#Nat's Monster In The Box
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19thsentry-blog · 1 year ago
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Contact: Age of the Reckless
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MLB Fanfic | Feluka Endgame | Rated M | Ongoing: AO3 Link
"I didn't think you'd be up so soon," Luka admitted, coming to sit in front of Félix–Colt–whoever. 
"I'm not good at resting." 
"Yeah–" Luka's little laugh was stilted, the words' Adrien told me about that' caught in his throat momentarily. "I'm starting to see that's a thing with you," he said, shaking the pause off by pretending his bag's zipper had gotten stuck and needed some convincing to open. 
Luka pulled out two dented soup cans from the bag, flipping them in the air before catching them again. He wiggled them in front of Félix's face, the liquid sloshing cheerfully inside. "So. Your pick. Beef stew or chicken noodle." 
Félix tilted his head with birdlike exactness, and for a second, Luka thought he'd unwittingly offended a vegan, but instead, Félix laughed a dry chuckle of his own. "You know who I am." 
"Was the soup question a giveaway somehow?" Luka asked, frowning at the labels. 
"If you'd have chucked one at my head, perhaps." 
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woso-dreamzzz · 10 months ago
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Visit II
Fridolina Rolfö x Child!Reader
Mapi Leon x Ingrid Engen x Hardersson!Reader
Part of The Big Adventures Universe
Summary: You go to a Barcelona match
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With Momma and Morsa in Madrid and you in Barcelona, Frido takes you to one of her games. Or, her team’s game because she’s got a little injury that keeps her off the squad for the week so she sits up in the box with you.
It’s not your first time at one of moster Frido’s games but it’s your first time at a Barcelona game. You like the jersey, you decide. It’s blue which is a Not-Wolfsburg colour but it’s also got red and that’s an Arsenal colour. The badge is cool too and you decide that Arsenal can be your English team and Barcelona can be your Spanish team like how Wolfsburg is your German team and Linköping is your Swedish team because that’s where Momma and Morsa first met.
Moster Frido isn’t playing today so you wear an Ingrid jersey instead. She’s starting today and, strangely, so is Mapi. That confuses you a little but you figure with Frido injured that Barcelona don’t have enough defenders to go around.
“It’s nice that Ingrid lets Mapi play with her,” You say as the whistle blows for the first half to begin,” Ingrid’s a good girlfriend.”
Frido laughs. “Don’t ever change, little monster,” She says. You don’t understand what’s funny but you assume it’s an adult thing that you’re still too little to know about.
Barcelona, you think, are much better than Arsenal. Not that Arsenal isn’t good but Barcelona is a lot more organised. They always know where each other are and they’re playing this first half like they actually know how to play football rather than having to settle into it like Arsenal do.
You cheer when Mapi passes the ball off to Ingrid, who weaves through the other team and passes it off to someone else. You don’t really remember much about the Barcelona team from the final against Not-Wolfsburg, not really. You don’t really know the players well but you know you’ll learn.
You’re good at learning. Morsa says it’s a good skill to have.
The person in goal is called Paños and you mark that in your brain because she’s very good. You prefer Zećira obviously but you think v is really good too and you want to watch a few more matches with her.
Barcelona scores while you think about it, some girl with Guijarro on her back.
The crowd goes wild, as does another little girl in the box. She’s wearing a Guijarro jersey like how you’re wearing an Engen one. She goes absolutely crazy. She waves a little flag and jumps up and down in joy.
“That’s little Nat,” Moster Frido says in her ear,” She’s Patri’s cousin.”
“Who’s Patri?”
Frido laughs. “The girl who just scored.”
Little Nat, as moster Frido calls her, keeps cheering and jumping around. You smile at that. That’s how you react when Momma scores.
“Do you want to go say hi?” Frido asks you and you think about it for a moment.
You could go say hi but you just move a bit closer to Frido, suddenly feeling shy. “I don’t speak Spanish,” You whisper to her.
“That’s okay,” She says,” Little Nat speaks some English too. She’s very nice.”
You think about it again but the shy feeling doesn’t go away. “Maybe later.”
“Okay,” Frido says,” Later then.”
You settle more firmly at her side, though your eyes track Little Nat all the way back to her seat. You think, if you were a little braver and you spoke Spanish, you would talk to her. But you’re shy and you don’t speak Spanish so you don’t.
You focus back on the match and watch as Mapi makes a very good save for someone that doesn’t play football. It’s nice that she’s come out to support Ingrid and is on the pitch even though her job is to get tattoos and be a good girlfriend.
Every time you tell Frido that, she laughs and cuddles you nice and close in amusement.
The match ends with a very impressive score line for Barcelona and you cheer like everyone else when it’s over.
Frido takes you down onto the pitch.
Little Nat from earlier is there too, with her parents – though she abandons them to sprint to her cousin who scored the goal earlier.
You end up with Mapi and Ingrid. “Hi, Ingrid! Hi, Mapi!” You chirp, giving them both big hugs.
“Is that my jersey?” Ingrid teases and you nod.
“Uh-huh! It’s so cool! I like Barcelona.”
“That’s great!” Ingrid high fives you and you giggle.
You turn to Mapi. “It’s nice that Ingrid let you play with her. Say thank you, Mapi.”
“Ingrid didn’t let me play with her!” Mapi says,” This is my job! I play football!”
You give her a weird look. “Playing in the park isn’t the same as playing on the pitch,” You tell her,” But you’re a very good girlfriend for helping Ingrid on the pitch today. If you keep practicing really hard then maybe you can join a proper team one day too.”
“Guys!” Mapi complains,” Come on, help me out here! Tell her I’m a footballer!”
Ingrid and Frido are too busy laughing at Mapi’s outrage to help her out.
You’re insistent on your view that Mapi exists to get tattoos and be Ingrid’s girlfriend. There’s no way she’s a footballer and you refuse to accept any other alternative except maybe that her job is feeding the stray cats in the neighbourhood. That could be her job too.
Her cat, Bagheera, is very sweet. You think you might want a cat when you’re older though you think you also want a puppy too. You don’t know if they can live in the same house but you hope so because you like both cats and dogs.
You know Morsa doesn’t want any pets right now but you do so you’ll try to convince her to let you have a pet when you go back to London. That gives you enough time to think of a plan to convince her.
“Hey,” Mapi says,” Did you go and talk to Little Nat during the match? I think you’d really get on with her.”
You shake your head. You spare a glance over your shoulder at her. She’s on her feet now, her cousin having put her down but still keeps holding her hand. She’s staring back at you with a smile and waves.
You wave back to be polite but still feel a little shy and duck to hide behind Frido’s legs.
“Someone's a little shy,” Frido says to Mapi, looking down at you,” But that’s okay. I’m sure they can make friends another time.”
(You never get to make friends with Little Nat as a child but, one day, you make a girlfriend and then a wife of Talia).
“Next time then,” Mapi says,” I’m serious. I think you and Little Nat will be great friends one day.”
You peak out from Frido’s legs.
Little Nat is still looking at you. She waves again and you wave back before you spot someone off to the side.
You gasp and grab Frido’s hand, pulling her with you.
“It’s Caro!”
Caro is standing by the water cooler, drinking from a bottle but she turns at the sound of her name. She spots Frido, who indicates downwards to where you’re dragging her over.
Caro lets a small smile appear on her face and she drops into a crouch right as you barrel into her arms. There’s something about you being older now that puts Caro at ease. She remembers when you were just a tiny baby and how scared she was to drop you.
It’s harder to drop you now and Caro’s much more comfortable. Her arms wrap around your little body and you hug her back so tightly that she’s a little shocked at how much strength is in your tiny body.
“Hi, Caro!” You say, panting from how quickly you go to her side.
“Hello, y/n.”
“You played so good!” You tell her,” Just like at Wolfsburg! You score so much! You’re so cool, Caro!” You chatter on and on about Caro’s two earlier goals.
Caro nods along to you and Frido only pulls you away when you start yawning, completely shattered by your long day in the sun.
“Alright, little monster,” She says,” Say goodbye to Caro then we’ll say bye to Ingrid and Mapi. We need to head home.”
You whine but do as you’re told, giving a hug to Caro before running off to do the same with Ingrid and Mapi.
You’re practically asleep by the time Frido straps you into your car seat. You keep yawning and your head lulls to the side. It’s adorable and Frido snaps a quick picture, sending it off to Pernille and Magda, who she knows are eagerly awaiting an update from her after the game.
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figueroths · 20 days ago
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okay so this is long and likely impacted by my poor memory but I wrote a lot of it down friday night so it’s still somewhat accurate!! but here are my favorite things that went down during gauntlet at the garden (which is still so crazy to not only play msg but sell it out!!)
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she’s already famous but still worth mentioning: the brennan murph kiss
lou genuinely in distress about the pyrotechnics because brennan repeatedly chose violence hitting them without warning
siobhan rolling a giant dice for world’s biggest box of doom marked out on the floor plus getting the front audience to get their luck all over it
luck failing and rowan having to help out with the roll anyway!
getting to do a re-roll chant
business dragon as thee recurring bit from jump
telling wealth by nail beds + siobhan’s unnoticed callback to this mid-show
oil tycoon family money energy
kug having friends in the 80s who called themselves business dragons
kug ranking his friends without hesitation
sofia ranking a new rat in the crew as her number one and kug being soooo offended because he put sofia as his number one
the new rat’s name is parker and he has a car but they can’t use it because it doesn’t work and emily running with it saying of course she assumed he had a car because his name is parker and brennan adding that if it did work they’d call him driver and then doing cute little chin hands or smth like that
murph having his starstruck hair 🥰
siobhan looking so good in the yellow outfit and just not having these monster’s bullshit
ally trying to cast fireball on a dragon and then arguing can it be dream sparkles - successfully!
emily looking like a snack and at some point referring to herself as one - oh because calroy asked what kind of food they were
defeating junkmother by befriending her
lou jumping in when brennan had more than one character tell sofia that she reminds them of someone and being like “who reminds you of someone is it me???? is it me????”
the lighting being off when they swapped places post-intermission and then murph decided to play to the crowd and the whole group got in on an impromptu battle royal where lou hit murph with a stone cold stunner - brennan letting them go on (including siobhan with a steel chair) only to be like “and now im being told you need to be in your seats for them to adjust the lighting”
gilear being there at all
gilear dying immediately (yogurt related ofc)
audience participation on rolling for support
nat 20 roll to get ayda (i got a nat 20 on that roll but didn’t even think to screenshot it 😔)
ayda saying she’s gay as hell
ayda being there to protect her paramour’s father 🥺
ayda saving gilear’s ass from getting roasted
ally calling themself out about including pete’s medical bracelet in the character design for it to specifically be carrying testosterone but it doesn’t come in pill form so pete was just walking around with an empty medical bracelet that whole campaign (but now it has adhd meds I think)
wally showing up to shit talk staten island
zac getting the third highest roll on initiative during one fight and then getting the crowd to chant “third highest roll”
kalvaxus getting applauded for ending a crypto bro’s life (literally)
kalvaxus getting polymorphed into a rat and gilear then claiming the mantle of the chosen one and beating the shit out of him
P90X dvds and anachronisms
plug
coronitas on the staten island ferry
making plans they will Not be keeping about hanging out more and living healthier lifestyles
pete giving gilear jaeger from a flask
pete saying plug and gilear have a similar energy
genuinely just the delighted cheers at every gay thing and there were so many gay things
parker the rival rat doing the baby dance correctly but kalvaxus as a dirty little rat does it all wrong and they all start kinda doing it
murph living out his wrestling dreams and doing a heel turn just for the fun of getting booed
there was a shoutout to the two crew but I forgot now if it was murph or emily who rolled it (I think murph but with no confidence behind this thought)
grenade arm sofie!!!!!!!!!
K2 mention
ricky fail flirting with esther
kug magically communicating with the cockroaches across town but everyone starts treating it like a phone call so sofia has her ear pressed up against his chest and then when she asks for visuals (again this is not a phone call) brennan asks how does that work and someone (ally??) said “like teletubbies” agdjsks
emily genuinely sharing staten island facts
back to gilear dying immediately - kingston revivifying him (or a similar spell), someone else also did something I think but I forget because then sofia said she’s giving him a makeover and then proceeded to do semipermanent makeup with the most insane eyebrows
lou wasting his turn doing a bit with gilear just for kalvaxus to have a legendary action next
the kalvaxus battle starting with pete casting a cantrip during a handshake (shocking grasp) for FIVE points of damage ally why are you like this (never change)
junkmother letting ricky get away with a weak reason he counts as discarded (something like he discards his legs when he doesn’t work out enough lmao) while the party attempted to endear themselves to her but not before saying she can tell he’s the fitness expert because that was a stretch
so many closeups of emily like whoever handled the screens you’re so me
brennan (idr which npc) saying quangle and emily laughing through her own joke about pelvic floors pretending sofia heard him say kegel lmfaooo
kug getting charmed into thinking he’s doing audience participation for the nutcracker while tin soldiers try to kill him
all of it! it was all such a great experience and they are so talented and giving and I just had a lot of fun 💕🌸
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albatris · 2 months ago
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I need you to know it’s been like 12 hours since I saw that post and Jasper is Still living rent free inside my head. Do you have an excerpt about him? A sketch? A fun fact??? Tell me more about him PWEEZ
"Nathaniel Finch was a person," Jasper said slowly. "And I understand how… confusing this all must be for you. But you’re not Nathaniel Finch anymore, you’re—"
"I’m Nathaniel Finch," Nat cut in, starting to panic. "I never stopped being Nat. I’m still—you know I'm a person, right?"
Jasper took a moment. Sighed again. He spoke in the same special, delicate tone therapists used to use on him when he’d taken a skip out of reality. When they were compromising on the language they used and not the ideas.
"Yes. Of course," Jasper said. "What I mean to say is… well, you’re aware by now you’re not alone in there. The… entity, known colloquially as the Garble, makes you an exceptional danger to yourself and others." He added with a sharp look, "Mostly others."
"Come on," Nat protested. "I had things under control just fine."
"You think this life is what Nathaniel Finch wants?" Jasper raised his eyebrows. "You think hunting and consuming other human beings counts as under control?"
"Yes," Nat said. "I mean, no, but I—they were bad people. I’m doing my best. I’m making the best choices I can!"
"This is what I mean," Jasper said. "Listen to yourself! Healthy, well-adjusted humans don’t think like this, don’t crave the things you crave. You want to justify what you’re doing! You’re trying to convince me it’s normal! You’re convinced it’s normal! I know you don’t feel like you’ve changed, but you're someone else now."
"No. No, you don’t—you don’t know what you’re talking about," Nat said. "Of course I’ve changed. Fuck, I know I’m not human anymore, but I’m not not myself, though, I—I just adjusted! I adapted!"
Jasper lifted both his hands, placating. "Now, now. It’s normal to feel nervous. It’s normal to feel defensive," he said. "The vampiric instinct for self-preservation is an especially strong one, haven’t you found? I'm not trying to start a fight."
"I’m the only one here," Nat snapped. "It’s all the same. I’m all the same. Something—something new got added but it’s not separate from me and—"
"It’s alright," Jasper said. "You don’t have to justify yourself to me, really. I just wanted to set something straight, alright? No one here is going to lay a hand on Nathaniel Finch." He offered a tight-lipped smile. "So if you're Nat, you have nothing at all to worry about."
JASPER! he's such a horrible little man
I've toyed with the idea of a tragic backstory for Jasper, some capital R Reason he does what he does, but honestly
while March is in this for the money and the fame, Jasper's mostly in it because he genuinely loves it! he's fascinated by what the human body is capable of but he restrains himself from dissecting other humans, so when the opportunity arises for him to dissect something human-shaped that he can neatly box away as A Soulless Monster, he jumps at the chance. Jasper's not in it for the greater good, he's in it because it's a good time!
at the same time, though, Jasper TELLS himself it's for the greater good. he constructs this image of vampires as creatures that do not have human emotions nor the capacity for love and friendship... vampires manipulate humans and play with their food and enjoy inflicting pain..... any "positive" relationship a vampire has with a human is just a manipulation tactic to either kill that human or gain access to other humans to kill. vampires deserve to hurt! vampires deserve to be punished! there's no moral issue with harming a vampire, in fact, you'd be doing the world a favour! and since March insists this is for the greater good, it's an easy narrative for Jasper to slip into
Jasper is a person who wants to hurt people, and Jasper, I think, conceives of others as primarily selfish beings who want to hurt people, too. he thinks this of humans as well, deep down, but it's more socially acceptable to speak about that belief when you're dealing with a monster :)
so ya March is the guy who orchestrates all of it, but Jasper is the hands-on one, he's the one Nat has the most contact with and who performs the experiments. these include, in no particular order, infecting Nat with Australian Bat Lyssavirus (a cousin of rabies) and cancer cells, puncturing his lungs, removing his pancreas and heart, cutting off his fingers, starving him of blood, and frying him over the course of several weeks with constant UV radiation, resulting in raw skin, delayed healing, and blindness :)
he's a menace. he cannot be reasoned with because he thinks of everything Nat says as a manipulation tactic. Nat crying and begging? Nat refusing to kill an innocent person? Nat talking about his human friends? Nat desperately trying to prove his, for lack of a better word, humanity? manipulation, baby
fun fact! Nat eventually rips Jasper's heart out and uses it to replace his own missing heart <3
second fun fact! Jasper runs into Nat at a gala March is hosting in the chapter I'm writing right now and is this (THIS) close to just drugging him and kidnapping him there, and only doesn't because Nat is too socially anxious to "step outside" with him for a drink and a chat
anyway thank u for reading and I hope you enjoy this ramble about my horrible guy!
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Supply Run-Natasha X Reader
Special Thanks to @tragedy-of-commons for looking over the fight scene!
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You ran through the streets of rivet town, dodging past the Fragentum corrupted creature’s as best you can, avoiding them where you could, and blocking their path when possible.
You had to get these supplies back to Wildfire.
Nat needed them for the sick and the injured.
One of the robots swung its chainsaw, narrowly avoiding taking your head off as you slid under it.
Thinking quickly, you knocked over a stack of boxes, blocking your path as you continued to run.
You were close, all you had to do was get across the bridge.
The stairs were right in front of you, you just needed to get up them and get across the bridge then you were home free.
Getting up the stairs was easy, you were up them in a flash.
However, getting across… not so much.
There was a Fragentum monster at the other end.
It was made of glowing blue ice that, even from across the bridge, radiated a cold that cut through your clothes. Not to mention, the dangerous looking halberd that could cut you in two if you made the wrong move.
But you had to get past it.
The only other way off the bridge was to jump and… well, you liked being able to walk.
So, that left you with one option.
You walked towards the creature, removing the satchel Nat gave you and gently placing it on the ground.
The beast began to march towards you, Halberd at the ready and the bone chilling cold growing sharper and sharper with every step you took towards it.
You closed your fists tight.
Time to see if growing up down here and those pointers Oleg gave you paid off.
You began to run at the creature.
It did the same.
This was a gamble.
You readied yourself for what you hoped would come next.
These types of Fragentumn creatures had a pattern they liked to follow.
A pattern this one followed to a T.
The Fragentum monster swung its down halberd, in response you sidestepped the strike, the weapon burying itself in the ground. Acting quickly, you stepped on the haft of the weapon, keeping it in place as you pulled back a powerful left overhand and then fired it into the icy creature's face, sending it spinning away without its weapon and leaving your hand covered in frost. You did not have time to care about this as the monster was stunned, giving you the perfect opportunity to capitalize on its weakness.
Rushing the beast you dodge under the wild strike it made with its fist and hit it with an uppercut, sending cracks spider webbing across its face and sending it stumbling back where you kick it in the side of its ribs, forcing it to crash into the railings of the bridge over the entrance of rivet town. Next you pulled the monster of the railing before grabbing it by the head and slamming it into the side of the railing, creating even more cracks and sending into the ground in a heap before following up with a vicious kick to the chin that sent it to the ground before stomping on the head, shattering it like glass under your boot.
As the creature faded away you leaned on the railing, panting.
“That was way too close.” You muttered to yourself through panted breaths as you leaned on the railing, ignoring the stabbing feeling in your hands.
Still, you had Nat her supplies.
Now all you needed was to get back to town, then you can get checked out.
And probably chewed out, but it always came from a place of love.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
“-And that, my good friends in The Moles, is why I am- OW! -Sitting here, having pieces of ice taken out of my hands. Now, what did we learn?” you asked the group as Natasha continued to remove the shards of ice from your hands.
They were not particularly deep, barely piercing the skin, however, the cold of them mixed with the heat of Natasha’s clinic, made your hands feel especially tender.
Hook was the first to speak.
“You should be ready to sacrifice life n’ limb for the greater good!”
Immediately you and Natasha both made a very clear buzzer sound and said “Try again!”
“To get better at fighting monsters?” Hook asked.
Another buzzer sound came from you and Nat.
Hook sighed.
“Is it not to go to Rivet Town and not to pick fights with monsters?”
“Correct! That is one gold star for you!” you and Natasha exclaimed with a smile.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Soon after, Hook and her gang left the clinic. Though, not without extorting some candy from Natasha first.
“You really let those little rascals run roughshod all over the place, don’t you?” you asked as Natasha tenderly wrapped your hands in bandages.
“It's better they cause chaos where I can see them as opposed to where I can’t.” Natasha responded with a slight smile.
“Heh, can’t argue with that line of thinking, love.” you muttered as the good doctor finished bandaging your wounds.
“Good, because I’m right.” Nat said before kissing you on the cheek and pulling you up from the chair where you managed to take a few steps before beginning to stumble and almost falling.
Luckily, Natasha caught you before you did.
“Ugh, I feel terrible. What was in that ice?” you asked her as a sudden wave of nausea and tiredness came over you.
“An extremely concentrated amount of Fragentum Energy which you were exposed to for several hours.
“That’ll do it…” you muttered as you followed Natasha’s lead.
“You need a good night’s rest, you’ll feel right as rain in the morning.” Natasha told you as she shuffled along while holding you up.
“What even is rain?” you asked in your barely lucid state.
“The old stories say it's water that falls from the sky, much like snow.”
“Sounds weird.” you muttered as Natasha opened the door to the room the two of you shared.
“I agree.” Natasha responded as she dropped you onto the bed.
“Now then, you need to get some rest. I’ll be back to check on you in- WHOA!” Natasha exclaimed as she was pulled into bed with you and into a hug.
For a moment, the two of you were silent.
“Did you plan this?” Nat asked as she wrapped her hands around you.
“Fistfighting a Fragentum Monster? No. Getting you into bed so you get sleep? Yes.” you muttered as your tiredness began to take you.
“Dear, we’re still in our day clothes.” Natasha muttered as she began to grow tired as well.
She received no response save for soft snores.
“Sigh I guess… it’ll be… fine…” Natasha thought to herself as her thoughts began to grow sluggish and her eyes began to shut.
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darkdemeter · 11 months ago
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☾ phases collection issue #2 IN THE ARMS OF YOUR ENEMY
⚤ Wanda Maximoff x GN/Female/Male Werewolf!Reader SMUT 18+ MINORS DNI — light bondage — MxF version pairing — FxF version pairing — unprotected sex — P in V sex — profanity — pet name "Lamb" — usage of the term "slut" amidst sex — light/alluded breeding kink — reader receiving (male and female variants) — bit of excessive cum — mention of marking — possessive reader — slight stalkerish reader — Hydra agent! reader — enemies/lovers with benefits — I think that's it? ✎ 3.9k Once again, Wanda will find that she can't exactly keep the wolf out, and she'll find herself back in your arms; no matter how much she detests the idea you're an agent of Hydra.
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↳ MASTERLIST | ↳ TAGLISTS ────────────────────────
II.  Any wolf can forego the hunt of its prey. It takes a particular beast to continue hunting the single lamb that escaped it once. A sickening delight in the torment it brings upon the victim. And no matter what, the lamb’s scent only draws the wolf closer. 
   New locks, new keys to accompany those new locks, new means of security. Whatever she could get her hands on. Was she wrong to leave the compound, in search of a place of independence? 
  It’s grown quiet the past two weeks, going on three. She can hope, and only hope, that this means she is finally free. But she has plenty of reasons to doubt. 
  Keys in hand she plugs it into the lock and twists, entering her apartment. Simple, the floorplan didn’t mess around in trying to make the space something it’s not. Cosy but simple and within budget. Immediately to her right is the open concept kitchen, an L shaped counter anchored to the wall, the basic appliances with it and an island countertop at its centre, completing the design. 
  To her left, the curtains are almost drawn to the close, leaving only a spying gap open above the small dining table and beige coloured booth seats. Ahead of her is a wooden beamed door frame, twice the size of her front one. It enters the modest lounge room, where a boxed fireplace sits idly in the corner, unlit until the nearing winter begins to settle in. For her piece of mind, a TV sits on a dark cherry wooden cabinet, a box of old, collected sitcom discs and a dvd player go hand in hand together. 
  She’d taken to making the space truly her own. Here, she isn’t the experimented girl Hydra made her to be. Here, she isn’t a woman who’s feared for her abilities. In this apartment, she is just Wanda Maximoff. A normal, young woman who enjoys cooking heritage meals for dinner - with a recent habit of having takeout at least once a fortnight - going out shopping towards the weekend with Natasha and watching her favourite sitcoms.
  But over the last few months, this spot has also attracted something far more sinister. Something that stalks her from the dark alleyways and winding streets. A monster who she knows to be the enemy of the Avengers. Her enemy. An agent of Hydra. 
  Still… she found herself in your arms again and again. She recalls the reverberting moans trapped within the confines of these very walls. The lengths of pleasurable extortion you’d go to for her to reveal secrets and confidential information.
  And in turn, you kept her out of Hydra’s reach, away from getting their hands on her again. Under your protection, her freedom remained intact. 
  Wanda strips herself of her coat and bag, eyes scanning the lounge room and catching an obscured form occupying the armchair. 
  “Hey Nat,” she greets, tone calm and unaltered by concern. Natasha had mentioned she was going to stop by for a visit sometime that week. 
  “Hey, Wanda,” Natasha’s voice replies, voice slightly tuned with a friendly purr. 
  “What you been up to?” Wanda asks. She grabs the bag of groceries and places them on the island, caught in her own world until the colour in her cheeks drains, the warmth grows cold and in her stomach grows an ominous pit. 
  “Been watching– you.”
  Wanda feels as though the floor will swallow her at any moment, and at this point, that would be a relief. Her eyes land back on the mistaken identity’s form, elbow propped up on the chair’s arm, a small device sits in the palm of a gloved hand. Your gloved hand. 
  With a roll of your thumb, you click the device off and let your arm drop, manoeuvring yourself to shift in your place. 
  Wanda finds the hellish pits of amber that reside brightly in her dark lounge room, the day itself looming with stormy clouds. Now with the late evening, darkness settled in far more quickly. 
  Your lips stretch wide, almost ear to ear like the cheeky cheshire, but Wanda is not amused one bit by your visit in particular. Anyone else would have been fine. Just not you. 
  “Been ignoring my calls, little Lamb. Just came by to… check in,” you purr, voice deeply seated in its obsessive fever. 
  “U–uh huh…” 
  Your chin turns on its axis, brows knitting in your faux confusion. “You sound concerned.”
  “Wishful thinking is all.” The words came out before she could even process them. Her hand claps over her mouth, taken aback with a gasp.
  Your tongue clicks to the roof of your mouth as you pull yourself from the chair, height now towering over Wanda, even at a distance. “Sweetheart, I’ve been worried. It’s as though you’ve been trying to keep me out.”
  Wanda offers in showing kind a pearly smile, flustered and seemingly dumbfounded by the absurdity of your question. As if she was trying to keep you out… she can’t let you catch on. 
  “Keep you out? What?" Her arms fold over her chest. A nervous tactic, one she often defects to whenever she’s plagued by doubt or fear. You duck your chin in indication towards her front door. 
  “New locks,” you scoff with a shake of your head, “if you’re really going through these measures, at least amuse me by making it just a little bit hard.”
  Wanda’s jaw grows slack, eyes bearing into yours with that radiant flare of fear. The trait one that often arouses you. She portrays it well. Makes the hunt more fun for you. 
  “I… I don’t…” She cannot bring a single reason to mouth, her tongue tied with the thread of deceit so easily discernible, it shouldn’t be as funny as you find it. 
  With little else, her fingers move, taut and rigid in their slow, methodical dance but you catch on far too quickly than she can begin to halt.
  Hand loosening the cord of your leather belt, you swiftly disarm her crafty hands before she could work to send you flying back. 
  You scold her with a haughty tut, “Ah, ah, ah!” You grin widely as you bind her hands above her head and force her back against the front door with a booming thud. 
  “I’ll be the one using my hand, little Lamb.” Your coo is a sickening coil of sinister delight, taken away in your sheer excitement of the hunt she has become accustomed to seeing in the reflective glint of your eyes. 
  With one hand, you continue to pin her tied wrists over her, your other raises towards your mouth where your fanged canines nip teasingly at the leathery texture, stripping your bare hand free, you toss the glove onto the countertop. 
  “So I wanna know,” you sigh deeply, “what’s this all about? Hm?”
  With every movement of your fingers, she feels her pants loosen, the button and zip to her jeans failing to keep your touch out of reach, soon enough you’re snaking beneath her panties. She moans when your coarse thumb pad drags over her clit, excitement fills her blood and heat brims under her skin. 
  Her cheeks grow flushed and her folds slicken in the tormenting delight you bring her. The dangerous allure she finds herself drawn to. Back in the arms of her enemy. Incapable to be free of. 
  She squirms against the door when you roll her clit in slow, firm circles, growling against the shell of her ear. 
  “If you want to cum, you’ll need to answer a few questions for me.” 
  Her hips jerk forward suddenly, instinctively, buckling under the coursing pleasure flowing through her body. Unable to deny the flood of desire you bring her to. She moans lowly. “I… I just wanted– to keep you out.”
  “Why?”
  “Because–” she hisses as your fingers run the line of her aroused, wet folds. “Because you’re my enemy.”
  You hum lowly at her answer. “And this concerns you now?”
  “The Avengers will catch on. We can’t—”
  She freezes instantly at the baring of your teeth, throat coiled with a deep, throaty snarl. “If anyone thinks they’ll come between us, I’ll fucking kill them.”
  “Please…” Her voice is shattered by her broken resolve to remain strong and defiant to the effects of your carnal activity, fingers drawing your sharpened claws from their nail beds, you drag them slowly over the lips of her soaking entrance. She pushes her hips forward again with her simple plea.
  “Ah, ah,” you hiss coldly, “you’ve been ignoring my calls and messages, Lamb. Very foolish of you.”
  “I-I’m sorry.”
  You scoff now and your thumb stops in toying with her sensitive bulb, bringing her to whine loudly, giving away just how needy she was. 
  “I think you can do better than that.”
  “I can, I can.” Her words are breathlessly urgent in their tone, it almost takes you by surprise by the way her green eyes traverse downwards between you. Yet her eyes don’t plead her case to continue getting her off; the lustful glaze in her eyes offer to get you off. 
FEMALE
 Wanda sinks to her knees, her arms raised high above her and still in your hold, she stares up at you with anticipation. She’s hellbent on this little mission of hers. Amused, you chuckle and with expert navigation, you unbuckle the front of your pants and tug down enough to reveal your cunt. Wanda aches her head forward, her tongue balances the line of anticipation that leaves you in its wake. 
  With a soft, melodic noise, she moves her tongue to curl and lick at your clit, your muscles tense and your core tightens, uttering curses under your breath, it takes everything in you not to pull her head forward and bury her between your strong legs. Still, your hand curls tightly around the leather strap of your belt in warning and restraint. 
  “Better get that mouth working, Lamb,” you growl deeply, the sound causing a shiver to wrack her spine visibly and she bows her head forward more. Her lips and tongue work in tandem to each other, sliding over the aroused slickness of your folds, clit tormented pleasantly by her mouth, every so often her warm beth beats against your pussy. 
  “Fuck, girl,” you rasp to hide the otherwise pitiful whine clawing its way up your throat. “C’mon, give it to me like the good slut you are.”
  She mewls against your cunt. She’s teasing you, just easing her tongue along the sliver of your entrance but not delving any further than that, overall she pays more attention to your clit, every so often her nose nuzzling it playfully. 
  Any other time, you’d enjoy and be amused by her little game, but right now she’s fucking toying with you. 
  You buck your hips aggressively with a sharp hiss as her teeth nip dangerously close. “Oh, you want to go about it that way?” you rumble and she coos, tone innocent despite the eyes saying something else. Spelling mischief. 
  You hoist her up by the tied juncture of her hands and drag her over to the lonesome kitchen island. 
  If she was going to play games then so were you. It’s effortless the way you slam her atop the counter, her body squirming and writhing, but you pin her down and she freezes, breath ceasing to exist in her lungs. 
  “You cornered yourself, Lamb. Now you gotta lie down and take it. And I won’t be kind.”
  You can feel in the way her throat bobs that she swallows both pride and realisation, to come to the new revelation and the error of her ways. If only she’d been a little kinder. A little bit more merciful. Because she knew you were never one of true mercy.
  She breathes deeply as you seize hold of her legging and rip them down, panties along with them and drop them to the floor. She won’t be needing them anytime soon. 
  “W-wait,” she gasps only for her words to die on her begging tongue, her back arcs up, body coiling to the ignition of your touch, fingers rough against the cove between her thighs, she moans for more. 
  But much like her, you refuse to give her exactly what she wants. Her clit is the subject of your torture, thumb rolling in slower circles you’d used before and your other fingers trace the moist line of her pussy that clenches with excitement; with hope of them sinking into her depths. 
 She says your name then, your attention drawn to the pronunciation of it and you groan with a twisted smirk. 
  “Please, d-don’t do this,” she sighs lowly, “I-I need you. Badly…”
  “Mm, should have thought about that before you decided to be a cheeky lil’ slut.”
  You slip your middle finger into her without warning, her face contorted in brutal pleasure, she arches further and bounces her hips, breath growing hot and quicker. “Y–es! Yes!”   You add a second finger and then your ring finger, each one touching her spongy walls and stretching her. Each touch stokes the fire of her growing orgasm and she chases it with everything she has; however you’re not going to allow her to revel in the sweetened high of her release. 
  If she wants to cum around your fingers, she’s going to have to really, really beg for it this time. She curses you and praises you, your name a sultry chant playing on repeat and its a song you will never tire of hearing. If her hands weren’t restrained by your belt, she’d be digging her fingers into your arms like a cat clawing a scratching post, her legs spread further for your touch to exceed beyond the bounds they reach now.
  “Right there, r-right there! O–oh fuck!” She’s crying out, streams of tears pave the way to her euphoric torture. 
  You know she’s getting close. Her body, each a telltale sign, she thinks you’re going to let her cum.
  “You wanna cum, Lamb?”
  “Yes… yes, yes…”
  Your teeth graze the curve of her neck and elicit a shocked gasp from her throat, though her hips keep rocking to the motion of your thrusting fingers, claws scraping the length of her hot, tight walls.
  “Then let me mark you, Sweetheart.”
  “Wh-what?”
  You groan at this, eyes rolling with a snarl. “C’mon, I know you want to. Quit being a fucking tease and let me have one bite.”
  Her voice is weak, wheezing on the teetering of her arousal and shock.
  “We can’t— fuck, Wolf! L-let me cum!” 
Pushing her body further into your fingers, you pull your hand away, fingers on the verge of retracting completely and your thumb flicks her clit until she yelps.
  “I don’t think you’re being very fair, Wanda Maximoff,” you growl, amber eyes burning with the intensity of a third degree. 
  It’s little wonder why you feel this dark seed of possessiveness fester inside your soul. At first, you thought it naught but Hydra’s doing that fucked up the natural wiring of your brain, scrappng way the wolf’s more tame and pack orientated habits, only to leave the rabid nature to maim and kill. 
  But now you’re so that those natural instincts are there still. Fried and seriously altered into some twisted version, but still there. 
  You came to recognise that your little obsession was more in depth than you originally predicted. Wanda Maximoff, Hydra’s once experiment and now enemy, is your fated mate. A wild night of desperately relieving yourself over and over again, like a drug had poisoned your body, all you could think about was Wanda. 
  Now she wasn’t giving you what you wanted. To mark her, to show that whoever fucked around would find out. That if anyone touched her, they were dead.
 You withdraw your thrusting fingers right as she is about to be delivered to her sweet release, denied, she almost screams in protest. 
  “I was… I was so close,” she seethes, “Why’d you stop?”
   With a wolfish huff, you push your fingers inside her to a still and she swears you drag her down the counter. 
  “If you refuse to let me mark you, Lamb, then I’ll find a way for you to have my pups. And you’ll have no choice but be sent into the arms of your enemy.”
MALE
  Wanda sinks to her knees, her arms raised high above her and still in your hold, she stares up at you with anticipation. She’s hellbent on this little mission of hers. Amused, you chuckle and with expert navigation, you loosen the constraining pressure around your hardened cock, letting it spring free. Already, your beady tip grazes across her plump lips, swollen with your feverish need, you hoarsely grunt. “Get to it, Lamb.”
  Her tongue brushes the underside of your cock and you groan, eyes screwing tightly together the further along her breath comes over you, slowly sinking your length between her parted lips. Her cheeks hollow to accommodate your girth, moaning a muffled sound. 
  She pauses halfway, throat tightening around your intruding tip and your hips stutter, the force of willpower to not cum down her throat right then bringing a pleasured grimace to form over your face. “Look at you,” you grin widely, “on your knees like a go little slut.”
  She moans louder, the sound bouncing your cock in her mouth. You sink deeper until she’s taken all she can, almost swallowing your entire cock. In her eyes, the brimming of tears well into a glossy curtain that spill over at the first thrust, slow but hard, she chokes around your size. 
  “That’s right– fuck! Take it, fucking hell, you’re mouth is hot.” You’re panting heavily as your thrusts grow in punctuated speed, hand coiling around her bound wrists tightly, your other finds itself around her throat, feeling each time your cock delve down the tunnel of her throat. 
  She mewls, either in protest or plea, her thighs clench together in her position, tearful eyes blurred between complete darkness and the illuminated view of your hips driving forward, your cock moving up and down her throat with rapid succession as you chase your high. 
  “S-s-so b-big…” Her words come out muffled, barely audible as she gulps around your length, moans growing higher in pitch into whines. 
  “Yeah,” you rasp, “fucking so big, you’re choking ‘round me.”
  She nods eagerly and groans when you piston your hips harder, the swelling in your balls giving away that the fun is almost over. 
  With a grunt you withdraw from Wanda’s mouth, lips parted wide and strings of saliva and precum coat the edges of her mouth. Her eyes find yours burning a thousand degrees hotter into her soul, scorching it with such intensity, it took everything in her not to squirm beneath you with need.
  “As much as I’d love to see you swallow my load, I’d rather have your cunt do that.”
  You can smell the sweet nectar between her legs, her core undoubtedly soaked, you pull her up by the leather instrument around her wrists. You push her legging and panties down her legs until they pool at her ankles, ushering her to kick away the unnecessary clothing. 
  She shivers, voice hoarse as you back her against the door again, the whisper of your name is softened by the feathery texture of her lust. She’s fucking drenching you tip that lines her awaiting entrance, greedily, she squeezes around nothing and pouts, whining for you to hurry up, to fuck her hard and raw until she’s dripping with your cum. 
  “Shh, Lamb,” you coo through a bite of clenching teeth, pushing inside her pussy with a relieved sigh, for a second time, you have to fight to keep yourself from blowing your load. 
  She moans deeply into the side of your neck. Looping her arms around your neck, she’s caged between you and the door, and you begin to eagerly rut your hips. 
  The modest apartment’s four walls once again are the cells containing your time of ecstasy together, moans bouncing off the balls and heavy bouts of panted breath and slapping skin drive you each to the edge of your own insanity. 
  There Is only the need for more. None of you want to stop this arrangement no matter how conflicting it can be to your respective parties. The Avengers and Hydra can war and raise fire with one another all they want, you’re just taking what’s yours at this point. 
  And if this is the end of your time, you’re going to fucking enjoy every bit of it that’s Wanda before you’re put six feet under. 
  “Fuck- f-fuck, don’t stop,” Wanda breathlessly chants, “right there, oh shit— don’t–”
  You moa deeply and pick up the pace behind your thrusts that ruthlessly rut Wanda back against the door with loud patterns of thumps. 
  “Fuck, Baby– you’re so tight…”
  “I’m so close!” she mewls lousy in her announcement, her head tilted to the side and the juncture of her neck exposed. Your teeth graze it and she gasps. 
  “C’mon, I know you want to,” you growl with a jerk of your hips, your tip kissing her cervix roughly to press the air from her lungs. 
  “But–” She’s cut off by the new, brutal angle you choose, viciously you rock her hips upwards until she’s practically sliding up and down against the door, her nails bite into the leather of the belt and her legs encircle your waist, momentarily losing balance and following the pace of your movement. 
  “Wolf, please!” 
  “Shit, cum for me, Wanda, cum for me.” 
  She breaks for your command and cries out in a flurry of stringed curses, her orgasm a crashing flood that engulfs and squeezes around your cock. “That’s it, Sweetheart… that’s it.”
  She relaxes against you while you aid her in riding out her high, eyes dazed in her post-orgasmic state, she hiccups and gasps with each wave of thrusts that continue to surge through her. 
  Again, you tease her, teeth bared against the flesh of her exposed neck. “One little bite…”
  “W-we can’t—”
  Groaning lowly, you retort, “You’re such a fucking tease.”
  It’s little wonder why you feel this dark seed of possessiveness fester inside your soul. At first, you thought it naught but Hydra’s doing that fucked up the natural wiring of your brain, scrappng way the wolf’s more tame and pack orientated habits, only to leave the rabid nature to maim and kill. 
  But now you’re so that those natural instincts are there still. Fried and seriously altered into some twisted version, but still there. 
  You came to recognise that your little obsession was more in depth than you originally predicted. Wanda Maximoff, Hydra’s once experiment and now enemy, is your fated mate. A wild night of desperately relieving yourself over and over again, like a drug had poisoned your body, all you could think about was Wanda. 
  Now she wasn’t giving you what you wanted. To mark her, to show that whoever fucked around would find out. That if anyone touched her, they were dead. 
  Your thrusts grew sloppy, the rhythm lost to your desperation to the swelling knot as your release came upon you, you whine lowly. The tip of your cock erupts violently with spurted rivers of your cum, far exceeding that of the average, human male, Wanda’s womb becomes heavy with your seed. 
  “Sh–shit!” Wanda moans quietly with a hiccup when your knot ties against her entrance, locking you in place inside her tight cunt. 
  “If you refuse to let me mark you, Lamb, then you’ll mother my pups. And you’ll have no choice but be sent into the arms of your enemy.”
@alexawynters @alyciaddict @simpforlizzie @literaturedog
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kaunis-sielu · 1 year ago
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Dangerous Places: 8
You don’t see Steve for almost a week. You meet several of the women, they seem nice enough and happy, but you’d seemed happy too.
Wanda had taken your grocery list and bought everything you’d needed, no hesitation. She was a soft woman, and the one you felt most comfortable around. You knew that Nat was reporting back to Steve on you. Those piercing green eyes of hers seemed to notice everything and it’s unnerving.
Your feet have healed well, the Doctor, a soft spoken man they call Hulk, had come by and checked in on you. He’d also offered to get you a system that would test your blood so you didn’t have to do your finger all the time, something that sounded more than a little appealing.
You’re a little surprised to see Steve enter after he knocks on the main door. You’ve got some music playing from an old radio you’d found and are reading a book. One that Carol had lent you.
“Hi Bunny.” He says putting a box on the counter. “Got you some sugar free cookies from a bakery I like.”
“Thank you.” You’re surprisingly touched by this.
“I hope they’re good.” He says dropping down into the arm chair with a heavy sigh. “How’s your week been?” When you level him with a look that pretty much screams really? “Right, sorry. Things have been interesting, hectic but I’m getting closer to destroying Hydra.”
“Good.”
“Good?” He seems surprised, “there’s no one there you were friends with?”
“No. Friends don’t help a monster keep you prisoner.”
“Will you tell me what happened?”
“No.” You tell him with a racing heart. Last time you’d said no to Brock he’d beaten you so badly you couldn’t sit comfortably for days.
“Okay, will you at least think about it?” He asks and you nod, you’ll think about it. “Thanks Bunny.”
“You can use my real name if you want.” You offer, not looking up from your book.
“I know.” You glance over at him and see a little smile on his face, “what are you reading?”
“Something from Carol.”
“Ah, sexy book then.” He says and your eyes nearly pop out of your head.
“Wh-what?”
“Sexy book. Carol makes us all read them, is that the one about the baker and the doctor?”
“Um, yes.” You know he can see the embarrassment on your face.
“Nice. Some things in that one I’ve wanted to try for a while. Let me know if you’re interested.” He flirts but you can’t even look at him. He turns on the tv and you continue to read for a while, you’re reading a more, spicy, part when he hums and you look up at him.
“You’re at the part in the kitchen aren’t you?”
“How could you possibly know that?”
“The look on your face, and how far along you are in the book. I just read that one.” You snap the book shut, keeping one finger in between the pages so you don’t lose your spot. “Aw, come on Bunny. Keep readin’ for me.”
“No more comments.” You tell him attempting to make it sound like a question while it’s really a request.
“Alright, but I’m watchin’ still.” You sigh heavily but don’t argue, you open the book again and start reading.
The scene is hot. There’s no arguing that, and annoyingly now you can’t get the vision of Steve as the male character out of your head.
He lets you read in peace for a half an hour before he says, “what should we do for dinner?”
“I was going to do leftovers.”
“Ah, what if I cook for you?” You bite your lower lip and look down into your lap,
“I have so many leftovers, I don’t want anything to go bad.” You close your eyes waiting for the anger.
“Good girl Bunny.” He practically purrs and butterflies dance in your stomach. “I love when you set boundaries with me. Do you mind if I just find something?”
“That’s fine.”
“Thanks. Hulk said he was going to get you set up with some other stuff for your diabetes. Has he done that yet?” He asks as he makes his way to the fridge.
“No, I think he ordered it.”
“Good, anything else you want to do?”
“Leave.”
“Bunny.” He warns lowly and you glare at your book.
“The brand.” You say after a few more minutes of silence.
“Hmm?” He hums from where he’s looking into the fridge,
“I’d like my brand removed.”
“Did you talk to Bruce about it?”
“Who?”
“Oh, right Hulk.”
“Um, no. I don’t even know if it’s possible.”
“We can ask him, I can’t imagine it’s going to be pleasant.”
“I think that’s why he does it. Brock’s a monster. He likes inflicting pain on other people then,” you take a deep shaky breath, “he blames you for your pain.” You whisper and you hear Steve moving quickly.
“I’ll be right back Bunny.” He says through clenched teeth. The door slams shut and after a few seconds you hear the sound of something shattering. When he comes back into the house, his body is tight like he’s angry. He stalks over to you but freezes when he sees how you curl in on yourself.
“I’m coming over there Bunny. I’m not mad at you, you need to know that okay?” You nod and he comes over and crouches in front of you on the floor. “I need to know the things he did to you. I need to know so I can punish him when I destroy Hydra and I need to know so I can help you heal.” He says softly, “I am furious with how you were treated. It’s unacceptable.”
“It’s hard to talk about.” You whisper as tears fill your eyes.
“Maybe I could bring in a therapist for you?”
“You’d do that?”
“Yea Bunny. You’re mine to protect and that means from everything, past trauma included.”
“But why?”
“What do you mean?”
“Why me?”
“I don’t know. When I figure it out I’ll let you know.”
Tag list:
@andahugaroundtheneck @connie326 @also-fangirlinsweden @lumar014 @loving-life-my-way @pagina16ps @emdying @dumblani @valsworldofcreativity @blackwidownat2814 @vicmc624 @abschaffer2 @patzammit @inkedaztec @sophham
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songbird-oracle · 1 year ago
Text
Live thoughts watching Fantasy High Junior Year episode 5
Spoilers ahead
Im so nervous already about Cassandra
These dudes getting swole
It IS spicy tonight in the dome
Screaming
I WANT A BOGGY KISS
OH FUCK SHES HOLD MONSTERING KRISTEN
THE SECURITY COMING THROUGH OH SHIT
“Do you want me to kill that guy for you 👀” vibes
OH NO PLEASE NO NIGHTMARE KING OH NO OH NO
I’m Shittering my pants rn
No not the girlies!
Located in the astral mall, This place has *everything*. Ripped valley girls, a goddess and prophet and familiar going through a very tumultuous time in their relationship, a frog wearing a paper hat, and a weird ass clock
I live for the hangman banter
Oml I love the Yarrbucks coffee art
LOU HOLY SHIT
BOX OF DOOM DC5!? The stakes are seriously so high though
Okaaaaaaaay 13 works ig
“Does she need scratchies?”
Wooo Murph!!
THE STAR TALKS!?
I love Emily’s reaction to “banging out a 1st level spell”
Riz sadly flossing
Oh no Kristen oh no Cassandra!
No stop attacking Cassandra!!!!
🎶non-a-crits🎶
Thank goodness no failures
Break it up guys come ooooooooon
Damn, man needs strudel with sauce at a time like this
Profiling the minis 🤣
NOT THE TAP DANCING
“I don’t think you’re scared, I think you’re mad. And that’s okay” I’m sobbing
YES THE FUCKING SECURITY DETAIL
Kristen is so low, oh no
A 0 initiative 🥲
FUCK THIS IS WHAT RAGHS MOM ABSORBED!?!? Gorgug is the greatest wizard of our time
Abjurative grammar is prescriptive. Iykyk.
I knew the DC would be high
NAT 20 BEARDSLEY IN THE FUCKING HOUUUUUUUSE
YESSSSS HEALED CASSANDRA 😭
Oh fuck oh fuck bad stars
Let it out Cassandra, feel your feelings
Oh my goodness, philosophers scone
OOP PAUL BLART INTERGALACTIC MALL COP
It’s not the nightmare king??????
41 damage each, damn Adaine
We aren’t even half way through guys
BAHAHAHAHAHHA playful picking on Riz
Mass dispelling?? Damn
????? TUMMY ACHE SURVIVOR????
THE SHRIMP!!!!!!
Why is Fig a walking embodiment of Murphy’s law rn???
WHAT THE FUCK
NO NO NO DID GILEAR STEAL HER LUCK??????
IS THIS QUADRANGLE FUCKERY??????
Okay it’s just a curse
WAIT WHAT???
Cloaca why 😂
Whoopsies, shattered the shatter star
Oh fuck, rage Adaine is scary dude
Is this some rage and revenge deity??
Anyone but Conor
BAHAHAHAHAHA “no no, this is gonna happen”
“Stay hot Conor”
NOT KALINA NO
RAGH??????
Not the shimmy
WHAT IS KALINAS AC
44 DAMAGE??
Old Fabian
Legend has it the wizard is still waiting for his strudel with sauce
WHAT THE FUCK NO NOT CASSANDRA NO NO NO
“Unfortunately stop flossing”
COMPELLED DUEL ON KALINA OH FUCK
3!!!!! Woooooo!!!!!
Worst mall cop ever, Paul Blart would never
🤣 “is that not property damage??”
I’m so scared for Cassandra guys
Kristen and Cassandra are down oh no 🥲
BARDIC SHRIMPSPIRATION
NO NAT ONE NO NOOOOOOOO
Somewhere Katja Cleaver is raging because Conor Counterspell said he hates horses
A ball. Not *the* ball
ARMOR ZOMBIE AND LICH IM LIVING FIR THESE NAMES
Bards and Noble 🤣
Kristen coming in with the hugs
Box of doom has been working hard this episode
Shake out the bad ones
Screaming crying throwing up
I can’t look
Dammit Murph
Ecaf again
“What are you talking about girlieeeee?”
Brendan’s stare scares me
FUCK
Strudel for the win Girlie!!!
“One more roll girlie 🤪”
Oh no oh no oh no oh no oh no circle of death oh no
COUNTERSPELL MY BELOVED
“How old are you” “45” “gross”
WAIT WHAT TIME REVERSE TO- TEN SECONDS
Conor, you’re the best secret service agent ever
WHAT????? WHERES CASSANDRA??????
WHAT????????
I’m so fucking scared right now
Wait is Cassandra a triple goddess? Like how Hekate is a triple goddess, is Cassandra one? Cause Cassandra, Nightmare king, and a divine thing that isn’t a different divinity?
I want to enjoy “we got that bad boy buttered” but I can’t 🥲
Dead stare 🥲
I love Hangman 🥹
Feral Murph
NAT 20 SHRIMP JUMP
Thousand yard stare
Best shrimp jump ever
Maximum legend
That’s right, kick flip the system
Fuck KandyKorn Lullaby
See you at Basrars, I’ll be sobbing into my ice cream
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19thsentry-blog · 1 year ago
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Contact: The Run and Go
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MLB Fanfic | Feluka Endgame | Rated M | Ongoing: AO3 Link
Viperion's feet slipped–barely, but perceptibly. The world viciously shook beneath them, like the underground StarTrain he sometimes rode from Britain to France was plowing away at full speed beneath their feet. Already desecrated skyscrapers and cathedrals sunk several more meters into the ground, Feast's innards hungrily pulling more of the ruin toward its center. 
"I think things are just...settling," Viperion said, eyes darting warily around the landscape. 
The cataclysmic downpour and flash flood slowed to a light summer's drizzle as the tail end of the storm dragged over them. Félix felt Viperion hold his breath while they both tracked the retreating clouds until, eventually, the earthquake settled to a far-off rumble, and the rain finally soothed to a stop. 
Viperion breathed out, his head thunking against the billboard for emphasis. "We should be okay now."
A fine thing to say from someone who hadn't been hit by lightning. 
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sodaa-enby · 7 months ago
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no i dont know anyone that plays dnd sadly :( what do you mean by character sheet? /genq
ok this is goingt o be a long read. jusr a warning . im about to explain dnd fully to you.
VERY LONG POST YOU HAVE BEEN WARNED
!!!!!NEW DND PLAYERS OR PEOPLE WANTING TO PLAY SHOULD READ THIS!!!!!! ITS USEFUL I PROMISE AND PROBABLY EASIER TO READ THAN THE OFICCIAL BOOKS. IT ALSO HAS AN EXAMPLE
the basic things needed for dnd are a DM, some dice and a player. the dm is like the storyteller- they act all of the npcs and run and prepare your story. you would be the player and you only have one character to take care of which you rp and play as.
the dice are used to randomly determine things like attacks, damage, and how well you can do stuff. dice are named with "d"and the number of sides they have- so d10 would be a 10 sided dice, d4 is a 4 sided dice etc. a standard set has dice with 4, 6, 8, 10, 12, 20, and 10 sides. the most commonly used dice is a d20 or a 20 sided dice.
so when ur playing dnd the thing u make first is a character sheet. this contains information about the characters general appearance and their skills and abilities. most of them look like this (its quite complex but hopefully i can explain it)
im going to use this character as an example cause im sure this post will be useful for other people as well :)
so this is the character nat
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and here is a blank character sheet (linked is a fillable pdf)
and here is the sheet that has boxes which ill be using to explain
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when you make a dnd character you have to pick a class and a race.
your race is basically What you are so it could be something like human elf dawrf gnome etc. from what ive seen of ur character she would probably be an elf or an aasimar (people with holy/divine blood which explains the wings and halo). your race gives you certain things like a speed, special moves/abilities (like flying) and specific things you can do. throwing your halo or using your feathers as daggers would be considered a race ability because it comes from your genetic makeup and body and has nothing to do with things youve learned.
the next thing you choose is a class. a class determines more of what you can do that isnt based on how youre born (well. sometimes it is). some examples of classes are fighters(they. fight), wizards (who get their magic from study) and druids (they use the magic of plants and the earth). the character nat is absolutely a druid because these guys' main thing is plant magic, creature summoning and healing which sounds like her from the description. as you progress in the game, you gain levels in your class and become more powerful.
you write your class and race in the yellow box
the rest of the yellow box:
background
backgrounds are short descriptors of what your character has already lived through. they can give you minor bonuses that are different for each one but they are very situational
alignment
alignments are a measure of your characters morality or lack thereof. tthey are often not used by DMS and im pretty sure the rules are being changed in the next edition so i wont go into too much detail but heres a link to a website that explains them
experience points
every time your character kills a monster or completes a goal they gain a set number of exp. at certain amounts of exp the character gains a level which means more abilities and spells etc. the levels in dnd can range from 1-20, and most players start at level 1.
all of the classes + their main abilities (and linked info) are:
barbarian (uses their emotions and rage for powerful attacks), bard (casts spells through performance, usually singing. also inspires others), cleric (gets their magic through worshipping a god), druid (gets their magic from nature), fighter (they fight), monks (devoted to life in a monestary. they are incredibly fast and hard hitters, and mostly martial artists), paladins (they get their power from an oath to a cause), rangers (hunters, sometimes use nature magic too), rogues (bounty hunters and criminals who use stealth to get their way), sorcerers (people born with magic in their blood), warlocks (people who make a pact with an entity for power), and wizards, people who have spent their days studying and mastering spells.
so. the things in the red box are called ability scores.
they are a number from 1-20 that demonstrates how well you can do certain things. 10 is an average score, 1 is incredibly low, and 20 is very high. each number from 1-20 is given a modifier. for example, 10=+0, 20=+5, and 1=-5.
heres the full table:
1= -5
2-3=-4
4-5=-3
6-7=-2
8-9=-1
10-11=+0
12-13=+1
14-15=+2
16-17=+3
18-19=+4
20= +5
the different scores are:
strength (how strong you are) strength rolls are usually made to lift things or complete athletic feats. a character with high strength would be. well. strong
dexterity (how agile and stealthy you are) dex rolls are used when youre sneaking somewhere trying something acrobatic or stealing stuff. a character with high dexterity would be fast, not clumsy, and have very good reflexes
constitution (basically how strong your immune system is) you might roll for constitution if you walk through a hot desert or drink lots of alcohol. a person with high constitution would have lots of stamina and be able to endure quite extreme climates. they also wouldn't get drunk easily.
charisma (social skills and character) cha rolls are made to persuade, influence or rally people. a character with high intelligence probably has a large social circle and may friends.
intelligence (general knowledge and logic skills) int rolls are made to decipher codes, recall patterns and understand other languages. a character with high intelligence might have an extensive vocabulary and good memory, and theyd probably know many languages.
wisdom (perception, gut feeling and alertness). a character with high wisdom would notice small details, have good instincts and be able to provide good insights.
so if you had a character with a charisma score of 15 the modifier tied to it would be +3. these are important cause you will regularly have to roll for things, and the bonuses are what you add to these rolls. for example- you try to do something with your character that is charisma based (persuading someone to let you into a hotel etc etc) and you roll a d20 (20 sided dice) and add the number tied to your charisma score, which in this case is plus 3.
the next things (in the green box) are called skills.
theyre basically more refined versions of abilities, and you can pick 3 of them that you get an extra bonus with. usually your dm (the person who runs the game) will tell you to roll with skills instead of ability scores. so if you want to do the same thing as before (persuading someone to let you in to a place) youd roll persuasion instead of just charisma. if you dont have the skill of persuasion you just add your normal modifier but if you do you get an extra +2 as well as the normal one.
the purple box has some important small things
first up is your HP which is basically just a measure of your health. if this is decreased to 0 you drop unconscious. when you create a character you roll dice to create your characters HP
the next thing is your speed (pretty self explanatory this shows how fast your character is). speed is a measure of how far you can move in one turn or 6 seconds and its mainly used for combat.
the last thing in this box is your armour class. this is a score that shows basically how hard you are to hit. if someone wants to attack you they have to roll higher than this number on the d20 otherwise it misses. this number can be increased by wearing armour, but the base number is 10 plus your dexterity modifier
next up: light blue box
this box contains space for you to flesh out your character. personality traits are, well- personality traits, and ideals are things your character might strive for or want to achieve (for example a character with the ideal of freedom might advocate for oppressed people and try to help someone running from the law because they think everyone deserves to be free.). Bonds are things, concepts or people that your character has an attachment to in some way. bonds are usually very relevant to the characters backstory- for example the bond of a character whose town was destroyed might be something about how they want to avenge the raiders and find any survivors. flaws are also pretty self explanatory, but they are sometimes hard to play. A flaw should be something that influences the characters choices but also lets them develop.
more will be explained in another post about spells and combat but this is the basics for now :)
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halevren · 1 year ago
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FHJY Spoilers || my live thoughts as I watch the premiere
NIGHT YORBBBBBB!!!!
A NEW BATTLE MAP ALREADY?!??!?!?!!!??
Fig bard / warlock multi class is so real. Also 20 charisma. Same girl who kissed Ayda and skate boarded away
THE HANG VAN MINI IS THE SAME AS THE VAN IN THE TEENAGE REBELLION I'M CRYING
The character card background is so cute I love it. What if I made a meet the Tumblr user using the same background
Gorgug and his little gadgets and things 😭😭😭😭
BOGGY MINIIIIII I'M CRYING SO HARD
I WOULD DIE FOR MOGGY THE DOGGY
SO MANY MINIS!!!!!!!
FABIAN FIGHTER / BARD REAL!!!!!!!!
SEATED MINIS??!?!?
First roll is fucking whether or not Fabian's reflection on the mirror when he's flirting with Ecaf
Kristen not multi classing and still being jacked is so real. I need more buff clerics
THERE'S A QUESTION MARK ON THE BACK OF KRISTEN'S TRACK SUIT?!???!?!??!!??
Ring guy Riz, I love him
SUN GUN 🔥🔥🔥
yorbies 😭
Riz trying to justify his jewelry is so me. When I started wearing jewelry all of the sudden I felt like I had to explain it (now idk)
Inspector Gadget Riz this is going to be a great season
From falling over to tables to standing on a moving vehicle. We have improved
Riz having to sit through Fabian flirting with Ecaf has to be his own personal hell
A NAT ONE ALREADY?!!??!??!???? LOU WILSON....
FABIAN GETTING HIT BY THE HANG VAN 😭😭😭
THIS IS STILL THE FIRST ROLL INITIATIVE 😭😭😭😭
MORE MINIS?!?!????
Teen Wolf mention. Teen Wolf is canon in Fantasy High
ALLY BEARDSLEY NAT 20 BABY!!!!!!!!!!!!!!!!!!
EMILY AXFORD NAT 20!!!!!
MONSTER VAPE
NEW SEASON NEW MURPH!!! A BEAUTIFUL ROLL!!!!!! 45 DAMAGE OUT OF 50
Lesson of this episode: don't stand in the road when a van is gassing it
Yerba Mate in protein powder....
NEW CASSANDRA ART SHE'S SO PRETTY
Kristen ignoring Cassandra is so heartbreaking that's your god she's so lovely you're her only cleric Kristen pls
Gorgug fishing the Night Yorb
Ally and Lou trying to convince Zac to trade Rick Perry dice as Emily does math all while whispering. I love this season
I genuinely don't remember Squeem this issue so embarrassing.
Your sacrifice will be remembered Squeem I love you
YORBIE ON MY LEFT, YORBIE ON MY RIGHT 🔥🗣️💯
I need a Moggy the Doggy plush to go with my two Boggy plushies
HOW MANY DICE IS HE ROLLING WHAT THE FUCK
At least boggy survived
ADAINE DOWN.....
ALLY BOUGHT THE BOOK!!
I am loving new Kristen
So much feet touching
THE DRY GUYS
Kristen Loves "Speed"
I love the ongoing tea-based cortado bit
Vulture
hya!
FANDRANGOR
There is so much sexual tension between Fabian and Ecaf
Fabian Narcissus arc
Rip Balthazar </3
Pour one out for Balthazar and who ever has to take care of his 6th month parrots
Squeem is so resourceful I love him
yaaath maaaags
Murph and Brennan bonding <3
I feel like Ragh and Kristen would be besties after her more fitness oriented life style
ANOTHER ALLY BEARDSLEY NAT 20!!!!!!!
BOX OF DOOM!!!!!!!! BEANS!!!!
WHAT IS BRENNAN MONOLOGUING......
WHAT IS HAPPENING..... FIG...??
WHO IS FIG'S PATRON???
NOOOOOOOOOOOOOOOOOOOOO A CLIFF HANGER ALREADY??!?!!???!!???!???!???! BRENNAN LEE MULLIGAN...... 😭
THE PREVIEWS ARE MAKING ME SO EXCITED... I HAVE TO WAIT A WEEK NOW 😭😭😭😭
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laseratingfist · 6 months ago
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Luka didn't remember much from before he woke up in the Snow Plains. He didn't even remember, or rather, know that's what they were called. He only knew that he was cold, and something was broken, and he didn't know where he was. 
The most upsetting thing was the cold. 
In a sort of way, his body remembered — it remembered warmth, and light, and laughter. None of which was to be found where he lay in the snow. Under the dark moon and stars. Silence, a blanket over his ears.
"And then the Silvermanes arrested you," Hook sighs. "You've told me this story before! I don't want to hear about something sad and boring again." 
Luka laughs, "Sorry. I guess you've heard all my stories now."
Hook soon wandered away. Luka was in the clinic for a checkup of sorts with Natasha, but she was busy today — he had to wait for her, and that's when Hook popped in to bother him. Hook would've gone sooner or later, though, so he wasn't offended. He was hiding out in one of the spare rooms, the one that served as Nat's office. Hook was probably looking for Seele's comic books....
The door opens, breaking Luka out of his thoughts. He stands upright, pushing off the bookcase he was leaning against. It's Natasha in the doorway, with a stack of Wildfire pamphlets. 
"Hey, Nat...." Luka starts, already feeling guilty.
She gives him a tired smile, sets the papers on her desk. 
"I tore the stitches in my shoulder," he smiles sheepishly. "Could you patch me up again? I'll pass out those flyers— um, I can watch Hook for you tomorrow, too."
Natasha is already pulling a sewing kit out from one of the many drawers in the room. She directs Luka to sit at her desk chair. He keeps talking even as she does, even as he shirks the cloak from his shoulders and unbuttons his shirt. Like he can't stop himself from filling the air with sound—
"I don't know if I'll be able to get the usual supplies to you any faster, though. It's hard to source them right now, the supply lines are backed up because of some new bureaucracy, paperwork thing. The tram line is under maintenance, too—"
Natasha tunes him out. Luka's worrying, right now, which isn't that unusual. A lot of people can't catch up with their mouths when they're anxious. She can go over again with him what she expects in return for being a bad patient — hopefully, rest and recovery for once so he won't ruin her handiwork for the hundredth time. She was sure, if he could reach back there, he would've tried to sew himself back up on his own — that's why he was so jittery right now. Luka, likely, only trusted her with this because she had seen it before.
The wound on his back could only be called that because it was a lesion in the skin — a four inch gash above his right shoulder blade. Or, where a shoulder blade was presumed to be, because underneath the layer of skin was nothing that should've been there. Not blood, tissue, or bone, but.... something. It was hard to look at. Firm, but it gave under the pressure of the needlepoint — she had to be careful not to sew up anything more than the skin to itself. It was more like repairing a stuffed animal than a normal patient. 
When Luka had lost his arm — a handful of years ago, and several years since she first met him — the poor thing had been found in a ruined house in a neighboring town. He'd been defending a small child from a Fragmentum monster, which wasn't unusual due to the increasing rate of attacks — what was unusual was the wound itself. He'd tried to hide away, to run like a wounded, stray dog. Oleg was able to bring him back to the clinic after he'd passed out. 
When Natasha saw the wound, she swore it must've been sleep deprivation. Second look, Fragmentum corruption. Third look didn't help much in diagnosis — she still had to disinfect and bandage the wound to the best of her ability. 
When Natasha was young, her parents gifted her a music box with a dancing ballerina inside. Her brother, one day, when had a childish fight, had thrown the box on the ground to get an upper hand. It shattered, gears and porcelain and brass strewn all over the floor. The inside of Luka's wound looked like that, glittering and fragile beneath the scraps of skin. 
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albatris · 3 days ago
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Tell me about Jasper...
Jasper Jasper Jasper he's such a horrible little man
Aidan Jasper works for March Pharmaceutical directly under one Reuben March, who runs the company. March Pharmaceutical recently came into some sneaky money donated by a certain mysterious party to do some research into the Garble and vampirism in general. March THINKS he received this money to research how the Garble's healing properties can be used to help humanity, but in actual fact his research is being used for much more sinister ends hehe
Anyway, this research is called the Expanding The Human Energy & Lifespan project! And Jasper is the one at the helm doing most of the more "hands on" tasks: torturing vampires researching how the Garble responds in different situations and to different stimuli! And he loves it. Truly his calling in life
I've toyed with the idea of a tragic backstory for Jasper, some capital R Reason he does what he does, but honestly
while both he and March tell themselves what they're doing is for the greater good, Jasper is mostly just in it because he gets a kick out of it lmao. He's fascinated by what the human body is capable of but he restrains himself from dissecting his fellow humans... so when the opportunity arises for him to dissect something Human-Shaped that he can neatly box away as a soulless monster, he jumps at the chance
Jasper constructs this image of vampires as creatures that do not have human emotions nor the capacity for love and friendship... vampires manipulate humans and play with their food and enjoy inflicting pain... any "positive" relationship a vampire has with a human is just a manipulation tactic to either kill that human eventually or gain access to other humans to kill. Vampires deserve to be punished! There's no moral issue with harming a vampire, in fact, Jasper is doing the world a favour!
Jasper is a person who wants to hurt people, and Jasper, I think, conceives of all others as primarily selfish beings who want to hurt people, too. He thinks this of his fellow humans, of course, but it's more socially acceptable to direct that belief at a Monster :)
So ya, March is the guy who orchestrates the whole project but Jasper is the one Nat deals with the most. Jasper performs The Experiments, which include in no particular order: infecting vampires with Australian Bat Lyssavirus (a cousin of rabies), injecting cancer cells, puncturing lungs, removing organs such as the pancreas and heart, cutting off fingers, starving vampires of blood, and frying vampires over the course of several weeks with constant UV radiation, resulting in raw skin, delayed healing, and blindness
The fun thing about Jasper is he can't be reasoned with! During early stages of Nat's captivity, an ""expendable"" human gets tossed into his cell for him to feed on, and Nat refuses because he doesn't want to hurt her, and Jasper is CONVINCED Nat is refusing in an attempt to appear more sympathetic and human, and it's obviously a manipulation tactic
And also, Nat screaming? Crying? Begging for his life? All manipulation babey
Jasper also doesn't believe Nat when Nat says he has human friends, which eventually turns into Jasper's downfall, because he assumes no one is going to come try and save any of his captive vampires, let alone that HUMANS might try and save one of his captive vampires. So his entire system is built to keep vampires in, rather than humans out
Anyway Jasper is a fun little guy <3 Nat eventually rips Jasper's heart out to replace his own missing heart which is fun <3
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manslaught · 9 months ago
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@calypsode: did you love me?
maybe it makes her a bad person, but a part of mikayla was hoping not to have to deal with calypso in person again. in the days after she'd first left, mikayla kept trying to reach out— texting, calling, only to receive absolutely no answer. all of that abruptly ended the moment taissa showed up on her door, and everything just spiraled from there. she's had to deal with so much since then — some things good, most things horrible — that she can't handle this interaction on top of it, but she knows she has to. nat died trying to be a better person, and while mikayla can't promise to always do the same thing, she knows there's an opportunity to do the right thing now, and that's give calypso some kind of closure— mikayla knows better than anyone how hard it is to go without it.
she scowls down at the moving boxes in front of her, because it's easier to focus on that than the woman she spent the last seven years of her life married to, knowing that she's about to make herself look like a terrible person by admitting the truth— but that's what she's always been. she's always been a monster, just not in the ways the public is convinced she is. “ of course i did. ” that's the truth, and mikayla's tempted to leave it at that, because it makes her sound better, but she knows calypso deserves more than that. “ i just— i was never in love with you. ”
mikayla doesn't want to admit calypso was right about all the things she accused her of the night she left, but it doesn't feel like as much of a defeat as it had that night— because now, she knows she can have the person she really wants, packing all of her things to move back to new jersey for her right now. that night, she'd been terrified of being left again, of starting over, but she doesn't have to worry about that anymore— hopefully. “ it's not, like— i wasn't waiting for her. you weren't some placeholder. ” waiting for taissa would have meant she still had hope that they could be together again, but all of that died so many years ago. “ i thought i could be in love with you. i wanted to be. i just— ” her eyes fall closed, nose scrunching, because this is where she has to admit calypso was right. “ i never fell out of it with her. ”
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tusks-and-claws · 10 months ago
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about/masterlist
call me nat. 28. she/her
i like writing smut in my spare time, monster fics and sometimes fanfics. my ask box is always open but i don't typically take requests. links under the cut! <3
original monster fics
fae king x human female reader
orc x elf female reader (links to part 3, previous parts linked on post)
orc x human female reader (links to part 2, previous part linked on post)
miguel o'hara fics
Cold Love/Hot Blood (dubcon, you've been warned)
I'm Not What You Need (But I Am)
The Death of Peace of Mind
domestic headcanons
~
anything else tagged as my writing
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dc20homebrew · 2 months ago
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Gearworks
Basically, what happens when you shove a soul into what can charitably be described as a robot. With optional actions, they can have (If the dm chooses to add them) listed with each. It technically refers to a specific guild product of war-based constructs for their activity time. However nowadays, it refers to any machine possessed by a dead soul. I will be using the Original meaning to refer to these constructs. Constructs made from Orphanages, homeless, and prisoners of war make these constructs from the Gearwork guild. (And before you ask, yes, these are vaguely inspired by fnaf animatronics, but you can always reskin them as something else. Like flesh monsters). The last note is that when it says 'Optional actions' it means those are modular abilities you can choose to put them in the stat block to make them more unique. other than that, enjoy the abundance of stat blocks for new constructs.
Optional Actions Abilities
•(0) Fear Aura: Any creature hostile to the gearwork that starts its turn within 5 spaces of it must make a Dc15 Cha saving throw, unless this gearwork is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature’s saving throw is successful, the creature is immune to the gearwork’s fear aura for the next 24hrs.
Mangled gearwork(Size: medium to large)
Made by bashing two gearwork maimers together, and is actually one of the most popular unofficial models out there. Often tied to a chain and leash to a certain area. Often considered the unofficial 5th member of the “4 stars”, they are often made as whild guards or shock troops by cramming in items.
Optional Actions
•(0) Deep Hunger: This Gearwork has advantage against any creature that’s grappled by it. Along with dealing 1 piercing damage to that grappled creature.
•(0) Necrotic Sparking: When this creature becomes bloodied, it can change out any damage type it deals to necrotic or lightning damage.
•(1) Burrow: at the cost of 1 Ap and 2Sp, this creature can burrow through soft or broken up ground up to 8 spaces and burst around an area, not provoking opportunity attacks unless they attack is against MD, and forcing an Dc12 agility check or be pushed back 2 spaces (On a nat 1, they are also knocked prone).
Main Stats
15 HP | 12 PD | 8 MD | 5 MS
 Mig +2 | Agi +2 | Int -3 | Cha -5
4 Space Jump
Sp: 8  (max 12)
Actions: 4
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains 1 Sp when doing so.
•(0) Construct and weaknesses: This constructs double damage from acid. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Mimic voices: This creature has +1 advantage on deception checks involving its voice as long as its true form isn’t seen.
•(1) Reassemble: The Gearwork Maimer mechanically changes its form into a small or medium construct, or back into its true form. Its stats are the same in each form except it has +1 advantage on deception checks related to its construct form. Any equipment it is carrying or wearing does not transform with it. If the Gearwork Maimer dies, it reverts back to its true form.
•(1) Eerie Groan: At the cost of 1Mp and 2Sp, this creature can emit an eerie sound that lets any sneak attack actions requiring silence have +1 advantage on all allied creatures, but gives this creature disadvantage (+1 disadvantage) on its stealth checks.
•(1) Dormancy: When this creature goes dormant outside of combat, it’s impossible to tell from other scrap or machinery. Unless moving, then some may see the shifting gears that lay between the scrap.
•(1) Smash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
•(2) Hast: At the cost of 2Ap and 2Sp, it has +2 to Agi checks, and advantage on saving throws till its next turn.
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage
•(0) Berserk: When this creature starts its turn, Will attack the Closest nearby creature with advantage on the start of its turn. If nobody is nearby, it will attack structures or items  instead, preferring things equal to or smaller than itself. Once this creature goes berserk, it remains berserk until it regains all hp, or is slain in combat.
•(1) Spirit cry: This creature releases a massive cry that targets Md, if it hits, inflicts 2 necrotic damage to those it hits, It has a +2 to its roll if the creature can hear it).
•(2) Jumpscare: At the cost of 2Ap and 1Sp, This Stalker Gearwork targets another creature it can see within a 15 space cone in front of it, then jumps towards them. If the creature can see the construct, they must make a Dc11 Int Saving roll or become frightened. (the target has disadvantage if the creature sneak attacks them).
Guard Gearwork (Size: medium to large)
Mechanical guards who wander the halls and walk its position. Preferring the dark, they are bulky creatures that are made to guard their charge as long as they can. These where often used as assistants to generals or warehouses to prevent infiltration, but also  became known as good impromptu commanders for other gearworks.
Optional Actions
(0) Push on: At the beginning of each round, if it has a condition that does not affect its Hp or PD, it can roll a Dc14 int Check to remove all conditions that meet these parameters.
(1) Alert: This Gearwork can emit a loud sound that informs other constructs and allies where a creature is. Also granting advantage to creatures for a round after being discovered. This can only work if the creature finds a creature who was previously hidden or unseen.
Main Stats
16 HP | 10 PD | 10 MD | 5 MS
 Mig +5 | Agi -1 | Int 0 | Cha -5
4 Space Jump
Sp: 8  (max 12)
Actions: 4
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains Sp when doing so.
•(0) Construct weaknesses: This constructs double damage from acid..
•(0) Construct immunity: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(1) Smash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 slashing damage to 1 target.
•(1) Fright Night: This Guard Gearwork targets another creature it can see. If that creature can see this Guard gearwork, it must succeed a Dc13 Cha check, or become frightened of this construct until their next turn.
•(1) Tackle em: If you move at least 2 Spaces in a straight line, you can spend 1 AP to attempt to Tackle a creature that’s your size or smaller. Make an Athletics Check contested by the target's Martial Check. Success: You Grapple the target and you both move 1 Space in the same direction you were moving then immediately fall Prone. Success (each 5): +1 Space moved.
•(2) Command protocall:The Guard gearwork can spend 1 AP and 1 SP to command a creature that you can see within 5 Spaces that can also see or hear you. The chosen creature can immediately take 1 of the following Actions of your choice as a Reaction for free. You can only use each of the following commands once on each of your turns.
•Attack: The creature makes an Attack with ADV. They can’t spend any resources on this Attack, such as AP, SP, or MP.
•Dodge: The creature takes the Full Dodge Action. 
•Move: The creature moves up to their Speed without provoking Opportunity Attacks.
•(2) Haunting eyes: (This ability can only be triggered in darkness) At the cost of 2Ap and 3Sp, this creature can spend an action to detect any creature up to 10 spaces in front of it, if it sees something, it can treat this as a movement action and move up to 10 spaces. If a sudan bright light is shined into this creature’s eyes during that time, it will gain the blinds condition for two turns after
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage
•(0) Berserk: When this creature starts its turn, Will attack the Closest nearby creature with advantage on the start of its turn. If nobody is nearby, it will attack structures or items  instead, preferring things equal to or smaller than itself. Once this creature goes berserk, it remains berserk until it regains all hp, or is slain in combat.
•(1) Spirit Cry: At the cost of 1 Ap and 2Sp, This creature releases a massive cry that inflicts 2 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it).
•(1) Factory disengage: When this creature uses 1Ap and 3Sp, they can disengage in 1 direction up to 15 spaces at the start of its turn. It must go away from attacking creatures, able to do a shove action, forcing them 1 space aside, and engage in the shove action to get away.
Shove: You can spend 1 AP to attempt to push a creature within 1 Space of you. Make an Athletics Check contested by the target’s Martial Check. Success: You push the creature 1 Space away from you or to its left or right. Success (each 5): Push up to 1 additional Space. 
Knock Prone: After the result, you can choose to reduce the total distance the target is pushed by 1 Space to knock them Prone instead.
Stalker Gearwork (Size: medium to large)
Considered one of the flagship units of the Gearwork line. These Gearworks are capable of focusing on stalking attacking, and occasionally snatching up items or injured. But they eventually started kidnapping people, which wasn’t a bad thing as far as it’s buyers where concerned. Just more uses.
Optional Actions
(0) Lingering prey: If this creature is marked, it can break line of sight for a round to become unmarked.
(1) Let us be known: This Gearwork can choose to be Frightened (includes Rattled & Intimidated), or Taunted. The chosen creatures have +1 disadvantage  on saves to resist and end the chosen Condition. If a target isn’t affected by the chosen Condition at the start of its turn, it can roll against that creature’s MD to inflict those conditions. (If outside of combat, it can use Charmed The chosen creatures have +1 disadvantage  on saves to resist and end the Charm Condition).
Main Stats
12 HP | 12 PD | 10 MD | 5 MS
 Mig +2 | Agi +2 | Int -4 | Cha -5
4 Space Jump
Sp: 8  (max 12)
Actions: 3
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains Sp when doing so.
•(0) Construct immunity and weaknesses: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified. This construct takes double damage from acid. Along with rolls  against it being made at +1 advantage when it’s wet.
•(0) Expert Draggers: This creature doesn't get the slow condition when dragging creatures away.
•(1) Gash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 slashing damage to 1 target.
•(2) Jumpscare: At the cost of 2Ap and 1Sp, This Stalker Gearwork targets another creature it can see within a 15 space cone in front of it, then jumps towards them. If the creature can see the construct, they must make a Dc11 Int Saving roll or become frightened.
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage
•(0) Berserk: When this creature starts its turn, Will attack the Closest nearby creature with advantage on the start of its turn. If nobody is nearby, it will attack structures or items  instead, preferring things equal to or smaller than itself. Once this creature goes berserk, it remains berserk until it regains all hp, is slain in combat, or is grappling something.
•(1) Factory disengage: When this creature uses 1Ap and 3Sp, they can disengage in 1 direction up to 15 spaces at the start of its turn. It must go away from attacking creatures, able to do a shove action, forcing them 1 space aside, and engage in the shove action to get away.
Shove: You can spend 1 AP to attempt to push a creature within 1 Space of you. Make an Athletics Check contested by the target’s Martial Check. Success: You push the creature 1 Space away from you or to its left or right. Success (each 5): Push up to 1 additional Space. 
Knock Prone: After the result, you can choose to reduce the total distance the target is pushed by 1 Space to knock them Prone instead.
•(1) Spirit Cry: This creature releases a massive cry that targets Md, if it hits, inflicts 2 necrotic damage to those it hits, It has a +2 to its roll if the creature can hear it).
Chasser Gearwork (Size: medium to large)
One of the rarest of the stare 4, these creatures are often deployed as quick attackers who target specific creatures to rush them down.
Optional Actions
(0) Blood in the water: Bloodied creatures have disadvantage on stealth rolls against the Chasser Gearwork.
(1) Run em through: treat this as a moving action, but if the chaser goes next to a space with another creature, you can treat it as an opportunity attack against that creature.
Main Stats
12 HP | 12 PD | 10 MD | 5 MS
 Mig +2 | Agi +2 | Int -4 | Cha -5
4 Space Jump
Sp: 6  (max 12)
Actions: 3
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains Sp when doing so.
•(0) Construct weaknesses: This constructs double damage from acid.
•(0) Construct immunity: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(1) Gash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 slashing damage to 1 target.
•(1) Hunter’s eye: At the cost of 2 stamina, this creature can 
•(2) Jumpscare: At the cost of 2Ap and 1Sp, This Stalker Gearwork targets another creature it can see within a 15 space cone in front of it, then jumps towards them. If the creature can see the construct, they must make a Dc11 Int Saving roll or become frightened.
•(2) Blood in the air: At the cost of 2Ap and 1Sp, This creature can deal double damage to any bloody creature.
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage.
•(1) Spirit cry: This creature releases a massive cry that targets Md, if it hits, inflicts 2 necrotic damage to those it hits, It has a +2 to its roll if the creature can hear it).
•(2) Fun of the hunt: At the cost of 3Sp and 2Ap, This Gearwork can lock onto another creature, when that creatore moves, this gearwork can also use a movement action without spending any extra Ap. This costs 1 Sp per creature to keep up each round. But can not be swapped. This effect can only have 2 targets at most.
Gearwork Blocker (Size: medium to small)
Frequently used as an improved shield by both enemies and allies alike. It’s considered annoying but useful by many, and is frequently used to be support units for everyone else. Frequently kept in the back if using those more magical abilities, however when at the front line makes an excellent shield for more valuable allies on top of that.
Optional Actions
(0) magic Conductor: Any spells that this Gearwork blocker can see, or is within 5 spaces or it, the caster will have to suckseed a Dc 12 Int check, or the spell will automatically redirect to hit that Gearwork Blocker. The Dc increases to 15 when the Gearwork blocker is very bloody.
(1) Hello, hello: for 1Ap and 1Sp This Gearwork has the ability to give the help action to any creature it can see or hear.
(1) Take the hit: for 1Ap and 1Sp, if  this Gearwork is 2 spaces or less to another creature being attacked, it can jump in the way and take half the damage of the attack. If the attack can not be split evenly, the Gearwork blocker will take the larger half of the damage (Round up).
Main Stats
8 HP | 16 PD | 14 MD | 5 MS
 Mig +5 | Agi -2 | Int -4 | Cha -5
4 Space Jump
Mp: 5  (max 8)
Actions: 3
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it..
•(0) Construct weaknesses and immunity: This constructs double damage from acid. Along with rolls being made at advantage against it when it’s wet. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Made to block: Any creature at the cost of an Ap and a dc10 Might check, as a reaction, can grape this Gearwork and use them like a shield gaining +3 Pd, in which case any damage that would have been dealt to the creature will be dealt to the gearwork blocker instead. This action has +1 disadvantage each time after the first during the same round.
•(0) Nimbleness: This construct can go through spaces with creatures that are any size category bigger than it.
•(1) weak jab: Melee weapon attacks with a -2 to hit, reaches 1 spaces, and deals 1 bludgeoning damage to 1 target 
•(1) Uncanny Laughter: At the cost of 1AP and 2Mp, this creature can force creatures to be unable to use their Sp or Mp for the round this creature laughed.
•(1) Factory disengage: When this creature uses 1Ap and 3Sp, they can disengage in 1 direction up to 15 spaces at the start of its turn. It must go away from attacking creatures, able to do a shove action, forcing them 1 space aside, and engage in the shove action to get away.
Shove: You can spend 1 AP to attempt to push a creature within 1 Space of you. Make an Athletics Check contested by the target’s Martial Check. Success: You push the creature 1 Space away from you or to its left or right. Success (each 5): Push up to 1 additional Space. 
 Bloody abilities
•(0) Exposed: This creature is now weak to fire, radiant, and umbrella damage.
•(1) Spirit laughter: This creature releases a massive cry that inflicts 2 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it).
•(2) Watch me go: At the cost of 2Ap and 3Mp, this creature can force a target to look in their direction
Gearwork Maimer (Size: medium to large)
Often formed from scraps, and seen as animalistic. They are generally harder to deal with in different circumstances. They are useful ambush units and even are occasionally used for espionage. It’s best used for infiltration to let others into areas, or in packs with other gearwork.
Optional Actions
(0) Savage Frenzy: When attacked, this creature can gain+1 advantage on all its attacks against that creature for a round, but that creature gains +1 advantage against it as well. This ability can be ignored at the cost of 1Sp.
(2) Maul and claw: at the cost of 2Ap 8sp, This Gearwork can do three of its melee attacks all at once, on one it. (I recommend making this a bloody ability)
Main Stats
15 HP | 14 PD | 10 MD | 5 MS
 Mig 0 | Agi +3 | Int -3 | Cha -5
4 Space Jump
Sp: 8  (max 12)
Actions: 3
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains Sp when doing so.
•(0) Construct weaknesses: This constructs double damage from acid.
•(0) Construct immunity: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Mimic voices: This creature has +1 advantage on deception checks involving its voice as long as its true form isn’t seen.
•(1) Reassemble: The Gearwork Maimer mechanically changes its form into a small or medium construct, or back into its true form. Its stats are the same in each form except it has +1 advantage on deception checks related to its construct form. Any equipment it is carrying or wearing does not transform with it. If the Gearwork Maimer dies, it reverts back to its true form.
•(1) Eerie Groan: At the cost of 1Mp and 2Sp, this creature can emit an eerie sound that lets any sneak attack actions requiring silence have +1 advantage on all allied creatures, but gives this creature disadvantage (+1 disadvantage) on its stealth checks.
•(1) Smash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
•(2) Bite: At the cost of 2Ap and 2Sp, this creature can make a  Melee weapon attack with a +2 to hit, reaches 2 spaces, and deals 2 piercing damage to 1 target. If the creature is medium or smaller, it must succeed a Dc 12 Might saving throw or receive bleed until they regain 1Hp.
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage
•(0) Berserk: When this creature starts its turn, Will attack the Closest nearby creature with advantage on the start of its turn. If nobody is nearby, it will attack structures or items  instead, preferring things equal to or smaller than itself. Once this creature goes berserk, it remains berserk until it regains all hp, or is slain in combat.
•(1) Spirit cry: This creature releases a massive cry that targets Md, if it hits, inflicts 2 necrotic damage to those it hits, It has a +2 to its roll if the creature can hear it).
Gearwork Protector (Size: medium to large)
Lovingly referred to as “The music creator”, nobody in the Gearwork guild has any idea where these things came from. They know it’s from a the predecessors of the Gearworks before they were a primarily military and war guild, and where more in the private security market. But no one can figure out how that old model gained these strange abilities. Yet somehow it has been modified with necessary gearwork parts. It is the most borderline sentient Gearwork that they willingly sold to people. With them making special modifications to their Encasser gearworks just to transport these things. With them harvesting the Protectors from scrap heaps and outside their buildings during rainy days where more models like the first one just woke up. Add their seeming ability to command the other gearworks, and it’s not hard to see how accidents happened. 
Optional Actions
(0) Nightmare Cycle: If a creature sleeps near the Gearwork Protecter’s Lair, and the gearwork protector rolls higher than that creature’s MD, they may have horrible nightmares of dying, and being chased down. Or be mentally visited by the Gearwork Protector. This will also inform the Protector where that creature is. If the creature is within the Protector's lair when they sleep, then the Protector can expend 8 Sp to inflict dazed orFrightened condition onto that creature.
(0) Relentless soul: this creature gets a second turn in the round. (Roll two initiative dice for this ability)
(1) Now you see me: When nobody is looking at the Gearwork protector, it can teleport up to 10 spaces to another dark area that is also unobserved.
(1) Lullaby: When a creature is in the Gearwork protector’s domain at day, and is not in combat, the gearwork protector can make a creature in its lair  roll a Dc15 Int Save, and put 1Lv of exhaustion on the targeted creature. If the creature rolls lower than 10, it will take 1 additional Level of exhaustion. The Gearwork protector can not kill creatures through this method, and does not work if the creature has MD above 13. If a creature reaches exhaustion 5, they immediately are forced into a long rest after 20 seconds, or until they hear music. This creature can not gain any more exhaustion in its sleeping state, and is immune to this ability for 48 hours after.
Main Stats
10 HP | 13 PD | 17 MD | 5 MS
 Mig 0 | Agi +4 | Int +1 | Cha -1
4 Space Jump
Sp: 8  (max 12)
Actions: 4
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains Sp when doing so.
•(0) Construct weaknesses: This constructs double damage from acid.
•(0) Construct immunity: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Music Lover: This creature is unable to use sp when within 10 squats of a source of movement, and must use one of its actions to mimic the music with a hum. If this is not done in combat, this will completely pacify the Gearwork protector as long as they aren’t attacked. Using all its actions to hum and dance.
•(1) Regular maintenance: At the cost of 1Mp and 2Sp, this creature can grant +4hp to a nearby construct.
•(1) Slam: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
•(2) Dark gifts: Target an allied creatore within 5 tiles of the gearwork Protector gains +2 advantage on a roll involving Agility and recovers 2hp, or target an enemy creature and give them disadvantage to hit on that roll.
•(2) Haunting eyes: (This ability can only be triggered in darkness, and can detect invisible creatures) At the cost of 2Ap and 3Sp, this creature can spend an action to detect any creature up to 10 spaces in front of it, if it sees something, it can treat this as a movement action and move up to 10 spaces. If a sudan bright light is shined into this creature’s eyes during that time, it will gain the blinds condition for two turns after.
•(4) Life from scrap: At the cost of 4Ap and 6Sp, If a construct is on death’s door, and the gearwork protector is within two spaces of it, can revive one creature with a quarter of their hp (Rounding down).
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage
•(0) Float: this creature is now permanently floating off the ground. Now ignoring all difficult terrain, and can float to any allied creature like it was a movement action.
•(2) Spirit call: This creature can call undead and other gearworks towards itself or another creature. Informing them of where the enemy is.
•(2) Spirit Cry: This creature releases a massive cry that inflicts 3 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it).
Remember that all lair actions are an optional addition to a creature.
Lair actions
When fighting inside its lair, the gearwork Protector can activate its lair actions. The Gearwork Protector can’t use the same effect two times in a row. On a round of combat or before, the butcher can take one Ap to cause one of the following effects:
•(1) Dark dwelling: A dark aura spreads throughout this creature’s lair, making it difficult to see or hear sounds from the creature (+1 Disadvantage on perception checks, and +1 advantage to the Protector on all stealth checks). Creatures can only verbally communicate within 2 spaces of each other. Unless the protector allows it. Maybe to lure one in or mislead the direction that the voice is coming from.
•(1) Gifting Present: use the life from scrap ability from on one construct anywhere in the lair.
•(1) Puppeteer:  It can spend 1 AP and 1 SP to command this construct. Control constructs as if they were the creature themselves as long as they’re in the lair that have less than 12MD. The chosen construct can immediately take 1 of the following Actions of your choice as a Reaction for free. You can only use each of the following commands once on each of the Protector's turns.
•Attack: The construct makes an Attack with ADV. They can’t spend any resources on this Attack, such as AP, SP, or MP.
•Dodge: The construct takes the Full Dodge Action.
•Move: The construct moves up to their Speed without provoking Opportunity Attacks.
Gearwork butcher (Size: medium to large)
A rotting corpse in a mechanical frame. This twisted mass of flesh and runes is almost exclusively made from murderous individuals with large fear of death and an ego to match. Usually causing disappearances and missing persons. Sometimes these things can even unintentionally create more gearworks by complete accident by unintentionally attaching souls to things. They are partially reliant on souls to leech off of and remain at full strength after all. Often trapping souls in their own bodies, hidden away in corners, nooks, or old sets of armor. These things are good for scrap and undead loot though. They are generally more chaotic in nature than other Gearworks. Alongside being relatively manipulative. With cults to their dismembered form being as possible as a single person becoming infatuated with them.
Optional Actions
(0) It’s like I never left: If this gearwork is at death's door, and isn’t burned or dismembered, it will revive 5-6 nights later. This effect is negated if it has no more souls trapped.
(0) Relentless soul: this creature gets a second turn in the round. (Roll two initiative dice for this ability)
(1) Hunting Time: This Gearwork can spend 1 AP and 1 SP to focus on and mark a creature it can see within 15 Spaces as its quarry. Alternatively, the butcher can mark a creature by studying its tracks or behaviors for at least 1 minute. While a creature is marked, it gain the following benefits:
•The  butcher has ADV on Awareness and Survival Checks made to find the target.
•The first Attack against the butcher's  target on its turn has ADV and ignores PDR.
•When the butcher scores a Heavy or Critical Hit against the target, it automatically grants a d8 Help Die to the next Attack made against the target before the start of your next turn.
The target is marked as long as it's on the same Plane of Existence as you, and vanishes early if you complete a Long Rest, fall Unconscious, or use this Feature again to mark another creature.
 •(2) Haunting eyes: (This ability can only be triggered in darkness) At the cost of 2Ap and 3Sp, this creature can spend an action to detect any creature up to 10 spaces in front of it, if it sees something, it can treat this as a movement action and move up to 10 spaces. If a sudan bright light is shined into this creature’s eyes during that time, it will gain the blinds condition for one turn.
Main Stats
15 HP | 13 PD | 17 MD | 5 MS
 Mig +4 | Agi +2 | Int +1 | Cha -1
4 Space Jump
Sp: 8  (max 12)
Actions: 4
•(0) butcher’s Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains Sp when doing so. Another way it gains Sp is when the butcher scores a Heavy or Critical Hit against a creature (or one is scored against the butcher), they regain 1 SP, provided you don’t spend SP as part of that action.
•(0) Construct immunity and weaknesses: This constructs double damage from acid, along with needing to resist a Cha save of 14 in order not to go towards a clearly verbal sound. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Murderous dependency: This creature needs souls to function. So, every time it kills a creature, it heals half the damage it does on the killing blow. If it doesn't gain any souls, this creature will be reduced to half Hp, and be treated as if they have the exhaustion condition. Along with having advantage on attack rolls, having the dazed effect, and must attack the nearest living creature until they get at least 1 “soul”. (These souls are unable to move on, but can possess constructs that aren’t the Gearwork butcher).
•(1) Butcher’s Rage: During Combat, The butcher can spend 1 AP and 2SP to enter a Rage for 1 minute. If the Butcher’s Rage ends early if you fall Unconscious, die, or you choose to end it for free on your turn. For the duration of radge, you’re subjected to the following effects:
•The Butcher deals +1 damage on Melee Attacks.
•The Butcher has ADV on Might Checks and Saves.
•The Butcher’s PD decreases by 5.
•The Butcher gains Resistance (Half) to Elemental and Physical damage.
•(1) Slam: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
•(1) Swift action: You gain 2 Spaces of movement when you take the Disengage, Feint, or Hide Actions. You can use this movement immediately before or after you take the Action.
•(2) causes Hallucinations: those within a 30 square radius, this construct can cause hallucinations of entities the target recognises, and control them to move around (It has a limit of 7 of these hallucinations out at any time). This effect has the chance to manifest visions of the target’s past. These illusions can be treated as having 1Hp, can not be hurt by physical attacks, are considered undead and have 1Ap.  When roaming, they can see anyone who can see them, and produce a loud noise when they spot someone (The butcher can hear this noise clearly). When attacking, it can only target MD. they’ll take 1 True damage and inflict one of the following effects:
•Intimidated: with the source of the intimidation will be all hallucinations of the butcher.
•Rattled, with the source of fear being The Butcher’s hallucinations.
•Dazed
•Exposed
 Bloody abilities
•(0) Exposed: This creature is now weak to fire and radiant damage.
•(0) Target the weak: this creature gains +1 advantage against bloody creatures.
•(2) Butcher’s Rawr: This creature releases a massive cry that inflicts 3 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it). It also can cause other gearwork constructs and undead enemies to become berserk, along with giving them all the frightened condition on a failed Dc16 int Save.
Remember that all lair actions are an optional addition to a creature.
Lair actions
When fighting inside its lair, the gearwork butcher cab activates its lair actions. The Gearwork butcher can’t use the same effect two times in a row. On a round of combat or before, the butcher can take one Ap to cause one of the following effects:
•(1) Dark dwelling: A dark aura spreads throughout this creature’s lair, making it difficult to see or hear sounds from the creature (+1 Disadvantage on perception checks, and +1 advantage to the butcher on all stealth checks). Creatures can only verbally communicate within 2 spaces of each other, Unless the Butcher allows it.
•(1) Dim the lights: the butcher causes any light sources to either dim or malfunction, limiting the light to a 5 space radius.
•(1) humid air: the butcher causes the humidity in the air to begin feeling hot and heavy. Increasing the chance of hallucinations. Illusions from the butcher have +2 advantage against any creature in the lair.
•(2) Stage Right: Reduce the lights to only 1 space from its source. And reveal the butcher as light lines them. Anyone who sees them must make a Dc15 Cha Check or tack the intimidated effect for two rounds, if they fail the check by 5 or more, they’re afflicted with the rattled effect. If they suckseed the Dc15 Cha Check, they will be unaffected. If they beat it by 5 or more, they are immune to this action for the next 24 hours.
Miniature Gearwork (Size: small to tiny)
Small, annoying, and tending to be used as cannon fodder. Their swarm nature is something notable, and they frequently work together. Advanced Gearworks are the primary creatures they serve. Some even having special modifications for those they serve under. Over all though, they are experts and seemingly made for swarming
Optional Actions
(0) Silent as a mouse: this creature has advantage on stealth rolls.
(1) Giggling glee: for 1Ap and 1Sp This Gearwork has the ability to give +1 Advantage to an allied creature who can hear it, or give +1 disadvantage to a hostile creature.
(1) Interference: The Miniature Gearwork can choose to jump onto another creature’s face and cling on for dear life. They can not do anything else on their turn while doing this. Giving the creature they’re clinging to +1 Disadvantage on all rolls involving sight. For every two Miniature Gearworks that cling onto the same creature, that creature loses 1 Space of movement. The Miniature Gearworks can be pulled off with a Dc8 Might check and an action. After being pulled off, the Miniature Gearwork is left prone.
Main Stats
2 HP | 8 PD | 10 MD | 5 MS
 Mig -4 | Agi +3 | Int 0 | Cha -5
4 Space Jump
Sp: 3  (max 5)
Actions: 2
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it..
•(0) Pack tactics: this creature has +1 advantage to attack or restrain rolls for every other Miniature Gearwork (who isn’t incapacitated) within one space or less of the targeted creature. (The Miniature Gearboxes can occupy the same space as a creature that is the same or two sizes larger than itself).
•(0) Construct immunity and weaknesses: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified. This construct takes double damage from acid. Along with rolls being made at advantage against it when it’s wet.
•(0) Nimbleness: This construct can go through spaces with creatures that are any size category bigger than it.
•(1) punch: Melee weapon attack, reaches 1 spaces, and deals 1 bludgeoning damage to 1 target 
•(1) Clime: At the cost of 1Ap and 3Sp, this creature can crawl on vertical surfaces without struggle. It can spend 1Sp to remain clinging to the vertical surface.
•(1) Factory disengage: When this creature uses 1Ap and 3Sp, they can disengage in 1 direction up to 10 spaces at the start of its turn. It must go away from attacking creatures, and crawl away.
 Bloody abilities
•(0) Exposed: This creature is now weak to fire damage.
•(1) Spirit laughter: This creature releases a massive cry that inflicts 2 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it).
•(2) Swarm shriek: At the cost of 2Ap and 3Sp, this creature can let all Miniature Gearworks who can hear it all use an Ap to charge up to 20 spaces at a creature all of them can see and all form together to grapple the target, with a Dc12 Agi check. If they succeed the check, they can push the Miniature Gearworks away. If they suckseed the check by 5 or more, they deal 1 bludgeoning  damage to them. If they fail the Dc Check, they’re immediately the grappled creature to have the exposed condition. The creature can escape this grapple with a Dc12 Might check, a Dc14 Agi Check, or by reducing the swarm of Miniatur Gearworks to at least half of what they were. 
Advanced Gearwork (Size: Medium to large)
Fairly lawful creatures who keep things more cold than other Gearworks. They have a strong reputation for being trapped. Going to great lengths to not be cornered or contained. With them working together in groups of 2-4. They also act as primarily lure people closer, some can even capture others. These were never officially sold to anyone, seen as the open secret of the gearwork guild and almost exclusively used by them.
Optional Actions
(0) Voice Mimicry: this creature has the ability to mimic voices of other creatures.
(0) Relentless soul: this creature gets a second turn in the round. (Roll two initiative dice for this ability)
(1) Movement sensors: for 1Ap and 1Sp This Gearwork can choose to try and see any moving creature that wanders within its cone of vision as a reaction to a stealth or invisible creature.
(1) Internal storage: The Advanced Gearwork can choose to take a creature or item that is smaller than  itself, that it  has grappled, and force them into an internal chamber within themselves. The captured creature takes half the damage the advanced gearwork tacks if the attack isn’t 5 or more above its PD or MD. If the Creature is kept within the storage for more than 24hrs, it will start to tack 1Hp of true damage from suffocation for every 30 seconds it remains sealed in the advanced Gearworks internal storage. This doesn’t apply  if the creature or item inside them does not need air.
(1) Hybrination burial: for 1Ap and 4Sp This Gearwork can choose to find soft ground, dig down and barry themselves. During this time, they can recharge their Sp and Ap to full, remove any status effects not related to Hp or movement, and pause any other conditions. However, they are considered prone while in this position, and need to unbury themselves using 4 actions on their turn. Taking on the dazed condition as a result. If it unburies itself not in combat, it will not suffer these effects.
(2) Illusionary shape: for 2Ap and 4Sp This Gearwork can choose to activate this ability, shifting their form into a nightmarish fleshy version of themselves as an illusion, and grant advantage on intimidation, and stealth, but grants +1 disadvantage on All charisma bassed rolls on a  targets. if this gearwork tries, can try attacking a creature’s MD to to inflict daze for the rest of the round. If this creature becomes bloody, this form will permanently remain on or off (Depending on the Dm’s choice), until it heals through means other than irregular repair, or is killed.
Main Stats
10 HP | 10 PD | 10 MD | 5 MS
 Mig +4 | Agi -6 | Int +1 | Cha +2
4 Space Jump
Sp: 6  (max 8)
Actions: 3
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it..
•(0) Construct immunity and weaknesses: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified. This construct takes double damage from acid. Along with rolls being made at advantage against it when it’s wet.
•(0) Nimbleness: This construct can go through spaces with creatures that are any size category bigger than it.
•(1) punch: Melee weapon attack, reaches 1 spaces, and deals 1 bludgeoning damage to 1 target 
•(1) Clime: At the cost of 1Ap and 3Sp, this creature can crawl on vertical surfaces without struggle.
•(1) Factory disengage: When this creature uses 1Ap and 3Sp, they can disengage in 1 direction up to 10 spaces at the start of its turn. It must go away from attacking creatures, and crawl away.
•(1) The Claw: When this creature uses 1Ap and 3Sp, use this melee weapon with a +6 to hit, and a reach of 2 spaces. One target and deal 3 slashing damage. For +1 Sp, it can treat this attack as a grapple
•(2) Built to Charm: This creature Any creature that starts its turn within 10 spaces of the advanced gearwork must make a Dc18 Int saving throw, unless the advance gearwork is incapacitated. On a failed save, the creature is charmed till their next turn, or until the advanced gearwork attacks it. If successful, that creature is immune to this effect for the next 24hrs.
•(2) Irregular maintenance: The advanced construct repairs itself by stealing parts from other targeted constructs within 2 spaces of it.Repairing half the damage it deals to that construct.
 Bloody abilities
•(0) Exposed: This creature is now weak to fire damage.
•(1) Spirit laughter: This creature releases a massive cry that inflicts 4 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it, and targets MD).
•(2) The Show must go on: At the cost of 2Ap and 3Sp, this creature can sacrifice its remaining hp to another gearwork. Along with passing on one of it’s abilities (Dm’s choice).
Gearwork Legion(Size: large to huge)
A fairly dangerous gearwork who focuses primarily on stealth and sneak attacks. With many using Miniature Gearworks to help them out and force situations. Or just a walking Hp pack that just so happens to have legs. They are formed when five or more Advanced gearworks tear themselves apart and spend five to six nights combining into these strange things. 
Optional Actions
(0) Silent as a mouse: this creature has advantage on stealth rolls, any awareness checks made to find it are made with +1 disadvantage
(0) Relentless soul: this creature gets a second turn in the round. (Roll two initiative dice for this ability)
(2) Escape Artist: for 2Ap and 3Sp This Gearwork has the ability to automatically escape grapple, restrained, or other such conditions.
(2) Democratic Ejection: this creature is capable of spending 5 of its Hp and releasing a 5Hp Advanced Gearwork. Once this is done, the Gearwork Legion will permanently lose 5 Hp, unless they absorb another advanced gearwork into itself.
Main Stats
14 HP | 12 PD | 18 MD | 5 MS
 Mig +5 | Agi +1 | Int +4 | Cha 0
4 Space Jump
Sp: 12  (max 16)
Actions: 6
•(0) Nimbleness: This construct can go through spaces with creatures that are any size category bigger than it.
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it. You regain 1 SP when you hit a Flanked target, hit a target that’s affected by a Condition, or 
•(0) Construct immunity and weaknesses: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified. This construct takes double damage from acid. Along with rolls  against it being made at +1 advantage when it’s wet.
•(0) Debilitating Strike: When you make an Attack with a Light Weapon, you can spend 1 SP to force the target to make a Physical Save against your Save DC. Save Failure: Until the start of your next turn, the target suffers 1 of the following effects of your choice: Deafened, Exposed, Hindered, or Slowed 2. A target can’t be affected by the same option more than once at a time.
•(1) Skin Deep: for 1Ap and 1Sp This Gearwork has the ability to Crawl inside the corpse of a dead creature it’s seen, and pretend to be that creature. It has advantage on all deception checks relating to that creature, and is exposed when it’s skin is torn, and the internal metal can be seen.
•(1) Lureing voices: this creator can mimic any voice it has heard. A creature can tell they are imitations with a DC 18 Awareness check.
•(1) punch: Melee weapon attack, reaches 1 spaces, and deals 1 bludgeoning damage to 1 target 
•(1) Clime: At the cost of 1Ap and 3Sp, this creature can crawl on vertical surfaces without struggle. To remain climbing, it must continue spending 1Sp per round.
•(2) Stage Left: When this creature uses 2Ap and 3Sp, they can disengage in 1 direction up to 10 spaces at the start of its turn. It must go away from attacking creatures, and does not provoke an opportunity attack. If this is done in the dark, the Gearwork Legion are counted as sneaking.
•(2) Irregular maintenance: The advanced construct repairs itself by stealing parts from other targeted constructs within 2 spaces of it.Repairing half the damage it deals to that construct.
 Bloody abilities
•(0) Exposed: This creature is now weak to fire damage.
•(0) Unraveling: this creature can gain +1 advantage on all Agi and dodge actions, and gain immunity to thunder damage. Alongside letting this creatore ignore conditions that don’t affect its health. but disadvantage on all other rolls and if the legion’s Hp is reduced to extremely bloody, they will become 2-3 smaller entities with the remaining Hp split between them, and under the dazed condition (it hp is unable to be split heavenly, number when they split, subtract Hp from the total until possible). This will also let this creature have the daze effect.
•(1) Spirit Corus: This creature releases a massive cry that inflicts 2 necrotic damage to those it hits, and if the number is 5 above a target’s PD, it also inflicts the Impaired effect for two. If 10 above a creature's PD, it also inflicts slowed for 2 rounds (It has a +2 to its roll if the creature can hear it). While also causing any dead or downed creatore to also deal necrotic damage 1 space out from each corps or downed creature.
Remember that all lair actions are an optional addition to a creature.
Lair actions
When fighting inside its lair, the gearwork butcher cab activates its lair actions. The Gearwork butcher can’t use the same effect two times in a row. On a round of combat or before, the butcher can take one Ap to cause one of the following effects:
•(1) Backstage Proformer: This creature can cause this creature to retreat to areas out of sight from anyone without provoking opportunity attacks.
•(1) Dark dwelling: A dark aura spreads throughout this creature’s lair, making it difficult to see or hear sounds from the creature (+1 Disadvantage on perception checks, and +1 advantage to the Legion on all stealth checks). Creatures can only verbally communicate within 2 spaces of each other, Unless the Legion allows it. The legion can also project its voice mimicry anywhere in the lair that is affected by this lair action.
•(2) Drop and Grab: If a legion is above a target, it can choose to drop down onto that target and grapple them, leaving the grappled creature to have the exposed condition. They can not take fall damage while doing this. Players should have the opportunity to make an awareness check to see if one can find them.
•(3) Vent Crawler: It can crawl through narrow holes and areas that linger and let the legion move more quickly and silently through its lair (It can move double through these crawl spaces, and isn’t counted as prone while in them. Along with gaining a +2 to stealth rolls). It can also open and seal off these tunnels one door at a time.
Trashforged Gearwork (Size: small to medium)
Often made as basic fodder enemies from trash and scrap. They were made with the goal of making a war machine as cheaply as possible. Although these little lads are considered a failure in that regard, due to their lack of anything resembling battle skills, they remain incredibly simplistic to make. As long as it has some characteristics of a face, some arms, a bit of remains, and metal. Hell, they made one of these using a box, painted on eyes, and two kitchen knives strapped either side. It reportedly wiggled forward to where it was told. That one was named “Sherbert” and kept as an office pet.
Optional Actions
(0) little lads: this creature has to occupy the spaces of creature’s bigger than it.
(0) Silent as a mouse: this creature has advantage on stealth rolls.
(1) Tetanus Hazard: for 1Ap and 1Sp This Gearwork can make a melee attack with a +1 to hit, with a reach or 1 square, it can hit one creature, dealing necrotic or poison damage. The target must suckseed a Dc10 Might check or their hp is reduced by the amount of initial damage dealt. This reduction lasts until that creature finishes a long rest. The target is reduced to zero, they are simply reduced to their death threshold.
(1) Tripping hazard: at the cost of 1Ap and 1Sp, this creature jumps a space besides itself to try and trip a target that’s moving by it. The target falls Prone.
(1) Ducket head: for 1Ap and 2Sp,
Main Stats
2 HP | 5 PD | 5 MD | 5 MS
 Mig -2 | Agi -2 | Int -1 | Cha +1
4 Space Jump
Sp: 4  (max 5)
Action points: 1
•(0) Scrapy Gear core: This construct can regain 1Sp at the cost of 1Ap, or spend 1Ap to roll a 4 sided dice, if it’s odds, you get nothing, if even, you get Sp equal to the number you rolled.
•(0) Construct immunity and weaknesses: This construct is immune to poison damage, along with being unaffected by charm, paralyzed, or petrified. This construct takes double damage from acid..
•(0) Some assembly required: After this construct is defeated, it can be prepared by any creature who takes 30 minutes and passes a Dc10 int check to do so. Successful repairs causes theTrashforg gearwork to regain all of its lost hit points and become loyal to the creatore who repaired it. It can not be repaired if destroyed.
•(1) punch: at the cost of 1Ap and 1Sp, make a Melee weapon attack, reach 1 space, and deal 1 bludgeoning damage to 1 target.
•(1) Factory disengage: When this creature uses 1Ap and 3Sp, they can disengage in 1 direction up to 10 spaces at the start of its turn. It must go away from attacking creatures, and crawl away.
•(1) Dormancy: When this creature goes dormant outside of combat, it’s impossible to tell from other scrap or trash. Unless moving, then some may see it between the scrap.
•(2) Irregular maintenance:  Bloody abilities
•(0) Exposed: This creature is now weak to fire damage.
•(0) knocked over: this creature is knocked prone and can not move until it gets to full hp, or is willingly flipped upright by another creature. This means it will politely ask anyone who passes by it to help it up.
“Cheepling” Gearwork Footsoldier (Size: medium to large)
The spiritual successor project to the Trash Forged gearworks, they were originally brought from a knock off guild who was trying to copy their technology, without fully knowing what they were doing. As a result, they were cheaply made, and clunky at best. However, they did eventually get absorbed into the main guild because of mergers, the threat of several lawsuits and large scale military action. After acquiring these constructs, they were effectively perfect for their goals. However, they wanted these things to go further. So, they purposefully made them try and emotionally traumatize their opponents as much as humanly possible. Implementing voice lines such as , “I can Feel my insides Failing!”, “Finish What you started, cowherd!”, “They Gave me pain receptors as motivational tools!” (That’s actually true), and who can forget “Through the power of Tar glue and Rope, I resist the sweet Siren songs of Death!”. They couldn’t test how effective this was on civilians though, that was too far, investors said. So they tested a horde of these things on a bandit camp and they proved successful in all goals set out. Even reducing the lone survivor of the bandit camp to a panic attack while balled up in a corner crying as the upper torso and its split open head crawled towards it before shutting down repeating the word “Coward”. These Gearwork have been sold for profit ever since. Even if they weren’t technically designed for horde combat, trampling and pushing aside allies they’re close to, they are often used in that fashion.
Optional Actions
•(0) Crawling creature: This Gearwork can move while prone, and squeeze into places two or more smaller sized creatures can fit in.
•(0) Necrotic Sparking: When this creature becomes bloodied, it can change out any damage type it deals to necrotic or lightning damage.
•(1) Explosive finally: when bloodied, This Creature can choose to deal its remaining hp as fire damage in a 3 by 3 square with it in the center. This will immediately kill this creatore.
Main Stats
6 HP | 8 PD | 8 MD | 5 MS
 Mig +1 | Agi -2 | Int -3 | Cha 0
4 Space Jump
Sp: 6  (max 8)
Actions: 3
•(0) Shady Gearbox: This creature can make the same attack twice without gaining disadvantage from it, and regains 1 Sp when doing a movement action. However, this Gearbox is exposed, and if specifically targeted, counts as a critical hit against this creature. If this creature dies as a result of this, it will explode dealing 2 Acid damage to anyone within one tile of it.
•(0) Construct resistances and weaknesses: This constructs double damage from acid. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified. Alongside this, the Gearwork Footsolger can not walk backwards, only straight ahead.
•(0) Through the power of Tar Glue: if damage reduces the Gearwork footsoldier to 0 hp, it must make a Might saving throw with a Dc of 2+the damage taken, unless the damage is lightning or from a critical hit. On a sucksess, the Gearwork footsoldier drops to 1hp instead.
•(1) Gearbox flail: Melee weapon with a +2 to attack and reaches 3 tiles, and is single target. If it hits, it can deal 2 thunder or 2 necrotic damage, instead of 2 bludgeoning.
•(1) Eerie Groan: At the cost of 1Mp and 2Sp, this creature can emit an eerie sound that lets any sneak actions requiring silence have +1 advantage on all allied creatures, but gives this creature disadvantage (+1 disadvantage) on its stealth checks.
•(1) Smash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
•(2) Hast: At the cost of 2Ap and 2Sp, it has +2 to Agi checks, and advantage on saving throws till its next turn.
 Bloody abilities
•(0) Exposed: This creature is now weak to fire damage. Alongside that, it has disadvantage on all saves, and is slowed.
•(0) Berserk: When this creature starts its turn, Will attack the Closest nearby creature with advantage on the start of its turn. If nobody is nearby, it will attack structures or items  instead, preferring things equal to or smaller than itself. Once this creature goes berserk, it remains berserk until it regains all hp, or is slain in combat.
•(1) Spirit cry: This creature releases a massive cry that targets Md, if it hits, inflicts 2 necrotic damage to those it hits, It has a +2 to its roll if the creature can hear it). Once a day, It also gives all Gearwork foot soldiers who hear it the ability to use a movement action without using Ap. They must move towards the source.
Auxiliary Gearwork (Size: medium to large)
Despite how much the creators of the gearworks enjoy making suffering on the front lines and espionage create more terrifying gearworks, this is one of the very few ones not meant to be used for combat. These are more meant to act like shopkeepers, propaganda helpers, and other such simple jobs. They effectively just became food staff, rashan distributors, laundry, and other such menial tasks. Nowadays they are just used for shop keeps or are rusting while still doing the last job they were forced to do. Occasionally acting as wild combatants.
Optional Actions
•(0) Story time: This Gearwork can choose to target Md, and deals 1 Syphonic damage.
•(0) Trinket Cannon: Fire a random trinket out of a shoot up to 20 spaces. Dealing 2 bludgeoning damage.
•(1) alarm bell: when bloodied, This Creature can choose to deal its remaining hp as fire damage in a 3 by 3 square with it in the center. This will immediately kill this creatore.
Main Stats
6 HP | 8 PD | 8 MD | 5 MS
 Mig 0 | Agi 0 | Int +1 | Cha +2
4 Space Jump
Actions: 2
•(0) Shady Gearbox: This creature can make the same attack twice without gaining disadvantage from it, and regains 1 Sp when doing a movement action.
•(0) Construct and weaknesses: This constructs double damage from acid. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified. Alongside this, the Gearwork Footsolger can not walk backwards, only straight ahead.
•(0) Customer service: They can partially learn a language they are exposed to frequently, but can only know two languages at a time.
•(1) Know what you did: They must make a roll against a creature’s MD, if they succeed, they’ll get an image about that creature's thoughts, and get +1 advantage on a persuasion check, dodge check, or an opportunity attack for a turn. If it rolls 5 above or more, iit can get a small story filled with metaphors and stand-ins which it can say allowed, but not the actual thing.
•(1) Smack: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
 Bloody abilities
•(0) Exposed: This creature is now weak to fire damage. Alongside that, it has disadvantage on all saves, and is slowed.
•(0) Panic: This creature must try and get as far away from its aggressors as possible each turn.
•(1) Spirit cry: This creature releases a massive cry that inflicts 1 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it).
Encaisser Gearwork (Size: medium to large)
Designed specifically to capture or enhance other gearworks. Effectively being an oversized exoskeleton made to encash creatures smaller or equal to its own size. It’s also been used as a mech suit to those willing to get into this creepy thing. They were originally made to capture other gearworks that “went wild”. Eventually being used to even capture protector gearworks who became a headache. However, some desideded that wearing it would be stronger, so some were modified with that in mind.
Optional Actions
(0) Built to restrain: If this creature encases another creature, it can be treated as restrained and can only use Ap.
(1) Compress: This Gearwork can reduce its size to two or less size categories smaller as long as it’s empty.
Main Stats
12 HP | 14 PD | 10 MD | 5 MS
 Mig +4 | Agi -1 | Int 0 | Cha -2
4 Space Jump
Sp: 3 (max 5)
Actions: 3
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it.
•(0) Construct immunity and weaknesses: This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified. This construct takes double damage from acid. Along with rolls  against it being made at +1 advantage when it’s wet.
•(0) Exofram: When encasing another creature inside itself, the Encaisser Gearwork can spend 2 of its own Ap to turn over control of its body to that creature. Allowing this creature to use this gearwork like a suit of heavy armoire for as long as the Encaisser gearwork allows. During this state it can use their normal  abilities that cost AP, Sp, Mp, etcetera. Along with adding the creature’s Might and Charisma points to it’s own as long as this suit is functioning. Along with +2 to their armor class for as long as the creature is under this effect.
•(1) Bludgeon: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 blunt damage to 1 target.
•(2) Jumpscare: At the cost of 2Ap and 1Sp, This Stalker Gearwork targets another creature it can see within a 15 space cone in front of it, then jumps towards them. If the creature can see the construct, they must make a Dc11 Int Saving roll or become frightened.
•(3) Capture protocol: At the cost of 3Ap and 3Sp, if a creature of its size category or smaller is on 0hp within 4 spaces of it, This Gearwork can seal the creature inside itself, even if it’s not their turn. While inside, the creature is considered resting. The captured creature takes half the damage the advanced gearwork tacks if the attack isn’t 5 or more above its PD or MD.
 Bloody abilities
•(0) Exposed: This creature is now weak to fire damage, and the damage to any encased creature is no longer halved.
•(0) Pry the out: Any captured creature can start to pry themselves out of the suit if it’s grappled and they or someone outside pulling suckseeds a Dc12 Might check to pull them out.
•(1) Factory disengage: When this creature uses 1Ap and 3Sp, they can disengage in 1 direction up to 15 spaces at the start of its turn. It must go away from attacking creatures, able to do a shove action, forcing them 1 space aside, and engage in the shove action to get away.
•(1) Spirit cry: This creature releases a massive cry that targets Md, if it hits, inflicts 2 necrotic damage to those it hits, It has a +2 to its roll if the creature can hear it). While also causing the creature inside of it to be inflicted with the rattled status effect.
Bardic gearwork(Size: medium to large)
Made to weaponize sound and music while entertaining troops on the side, these music machines are considered some of the more ambitious Gearworks in terms of design. Some using literal mind blowing powers to decimate their enemies, while using more charismatic abilities to hurt their opponents emotionally. They were made to be out there and force people to be entertained. They also became the core experimentation of overly specialized parts. Pairing them with standard tech. Unintentionally bridging the gap between standard Gearworks and their advanced counterparts. These advanced parts were called the “Star modules” due to the star-like runes needed to get that far and keep compatibility. Making them oddly modual
Optional Actions
•(0) Singer at heart : This Gearwork can ignore the somatic component in spells. (This is incompatible with the dancer at heart ability).
•(0) Dancer at heart: this creature can ignore the verbal component of a spell. (This ability is incompatible with the singer at heart ability).
•(0) Specialized eyes : This Gearwork comes equipped with enhanced eyes, giving it advantage on their attack rolls and awareness checks. Along with seeing invisible creatures, and at the cost of 2 Sp, see 5ft through people, walls, doors, and other structures.
•(0) Specialized Voice box : This Gearwork comes equipped with an enhanced voice box. Allowing it to mimic any sound it has heard, and let out a scratch that can interfere with magical objects. If this creature uses 1Ap and 2Sp, it can let out a soni chick in a three space cone right in front of it, not only learning of any unseen creatures in this cone, but also possibly deal 2 true damage.
•(1) Specialized Claws : This Gearwork comes equipped with enhanced claws. Making its unarmed attacks score critical hits on 19 and 20s. It also gets advantage on any might check that involves cutting.
Main Stats
10 HP | 8 PD | 18 MD | 5 MS
 Mig 0 | Agi +2 | Int 0 | Cha +2
4 Space Jump
Sp: 6  (max 8)
Actions: 3
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains Sp when doing so.
•(0) Construct Strength and weaknesses: This constructs double damage from acid. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Boiling balut: they can ignore verbal or somatic components of a ritual or spell, and ignore it.
•(1) Stage left: The Bardic Gearwork can let a fellow gearwork retreat as long as it can hear the gearwork.
•(1) Mind blower: At the cost of 1Ap and 2Sp, attack one creature’s Md and deal 2 true damage to them, if it hits 5 above that creature’s MD, that creature is charmed for a round).
•(1) Dormancy: When this creature goes dormant outside of combat, it’s impossible to tell from other scrap or machinery. Unless moving, then some may see the shifting gears that lay between the scrap.
•(1) Smash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 1 bludgeoning damage to 1 target.
•(2) Rock solo: At the cost of 2Ap and 2Sp, The Bardic gearwork can perform a musical solo Any ally who can hear the song gain 2Hp back at the start of each turn this ability is active. This has a cost of 1Sp per round to keep up. This lasts a round.
•(2) Jumpscare: At the cost of 2Ap and 1Sp, This Gearwork targets another creature it can see within a 15 space cone in front of it, then jumps towards them. If the creature can see the construct, they must make a Dc11 Int Saving roll or become frightened. (the target has disadvantage if the creature sneak attacks them).
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage
•(0) Berserk: When this creature starts its turn, Will attack the Closest nearby creature with advantage on the start of its turn. If nobody is nearby, it will attack structures or items  instead, preferring things equal to or smaller than itself. Once this creature goes berserk, it remains berserk until it regains all hp, or is slain in combat.
•(1) Spirit Song: This creature releases a massive cry that inflicts 2 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it). Along with letting all friendly creatures who hear it do an action, as long as it only uses Ap.
Colossal gearwork(Size: huge to Colossal)
What once was simply meant to serve as a siege creature, inevitably ballooned into what can best be described as a walking showpiece. Not that the colossal gearwork wasn’t impressive and good at it’s intended role, it was just clients and investors  kept wanting it to also act as a mantelpiece to their ambition. Something they could both show off, and tear down enemy walls with. Not exactly unheard of for gearworks to be, but something this big made it less than ideal for regular maintenance. Still, they began to also adapt it for other things, like transport, cargo, terrain movement, they even caved to their client’s presser to let it sing victory songs and hymns. Still, the price alone made it ludicrously expensive. So not many were properly made, while the high quality ones were rarely used due to fear of losing the expensive piece of golemancy.
Optional Actions
•(0) Hunger: The colossus has +1 advantage against any creature grappled by it.
•(0) Siege Monster: This creature deals double damage to objects and structures.
•(1) Clime: At the cost of 1Ap and 3Sp, this creature can crawl on vertical surfaces without struggle. It can spend 1Sp to remain clinging to the vertical surface.
Main Stats
25 HP | 12 PD | 10 MD | 5 MS
 Mig +2 | Agi +2 | Int -3 | Cha -5
4 Space Jump
Sp: 8  (max 12)
Actions: 4
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains Sp when doing so.
•(0) Construct and weaknesses: This constructs double damage from acid. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Spider climb: This creature can climb over difficult surfaces and objects, along with across vertical walls. It must spend 1Sp to remain connected after the first round of using it
•(1) War Hymn: This Gearwork can let out a mighty war hymn that gives its enemies a +1 disadvantage on all opportunity attacks of opportunity, along with increasing stealth related action rolls by +2. This effect lasts for a round and can not be used 2 rounds in a row.
•(1) Multi attack: At the cost of 1Mp and 6Sp, this creature can make 2 Smash attacks and 1 grab atack.
•(1) Dormancy: When this creature goes dormant outside of combat, it’s impossible to tell from other scrap or machinery. Unless moving, then some may see the shifting gears that lay between the scrap.
•(1) Smash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
•(2) Grab: At the cost of 2Ap and 2Sp, it has +2 to hit, it can make a creature within 10 spaces of it make a Dc12 Agility check, or become grappled.
 Bloody abilities
•(0) Exposed: This creature is now weak to fire damage, and all attack rolls are made against it with +1 Advantage.
•(2) Spirit rawr: at the cost of 2Ap and 6Sp, This creature releases a massive cry that makes all who hear it have to make a Dc10 Int roll or take 2 necrotic damage to those it hits (It has a +2 to its roll if the creature can hear it). If they roll 5 or lower below the Dc, they’ll take 3 Necrotic damage.
•(2) Jumpscare: At the cost of 2Ap and 5Sp, This Gearwork targets another creature it can see within a 15 space cone in front of it, then jumps towards them. If the creature can see the construct, they must make a Dc11 Int Saving roll or become frightened. (the target has +1 disadvantage if the creature sneak attacks them).
Gearwork Endoframe(Size: medium to large)
The bare bones of their mainline war constructs, this is arguably the core of any gearwork. These things are often modified further with additional equipment and modules. But, this is at the core of each frame. This is at the heart at most of the more conventional gearworks. Often becoming dangerous combatants regardless of modifications.
Optional Actions
•(0) Hunger: This Gearwork has advantage against any creature that’s grappled by it. Along with dealing 1 piercing damage to that grappled creature.
•(0) Hugger: This creature has +1 advantage to attacks on grappled creatures.
•(0) Frozen: This can change any damage it deals in melee for frost damage, and is immune to frost damage itself.
Main Stats
8 HP | 8 PD | 18 MD | 5 MS
 Mig +2 | Agi 0 | Int 0 | Cha -4
4 Space Jump
Sp: 6  (max 8)
Actions: 4
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains 1 Sp when doing so.
•(0) Construct and weaknesses: This constructs double damage from acid. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Red light, green light: This creature Is unable to move when it believes it's in sight of an unalied creature. If it stays locked in place for 2 rounds in a row, it can move again and gains advantage on all attack rolls against other creatures. After which it returns to normal.
•(1) Reassemble: The Gearwork Maimer mechanically changes its form into a small or medium construct, or back into its true form. Its stats are the same in each form except it has +1 advantage on deception checks related to its construct form. Any equipment it is carrying or wearing does not transform with it. If the Gearwork Maimer dies, it reverts back to its true form.
•(1) Pack tactics: At the cost of 1Mp and 2Sp, this creature can move when another allied creature moves within its line of sight as a reaction.
•(1) Dormancy: When this creature goes dormant outside of combat, it’s impossible to tell from other scrap or machinery. Unless moving, then some may see the shifting gears that lay between the scrap.
•(1) Smash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
•(2) Hast: At the cost of 2Ap, it has +2 to Agi checks, and can move 2 extra spaces this turn. If it’s in the dark, it can move another 1 space.
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage
•(0) Berserk: When this creature 
•(1) I have no voice and I must scream: At the cost of 1Ap and 3Sp, This creature glare at another creature in front of it in a cone, that inflicts 2 necrotic damage to those it hits (It has a +2 to its roll if the Exoframe can see the creature, and another +1 necrotic damage if the creature is actively looking at the ExoFrame Gearwork. If the gearwork is 5 or above that creature’s Md, it also inflicts the rattled condition).
•(2) Jumpscare: At the cost of 2Ap and 3Sp, This Gearwork targets another creature it can see within a 15 space cone in front of it, then jumps towards them. If the creature can see the construct, they must make a Dc11 Int Saving roll or become frightened. (the target has disadvantage if the creature sneak attacks them).
Caretaker Gearwork(Size: medium to large)
Made for taking care of injured allies, and malling anyone who threatens them, these gearworks are a less powerful version of Protector Gearwork (Also helped that they could actually make these things consistently). With special combate features built in for when it becomes dark. This distinction was made, mostly due to the casualties and one surgery made without any anesthetists.
Optional Actions
•(0) Hunger: This Gearwork has advantage against any creature that’s grappled by it.
•(0) Rising Dawn: This creature, when in a room that’s primarily bright, can jump to areas.
•(0) descending Dusk: This creature, when it is dark, deals double damage when it attacks another creature from the dark.
•(1) Clime: At the cost of 1Ap and 3Sp, this creature can crawl on vertical surfaces without struggle. It can spend 1Sp to remain clinging to the vertical surface.
Main Stats
8 HP | 10 PD | 10 MD | 5 MS
 Mig 0 | Agi +4 | Int +2 | Cha 0
4 Space Jump
Sp: 6  (max 8)
Actions: 4
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains 1 Sp when doing so.
•(0) Construct and weaknesses: This constructs double damage from acid. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Light’s on, lights off: This creature is bound to light and darkness. When there is light over all in the room, it gains its more helpful abilities alongside +1 advantage on medical checks, is unable to be blinded by bright lights, and can give the help action by spending 4 stamina instead of an Ap. When it’s primarily dark, it gains advantage on attacks, and sneak actions, darkvision, and can grapple without being slowed down. (If it’s in a primarily dim area, it stays in the form it’s in before the area was dim).
•(1) Injury detector: This Gearwork can detect any creature who is bloodied and within 5 spaces of it like it has blindsight.
•(1) Playtime: At the cost of 1Mp and 2Sp, in the light, can detect creators at death’s door and inform allies were that creature is at, in the dark, this ability lets this gearwork know the current positions of any creature standing in darkness up to 15 spaces, even if stealthed.
•(1) Droplets: When an allied creature is attacked, this creature can choose to spend its own Hp to heal its ally. If the area is primarily dark, this move will steal Hp from creatures it deals damage too.
•(1) Smack: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 1 bludgeoning damage to 1 target. In darkness, this attack has another +2 to hit against bloodied creatures.
•(2) Hast: At the cost of 2Ap, it has +2 to Agi checks, and can move 2 extra spaces this turn. If it’s in the dark, it can move another 1 space.
 Bloody abilities
•(0) Exposed: This creature is now weak to fire damage, and its MD is reduced by 3.
•(0) Malfunction: When this creature is bloodied, once per round, it can ignore the light or dark area requirement on an ability.
•(1) Spirit wail: In light, This creature releases a massive cry that targets Md, if it hits, inflicts 2 necrotic damage to those it hits . In darkness, this ability attacks Pd, and will deal necrotic damage to the target (It has a +2 to its roll if the creature can hear it).
•(2) Scowl: At the cost of 2Ap and 3Sp, in light this creature can scowl another nearby creature attacking their Md, if successful, it will deal 1 psionic damage, and +1 damage for every 5 above the creature’s Md it lands. In the dark, after doing a melee attack, it can activate this ability to possibly inflict the Bleeding effect. Dealing an extra +1 slashing damage for every 5 above the target’s PD their attack roll was.
Changeling Gearwork(Size: medium to large) (Finish later).
Oh god, these  things were made as successors to the advanced Gearworks. Albeit only a few prototypes were ever made, they remain some of the most dangerous variants. Basically fully made to be assassins and strategists. They were most famous for mimicry. It arguably rivals the advanced gearworks in terms of its abilities, and is considered far more durable over all.
Optional Actions
•(0) Necrotic Sparking: 
•(1) Follow me: 
Main Stats
15 HP | 15 PD | 12 MD | 5 MS
 Mig +5 | Agi 0 | Int +3 | Cha +2
4 Space Jump
Sp: 8  (max 12)
Actions: 4
•(0) Gear box: This creature can make the same attack twice without gaining disadvantage from it, and regains 1 Sp when doing so.
•(0) Construct and weaknesses: This constructs double damage from acid. This construct is immune to poison damage, along with being unaffected by charm, exhaustion, frightened, paralyzed, or petrified.
•(0) Mimic voices: This creature has +1 advantage on deception checks involving its voice as long as its true form isn’t seen.
•(1) Shedding your form: The Changeling Gearwork can mechanically shift its form to a medium or large creature. It gains +1 advantage to impersonating that person if they’ve observed them for at least 24 hours.
•(1) Moan and grown: At the cost of 1Mp and 2Sp, .
•(2) Killer frequency: When this creature goes dormant outside of combat, it’s impossible to tell from other scrap or machinery. Unless moving, then some may see the shifting gears that lay between the scrap.
•(1) Smash: Melee weapon attacks with a +1 to hit, reaches 2 spaces, and deals 2 bludgeoning damage to 1 target.
•(2) Hast: At the cost of 2Ap and 2Sp, it has +2 to Agi checks, and advantage on saving throws till its next turn.
 Bloody abilities
•(0) Exposed: This creature now weak to fire damage
•(1) Anger: 
•(1) Spirit cry: This creature releases a massive cry that targets Md, if it hits, inflicts 2 necrotic damage to those it hits, It has a +2 to its roll if the creature can hear it).
•(2) Jumpscare: At the cost of 2Ap and 1Sp, This Gearwork targets another creature it can see within a 15 space cone in front of it, then jumps towards them. If the creature can see the construct, they must make a Dc11 Int Saving roll or become frightened. (the target has disadvantage if the creature sneak attacks them).
0 notes