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The Spriters Resource is a gem for roleplayers
And if you don't know about it, here's a list of stuff I've been using from it. But first, what's spriter's resource? It's a website made by Dazz (@TheVGResource) dedicated to archiving sprites from video games for more than two decades now. It's an incredible ressource that I was already strolling through when I was a kid, recreating animations from Fire Emblem sprites and what not.
For TTRPG players using a virtual tabletop, the Spriter's Resource is a mine full of already polished gemstones. My main use for it is for Fabula Ultima, but it's compatible to any type of game. But it's also a gigantic library in which it's easy to get lost.
The goal of this post is to make a list of games archived on the Spriter's with sprites useful for us ttrpg players. This is mostly about creatures, but many ressources can also be used as a battle background for games that do not use battlemaps, or as a background for the scene. I will try to keep it updated when I use new ones.
A note before the list : if you want a quicker overview of what is possible, I already made a post breaking down how I use it for my Fabula Ultima scenes.
And so the list starts, first with...
Characters and Monsters
And there's already a caveat. I did not include any Fire Emblem game, because I generally use Flying Minotaur's portrait maker instead of going directly to these games. It lets you generate tokens and portraits from different Fire Emblem GBA games and is my go-to for PCs and human characters. Which is why most of that list includes monsters and machines, things the PCs will fight against.
Adventure Bar Story : cool beasts and monsters, with many elemental variants. Breath of Fire 3 : lots of great monsters, especially if you're looking for boss fights. Breath of Fire 4 : has a smoother art style but similar qualities. Castlevania : Aria of Sorrow Castlevania : Circle of the Moon Castlevania : Dawn of Sorrow Castlevania : Order of Ecclesia Castlevania : Portrait of Ruin Castlevania : Symphony of the Night All of these have cool occult creatures, including a good number of skeletons and animated armor. Children of Mana is full of critters, mostly on the smaller end with a few notable bosses. CrossCode is an incredible resource for techno-fantasy and space-fantasy settings, including a bunch of cybernetic animals. Code Geass: Lelouch of the Rebellion has mechs. Dragon Warrior 7 has a bunch of classic colorful monsters. Elminage DS Remix: Yami no Miko to Kamigami no Yubiwa and Elminage II DS Remix: Sousei no Megami to Unmei no Daichi both have monsters that would be great for bosses. Eternal Eyes has lot of cute monsters. Final Fantasy Tactics Final Fantasy Tactics Advance Final Fantasy Tactics A2: Grimoire of the Rift These three have a lot of characters, some monsters, as well as maps you could use as battlemaps and cool looking effects. Final Fantasy: Brave Exvius has a lot of characters. Radiant Historia has some characters a cool monsters. Ragnarok online has characters if you're ready to build them, but the true treasure is the wealth of monsters. Sword of Mana has monsters. La Pucelle Tactics also has monsters, in a quite unique style. Octopath Traveler Octopath Traveler II Octopath Traveler: Champions of the Continent These have huge quantities of characters, monsters and bosses. Tales of Destiny's got monsters. Tales of Eternia has monsters, including sci-fi ones.
Backgrounds
These will be good to serve as background during scenes where you don't use tokens.
Atelier Ayesha Atelier Meruru Atelier Lydie Atelier Sophie Atelier Totori All have cute fantasy backgrounds. Code: Realize Guardian of Rebirth has a large quantities of background that would be good for victorian and steampunk type of world, as well as many that are just nature (forests, mountains, etc). Etrian Odyssey V: Beyond the Myth has a few backgrounds. Really good, but also very small. Fate/EXTELLA LINK has good sci fi backgrounds. Fate/Hollow Ataraxia and Fate/Stay Night remastered have good urban backgrounds. Fire Emblem Engage has some in the event pictures section. Fire Emblem : Path of Radiance has a lot of backgrounds, as well as variants for rain, snow, etc.
Battle backgrounds
SINoALICE has a few background. Final Fantasy Brave Exvius has a lot of really good, tall backgrounds. Fire Emblem Heroes is a gold mine, with background separated into overlays and underlays, allowing you to animate skyboxes, mist, falling leaves and things like that.
Other
Fire Emblem Engage Fire Emblem Three Houses have good icons and a lot of useful UI elements. Fire Emblem Echoes: Shadows of Valentia Fire Emblem Fates Fire Emblem The Binding Blade Fire Emblem The Blazing Blade Fire Emblem The Sacred Stones have good pixel art icons.
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Let's talk ammo
I've been thinking about ammunition mechanics in ttrpg lately. They're generally sidelined in games that includes fight mechanics, but they're still kinda there, kind of around. They have to be adressed in some ways because it feels normal that when shooting with a ranged weapon, ammo's there. It's also, with range, the one thing that make ranged weapons immediately mechanically different from melee weapons. And I wanna talk about the ways games make that fun - or forget to make that fun!
Art by Olivier Bernard.
Let's start with the basic, and to show my hand a bit, I'll also start by saying this is both the most boring one and the worst one. Hand-counted ammunition. The idea is that you have a set amount of ammunitions, probably separated by type (arrows, bolts, bullets...), and everytime you shoot you note down that you're one ammunition down. This is the classic Dungeons & Dragons ammunition system. It's a lot of book keeping for something that has good chances to never be relevant, but it does provide with a linear tension. The longer the fight, the closer you get to having no ammo left and having to change tactics. Which will only happen if you do the same thing every turn, an already boring way to play. In that sense, it could be used as a way to push players out of a comfortable but repetitive and boring gameplay pattern. That method usually comes with a few questions from players : can I recover and/or repair ammo that was shot? Are ammunitions expensive and/or hard to come by? Are they cumbersome to carry around and do we have a workable encumbrance system to deal with that? And why should I care about all of that? Unless the game is about scarcity of ressources, I find this method to be book keeping without benefits.
There is one way to make that method immediately more appealing, and it's to make the hand-count's limit be just one bullet. You can shoot several times in the span of a session, but weapons are so long to reload you're probably going to shoot only once in a fight. That's the case in Blades in the Dark, Seventh Sea and Spire, and immediately make ranged weapons more unique. 7th Sea is outstanding here, as bullets create dramatic wounds, immediately provoking mechanical and narrative consequences when they hit.
Pros : - Linear tension-building - Can be made more extreme to distinguish ranged weapons efficiently Cons : - Book keeping - No mechanical depth - Requires a decent economy and/or encumbrance system to ever be relevant
The other common method is the hero's ammo. It's the easiest to deal with, too : you don't care about ammunition. You can shoot all you want, you'll never run out of arrows and your laser pistol will never overheat. I said hand-counted was the dnd way just before, but that method is the way a lot of people actually play dnd. To look at games that use that method by design instead of by default, there's FFG's Star Wars, Fabula Ultima, 3.16 Carnage Amongst the Stars, City of Mist... And a bunch of other games honestly. The goal of that method seems to get rid of book keeping, and I can't deny it, it works. I don't really see any additional benefit, but making the game simpler is already a huge deal to create space for other mechanics.
Pros : - No book keeping - The easiest to teach/learn - No noise Cons : - No mechanical depth
An interlude : what happens when the hero hand-counts? There are a few games that do both previous methods at once, and at least one of them does this in a way that I think works well. In The One Ring, you don't count arrows, but you do count weapons that are made to be thrown (mostly javelins). The game isn't really about scarcity of ressources, riches are abstracted to a point where buying individual arrows would be absurd. But the game focuses its traveling and fighting mechanics on the weariness of your character. Taking a hit reduces your endurance, but so does wearing the armor you want to have to prevent that hit to kill you on the spot. In that situation, your choice of weapons is decided, in part, on their weight.
It could look like thrown weapons are unappealing, but they're made light enough that they're still tempting, shooting with a bow is complicated enough that someone who doesn't specialize in it will never pick up one, throwing a javelin uses the same skills as fighting with a spear (so the XP investment can be mitigated), and combat rules make it so you can almost always shoot once before getting into melee. With that perspective, the offer becomes tempting : do you want a free attack at the start of every fight, for just a little extra weight? The method used by TOR will not work with most games, but I thought it was worth mentionning to show how some methods can be bridged to gain the benefits of both, although it also diminishes some of their benefit. The linear tension of losing ammo doesn't exist if you know you'll always start a fight by depleting all your ammunitions anyway.
Art by Luca Sotgiu.
The quartermaster's method is how I'll call systems that hand count ammunition with the purpose of giving options. You don't have a quiver with 20 arrows, instead you have a quiver with 10 arrows, 5 armor-piercing arrows, 2 rope-cutters, and 3 blunt arrows. The two games that come to mind when thinking about this are Legend of Five Rings fourth edition, and Warhammer Fantasy Roleplay. It has all the issues of hand-counted ammunitions, and add a layer of book keeping to that. What is expected to be gained in return is tactical depth. An archer now has more than one tool to deal with a problem, which is good! It is good, right? Well, in L5R4 I found it underwhelming. There's no scarcity of ressources, and no real choice to be made. You'll always just shoot the best arrow for the best situation, and because situations are easy to read and ammunitions simple in design (which is neccessary to keep the book keeping manageable), what arrow is best is not a tactical choice with any depth.
I want to argue that tactical depth is the perceived benefit, while the real benefit is preparation. Or to say it in other words : book keeping isn't the issue, it's the goal. In WFRP 4e, ammunitions are easy to come by. If you're an archer. Or if you're rich. The large variety of weapons and types of ammunitions, as well as the disparity in riches (both in-world and inside a single party) make it so book keeping is its own game. You can't go into every single battle with every single type of ammo, so you'll often not be able to simply "choose what arrow is best" : you have to anticipate what arrow will be best in a few hours or sessions, and buy it now, hoping your guess is educated enough.
You know the players will be short on money when the game includes sharp sticks and pebbles as ammo.
In that situation, ammunitions also work as a sort of level up. Getting richer, having access to better contacts, that will grant you access to better munitions. Elven arrows that seek their target, alchemical powder that makes pistols even more terrifying... Your skills and talents are super important in WFRP, but they'll always be growing and growing. Gear will turn the tides just as surely, but it can be lost, damaged, and spent. Add to that a crafting system (maybe alchemical powder is a bit too expensive, surely we could make it ourselves... Hey, maybe we could even sell it?), a workable encumbrance system (well, reloading's long, but I could just carry four guns, couldn't I? I'll just need to leave my sword behind...), and you have a system that works! If that's what the table is going for. With book keeping being displaced from hindrances to benefits, the quartermaster's method requires a clear buy-in from the players, from the get-go.
An addendum about variety. I've mostly seen realistic(-ish) ammunitions for that system. Grapeshots, barbed arrows, rope-cutters... It makes sense, as it's often existing in games that try to appear as down-to-earth. However, I think there's a wealth to be explored here, with more esoteric ammunitions. Blessed silver bullets, runic arrows, crossbow bolts that turn into snakes, that sort of things. There's room to move away from just differentiating how much damage is made and range/precision buff/debuff. We could take inspiration from elemental ammunitions in Mass Effect or No_Tables' genshin shorts.
Pros : - Linear tension-building - Adds light tactical decision-making - Can be a lot of fun for games where book keeping is the point Cons : - Book keeping is getting off the charts - Requires a lot of work from the designers
Surely abstraction can work when it comes to knowing how many arrows you can still shoot. Let's call this category speed loading, as in revolver speed-loaders. The base idea is that you're not counting ammunitions, but groups of ammunitions. Instead of a quiver with 20 arrows, you have the picture of a quiver and three little dots beside it. Games will offer different ways to track that down, but I'll use Mausritter as an example for this category as I think it does it formidably well. Your adventuring mouse, if she wants to fight at range, will have one of her inventory slots filled by an arrow quiver or a pouch of sling stones. At the end of a fight in Mausritter, you roll a d6 if you shot. On a 4+, you lose one use of your quiver, which starts with three.
This means the book keeping is extremely simple, it's a yes/no rather than numbers, and it's kept at the end of the fight. Once dust has settled and action isn't priority anymore, you can go through your arrows and see what's left. Because the usage is randomized, it also means the tension is non-linear. A lucky mouse might be able to shoot all the time, and an unlucky one might be depleted of a third of her stones just because she used her sling in the first round. In another system, we could easily imagine this being influenced by character skills. Maybe you roll as many dice as your Ranged Attack skill and you only keep the lowest, you have a special talent that make you lose ammo on 5+ instead of 4+, or something like that.
Trophy uses something similar, checking if you lose ammo on each shot but taking the roll's result to determine that, each 1, 2 and 3 rolled removing one of your ammo slot. You can even choose to risk more ammo in order to get more dice, which is a fun little risk & reward mini game for ranged fighters.
Art by Isaac Williams.
The only issue I can see with that method is that you still need to know how many quivers (or equivalent) you can transport. Mausritter's encumbrance system is the mechanical core of the game, so it has a readied answer for that. Trophy waves it by saying "you have one". And honestly, it works! It just needs to be clear.
If you play Mausritter, you know this mechanic isn't unique to ammo, in fact all items work like this. That's how flexible that system is, and how smart the mouse game is.
Pros : - Non-linear tension-building - Easy to teach & learn - Can be connected to character skills, but doesn't need it - Almost no book keeping on the player side, and kept out of high-intensity scene - No book keeping on the GM side Cons : - Require at least a barebone encumbrance system
The next one is close in spirit, but I found it different enough that it claimed another spot, and we'll call that spot action movie ammo. Still, you'll see that this method and speed loading can be bridged fairly easily. Movie heroes need to reload, but only when it's dramatic. The example game I'll use for this category is Wrath & Glory, because it does it in two different ways that I think are complementary and I had trouble finding other games that do both at once.
In W&G, most weapons will require ammo but won't require you to keep track of them (a few weapons require spending an ammunition on each shot, but they're exceptions rather than the norm). However, you can chose to deplete your gun in order to unleash a barrage of fire. Maybe you're trying to pin down an ennemy, or mow down a mob of orks. What's important is that you choose it, in exchange for a direct mechanical benefit. You'll have to reload in order to keep shooting after that, which might push you to try something else rather than lose that action. It's a dramatic moment where you empty your clip, casings fly left and right, and you expect good results. It gives a type of tactical decision that I think the previous systems never offer, because it touches on both your items and your action economy.
And there's a caveat that can make that choice tempting. In W&G, when you roll, one of the dice is in another color. It's a sort of consequence die, a 6 will let you add a positive while a 1 will add a negative, whatever the overall result of the roll is. When you shoot, a 1 on that "wrath die" will deplete your clip. This means you can chose to deplete it on purpose to gain a benefit, or shoot in the normal way and take the risk to deplete it anyway, even if it's a small risk.
That second part (a negative consequence making you lose ammo) is the one I found more often among them, but I think what makes it shine is the presence of the first part.
Pros : - Rich tactical depth - Can be connected to character skills for even more depth - Light book keeping Cons : - Can feel random at times
Art by Siman Vlaisavljević
Hand-counted, the hero's ammo, the quartermaster's method, speed loading and action movie ammo are the five ones I found the most while digging into this topic. However, a few games do things in a way that caught my attention, but weren't replicated elsewhere.
Five Torches Deep requires you to hand count your arrows, but when you're all out you can replenish them by spending supply points. The same ressource is used for oil, potions, spell components, rations and all of that sort of stuff. This is somewhere between hand count and speed loading, especially if you use the possible simplification where one supply's worth of arrows is "one fight" instead of "ten arrows". It reminds me of Fabula Ultima's Inventory Point system too, as the quantity of supplies are known, but what they are is decided when it's needed for the story to progress.
Ironsworn goes deeper into the abstraction. Your party has a supply track going from 0 to +5. As long as it's not 0, things are fine, but it will decreases as issues diminish your material means. Once it hits 0, you start running out of things, you feel unprepared for what's to come and negative consequences will pile up. This isn't an ammunition mechanic per se, but I wanted to include it as I think it worked great as a way to measure material preparedness, and could be bridged with speed loading.
Magnagothica Maleghast isn't a ttrpg, but it had a reloading system that caught my interest. When a character of the Carcass faction shoots, that attack becomes unavailable until they reload, which is a move action (so they can move and shoot, but next turn if they'll want to shoot they won't be able to move). But the faction includes several ways to facilitate reloading. A critical hit will auto reload the gun that shot it, there's a little goblin can reload other units' weapons, and they can even use corpses as ammunition, which pushes you to think your movement with the position of the deceased in mind. I think it's a good example of a game that makes reloading tactical and fun, instead of a chore you have to go through after shooting.
Video games had to deal with ammunitions and reloading for some time too, now. Doom's glory kill and Lisa's scarcity come to mind. I recommend anyone who's trying to create an ammunition system for their game to look outside of the ttrpg sphere. I also left out mech games like Lancer or Battle Century, but I'm sure those have interesting ammo tech in them. I just haven't read and play them yet!
This cataloguing of mechanics should provide you with enough ammo to think about how ammo is used in your games. I hope I've made clear the way that seems the more obvious ends up being the least useful one. If you want fights to be important in your game, ammunitions will come up sooner or later, and adressing them will solve many issue that ignoring them would create. Solving problems isn't all that ammo can do either, as they can also create interesting gameplay patterns. Yet even then, it's easy to confuse interesting with fun, and create a system that bogs down the whole soup instead of giving it a nice flavor. Make sure you load just the right amount of mechanical bullets your game needs!
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I wanted to do another set with another frame that was more sci fi. It's the frame I use for my gundam proxy deck, based on a design made by Evelyn. I like her EVA frame a lot, but I wanted to make something simpler. After doing Inazuma and Liyue from Genshin, I went to make a Honkai Star Rail set, with no specific theme.
Asta is Vadrik, Astral Archmage. Blue & red seemed to be a fitting color combination to me, and I wanted something to go with time, prediction and/or the stars. The day/night cycle mechanic was a bit underwhelming for many people, but I do enjoy it quite a lot, and Vadrik is a fun card that. In addition to having it this theme fitting Asta's role as an astronomer of the Ingelligentsia Guild, the reduction on instant and sorceries represents the trope she fills in the typical RPG party : with her long staff and powerfull buffs, she is of course a mage. The art comes directly from a Light Cone of the game, sadly I could not track down the original artist.
Aventurine is the first one I did. In fact, I started this set in good part because I wanted to make him based on Mr. House, President and CEO. Mechanically, I love this card, but aesthethically it's really not my jam. It also happens to be a perfect fit for Aventurine : - Red represents his gambling behavior, and black his work for the IPC, but the middle and more important color is white, representing all his lore around Preservation. - 0/4 because he's a shielder! - Rolling dice and making treasures because he's a gambler for the IPC. - Penacony is full of robots. Now, they're not really tied to him directly, but with Pirohi's gorgeous artwork, it works wonderfully! The only issue is the artifact type.
There were a lot of possible choices for Kafka. Any creature that steals or benefits from stealing probably would have worked, althought I wanted one that was more than just black. Gonti, Canny Acquisitor sprung to mind as a recent example that worked fine, including but not exclusively because it's also a good body, and Kafka is a formidable fighter. I didn't know this artist beforehand and can only hope the credit was correct here because I can't verify it myself.
For Boothill, it was either Ghyrson Starn, Kelermorph or someone working with bounties (like Chevill or Mathas). The more I thought about it, the more red-blue seemed like the correct color identity for the cyber cowboy. Shay Cormac's abilities was very good to reflect Boothill's break mechanics, though! The art is made by Ozlow and I absolutely love it.
Here's the batch! Was a fun, low effort one, using a frame I had made for another project and just playing with colors and cool fanarts.
#magic the gathering#mtg#mtg proxy#hoyoverse#mtg x hsr#honkai#hsr#honkai star rail#boothill#kafka#asta#aventurine
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Today I offer you : Shin & Noi from Dorohedoro, illustrated by Kaitennsiki. Tomorow? Who knows.
They're Madame Vastra and Jenny Flint, and I have to admit Caiman & Nikaido would have worked slightly better because of the lizard type. But I like Shin & Noi more. Training and killing blockers work great for them individually, and focus on clue and food work for them as a duo. Pretty happy with the results.
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Some more Genshin Impact proxies, with minor alterations to the previous frame to fit this serie's theme : Liyue! I still really dig many characters from that region.
Starting with the power couple, Beidou & Ningguang for the card Cathartic Reunion. It's a lovely card, showing positive and non-destructive emotions in red, and also being a playable and good game item. It's also... A bit of an easy one. But sometime the low-hanging fruit is sweet too. Onlyou718 made a lot of gorgeous pieces, but choosing wasn't hard, this one is just too gorgeous.
Ningguang was one the first characters I actually liked in Genshin. She was one of my first 4 stars, I couldn't wait to meet her, and she ended up being really cool in the story. Here she is Pearl Ear, Imperial Advisor. It represents both her political acumen and her ability to build up ressources. As gold and opportunities pile up, so do your auras! This gorgeous portrait of Ningguang is made by Maowei Jiuguan.
Zhongli has been my favorite character until Fontaine and when I saw this art by Kiwo I knew I wanted a card that representend his divinity. There is no shortage of white gods : two Oketras, three Heliods, Ojer Taq, Reidane. None of them were super fitting to his abilities and philosophy. Iroas and Ephara were sound choices. Iroas protecting his people and Ephara representing his rule of Liyue harbor through law and contracts. But both used two colors that I didn't see really fitting him, and I couldn't connect Ephara's abilities to Zhongli's. Plus, and that was a dealbreaker for all of the 9 gods : they have a lot of abilities, which would hide the art. I think Zhongli has a sort of simple sophistication, so I wanted short, clear abilities, keyworded if possible. I turned to other godly creatures that don't have litteraly the type "god" on them. Elesh Norn was considered, until I remembered about Avacyn, Angel of Hope. I don't think there could have been a better fit.
Yanfei was fairly straightforward. I knew I wanted to use the new detective type (even if she's more a lawyer than a detective) and I wanted her to be red. There are only 6 red legendary detectives. Yasmin Khan and Jenny Flint were out because they're partners, and Kaust was ousted because red is secondary to his identity. There were good explanations for Agrus Kos, Melek and Nelly Borca, but I did end up with that last one because red-white felt more like Liyue (fitting the rest of the set). I also thought there was something funny with Nelly Borca, Impulsive Accuser having a lot of text. It reminded me of Yanfei being able to give all the details of a long text of law on a whim. As for the art, I was charmed by the intimacy of Mushi C Jun's piece. It's fairly hard to find Yanfei art, and Jun did a lot of really cool genshin fanart.
Quite happy with this batch. Avacyn & Cathartic Reunion kinda prove that simplicity is often the key, especially for proxying.
#genshin impact#genshin#hoyoverse#mtg#mtg proxy#magic the gathering#yanfei#zhongli#beidou#ningguang#mtg x genshin
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Have been sick these past few days, but being unable to work is depressing so I tried to kill time by making scenes in Foundry for Fabula Ultima. I think the results are turning good so here's a breakdown (as well as links for the ressources and modules used) for people who would be interested. The basis is generaly 2 to 4 tiles to represent the background, as well as a tile used as a roof tile for the character portraits.
The sort of character portraits menu is made of different interface items from Fire Emblem Three Houses. The portraits themselves are easily swappable placeholders, these ones are from Final Fantasy War of the Visions. Each portrait has an invisible tile which opens a corresponding character sheet using Monk's active tile trigger.
The backgrounds come from Fire Emblem Heroes. They all come already separated in several layers, and surprisingly most of them loop perfectly when it comes to overlays (such as dust or smoke) and underlays (ie. clouds, skies). They're an incredible ressource for Fabula Ultima combat screens! To have the skies and overlay move, I used Ripper's Tile Scroll module. It's super easy to use. If you have several overlays (like in the factory scene), placing the moving one between the immobile ones adds a sense of depth to the scene with very little effort.
For the rain and the snow, it's simply using ghost's FXMaster module. The FEH backgrounds also have a few panels of snow, cherry blossom petals, flowers, motes of light, etc... I don't think they'll look as good, but some of them can have their use. In a volcanic environment, having motes of fiery lights constantly raising from the bottom of the screen to the top using tile scroll could work to denote heat.
As for the tokens, I simply used the ones made for the quickstart by Tiny-Overlord. Flying Minotaur's portrait maker is also an incredible ressource for this kind of setup. As the name states, it can even be used to make portraits and not just token, so you could make your NPCs with it too. The mech on the left comes from Final Fantasy VI.
Have fun saving the world, adventurers!
#ttrpg#ttrpg community#foundryvtt#foundry#fabula ultima#fabula ultima vtt#vtt#tabletop#roleplaying games#rpg#jrpg#virtualtabletop#ttjrpg
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Wanted to try my hands at making some proxies with the japanese Mystical Archive frame. I designed a slightly simplified version of it and tried a few colors. Took the opportunity to portray some Genshin characters! To keep a theme, they're all Inazuma characters.
First one was Yoimiya. There aren't a lot of interesting archer characters, especialy in pure red, so I went with Ashling, Flame Dancer. Casting many spell to gain looting effects, damages and mana felt like it worked with her many arrows and her habits of giving presents and preparing explosive fireworks! The wonderful art is made by Issign, and you can find their work here : 微糖去冰 (@issign) / X
Kirara is Yeva, Nature's Herald. My logic was fairly straightforward for this, with green being dendro and the focus on flash representing her ability to travel the world at a fast pace. Azusa was also an option, more lands per turn to represent journeying around. I'm really glad I found Ach Ib's art for it, it's quite a perfect fit. The faded out background fits really nice on a card, the small text box works well with having two characters in focus, and Chiori + Kirara is a lovely duo! You can find their work here : Ach ib (@Dd99d9D95890) / X
The third try is Raiden Shogun. It was difficult to find something that represented her confinement, or her rule over the shogunate and the tempests... I thought about Naomi, Konda, or even Fumiko for the constant state of war in Inazuma. Keranos was on the table because god of storms is sort of a given. But I ended up going with Raiyuu, Storm's Edge. This way, the card has relevant speed, dueling and focus on samurai as a type, as well as a wink back to the storm theme.
And last one is Kamisato Ayaka. She is Light-Paws, Emperor's Voice. I don't really have a train of thought on why, just a general feeling that it fits. Maybe it's because of the way she is overprotected by everyone (so auras), maybe it's because of the small body with a great power. Art is by Hajikkoneko, and I'm glad I could find a gorgeous piece of Ayaka in warm color and an inazuma outfit (rather than her fontainian one). You can find their work here : Posts de médias de ハジッコネコ (@hajikkoneko) / X
Overall I'm really happy with the result!
#genshin impact#genshin#hoyoverse#mtg#mtg proxy#magic the gathering#kamisato ayaka#inazuma#mtg x genshin#raiden shogun#yoimiya#kirara#chiori
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