of thousands of dollars, and is a staple alongside the rest of the Power Nine. Very few play it because of the price tag, but it lets you tap into the true power of the oldest Magic cards.
Commander (AKA EDH): Play with any card, like Legacy, but with the distinct Commander banlist. The deckbuilding process here is very different: Pick a legendary creature you like, and pick 99 more cards that are of the same color(s) as your commander. This is a singleton format, meaning you can only have one of each card except for basic lands. Commander is also a multiplayer format, played in pods of 3-6; most often 4. Your commander starts in the Command Zone, where you can cast it. Each time it dies, it goes back to the Command Zone, where you can replay it for an additional 2 mana each time. The multiplayer nature, 40 starting life total, and high variance make Commander incredibly casual, much more a social event than a game. Have fun casting huge spells, playing pet cards, and embodying your commander. That being said, there’s a competitive scene in EDH, known as cEDH.
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Brawl: Ah, Brawl. Commander’s younger, forgotten brother. It’s a cross between Commander and Standard, in which you have a commander (in this case, it can also be a planeswalker) and must have singleton copies of cards. Like Standard, you can only use cards from the last few sets, your deck is only 60 cards (no sideboard, though), and games are 1v1. You start with 25 life. Almost nobody plays this in person, but it’s very fun on MTG Arena.
12. Where to Play
Assuming you don’t have a group of friends ready to accept you into their playgroup, finding people to play with can be hard. First, I’d recommend checking Wizards of the Coast’s official Store Locator to find local game stores that might be hosting events and selling cards. If you go to their websites, they’ll often have calendars listing events by date, format, price, and prize. Explore and find one you like. MTG players are generally friendly, and will be willing to accept you into their playgroup, teach you about the game, and maybe even let you borrow a deck!
If you don’t feel like playing in person, there are several online options.
Magic Online (AKA MTGO or MODO) is the primary official way to play. Pay 10$ for an account, and you can buy, sell, and trade cards as if they were real. No really - Magic cards are almost like stocks, and MTGO cards are basically digital versions of Magic cards, so their price will generally mirror their real world counterparts, albeit at a lower price.
Magic Arena (MTGA) is the newest official online game. It only has cards from recent sets, back to Kaladesh, as well as a few odd cards hand-picked for Historic play (a format specific to the game that uses all cards available). Because of the smaller card pool, MTGA is limited to Standard, Brawl, and Historic as the primary game modes. However, it is free to play and your collection can’t be traded, so you collect cards somewhat like Hearthstone.
There are also a few unofficial programs, including Untap.in, XMage, and Cockatrice, which are free and give you access to the full range of cards for testing new decks before you buy them in paper.
Make sure you keep track of MagicFests, official conventions hosted both around the world and online, to meet tons of new people and play in competitive events.
Ultimately, though, many people choose to play at home around the kitchen table with friends and family. Play wherever and however you feel most comfortable; after all, Magic’s best aspect is self-expression.
13. Accessories
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Credit: Tolarian Community College
If you’ve visited a local game store by now, you may have noticed that they sell way more than just cards. There are a myriad of accessories you can use to personalize your game and protect your cards.
Dice: from D4′s to D20′s, you can find these in countless colors and styles. Have fun picking your favorite and use them to keep track of life totals, counters, tokens, and more.
Sleeves: These can come in many different colors and designs, but vary wildly in quality. Pick the ones that feel right for you. These will help you shuffle your deck with ease and prevent your cards from getting damaged. Inner and outer sleeves provide additional protection for your most valuable and prized decks.
Deckboxes: Again, tons of variation. The right deckbox for you will depend on how many cards you want to fit in it, if you want space for dice, the design, and much more.
Playmats: These provide a sleek surface for you to easily pick up, tap, and move your cards around. Pick ones with your favorite Magic art, or order one with your own.
Trade Binders: Once you’ve built up a collection, you might have a few valuable cards you want to show off. Put them in a trade binder, and approach people to find other neat cards you might need.
Tolarian Community College on Youtube provides the best reviews of popular accessories, rating and testing them thoroughly. He also dishes out incredible commentary on new sets and the state of the game. Probably the most popular MTG Youtuber out there.
14. Further Resources
You’ve made it this far, but there’s still so much to explore! Here, I’ll be listing plenty of websites that are excellent resources to expand your understanding of the game.
The official rules: Quite dry, but this is where to go if you ever find a confusing interaction.
Tolarian Community College: I just discussed him, but I must reiterate how awesome his channel is. 
Scryfall: A powerful search engine for all the Magic cards you might be looking for. What I’ve been using for card images this whole time. WOTC’s official Gatherer pales in comparison.
TCGPlayer: My favorite way to order cards online, but alternatives include Card Kingdom, StarCityGames, and ChannelFireball.
MTGGoldfish: An excellent all-round resource for keeping track of metagames, card prices, and interesting articles and gameplay. You can also use it to find, build, and share decks and see their prices.
EDHREC: This site conglomerates EDH decks from around the internet to give you a condensed list of the best cards by commander. A must-have resource when building new commander decks.
Last but not least, the best way to learn to play Magic is to watch others. I started out by watching gameplay from Grand Prix’s and other competitions on Youtube. Even though I barely knew what the cards were, I quickly picked up the most popular ones, learned common play patterns, and more. You don’t need to be a pro to learn from them.
15. Have Fun!
Yeah, it’s cheesy, but as I’ve reiterated, Magic is a game of self-expression. With thousands of cards to pick from, plenty of formats, styles, and accessories, customize your play experience as much as you want and be comfortable with that. Meet new people, participate in trading, and play in local events. Magic is what you make of it, so make it the best it can be.
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strosmkai-rum · 4 years
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DRAGON ATTACK HEADCANONS
so here’s another one: dragon attacks. i kind of hate how skyrim’s dragon mechanics are, so my take on it now! heard eso’s elsweyr is better at it, though.
tw: minor descriptions of violence. 
they don't like to not be in the sky while attacking, as they lose their evasiveness and aerial advantage. so only when they get somewhat tired will they land on the ground, and do it in such a way where they'll knock over a bunch of people/use a shout in a sweeping motion (fire/frost breath).
their arrogance can be your biggest weapon in defeating one. most of them don't see humans as worthy opponents, sometimes they'll even see huge groups/armies as a challenge and take them on. numbers are very useful in overwhelming them, but realize how little effort it takes a dragon to kill a soldier. akaviri's is a different story, but one on one doesn't hold very good odds regardless.
so dragons have a lot of different weapons in their arsenal. talons, teeth. shouts, tail, hell, even looking at one directly will kinda mess you up. they're small parts of akatosh, you can probably see time reflected and fragmented in their eyes. it's trippy, enchanting, get caught up in it and you're dead. inspired by paarthurnax's eyes, on god they're gorgeous. kind of cloudy but you can see the wisdom dude has from centuries of meditation. 
tail sweep: very useful for getting rid of threats behind you. dragons, for all their grace, are very, very large creatures, and turning around requires precious time and leaves them vulnerable. so a wide sweep is enough to discourage any attacks from there.
some dragons have tails like spiked maces, which are devastating to armor. if the first hit doesn't kill you, and the impact from the fall doesn't either, your armor that's now one with your insides will for sure. 
dragons won't bite unless you come really, really close. and that's highly discouraged for obvious reasons. but they don't bite because 1. it targets only one enemy when a shout could take out a dozen, and 2. the swinging of their neck to throw it leaves them vulnerable there. a well placed stab could seriously injure it. but even then, it takes a lot to bleed out a dragon. maybe if they want to prove a point will they do that, but it's very unconventional. 
very cocky/arrogant dragons regularly do this though. they thrive off of cruelty/being terrifying, and, well, it works, but they usually meet their end sooner than later by the akaviri or the db (cause you know, targeting human settlements, being shits, stuff like that.)
speaking of which, what's is up with dragon hide? dragons have huge layered armored hides, scales that can forge you armor with the highest rating in game. they aren't bothered by a few iron arrows or dagger strikes, unless they're very well placed shots and strikes.
now i know damn well that they're absolute tanks. so your sword slash at their back won't do anything. your arrows won't do anything, your magic won't do anything. because think about it like this: a successful attack would involve harming them, and harming them involves getting past their scale armor. so you'd have to either get lucky and land a hit between two scales, or break through a scale. so your best bet is damaging their wings, and then taking out its eyes or going straight for the throat. 
yeah, they could pluck someone off the ground and crush them/drop them from 2375234 feet in the air. i mean, odahviing does it when you try to capture him (i think). but he was also summoned, and it was a challenge in every sense of the word. so of course he'd want to prove a point.
lil hc that he didn't burn down whiterun because he was there for the dragonborn who had summoned him, and (for the most part) hadn't come to destroy it. unless the db lost, of course. 
the akaviri/dragonguard have shown themselves to be capable of taking down dragons with relatively small numbers, and the dragons def know about them. they will recognize blades armor/katanas, and the smarter ones won't chance it and will leave you alone (unless you seek it out). they greatly fear dragonbane. 
in battle, if greatly wounded, they can use become ethereal (to stop taking hits and maybe heal up) or use drain vitality (to steal the life force of their winning opponent(s)) or try to fly away. note the try, however. khamira slashing that dragon’s wing open was sick though. but seriously, dragons know way more shouts than what’s shown in game. 
that’s all for now, will definitely revisit this topic later though!
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grailfinders · 3 years
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Fate and Phantasms #72: Fergus mac Roich
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Today on Fate and Phantasms, we’re making the only man who can fuck more people in a single night than the electoral college, Fergus mac Roich! Fergalicious is a big man with big muscles and an even bigger... sword, so this build will make you the life of the party and the death of your enemies.
Check out the breakdown below the cut, or his character sheet over here!
Race and Background
Fergus is a Human, netting him +1 to all stats. As a Knight of the Red Branch, he gets proficiency in History and Persuasion as well.
Stats
Make sure your Constitution is high, Fergus is very, very, well known for his stamina. Second is your Charisma; you’re fun at parties, as well as... other locations. Your Strength also needs to be pretty good, those abs aren’t just for show. Your Dexterity isn’t bad, but you’re more the kind of guy to tank hits than avoid them. I wish your Wisdom could be higher, but we can’t be good at everything. Finally, dump Intelligence. You thought Brynhildr and Kiyohime were good dates. No. That might also be wisdom, now that I think about it. 
Class Levels
1. Fighter 1: First level fighters get a Fighting Style. Caladbolg is a pretty great sword, so let’s call it a Great-sword. This means you’ll want Great Weapon Fighting to go along with it. This lets you reroll 1s and 2s on weapon damage with two-handed weapons. You also gain a Second Wind, letting you regain HP on a bonus action equal to 1d10+your fighter level once per short rest. Fergus is famous for being able to go all night, so this will help.
You also get proficiency in Strength and Constitution saves, as well as Athletics and Insight. To give people reliable unclely advice, you have to know what kind of problems they’re having at a glance.
One last note, we’re not going with barbarian this build, so make sure you grab some armor. Fergus’ higher ascensions use bits and pieces of metal armor, so that might count as medium armor, as long as your ignore how it doesn’t protect any vital organs.
2. Fighter 2: Second level fighters get an Action Surge, letting you tack on an extra action to your turn once per short rest. You’re a busy man, you’ve got to know how to multitask.
3. Fighter 3: Third level fighters get their Martial Archetype. If you couldn’t tell by us dumping intelligence, we’re not going Eldritch Knight three times in a row. Instead, you become a Champion, gaining an Improved Critical to deal critical damage on rolls of 19 as well as 20.
4. Fighter 4: Use your first Ability Score Improvement to bump up your Strength. You’re pretty beefy.
5. Fighter 5: At this level you get an Extra Attack, giving you an extra attack. Fighter skills are pretty much what they say on the tin.
6. Fighter 6: Use your next ASI to become a War Caster, granting you advantage on concentration saves, the ability to cast spells with somatic components while holding weapons, and cast spells as attacks of opportunity. That might not make sense yet, but we’re getting there.
7. Fighter 7: Seventh level Champions are Remarkable Athletes, adding half your proficiency modifier to Strength, Dexterity, and Constitution checks you’re not proficient in. It’s like Jack of All Trades, but only for physical checks. Also, you get to add your strength modifier to the length of your long jumps. 
8. Bard 1: Fergus is the man Tiktok bards wish they could be. He married an elemental, has Queen Medb as a casual hookup, and if neither of them are available he needs 7 side-side-chicks to sleep at night. Fergus might not play music, but he’s very proficient with his instrument. Also he’s just a really cool dude who inspires those around him a bit.
When you become a bard, you gain Spells that are cast with your Charisma. You also gain some Bardic Inspiration that you can give to another creature as a bonus action, letting them add a d6 to one attack roll, skill check, or save. You have 2 per long rest right now, and you’ll get a third at the next ASI.
You also gain proficiency in one skill of your choice. Traditionally, Performance is for music and such, but gladiators also get proficiency, so I choose to believe they mean performance in every sense of the word.
For your spells, Blade Ward will make you a bit tougher to damage, and Light will help you turn your boring normal sword into an amazing rainbow sword. They never specify it has to be a specific color, so have fun with it. Most of your charisma is natural, but it doesn’t hurt to have Charm Person on standby. Heroism will help turn you or one of your friends into a true legendary hero. Finally, the real reason we’re here to blast apart the scenery with Earth Tremor and Thunderwave. 
9. Bard 2: Second level bards are Jacks of All Trades. It’s like Remarkable Athlete, but for every kind of ability check. This means you have half proficiency in all mental skills, and pseudo-proficiency in all physical skills. You also gain a Song of Rest. You break out the drinks on short rests, adding 1d6 to any healing done during one.
For your spell, Longstrider is always a good way to enhance your movement. Since we’re not going barbarian, you might as well steal the cool stuff from the class.
10. Bard 3: Third level bards graduate from their College. The college of Valor will inspire your party even more with Combat Inspiration, letting them add their inspiration to damage rolls and their AC when attacked.
You also gain some Expertise, doubling your proficiency in Athletics and Performance. If it’s not one, it’s probably the other.
For your spell, chew the scenery even harder with Shatter, breaking apart constructs and nonmagical items in its range.
11. Bard 4: Pick up another ASI to round up your Dexterity and Charisma for stronger spells and a higher AC.
For spells, grab Friends to save your spell slots and Enhance Ability to turn yourself into even more of a skill monkey than you already were, giving advantage on one kind of ability check for up to an hour. If you choose constitution, the target also gains some temporary HP, if you choose strength, their carrying capacity doubles, and if you choose Dexterity they don’t take falling damage from heights of less than 20′.
12. Fighter 8: Pick up yet another ASI for more Strength for even harder hits.
13. Fighter 9: You become Indomitable, letting you reroll a failed save once per long rest. Given how low your Intelligence and Wisdom are, you’ll need it.
14. Fighter 10: Tenth level champions get an Additional Fighting Style. Defense gives you +1 AC. It’s simple, but effective. Like most of the back half of being a fighter.
15. Fighter 11: Congratulations on gaining another Extra Attack. Now you can attack three times with an action, for up to 6 times in a turn with your Action Surge.
16. Fighter 12: Use your next ASI to enhance your Constitution even further.
17. Fighter 13: You gain another use of Indomitable per long rest, making you even more... indomitable.
18. Fighter 14: Use yet another ASI to maximize your Strength. Unless you rolled really well, in which case, good for you.
19. Fighter 15: Fifteenth level champions have a Superior Critical, dealing critical damage on any roll better than or equal to a natural 18. If your drill is going to pierce the heavens, it’s got to be really sharp.
20. Fighter 16: Use your last ASI at your final level to become Tough, gaining an extra 40 HP for your trouble.
Pros:
It’s safe to say you’re pretty skilled, with at least half proficiency in every skill and full proficiency in all strength and dexterity skills. It’s just a shame that most skills are mental.
You’re also pretty Tough, with an amount of HP typically seen in barbarians and the ability to give yourself resistance, you can be really hard to kill when you want to be.
Not every fight is about dealing damage, and those bard levels can really help expand your tactics. Break up the ground to slow down enemies, or shatter the villain’s McGuffin before they can use it. Sure, it’s unorthodox, but it works.
Cons:
You have some magical damage, but not on your sword. Since magic isn’t your forte, you’ll likely run out of slots when fighting things that resist nonmagical damage.
You also have a very small amount of Inspiration, and it’s not that powerful. The boost is always appreciated, but with only three dice to hand out between long rests, you’ll be spread thin quickly.
With your low intelligence and wisdom, you’ll have a rough time with some of the more common spell saves. 
Next up: Christmas is coming early
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raeynbowboi · 4 years
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How to Play as Joker in DnD 5e
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I recently bought Persona 5 and just finished the first mind palace and my god is this game a metric fuck ton of awesome, colorful, and stylish. So, while i haven’t finished the game, I’m excited to figure out his DnD build. Normally, because Joker has a canon Persona, I would use Arsene to determine Joker’s magical abilities. But Arsene stops learning new abilities at a pitiful level 7. So, for everything else, we’ll have to look at his confidant abilities and try to make whatever connections that we can.
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The Rebellious Spirit Within
Whether you address your dirty crime boy as Ren Amamiya or Akira Kusuru, it’s evident that he’s a human. However, not even other humans can do what Joker can do. So, he could absolutely be considered a Variant Human. As a Variant Human, we’ll pick up Dexterity and Charisma, along with Persuasion proficiency so you can convince your enemies to join your rag-tag group of plucky teen felons. So, what might you consider for his bonus feat as a Variant Human? Top picks would include: Dungeon Delver so you can run through mind palaces, avoid traps, and be a perceptive thief. Skulker so that you can hide in partial darkness and make ranged attacks without giving away your location. Lucky to give yourself some good old fashioned anime protagonist plot armor. Mobile so that you can outrun security and the consequences of your actions. Magic Initiate so that you can be even more of a thief by stealing from other spell lists. Inspiring Leader so that you can yell at your friends to git gud. Prodigy so you can become even more of a specialized skill monkey. And Skilled so that you can horde all the talent for yourself.
You fragrantly break the law and play the role as a Phantom Thief to take down corrupt authority figures. You are the definition of Chaotic Good.
Joker’s role as a thief of corrupt hearts lends itself to a few Background options. Urban Bounty Hunter fulfills the idea of Joker having a target that he hunts down. Criminal is an option if you want to lean into the Thief angle, plus the framing device of the story has Joker telling the story during a police interrogation, so clearly Criminal isn’t that far off the mark. Charlatan is a loose fit as it’s more of a con artist, but the Secret Identity feature works well as Joker is a second identity. The secret identity also appears for the Dimir Operative from the Guilds of Ravnica book, though while it is on DnDBeyond, that doesn’t guarantee that every DM will allow it, especially since this Background has built-in spells. The Urchin Background loosely fits as Joker’s family has given up on him and sent him off to be raised by someone who is an utter stranger, and finding your way around Shibuya and the mind palaces is kind of important. The Faceless background lets you throw your old life away and begin anew as someone else, and the Faction Agent makes you part of a secret society, such as the Phantom Thieves.
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Arsene the Fool Arcana
Arsene, like all primary personas, first appears in a flash of blue flames. His only two damaging spells include Eiha which is a little bolt of dark flames that deals Curse damage, and Dream Needle, which deals psychic damage and has a chance of putting enemies to sleep. Arsene is seen with chains but doesn’t use them, and in Smash, having Arsene changes Joker’s up special from a grabbling hook to being launched by Arsene’s wings, which could allow Joker to learn Fly. Beyond that, everything else depends on Confidant abilities and the general magical damage types found in the game. 
Personas can deal Fire, Ice, Lightning, Wind, Psychic, Nuclear, Bless, & Curse damage. Nuclear, Bless, and Curse are a little less clear, but I’d translate those to being Poison, Radiant, and Necrotic spells.
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Collecting Your Jar of Hearts
BARD    Whispers: While Joker is not inherently a creative person, the bard’s ability to steal from other spell lists could be re-skinned as part of Joker’s interchangeable Personas. Whisper Bards also deal damage with psychic blades, which is fitting because all of Joker’s thievery is more metaphorical, and all the fighting happens in the minds and hearts of corrupted people. So, his blades dealing Psychic damage is rather fitting since he’s literally fighting the demons in people’s minds and hearts. Also, the Bard’s Jack of All Trades would do well to make you a Wunderkind that’s kind of great at everything. FIGHTER    Battle Master: While the Aid Spell is one of many that can do well for teamwork, there are some Maneuvers that actually focus on rallying allies to attack a single target or get into a formation, which is fitting for Joker as it’s often him who instigates the team’s ability to pull off an all-out attack. RANGER    Gloom Stalker: Change a crossbow into Joker’s toy guns that shoot placebo bullets, and take advantage of this subclass' ambush ability and you’re going to do really well copying Joker’s ability to ambush shadows in the game. Ranger also comes with a new feature option called Canny that lets you get another extra proficiency you don’t already have and turn it into an expertise. ROGUE    Assassin: Along with Gloom Stalker, these two subclasses combined will make ambushes way more effective when dealing with enemy shadows.    Inquisitive: You’re better at figuring out enemy weaknesses and then exploiting them. Provides a nice boost to Sneak Attack damage at higher levels.    Mastermind: This lets you Help an ally as a bonus action, and tells you when an enemy is too strong for you to fight.    Soul Knife:  Technically, you’re more of a thief in a metaphorical sense. You’re attacking people’s minds and hearts, so this subclass who is more focused on attacking people’s minds goes right along with that.    Thief: They’re called the Phantom THIEVES. It had to at least be considered. WARLOCK    Archfey: Since Demons are a specific kind of Persona, Archfey feels the most all-encompassing for this otherworldly pact. Whether you work it as the pact made with Igor or with Arsene himself, it’s obvious that Warlock had to be part of it, as the Phantom Thieves literally say that they make a pact with their Persona. It’s practically spelled out that Phantom Thieves are warlocks.
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Stats and Proficiencies
You wouldn’t be a very good thief without a maxed out Dexterity. You’ll also need Charisma so you can manifest your feelings for magic and a decent Wisdom score so you can multi-class as a Ranger to optimize the use of your gun. Constitution will keep you from dying, Strength should be at least neutral, but if it gets left behind, pick up a proficiency with Athletics and it’ll be fine since you swing with Dexterity anyway. Even though Intelligence is a stat in Persona 5, it won’t really help you much here. So, it’s the dump stat for this build. You’re just a debonair ignorant pretty boy.
Acrobatics Athletics Insight Investigation Perception Persuasion Stealth Sleight of Hand
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Name: Joker (Ren Amamiya or Akira Kusuru) Race: Variant Human Background: Urban Bounty Hunter Alignment: Chaotic Good Class: Assassin Rogue (8)             Archfey Warlock (4)             Gloomstalker Ranger (4)             Battle Master Fighter (4) Base Stats: Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 18 (+4) Saving Throws: Strength: -1 Dexterity: +11 Constitution: +2 Intelligence:+5 Wisdom: +2 Charisma: +4 Combat Stats: HP: 151 AC: 16 Speed: 30 Initiative: +7 Proficiency Bonus: +6 Passive Perception: 24 Dark Vision: 60 feet Proficiencies and Expertise:    Acrobatics (Rogue)    Athletics (Ranger: Canny Feature)    Deception (Rogue)    Insight (Urban Bounty Hunter)    Investigation (Ranger)    Perception (Rogue)    Persuasion (Variant Human)    Sleight of Hand (Rogue)    Stealth (Urban Bounty Hunter) Skills: Acrobatics: +17                   Medicine: +2 Animal Handling: +2            Nature: -1 Arcana: -1                            Perception: +14 Athletics: +11                       Performance: +4 Deception: +4                      Persuasion: +10 History: -1                            Religion: -1 Insight: +8                           Sleight of Hand: +11 Intimidation: +4                   Stealth: +17 Investigation:+11                 Survival: +2
Spell Slots
1st (3) 2nd (2)
Joker’s Spellbook
Cantrips                          1st Level                          2ndLevel             Eldritch Blast                   Cure Wounds                 Phantasmal Force   Friends                            Detect Magic                  Shadow Blade   Mind Sliver                      Disguise Self                                           Expeditious Retreat                                           Hex                                           Hunter’s Mark                                           Sleep
Actions:
Action Surge: Take an extra action once per rest. Primeval Awareness: Spend X spell slot, find creature types within 1 mile for X minutes.
Bonus Actions:
Cunning Action: Aim, Dash, Disengage, or Hide once per turn. Second Wind: Regain 1d10 + 4 HP once per rest.
Reactions:
Uncanny Dodge: Reduce damage from enemies you can see that hit you.
Features:
Assassinate: You have advantage on slower foes, all hits are critical. Battle Maneuvers:  Commander’s Strike: Pass your turn to a friendly creature, add superiority die.  Maneuvering Attack: If you hit, an ally can move without provoking an attack.  Rally: Heal an ally by a superiority die + 4. Dread Ambusher: Make an extra attack on the first round, +1d8 damage on hit. Dungeon Delver: Add 2x your CON mod to healing, advantage on perception and investigation to find hidden doorways, advantage on saving throws against traps, resist trap damage, and search for traps at a walking pace. Ear To the Ground: You have a covert network of intelligence. Eldritch Invocations:  Agonizing Blast: +4 to Eldritch Blast damage.  Improved Pact Weapon: Your pact weapon deals +1 melee damage. Evasion: Take 0 damage on a successful DEX saving throw. Favored Enemy: Deal +2 damage to Fey, advantage on tracking Fey creatures. Fey Presence: Creatures within 10 ft are charmed or frightened for 1 turn. Fighting Style:     Archery: +2 on attack rolls with ranged weapons.     Dueling: +2 on damage rolls with one handed melee weapons. Natural Explorer:    Preferred Terrain: Underdark: Advantages in Underdark environments. Pact Boon:    Pact of the Blade: Summon a Pact Weapon. Sneak Attack: Deal 4d6 extra damage when advantaged. Thieves’ Cant: Conceal and decipher hidden meaning in casual conversation Umbral Sight: 60 feet Darkvision and hidden from creatures with Dark Vision.
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This build was a ton of fun to make. How do you feel I did building Joker? Would you build him differently? Who’s your favorite Persona? And are you as upset as I am that you can’t date Ryuji? As always, I take requests, so send me your requests and I might just build yours next.
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wearesorcerer · 4 years
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[5e] 9th-Level Spells
You may be wondering why I’m starting my review of 5e spells with the highest level spells available. That’s simple: you only get one.
The 5e Sorcerer table isn’t quite like the 3.x one, but it is like the 3.5 Warlock and Psion: at any given level, you can known X spells and have Y spell level as your maximum. The table is elegant, but you have to know to level your character from first level rather than reading the table straight across if you’re making a higher level character. (I’ve made this mistake many a time. It’s why I dislike this sort of table: it looks nice but isn’t actually helpful.)
If you’re trying to have as many spells of the highest available spell level as possible, you would have from 0th to 9th 6/3/2/2/2/2/1/1/1/1. I find it easier to work backwards in this case, as you can say “I want to reserve X spells known for higher-level spells” and then figure out how many low-level ones you can have instead of getting to a higher level and running into a corner.
The question with 9th-level spells is not “what’s good?” because they’re all good. Rather, it’s “what’s worth taking as my single most powerful class feature?” That should narrow things down a lot.
Primary List
gate · mass polymorph · meteor swarm · power word kill · psychic scream · time stop · wish
I’ve written about wish and time stop ZA WARUDO! (time crunchy noises), but not in the context of 5e. Wish has changed substantially; time stop hasn’t. You have a few options, but the majority of them are boom-boom.
Gate: you can hold open an interplanar portal for as long as you concentrate (up to a minute) at the cost of a 5,000 gp diamond; if you know the name of a specific creature, you can use the spell to summon that creature. For some odd reason, gate is both the most Warlock spell in the game besides planar binding, yet is only a Warlock spell through a UA variant. For a Sorcerer, this could be useful, but you’re making your best spell cost you money every time you cast it. Strategically speaking, this spell is situational enough (read: a Wizard spell) that if you wanted it in the first place you should take it with the Ritual Caster feat, but for some reason this most obviously ritualistic spell isn’t a ritual. There are better uses for your spell known, but this is by no means a bad spell. Save for a scroll or something.
Mass Polymorph: you polymorph (Wis negates) up to ten creatures you can see within 120 ft. for as long as you concentrate (up to one hour), just like with polymorph. It incorporates animal shapes into it. If you want animal shapes, you should find a way of getting it instead: you don’t need a 9th-level spell slot for it (so can cast it more often -- 8th + 9th level spell slots), it lasts for 24 hours, and you can affect more creatures (30 ft. area = radius = 96 squares - the one you’re in = 95 Medium creatures [more if they’re smaller and squeezing together]). I don’t care for the concentration aspect of the 5e polymorph spells. I mean, I get the rationale, I just find it odd for this particular spell -- and I’d rather not give my opponent a tactical reason to target me. Pass.
Meteor Swarm: four fireballs fall from the sky and each deal 20d6 fire + 20d6 bludgeoning (Dex half; average 140 damage), setting everything they touch ablaze. Beautiful. I love meteor-style spells, so this is high on my list even though it’s a boom-boom spell and I’m not particularly boom-boom oriented. The best part of this is that it has a range of one mile, so you can destroy enemy armies without risking getting killed! Yay! Yes.
Power Word Kill: one creature within 60 ft. of 100 HP or less drops dead (no save). 100 HP is more than the average of many high-level characters, so unless the DM gave a boss max HP you can use this to kill even major opponents reliably. An optimizer will tell you that a spell without a save is something you should always take -- and would be correct insofar as it makes you more difficult to stop. I, however, dislike that mechanic: there’s almost no reason a spell shouldn’t have a save. This one should have the choice of Wis (resisting the mental influence) and Con (staying alive despite the heart attack/stroke/whatever). A very good spell, but I’d call it OP.
Psychic Scream: 10 creatures of Int 3+ within 90 ft. take 14d6 psychic damage and are stunned (Int half [damage]/negates [stunning]); their heads explode if they die. The beauty of this one is that it goes off of Int rather than Wis (meaning Wizards are the only targets you really need to worry about) and it automatically avoids friendly fire. Yes.
Time Stop ZA WARUDO!: you get 1d4 + 1 rounds to act, but the spell ends if anything you do (including effects you create) affect other creatures or objects someone else is wearing or carrying or you move more than 1,000 ft. from where you cast the spell. The main purpose of this spell is to buff yourself a lot, run the fuck away, or stack delayed blast fireballs to deal a buttload of damage. That’s all very nice, but it’s a continuation of the 3.0 nerf to the spell: in 2nd ed, you could pull a DIO and attack people or an Over the Hedge and steal things. Now for my main quibble. 3.5′s Player’s Handbook II had the celerity line of spells, which you could cast as an immediate action (choice of reaction or bonus action). Each one dazed (incapacitated) you afterward, but gave you an extra move (lesser), action (no prefix), or round (greater) to do with as you pleased. I’m willing to guess that there are similar spells in 5e. In 3.5, there were ways of becoming immune to dazing; maybe there’s a 5e-compatible build for that. Either way, as a 9th-level spell, I should get to throw knives at people to my heart’s content before dropping heavy objects (like steam road rollers) on them. Good, but I’m going to go to my grave complaining about the restrictions.
Wish: you can do practically anything, but you have a one in three chance of losing your ability to cast your highest-level spell. IT’S A TRAP!
For very personal reasons, I’m torn between meteor swarm and time stop, but psychic scream is also up there. I think power word kill is unfair, but I cannot say that it’s a bad spell. I don’t like mass polymorph, but I think that’s more me not liking how 5e deals with durations. Wish is too big of a risk for a Sorcerer: you have the chance of losing the most powerful class feature you get and have nothing else that can compensate for that loss (unlike a Wizard); it’s better as a scroll. Gate really should be a ritual, but it isn’t, and it’s expensive, so it really depends on how badly you need to move lots and lots of creatures or summon forth an Elder God.
Divine Soul (Cleric) List
astral projection · gate · mass heal · true resurrection
I’ve already covered gate, thankfully.
Astral Projection: exactly what it says on the tin for you and eight willing creatures. I have never understood why this spell is so high-level. Mechanically, it’s riskier and more expensive than casting plane shift, which is two levels lower. Thematically, it’s a mass version of an effect which in folklore is almost always caster-only, which makes no sense, and it’s at max-level when this is fairly standard practice for shaman and shaman-like figures. (Heck, that’s what a bunch of the associated drug culture is about!) Maybe someone can explain to me why you would want to use this spell. Pass.
Mass Heal: heal 700 HP divided as you choose among any number of creatures (except constructs and undead) you can see within 60 ft.; also cures them of all diseases, blindness, and deafness. On the one hand, this seems like a great spell with a raid or during a cataclysm. On the other, you can accomplish everything this does with lower-level spells. Pretty good, but maybe hold out for...
True Resurrection: a creature you touch (or whose name you speak) is restored to life and perfect health (no wounds, no missing limbs, cured of all diseases and poisons, freed from any curses), even if there are no remains, provided the creature has been dead for no longer than 200 years and is free/willing to return. PICK THIS ONE!
Variant List (UA)
Foresight: for eight hours, a creature you touch can’t be surprised, gets advantage on most d20 checks, and causes all creatures attacking it to roll with disadvantage. This is better than the 3.5 version, which was already very good. Yes, this. Very.
Really Cool Spells It’d Be Great to Take If You Could
Or me lamenting about the limitations of the Sorcerer list
imprisonment · invulnerability · power word heal · prismatic wall · ravenous void · shapechange · storm of vengeance · time ravage · true polymorph · weird
Imprisonment: you know any of those fairy tale/folklore/mythology spells that trap someone for, like, ever? This is it. (Combines the spell of the same name, maze, and binding from 3.5.) You’ve got options if you want to seal someone away -- and it lasts until you say otherwise. Sure, it’d be nice if it were a ritual, but it ain’t; you just gotta take a minute to cast it (and throw in 500 gp. of material per HD of the target).
Invulnerability: you are immune to damage for up to 10 minutes (at the cost of “a piece of adamantine” [in D&D, that’s closer to depleted uranium than it is to diamond] of 500+ gp.). Maybe you don’t like the cost for a spell of that level, but hey, invulnerability.
Power Word Heal: target (non-construct, non-undead) regains all HP; has the charmed, frightened, paralyzed, and stunned conditions removed; and can stand up as a reaction if prone. This is a Bard spell, but it’s on the Cleric and Druid variant lists, so probably is an option for Divine Souls. I can see it being handy, but you’d think mass heal would be a better choice.
Prismatic Wall: you conjure up a rainbow wall/sphere (as prismatic spray) that’s a bitch to get rid of. You want an abjuration? This is it.
Ravenous Void: a miniature black hole that needs some errata (how many spaces do creatures and objects getting sucked in move each round?). It’s ludicrously awesome, though.
Shapechange: other than true polymorph, this is what you want out of polymorphing magic.
Storm of Vengeance: let’s say you want all of the boom-boom of meteor swarm but are more meteorologically focused. Here’s your answer. You end up dealing an average of 49 damage (of three elemental types and bludgeoning) to each creature below a storm cloud (360 ft. radius) you conjure within sight. There’s an arbitrary distance beneath the cloud included, as it doesn’t say how far up the cloud has to be.
Time Ravage: you decrepify someone with timey-wimey magic -- but it’s somehow necromancy!
True Polymorph: you can transform almost anything into almost anything else. The limits on this spell are basically to keep you from thinking you’re a literal god and overall I’d think this would work better in a skill-based magic system, but nonetheless it’s quite clearly the best polymorphing spell in the game.
Weird: this is mass phantasmal killer. It’s directly comparable to psychic scream -- Illusion rather than Enchantment, fear rather than stunning, and more potential targets in a smaller burst instead of headsplosions.
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devianta · 4 years
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MDZS/Persona 5 xover that literally no one asked for
I just feel like there’s so much potential for this. Think about it, both of these works have themes surrounding the damage gossip can cause, getting punished for doing the right thing (no good deed goes unpunished), what constitutes justice, and the consequences of shitty parenting, amongst other things. 
Mostly I just want to run wwx’s palace. He has a palace, there’s no doubt about that, and I want to run it. I’d kill 500 men for the opportunity. Also, pretty sure his treasure would be his lost golden core. Meaning, that if you successfully steal that shit you get to give to it him and then he’d have a new one without 1) him having to die and be brought back in a new body or 2) having to fuck anyone else up. (Phantom Thievery ftw!) You’d just have to successfully complete the palace. That’s all. 
Can you imagine wwx as a boss? Like, can you imagine that boss fight? He’d have at least 12 health bars. I mean, this is the guy who got shot by an arrow, pulled it out, and threw it back, instantly killing the bitch who shot him. This is the fucker who got disemboweled by his brother, stuffed his intestines back in, and then went and bought potatoes. This guy got a super experimental operation done on him, got stabbed with his own sword by wen chao (at least in the donghua, can’t remember if this happened in the other adaptations), and was then thrown into burial mounds. Like after all that, he was literally thrown off a cliff and he was still able to move around. Wwx is not unlike a termite: there’s really not much that can kill him. During the Sunshot Campaign he managed whole battlefields on his own. He played the flute days and nights on end without rest. 
His boss fight would be near impossible but I would be so willing to try. BTW, I’m imagining this taking place after he’s moved into Burial Mounds with the Wen Remnants but before jzx gets dead. You know, before everything gets irreversibly fucked. So the Stygian Tiger Seal will definitely feature in the boss fight. Most likely it’ll be something you need to steal it during the fight. I’m imagining that he uses to summon endless waves of corpses that prevent you from getting any hits in so you have to distract him in order to steal the seal off him and finally be able to deal actual damage to him. That’ll be stage one of the fight. Stage two will be fighting wwx and shadow wen ning. You have to defeat wen ning before you move on to stage three. Wen ning exclusively uses physical attacks. Wwx never uses physical attacks. He mostly commands wen ning but throws out curse and almighty attacks every one or two turns. Stage three is just wwx and he starts hitting you with a crap ton of curse damage with some almighty mixed in to spice things up. He repels most physical attacks and all curse moves. He’s weak to bless skills but has a 50% dodge rate for them. Beating wwx earns you no money (b/c he’s poor af) but he drops 2x Shijie’s soup (restores full sp to all party members), 5x wen qing’s needles (cures any status condition), 5x curse talismans (does 50 dmg), and one (1) golden core. 
What does wwx’s palace look like? Where is it? I want to say Lotus Pier and the distortion (what he thinks of it as) is a graveyard/mausoleum/something along those lines. But an argument could be made for burial mounds. I’m not sure what the distortion would be though in that case. I feel like wwx sees burial mounds pretty clearly. No, I think wwx’s distortion revolves around Lotus Pier and his family there. Mini bosses? Jiang Cheng definitely. Maybe Madame Yu? Shijie would show up (his palace wouldn’t be complete without her) but she wouldn’t be a shadow you’d fight. She’d offer guidance or healing items. Lwj’s shadow would definitely be there but I’m not sure what his role would be. At that point in the story, wwx’s unknowingly in love with lwj and sees him as a nice guy who asks wwx questions he can’t answer. He believes that he and lwj will inevitably end up on opposite sides of the battle field but ultimately wwx does not want to fight him. He feels that a death at lwj’s hands would be a good death. So he might be a shadow you have to impress or prove yourself to before receiving help. I feel like wwx’s palace would be a bit like Futaba’s in that he wouldn’t have full control over it because he no longer has complete control over himself or his demonic cultivation. Which is why I think there would be shadows in wwx’s palace that act counter to his purpose of pushing others away (not unlike in Futaba’s palace). If anything, I feel like his palace would be like a weird mix of Futaba’s and Nijima’s palaces. Because wwx has that distinct self-blaming loneliness that so permeated Futaba’s pyramid but he also has that single-minded determination and overbearing hubris that featured so strongly is Nijima’s casino. I don’t know. Nijima, in her boss battle, repeatedly yelled “I must win! I must win at any cost!” and I can kinda hear wwx saying something similar but it would be more along the lines of “I must protect them! I must protect them no matter what!” “Them” of course being his family and the Wen Remnants. 
 Other palaces to conquer in the MDZS universe? (It might be easier to list the people who wouldn’t have palaces.) 
Jiang Cheng definitely has a palace. A very purple palace. Lotus Pier, the Revenge. But what does he see his home as? An empty house? Jyl did say in the Untamed that three of them must remain together forever. And what happened? Wwx ran off with the last of the Wens and Jyl got married and left. If anything, jc is lonely. All he wants is his family back. So his palace would either reflect the state of his existence: alone in an empty home with no one to call his own, or it would reflect his deepest desires: his whole family returned to him. What sort of palace ruler would he be? He has that inferiority complex and brother and mother and father issues. (So. Many. ISSUES.) I can see his wwx shadow being completely obedient, because that’s sort of what he wants. He wants his brother home again and fulfilling his promise, to be the other half of the twin heroes of Yunmeng. It might be fun to fight shadow!jc and shadow!wwx at the same time. The Phantom Thieves vs the Twin Heroes of Yunmeng, loser gets sent to the Shadow Realm! (Just kidding. Unless...?) The other possibility is that wwx is completely absent from the palace but his absence is blatantly obvious to anyone that gazes upon the palace, like walking into a bedroom with no bed. There should be a bed there. Everyone knows a bed belongs here but there is no bed. Jc’s palace should have a wwx but wwx is not here. But he should be.
What would jc’s treasure be? His original golden core? Probably not. As far as he’s concerned (at this juncture) the golden core in his body is his original, restored by baoshan sanren. So it’s not that. The puppies that he lost as a boy, that he was forced to trade for an errant brother? A possibility. That was seemingly the start of jc’s problems. First he lost his beloved dogs, then he lost the love of his parents. Jfm focused on wwx to the detriment of jc and madame yu wouldn’t shut the fuck up about how jc couldn’t compare to wwx. If wwx hadn’t come to lotus pier, jc’s parents might’ve been satisfied with him. But I sincerely doubt that. There were clearly problems between J-fucking-M and Mad-Yu’s (can you tell that I think nothing of these two assholes god what I wouldn’t give to kick their asses in the metaverse I’d tear their fucking hearts out to quote ryugi) marriage prior to wwx’s arrival. Wwx’s presence there only brought those problems to the surface. Whether jc is capable of recognizing that truth is another matter. (Sorry, jc but your parents are shit and their marriage was doomed to failure before they even made their bows.) 
Or would wwx himself be the treasure? Jc’s parents are dead; they can’t be returned to life and therefore are unattainable. Jyl didn’t necessarily abandon jc and I doubt he sees her leaving as a betrayal. Jyl’s marriage was more or less inevitable. She’s able to easily visit. There’s no real conflict there. Wwx, on the hand, defected from Jiang sect. Jc has to pretend to loathe him, to not want him back when the opposite is in fact the case. Most of jc’s problems, wishes, and desires center around this one person. It wouldn’t be inaccurate to say that wwx is the locus of jc’s world, the axis upon which all turns: the triumphs and failures, tragedies and victories. When wwx is missing, jc looks for him. When wwx drops his sword, jc picks it up and returns it to him. Whatever happens to one brother affects the other. Even if/when wwx isn’t obviously present in jc’s life, he’s still there, even if you don’t see one brother next to the other. Even though jc doesn’t know it at that point in the story, wwx is the core of jc’s body and, therefore, it would make thematic sense for him to the be the core of jc’s palace.
Other palaces? Well, Jin Guangshan and Jin Guangyao obviously. Su She is debatable. I feel like he’d be a Mementos run. Besides, he’s not important enough to warrant a palace. Likewise, Jin Zixun would be a Mementos case. Wen Ruohan would have a palace but we don’t get to really know him as a character so I can’t say what his palace would like look except that it would encompass the whole of Ancient China. Wen Chao would likely have a palace even though he doesn’t deserve the attention ripping his palace apart would require. Most likely it would be a cross between Kamoshida’s and Kanoshiro’s. Jgs’ palace would probably look like Kamoshida’s and Jgy’s would probably be like Shido’s. 
Am I missing anyone? What do you think the characters’ palaces would look like? Whose palace would you most like to run? Let me know! 
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yaboylevi · 5 years
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Does Zeke plan makes sense to you? Also the sterilization thing doesn't explain how they're going to defend themselves against the world inevitably attacking Paradis. Why did Zeke go through all that effort arranging the declaration of war and the battle at Liberio if his end goal is for eldians to disappear peacefully?
I don’t think the declaration of war was orchestrated by Zeke.
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Zeke tried to push Marley to lead an attack to Paradis so he could go there again and take a hold of the Founding. The Marleyan Commander agreed to discuss it with other higher-ups and they decided on 1) the festival, 2) involving the Tybur, 3) declaring a World War on Paradis. Everything was done to shift the focus of the other Nations to Paradis, away from Marley’s weakening military power. Here Zeke is explaining the plan the higher-ups have decided upon.
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Zeke wanted to involve a group of Marleyans+Eldians only. 
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So he had to damage-control the situation: he used Marley+Willy’s plan and orchestrated in secret the attack on Liberio to delay the attack on Paradis by taking out Marley’s military, steal the WHT (Eren and Zeke probably need it…or needed it to be out of commission), and finally head to Paradis.
What I don’t understand is, why couldn’t Eren and Zeke just meet in Marley and do whatever they wanted there? Maybe, since the world’s attack on Paradis was unavoidable, they have decided on a plan (the Rumbling?) to stop the world’s army and that’s why they have to be on the island. 
We’re missing too many pieces, still, to come to certain conclusions.
Anyway, Zeke’s plan of making Eldians infertile makes sense…from his perspective.
As a child, the love he received from his parents had conditions attached, then Xaver led him to believe he never got loved by them at all. Xaver’s love stemmed from depression and the brutal loss of a child and it wasn’t enough to heal his broken soul. All that Zeke saw was despair and suffering that engulfed every one of the few good things in his life and then, he realized, even the life of his mentor and father figure.
Zeke never had a childhood. He looks 4-5 years old here.
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Still, the abuse and lack of genuine love and affection didn’t break him. He accepted his death sentence and he was scared, but he could still cherish the few good things that had happened in his short life.
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It was Xaver who broke him. Twice. In two of Zeke’s most fragile moments.
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The first one, when Zeke believed he and his family were gonna effectively die and had lost all hope. I believe Zeke still held some hope in his heart that his parents loved him. Xaver told him that wasn’t the case and that he was justified if he let them die.
The second, when he idly gave voice to one of his deepest, saddest wishes, that he had never been born. This is a feeling some other characters went through, most notably Eren. He had a moment like this in the Uprising arc and it lasted probably a week. It was resolved when Shadis relayed to him all the love Carla had for him. 
Zeke probably felt like that for years, because the quiet way he brings up the topic is almost like he’s voicing some worn-out thought he has had for a while. Contrary to Carla’s, Xaver’s words pushed Zeke over the edge. Zeke had been depressed and probably cursed his own existence but not to the point of actively wishing for the death of his race, imo, because he had never been like that.
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His wondering how better it would’ve been if they had never been born mirrors Eren’s defeated question at the ocean. They are both 16, coincidentally. They don’t like the idea, but their mind is wandering there because of the horrible things they have seen in life. 
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Eren’s musings are fuelled by indignation and pain, but also pride and love for his people, and that’s why he had room for a change of heart when he infiltrated Marley. Zeke’s are born from pain and depression only, and his experiences only add more to it, over and over again. Xaver enabled Zeke by reinforcing his view on life. 
By telling Zeke his tragic story, and giving him proof that even his mentor, someone who seemed to have clear objectives and peace of mind, was suffering to the point of planning a drawn-out suicide and welcoming death, Zeke came to his own personal realization that pain is far stronger than happiness. He loves Xaver, and in this moment he feels pity and compassion for him. So he makes him a promise. He will save the children of the world, both the world’s and the Eldians’.
The difference is Zeke was left with no one. Eren had his friends, a family, his mom’s words. Love. The idea of obtainable freedom pushing him forward.
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This chapter also compares Zeke with Reiner, who at least had Bertolt to help him out.
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My impression is that Zeke promised Xaver something he wasn’t exactly really convinced about, he was just dejectedly entertaining the thought. He convinced himself that euthanization was the only option because he wanted to bring peace of mind to Xaver.
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(Coincidentally, there’s another character who is keeping in mind a promise made in the final moments of a person he looked up to. And that involved mercy killing. And the planned suicide/killing of other people. That promise brought Levi pain in more ways than one, he had to accept some difficult outcomes/do terrible things to follow that promise. It’s interesting how many parallels there are in this series.)
Zeke steeled himself, he understood the full meaning of what he was setting his mind up to do. To me, it doesn’t look like Zeke is particularly thrilled by it. In the first panel on the right (panel above), he's looking down to the side. It’s something he’s done repeatedly in this chapter whenever he felt compelled, or rather, forced, to please another person. Even if he doesn’t really share the mindset.
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A thing I have noticed is that he has never had wishes of his own (barring that time he wished for his parents to stop doing dangerous things and was yelled at to tears), and it's quite a common things in children/adults who were emotionally abused. Not wanting anything for their own. Going to great lengths to please others. So they will be loved.
This sterilization plan seems to me like another one of those “things done for others”, this time for Xaver. Up until this point, it didn’t seem like he cared about who was wrong or who was right in the conflict between Eldians and Marleyans/the World. He was going to inherit the Beast Titan for Marley and fight for them because he didn’t have anything else. But now he has a goal.
In his mind, it is mercy killing. I disagree. I hope someone can make him finally look at the world in a different way. If he’s going to die thinking the world is just like he currently thinks it is, it’s gonna be too painful.
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lichlairs · 4 years
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Checkout our new post over at https://lichlair.com/daily-monster-46-leshen-witcher-week
Daily Monster #46: Leshen (Witcher Week)
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This has got to be hands down my favorite monster for the Witcher series… Not only is it fun to fight and has compelling lore behind it, but it also gives me the creeps. I think these alone are great reasons why the Leshen deserves a place in our home campaigns, so let’s take a closer look at today’s monster:
The Leshen
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The basics
As you hopefully learned from our first Witcher inspired Daily Monster, we’re going to be using Regerem’s Book of Beautiful Horrors for the Leshen’s stats.
This awesome book presents us with not one, but three different stat Leshen stat blocks depending on your needs and the level of your party. Similarly to the Drowner article, the plan is to go over all of them, so you might want to click that link and take a look at the numbers yourself.
To start things off, the standard Leshen has a STR of +7 which, if you’ve played the games you know that to be pretty accurate. Even outside of the video games your best bet is going to be relying on its slow speed (-1 DEX) unless you want to end up half dead in seconds like this guy:
Even the standard version of this creature has some insane saves and pluses to its skills, not to mention their wide list of immunities and their super high passive perception of 18. With fire being their only vulnerability, a trigger-happy Fireball casting wizard sounds pretty good about now. You know, if they can get pass the Leshen’s Magic Resistance.
Today’s monster also gets a few spells thanks to their Innate Spellcasting, though some are certainly more useful than others (looking at you Speak with Plants). Considering how there will most likely be a small swarm of animals to aid your boss Leshen in combat, I think it could be fun to use the Polymorph spell on a couple of them and make them that much lethal. Likewise, Insect Plague is bound to add even more mayhem to the already chaotic battlefield.
Just like in the video game, if you decide to run this creature you’ll have access to its Root Strike (Recharge 5-6) and a small army of forest minions though the Leshen’s Call Primal Beast action (2/day), but what really sets this encounter apart is the Leshen’s Totem Stride, which basically allows it to teleport from totem to totem at the cost of 10ft of movement.
No more hiding in the back, squishy casters.
As mentioned before, the book offers us two other variants; the first one being a Black Root, which is basically a corrupted version of the Leshen. The main changes for this variant is a switch from Wisdom to Charisma (probably because they’re really spooky), a couple of changes in resistances and vulnerabilities, and a different spell list. While the Black Root won’t be able to summon creatures at will or make roots attack their foes, they gain access to Life Drain (Recharge 5-6) and are basically indestructible thanks to their Rejuvenation feature. Your party’s only hope lies on them having done some research on how to permanently get rid of these creatures.
Last but not least, the third and final version of this creature is its Ancient form. Apparently being a very old tree trunk means your hit points increase almost by a third of the max and so does pretty much everything else. Thankfully for your party, the Ancient Leshen’s DEX is still at a -1 so at least there’s hope of running away.
Other than getting the pay to play version of the features a standard Leshen gets, the Ancient variant gets access to a couple more fun spells like Eternalness and Storm of Vengeance.
Oh yeah, and Legendary Actions.
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The lore
Can I just say? It’s really refreshing to look up the lore of a creature and actually be able to find tons of information on it rather than just write bad jokes about wooden donkeys and giant crabs. Step up your lore game, WotC!
To common folk in the Witcherverse, Leshens are often venerated almost as Gods. Many consider them to be Nature’s way of protecting itself (the name Leshen comes from the Slavic word for forest). Witchers, however, are aware of their status as monsters, Relicts to be exact.
Leshens can only be found in the most primal and deepest of forests where some of them have lived for hundreds and thousands of years undisturbed by mankind. They have incredibly strong bonds with the land and its natural beast inhabitants, going as far as being able to call upon them for combat situations.
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Although there are still Ancient Leshens that live undisturbed in forest areas that haven’t seen and travelers in eons, there are some others who almost preside over small villages on the outskirts of their territory. This, of course, can be a double edge sword, since despite rejuvenating the local wildlife for hunters and foragers alike, Leshens can still wreak havoc on the nearby populations if their territory isn’t treated with respect.
On a similar note, expect for these very rare occasions in which villagers are able to strike some sort of pact with the ancient woodland beings, Leshens tend to be extremely territorial and aggressive. Those who venture into the deepest part of forest might just come across dead bodies that have been impaled by massive roots, their face still contorted in terror as a warning for future trespassers.
For those unfortunate enough to find themselves in the Leshen’s lair, they’ll often find monuments, totems really, that have been erected throughout the area. In the video game, the only way to truly kill a Leshen involves destroying its totems first. In the Book of Beautiful Horrors, however, they are used as means teleportation. But truly it’s up to which version you want to use for your encounter.
While the only thing separating the standard version of that creature and the ancient one is age, Black Roots are a little different. The one way to make a Black Root is for a Hag to steal a child and trap them inside a tree trunk within a Leshen’s territory. Once the child dies, the tree grows and turns black in color, becoming the point of respawn for the now corrupted Leshen. Once this has been done, the forest in the Leshen’s territory starts to corrupt as well, animals turn sickly and infected, plants blighted.
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The execution
At this point I think it’s pretty clear that the Leshen most definitely has all the markings of a great boss for your party to fight. Even if you choose the standard version of the creature you still have a powerful creature able to summon minions at will to keep the battle going for a respectable amount of time.
Now, how are we getting our party of intrepid heroes into trouble this time? As far as forests are concerned, adventuring groups go near them frequently enough but I feel like there should be something stronger to motivate our heroes to tread Leshen territory. Maybe they hear rumors about a magical weapon that is imbued with the power of nature itself, or perhaps a local group of halfling boy scouts go missing and our heroes must rescue them, up to you really. Whichever choice you end up making, we should probably talk about the Leshen’s lair.
If you end up pitting your party against a Black Root I’d definitely recommend having the fight take place near the blackened tree so you could maybe hint at it being the key for destroying the corrupted Leshen. If, on the other hand, you’re hoping to have them fight a regular Leshen or even an Ancient one (I hope your party has life insurance), they definitely come with a preferred terrain; i.e. the area near their totems. Let’s take a look at what the Book of Beautiful Horrors has to say about this:
Other than a few interesting regional effects including stronger beasts in the area, and being able to control the weather, our Leshen is also able to use its totems as means of scrying similar to the arcane eye spell, expect limited to six miles around its lair. In terms of combat, there’s a small list of lair actions that we can take advantage of:
Roots and plants burst out of the ground, grappling and lashing at creatures. The area within 60 feet around the Leshen becomes difficult terrain until initiative count 20 on the next round. Huge or larger creatures are not affected.
The Leshen and allied creatures within 60 feet of it heal 4d8 hit points.
A green mist fill the lair. All creatures within 60 feet of the Leshen must succeed on a DC 18 Constitution saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one.
One of the most important things to keep in mind with running this encounter is the idea of using the environment to keep the player characters away from the Leshen and distracted fighting what’s around them. As a Dungeon Master you are free to use tree roots and vines, and crows and wolves, or whatever it takes to make this encounter a memorable one.
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Oh, how time flies! We’re already halfway through Witcher Week! How are you guys enjoying it so far? We’d love to hear about your favorite article and what you hope will be the last Witcher inspired Daily Monster for the week. Make sure to follow us on our social media so you won’t miss out on any of our content. We post new articles every day of the week.
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