#also new style unlocked :D
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i love perspective I loooove perspective so mucg *combusts at will*
#murder drones#rhose legs were my fucking death sentence ong#how hard is it to draw two hockey sticks perspective huh!!!#it should not have been that hard!!#but alas...#also new style unlocked :D#i like drawing like this a lot actually#no more fucking lineart!!!#uzi doorman#uzi md#murder drones uzi#murder drones spoilers#md spoilers#me does arts#actually finished doodl
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hi! have you seen the TTRPGS for Palestine bundle yet? and do you have any recommendations from it
https://tiltify.com/@jesthehuman/ttrpgs-for-palestine
THEME: TTRPGS for Palestine
The TTRPGs for Palestine Bundle is going from April 12 to May 7, so there's not much time left to get it, but here's some recommendations of some really awesome games that you can find in it.
Gubat Banwa, by makapatag.
GUBAT BANWA is a Martial Arts Tactics and War Drama Tabletop RPG where you play as martial artists poised to change the world: Kadungganan: the cavalry, the wandering swordsmen, the tide turners, the knights-errant, the ones to call in darkest night in a world inspired and centering Southeast Asian folklore.
Witness, grand warriors, honorable gallants that trudge and toil under kings and haloes. Witness, KADUNGGANAN, that refulgent name. That blasted name: WITNESS NOW. The end of days is upon us: and the new world MUST BE BORN. Bear your blades, incant your magicks. Cut open your tomorrow from the womb of violence. Inscribe your name upon the very akasha of this world.
Gubat Banwa is designed for fans of 4th edition D&D, with in-depth character abilities that make you feel both unique and powerful, in a colourful and flavourful world full of vibrant cultures and clashing conflicts. The game uses an action economy with different action options carrying different weights, which also reminds me quite a bit of Lancer. If you want a game that pushes you to strategize with your friends and weigh your advancement options carefully, you want Gubat Banwa.
Gun & Slinger, by Nevyn Holmes.
GUN&SLINGER is an RPG geared for short, episodic sessions about a weapon and a wanderer. A Maestro and two players (Gun and Slinger) set out into a dead planet mutated by a god's forgotten child and hunt strange bounties, investigate the world and unlock hidden powers. During play, they seek to learn the nature of what’s hunting the Slinger, figure out why the Gun is sentient and discover how the world died.
This game is specifically for three players, using the rules of Go Fish as a resolution system. Gun & Slinger is all about using your resources to the best of their ability, and your resources might exist on your character sheet, but they also exist as cards in your hand.
What really intrigues me is the lore that’s baked into your character sheets. One of you is a wanderer in a twisted world, tempted by strange powers that guarantee to change you into a monster. One of you is a sentient magical gun, borne by that wanderer and designed to deliver death and pain.
Gun & Slinger has expansions included, allowing you to instead play as a wanderer possessed by a demon, a mech and a pilot fused as one, or someone who bears a cursed sword. I think the fact that it requires a small table and the fact that the characters’ lives are tied together makes this a high-stakes, terribly intimate game.
Apocalypse Frame, by Binary Star Games.
In a ruined and terraformed world where most of humanity is under the yoke of a brutal regime, the former workers of a once-remote factory - now known as The Collective - have risen up to create a future of freedom from oppression. You are an Ace - a highly skilled pilot referred from a Division in The Collective and assigned a humanoid combat vehicle known as a Frame. You and your Strike Team of fellow Aces must take on The Collective’s greatest threats, ensure its survival, and carve a path for its continued success.
Apocalypse Frame takes mechs and fits them into the LUMEN system, which centres competency as well as fast but effective rounds of combat. The game includes a variety of different threats, allowing you to tailor your campaign to your group’s tastes, and the tailoring doesn’t stop there. You choose both a division that your character belongs to, and then one of three mechs within that division, allowing players to share similar fighting styles but differ in weapons. You can also modify your basic frame, adding general modular systems alongside systems and armaments that can come with your mech, making character creation and progression exciting for folks who love tweaking and tailoring to their heart’s content.
If you’re a fan of Armored Core or Battletech, you’ll want to check out Apocalypse Frame.
Here, There Be Monsters!, by wendi yu.
No matter what they tell you, there’s still weirdness and wonder everywhere. You just have to know where to look. At the edges and cracks of ‘normal’ life we exist, we persist, and we resist: the monsters, the magicians, the anomalies, the freaks, and the outcasts. We gather in the shadows, trying our best to live our lives in a world that, when it doesn’t exactly fear or hate us, doesn't even believe in our existence.
here, there, be monsters! is a rules-lite response to monster-hunting media from the monsters' point of view. It's both a love letter and a middle finger to stuff like Hellboy (and the BPRD), the SCP Foundation, the Men in Black, the World of Darkness games and the Urban Fantasy genre in general. It is an explicitly queer, antifascist and anti-capitalist game about the monstrous and the weird, in any flavor you want, not as something to be feared, but to be cherished and protected.
Here, There, Be Monsters is a love-letter to anyone who has been made to feel monstrous, as well as an homage to media such as Hellboy, the SCP Foundation, and Men in Black. It’s urban fantasy meets organized power structures, and as the monsters, you’re here to burn those structures down.
This game uses descriptive tags to slap onto your characters to represent what they can do. You can choose from a number of different monster character backgrounds to give you guidance towards, and there’s plenty of monsters both in the base game and in the game jam wendi ran back in 2022. If you want a game of power, anti-capitalism, and punching up, this is the game for you.
Pale Dot, by Devin Nelson.
Pale Dot is a collaborative storytelling game for 2-5 players about a crew of non-human cosmonauts leaving their planet to explore a strange solar system, finding threads to unravel the unknown along the way. It is fantastical, surreal, and perhaps very unlike humanity’s own ventures in space exploration. Though one thing is universal: leaving home is terrifying, dangerous, humbling, and a catalyst for changing one’s perspective.
Pale Dot is a GM-less game where players work together to create an alien setting and subsequently envelop it in cosmic mystery, embodying cosmonauts called Dustlings, as well as one of 5 different settings. During their journey they will be able to travel to 24 different locations within their solar system, each with several prompts for improvisational scenes. Each player will also have to manage the integrity of their cosmonaut and their shared ship while avoiding space's many perils.
The cover for Pale Dot gripped me the first time I saw it; a tiny creature in an astronaut suit, looking up in fear at something in the sky, as vegetation blooms inside their helmet. You play as the Dustlings, non-human but sentient species exploring the Cosmos, a strange, horrifying and wonderful universe that changes those who venture into it.
Mechanically, Pale Dot uses a GM-less structure similar to Dream Askew, but there feels to be a much bigger emphasis on the setting your cosmonauts explore, rather than the cosmonauts themselves. Your characters are assembled traits, drives and equipment, almost all of which can be expended to cause or solve problems. Each player is also responsible for at least one setting element, such as The Cosmic Wilderness, The Wondrous Endeavour, or The Omnipresent Danger. As you visit locations, different elements will be prompted to influence the scene, while your cosmonauts try to navigate the scene and try to finish the mission. If you want a game that is collaborative and evocative, I definitely recommend Pale Dot.
Fractal Romance, by Ostrichmonkey Games.
A never ending abstract landscape of rhythm and soft glamour. Wander the halls, rooms, and chambers. Encounter strange Denizens and get to know them better; befriend them, fall in love, just chill. Try and fill out your own blurred edges. Fractal Romance is a tabletop role playing hangout. You will pick up a character to play and explore the Fractal Palace, generating its infinite sprawl and the Denizens that inhabit it, as you play.
Fractal Romance is all about searching; for something you need, something you want, or even for who you are. It feels rather surreal, perhaps like a dream dimension that you are moving through. The game uses a deck of cards to generate rooms, as well as the denizens of this gigantic, dream-like palace. This game uses rather simplistic playbooks, each asking you to choose three descriptive words, and then uses cards to fuel your character’s actions: you have things you can always do, things that cost a card to do, and things that you must do in order to draw another card.
If what you want out of a game is a chill time with friends, moving from one vibe to another, and generating emotional stories for your characters, you might want to check out Fractal Romance.
Himbos of Myth and Mettle, by huge boar.
You are big. Big arms, big tits, big thighs, big brai- you're big where it matters. In addition to a heaving, throbbing body, glistening lightly with a thin sheen of pleasantly fragrant perspirant, you have one singular unifying trait - come hell or high water, you are going to help.
Himbos of Myth & Mettle is a high fantasy, high camp role playing game of epic proportions (of body), for 2-5 players, one of whom will act as Game Guide. The rules center around a simple roll under mechanic and prioritize narrative flair and cinematic descriptions. Himbos is inspired by many classic fantasy properties (and could be considered OSR adjacent) , but leans towards a more garish, salacious and queer (gay or odd, pick your fighter) style of play. It is designed with comedy and flamboyance in mind, but is not without it deeper and darker touches. It's definitely not grimdark, but there will probably be blood. Think classic fantasy pulp in style, but contemporary sensibilities, modern rules-lite mechanics, and a player philosophy centred in helping, kindness and being fucking hot.
I’ve heard rave reviews for Himbos, and I think the idea of leading an entire group of well-meaning but possibly over-ambitious adventurers is a great set-up for a game full of laughs. Himbos is very much designed for a light-hearted evening of fun, flirting, and fucking up (but in the best way).
Other Games from the Bundle I've Recommended:
Space Taxi, and Creation Myths, by GothHoblin.
Caltrop Core, by Titanomachy.
Souvenirs, by Rémi Töötätä.
Thunder in Our Hearts, by Marn. S.
Eldritch Courts of Some Repute, by AlanofAllTrades.
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Alrighty my dudes buckle up
GHOST RIDER D&D AU
also WOE. ART STYLE CHANGE BE UPON YE.
First things first thank you to my beloved mutual @moosemonstrous, who was basically the brains behind the operation I basically just wanted an excuse to draw tiefling Robbie and then got smacked in the face with an awesome story way beyond what I had ever thought of with KILLER fucking lore to match <3.
While I usually like to start with Robbie when introducing an AU, we're going to unfortunately have to start with Eli. A man who fucked up so monumentally that the kinda sorta god he's supposed to be serving went 'Bitch??? How about NO.' and humbled him faster than my DM can say 'roll perception'.
Ok I'm getting ahead of myself. Eli is pretty much the same personality wise as he is in canon. Insecure and desperate for power/control. He grew up surviving with Beto by doing jobs for the Myriad crime syndicate. Somewhere along the way he started serving his patron, Desirat, the twilight phoenix, in exchange for her power.
Im just going to directly quote what moose said about Desirat cause its phrased WONDERFULLY:
"Desirat, The Twilight Phoenix - companion and mount of Asmodeus during an ancient war, was torn from her master and captured by uppity mages. They were eventually killed, but she remained chained under a mountain, creating weird thermal phenomena in the area. Her sanity fractured in isolation so she thinks herself divine, and she lends through dreams and visions to those who 'carry a seed of fiery vengeance'. She now speaks to the minds of those who lie spurned and angry at night, calling them to unlock their inner flame and let Desirat aid them in their vengeance."
Desirat chose Eli as her champion to free her. She believed his faults would make him easy to manipulate for her purposes.
But eventually Beto wanted to settle down, and Eli refused to (to quote moose) 'Stop that warlock bullshit that EVERYONE SAID will get him in trouble'. And the brothers separate. During that time, Eli gets it in his head that he can steal more power from her by becoming a Litch. Great! In order to become a Litch he needs to have the most important person to him engage in a willing life sacrifice. Not great.
So he finds Beto and tries to get him to oblige to his sacrifice, and while there might have been a time where Beto might have laid down his life for his brother, he wont anymore. He has a family now. People who rely on him who AREN'T Eli. Unfortunatly, Eli is PISSED by this and kills Beto even though he isn't a willing sacrifice. Eli figures 'Whose really gonna care? A life is a life right?'
DESIRAT cares. She basically obliterates Eli on the spot and stores his lifeforce for later purposes.
(all stat sheets curtosy of the great Moose. Also I feel obligated to mention there was a scary moment during the art process where Eli looked like a beautiful butch lesbian. Horrifying.)
After Eli's spiritual, physical, and magical bitch slap, Desirat starts looking down his bloodline for a NEW champion. Lucky her, Robbie is RIGHT THERE. Protective of his brother, a strong sense of justice even from a young age, a hatred of when things aren't fair; he's PERFECT. She has plans for this one. Eli was a good test run. But she has IMPROVEMENTS planned for Robbie.
So Desirat waits until Robbie is old enough and strong enough to serve her purposes. In that time, Julianna goes out adventuring to get more coin so she can pay for Gabe's treatments of Greater Restoration and just. General food and water and general supplies. But she doesn't come back. She was responsible though and hired someone who was willing to take what she could offer to take care of the boys. Gabe still believes that she's still out there and trying to come back to them. Robbie thinks she's either bailed on them for a life of adventure or dead.
Around when Robbie turns 18, Desirat puts her plans into effect. Seeing as tieflings carry innate magical abilities (most commonly thaumaturgy, hellish rebuke, and darkness) it would be far more advantageous for her champion to be a tiefling than human. In the span of about 4 months, Robbie goes through a rather drastic transformation.
His fingernails harden, then blacken, then sharpen. Awful pressure builds in his skull that is only relived when the beginnings of horns break through his skin. A similar process begins with a lump forming at his tail bone and eventually bursting out into a long pointed tail. His canine teeth fall out and grow back in sharper and longer. His eyes cloud over to black and yellow, all the while his skin reddens and forms hard ridges on his arms, ribs and spine.
To say this is disorienting and painful is an understatement. Not to mention how it changes how the other people around the village look at him (not to mention how it changes how he looks at himself). Even though the stigma around tieflings isn't as strong as it once was, it eventually causes Robbie to be out of a job. So he decides to sell the house, pack up his things, prepare schooling money for his brother and move to the city where more opportunities will hopefully await.
GABE!!! THE LITTLE ADHGH. Idk why but I got extreme cute aggression when drawing this version of him fdjkslaf.
Gabe still has CP like he does in canon, but with the magical advantages of ✨Greater Restoration✨ he can generally function pretty well. He still gets tired sometimes though, so he carries around a walking staff as an aid just in case he needs one (also he can go whack whack. at least thats what Robbie tells him when he gets a little self conscious carrying it around).
Robbie has saved up enough money for Gabe to get a months worth of schooling at the Dawn Father Chantry in the city so he can learn to cast Greater Restoration on himself. Gabe's recent growth spurt has been causing him to need more and more frequent healings, and the Chantry in their home village of Hill Rock has been less and less obliging as of late (partially due to Robbies recent uh... condition. not that anyone would dare say it to his face of course).
Some extra fun doodles with expressions and thinking about how Desirat might look and interact with Robbie. I love when gods have a kind of twisted love for their special chosen people (plus some fun transformation horror cause its ✨me✨ were talking about what did you expect).
Also I really REALLY liked that top left sketch and got the rendering itch so I had some fun and painted it in.
Theres a whole fuckin. Second post to this au all lined up cause Moose when HAM on this. But its gonna take some more character designs so I'll need just a little time. but this will not be the last you see of this lol I promise <3
#I wanna make just a little resident evil au update rq but the sequel to this will be happening SOON.#i could not stop putting these guys into situations if my life fucking depended on it bby#not proofreading this bby cause I gotta go to bed but i ALSO need to get this out#I need to inflict yall with the b r a i n r o t#ghost rider D&D au#robbie reyes#gabe reyes#eli morrow#my art#sketch
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Random Sole x Hancock Headcanon - Emails.
Sole figures out how to get some sort of online connection up and running again purely so they can send emails to Hancock's terminal from their Pip-Boy whenever they're apart. Love sick idiots.
Cue Hancock blushing and kicking his feet whilst reading the emails. He invents the ;) emote. Sole, in turn, makes the ^-^ and :3 emotes.
They both invent selfies. Hancock's the first to send one when he realises he can send pictures. It's a fucking process but he barters for old parts here and there and gets help from Kent. Eventually he has a working camera for his terminal. The first selfie was him stood on his couch, high af and surrounded by an assortment of baked goods (Edibles) he made. The email said 'Look what I can do ;D'.
He regularly sends pictures of what he's baking or random selfies when he's high.
Sole then made a similar upgrade to their Pip-Boy the minute they could. They send him random pictures of cats and other creatures they see in their travels. Cool views or old, historic buildings and art they think he'd enjoy. A collection of Dogmeat being cute. They sent one of Danse falling over. They send him pictures of books they'll think he like. Usually literature, history, or STEM stuff. Sole also takes pictures with their shared friends and lets them email him too from their arm for a quick update.
They also show off their new builds and inventions. Gun mods, armour, ect.
They also share a 'Spotting Deacon In The Wild' collection. They have a running joke that every new disguise they spot is a 'Deacon Variant' or new Deacon 'Synth'. They add names for each 'character' and the email will say '[Insert Character Name] Deacon Unlocked!' Like, Butcher Deacon, or Diamond City Guard Deacon, etc.
On that note, they invent memes. Usually from pictures of other companions or each other.
Like when Nick was 'sleeping' one time (Wide eyed stare Synth style) and Sole sent a picture of him, captioned 'Me after the horrors'.
Or when Preston was stood looking out at the Sanctuary River after a long night. Coffee in his hand. His hat and one shoe missing. Expressionless as he stared at the sunrise.
Hancock replied 'Me fucking too, brother'.
Sole will update him on their whereabouts regularly so he stays sane.
Hancock will tell them about how Goodneighbour is doing. From Mayoral plans to general gossip. How Daisy is doing, how the local kids are, etc.
Sometimes Hancock sends the most cryptic chain spam looking things when he is stoned.
Sole can email him whenever they're nearby and plan on visiting.
Hancock sometimes requests items if he knows they’re on their way, but only if they happen to come across it or already have whatever it is.
Will email them questions that he doesn't actually mean for them to answer. Just questions to the void, really. He just uses them as an outlet for his thoughts a lot.
Or for help on a crossword puzzle.
Sole will email him when they can't sleep just in case he's also awake. Nights feel really lonely when everyone you knew died 200 years ago.
Sometimes they ask him for knowledge. Like 'Do you know if this plant is poisonous?' or things that most Commonwealthers know for survival, but Sole is still figuring out.
They ask him for leadership advise. Especially during big decisions.
They both tell each other things they've seen/heard through the grapevine that they think the other should know. 'I heard that guy you were looking for was seen in Bunker Hill' 'Some Gens 2s were spotted patrolling Medford Hospital' 'Hi :) Sorry for the late response, I was running for my life :( Tell your traders to stay away from the East Bridge- Gunners'
#Taking advantage of the fact they both canonly have devices on hand#They bring back wifi just to fucking send each other notes what idiots (I love them)#Do you think Sole ever goes to call him and realises phones don't exist anymore.#John Hancock you would've LOVED facetime#Hancock invents facetime in the Fallout Canon just to talk to his husband/wife#If Sole can have a radio tower for the Castle#Who's to decide what they can't do#They're both so smart but so dumb. They share one braincell and Dogmeat has it.#Fallout#Fallout 4#Hancock#Sole Survivor#John Hancock#SoSu#Hancock x sole#Crack headcanon
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Been thinking a lot about where Kim would live pre-canon.
A tiny matchbox appartment in the Industrial Harbour.
So yeah, I wrote a ficlet. Slice of life / long ass description of a normal evening and Kim arriving home, making dinner, revising notes and doing Volta do Mar.
1200 words. Full text below the cut.
Midsummer night
The heavenly sound falls out as the motor carriage's engine comes to a stop. Inside the Precinct 57 garage, the Coupris Kineema stands out among the four other non-sports model MCs. Although different models, they all share the same blue paint and bear the corp's halogen white stripe across their side. The five of them also sleep there (guarded), to the Lieutenant's dislike. But he understands. Neither he nor his station can afford to be the object of street junior delinquency.
The Lieutenant steps out—end of the day.
He mutters a goodbye to the security guard and closes the Station's service door behind him. If it weren't for the white rectangular sign bearing the RCM initials and new motto ("Justice, Union, Prudence and Force"), this repurposed industrial warehouse could be mistaken for any of the similar buildings that surround it. The streets are wide and level, but the asphalt leaves almost no room for the sidewalk. He marches home late August evening, dodging vans, containers, and badly parked MCs trailers.
He makes a stop at a little green kiosk in the corner of an intersection, –"Evening, officer"– and buys the usual newspaper, and today too, a pack of 'Astras' (it is Friday). Back straight, steady voice, firm hands.
He finally arrives at his destined warehouse. Once housing an R&D department of the Feld-Electric company, its old-style brick atéliers have been repurposed into apartments.
Black mailboxes sit at the side of the main barred door. One of them, in the third row says: "Kim Kitsuragi". The Officer produces a key from a pocket in his aerostatic jacket's interior lining and unlocks the door. A long and narrow hallway extends before him, with storage rooms opening on either side. At the end of it, there is a not-too-dirty communal bathroom and a spiral metal staircase that leads to the upper floor. The Officer takes a quick detour to the communal bathroom, and his boots make a thump, thump noise as he comes up the stairs. He produces another key. This one is smaller and more intricate and unlocks a reinforced wooden door.
With a soft click he eases himself inside. The matchbook-sized room is orderly, bright, and well-kept. In just 6 by 2'5 meters, Kitsuragi's private life unfolds. Being a repurposed industrial atélier, the construction is sturdy: brick walls, exposed cables and plumbing, and hydraulic tiles floor, in the old-fashioned dideridada style. Opposite to the door, a grand paneled industrial window covers the entire wall, from floor to ceiling, where it bends and becomes a skylight.
Kitsuragi closes the door behind him and locks it. Two turns. Key left in the keyhole. Still on the doormat he takes off his uniform. Black heavy police boots, off. Orange aerostatic pilot jacket, off. Utility belt off. Under-arm holster and pistol off. Everything is neatly left on a shelf and some hooks beside the door.
Kitsuragi's bare feet make straight for the workbench on the left wall. On the shelf above it, is a Wowshi 12-Prefect two-way radio system for station calls. Long-cable headphones are firmly attached to the 4.5 mm port. The sound system is never used without the headphones, and the headphones never leave the room. He dones them, and the long chord follows him around the room. Kitsuragi presses the saved station button, and after a moment of static, he begins to hum half-consciously to the familiar sounds. The room is filled with ecstatic vibrations, totally translucent to the rest of the world.
He starts cooking dinner.
There is not a kitchen per se, but the original atélier's stainless steel sink and worktop, paired with a portable gas stove serves the purpose well. It also serves as a wash basin, in tandem with the mirror cabinet mounted to the wall next to it.
Rattling pots, a flame, boiling water. His foot taps along the beating pulses.
Kitsuragi leads a steaming plate of Samaran fast noodles to his wooden workbench (and only table) and sits in a rolling steel chair that probably came with the tenement. He sits crouched, one leg hugged and the other one hanging, headphones still on his head, although he has stopped the music. He is revising notes from his blue A6 Mnemonic, jotting down more nearly illegible lines, careful not to drop the spicy sauce on it. Filled (and yet to be filled) similar notebooks rest in boxes beside the table.
Above the workbench, a corkboard and some shelves. Pinned in the center, between other notes, is a map of Revachol West. Boroughs, streets, and motorways cut across the web of canals. It's up for display rather than reference. The 8/81 traverses Kim from the base of his column to the top of his skull.
On the shelves, Kim's quaint collection of hobbies: some Wirrâl dice, tiny franconigerian figurines, Jamrock Slam tabloids, some second-hand mechanical manuals, Jacob Irw's Tiptop Tournée racecar miniature, some sci-fci novellas… Most of these bric-à-bas are from the last few years when his higher lieutenant's salary allowed him some stability. With the raise also came a tiny black box that now sits in the corner, bearing a white halogen rectangle. Inside, a mémoire.
He lights an 'Astra Menthol', and absent-mindedly taps the ash onto a tray in between inhalings. The noodles grow cold as Kitsuragi writes and rewrites in his notebook. No crosswords for tonight. He doesn't mind, and his gaze certainly does not fall on the tiny black box.
Sometime later, when the Astra is consumed, the chair rolls back, and Kitsuragi stands and reignites the music. The multi-purpose pre-installed sink becomes the star of the room again. Dishes and then teeth. He does not have a personal shower (he uses the communal one in the morning), but fenilely takes advantage of his private faucet to wash off the usual dirt, sweat, and grime. Blood sometimes.
One last stretch and Kitsuragi sits legs-crossed on the steel-framed bed below the window. He takes off his glasses and headphones. No verres, no smokes, no music, no gloves. He settles down for Volta do Mar.
Y del trueno,
al son violento,
y del viento
al rebramar,
yo me duermo
sosegado
arrullado
por la mar.
(And from thunder, to the violent tone, and from the wind to the roar. I sleep, soothed, lulled, by the sea. )
It is an old boiadero song. Written by a man in the Plains who never saw the sea, now popular among entroponauts who long for the day they see the open sky again.
Outside the window, the summer sun is setting down in the Great Industrial Harbour, and the low rumble of cranes and lorries is slowly fading out. A shimmer in between two eternite rooftops: the sea. The sound of cargoships horns arriving at the port and the screeching of seagulls. Smoke rising from the chimneys fades into lazy clouds. High above, the sound of rotors and the beams of floodlights. Although Kim is not able to see the Coalition airships, he is acutely aware of their presence.
An empty pot on the windowsill. No flowers grow here anymore.
Kim's breathing steadies, his chest rising and falling as the sunlight recedes and the stars appear. Invisible, obscured by the helium streetlights. Next to him, a nightstand and two objects on top: a pair of hyperopia diamond-shaped glasses, and a single-shot Kiejl A9 Armistice. Loaded.
#disco elysium#kim kitsuragi#my writing#man writing is hard#my first ever fiction written in english#tried to draw it but my ability is not there yet#the poem is Canción del Pirata by José de Espronceda
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THERE IS NOT ENOUGH CHANTS OF SENNAAR CONTENT SO TODAY I AM DUMPING SOME OF MY BRAIN INTO A TUMBNLR POST ABOUT IT
Fair warning - This might not be that coherent because I didn't write it as a tumblr post, I just copy pasted the messages I sent a friend about Chants of Sennaar in the middle of the night
SPOILERS AHEAD
Learning the languages in this game is like a really big part of the game, it's even a main focus of the story, but I will be talking a lot about it so if you don't want spoilers you shouldn't tap on the readmore.
YES I CAN SHARE THE BRAINROT
Okay so I've gotta say I love the looks of the languages
They all have their own distinct styles and small deviations in rules that make them unique
In the first level of the tower, you get the Devotees language
They're got a sign for man/human which kinda looks like an L and the signs for specific kinds of people are based off of that L
The sign for devotee is an L with a floating diamond shape - which looks really similar to their sign for god
I think it's interessting to think that the diamond shape represents the word faith, that's why it's so similar for the word god and would technically mean that DEVOTEE is FAITH HUMAN or HUMAN WHO HAS FAITH IN GOD or smth like that
Then there's a word for WARRIOR which also hat the MAN/HUMAN sign but this time instead of a floating diamond shape it has two triangle shapes like >< kind of offset next to it
I think the sharp angles and harsh look of those triangles and the way they're pointed makes it look aggressive and fitting for WARRIOR
later we also find a broken mural which depicts part of a sentence in the DEVOTEES language, a sentence in another language which I think was the BARD language and then a part in the WARRIOR language and basically you learn what that sentence in the BARD language means by cross referencing the parts of the other two languages
Most of the translation comes from the DEVOTEE language but only the word FORTRESS comes from the WARRIOR language
But we actually see part of the word for FORTRESS in the DEVOTEE language, but it is so broken that the game labels it as [INDECIPHERABLE] and doesn't let you mark the word in the notebook that your character uses in game to learn/note/unlock new words/translations
However- the reason I'm mentioning this is because from that broken part of the mural we can guess that the word for FORTRESS would look like the floating triangles from WARRIOR inside of the almost-box that presumably means PLACE
The almost-box shape shows up in other place names too
Notably the word for CEMETERY is the almost-box and the word for DEAD/DEATH inside
The CHURCH is the box with FAITH inside
at least I'm speculating it means faith
So basically CEMETARY is PLACE with DEAD inside and CHURCH is PLACE with FAITH inside
This continues also continues with GARDEN being PLACE with PLANT inside
They also have a specific sign that seems to show that something is a tool of sorts
KEY, DOOR, INSTRUMENT, POTION/FORMULA and POT all have a curved line at the side, which kinda looks like a C
KEY looks like OPEN-TOOL because it's made of OPEN and the TOOL signifier
INSTRUMENT is MUSIC-TOOL
Oh I forgot about LENS which looks like a simple drawing of an eye with the TOOL signifier
So basically Lens is EYE-TOOL
SEARCH/LOOK also has the eye drawing but with a line underneath it
The line seems to be common with verbs I think?
SEEK/WANT CREATE/MAKE LIKE/LOVE all have that line underneath
So basically SEARCH/LOOK is EYE-VERB
And I genuinely think that's neat
Oh the sign for TALK is similar to the sign that is added to MAN/HUMAN in the PREACHER word
So PREACHER is TALKING HUMAN which is funny af
The signs for ME and YOU are also with the MAN/HUMAN shape!
We're all just people :D
OH ABOUT SMILEYS HOW COULD I FORGET
The word for Hello genuinely looks so mu h like a smiley in the DEVOTEE language and it's so adorableeee🥺😭❤️
Oh also the word for GO/PASS looks like a little MAN/HUMAN turned away from a PLACE with a verb-line underneath!!
There also doesn't seem to be a distinction between GO/PASS and COME or LEAVE
So basically GO/PASS is basically MAN/HUMAN COME/GO/LEAVE from/to PLACE
Or MAN/HUMAN doesn't stay in one PLACE
Oh also originally I guessed that the word for POTION/FORMULA meant MEDICINE because it shares a part of its picture with HELP
Actually POTION might just be what they refer to MEDICINE as so not that wrong
They also do not have a distinction between UP/GREAT
So whenever I see one of the DEVOTEES say God is great
Instead of GOD GREAT my brain goes GOD UP
Or it mixes UP and GREAT so I just read GOD GOOD
Lmao get good😎
And that's pretty much most of the DEVOTEE language
Because it's a pretty short game all things considered so we only ever learn small snippets of the language
OH but another thing
The DEVOTEE language is the only one that doesn't have any plural modifier
Like if you want to say PLANTS you just say PLANT PLANT
Or if you want to say WE you say I I
Or you (plural) (uh, y'all?) would be YOU YOU
Or WARRIORS would be WARRIOR WARRIOR
So "The warriors closed the door/gate." would be WARRIOR WARRIOR CLOSE DOOR
There's also no conjugation or past and future tenses or anything but that's with all the languages since it's all simplified for the game
Anyway the DEVOTEE language is very down to earth, they believe in god and they're connected little people that are very down to earth and lead simple lives, so t reflects in their language
The DEVOTEE language also has very organic shapes - there's some sharp corners and some curves and everything has thick lines and looks hand drawn
Now we move on to the WARRIOR language, which in contrast is *all* sharp angles and artificially steady lines, no curves or wobbles or anything at all
Very heavy, they value duty, they don't walk - they march.
It reflects in their language too - they don't have a word for GOD but they have a word for DUTY
Here's a spreadsheet in case you wanna see what the languages look like because I've been talking a lot about them and will continue to do so but it's probably hard to visualize without having seen them
https://docs.google.com/spreadsheets/u/0/d/1IWZOvCUNrsnOZUd9FG79Pfwx_ZpMhiaI1q3EwQkhjb0/htmlview?pli=1#
Oh and I went back to look for the post I got the spreadsheet from - it's from @asp1diske-art
Thank you for this wonderful resource/compilation, it makes it much easier to take another look at the words and their meanings and which of the languages have a translation in another of the languages!
I'm gonna be honest, despite this post being quite long already, this isn't even all my thoughts on the DEVOTEES and the DEVOTEE language and I'm pretty sure there's some stuff I haven't mentioned yet because it was the middle of the night when I wrote those text messages.
I also haven't gone back and reread anything so there's likely some spelling mistakes but whatever-! I don't care. :)
#chants of sennaar#chants of sennaar spoilers#Chants of Sennaar Blobtalks#The last one is a tag I literally made up on the spot because this is me talking instead of reblogging stuff#Wait are there other tags that would fit this post??#Uhhh#conlang#ciphers#translation#video games#languages
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oh god i just remembered all the shit q!cellbits gonna wake up from his week long nap just to find out that:
1. all the children are still missing except now they’ve left signs behind for everyone! and he missed his sons bc he (and all the other parents) were asleep!
2. etoiles fucking lost to the code (it cheated) but then became besties with it and now they’re on the same side
3. new federation employees spotted at spawn! and now there’s guards that beat players up for getting to close and carry guns 24/7!
4. oh speaking of guards, there’s a new prison that was built. you know, the same one you lowkey had a trauma response to after hearing about? yup, it’s here now!
5. badboyhalo has literally lost his mind and kidnapped and maybe eaten a federation employee…??? (it’s complicated)
6. mike is back from his second round of kidnapping but now he keeps talking about how he wants to kill the eggs (specifically ramon) and threatening them. also mentioned he killed an egg that’s name started with r?
7. new part of the maze has been unlocked by max, bad, and pierre and, oh yeah, codeflippa appeared to guide them on their way through it! :D
8. the federation now applies sanctions to rule breakers (aka tubbo)
9. whatever is in the maze is having the players do some kind of saw x alice in borderland style games while being super cryptic about the eggs
#qsmp#qsmp cellbit#i find it so funny that they’re just having the time of their lives in brazil rn#only to come home and face the horrors within literal seconds of logging on the qsmp#like i kid u not cellbits gonna log on and get bombarded with all the lore he’s missed#and then after that he’s gonna walk out of the fear room and see the black concrete all over his castle#someone’s gonna explain that that’s richas trying to communicate with him from a pocket dimension and he’s gonna start ripping his hair out
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something i haven't seen wrt FoM feedback is the character writing and dialogue. there's a lot of it, and they can react differently if you give certain items, seen certain dialogue, experienced different events, etc. which makes it really fun to talk with them several times over the course of an in-game day.
i think it's also nice that they have preexisting relationships with each other. i think it would be even better if there was more conflict, goals, and distinguishing characteristics between them to allow them to develop as characters.
1. dialogue
it's a little difficult since many characters have similar backgrounds and therefore speaking styles, but i think the character voice could be improved by varying sentence length, word choice, structure, and topic. otherwise, many of the characters talk very similarly--very articulate, forward, and kind. if i take away the speaker, can you distinguish who's speaking which lines?
You're so busy, and you still find time to be this thoughtful! Thank you, [player].
Adeline was originally suspicious of me, but she let me stick around. Guess I have my uses!
This gift is wasted on me, [player]. But maybe I can pass it on.
I like to drop by the General Store on Friday before everyone starts gathering!
Early mornings are my least favorite time in Mistria. Everyone's so... cheery. Like they're about to break into song.
the answers are: Adeline, Balor, Valen, Reina, and Juniper.
it was probably easier to narrow down the last one to either March or Juniper, right? and i think that adds to their popularity--they're distinguishable from the other characters in that they're ruder and less cheerful. they talk about you or others more than they talk about themselves.
that being said, i'm not saying dialogue quirks is what needs to be added. we already have holt, dell, maple, and luc.
each piece of dialogue should say something about the character themselves. whether that is their outlook on life, their aspirations, etc., and every character should have something different about them. they can be cheerful--i think that's a charm of Mistria, where it's so safe and trusting that celine keeps her door unlocked so that juniper and the player can barge in to ask for help--but emphasize different parts of the cheer.
is adeline more optimistic than everyone else? is balor more persistent in his beliefs? does this translate to shorter, and more casual dialogue for balor because he's preserving his out-of-town accent?
does valen have higher standards for you? is her dialogue full of more jargon and prose than adeline because she believes you also share her language?
is reina confident in her organization and time keeping? does she talk as if she's giving you advice because everyone could use a little help in time management?
2. progression
i think seeing character development as you gain hearts with the characters would make it more rewarding to talk with them every day. we have mini "plot lines" that follow them (Balor getting more into D&D, Juniper and Terithia speculating about the townsfolk), and i think there could be more "subplots" to add to the excitement of a new day. for example,
could Adeline be so focused on running the town that she doesn't realize that Eiland would actually prefer spending all his time at the dig site instead? do you get to encourage her to put Eiland on more hands-on tasks instead of paperwork?
is ryis struggling to get noticed as a maturing carpenter in his own right? does landen ask for your help to promote ryis and officially retire?
it could be rewarding to see ryis or another character achieve their goals because you helped them, or even saw a different villager help them. it's nice that you could see them grow and change because you had taken the time to build that relationship.
3. heart events
i would also like to see heart events for non-romanceable characters because i think it would add more life to the town. since this is early access, i assume they're still in-progress.
#im a couple hours in (mid summer) but these are my current thoughts#forgive me if some of these are addressed at higher heart levels#and if so#i think emphasizing or showing them earlier on would greatly add to the experience#fields of mistria#feedback#i'll probably submit it since it's early access but thought i'd post it to reflect on it better
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holy FUCK that last post popped off like crazy <3 heres some more descryption stuff weve been working on
the (as of now) full lineup of menu cards, from left to right: story mode, rogue run, duels, puzzles, compendium (list of cards and sigils, explanation of game mechanics, or other important stuff), options, quit
hot new sexy trait displays for the gbc style
starter deck display screen, the last two being onyx and spells
rogue runs begin by having you sacrifice three of the five scrybes (refer to the last post), and the two remaining scrybes are the ones you've chosen to use their cards, nodes, bosses, in your run each scrybe has their own 8 starter decks which are all progressively unlocked a la kaycee mod - you can also see there's a second screen of decks to choose from
the scrybe of artistry galliard and his underlings: the scout, cartographer, and playwright he was once a pupil of magnificus but a difference of opinions caused the two to have a falling out, which is elaborated on in the story mode
some more artistry cards and full-art spells (full-arts will only display their sigils/stats when moused over so just imagine my cursor is over all 4 of them at once)
this one isn't actually descryption related, just some shitpost-y sprites or cards that didn't make the cut
...「78 71 66 20 6d 78 78 20 6f 64 71 6d 66 75 61 7a 20 6b 75 71 78 70 20 66 61 20 59 6b 20 6f 61 79 79 6d 7a 70 0a 78 71 66 20 6e 78 75 7a 70 75 7a 73 20 69 74 75 66 71 20 65 67 6e 65 67 79 71 20 6d 7a 70 20 6f 78 71 6d 7a 65 71 20 66 74 71 20 65 78 6d 66 71』...
again if you want to check out everything we have, the discord server link is https://discord.gg/TUPb3VBsAX (i figured how to hyperlink stuff properly this time :d)
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Scarlet Nexus
got gifted this 2021-era game randomly by a friend, and ... it's kinda great actually?
it calls itself "brainpunk", which is exactly like cyberpunk only with the word "brain" stuck in front of everything to denote that it's weird psychic technology. this doesn't quite work, but I freely admit that I would definitely 100% call psychic texts "brain messages".
"I AM SENDING YOU A BRAIN MESSAGE. FROM MY BRAIN." <- all my friends would get this Brain Message every single day, until they Brain Blocked me
anyway, first I should cover the bad: this is an anime-style game; some of the characters have semi-skimpy outfits (however there's zero fanservice). the main character in the male playthrough is of the Romantically Oblivious subtype that - naturally - all the girls incessantly flirt with. some of the jokes are ... dated, or poorly translated. at it's heart it's a JRPG, so there's a fair bit of grinding. etc.
now the parts I like: the game is all kinds of fucked up.
[I'll try to stick to non-plot spoilers (i.e. background info) but I probably won't 100% succeed.]
at the start of the game, you pick one of two different characters, which follow two radically different plotlines - I chose the male, Yuito. both characters are psychokinetic (though their weapons differ), both are new volunteers in the psychic branch of the military. after selecting your character you get to watch as the special brain equipment is attached to you and your fellow volunteers/conscripts and you all collapse screaming in agony. perfectly normal start to a game.
yeah so straight away it's revealed that most of the soldiers - not just the new guys - look like teenagers, and are being given grown blockers to slow their aging (to various degrees). if you pay attention to what one of the characters says about how she was forcibly conscripted a few years earlier, you start to realise that the occasional Actual Children you see walking about are extremely powerful psychics subjected to mandatory enlistment when they were very young; they invariably outrank you.
older-looking soldiers are either new adult conscripts (that everyone expects to die) or child soldiers that the growth blockers are ceasing to work on.
also hey there is government censorware in your eyes that prevents you from seeing certain things. don't worry about it!
so on to the game itself. first of all, you don't have skills as such - you modify your own brain. sometimes the map of your brain gets larger and more irregular. don't worry about it!
you are in a squad of guys with variable powers (different to your own) that you can briefly share. as you hang out in your Secret Teen Hideout and become closer and more compatible, this sharing will start to last longer, and you will begin to have visions of your friends that will help you out. sometimes you become them, just for a second. this is normal and fine. sometimes you forget little things, like who is supposed to be giving you orders, or which side you're on, or how you got here, but on the other hand nobody is stopping you from dressing as bad as you could ever want.
haha you can put a stuffed owl on your head! there's a hole in the sky that nobody talks about any more.
after a while, you unlock the Brain Field power, or as I prefer to think of it, AKIRA MODE, where you become psychically overpowered and get to smash everything. your character staggers around drunkenly, clutching their head and laughing and saying things like "I'll destroy EVERYTHING!", "WITNESS my POWER!" and so on. it's unbelievably fun, and will immediately kill you after a few seconds. none of your friends - who see all this - ever tell you to stop doing it.
none of this, though, prepares you for the moment when the media - having had all their computers trashed - releases a sketch of a suspected criminal (the other playable character). I'm putting it behind a break for reasons that I hope will be self-explanatory.
(the effect this picture has on your squad is devastating, by which I mean it immediately cures them of all some of their ailments.)
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Hey! If you don't mind a little game design question for you, do you prefer classed systems or classless? Personally I always find myself drawn to classed systems since they tend to give a stronger character identity of what they can do, but would love to hear your opinion!
I don't have a strong preference for one over the other, because I think they are both valid answers to the question of how to differentiate between different characters! As you mentioned, classes (and similar features like Skins, Playbooks, Professions, Careers) can provide a character with a strong archetype and if designed really well can also really tie them into the setting from the get-go. Having said that, they can often feel constricting, especially if the fiction and the mechanics aren't in harmony! In some cases it can lead to this weird design where new classes are allowed to proliferate because there are so many niches that need to be filled. Pathfinder 1e is a great example of this design: of course its roots are in D&D 3.5, but D&D 3.5 never went quite as hog wild with the proliferation of specific classes and alternate versions of those classes and so on and so forth. Which is to say, a class-based system absent coherent design goals can often end up as effectively being a weirdly designed classless system. (I know there are people out there who like Pathfinder 1e and the number of options it has, and I don't think they're wrong. I just think that type of design dilutes classes and puts the entire need for classes into question since they're no longer arguably fulfilling their role of providing a clear archetype and place in the setting.)
I think one role that classes fulfill very effectively in the context of cooperative action adventure games (the most ubiquitous genre of RPGs) is that they provide a clear method for niche protection as well as allowing for an intraparty metagame where each character seeks to fulfill a different role! However, if party balance is not a concern (or the idea of a party isn't even present) in the game, classes might not be necessary, but they can still act as like. Almost comeddia del arte style archetypes so each character's niche in terms of the narrative is still somewhat unique. This is how I look at Apocalypse World playbooks and Monsterhearts skins.
On the flip side, a classless system often gives players a lot of freedom over character creation, which is really cool, but without some structure or scaffolding it can easily lead into analysis paralysis. This is why I like classless systems that while relatively open when it comes to advancement provide the player with very clear discrete choices at character creation. For example, RuneQuest and Mutants in the Now and Gamma World 7e are all classless systems, but none of them overwhelm the player with too many choices. Like, in RuneQuest you don't just start spending skill points until you run out, your character has a set of skills determined by their culture and career that those points can be spent on! Conversely, Hero (as much as I love it) and GURPS commit the cardinal sin of simply giving the player a bunch of points and. Telling them to go at it. (Some versions of GURPS, like Dungeon Fantasy, effectively have class packages to help with character creation, which is basically what I just praises RuneQuest and Mutants in the Now for!)
Anyway I think there's also something to be said for games that don't have classes as such but also actually kind of do. Vampire: the Masquerade's clans are not as prescriptive as classes, but they effectively serve as a package that grants access to a small set of abilities. Or you could take an even wider view: comparing the different splats of Chronicles of Darkness to each other one could argue that Vampires are a class and Werewolves are a class and so on, because each of them unlocks very specific abilities. Heck, even though Eureka: Investigative Urban Fantasy explicitly doesn't have classes, it has multiple monster types straight out of the box, and arguably those all represent strong archetypes.
Anyway point being classes and classless design answer very different questions. If you want something that tries to go for a world sim approach I would generally advise against classes. Classes, however, are perfect for your party-based adventure games because it provides players with a quick way to gauge party balance, and even in some non-party based games they can provide an interesting means of making sure each character has a specific role in the narrative that is theirs.
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Hello hello!:D
Just read the nsfw headcanons with Michael Monroe from the anon, and they were cute!🥰
Now, could I request what ,,First time with Michael" would be like?:0 (nsfw)
'Cause I suppose there's also gonna be lots and lots of kisses!:>
See ya!♡
a/n: ofc ofcc lotsa kisses :(( also this is kinda slow burn sorryyyy… and also sorry this took f o r e v e r goddamn! i’m back :3
i was made for lovin’ you- michael monroe
it was another evening spent at the bar of some venue that the band played earlier that day. it was usually a good time, you’d made pretty good friends with the band and you enjoyed showing up to as many of their shows as possible in support of your boyfriend, michael. you’d been dating for a few months now, and you adored him and all his confidence and passion, not to mention his style and good looks.
ever since you’d befriended the band and became a part of the whole music scene in general, life had felt pretty much like a party every day, acomanied by good friends and your wonderful boyfriend. it was just another one of those nights, laughing and getting drunk at the bar. michael was keeping you close to him all night, which was pretty typical, though you thought he was acting a little different, and a little more… touchy. it didn’t bother you, in fact it felt nice to be close with him and have a protective arm around your shoulder casually. but there was a different look in his eyes, something you had never seen in him before, that you didn’t know how to feel about.
you and razzle were talking on and on about whatever, new stuff happening on melrose street, what bands were starting to pop up in different cities. music stuff. michael was quiet, though engaged and listening.
“mike and i saw this poster thing, i think it was yesterda-” you started to tell razzle, but were cut off by a spontaneous kiss on the cheek from michael. he lingered close to your face, eyes hazy when you turned to look at him in confusion.
“mike, are you alright?” you asked, squinting your eyes and cocking your head to the side. he cupped your cheek with his hand, tucking hair behind your ear as he did so.
“i’ve never been better- it’s getting kind of late, don’t you think?” he responded naturally. razzle noticed he was acting out a bit, and he too was confused.
“i guess so… are you ready to leave?” you asked softly. mike smiled at you and took your hand to help you stand up from the bar stool you’d been sitting at.
“i think so.” his words were kind of slurred, and you assumed he was drunk despite you questioning how he hadn’t had very much to drink. you nodded an ‘alright’ and started to wave goodbye to sami, who was having a separate conversation with nasty and some other drunks. because he only lived a couple blocks away, you and michael decided to walk to his place, where he offered to let you stay the night.
mike unlocked the door of his apartment, letting you inside first before stepping into the mildly messy flat and discarding his red leather jacket along with his keys. you slumped onto his couch, as he followed after you and basically had you in his lap.
“michael, what’s with you tonight?” you giggled, holding his head and taking another look into his icy, half lidded blue eyes. he didn’t answer immediately, but wore a straight face aside from a subtle smile and those drunk, lovey-dovey eyes.
“nothing’s wrong, everything’s very right, actually.” he paused to continue admiring your facial features with such focus that made you blush. “there’s just something i’ve been thinking about.”
“and what is that?” you asked, raising your eyebrows and smirking playfully.
“have you ever had sex?” he dove straight to the point, but it was surprisingly comfortable for you. except for the part where you had to answer him honestly.
“well, no, i mean not really…” you trailed off, looking away from his eyes.
“not really?” he chuckled.
“no.” you answered finally, rolling your eyes and blushing once again. he nodded, eyes remaining set on your own. he reacted calmly and without judgement, to your gratefulness.
“well, do you maybe think you’d want to try it with me?” he suddenly changed from the lost in the clouds, goofy smile mike to a shy boy who was slightly more humble. you giggled softly at his proposal, but thought about it for a minute.
“i don’t know what it’s like.” you answered, still giggly about a new feeling that had been brought up in you. he continued to smile sweetly at you.
“i’ll show you- it’ll be beautiful, okay?” he reassured you, not wanting to make you feel pressured but still very much longing for you. you whispered an ‘okay’ after considering the concept further. his smile grew, and he picked you up so you stood from the couch. he held your hands delicately and led you into his bedroom, lying you down on the bed and placing a kiss on your forehead.
“okay, will you undress for me, darling?” he asked while taking out his earrings to place on the nightstand and kicking off his boots. you obliged, carefully removing your shirt and exposing yourself to the cold air, quickly covering yourself with your arms instinctively. michael smiled sweetly.
“you don’t have to be shy, love. i already know that you’re gorgeous, you can’t hide it from me now.” he half-joked, hoping to loosen your tension and encourage you. you smiled and looked away, blushing again. you moved your arms from your chest to unzip your skirt and slide it down one leg and then the other, still nervously. mike pulled his own shirt over his head before unzipping his pants and dropping them to the floor. you couldn’t help but marvel at him, his tattoos accenting his pale skin and figure. he moved closer to sit with you on the bed, his eyes tracing down and across your body eagerly.
“see? stunning.” he tracked his gaze back to your face, landing on your lips and leaning in slowly to kiss you softly. and it felt different than before, more exciting, though scary all at once. your mind raced, feeling michael’s hands travel to your waist, then softly massaging your hips and pulling you into him. the action caused you to gasp, the feeling of him so suddenly close against you heightened that rushing feeling of excitement. you realized that it wasn’t only internal excitement once michael traced his hand suavely down to feel the damp warmth that signified your arousal. you squirmed when he slowly circled over your clit with a single finger, and he chuckled.
“how does that feel?” he whispered softly.
“i want more.” you replied quietly, breathing starting to pick up. he planted a soft kiss on the side of your face and moved his fingers to your entrance, slowly sliding a single finger into the wetness, causing you to gasp.
“alright?” he looked up at you again for approval, which you granted. he started to move his finger in and out of your entrance, watching his finger become coated in your juices. you relaxed into the pillows, moaning at the sensation. he kept pumping one finger steadily for a little while until he pulled away from you, causing your eyes to open and you to look at him in slight confusion.
“i need you bad, angel. are you sure you want to do this?” your eyes scanned his body and face, carefully considering his every word. you nodded, mouth agape and eyes wide and focused. he sunk back down to you, peppering kisses down your neck to your collarbone and a trail down between your breasts. he took his dick out of his only lasting confines, his breathing pattern picking up in speed while he carefully spread your legs and lined himself up the best he could before slowly pushing in just the tip.
“deep breath, okay?” he reminded you in a calm and warm voice, placing another lasting kiss on your chest. you whimpered as he worked his way into you, so careful not to hurt you yet he was evidently burning with passion already. he groaned as he bottomed out, hitting your walls deep inside you and feeling you around him satisfied something he’d been longing for. he didn’t stop checking in with you the whole way through, as he wanted to make you to feel as good as you made him feel.
“oh god, angel, feels so good.” mike groaned softly, praising you as he set a steady pace of thrusting after allowing you to get used to the new feeling of him inside you. as you hummed and let out sighs and moans in an uncontrollable response to the overwhelming sensation, especially once michael found the most sensitive spot deep inside your cunt.
“michael, i think- ah-” you struggled to speak, and cut yourself off with moans as he quickly caught on and continued what he was doing, angling his thrusts slightly upwards, going faster and harder than before but still very carefully.
“are ya close, babe? ah- i feel ya getting tighter around me- ngh” he spoke into your ear, leaning as close to you as he could. you nodded, grabbing onto his hair and accidentally tugging at the roots harder than you intended, earning a loud moan from the man on top of you.
“fuck, honey” he kissed down your jaw, his focus centered on getting you to come. then, an unexpected warmth came to your core and the feeling of michael’s length inside you, pounding at your g spot became almost too much before it became a blissful sensation like you’d never felt before. your head fell back into the pillows, allowing michael access to your neck while you moaned and seized on his cock as you came. michael groaned with you as your orgasm subsided, burying his face in your neck and pulling out of you suddenly to come on your stomach. you ran your fingers through his hair, breathing heavily. he came down from his own high, kissing your collarbone and laying his head on your chest comfortably while you continued combing his hair with your soft fingers.
“sorry about this mess, doll.” he chuckled apologetically, referring to his cum on your stomach. you exhaled and smiled, finally coming back down to earth.
“here, i’ll get you cleaned up.” with another most soft and painstaking kiss to your lips, he got up from the bed to get a towel and make you tea.
#grazilla’s thoughts#ask#hanoi rocks#michael monroe x reader#michael monroe#glam metal#hanoi rocks x reader#80s music
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Any TTRPG recommendations for fans of Fire Emblem's gameplay? Specifically the lite-tactics combat and the class-change system?
THEME: Fire Emblem.
Alright, so I had to call in a friend to explain the class-change system you’re talking about in Fire Emblem. Based on his explanation, it sounds like this involves being able to switch your character class and carry-over some of your previous class abilities, but also experiencing a different style of play or strategy.
I’m not confident that the games I found do exactly what you’re looking for, but I have some thoughts about where you can start looking if you decide to play with mechanics a little bit to make an experience work for you!
Tacticians of Ahm, by Meatcastle Gameware.
Tacticians of Ahm is a tactical combat-focused tabletop roleplaying game in the corrupt3d fantasy world of Ahm. A bit-rotten blight has appeared in the Northern Sea and from it flows the Corrupt1on, fractured light and shattered shapes sowing chaos across the realm. As Tacticians, you alone are prepared to face the darkness spreading across the lands and reunite the scattered peoples of Ahm.
What I think you’re really going to like about Tacticians of Ahm is the tactics and combat - it gives you the thrill of moving your little guys around on the grid, but rules-wise it advertises itself as streamlined and fast. The game also definitely has classes, with abilities and attack patterns restricted to / defined by your character class. Your character is also definitely levelling up, with at least 4 levels in the game in its current iteration. I don’t think this game uses currently uses class changes, although it’s still in a non-final stage of development, so I’m not 100% sure what character level looks like.
Fabula Ultima, by Need Games.
FABULA ULTIMA is a Tabletop Roleplaying Game inspired by Japanese-style console RPGs, or JRPGs. In Fabula Ultima, you and your friends will tell epic stories of would-be heroes and fearsome villains, set in fantasy worlds brimming with magic, wondrous locations, and uniquely bizarre monsters!
If what you’re looking for is diversity in character options, Fabula Ultima will definitely have something for you. Beginning characters must have 2 different classes at minimum, and after you level up a certain amount, your character is expected to take on a new class. However, you’re not leaving your old classes behind; your character is growing and expanding their skill set as you play. The fighting mechanics are also somewhat streamlined, with your hit and your weapon damage determined in a single roll, but I don’t think they’re as abstracted as, say, a Powered by the Apocalypse game or Forged in the Dark.
In terms of genre, Fabula Ultima is very much inspired by Final Fantasy, but not exclusively. I’ve heard Final Fantasy and Fire Emblem being mentioned side by side in various contexts, so I think if what you love about Fire Emblem is also commonly seen in other JRPGs, you might feel at home here.
Relics of Empire, by Prey Species.
Relics of Empire is a tactical skirmish ttrpg that takes heavy inspiration from Fire Emblem, Tactics Ogre, and Mordheim. Best played with 1-3 people, Tacticians will develop their own Units and fill up their armies, while the Game Master develops a campaign and villainous factions for the Tacticians to tackle. Tacticians will level up their Units, unlock new weapons, and even discover secret Classes hidden behind locked missions.
I’m seeing some similar terminology in this game description, and the mention of unlocking classes as you play sounds like it might give you the thrill of discovering new ways to use your character in a way similar to changing classes in Fire Emblem. I noticed that the pdf attached to the storefront says 5e, but from the description, it sounds like the game designer is using a combat system and a role-play system, using terms that don’t feel like they match the stats and systems of D&D.
Heroes of Lite, by nattwentea.
A Tabletop Roleplaying Game created to emulate the Fire Emblem experience, Heroes of Lite takes inspiration from games across the entire Fire Emblem series. Most prominent are influences from the Radiance games, Sacred Stones, Awakening, Three Houses and the mobile game Heroes. Being that Fire Emblem games run a lot of math under the hood and that emulating that math in a TTRPG context would be both painstaking and time-consuming, Heroes of Lite streamlines mechanics when possible. The result is a game that is easy to play either digitally or traditionally.
Heroes of Lite uses a d20 system that might be familiar to folks who are acquainted with the rules of 5e, with detailed and crunchy character creation and combat that centres itself around different weapon types. The creator describes the rules system as “streamlined,” but the game certainly feels a bit more on the trad side compared to the rules-lite games that I typically surround myself with. There’s a few sign posts that make this game feel very tactical to me - your characters have movement types, which determine how they move (or don’t move) through terrain, and a heavy differentiation between different weapons types, meaning that you’ll likely have advantages and disadvantages for whatever you choose to wield on the field of battle.
When it comes to the themes of Fire Emblem, Heroes of Lite is probably the most on-the-nose out of what I’ve found, but I’m not necessarily certain that it’s the play experience that you’re looking for. Luckily the system is pay-what-you-want, so you should be able to check out the rules for free to decide whether or not it’s for you!
Cloudbreaker Alliance, by CJ Leung
Two thousand years ago, for reasons that remained unknown, darkened clouds fell from the sky to engulf the world. What followed was the near obliteration of all civilizations by rampaging monsters that lurked within the murky mist. That event came to be known as Cloudfall.
Cloudbreaker Alliance is a counter-apocalyptic tabletop roleplaying game about reconnecting with long-lost civilizations and uniting against the monsters that destroyed the world two millennia ago.
The Kickstarter for Cloudbreaker Alliance describes your class system as a mix-and-match system that expects you to create a unique character by multi-classing as you level up, or even take ranks in extra classes. It looks like you can switch your character classes out for something else, but judging by the levelling system (accumulating XP after every mission to gain levels) it doesn’t look like your character completely re-sets if they switch classes.
If you want to learn more about how this game works, you can check out this series of introductory videos, published on Don’t Stop Thinking’s YouTube Channel. (#6 covers multi-classing specifically!)
Terra Machina, by rollbard.
Over the course of millennia, what began as a world of fantasy and myth advances beyond its ages of primitivity, agriculture, conquest, exploration, and industry. It is now an age of technology. Life transpires on the spectrum of science and sorcery. It is a world where the gods of the machine coexist with the gods of the natural world. Welcome to Terra Machina.
Terra Machina is a tabletop RPG that imagines a fantastical world where time has passed to the point where technology is just as powerful as magic. Taking inspiration from Japanese roleplaying video games of the 32-bit console era, it is a unique experience that hopes to combine the best elements of fantasy, science fiction, and action.
Another d20 game with an XP-leveling system and a concept of character classes, Terra Machina feels unique on this list mostly due to the way you improve your character. You spend your experience points bit by bit to gradually improve your character sheet, choosing a single improvement every time. These improvements might be stat or skill bonuses, but you can also choose to gain a new skill from something called a Class Crystal, or to gain a new Class Crystal alogether. You can multi-class in Terra Machina, but you have a class cap of three - if you want to take on a new class after the fact, you must swap it with something you already had.
Since levelling is incremental, I think you might get that experience of improving stat bonuses (and keeping them) while switching out class abilities when you tire of what you have. Unlike a few other games on this list, rather than choosing from a list of weapons, it looks like you can design weapons from scratch, with outlines as to how expensive it should be to create that weapon, and what kind of modifiers you can add to make it unique.
Theme-wise, I don’t think Terra Machina fits with the genre or setting of Fire Emblem, other than the fact that it’s inspired by JRPGS. Then again, when I checked the rulebook, most of what I saw was rules and stat blocks, and little to no lore, so it’s possible that you could take the game rules and play with them to fit a setting that works better for you.
Other Thoughts..
Funnily enough, if you dive into a completely different side of design, I think Powered by the Apocalypse games can do a little bit of what you’re looking for, because while you can keep a few stats and abilities when you take the “choose another playbook” option that is present in so many PbtA games, your character class can change quite drastically when you choose a new playbook. Typically I’m playing PbtA games to explore different character journeys, so I don’t know if there’s a game out there that’s as tactical as you like, and I don’t think that you’re going to see the difference in character competency as you play in the same way a levelling system will give you, but I do think it’s kind of neat that switching playbooks can give you a different play experience even though the rules feel a lot simpler. You might also be interested in Lancer and games that branch out of it from a mechanical standpoint, even if the genre is far afield from what you're looking for. Each time you gain another license level, you can choose to either upgrade your current license or spec into an additional license - and you might be able to rule that players can dump the license levels they took previously in a system they no longer want in order to upgrade a different license level even further. You can still hold onto stat bonuses that are attached to your character though, since your character is separate from their mech.
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Oil your sword, check your engines, and get ready to race! Deadly Kobold Racing is coming!
EDIT! The Minimal Viable Product of the game is available now on itch.io! Check it out here!
Deadly Kobold Racing is a kart racing board game built for quick one-off sessions, a legacy racing campaign, or to slot into your existing dungeon game. Players choose a racer, pick a track, and slam on the accelerator to take home the win! Use your hero abilities, track hazards, and a pile of chaotic items to dominate the opposition.
Deadly Kobold Racing will run on a one-time-buy seasonal release model that allows players to contribute to world-wide achievements that unlock new loadouts, characters, items, and more! At your own table, unlock Fans and get permanent equipment to chain together races, or just drop in a single race for a change of pace!
The Game At A Glance
All of the materials for this game will be available as print and play or in a digital format. Print out the race and both the racer card and mini for each of the racers.
Each player chooses a racer like Beins & Bufo below!
1) Name, team name, and flavor to introduce the character
2) HP: The number of hit points you have before you get spun out
3) Size: The weight of your vehicle
4) Gears: How many spaces you can move each turn (speed) and how many of those can be diagonal at each gear.
5) Stats: Your four stats, roll under these when you use them (the picture shows an old version! These will be more like D&D stats!)
6) Defenses: Your four defenses, turns a hit against you into a partial hit if the roll is under this
7) Abilities: Your two racer abilities. Includes how often they can be used, their effect, and whether it is an Action, Reaction, or Passive.
Rolls and Actions:
When you make a roll (from an Action, hazard, or otherwise), roll a d20 under your indicated Stat. If you roll under your Stat, that's a Hit!
If you have a target and roll under their indicated Defense, that hit becomes a Partial Hit.
If you roll exactly your stat, that's a Crit. Be sure to make an appropriate sound to your character (ex: a Wahoo! or a Ribbit!)
Play goes in turns with play order determined by the current track.
On your turn:
1) Move your current Gear's Speed forward. You may use Swerve to move diagonally instead of straight forward.
2) At any point during your movement, you may use an Action, resolving it as it requires. You may also use as many Free Actions as you would like.
3) If you enter a square with something in it, resolve that immediately as explained by the rules for common situations (ex: Crashing Into Walls, Jumping Ramps, or Picking Up items) or using the special track rules (ex: Entering Blood Portals, Bouncing on Crocs).
4) At the end of your turn when everything else is done, you may choose to shift your Gear up or down.
Items
As you move around the track, you'll sometimes pass over item chests. When you do, get an item by drawing a printed card or using [perchance link]. Some items will activate automatically, but most can be held and used like any other Ability. Unless the card says otherwise, assume that an item is a one-time use.
Events and World-Wide Play
Creating new stuff for Deadly Kobold Racing is easy! Racers require only a couple of stats and two abilities, items are extremely simple, and even tracks don't add a ton of complexity.
Because of this and a deep abiding love of Events, my intention is to continue to support Deadly Kobold Racing far beyond it's initial release. When an Event is launched, it will introduce some new Racer options (either loadouts that change an existing Racer or a whole new one), a track or race-style, and a handful of items. These themed Events will also introduce at least one world-wide achievement.
After each race, you may fill out a form that gives the results of your race. You'll be able to say who raced, who won, and check off whether certain events occurred. When an achievement is fulfilled, all players will unlock something new for the game! Additionally, when each Event ends, the results will have an effect on the world (ex: changing a Racer, giving a new loadout, altering a track, etc).
Down The Road
There's a lot of things to come that I'm excited about, but I don't want to let this post get too much longer. So just as a little treat for myself, here's some of what's to come!
*Long Term Play: Upgrade your character, get new cool equipment, and build a fan base that gives you bonuses!
*Campaign Play: Travel from track to track dealing with bandits, street racers, and explore the locations around the racetracks!
*Original Racers: Make your own Racer, including advice for using your other dungeon game's stats to inform your racer!
*Collabs: Play as characters from and inspired by indie ttrpgs, podcasts, and more!
SO WHEN IS IT?!?
As soon as I'm done with layout, a minimum viable product will drop! Following that, it's art for minis and races! I'm hoping this month!
What do you think? Excited? Confused? Are there collabs, racers, or other stuff you'd like to see? Let me know!
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This is random, but I finally got to watch the full d-day concert!!! (i was honestly super disappointed as a european fan that I couldn’t see him live 😭) And Yoongi is so amazing, he was thriving during this tour!
But I wanted your opinion on the lyrics of haegeum? Because I feel a bit crazy, but I’m 99% sure I hear him say “slaves to youtube, slaves to sex” instead of “flexing”? Am I the only one who hears that? If I hear it right, props to him! It’s rare to hear anyone say the word “sex” (I know “sexy” is said all the time by the members haha, but that’s a different thing)
Literally “liberating yourself from banned things” 👏
(Reminds me of when Hoseok wore the condom shirt - I’m actually looking forward to post-military times when they may take more freedom to show more mature sides of themselves honestly instead of placating “fans”.)
When I apologize for letting asks sit in my inbox for freaking ever, this is a good example in case anyone was wondering how old some of my asks are lol. I'm so sorry anon!! But I'm here now! I'm relaxing this morning before my part 2 date this evening and going to do that while gushing about Yoongis genius!
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How many times can I make everyone watch Yoongi perform before talking about it? 😏😂
Okay well first, I'll say that I do hear slaves to flexing and not sex. Lol but that also would've been quite the line and I can see where maybe it could sound like that, but I disagree there. And the lyrics also say flexing. So I think that's pretty open and shut.
Second, I too, am enjoying the solo era where they are a little bit more free with who they are as people and individuals and how they've approached things lately. I'm throughly looking forward to seeing this energy continue but as a group too!
And finally! My thoughts over Haegeum:
Literally it means to allow/unlock something that is forbidden or to lift a ban on something that is forbidden. The main "theme" of the song centers around this idea and these controversies that spread through free speech. I personally think Yoongi is liberating himself from the "forbidden." Rejecting the state of the world and the stereotypes constantly forced upon him from people who don't even really know him.
He specifically points out a scene of him smoking, something normally very looked down upon for idols like himself, something that members of BTS have actively received hate/criticism on, but he rejects things that are forbidden for him and he embraces this new style and era he is crafting for himself.
He pointed out being essentially tired of and gives criticism of this "information age" we are living in currently. With information accessible at the drop of a hat, literally constantly at our fingertips, people are just regurgitating someone else's thoughts and opinions rather than engaging in critical thinking and coming up with their own.
(no hate to anon truly, this is not really directed at you, but it's a lot like how a lot of anons on my blog want me to give them their thoughts and opinions about Jikook moments and explain it all rather than finding their own opinions about it)
I think he also relates to this information age as something that restricts us not only in critical thought. But also how it's constantly forcing people into purposeless debate and controversy online. An overflow of information from everyone, most of which is also opinion and not fact, can make it HARDER for people to think for themselves, figure out what they believe and engage fully and factually.
He points out and questions why we are so bound to money, validation, hatred and prejudice. Why we allow these things to shape who we are and how we think. It's like we are living in a society that almost encourages that too.
I think he wants this song to encourage hope. Encourage a future where we reject these things, reject what holds us back, reject the idea that free speech doesn't mean freedom from consequences or freedom to be hateful. Reject the idea that we need to live for validation and instead live for a better and kinder future. Where we speak for what we believe in and not just spew hatred and prejudice and half baked opinions based off what someone else says, where we don't create senseless discourse or create baseless complaints and debates.
Yoongi, I think, hopes for a future, a better age, where it's more based in realism and a people with less superficial tendencies and desires. And in my opinion, a healthier world that would be.
And all this is literally just my thoughts based on the lyrics! We didn't even get into the trilogy together, the possibilities of colors used, an MV analysis, the visual architecture.... The man does everything with a purpose!! We could get into that more too if people want
I highly encourage watching all his behind the scene stuff for more of his thoughts and his process. Yoongi is and always will be my bias because of the way he thinks and the way he processes stuff and the way he writes and puts those things out into the world. I also relate so much to him.
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Sands Of Time Finale: Withered Leaves
CW/TW: Zombie esque plant gore within the character info of the post. While there is no blood present, it is still a bit gnarly. Be careful!
As the leaves crisp into the fall, slowly fading away into the winter, a sad loneliness can be found upon the now empty treetops that they resided upon. Alas, we must wait till spring to see the blooming buds and leaves return once more upon these trees.
However, that does leave the question, dear detectives, what if we could speed up this process? What could happen if one had found a way to catch the final grains of sand within the hourglass before they were even able to drop?
Perhaps that is something that only our newest hunter, The Scavenger can enlighten us upon within the grand finale of the Sands of Time Trilogy.
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-Collab Details-
Hello! This part of the event came out a lot later than I originally planned, but later is better than never, right? Anyways, now is a good time as ever to reveal some secret collabs! :D
@thisbirch (Our lovely event artist), Emma ( @tatya-time), and ZM ( @ask-idv-astronaut) have all been helping me both behind the scenes and on their blogs to build up the previous Bloom Event! (as dubbed by Emma). Not only do I want to give them a special thanks for letting me beat up their Ocs for the general plot, but also for their overall good vibes and patience throughout the process! It was slow-moving to get everything properly finished up.
Additionally, for my fellow muns out there, remember those funny packages your muses may have gotten containing bread, flowers and a lil note? Teehehehehehehe that was lil ol me! I appreciate you guys putting up with those (especially cause they were written at like… 1 am 😭)
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-General Event Info-
This event is a continuation of both the Bloom Event and The Sands of Time event. As the situation has calmed down and both Tatya and Alden have been given time to recover, an eerie aura has taken over the manor as mysterious vines and plants have sprouted around it! The Scavenger is still determined to keep their word of a reunion. Even more so as Nerium is still hungry.
This is where you guys hop in! Depending on how you interact with The Scavenger, you guys have the opportunity to unlock 1 of 2 endings for the grand finale. One good. One Bad. So be careful and use the tools I've given you wisely!
Additional Important Info:
-The Scavenger is a temporary character. After the period of this event (about a month or two), he will be leaving the blog for an unknown amount of time. He will still most likely be referenced via other characters though.
-Delilah's Paranormal Parlor is still open alongside this event/will close with it for the sake of allowing you guys to get more clues. I'll even say that a certain "Guiding Hand" would know a bit about our new hunter friend ;3
-The style of the event's end will be similar to Pip's Night Adventure, but most likely with fewer options (but longer writing bits).
-Considering the time past between the events, I do understand many of the bits of lore may not be super easy to access for new folks seeing this. So, just for simplicities sake for finding things/catching up, most posts retaining to this event's lore should be under #Withered Leaves (SoT Finale) or #Bloom Event (depending on the blog).
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General Character Info ζຽ|◍ ゝ◍|ຽ <🌿:
─────✧・゚: ✧・
𝚐𝚎𝚗𝚎𝚛𝚊𝚕
⇢ ғᴜʟʟ ɴᴀᴍᴇ: Oleander Eldrich (Jr.)
⇢ ɴɪᴄᴋɴᴀᴍᴇs: The Scavenger, Oli
⇢ ɢᴇɴᴅᴇʀ|ᴘʀᴏɴᴏᴜɴs: He/They
⇢ ᴀɢᴇ: 27
⇢ ᴏᴄᴄᴜᴘᴀᴛɪᴏɴ: Forest Park Manager
─────✧・゚: ✧・
⇢ ʟɪᴋᴇs:
-Botany / Phytotoxicology
-Calligraphy
-Small Collections
⇢ ᴅɪsʟɪᴋᴇs:
-Large Messes
-Jingling sounds
─────✧・゚: ✧・
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#identity v#idv ocs#idv oc ask blog#idv askblog#oc#Withered Leaves (SoT Finale)#The Scavenger#Sands of Time Event#This has been in my drafts for months I apologize#cw plant gore
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