#Physiology 12th
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😟 Who's Really the Sorriest Doctor?
When we think of an apologetic Doctor, the 10th Doctor immediately leaps to mind. But is he really the most apologetic incarnation? Here's a number crunch of all the times the Doctor has apologised ...
These are from televised episodes/telemovie only, using keywords like 'sorry,' 'apologise,' and 'apology.' Retracted apologies or those used for clarification haven't been included. Episodes counted in serials for classic era. And of course, there's not guarantee how many of these were genuine apologies ...
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Key Observations
Most Apologetic Doctor (By Average): The 15th Doctor takes the crown with a whopping 4.67 apologies per episode. Though, given his short stint so far, there's still plenty of time for that to change.
The Usual Suspects: The 10th Doctor, unsurprisingly, ranks high with 2.79 apologies per episode. But the 11th and 13th Doctors nudge him aside with averages of 3.09 and 3.16, respectively.
Not So Sorry?: The 1st Doctor had a measly 0.70 apologies per episode. Grumpy and not in the least bit sorry about it.
The Rise of Remorse: There's a clear trend of increasing apologies as we move through the modern era. Recent incarnations (10th, 11th, 12th, 13th, 14th, and 15th) seem to be getting more in touch with their feelings.
The Sorriest of Them All: The Tenth Doctor might not be the sorriest on average, but with 145 total apologies, he's got the highest raw number of sorries.
Companion-Driven Apologies: Some Doctors apologise more depending on their companions. For instance, the 12th Doctor's high apology rate coincided with Clara and less so for Bill.
If you like data, you'll like this.
Whoniverse Facts for Friday by GIL
Any orange text is educated guesswork or theoretical. More content ... →📫Got a question? | 📚Complete list of Q+A and factoids →📢Announcements |🩻Biology |🗨️Language |🕰️Throwbacks |🤓Facts → Features: ⭐Guest Posts | 🍜Chomp Chomp with Myishu →🫀Gallifreyan Anatomy and Physiology Guide (pending) →⚕️Gallifreyan Emergency Medicine Guides →📝Source list (WIP) →📜Masterpost If you're finding your happy place in this part of the internet, feel free to buy a coffee to help keep our exhausted human conscious. She works full-time in medicine and is so very tired 😴
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venussaidso · 15 days ago
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Controversial: “Rahu is bad”.
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Blackhole = Capitalism.
I notice how majority of people associate negativity with Rahu when it's actually Ketu that is behind reductions, as I recently touched on but through fictional characters. Yes, both can be bad, when they're not balanced, as they are very difficult planets to deal with (being shadowy & illusory).
For example, regarding Ketu's reducing nature in real life, the guy who created CHATGPT has their Sun & ASC in Ashwini. And Oppenheimer had his Sun in Ashwini, too. And Donald Trump, who is leading to the chaos and perhaps destructive shift of the USA, has his Ascendant in Magha. Ketu is the force which initiates the destruction of old paradigms, destruction of societies, of people etc. Ketu is the planet of destruction, and it has no sense. It is of ignorance and darkness, and unfortunately, its power can be used for bad (not always, it's not always negative, I know).
Oppenheimer's and Sam Altman's creations lead to reduction. Also Mula apparently has associations with mass suicide/genocide.
Ketu = destruction, entropy, till nothingness.
Rahu = creation, order, philanthropy, often long-term goals on Maya.
This is why Rahu is so important, it builds on top of the void after Ketu's destruction. The art, the paradigms and laws of societies, the long-term biotechnologies that we enjoy and are privileged to even enjoy, are all thanks to Rahu. They balance each other for a reason.
Possible Swati Moon natives, Katalin Karikó and Drew Weissman, won the Nobel Prize in Physiology or Medicine in 2023 for the development of effective mRNA vaccines against COVID-19.
Rahu is not negativity. In reality, Rahuvians are your rebellious dreamers who want to restructure society fit for everyone. Always based on advocating for better societies. But for that to happen, Ketu must destroy what is present. Can't have renewal without destruction.
Hobie Brown is voiced by Shatabhisha Sun native Daniel Kaluuya. He is the embodiment of Aquarius and Rahu combined.
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There's a reason why Aquarius, which is said to be co-ruled by Rahu as well, is the zodiac of humanitarianism and forward-thinking ideas to push boundaries. Ketuvians often feel the same way as Rahuvians do but instead of being as constructive in matters of Maya, they are usually detached and apathetic — that's why they'd rather get lost into 12th house activities. While Rahuvians are actively more in touch with matters of Maya. They understand the need for change, but Rahu needs Ketu to build the new.
Rahuvians are the actual builders whose creations will remain long-term, benefitting society and its people. This is why Shatabhisha is the manifestation of Rahu at its highest octave — and this nakshatra, which is associated with prolonged healing and medicine, having its rashi ruled by Saturn, signifies long-term goals for a better, new world. But it is often that Rahuvians are dissatisfied with the current one, exactly why they'd also be attracted to the idea of Ketu's necessary destruction... (this may explain why rahuvians are attracted to ketu-related activities and ketu individuals in general).
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arijackz · 4 months ago
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Aries Moon ✧ Aries Mars Allure
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When the planet of arousal (fight, fuck, feed, fright), aligns with the Moon, the celestial body that governs emotions, the mind, and one's genetic makeup, their influence upon a native can be truly magnetic.
Mars, representing raw vitality, physical drive, and sexual energy, combines with the Moon's soft allure to create an individual whose appeal resonates on both a physiological and emotional level. Their beauty emanates from a deep, subconscious resonance with those around them, igniting a primal, yet sensual arousal. The balance of Mars' assertive energy and the moon's receptive nature creates a blend of fierceness and vulnerability, fire and fluidity, resulting in a mysterious magnetism
The blended energy of moon mars endows individuals with sharply defined, effeminate features that captivate attention and awakens the lower centers of attraction and desire in others
☆ ANGELINE JOLIE ☆ - 9th house Moon & Mars
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☆ TYRA BANKS ☆ - 10th house Moon & Mars
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For men, the influence of the moon on mars make their features appear less harsh and more approachable. Often granting them larger eyes and a "prettier" face.
☆ JARED LETO☆ - 12th house Moon & 11th Mars
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☆ RUSSEL BRAND ☆ - 2nd house Moon & Mars
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WARNING: House positions are up for debate since these are not confirmed birth times.
I did these based off tropical signs. I love the sidereal ayanamsas, but it feels right to start this series with the original solstice and equinox calculations. Feel free to think of these natives as sidereal pisces natives!
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scarlet-stu-dies · 6 months ago
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18. 10. 2024
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today was fun.
woke up at 5. read through bdc a bit before breakfast.
9 - 10 - nerve muscle physiology. they only taught us what we already knew about neurons from 11th/12th grade.
10 - 11 - anatomy - joints. taught us the basics about joints and their types and mostly covered everything except moveable joints.
11 - 1 - foundation course. basically teaching us how we are supposed to approach learning while in mbbs.
1 - 2 - walked back to the hostel, had lunch, went back to the college.
2 - 3 - biochem. mostly the proff took the entire time to talk about the subject and what he expects from us and about the exams and stuff.
3 - 5 - anatomy. all the teachers of the dept gathered us all, assigned each of us a cadaver (groups of 20) and had us take the cadaveric oath. ngl the formalin did make my eyes water. i was on table one so I was near the storage and ig there's more formalin covered stuff in there?
after that i accompanied my friends as they bought their books and then we all went to buy our dissection kits. (dissection is tomorrow!! can't wait!!) and by the time i came back to hostel it was 7-ish?
the seniors gathered us around, no ragging just a bit of an interaction. then dinner time rolled around but i skipped it to wash clothes 💀 (kya halat ho gayi hei yaar meri-)
anyway then me and my roommates tried group study. the keyword is 'TRIED'. none of us are group study people so it didn't work out.
i read the intro to the first chapter in physiology. and then started with anatomy lower limb. we're working on the hip bone rn and will finish that in tomorrow's lecture. i wanted to complete it tonight but i don't think that'll work out, really. it's already 1:30 and I don't wanna annoy my roommates by keeping the lights on for long.
and besides, i often found myself on the verge of falling asleep during lectures because I got used to sleeping a lot during the 5 months gap between neet and now and I don't want that to continue so ig i really should get some sleep.
good night, loves! <3
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latexb0n3z · 4 months ago
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REPOST !! X-men OC
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Ophidian Graves
Age: 36
Date of Birth: December 17 (Sagittarius with an edge of mystery)
Ophidian Graves was born Isaiah Graves into a struggling but close-knit family in a small town deep in Louisiana’s bayou. His parents, deeply rooted in Cajun culture and steeped in the region’s folklore, viewed serpents as powerful symbols of transformation, resilience, and mystery. Though they loved their son, they were also devoutly religious and superstitious, which shaped their perception of his strange abilities.
Isaiah’s mutation began to surface around his 12th birthday. His once soft brown skin developed patches of hard, green scales, and his dark eyes transformed into vertical slits like a snake’s. These changes frightened not only his classmates—who cruelly labeled him a freak—but also his parents, who struggled to reconcile their love for their son with their growing fear of his transformation. While they didn’t abandon him outright, their unease created a rift in their relationship, and Isaiah felt increasingly alienated from his family and community.
As the bullying worsened, Isaiah embraced his serpent-like traits, renaming himself Ophidian—a name that reflected both his power and the detachment he felt from his human identity. To him, the name was a shield, a way to reject the humanity that had rejected him. Despite the pain of his early life, his Cajun roots and the resilience he inherited from his family remained integral parts of his identity, influencing his resourcefulness and his connection to the natural world
Mutant Powers:
• Snake Physiology: Enhanced strength, speed, and agility, with scale-covered skin that provides natural armor.
• Venomous Bite: Can inject a potent neurotoxin through his sharp teeth, capable of paralyzing or incapacitating enemies.
• Prehensile Tail: His tail serves as a versatile tool for combat or movement, allowing him to strike or grapple with incredible precision.
• Hypnotic Gaze: His glowing yellow eyes can mesmerize or disorient opponents for brief periods, though it takes a toll on him if overused.
Adulthood
By the time he turned 20, Ophidian had left the swamps and ventured into cities, trying to find a place in the world. His intimidating appearance and powers, however, made it nearly impossible. He fell into the underworld, using his abilities for mercenary work and shady jobs. Dubbed “The Viper” in criminal circles, he became feared for his precision, but this life left him hollow. Deep down, Ophidian longed for purpose and connection, but his mistrust of others—and himself—kept him from seeking redemption.
Everything changed at 30, when he was hired to take out an undercover mutant operative. This operative turned out to be Storm, a member of the X-Men. During their confrontation, she recognized his potential and saw through his bitterness. Storm offered him a choice: continue living as a tool of destruction or come to the Xavier Institute to learn control and find a family among other mutants.
Reluctant but intrigued, Ophidian took her offer—partly because he was tired of running, and partly because he had never been offered kindness before. He joined the Institute, though fitting in proved challenging. He often butted heads with other members due to his solitary nature and harsh outlook.
Role in the X-Men:
Over time, Ophidian proved himself to be a valuable member of the team, specializing in reconnaissance, stealth missions, and combat scenarios that required precision. Despite his venomous appearance, he began to form bonds with other outcasts like Nightcrawler and Wolverine, who understood what it was like to carry the burden of being seen as a monster.
Now what about his personality?
• Brooding yet Loyal: Ophidian is quiet and guarded, but fiercely protective of those he cares about.
• Dry Sense of Humor: His wit is sharp, often laced with sarcasm. He isn’t one to sugarcoat things.
• Conflicted: Despite being on the side of good, he struggles with his darker impulses and sometimes doubts he belongs with the X-Men.
• Philosophical: His years of solitude made him introspective. He often speaks in riddles or metaphors, drawing on his love of old swamp tales and mythology.
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lboogie1906 · 1 year ago
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The University of Timbuktu is a collective term for the teaching associated with three mosques in the city of Timbuktu in what is now Mali: the masjid of Sankore, Djinguereber, and Sidi Yahya. It was not a university in the modern sense, but a loosely organized scholastic community that endured for many centuries during the medieval period.
The University of Timbuktu was unlike the modern university in that there was no central organization or formal course of study. There were several independent schools, each having a principal instructor. Students chose their teachers, and instruction took place in mosque courtyards or private residences. The primary focus was on the study of the Quran and Islamic subjects, but academic subjects were also taught such as “medicine and surgery, anatomy, botany, evolution, physiology and zoology, astronomy, anthropology, cartography, geodesy, geology, mathematics, physics, chemistry, philosophy, language and linguistics, geography, history, as well as art.” Teachers associated with the Sankore mosque and the mosque itself were especially respected for learning.
It boasted up to 25,000 students out of a total city population of 100,000.
Timbuktu quickly grew in importance by the start of the 12th century, with a thriving economy based on trading salt, gold, spices, and dyes. As the wealth of the city grew, it also became a center of learning, attracting scholars and manuscripts. It acquired a reputation for learning and scholarship across the Muslim world. #africanhistory365 #africanexcellence
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kanyatomy · 5 months ago
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12th november, 2024
yes i know i dipped for a week straight, but in my defense, my friends arrived here and suddenly i wasn’t the loneliest girl on the planet
progress tracker 𓈒ㅤׂ 𝜗𝜚
i’ve been eating three full meals lately and its so refreshing and also helping me sleep good.
doing a lot of physiology and im a little confident about it but lets not ruin that god please 😀
exam timetable came out and all my friends have it different than each other
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k00320717 · 3 months ago
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Movement Project
Theme-Gothic Movement 
What is Gothic Movement? 
The Gothic movement first started out as an art movement, over time it shifted into a literary movement that developed over years in response to the historical, physiological and political context starting in the eighteenth up to the twenty first century. 
When was it established 
The term Goth originated from Medieval tribes such as Visigoth and Ostrogoths from Gdansk, Poland before they emigrated to regions of Germany.  During the Renaissance and Medieval period, the term Gothic acquired a new meaning. Gothic became associated with architecture that was un-Roman and un-Enlightened. During time when Christianity spread with many Cathedrals developing across medieval Europe, these Cathedrals such as Noitre damed Paris recognised as being asymmetrical and dramatic style of art and architecture. Artist Giorgi Vasari gave architecture that was unenlightened the gothic term.  As a result of this the term became related to architecture.  
Gothic was then reimagined in seventeenth and eighteenth centuries, provoking literary movements.  The medieval and architectural helped spared interest during this time frame, writers such as Horace Walpole, Edmund Burke and Robert Blair emerged with some of the first gothic novels and poem.  Horace Walpole, credited as being the first writer to produce a gothic novel in late eighteenth century.  Walpole first sparked interest with his novel ‘The Castle of Otranto’ in (1764).  However, before him there were author Edmund Burke ‘A Philosophical Enquiry into the sublime and Beautiful’ (1757) Edmund Burke’s work provided philosophical foundation to the Gothic Movement.  As well novels, the poet Robert Blair poetry book called ‘Graveyard school of poetry’ (1743).   Blairs poems express sorrow and pain, the horror of deaths physical manifestation and the nature of human life. 
The writers Edgar Allen Poe and H.P Lovecraft, both played a significant role in gothic literature.  Edgar Allen Poe reimagined gothic literature with themes such as horror, dark symbolics and psychological terror creating a new type of gothic fiction.  Edgar Allen Poe’s gothic fiction inspired author H.P Lovecraft.  Lovecraft works include themes based around cosmic horror, this means fear based on the existence of the unknown outside of humanity and monsters from beyond.  Some of his works has influenced authors and musicians such as Stephen King and metal band Metallica.  Nonetheless both authors work continues to captivate audiences and inspire new writers. Emily Bronte an English poet, known for Gothic works such as Wuthering Heights.  Bronte who was influenced by Walpole himself.    
In the last few decades of the Twentieth century Goth shifted into becoming a subculture based on music, architecture and fashion. In the 1980s Goth in music bands such as ‘The Bauhaus’ and 'The Cure’ who redefined goth music-based subculture.  
Who was involved?
Some of the people involved in the Gothic Movement were artist, writers and poets Starting off with eye opening works into the Gothic genre which then influenced many other artist generations afterwards.  First were artist like Giotto and Cimabue. They are recognised for producing Gothic Artwork.   
Centuries later the literacy aspect was first opened by writers like Horace Walpole and Edmund Burke, their involvement with writing gothic novels and poems is what inspired other writers such as H.P Lovecraft name two different writer.  Their reinvention of the gothic genre is what helped the gothic movement gain popularity amongst other artists.  
Who were Gothic painters?
Gothic art emerged in Northern France after the start of the Romanesque period of art in the early 12th century. Spreading throughout Western Europe and much of Central, Northern, and Southern Europe as well, Gothic art demonstrated the style’s immediate popularity upon its arrival. The main artform to come from this period of art was Gothic architecture, which developed alongside the progression of general Gothic artwork.      
Giotto Di Bondone a Renaissance artist who is one of the first artist to produce gothic artwork.   Giotto's work includes contrasting use of light and dark colour.  One of Giotto's famous Gothic artworks is the ‘Admiration of the Magi’ depicts the story of the three Magi who travelled to Bethlem to visit the infant Jesus.   In this painting his use of bright and dark colours, display the sky as a bright vibrant blue and Mary’s dress is a burgundy red.  This is used to draw the viewers' attention to subject of the painting which is baby Jesus sitting on her lap. 
Cimabue an Italian painter and designer.  Known for artworks such as the Maestà di Santa Trinita. Considered to be a Gothic painting with noticeable elements of the Renaissance style, the Maestà di Santa Trinita represented the Madonna and Child sitting on a golden throne implied to be in Heaven. This painting like Giotto uses both light and dark colours, however Cimabue uses strong vibrant gold of the Renaissance style to capture viewers' attention. 
John Everett Millais was an English painter and illustrator one of the founders of the Pre-Raphaelite Brotherhood.  These group of painters focused on the exact reproduction of the natural world who focused on perceiving innocence in the Renaissance and Gothic art.   Millais early works were painted with great attention to detail, often concentrating on the beauty and complexity of the natural world and religious conflicts. In paintings such as Ophelia (1851–52) Millais created dense and elaborate pictorial surfaces based on the integration of naturalistic elements.   (This painting was based on William Shakespeare character in Hamlet.) 
John Ruskin painter and art critic.  John Ruskin artworks include themes of gothic as he was a strong advocate for gothic art, especially the architecture.   John Ruskin did drawings gothic architecture in Venice Italy, illustrating the detail.   
How has Gothic Movement influenced me? 
Goth has been an influenced to my interest and art style.  I first discovered goth through the music, I would occasionally listen to Gothic artist such as ‘Sisters of Mercy’ and ‘The Cure’.   It was from the music I discovered goth and what the gothic movement is.   
I became really interested in the Gothic style that I wanted to explore this style in other forms.  I came across gothic literature, through gothic books such as Edgar Allen Poe’s collection of poems and Bram Strokers ‘Dracula’ that my parents had and Anne Rice's series of books on Vampires.   I really liked Edgar Allen Poe’s poetry combines dark symbolism and horror.     
I find the Gothic style unique, it is unique because although being dark and gloomy themed, it creates a diverse style to the arts and literature.   This type of diversity I wanted to include in my art.  
Before I discovered gothic art, I was always experimenting with different art styles trying to find one that suits me.  In Secondary school I had studied Renaissance artist as part of the art subject.  In my studies I discovered Renaissance artist of whom did gothic artworks.  These artists included Giotto and Cimabue, upon further researching more about gothic artwork I came across other artworks that include the use of architecture, dark colours and dark settings.  This form of art captivated my interest so much that I wanted to try it out for myself.  I instantly fell in love.   
@eoinmclsad
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micah-drew · 11 months ago
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Redr Introduction - RoR OC
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Personal Information
Species: Demigod
Age: 1800+
Gender: Female
Pantheon: Norse Pantheon
Origin: Asgard (Valhalla)
Status
Status: Alive
Affiliation: Gods (Formerly)
Humanity (Currently)
Valkyries
Mitsuhide Akechi
Relatives: Brunhilde (1st) to ??? (12th) (Older sisters) 13th Valkyrie to Göll (14th) (Younger sister)
First Appearance
Manga Debut: Chapter 87
Anime Debut: N/A
Portrayal
Voice Actor: N/A
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I understand… but out of all the Einherjar why must it be him?
Redr to Brunhilde in The Masked Fool
Redr is the thirteenth of the fourteen Valkyrie sisters. She hesitantly performed the Völundr with Mitsuhide Akechi in the tenth round of Ragnarok.
Appearance
Redr takes the appearance of a girl with a youthful face with freckles and large green eyes, slightly protruding incisors and thin eyebrows and eyelashes. Her red hair is shoulder length, and her bangs are fashioned into a feathery like fringe but soon devolves into a curly mess of red hair.
Her head is adorned with a kokoshnik with a triangular pattern. She wears a stylized black and white low cut dress with a crimson bell at the base of her neck and with short separated sleeves and collar. Her navel is exposed in a diamond cut, and her skirt is exceedingly frilly. She wears black leather gloves on her hands, and on her feet she wears crimson shoes with high heels.
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(Art by axilkai on Discord!)
Personality
Unlike her sisters Hlökk and Alvitr, Redr is rather quiet and shy. She can be anxious as well, which was shown with her hesitation to perform the Völundr with Mitsuhide Akechi in the tenth round of Ragnarok.
She prefers to be around her sisters, or alone if she can help it. Though when she’s around her sisters, she opens up a bit more around them and becomes talkative, and sometimes ends up rambling about her passions and interests.
Over the course of the tenth round, Redr slowly becomes more understanding toward Mitsuhide. At the end of their fight, she is seen helping the fighter out of the arena before collapsing alongside him outside of the medical ward. In the eleventh round, Redr and Mitsuhide are seen recovering inside of the medical ward while they watch the fight.
Abilities
Divine Physiology: As a demigod, it can be assumed that Redr possesses physical abilities far greater than any ordinary human. Her body cannot be harmed by mortal weapons, however she can still be by unarmed attacks from individuals superhuman strength and by Divine Weapons.
Semi-Immortality: As a demigod, Redr has a limitless lifespan and will not die of old age.
Common Destiny: The power of "Common Destiny" allows a person to bring out their full potential by entrusting their fate to another. Before Ragnarok, Brunhilde sought Buddha in order to learn more about this power. The Valkyries give their wielders the power to harm gods by entrusting them with their lives.
• Völundr: The ability to turn into any weapon based on her partner's preference. Redr’s Völundr has a unique property reflected in the translation of her name, which means "The Red Haired One" (赤毛の人 , Akage no hito), which allows her to create an illusion/disguise of someone to lure someone into a false sense. She can only hold up her illusions as long as the main body is not hit.
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And here she is, one of my many RoR ocs. I’ve had Redr for a bit now, and now just started writing for her because I just… couldn’t write anything for a bit. So I decided to do this, and introduce her to you all!
This is of course an AU with fourteen Valkyries so that also means fourteen fighters on each side. This intro… also introduces another person, Mitsuhide Akechi! Will he get an intro like this one? Maybe, I just gotta… rework him a lot.
But I hope you all like Redr! This took a while to type out on my phone… lol.
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What is spatiotemporal amnesia (and is that actually a thing or is my gallifreyan making up words again? Xey mentioned it in passing and she's being difficult about it and I actually doubt he's trying to be. Any time I've asked it about it, they either don't know or can't remember learning what it means)
What is Spatio-Temporal amnesia?
Spatio-temporal amnesia in Gallifreyans is a theoretical but probable condition affecting their memory and perception of space and time. Due to their unique physiology and complex relationship with the fourth dimension, Gallifreyans could experience a form of amnesia that is intricately linked to their spatial and temporal awareness.
Y'all already know that Gallifreyans perceive and navigate time in a unique way, and have heightened spatial awareness. Spatio-temporal amnesia could theoretically disrupt these abilities independently, leading to difficulties in recalling events in their proper temporal order, recognising temporal shifts, and experiencing disorientation both in familiar and unfamiliar environments. And of course, it could disrupt them both at the same time, leading them to quite a space-time pickle sandwich.
🚨 Possible Causes
Some causes could include ...
Temporal Shock: Exposure to intense temporal disturbances or paradoxes could overload a Gallifreyan's time lobe, leading to temporary or permanent amnesia, like stepping into a surprise temporal rift on a casual Tuesday.
Regeneration Complications: The process of regeneration, which involves significant physiological and psychological changes, could potentially cause spatiotemporal amnesia.
Neurological Damage: Damage to the brain via trauma or disease, particularly the time lobe or super-ganglion, could disrupt the neural pathways responsible for spatiotemporal processing, like having a frustratingly bad Wi-Fi connection.
Chrono Dementia: This is a devastating condition affecting time-sensitive species. It targets a Timegri's time lobe, leading to a reduction and loss of their time abilities and extra senses. It causes severe confusion, extreme difficulty in orienting themselves in real time, and issues with regeneration and memory.
📚 Symptoms
Difficulty in perceiving the flow of time, leading to confusion about past, present, and future events.
Problems with spatial navigation, such as getting lost in familiar places or inability to recognise previously known environments.
Simultaneous confusion in both time and space, resulting in a complete inability to understand one's current location and time period.
Inability to associate/distinguish time periods with certain spaces, like landing on 12th century Earth and genuinely wondering where all the cars are.
Missing memories or inability to recall specific events, especially those involving significant spatial or temporal elements.
🩺 Potential Treatments
Chrono-Therapy: Techniques designed to restore the normal functioning of the time lobe, possibly involving exposure to stable temporal fields or controlled time travel. A bit like taking your brain on a relaxing spa break so it can 'recharge'.
Neural Realignment: Advanced Gallifreyan medical procedures to repair or regenerate damaged neural pathways, particularly in the brain areas responsible for spatial and temporal processing.
Psychological Support: Cognitive therapies to help the affected Gallifreyan cope with their disorientation and gradually rebuild their memory and perception of space-time.
🏫 So ...
Spatio-temporal amnesia in Gallifreyans is a complex theoretical condition that would disrupt their unique relationship with space and time. GIL would recommend that Xey returns to Gallifrey for a neurological assessment as soon as possible.
Related:
🤔|🧠💥What would happen if a Time Lord's 'time brain' was damaged?
💬|🧠💥What are some Gallifreyan protections against forced memory loss?: How their memory works and how they can protect themselves.
💬|🧠💥How can I help a Time Lord with amnesia?: General overview to treating/reversing amnesia in Time Lords.
Hope that helped! 😃
Any orange text is educated guesswork or theoretical. More content ... →📫Got a question? | 📚Complete list of Q+A and factoids →📢Announcements |🩻Biology |🗨️Language |🕰️Throwbacks |🤓Facts → Features:⭐Guest Posts | 🍜Chomp Chomp with Myishu →🫀Gallifreyan Anatomy and Physiology Guide (pending) →⚕️Gallifreyan Emergency Medicine Guides →📝Source list (WIP) →📜Masterpost If you're finding your happy place in this part of the internet, feel free to buy a coffee to help keep our exhausted human conscious. She works full-time in medicine and is so very tired 😴
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crosstheveil · 2 years ago
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Health: Adrenal Glands
TCM: Jing, Kidneys
GNM: Off Track (cortex), Unbearable Stress (medulla)
Greek: Sanguine (cortex), Choleric (medulla)
Chakra: Root
Astrology: Mars, Aries-Libra; ex. managing adrenal health can be especially important for natal placements like Mars in Libra/7th, Mars in Pisces/12th, South Node conjunct Mars, etc.
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The adrenal glands, which sit atop the kidneys, play a central role in the body's response to stress, fatigue, immune challenges, and several key physiological and metabolic functions. Issues related to the adrenal glands is very common yet highly under-diagnosed. They consist of two regions:
Adrenal Cortex: Derived from the mesodermal base substance cholesterol, the adrenal cortex produces hormones such as cortisol, corticosterone, aldosterone, and male sex hormones. These hormones play vital roles in physiological functions. Cortisol and corticosterone, known as stress hormones, contribute to the regulation of metabolism, inflammation, and blood sugar, and assist in long-term stress response by enriching the blood with minerals and glucose. Their anabolic effects also aid in healing and regeneration. Aldosterone helps maintain blood pressure by regulating the balance of salt and water in the body. The adrenal cortex's production of male sex hormones can influence the reproductive system. If unresolved, chronic stress may lead to excessive cortisol production, causing problems like weight gain and high blood sugar.
Adrenal Medulla: The endodermal adrenal medulla manages emotional and physical stress by producing the hormones noradrenaline, dopamine, and adrenaline. These hormones are pivotal in activating the "fight, fright, flight" response, a physiological reaction that occurs in response to a perceived harmful event or threat. This acute stress response increases heart rate, blood sugar, and mental alertness, along with other physiological changes. Chronic anger or emotional upheaval can strain the adrenal medulla, leading to an energetic drain.
Stress
The adrenal glands are highly sensitive to stress, and chronic stress can lead to various disorders:
Psychiatric Disorders: Neuroses, post-traumatic stress disorder (PTSD), depression, anxiety disorders, bipolar disorder.
Neurological Disorders: Migraines, peripheral neuropathy, dizziness, tremors.
Glandular Disorders: Issues related to other glands including the thyroid which is responsible for cell growth; for instance, uterine cancer, polyps, hypothyroidism, hyperthyroidism.
Cardiovascular Disorders: Coronary artery disease, stroke, heart attack, hypertension, arrhythmias.
Respiratory Disorders: Asthma, chronic obstructive pulmonary disease (COPD), difficulty in breathing.
Immunological Disorders: Possible tumor promotion, reduced resistance to infection, autoimmune disorders, chronic inflammation.
Metabolic Disorders: Diabetes, obesity, metabolic syndrome, difficulty in regulating blood sugar.
Gastrointestinal Disorders: Ulcers, irritable bowel syndrome (IBS), chronic indigestion, malabsorption.
Genitourinary Disorders: Impotence, incontinence, menstrual problems, urinary tract infections, kidney dysfunction.
Musculoskeletal Disorders: Muscle weakness, chronic fatigue, fibromyalgia, joint pain.
Skin Disorders: Acne, eczema, psoriasis, skin thinning.
Cysts and Cancer
Adrenal Weakness: If the adrenal glands don't produce enough adrenaline, the heart may pump slower, leading to fluid accumulation and cysts in the prostate, ovaries, and breasts. These cysts can harden and potentially lead to cancer.
Blood Flow: Increasing blood flow can help resolve cysts if addressed quickly.
Signs of Imbalance
Frequent sickness, fatigue, low libido, low backache, chronic health issues, dark circles under the eyes, hair loss, early greying, frequent urination at night, cold hands and feet, brain fog, pain and weakness in the lower back, loins, thighs, knees and lower body, urinary weakness and debility, polyuria and nocturia, impotence and male sexual dysfunction, moodiness and irritability, depression, muscle or bone loss, autoimmune conditions, chronic fatigue, hormone imbalance, body aches, unexplained weight loss, lightheadedness, skin discoloration (hyperpigmentation), weakened stress response, insulin resistance, sleep problems, weight gain, sweet and salty food cravings, difficulty getting up in the morning, increased PMS or menopausal symptoms, inability to handle stress, increased allergies, frequent sighing, cravings for salty foods, higher energy levels in the evenings, overuse of stimulants like caffeine.
Traditional Chinese Medicine (TCM)
Jing (essence): The statement by the Chinese that the kidneys harbor our Jing refers to the adrenals having the highest concentration of neural crest cell derivatives in the entire body. Strong Jing corresponds to robust characteristics like strong teeth, which are made by neural crest cells, while weak Jing relates to signs of aging like grey hair and deafness, also linked to neural crest cells. Jing's manifestations include the progression from youth to adulthood, reflected in functions controlled by the pituitary (aided by neural crest cells), and can be seen in the structure of the face and jaw. Neural crest cells also create the heart's connective tissue, affecting lifespan. Jing as a concept is not the same as neural crest cells but they represent the body's inherent organizational strength. Weak organizational energy leads to neural crest cells that don't form properly or function well, resulting in genetic disorders affecting facial development. The Chinese recognized these markers as indicators of weak Jing.
Kidneys & Urinary Tract: The adrenal glands are connected to the kidneys not just through the renal fascia, but also by way of the renal artery, draining into the renal vein, and receiving nerve connections from the renal plexus. The kidneys regulates the body's water content and are essential for maintaining healthy bones, as well as producing healthy bone marrow and blood. It determines the level of adrenaline and dopamine in the body, affecting our energy and rest. In addition, it forms a relationship with the heart through various hormones. During puberty, the adrenal cortex starts to produce sex hormones like testosterone and oestrogen, and this production continues throughout adulthood. Caffeine depletes kidney qi, yang, yin, and essence, contributing to liver and adrenal issues, and long-term exhaustion. Regular coffee drinkers, especially those who don’t feel its effects, may be nearing adrenal exhaustion. Adrenal fatigue is often considered a kidney yang deficiency. If left untreated, it can progress to a kidney yin deficiency. These deficiencies are often marked by a light low groaning tone to the voice, a darkish pallor under the eyes, negative attitudes of insufficiency or inadequacy, needing to sit and not being able to stand for long, and worrying about money. Additionally, those who experience traumatic shock or long term stress often have their hair turn gray or fall out.
Kidney Yang (medulla): Linked to the reactive sympathetic nervous system and the hormones adrenaline, dopamine, and norepinephrine, produced in the adrenals. A deficiency in kidney yang can lead to symptoms like cold hands and feet, edema, night urination, and low libido. This deficiency parallels disorders like adrenal fatigue, hypothyroidism, and sexual dysfunction. This condition is worsened by the use of marijuana, diminishing our natural drive, motivation, and willpower. Adrenaline is used to treat conditions like asthma, anaphylaxis, and slow heart rates. It works on the cell membrane's outside, which is known as the yang aspect of the cell. It never enters the cell but attaches to a receptor on the outside, initiating a cascade of chemicals that open or close gates on the cell's exterior. In the heart and muscles, adrenaline prompts more calcium to enter, which amplifies the force of contraction; in the lungs, it leads to the relaxation of the muscles, permitting more air to flow in; in the brain, it initiates the emotional reactions connected with fear.
Kidney Yin (cortex): Associated with the parasympathetic nervous system and the hormone cortisol, produced in the adrenals. A kidney yin deficiency may manifest as sore back, leg weakness, insomnia, and anxiety. It may parallel disorders like diabetes, high blood pressure, and hyperthyroidism. Although necessary for daily function and stress response, excessive cortisol can lead to fluid retention, osteoporosis, muscle wasting, depression, and diabetes. If our bodies stopped producing cortisol, it would result in significant illness. While adrenaline binds to the exterior of the cell (yang), cortisol is absorbed into the very core (yin). Contrary to the effects of adrenaline which are more immediate, the effects of cortisol can take years.
Greek Medicine
Hot Temperament: The adrenals are generally represented as stimulating and energizing various functions to adapt to stress.
Adrenal Cortex: Sanguine, nutritive, and anabolic, enriching the blood and decreasing swelling.
Adrenal Medulla: Choleric, energetic, and catabolic, stimulating acute stress response.
Faculty Support: Adrenal glands produce supplementary amounts of sexual hormones, bridging a connection between vital and generative faculties; supporting heart and lungs (vital), kidneys and pancreas in blood sugar regulation (natural), enhancing mental alertness and stimulating the sympathetic nervous system functioning (psychic), supporting male sexual function and response (generative).
Root Center: The adrenals form the basic energetic support for the entire organism, associated with the Root Chakra.
Kidneys & Urinary Tract: Weak adrenals may adversely affect the vitality and functioning of the kidneys and urinary tract, which are interlinked with the adrenal glands'. When the kidneys are not effectively eliminating fluids, it can lead to the accumulation of phlegm and moisture. Additionally, the kidneys have a connection to the soles of the feet which may be affected by cold conditions. Conditions of melancholy or devitalization of the adrenals, kidneys, and urinary tract often correlate with chronic fatigue.
Adrenal Exhaustion: Chronic stress and irregular habits can lead to fatigue, irritability, pain, and impotence in men usually caused by flare-ups of Choleric anger or any experiences which feel like a roller coaster. Sexual overindulgence also exhaust the adrenals.
Male Sexual Function: The adrenal glands provide energetic support for male sexual function. Issues with adrenal energy may result in sexual dysfunction, including impotence or premature ejaculation.
Blood Sugar Regulation: In instances of dangerously low blood sugar, the adrenal glands jump into action, raising levels through adrenaline. Chronic instability may involve adrenocortical hormones, aggravating factors in type II diabetes.
German New Medicine (GNM)
Adrenal Cortex (Off Track)
Conflict: Feeling like you've made a wrong choice or gone down the wrong path.
Under-Functioning: Waterhouse-Friedrichsen syndrome, adrenal gland insufficiency, Addison's disease. Reduced cortisol production, feeling stressed and tired.
Over-Functioning: Excess cortisol (Cushing's disease) with high blood pressure, round face, obesity, muscle atrophy or aldosterone (Conn's syndrome) with high blood pressure, low potassium, weak muscles, thirst, frequent urination.
Adrenal Medulla (Unbearable Stress)
Conflict: Extreme tension from stress, feeling overwhelmed. Something is beyond reach.
Diagnosis: Pheochromocytoma, neuroblastoma. High blood pressure, racing heart, increased blood sugar, sweating.
Astrology
Mars: This planet governs adrenaline, testosterone, male sexual function, playing a role in the catabolic metabolism where fuel is burned. It also oversees the release of toxins, the regulation of red blood cells, iron, and muscle tissue, including tendons and ligaments. It extends to the entire muscular system, embodying vitality and physical strength. The energy of Mars is hot and dry so it's temperament is Choleric. Mars co-rules the adrenals (with Aries/Libra) and the male genitalia (Scorpio).
Aries: Aries is a Choleric sign, and its will to action makes it prone to anger and stress, which deplete and weaken the adrenal glands. The sign is energetic, sharp-eyed, cheerful, and alert, but may become irritable and have a restless tendency to keep going until burnout. This can lead to eyestrain and poor vision as the health of the eyes is dependent on the strength of the adrenals. The preference for stimulants like chili pepper, caffeine, and their attraction to the Sun can overstimulate the adrenal glands, leading them to seek cooling substances like icy drinks, fruits, and seafood.
Libra: Libra, the Sanguine Air sign that rules the kidneys and lower back, is a counterbalance to Aries. The kidneys and genitourinary tract are only as strong and healthy as the adrenal glands, which are their energetic support. Underlying adrenal weakness and exhaustion weakens the kidneys and genitourinary system, leading to urinary debility, urinary tract infections, inflammation or irritation, uremia, and gout. Since male sexual function is also dependent on the strength and health of the adrenal glands, problems may arise in this area.
Aries-Libra Dynamic: Kidneys, adrenals, eyes, head and cranium, low back, lumbar spine, bladder, genitourinary system (especially male), hips and loins. Aries represents personal power, autonomy, honesty, and decisiveness, often leaning towards individualism and assertiveness. Libra, on the other hand, emphasizes cooperation, diplomacy, compromise, and social harmony. While Aries is direct and often acts alone, Libra seeks mutual choice and operates through consensus. This represents a struggle between competition and cooperation, selfhood and partnership, war and peace, doing and being. Finding balance is needed for acid/alkaline balance, as Aries tends to run acidic, and for hormonal balance, where Aries tends toward excess testosterone. The tension between these two forces may cause a lot of frustration and aggravation, particularly in males, manifesting as irritation or inflammation of the genitourinary tract.
Healing and Relief
Diet: Paleo; reduce caffeine, sugars and sweeteners, gluten, starch, white flour, processed foods, and hydrogenated oils.
Nutritional Supplements: Ionic Magnesium, B Vitamins, Omega-3 Fatty Acids, Vitamin C, Zinc, Probiotics, L-Theanine
Herbal Adaptogens: Ashwagandha, Rhodiola Rosea, Holy Basil, Licorice Root, Siberian Ginseng, He Shou Wu
Lifestyle Considerations: Address societal pressure to perform, lack of self-care, and the conflict in real life. Regular exercise of varied intensity. Practice meditation, mindfulness, Tai Chi, Qigong. Express creatively and spend time in nature. Align sleep schedule with circadian rhythm to nourish yin. Hydrate more and add salt to water. Avoid various toxins like dioxin or insecticides which contribute to adrenal malfunction. Spend more time in the sun each day. Don't sit for too long. Try wearing a haramaki, stretch cotton (for summer) or stretch wool (for winter).
These are research notes from the work of Daniel Keown, Michel Odoul, Michael Tierra, Lesley Tierra, Johan Boshwinkel, David Osborn, Judith Hill, Eileen Nauman, Björn Eybl, Caroline Markolin, Deb Shapiro, and Jody Smith.
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the-third-eye · 10 months ago
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Vampires, History and You
DRAGAN I (12th century)
Blood-sucker from the Second Bulgarian Empie credited with being the first vampire. Claims of his exact birth, life and undeath are generally disputed and little proof of him even existing has been found. He is purported to have been of noble blood though as result of an affair, dying early of sickness and ressurecting as the original vampiric spawn for reasons unknown.
Some say he simply faded away or that he lives on to this day in form of the monsters of modern myth.
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VLADISLAV III (1431-1476)
Contrary to popular belief, the Voivode of Wallachia, Vlad "The Impaler" was NOT A VAMPIRE. However due to his sheer bloodlust and sadism he was a magnet for them. Many high-ranking Wallachian officials at the time were vampires fully on board with his ideas who wholeheartedly supported his plundering and impaling of the Transylvanian Saxons.
He was slain by his own troops as they had mistaken him for a Turk.
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ELIZABETH BATHORY DE ESCED (1560-1614)
A Hungarian countess moonlighting as a serial killer. Elizabeth was of the superstitious belief that bathing in blood would keep her youth intact, as her vampirism started taking a toll on her exterior, causing her to kill over 600 young maidens.
In early 1611 she was detained and imprisoned in Csejte castle for the remainder of her life where the deprivation of blood caused her to die four years later at the age of 54.
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GRIGORI YEFIMOVICH RASPUTIN (1792-?)
Hired as a faith healer by the Nicholas II's son, the Siberian strannik Grigori Rasputi was not only a skilled manipulator and medical practitioner but also a possibly immortal vampire. Despite having a religious awakening after a pilgrimage in 1897 he was an opulent man enjoying all the pleasures of food, strong drink and any woman that would have him (which were quite many).
Following multiple failed assasination attemps Rasputin was thought to have been killed by a group of noblemen. Their first attempt to poison him with cyanide-laced cake and wine failed as his physiology withstood the poison, he was shot in the forehead and his corpse was diposed in the Malaya Nevka River.
However current paranormal scholars believe he is still alive and well, living in the shadows.
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"JACK THE RIPPER" (Active 1888)
Another vampire serial killer is said to have haunted Victorian England. Although not even the name "Jack the Ripper" is for certain the methods of murder and removal of internal organs point to the suspect or suspects being of vampiric nature.
Never identified.
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PETER KÜRTEN (1883-1931)
Maybe not one of the deadliest but probably most heinous vamprire serial killers, Peter Kürten was a man who truly earned his titles. Such charming nicknames as "The Düsseldorf Monster" and "The King of Sexual Perverts". Kürten went on a spree of arsons, homicides and molestations in the year 1929 before he was apprehended.
Peter was executed via beheading in 1931 on accounts of nine cases of murder and seven cases of attempted murder. His head was split in two (possibly to avoid biting post-decapitation) and mummified. In the late 1940s the head was moved to the US and now resides in Wisconsin.
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KAREN SABNOCK (1912-Present)
The matriarch of a vampire clan which migrated to America after years of vampires confining themselves to Europe. At her arrival in the 1950s she fell in love with the suburban lifestyle that had been established post war. Her clan has grown strong over the years acting as a haven for vampirekind in the American Northeast...well as long as they conform to the standards of it.
She governs the coven as a sort of omnipotent wine aunt and is currently on the lookout for another vampiric bride, having set her eyes on the human wife of one of her clansmen.
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BILLIAM FREDERICK SUBURBS (1914-2012)
A prominent social figure and progenitor of the Karen's suburban vampire community. He was the classic sitcom family man father of three living with his wife...until she killed him and their children after discovering they had killed a man to drink his blood in front of her.
Since his demise the clan has been on the hunt for his spouse Marsha.
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dragongodshomebrewhoard · 2 months ago
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The Metamorph
Class Overview
As a Metamorph, your body is a canvas of constant change. Where others see flesh and bone as static and unchanging, you are a living testament to transformation. Whether by the infusion of eldritch forces, the embrace of bestial instincts, or the thirst for vampiric power, you have become something more—and less—than human. Each day, you awaken to find new shifts in your physiology, marking you as something unnatural, feared, and powerful.
Origins of Transformation
Metamorphs are rare, often the result of dark rituals, forbidden experiments, or chance encounters with the unknown. Some may have willingly submitted to these changes, seeking power or survival at any cost, while others were thrust into their metamorphosis against their will. No matter the cause, the result is a being whose body is ever-changing, reflecting the inner turmoil of their existence.
Unpredictable Evolution
The path of a Metamorph is one of continual adaptation. As you grow in power, your body alters in ways that reflect your chosen path. This transformation is not always voluntary; sometimes, your abilities surge forward in response to danger or stress, mutating you further into the creature you are destined to become. Your newfound powers are both a blessing and a curse, setting you apart from others and drawing you closer to the monstrous forms that haunt your dreams.
Living Weapon
Metamorphs are living weapons, their bodies serving as both shield and sword. They can sprout claws, fangs, or other fearsome appendages, and their resilience often defies natural limits. However, these transformations come with a cost—each adaptation, each shift, moves you further from what you once were, blurring the line between man and monster. Your allies may look upon you with admiration or fear, for they see in you a reminder that power often comes with a price.
Creating a Metamorph
When creating a Metamorph, consider the source of your transformation. Was it a desperate attempt to survive an otherwise fatal encounter? Did you willingly undergo a dark ritual to gain strength beyond mortal limits? Or perhaps you were chosen by an eldritch force, a bestial spirit, or an ancient vampiric curse to serve as its vessel. Your origin shapes not only your physical changes but also your motivations and struggles as you navigate a world that may never fully accept you.
Think about how your character views their transformation. Do they revel in their newfound abilities, embracing their monstrous nature? Or do they see their changes as a curse, constantly seeking a way to reverse what has been done to them? Your Metamorph is defined not just by their physical abilities but by how they cope with the ever-present reality of their evolving form.
Class Features
Hit Points:
Hit Dice: 1d10 per Metamorph level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Metamorph level after 1st
Proficiencies:
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose two from Athletics, Intimidation, Perception, Survival, Acrobatics, Insight
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two simple weapons
(a) light armor or (b) medium armor
(a) an explorer’s pack or (b) a dungeoneer’s pack
The Metamorph Class Table
Level
Proficiency Bonus
Features
Transformation Points
1st
+2
Mutative Defense, Adaptation
2
2nd
+2
Transformation Points, Quickened Adaptation, Regenerative Shift
3
3rd
+2
Subclass Feature
3
4th
+2
Ability Score Improvement
4
5th
+3
Extra Attack
4
6th
+3
Enhanced Transformation, Surge of Speed, Predatory Senses
5
7th
+3
Physical Manifestation
5
8th
+3
Ability Score Improvement
6
9th
+4
Subclass Feature
6
10th
+4
Mutative Resilience
7
11th
+4
Extra Attack (2)
7
12th
+4
Ability Score Improvement
8
13th
+5
Subclass Feature
8
14th
+5
Adaptive Mutation
9
15th
+5
Physical Manifestation (Improved)
9
16th
+5
Ability Score Improvement
10
17th
+6
Subclass Feature
10
18th
+6
Perfect Form
11
19th
+6
Ability Score Improvement
11
20th
+6
Ultimate Transformation (Subclass)
12
Class Features in Detail
Mutative Defense (1st Level)
Your body has begun its transformation, making you tougher and more resilient in unique ways. This initial change manifests as hardened skin, slightly altered bone structure, or other subtle shifts. (pick one)
Thickened Hide: Your skin begins to toughen, appearing leathery or rough like bark, granting you a +1 bonus to AC while not wearing heavy armor.
Reactive Reflexes: Your eyes sharpen, and your senses heighten, giving you a predatory awareness that grants advantage on saving throws against being frightened or charmed.
Resilient Body: Your muscles and bones become denser, giving you resistance to bludgeoning, piercing, or slashing damage from non-magical attacks. You can change which damage type at the end of a long rest.
Adaptation (1st Level)
Your physiology is starting to change, granting you a minor physical enhancement. This early adaptation marks the beginning of your path as a Metamorph. (pick one)
Enhanced Senses: Your eyes or nose undergo subtle shifts, granting you advantage on Perception checks relying on sight or smell. You might develop faintly glowing eyes or slits in your pupils.
Unnatural Strength: Your muscles bulk up slightly, and your veins pulse with newfound vigor. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Fast Healer: Your wounds knit together faster than normal, with your flesh visibly mending before others’ eyes. You regain additional hit points equal to your Constitution modifier when you spend hit dice to heal.
Transformation Points (2nd Level)
Starting at 2nd level, you gain access to a pool of Transformation Points that you use to fuel your transformative abilities. You start with 3 points, and the number increases as you level up (see the Metamorph table). These points refresh on a long rest. As you use these points, your body temporarily shifts, warping in response to your need.
Ways to Use Transformation Points:
Quickened Adaptation: Your muscles swell briefly or your skin hardens as you tap into your powers. As a reaction, you can expend 1 Transformation Point to gain advantage on your next ability check, attack roll, or saving throw made before the end of your next turn.
Regenerative Shift: Your flesh ripples unnaturally, knitting back together rapidly. As a reaction when you take damage, you can expend 2 Transformation Points to reduce the damage by an amount equal to 1d10 + your Constitution modifier.
Bestial Strike: Claws, fangs, or other natural weapons briefly sprout from your body. As a bonus action, you can expend 1 Transformation Point to enhance your unarmed strikes or natural weapons. For 1 minute, your unarmed strikes or natural weapons deal an extra 1d4 damage of your choice: bludgeoning, piercing, or slashing.
Vigorous Mutation: Your body surges with power as your form briefly bulks up. As a bonus action, you can expend 2 Transformation Points to temporarily boost your physical abilities. Choose one ability score (Strength, Dexterity, or Constitution). You gain a +2 bonus to the next ability check, attack roll, or saving throw you make with that ability score before the end of your next turn.
Adaptive Defense: Your skin thickens or hardens like scales momentarily as you brace against an attack. As a reaction when you are hit by an attack, you can expend 2 Transformation Point to gain a +2 bonus to your AC against that attack, potentially causing it to miss.
Subclass Feature (3rd Level)
Choose your path of transformation: The Eldritch Symbiote, The Bestial Scion, or The Blooded Vampire. The subclass grants you additional features at 3rd, 6th, 9th, 13th, 17th, and 20th levels. Each path reflects a different type of physical and mental change.
Ability Score Improvement (4th Level)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack (5th Level)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. As you continue to evolve, your reflexes sharpen, allowing for rapid strikes.
Enhanced Transformation (6th Level)
Your mastery of transformation allows you to tap further into your mutation abilities, causing your body to react quickly and efficiently. These mutations begin to visibly alter your form when activated.
Surge of Speed(once per turn): Your legs elongate slightly, or your muscles tense, propelling you forward. You can expend 1 Transformation Point to take the Dash action for free, and your movement doesn’t provoke opportunity attacks until the end of your turn.
Predatory Senses: Your pupils dilate or your ears twitch, enhancing your awareness. You can expend 1 Transformation Point to heighten your senses for 1 minute. During this time, you have advantage on Perception checks, and you can’t be surprised.
Physical Manifestation (7th Level)
Your ongoing transformation begins to manifest outwardly, granting you physical traits that intimidate or inspire. Scales, fur, unusual coloration, or other mutations mark you distinctly.
Gain proficiency in either the Intimidation or Persuasion skill. If you already have proficiency in the chosen skill, you instead gain expertise, allowing you to add double your proficiency bonus to checks made with that skill. You may use your Constitution modifier instead of Charisma when making checks with the chosen skill.
Mutative Resilience (10th Level)
Your body adapts to adverse conditions, visibly altering to protect you. Your skin may take on a hue reflective of the damage type, or strange patterns might appear.
Gain resistance to one damage type of your choice: fire, cold, acid, lightning, or poison. You can change this choice when you finish a long rest, as your body adapts overnight. You can also use 1 transformation point to change your resistance as a bonus action.
Extra attack 2
You can now attack three times instead of two
Adaptive Mutation (14th Level)
Your physiology undergoes a significant, permanent transformation that defines your capabilities. These adaptations visibly alter your body, granting it new forms of movement. (Pick one)
Amphibious Adaptation: Gills form along your neck, and your skin takes on a slightly slick or scaled appearance. You can breathe underwater and gain a swim speed equal to twice your walking speed and gain dark vision for 60 feet through water.
Burrower’s Adaptation: Your fingers and toes elongate, and your nails thicken, resembling claws meant for digging. You gain a burrow speed of 20 feet, allowing you to move through earth without leaving a tunnel behind.
Climber’s Adaptation: Your limbs become more flexible, and small hook-like structures may appear on your hands and feet. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Flying Adaptation: Your body develops wings or another means of flight, granting you a flying speed equal to your walking speed. Your appearance shifts to accommodate this adaptation; you might sprout bat-like wings, manifest ethereal shadowy appendages, or gain the supernatural ability to levitate as if borne by an invisible force. This adaptation allows you to hover, and you can fly without the need for concentration.
Perfect Form (18th Level)
At 18th level, your transformation reaches its peak, granting you extraordinary resilience and adaptability. Your body has become an efficient machine, visibly showing traits of power and protection.
Adaptive Resilience: Your skin may appear tougher, covered in faint scales, callouses, or other protective features, granting you resistance to all non-magical bludgeoning, piercing, and slashing damage.
Unyielding Physiology: Your body refuses to give in, visibly pulsing with energy. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once per long rest.
Heightened Senses: Your eyes, ears, or other sensory organs are visibly sharper or enhanced. You gain advantage on Dexterity saving throws and Perception checks.
Ultimate Transformation (20th Level - Subclass Feature)
At 20th level, your transformation reaches its absolute pinnacle, granting a unique and powerful ability tied to your chosen subclass. This final change marks you as something beyond mortal, a living embodiment of your path’s essence.
Subclass: The Eldritch Symbiote
Below is the Eldritch Symbiote subclass fully reassembled with all the requested changes integrated. It maintains the original formatting, flavor text, and structure as closely as possible, while incorporating the final versions of the abilities at 3rd, 6th, 9th, 13th, 17th, and 20th levels as requested.
Subclass: The Eldritch Symbiote
As an Eldritch Symbiote, you share your body with an alien, otherworldly entity whose motives and origins are beyond mortal understanding. This invasive intelligence warps your flesh, twists your mind, and grants you unearthly powers.
Symbiotic Fusion (3rd Level)
Your body has begun to merge with an eldritch entity, altering your appearance in unsettling ways and granting you supernatural abilities. Choose one of the following mutations:
Eldritch Appendages: You can manifest strange appendages like tendrils, claws, or additional eyes. As a bonus action, you can use these appendages to make a melee attack that deals 1d6 psychic damage. You use your Constitution modifier for the attack and damage rolls. These appendages can also be used to manipulate objects within 10 feet of you.
Alien Mind: Your thoughts become inscrutable, and your mind is fortified against intrusion. You gain resistance to psychic damage, and when a creature attempts to read your mind, charm you, or otherwise intrude into your thoughts, it must make a Wisdom saving throw against your Transformation save DC (8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes 2d6 psychic damage, and the spell or ability fails.
Warped Flesh (6th Level)
Your symbiote’s influence warps your body, making it unnaturally tough. Choose one of the following benefits:
Aberrant Durability: Your skin becomes tougher and more alien, granting you a +1 bonus to AC. Additionally, when you take damage, you can use your reaction to reduce the damage by an amount equal to your Constitution modifier (minimum 1).
Twisted Reflexes: Your reflexes become unnaturally sharp. You gain a +2 bonus to initiative rolls, and you can’t be surprised while you are conscious.
Eldritch Surge (9th Level)
At 9th level, you learn to channel the alien power within you into a potent surge of strength and otherworldly energy. When you gain this feature, choose one of the following surge profiles. You may change your chosen profile whenever you gain a level in this class. As a bonus action, you can expend 2 Transformation Points to activate your Eldritch Surge for 1 minute, gaining the benefits of the chosen profile. Once you use Eldritch Surge, you can’t use it again until you finish a long rest.
Surge Profiles:
Mutated Prowess (Offensive)
Unnatural Vigor: You have advantage on all saving throws.
Eldritch Strike: Your melee weapon attacks deal an additional 1d8 psychic damage on a hit.
Alien Eye Insight (Informational)
Pierce the Veil: You can see invisible creatures and objects as if they were visible, automatically succeed on saving throws against illusions, and have advantage on Wisdom (Perception) checks.
Mind Probe: Once during each surge, as a bonus action, choose one creature you can see within 30 feet. It must make a Wisdom saving throw against your Transformation save DC. On a failed save, you can read its surface thoughts (as per the detect thoughts spell, surface thoughts only) for the duration of the surge. While you do, you have advantage on Wisdom (Insight) checks and Charisma (Intimidation) checks against that creature.
Phase-Shifting Mutation (Adaptive)
Insubstantial Form: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical sources, and attacks against you have disadvantage if you are in dim light or darkness.
Alien Mobility: Your speed increases by 10 feet, and you gain a climb speed equal to your walking speed. Once per turn, you can move through nonmagical difficult terrain as if it were normal terrain.
Symbiotic Adaptation (13th Level)
Your bond with the eldritch entity evolves, granting you a powerful adaptation. Choose one of the following:
Eyes of the Void: Your eyes mutate into unsettling, eldritch forms, granting you darkvision out to 120 feet. If you already have darkvision, its range increases by 60 feet. You also gain truesight out to 30 feet. Once during each short rest while your Eldritch Surge is not active, as a bonus action, you can focus your void-gaze on one creature you can see within 60 feet. It must make a Wisdom saving throw against your Transformation save DC. On a failed save, it takes 2d8 psychic damage, and until the end of your next turn, it has disadvantage on its first attack roll and its next saving throw. You also regain 1 Transformation Point on a failed save. On a success, it takes half damage and is otherwise unaffected (and you don’t regain a TP).
Abyssal Maw: Your mouth warps into a monstrous form, allowing you to consume magical energy. As a reaction, when a creature within 30 feet of you casts a spell, it must make a Wisdom saving throw against your Transformation save DC. On a failed save, the spell is disrupted and wasted, and you regain 1 Transformation Point. On a success, the spell occurs normally.
Eldritch Rejuvenation (17th Level)
At 17th level, your symbiote’s presence grants you powerful new capabilities. Choose one of the following evolutions:
Essence of Vitality:
Constant Regeneration: At the start of your turn, if you have less than half your hit points, you regain hit points equal to your Constitution modifier (minimum 1).
Second Chance: If you would be reduced to 0 hit points, you can use your reaction to expend 2 Transformation Points to drop to 1 hit point instead.
Eldritch Arsenal:
Eldritch Eye Beams: As an action, you can expend 1 Transformation Point to fire one of the following beams at a creature you can see within 60 feet:
Mindflay Beam (Damage): The target makes an Intelligence saving throw. On a failed save, it takes 4d8 psychic damage and is stunned until the start of your next turn. On a success, it takes half damage and isn’t stunned.
Gravitic Snare Beam (Control): The target makes a Strength saving throw. On a failed save, it is restrained for up to 1 minute (save ends at end of its turns). On a success, it is unaffected.
Allure Beam (Charm): The target makes a Wisdom saving throw. On a failed save, it is charmed by you for 1 minute or until it takes damage. On a success, it is unaffected.
Once per long rest, when you use an Eye Beam, you may force the target to have disadvantage on its saving throw.
Eldritch Reservoir:
Alien Endurance: As a bonus action, you can expend 1 Transformation Point to gain 10 temporary hit points.
Psychic Harvest: Whenever you reduce a creature to 0 hit points, you regain 1 Transformation Point (once per turn).
Mental Echoes: You have advantage on saving throws against being charmed and against effects that deal psychic damage.
Ultimate Transformation: The Abyssal Ascendant (20th Level)
At 20th level, you and the eldritch entity achieve perfect fusion, transforming you into an Abyssal Ascendant, a being of terrifying power. choose one of the following Ascendant Forms. you can assume your chosen form.
Ascendant Forms:
Form of the Cosmic Predator:
Warp Reality: As an action, each creature of your choice within 30 feet must make a Wisdom saving throw against your Transformation save DC. On a failed save, a creature takes 8d12 psychic damage and is frightened for 1 minute. On a successful save, it takes half damage and is not frightened. A frightened creature repeats the save at the end of each of its turns, ending the effect on a success.
Predatory Might: Your melee attacks deal an additional 2d8 psychic damage against frightened or charmed creatures.
Unstoppable Growth: You can become Large as a bonus action, and you have resistance to all damage except force.
Form of the Infinite Watcher:
Eye of Eternity: As a bonus action, mark up to three creatures within 60 feet for 1 minute. They have disadvantage on saving throws against your abilities, and you can see them through walls and objects (up to 30 feet of material).
Cosmic Retort: Once each of your turns when you hit a marked creature with an attack, an Eye Beam, or force it to fail a saving throw, it takes an additional 3d10 psychic damage.
Void Shield: Once during this transformation, as a reaction, negate all damage from a single source.
Boundless Mind: You benefit from the effects of the foresight spell for the duration, without requiring concentration.
Form of the Shattered Chorus:
Chorus of Whispers: As an action, choose one:
Mass Charm: Each chosen creature within 30 feet must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until it takes damage.
Mass Confusion: Each chosen creature within 30 feet must succeed on a Wisdom saving throw or be affected by an effect akin to the confusion spell for 1 minute (save ends each turn).
Spectral Multiplicity: You gain the effects of mirror image, which refreshes at the start of each of your turns.
Reality Siphon: Each time a creature fails a saving throw against your abilities while in this form, you gain 10 temporary hit points.
Universal Ascendant Enhancements (All Forms):
You no longer age and cannot be aged magically.
Your Transformation save DC increases by 2 while in this form.
Once each round, you can use one Eye Beam as a bonus action without spending Transformation Points.
This final metamorphosis marks you as something beyond mortal comprehension, an entity of alien might and inscrutable purpose.
Subclass: The Bestial Scion
As a Bestial Scion, your transformation takes on a wild and savage nature, drawing from the primal instincts of the beasts that dwell within you. Your body evolves, shifting closer to the monstrous traits of feral predators. Fangs, claws, thickened fur, or scales emerge as you embrace the untamed power of your bestial heritage. This path reflects a descent into primal fury and instinct, as you gradually lose the trappings of civilization in favor of raw, animalistic might.
Bestial Scion Features
Bestial Awakening (3rd Level)
Your inner beast begins to awaken, altering your body in subtle but unmistakable ways. Upon gaining this feature, you choose the nature of your natural weapon. Your unarmed strikes deal 1d8 + your Constitution modifier damage of a type you choose: bludgeoning, slashing, or piercing. This choice reflects a permanent transformation of your body, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally depending on DM discretion the damage can be changed such as doing poison damage if your claws carry venom.
These changes mark you as something wild and untamed, a predator among men.
Savage Resilience (6th Level)
The ferocity of your transformation enhances your ability to withstand harm. Your body adapts with natural defenses, granting you resistance to bludgeoning, piercing, and slashing damage from non-magical sources. Your transformation also takes on specific protective traits, granting you resistance to one of the following damage types:
Cold: Thick fur or insulating blubber protects you from frigid environments.
Fire: Dragon-like scales or heat-resistant hide shield you from flames.
Poison: Basilisk-like blood or a toxic constitution grants resistance to poison.
Acid: Thick, mucus-like skin or hardened scales protect against corrosive substances.
Lightning: Naturally occurring conductive features divert or disperse electrical shocks.
This choice reflects a permanent adaptation of your body to specific environmental threats.
Additionally, your appearance takes on a more bestial aspect, such as scales that shimmer with protective properties or fur that insulates against harsh conditions.
Feral Surge (9th Level)
Your bestial nature grants you explosive bursts of speed and aggression. Your muscles bulge, and your posture becomes more hunched, ready to spring into action. When you use your Surge of Speed ability from the main class, you also gain the following benefits:
Pounce: If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, the target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knocked prone. You can immediately make one melee attack against the prone creature as a bonus action.
Your leaps and bounds now resemble the attacks of a great predator, with each strike carrying the full weight of your monstrous agility.
Bestial Ferocity (13th Level)
Your relentless assault in battle begins to overwhelm your enemies. When you reduce a creature to 0 hit points with a melee attack on your turn, you can use your reaction to move up to half your speed and make a melee attack against another creature.
This feature represents your unstoppable feral nature, tearing through opponents like a predator through prey.
Apex Predator (17th Level)
Your transformation reaches a fearsome apex, placing you at the top of the food chain. Your natural weapons grow even more deadly, and your entire presence exudes raw power.
Greater Natural Weapons: Your unarmed strikes now deal 2d8 + your Constitution modifier damage of the type you chose at 3rd level (bludgeoning, slashing, or piercing). You also gain a +1 bonus to attack and damage rolls made with unarmed strikes.
Frightful Presence: As an action, you can unleash a terrifying roar or howl. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a long rest.
The primal energy radiating from you is palpable, your roars capable of instilling fear in even the bravest of foes.
Apex Form (20th Level)
You fully embrace the ultimate expression of your bestial nature. Your form becomes monstrous and awe-inspiring, resembling the apex predators of legend. For 1 hour, you can transform into an enhanced state, gaining the following benefits:
Ability Surge: Choose one ability score—Strength, Dexterity, or Constitution. The chosen score increases by 4, to a maximum of 24.
Size Increase: Your size increases by one category—up to a maximum of Large. You deal an additional 1d6 damage on all melee attacks due to your increased mass and power.
Terrifying Might: You gain temporary hit points equal to twice your level.
Predator’s Fury: You gain advantage on all attack rolls against creatures that are frightened of you. Additionally, your fear-inducing abilities, such as Frightful Presence, bypass immunity to fear, allowing you to strike terror into even the most stalwart foes.
While in this form, you are the embodiment of raw, bestial power. Once you use this feature, you must finish a long rest before you can use it again.
Subclass: The Vampire Ascendant
The path of the Vampire Ascendant is one of darkness, power, and seduction. Those who follow this path undergo a terrifying transformation, gradually becoming something more than mortal. This transformation starts with subtle changes—pale skin, elongated canines, a thirst for blood—and evolves into full vampiric might, complete with supernatural strength, speed, and the ability to command the will of others. You are a creature of the night, walking the line between life and undeath, growing ever more powerful as your vampiric nature takes hold.
Vampire Ascendant Features
Dark Awakening (3rd Level)
The first signs of your vampiric nature begin to manifest. Your senses sharpen, your canines lengthen, and you find yourself drawn to the shadows. You gain the following benefits:
Darkvision: You gain Darkvision out to 60 feet, or if you already have Darkvision, its range increases by 30 feet.
Vampiric Bite: Your unarmed strikes can deal piercing damage equal to 1d8 + your Constitution modifier, reflecting your vampiric fangs. When you hit a creature with your bite attack, you can regain hit points equal to half the damage dealt. You can use this ability a number of times equal to your proficiency bonus per long rest.
Your appearance becomes more ethereal and predatory, marking you as something other than human.
Bloodthirst (6th Level)
Your connection to vampiric power deepens, and you gain the ability to harness the lifeforce of your enemies to strengthen yourself. You can draw upon this power to increase your combat prowess:
Blood Surge: When you successfully bite a creature, you can choose to gain advantage on your next attack roll or increase your movement speed by 10 feet until the end of your next turn.
Cloak of Shadows: You can use an action to become invisible until the start of your next turn, or until you make an attack, cast a spell, or are in an area of bright light. You can use this ability a number of times equal to your proficiency bonus per long rest.
Your skin becomes paler, and your presence seems to radiate a chilling aura of death.
Night’s Grasp (9th Level)
Your affinity with the night grows stronger, granting you more control over your vampiric abilities and a greater resistance to harm:
Mist Form: As a reaction when you are hit by an attack, you can briefly transform into mist, causing the attack to miss. You can use this feature once per short or long rest.
Resistance: You gain resistance to necrotic damage.
Undying Nature: You no longer age naturally, cannot die of old age, and are immune to diseases. You can still be killed through violence or other means.
Your appearance now includes subtle signs of vampiric power, such as faint red or gold hues in your eyes, or an unnaturally graceful movement.
Command the Weak (13th Level)
Your vampiric charm strengthens, allowing you to bend the will of weaker creatures with a glance:
Gaze of Domination: As an action, choose one creature you can see within 30 feet that can see you. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be charmed by you for 10 minutes or until it takes damage. The charmed creature regards you as a trusted friend to be heeded and protected. You can use this ability a number of times equal to your proficiency bonus per long rest and can have up to two creatures charmed by this feature at any time. If the target succeeds on the saving throw, they can make an Insight or Perception check against your DC to notice your attempt to manipulate them.
Shadowstep: As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
This feature reflects your growing dominance over the minds of those around you, as you learn to manipulate and control with a mere look.
Vampiric Supremacy (17th Level)
You have become a powerful vampire, embodying all the feared traits of the undead. Your transformation is nearly complete, and you now radiate supernatural power:
Greater Vampiric Bite: Your bite attack now deals 2d8 + your Constitution modifier piercing damage, and you regain hit points equal to the damage dealt.
Undying Resilience: You gain immunity to being charmed and frightened, reflecting your undead nature. Additionally, if you would be reduced to 0 hit points, you can instead drop to 1 hit point and turn into mist, teleporting up to 30 feet away. Once you use this ability, you can’t use it again until you finish a long rest.
Your physical appearance now fully resembles that of a vampire lord, with an aura of command and danger that few dare challenge.
Lord of the Night (20th Level)
You reach the pinnacle of your transformation, becoming a true vampire lord. For 1 hour, you can enter an ultimate vampiric state, gaining the following benefits:
Undying Form: You gain resistance to all damage except radiant and force.
Vampiric Regeneration: At the start of each of your turns, you regain 10 hit points if you have at least 1 hit point remaining.
Fear of the Grave: Your presence bypasses immunity to being charmed or frightened, allowing your fear and domination effects to work on any creature.
Master of the Shadows: While in dim light or darkness, you gain advantage on all attack rolls and Dexterity saving throws.
Once you use this feature, you cannot use it again until you finish a long rest.
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ikibli · 4 months ago
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Making Speedsters in Fantasy TTRPG AUs
Class and Power Selection
First, the spellcasting class that fits speedsters(fluff-wise) the most is actually Clerics.
Their powers are a direct result of being chosen as the champions/children/conduits/avatars of the Speed Force(one of the Seven Forces of the Universe, on the same level as the Emotional Electromagnetic Spectrum as a whole).
Their top speed and additional powers are influenced by their belief and faith in their capabilities more than any set limits.
Plus, there's at least one comic where Barry and Wally use their electrical aura to make a flash that destroys/banishes creatures of darkness, Barry apparently has the ability to heal people of Anti-Life, and Wally straight up calls the Speed Force "God" at one point, albeit in a semi-joking manner.
I will also mention that their DC Wiki articles list their powers as "Speed Force Conduit", not "Speedster (Physiology)".
The "magic aura of wind and colored lightning" visual indicators of their power usage and the constant time travel shenanigans have been expanded into full primary themes for a lot of the class selections, just because of the nature of fantasy settings and because those sorts of subclasses often have movement abilities.
Now, onto the actual character building- both for fanfic and for creating a playable character that is blatantly an expy. (Don't worry, there are a lot of non-cleric options, despite my rant.)
D&D 5e
Best Class/Subclass Options: Cleric(Tempest Domain), Monk(Four Elements or Open Hand), Bard(College of Swords), Rogue(Scout)
The Speedy/Mobile feat and Athlete feat are pretty essential if you're making a speedster- just note that 5e feats replace an Ability Score Improvement, which come at 4th, 8th, 12th, 16th and possibly 19th level(some classes have another class feature instead).
College of Swords Bards are a relatively melee-focused Bard subclass, with a focus on style and speed- including multiattack at 6th level. Blade Flourish also includes a 10-foot walking speed bonus on a turn you make an attack, in addition to the more lengthy "spend a Bardic Inspiration to add a bonus effect to a successful attack" part.
Tempest Domain Clerics don't have many speed-related abilities, though they do get a fly speed at 17th level. The main reason they're on the list is because Speedsters Are Clerics.
Monks gain a speed bonus while unarmored, and are also Dexterity-focused combatants. They're just better for a purely martial-class speedster than a fighter. Four Elements has Warlock Invocation-style Elemental Disciplines, while Open Hand is more purely martial.
Scout Rogues are a pure mobility-focused Rogue subclass, with a movement speed increase at 9th level and a 3rd-level starting ability that lets them move half their speed as a reaction whenever an enemy ends their turn within 5 feet.
All in all, D&D speedsters would probably be a martial class, and 5e just doesn't offer much character customization.
Let's move onto Pathfinder, which offers a lot more customization and fitting subclasses/abilities, and thus requires a cut for readability.
Pathfinder 1e
Best Class/Subclass Options: Cleric of Desna(Travel and Liberation Domains), Oracle(Time, Winds or Heavens Mystery), Sorcerer(Destined, Djinni, Air Elemental, Stormborn or Dreamspun Bloodline), Kineticist(Aerokineticist Element), Magus/Rogue(does not have subclasses)
First, feat options. There's a number of direct movement/agility-enhancement feats- Lightning Reflexes, Improved Initiative, Dodge, Mobility, Nimble Moves, Step Up, Spring Attack, Wind Stance, the many, many feats that have one of those as prerequisites, etc. Wind Stance and Lightning Stance grant concealment while you move, but most of the others only need to be explicitly picked if you're going to be rolling dice.
Azata Style feats require Dodge and Mobility as prerequisites, with Azata Sprint requiring Wind Stance. They're overall good flavor for a speedster- Azata Style gives you a bonus to AC in turns when you move at least 15 feet, Azata Mischief lets you trip people who fail attacks of opportunity against you and Azata Sprint increases your ground speed and lets you ignore difficult terrain.
For Cleric deity choices, I chose Desna since she's a Core 20 god that has both Travel and Liberation as follower domains, but making the Speed Force a deity in your setting rather than using the Golarion gods would fit okay.
Travel Domain clerics gain a 10-foot base speed increase, and both of their domain powers are movement-enhancing. You need it.
On the other hand, Liberation's first domain power removes penalties to your mobility. It can be replaced with another domain such as Luck or Air if you want.
Winds Oracles have Wings of Air(flight speed, minimum 7th level), and a lot of other air and lightning-related revelations, as well as having Acrobatics, Fly and Escape Artist as class skills.
Time Oracles have Speed or Slow Time(free haste/slow once per day, minimum 7th level, Temporal Celerity(initiative enhancement), Time Hop(short-range teleportation, minimum 7th level), and lots of spells that replicate things Wally, Bart and Barry have done before.
Heavens Oracles have Lure of the Heavens, which gradually lightens their footsteps until they can actually fly for short periods. Their other revelations don't really fit well, but the theme of "stars and harmony with the universe" kind of fits with the flavor(much like Time, but to a much lesser degree).
The problem with Oracles is that they have a Curse, a disadvantage that grants thematically appropriate benefits at higher levels while never fully dissipating. I feel Tongues works best, since Hunger grants a bite attack, and speedtalk could maybe be represented by Auran.
The Stormborn-bloodline Sorcerer has Dodge and Wind Stance as bonus feats, as well as a lot of air and lightning-themed bloodline powers. The Aerial Wildblooded bloodline replaces Thunderbolt with Control Winds.
The Air Elemental and Djinni bloodlines are pretty much identical save for their capstones- Elemental Body vs Limited Wish 1/day. They both offer a fly speed at 15th level, as well as several agility-related bonus feats.
The Dreamspun bloodline offers Combat Precognition, and with the Visionary Wildblooded bloodline, Visions(which effectively acts as divination once per day while asleep).
The Destined bloodline offers a bunch of luck-manipulation mechanics, and a heavy thematic tie to fate and time.
Overall, Sorcerers mostly offer the side themes, but could be good for when you're trying to pretend that your character most totally isn't an expy, or to explore alternate character interpretations. Or just because you think those themes are cool.
The Kineticist is blatantly elemental-themed, but Aerokineticists have a number of movement-related wild talents, including Wings of Air and its prerequisite Air's Leap. Simple.
Maguses and Rogues are pretty standard Dexterity combatants. The difference is that Rogues focus more on stealth and trickery, and Maguses are half-casters that can enhance their weapon attacks with spells.
I'd recommend looking at Archive of Nethys for details on character creation. Since Pathfinder runs under the OGL(Open Game License), only the Golarion-setting fluff is copyrighted, and all rules elements are free to access.
Pathfinder 2e and non-fantasy RPGs, as well as other characters, will be covered in a later post.
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animathecreator90 · 5 months ago
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Xenia!
"So, people are saying this "Did you create the Chaos Nexus and why?" the answer is no I didn't create the entire Chaos Nexus but, I do have full control and authority over it! Besides, the creator of the Chaos Nexus is known as "Chaos" he's like an black and red typed 404 like character not sure he's friendly sometimes but, yeah he created it not me." - Xenia answering a random person's question.
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Xenia! Artwork by: NotDanStudios as an art request.
Trivia
Xenia has an deep hatred towards Jacklyn.
Xenia's birthday is on Thursday, December 21st on every year which is somewhat the same birthday as DE!404/William.
Xenia can easily travel to other Au's, Timelines, Etc very easily.
Xenia was auto-created inside of The Chaos Nexus.
Xenia's power alone reaches to Reality Level aka High Outerversal which, is the same level/tier to The Chaos Nexus.
Xenia's brother is known as Chaos.
Xenia is stated to be the Goddess of The Chaos Nexus aka Chaos-Nexus Goddess.
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lboogie1906 · 2 months ago
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The University of Timbuktu is a collective term for the teaching associated with three mosques in the city of Timbuktu in what is now Mali: the masjid of Sankore, Djinguereber, and Sidi Yahya. It was not a university in the modern sense, but a loosely organized scholastic community that endured for many centuries during the medieval period.
The University of Timbuktu was unlike the modern university in that there was no central organization or formal course of study. There were several independent schools, each having a principal instructor. Students chose their teachers, and instruction took place in mosque courtyards or private residences. The primary focus was on the study of the Quran and Islamic subjects, but academic subjects were taught such as “medicine and surgery, anatomy, botany, evolution, physiology and zoology, astronomy, anthropology, cartography, geodesy, geology, mathematics, physics, chemistry, philosophy, language and linguistics, geography, history, as well as art.” Teachers associated with the Sankore mosque and the mosque itself were especially respected for learning.
It boasted up to 25,000 students out of a total city population of 100,000.
Timbuktu grew in importance by the start of the 12th century, with a thriving economy based on trading salt, gold, spices, and dyes. As the wealth of the city grew, it became a center of learning, attracting scholars and manuscripts. It acquired a reputation for learning and scholarship across the Muslim world. #africanhistory365 #africanexcellence
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