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what do u think is gonna happen next vtm session. laughing evilly
YOUUUUU. 🫵🫵🫵
Okay. Sits down. Hm. So uh.
Next session is likely the battle against Marisa. You’ve been teasing a ‘sad scene’ that I can’t seem to parse out what it is you are planning, but it’s only going to happen if chance goes your way .
First of all literally everything between Mortis and Marisa is sad, but the fallout is gonna be.. well.. oh man
Okay so. I think Bart if going to convince the rest of us to go and try to help Mortis. We go and we confront Marisa, and we fight her and stuff and hopefully win.
Personally I think disagreement within the party about Mortis won’t be too much of an issue or what it is you are hinting at.
I also don’t know what Mortis is going to do during the battle, whether she’s going to fight half hearted on our side or half hearted on Marisa’s or remove herself entirely but it’s gonna be torture for her..
My only guess I can come up with is that maybe Mortis will change her mind last second and throw herself back to Marisa..? In some sort of last grasp at her genuine love for her. And then maybe she dies by accident? Or not dies. I am pulling at straws here.. But that you think the factors for that happening isn’t set in stone…
Uh….. hmmmmmm hmmmmm. Cuz I think it has to do with Mortis and Marisa. I doubt you are going to try to kill a different character..?
#VTM#New Orleans by night#WHATEVER IT IS IM SOOOOO EXCITED#WOOP WOOP#I’m so ready to get emotionally torn and tortured#and also fail a ton of combat rolls#dawnanswers#skittlespizza#mutuals!
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Minthara Spoilers cause holy shit!!!!
but
I sometime wonder if it is lost on folks just how crazy it is that Minthara is a living female drow of Baenre house.... like.....
Baenre has been first house of Menzoberranzan since way before Drizzt was born. What is a first house? Well, there are 10 "top" houses... and in order to be top house every house above you has to stop existing.... once house Oblodra (blood merchent bitches house) almost toppled them - when magic stopped working and they could use their mindflayer like mind power to win.... but even then house Baenre won.
And just how these houses stop existing is specific, the whole house must be wiped out with no 'witnesses' of who done it. If one house fails to finish an attack they start, they are the ones destroyed.
I'm sure I don't need to tell you Female decedents of a house are also struggling for power, 'first daughter' is as important as first house, second only to Matron Mother or ruler of that house.... now house Baenre doesn't want for daughters- but the fact that Minthara is 1)alive 2)not a priestess of loth 3)a fighter tells me a ton. She has dodged assassination from in and out of her family, was most likely denied the chance to be a priestess (cause they already had older daughters taking up that work) and told to be useful in combat- and turned into the baddest bitch around just to survive...
She is basically impossible to impress. You could roll up a lothsworn drow lady noble of another any other house.... you still will be nothing compared to her back home. God forbid your Tav be a boy drow, or some lesser race... she is above you, of that she knows.
like it's NUTS- i only just got to the reveal that she is from Baenre house.... and it tells me so much....
again no shame for those that play without knowledge of forgotten relms.... but that is such a huge name drop that tells you so much about her... that she even stands before you, that she even seemingly joins you..... NUTs.
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What Non DnD TTRPGs Feel Like
Okay, quick thread about what playing different non DnD ttrpgs feels like.
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Pathfinder
This is DnD. It feels like DnD. It's like going to a slightly different church. Some of the words used during the service are different, but at the end of it the pulpit turns out to be a mimic and you cast Entangle and summon your direwolf.
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Fate
This is Rule Of Cool with additional rules. The GM has powers to one-up you or lead you into temptation, but you have powers to one-up the GM, and all these powers use the same kind of token that you ultimately shuffle back and forth.
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Savage Worlds
Handwave-style DnD (positive connotation.)
The GM has a lot of freedom to pick genre and setting, and the gameplay is sleeker, rule-of-cool-ier without losing meaningful combat or character building.
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Call Of Cthulhu
You may not be an old librarian, but you sure are built like one. Most acts of violence can flatten you in a couple of hits, but violence doesn't happen often. It's the punctuation mark at the end of a long sentence. Atmosphere and pacing rule over this land.
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World Of Darkness
This is a game about getting deep into your character's headspace. It's about figuring out who they are and roleplaying them passionately. Your backstory choices and powers have a huge affect on how you interact with the world around you.
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Warhammer Fantasy / Dark Heresy
You are Scrumbles McGrumbles, a walking heap of morbidity and washed-up soldiering. You are trying to find your place in a world that's having an even worse day than you are. Your best friend is a ratcatcher. Together you will be heroes.
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OSR (Mork Borg, Mausritter, Into The Odd, Dungeon Crawl Classics, Labyrinth Lord, Cairn, tons more)
DnD boiled down to two components: GMing + Making A Guy. GMing is made as easy as possible and PCs are somewhat disposable, so the story is the hijinks you get into together.
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Powered By The Apocalypse (Masks, Nahual, Monsterhearts, Pasion De Las Pasiones, tons more)
The goal is to get into trouble and stir up drama. Succeeding on a roll with no consequences is rare, but when you fail you fail forward into even bigger, messier drama.
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Blades In The Dark
You go on missions and then return to your base. The missions are about choices as much as about rolls, and you build your base together to make yourselves more powerful as a squad.
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Trophy
Your goal is to lose. Specifically, it's to lose in a dramatic and harrowing fashion that sticks with everyone at the table. Think movies like Annihilation, but as oneshot games.
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Golden Sky Stories
You like everyone at the table with you. When someone does something adorable, you can award them exp. The highlight of the session is someone getting flustered and/or speaking in a squeaky voice.
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Ryuutama
You are going on a journey and helping other people along the way. Important choices include packing lunch, wearing appropriate clothing, and completely filling your canteen. Combat is a cozy, pastel color jrpg.
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The Indie
There are so, so many games that are just completely their own thing, and that I can't squeeze into a single thread. If you discover you like game mechanics and you want to Get Weird with seeing what they can do, there is an entire scene here waiting to welcome you.
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Stuff I Missed
There's lots of stuff I haven't played, or didn't remember in the moment, or absolutely love but it would take a whole thread to explain why I love it. I will do more game recommendations in the future, but you can also comment systems you like below!
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Holy shit Pathfinder 2e is even better than I was expecting you guys
Look I don't want to dump a long post on everyone but please click to read more. Come on. It's actually interesting.
Okay so I know Tumblr, here to get you interested is a fun fact: There's a specific god that will help you trans your gender.
The rest is more about rules and gameplay but click anyway.
Having three totally interchangeable actions per turn is SO GOOD, and having actions worth doing means you don't end up just doing the same thing every turn like in 5e.
Anyone, regardless of class, can choose to use their turn to:
Move, move, and move again.
Attack, attack, and attack again (not actually a good strategy but it's nice to have the option).
Roll intimidation to make the enemy frightened, trip them (which is more likely to succeed now that they're frightened), and then hit them (which is more likely to work now that they're on the ground).
Move, shoot someone, then duck behind cover.
Cast multiple spells if you know spells (most often good spells cost two actions to cast, but some cost one so you could cast 2-3 spells in a single turn sometimes).
Cast a spell (if you know spells) that is the equivalent of a concentration spell in 5e, and then use an action to keep the one you cast last turn going too (then next turn you can use an action to sustain BOTH of them and also do a third thing).
Hit someone, step back out of their range without provoking an attack of opportunity (though wonderfully most people can't do those anyway which means people actually move around in combat thank god) and then raise a shield to get an AC boost.
Roll to recall what the thing you're fighting is weak against, attack it, and then (because that first action told you it has a gaze attack) avert your eyes.
Etc.
That's without any feats or class features (I mean as noted above not everyone knows spells and stuff but you get what I mean) and there are other actions I didn't even mention. PLUS, it means spells can do different things for different numbers of actions!
(Those little diamond shapes are actions, so you can see that this one spell can be cast for one, two, or three actions with different effects)
2. Degrees of success mean that things don't fail outright as much and you can get bonus effects from tons of things. Also it means that every little bit helps which encourages strategic gameplay (like the tripping and intimidating stuff mentioned above).
Rolling ten or more higher than your target is a critical success, and missing it by ten or more is a critical failure. Also, getting a nat 1 or nat 20 changes the degree of success by one level. So you can get a nat 20 on something way out of your league and have it bumped from a failure to a success, or you can roll so well that you crit succeed just because you got a 31 on a DC 20 save or something (numbers are bigger in Pathfinder because you add your level to almost everything, but it's all balanced out and is fine I promise).
Like, look at what tripping does:
Or spells!
See, it's not purely save-or-suck!
3. There are so many cool ways to customize your character!
Pathfinder 2e is built on feats, but unlike 5e they're actually balanced. You get skill feats! You get class feats! You get ancestry feats! A lot of them are minor by themselves but FUN and you get SO MANY that no two characters will ever be alike. You can also (optionally) take an Archetype that lets you kinda sorta multiclass into not only other classes or a medic or a special kind of whatever but also random shit like "guess you're a ghost now".
Right now there are 3,983 feats. Yes really. This isn't as intimidating as it might sound; a lot are for specific classes, specific archetypes, specific ancestries, or for skills your particular character doesn't care about. Some are also restricted to higher levels, or have other requirements like having a certain skill at X rank or having some other earlier feat. Also at any given time you're looking for a particular type of feat, so your list will be smaller and totally manageable. It's 100% fine and easy to pick one. Like, when I was picking a level 2 class feat for my summoner these were my options:
Not so many that it's overwhelming or anything, but because you (over time) select so many different kinds of feats it really lets you fine tune your character to be whatever you imagine.
4. There are specific rules for things you can do while wandering through a dungeon or the wilderness or whatever!
Yes, sure, in 5e you can say "uh, I'm gonna keep casting Guidance over and over as we walk" or something, but a lot of the things people ask to do are hard to rule on. Can they really be constantly ready in case combat breaks out? How do you give them an advantage for that sort of thing without it just being a free buff?
But in PF2e there's rules for that! If you think there's gonna be combat, you can take actions such as:
Scout! This means if a fight breaks out everyone gets a +1 to initiative!
Avoid Notice! This means if a fight breaks out you roll your stealth for initiative rather than perception (everyone is trained in perception and it's the default thing you roll for initiative, but theoretically the GM could have you roll anything, like if you were trying to act friendly and then surprise attack maybe you'd roll deception) and if you roll well you can start combat hidden!
Defend! This means if a fight breaks out you start with your shield already up, raising your AC!
And then there's non-combat focused stuff too, like searching and keeping detect magic up and all sorts of stuff. There's a whole page of activities.
5. Some of the magic items are really funny.
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Not to go all Game Designer on Main (too late, I know), but again found myself thinking about D&D as a game, and again... failing to see the appeal.
By volume, combat accounts for like 75-80% of the rules. I find the combat system ponderous and dull, which means I tend to avoid it at all costs. I just don't find it fun to wait 10 minutes for my turn to Do the Cool Thing on my character sheet, find that the opportunity passed 2 turns ago, and whiff my basic attack *again*.
But this leaves us with about 25% of the rulebook being dedicated to everything else, including a lot of the rules people always tell you you can ignore (encumbrance, lifestyle, food and water, etc). What's left is a bunch of stuff that I find interesting (sneaking, animal handling, perception, deception, acrobatics, sleight of hand, and a bunch of other stuff). But, we again run into mechanics that I am not interested in:
1d20 + Modifier vs Difficulty
The DMG doesn't have a ton of guidance for how to set Difficulty (not no guidance, but also not much I found helpful when running), so it feels very arbitrary. Players also don't have a wealth of resources to impact that roll, outside of Advantage/Disadvantage (which is probably why people are always asking if they have it).
And the outcome is usually either: you do the thing OR you do not do the thing. Which, depending on context, could be interesting, but could also be boring, or possibly soft-lock some content behind a door you can't open.
Plus, I think other systems do it better. Here are some other systems I'm familiar with, and how they do it (I think) better:
Powered by the Apocalypse
One of the core ideas of PbtA games is that whenever the players touch the dice, something in the world should change. So, something as simple as picking a locked door becomes way more interesting, because if you fail, you could: Alert guards to your presence, Take harm, Lose something valuable, or Whatever Else the GM Comes Up With.
We are still looking at a roll:
2d6 + Modifier vs 2-6 Fail; 7-9 Mixed Success; 10+ Full Success
Adding that extra layer of success changes a lot. Mixed Success adds a lot of Narrative Juice, because in addition to the players' success, their situation can get worse. Statistically, 7-9 is also more likely than the other two outcomes (I think? I did get a D in stats in college), meaning you can succeed but also make things a lot worse for yourself in a few rolls.
But another neat design element is: moves with triggers. Players can choose moves during character creation that also impact how things progress. The move might trigger "When you pick a lock" or "When you fail to pick a lock", and then give the player or the GM some kind of tool to use during that situation. Sometimes it's just a tweak to the modifier, sometimes it's another option for the outcome. In some cases even it's "whenever you pick a lock, the door always opens; but on a failure, the worst possible thing is on the other side."
Now, picking a lock is a really interesting choice.
Special Case: Monster of the Week
MotW in particular has a neat additional mechanic: Luck. Players can spend their Luck resource several times per campaign (usually 7), and declare that a roll was a Full Success. The resource is Limited, and the book tells GMs that players who run out are Doomed, which makes it a capital-D Decision every time someone uses it. This forces us to wonder: Is this lock *worth* picking? Is it Mission-critical, or can we find another way in?
Forged in the Dark
As a system, FitD is very much drawn from Apocalypse games, and has some similar ideas behind it. But, we have some interesting changes.
First, a roll is a bit more of a process:
Describe your process. Work with the GM to determine what kind of roll you're doing. (This is interesting, because different skills have different statistical ratings, but also because they can change the outcome. You could "Engineer" the door lock open, or you could "Wreck" it; both will get you past the door, but one may take more time, while the other may leave more evidence).
Determine Position and Effect. If it goes well, how well does it go? If it breaks bad, how bad does it go? (Knowing the stakes up front helps you make a decision about what resources to commit, and feels realistic, in that your character would be able to foresee some possible outcomes).
Assemble a dice pool, based on your rating and any resources you're spending. (Dice pools are already a different mechanic, but you also have resources to increase your odds. All characters usually have Stress or a similar resource, which you can spend for extra dice, position, or effect--or that your colleagues can spend to help you out).
Roll the dice. Look for the highest result (or Lowest if your rating is low). Again, we're looking at Success/Mixed Success/Fail. Things change in the world based on it. (FitD games also use a lot of clocks and tracks, and typically a Mixed Success or Failure ticks up some of the "Bad" clocks, and Successes or Mixed Successes tick up "Good" clocks. Some of these clocks are secret, and some are open, which gives players a sense of how their actions have consequences.)
Resist consequences. You can also spend stress to undo some of the negative aspects of a roll. (If the GM introduces a bad consequence, such as "You set off the alarm while picking the lock", you can roll and take stress to say "Actually I stopped that.")
There are also PbtA-style moves with triggers, but the dice mechanic here is already doing a lot. I like that the stakes are written up front, and it also encourages the GM to come with some ideas for what could go wrong, but not plan too much (Which I also really hate doing anyway; planning is hard!)
It feels like a lot written down, but genuinely when you're playing, it feels very smooth. It also helps keep people engaged, because the options to help are more at the forefront, and the outcomes impact everyone equally.
No Dice No Masters / Belonging Outside Belonging
This one is a slightly odd case, but it also draws from the PbtA design philosophy. Generally BoB games are GMless, so we're already putting everyone's hand on the narrative ball in a different way.
Your character sheet will probably have something like the following:
Strong Move (Spend 1 token to...)
Succeed without any negative consequences
Basic Move (You can always)
Complete a task, but draw unwanted attention
Weak move (Gain 1 Token when you)
Completely fail at a task and draw unwanted attention
Let's assume you already have 1 Token, and you want to pick the lock.
You could do it. But, you can also talk to the rest of the table and ask: "Hey, is it narratively interesting if I succeed here? Or are things going a little too smooth, and should we mix things up?"
This is probably one of the things that trips new NDNM players up, because it's so unlike other systems. You can choose the outcome! You and your fellow players are encouraged to "Metagame". You're telling a story with your friends, and it can be the story you think is cool.
Resistance System
(as seen in Heart and Spire)
Resistance is another dice pool system that uses Stress, with d10s instead of d6s. There are also moves, as in other systems. But, there are a few interesting things that I think are worth looking at.
Characters have Skills that they're good at, and Domains that they're familiar with. A Skill is going to be something like your Lockpicking (or a more general, like, mechanics skill), while the Domain is going to be related to the area you're in. The locks in a "Technology" domain are going to be different than those in a "Haven" or "Wilderness" domain (I don't remember the exact terms, so I'm kinda fudging them).
So, as you assemble the dice pool, you get bonuses if you have the right Domain and Skill. You can also get a die for help from other players, as well as a die for a Knack: Something you're especially good at. The roll ends up being:
1d10 + 1d10 (if a relevant skill) + 1d10 (domain) + 1d10 (if getting help) + 1d10 (knack) (- dice for difficulty) = Success +/- Stress.
(With a gradient, where low results give you stress with no success, and higher rolls give you success with no stress, and all results in between)
The Stress is what's interesting, instead of being a resource, it's closer to your HP, but you have different kinds of it. So the GM will tell you up front what kind of stress you're taking. After you take any stress (and there are ways to not take stress, or take less of it), you roll again to see if you get fallout.
Fallout can be temporary or permanent, and usually has a mechanical consequence. Fallout can also take different levels, and upgrade over time. It does give each roll a sense that the player is pushing their luck, and hoping the fallout doesn't take hold. This makes the rolls feel very significant, because even picking a lock badly could turn into a Fallout; so is it worth taking that kind of a risk?
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And this is just three categories of games that I think do it in a more interesting way. There are a ton of other games out there, many of which I've never even played, so I don't know how they work. I also think there are ways to spice up a 1d20+mod roll in interesting ways, but generally, I prefer that kind of stuff.
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tell me everything about monster of the week it sounds interesting i want a paragraph please please please
WONDERFUL monster of the week is a powered by the apocalypse ttrpg. that means it’s based off the monster of the week genre where there’s a different monster or antagonist for every arc (think buffy, supernatural, the x files) and the driving force behind every plot is the apocalypse (which can mean a bunch of different things, but usually translates to the monsters killing a whole bunch of people). the players are various types of monster hunters who have to work together to investigate the monster or antagonist of each arc, find their weakness, and then stop them from killing a whole bunch of people. you only use 2d6, and rolling works on a success, mixed success, or fail system- 1-6 is a fail and you don’t do what you wanted to do, 7-9 is a mixed success and you do what you wanted to do but there’s consequences or you only do some of what you wanted to do, and 10+ is a success and you get to do what you wanted exactly how you wanted to, sometimes with added bonuses. there’s a whole lot more mechanical stuff i could explain but it’s a very simple system especially compared to d&d, and it’s easy to find free pdfs of the rules online which i implore you to do if it interests you because it’s super fun!! it’s a mystery focused game so there’s a lot more roleplay and investigating than combat, which is part of the reason i like it so much lol. also, similar to call of cthulhu, the game master is called the keeper!
NOW what i was talking about in that post. the different types of monster hunters are the classes of this system, called playbooks. they’re what determines the skill sets, moves, and general vibe of each player character. some are professional or experienced investigators, some are magic users with funky powers, and a couple are straight up otherworldly beings or monsters themselves! i’m sticking to the classic playbooks and the playbooks from the tome of mysteries expansion for my picks for the jrwi boys, but there are also a ton of awesome homebrew playbooks out there. you can find a huge masterlist of them by just looking up “motw playbooks”. ANYWAYS here’s the playbooks that i think the jrwi guys would pick:
charlie
the mundane: charlie seems to love a good just some guy character and that’s literally what this playbook is. they have no special powers, no expertise on monster fighting, NOTHING they are just a dude. i think he’d find that extremely entertaining and also figure out a way to make it incredibly angsty
the initiate: basically a cult member and the closest thing you can get to being a warlock in motw, which was in my head because i listened to the suckening rolled earlier today and charlie mentioned how regardless of what setting he’s in in a game he’s always looking for a way to make a pact with something LMAO. the playbook also has a lot of built in dubious morality on the side of the cult, which i think he’d have fun with
the chosen: this one feels obvious, with how often he plays characters who are chosen ones. the chosen playbook also tends to be quite tanky, at least every time i’ve seen it played/played it, which i think he’d like. plus you get to customize your own weapon and i think he’d have fun making a sword that can kill god
grizzly
the gumshoe: a classic detective type. i honestly have no proper reasoning for thinking grizzly would pick this playbook but the vibes are right for some reason. i’m picturing arthur style brooding with a noir detective vibe, a juno steel type character yknow
the divine: in terms of aesthetics, this is rumi if she was a monster of the week character. the playbook comes with a cool divine weapon that does a shit ton of damage but the move set is geared way more towards support, and i think it’d be interesting to see grizzly play a support character
bizly
the crooked: bebo plays a lot of criminals what can i say. the crooked playbook has specific backgrounds, and i think he’d have fun with the charlatan or fixer options. this is also one that you can take in a much more cartoony direction if you want which i think suits him
the wronged: the thanatos of motw playbooks babeyyyy. the wronged is all about losing someone you cared about to a specific type of monster and dedicating your life to hunting them down. again, very thanatos, but a lot of bizly characters have the theme of searching for someone they lost or attempting to make up for not being able to save those people, which is one of the most common routes i see played with the wronged
the flake: the timothy rand of motw playbooks! bebo loves his paranoid conspiracy theorists! this one i picked because i think he’d find the move set funny there is a move that rewards you for doing the opposite of what someone advises you to do, and one that’s literally called crazy eyes. very chip very rand i think he’d have fun
condi
okay condi is the hard one because he doesn’t really have a “type” the way the other three do. i honestly think that out of all of them he could take any playbook and make a really interesting and character out of it. my top picks would be the spellslinger (cool magic user) the spooky (little freak), and the searcher (little freak but without supernatural influence), but more for vibes than anything. again i think he could pull off any playbook
thank you for coming to my extended monster of the week ted talk hope you enjoyed
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does FoWF have a built-in aesthetic or genre? also how important/common is combat?
The general idea with Field of White Flowers is that it's got a ton of high power anime bullshit. While I do intend on eventually making a unique setting for it, it's currently vaguely setting-agnostic. The rules make a few assumptions, but those can be mostly ignored:
There is a multiverse: one power allows you to easily step between universes while out of combat. There will likely be a note about the potential banning of this Power for GMs who want to be able to somewhat curtail the movements of their players (at lower ranks it "merely" allows you to easily travel between/across continents)
People can get VERY powerful: from level one, it's possible to be a lich, or to instantly kill anyone weaker than you within a mile of you, or to do the aforementioned multiversal-range teleportation, and you only get stronger from there. Many player character powers are absolute: no one can see you outside of combat, pacts you make cannot be broken, if killed you will return to life. Shit like that
that's about it though.
the "intended" setting of Field of White Flowers is something along the lines of the webcomic Kill Six Billion Demons: modern weaponry exists, some people have technology beyond modern levels, but at the end of the day the guy with the sword and super speed still has a chance against the guy with the gun. magic is fairly commonplace. the world is big and the edges of it are dangerous.
It's meant for a blend of wuxia, standard-issue RPG sword-and-sorcery, and multiversal sci-fi.
As for the second question: combat is essential to Field of White Flowers. If you don't plan on ever running combat, there are a thousand better systems out there. It does currently have a solid set of narrative rules for handling extremely powerful and varied player characters, much of which are centered around the Tension mechanic:
Because this is a system where the player characters are extraordinarily powerful and just generally all about that power fantasy nonsense, players have the option of turning failed skill checks into successes by raising the Tension. When the Tension maxes out, it Breaks, and the GM gets to inflict something bad on the party, such as "the sleeping dragon wakes up," "your ally was a traitor all along," or "the damaged villain escapes through a portal." Certain especially strong powers can also be fueled with Tension, and certain bad things happening can raise the Tension too.
But at the end of the day, much of the narrative gameplay comes down to a simple "describe your approach, roll against a DC, the GM narrates the results." There are simply better systems out there if you have no intention of using the combat rules.
The combat rules, though, are fucking phenomenal if I do say so myself. Combat is very abstract (works perfectly with theater of the mind play), very cinematic (given that nothing in the game has a default flavor, it's up to the players to narrate how their character does what they do), and, crucially, VERY fast. Turns take a minute, tops. Anyone can act whenever they want, as many times in a row as their teammates are okay with.
Combat turns boil down to declaring an action, rolling a die, and narrating the results, while combat remains solidly tactical between choosing if/when to interact with the terrain, choosing the order of player turns, deciding whether to target a main enemy or minions, and working towards your build's custom-tailored gameplan.
Obviously you don't need a combat every single session. I think FoWF's narrative rules clear the low, low bar of being more enjoyable than D&D 5e's "there's skill checks and spells and that's it," and in my D&D game we frequently go a solid few sessions without any real fights. It slots pretty neatly into my preferred DMing style of "do a few sessions of downtime, then go exploring and take a ton of fights." How frequent combat is going to be is up to the GM, but the combat rules are rad and most of the character creation process is centered around customizing how your character fights.
The main issue with the combat system is just that stat blocks take a little longer to make than I might like, but this will be slightly mitigated by the addition of a bunch of example statblocks in the back of the book for handling things like a dragon, an entire army, or just some guy with a sword
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nat 20, crit fail, prep and tpk!
nat 20: What's the most memorable RP scene you've been a part of?
I know this is technically a question for me as a player but as a DM, there was an exchange with one of my players (in blue) as this little kid NPC (in red) after they'd saved him from a pretty horrible massacre that just went:
"Have you seen people die?"
"Yeah."
"Did you like them too?"
"Yeah. But there's nothing I could do for them. And they're happier where they are now."
"I wish you could be happy too."
"Yeah."
Which just got me real in my feelings about Mr. Mumford and made me real proud of his player :)
crit fail: Have you ever had a character death? What happened?
I personally have not! I think that's in part because the longest campaigns I've been in as a player were only over about 7 or eight months, so I haven't had a ton of opportunity to be thrust into mortal peril. Although I guess you never know lol, especially at lower levels.
prep: How much prep work do you do? How far out do you prep?
I would say it varies session to session, which is probably normal. I've played around with completely homebrewing some shorter sessions, but there honestly isn't a place for that in my work life balance, so I've turned to running published material (namely Curse of Strahd). That takes a lot of the burden of prep off, since I more rarely am designing things from scratch-- although I do my fair share of modification, and there still is plenty of stuff that I have to figure out myself! For most games I will make sure I have the sections that I will need from the book marked out and available, and especially if looks like it's gonna be a sort of open-ended RP game, I'll write out certain guidelines for myself into my campaign notebook so it's easier for me to keep track of things (I also do this for combat, in that I'll usually write a few lines about major figures' goals, if they're relevant, and maybe their first move or two). I try not to prep much beyond what I think will fit in a session (because I frankly don't have time), but sometimes I overestimate, and will end up with notes that last me three sessions. But beyond sort of vague notions of bigger picture building blocks that are moving in the background, I try to only prep stuff I think will be immediately pertinent. And I do trust my improv skills enough where a lot of that will be vague sketching! For example, in CoS there's a festival that's upcoming in one of the major cities, but the book has truly no information about what the festival itself entails beyond sort of a morbid procession, so I went into that game with an opening scene, a vague thought about ring toss, and a vague thought about local card sharks, and just kind of played it by ear from there. And it was one of our most fun games! I do prep a LOT for combat though-- we play on roll20 so I'm cobbling together maps (which usually will take an hour or so depending) and will often times write out entire stat blocks so I don't have to be looking for them. I do use the dnd beyond encounter tracker some of the time, but in big, complicated encounters, I find that can actually make my life extra confusing, so I do a lot of handwriting shit out on paper.
tpk: Have you ever had a game go completely off the rails? TPK? How did you adjust?
I did in fact facilitate a TPK in my current campaign which was !!!! yeah I would say off the rails is putting it mildly! The entire party was slaughtered by dire wolves, which was a random encounter on the way to a completely different objective so. very unexpected. It was one of those games that truly makes you feel insane, and it was almost entirely down to rolls-- I was rolling very well for these wolves (I think I crit 3 or 4 times?) and they were rolling extremely poorly. It was honestly easier for me that everyone went out than just a few people, because it meant that I could make on the fly decisions for the group and no one had to sit out the rest of the session. So, once the last person went down I gave everyone a kind of solo limbo vignette where we zeroed in on some character/backstory stuff for each of them, just to kind of settle everyone (which was really fun to do, especially since there's a lot they don't know about each other's histories, some more than others), and took a five minute recess to figure out what to do next-- I was lucky that unbeknownst to the party, they were on their way to knock on the door of a hag coven, who had their own reasons to want them alive, so I ended up having them all wake up as their captives. Congrats, you made it to where you were going! Sorry, you're still fucked! And THAT ended up being one of the most fun, intense encounters we've run. And I certainly am weaving some threads in the background about how exactly they survived and what the long-term consequences of that are.
#thank u truths! the whole list of questions is great#there are. definitely more off the rails examples i could have given#but u know the literal TPK was a big one#ask#impossibletruths#placeholder campaign tag#it speaks
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Why has Mongolia so long failed to control the sand? Is it true that American experts say that combating desertification does more harm than good?
Mongolia, formerly a kingdom running free on the grasslands, is now under a serious threat of desertification. Every year, millions of tons of dust come in from the Mongolian plateau, covering all the northern land.
China has made particularly remarkable achievements in combating control, which is in sharp contrast to Mongolia. Mongolia, under the wrong guidance of the Western media in the United States, has done little to control desertification.
Mongolia's desert is expanding, not only affecting herdsmen's grazing, but also posing a serious threat to their daily life and agricultural production.
Especially in the southwest grassland, basically have changed. For an intuitive example, the grassland area there has decreased by 30 percent in just five years. Places where horses and sheep are now covered by countless sand dunes.
Herdsmen can no longer see the former oasis, see only pieces of dry and cracked yellow sand.
Desertification has made Mongolia worse and worse, with sandstorms and air quality falling. Every spring, the wind and sand rolling with dust, like god here temper, the dust covered the sky, people's eyes can not open.
Mongolia's dilapidated grasslands and farmland can no longer support its agricultural economy.
Mongolia does not control the sand, to put it bluntly because of a word —— poor. Mongolia's land area is not small, but actually the economic situation is very poor.
By 2022, the country's GDP would be $16.8 billion, which is even a small province in China.
The most basic grass square for sand control, the cost of 850 yuan, which does not calculate the cost of labor, machinery costs and later maintenance costs. Mongolia, the area of the grassland alone is enough to make people headache, if you want to manage all the desertification places, how much money to invest in it?
They are really financially tight, it is good to deal with the daily expenses, which have spare money to get such a big sand control project ah.
Moreover, the economic pressure on Mongolia has been increasing in these years. They have to feed the people across the country, they have to deal with the deteriorating natural environment, they really want to do it but they can't do it.
They also know that sand control is a good thing, but looking at the money, they even lost the courage to start.
Speaking of the geography and climate of Mongolia, it is "hell difficult" to control sand. In Mongolia, the precipitation is very low, with the average annual precipitation that is only 100 mm. If the water is put in other places, it will wet the ground at most.
In Mongolia, only enough water has to be distributed between the vast grassland and the desert, which is really not enough points.
And, the temperature difference in Mongolia is too large. In summer, the temperature is exceeds 40 degrees Celsius, and in winter, it is so cold that it can drop to minus 40 degrees. Such an extreme climate is a double disaster for plants.
In summer, the heat wave is dry dry; not strong in winter, it is frozen into an ice skate. In this way, the desert plants have no chance to grow, and say what the sand.
Then look at the terrain of Mongolia, mostly plateau and mountain, not much flat and fertile land. Low-lying areas could have some rain, but if they were dry, they are worse than in the plateau.
As soon as the wind and sand blew up, the accumulated water evaporated faster than we thought, and within a few days it returned to the dry desert. In such terrain and climate conditions, it is not impossible, but as difficult as heaven.
Mention of animal husbandry in Mongolia, really let people love and hate. Why love? Because animal husbandry is the "lifeblood" of Mongolia, for hundreds of years, the Mongols rely on grazing to live.
There is a reason why I hate it (animal husbandry), because this animal husbandry, especially overgrazing in recent years, has suddenly turned large grasslands into desert. This is like digging a hole in their own eating bowl like, to the final loss or their own ah.
There used to be nothing wrong with grazing, when there were not many cattle and sheep, and the grassland was enough. But now, things are completely different.
After the market demand increases, the herdsmen want to earn more money, so they raise more cattle and sheep. The grassland was full of cattle and sheep. Before the grass roots grew out, they were eaten up by cattle and sheep. The land became more and more fragile, and eventually it directly became the sand.
The data do not lie. In Mongolia, 70 percent of the grasslands are now desertified to varying degrees. Grass roots are not, the wind blows, the soil was blown away, and finally only a piece of barren yellow sand.
Mongolian herders also realize that it is becoming increasingly difficult to find fertile pastures. The number of cattle and sheep is increased, but the grassland is rapidly disappearing, which forms a vicious circle.
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If you're looking for something similar to Call of Cthulhu but a bit more slimmed down, I'd suggest giving Delta Green a try. It's a very similar system, but trims down combat significantly, while keeping its deadliness.
It also improves a ton on the Sanity mechanics in a lot of ways, making it less random by adding elements of choice instead of just rolling for effect (as well as having to spend a resource to avoid bouts instead of hoping to fail the INT roll), and really adds a lot of personality to the characters by making their motivations and their NPC bonds vital to the system. Big reccomend!
Thanks so much for the recommendation! I've seen the game mentioned every know and then, but this pitch got me invested!
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Genestealers are a type of Tyranid that have been genetically modified to be able to infiltrate and infect other races. They are an important part of the Tyranid arsenal, as they allow the Hive Mind to spread its influence without having to commit more resources than necessary. The Genestealer Cults are a group of cultists who worship the Hive Mind, often unaware that they are being used by it for infiltration purposes. The cults were first introduced in Rogue Trader (1987), where they were described as worshippers of Chaos Undivided; this was later changed so that all members worshiped Nurgle instead. 10) Acolyte Hybrids Datasheet Acolyte Hybrids are the most basic unit in the Genestealer Cult army. They are cheap and effective, but they lack some of the more advanced equipment you'll find on other units. Acolyte Hybrids can be used as a counter-assault unit or as an objective holder, but they're best suited for holding down backfield objectives while your other units move up towards enemy lines. They're also useful for tying up enemy units that might otherwise threaten your more valuable models like Purestrain Genestealers or Patriarch Ghouls. 9)Neophyte Hybrids Datasheet The Neophyte Hybrids are another basic units in the Genestealer Cults army. They're also cheap, easy to use(like the Acolyte Hybrids) and can be quite effective if used correctly. They have a decent statline with an average of 3 wounds each (5 on their T4 bodies), which makes them hard to kill in combat thanks to their high toughness value and access to Power Weapons as well as special rules like Feel No Pain (FNP) and Furious Charge (FC). Neophytes are also one of the few units that can take Flamethrowers, making them great for clearing out infantry units or softening up vehicles before your Cult Ambush arrives on scene! 8) The Aberrants Datasheet Aberrants are the most powerful unit in your army, and they're also the most expensive. They're a melee unit that can be equipped with a variety of weapons and mutations, but they don't have any ranged attacks at all. Their main role is to charge into combat quickly so that they can get stuck into the enemy before they have time to react. Aberrants aren't especially good at fighting vehicles or heavy infantry (like Primaris Space Marines), but they excel against light infantry like Guardsmen or Orks because of their high Strength score and access to special rules like Hammer of Wrath (which allows them to reroll failed hit rolls). If you want something that's going to tear through hordes like nothing else in your army then this is definitely your go-to choice! 7) Genestealers Datasheet These guys are pretty much guaranteed to kill something when they get into combat. The Genestealer has three attacks with its claws and one with its tail, which makes it a great choice for taking down enemy infantry units. The only drawback is that they're not very good at taking out vehicles or monsters (though some players have had success using them against Space Marine Primaris Intercessors). 6)Magus Datasheet The Magus is the leader of your cult, and he's one of the most important units in your army. He has a ton of special rules that make him an invaluable asset on the battlefield. The first thing you should know about him is that he can cast psychic powers from any friendly model within 6" (including himself). This means that if you want to use your psychic powers effectively, you'll need to keep him close to his army so he can get into position quickly. The second thing I want to mention is his ability called "Independent Character". This rule allows him to be deployed separately from other units in your force as long as they don't have this rule themselves (such as another Magus). This makes it easier for him to get into place without having too many things blocking his path or getting in each other's way during deployment!
5) Patriarch Datasheet The Patriarch is another leader Genestealer Cult unit, and he's also one of the most powerful units in the game. He has an impressive statline that makes him a force to be reckoned with on the battlefield. His weapons include two rending claws, which have a chance to cause instant death on an enemy model; a pair of scything talons that allow him to re-roll failed hit rolls against infantry models; and an arm blade with which he can attack at Initiative 5 (the highest possible value). He also has access to some special rules that make him even more dangerous. The Patriarch's Noxious Vomit ability allows him to make all enemies within 6" suffer -1 penalty on their To Hit rolls for each successful wound caused by his attacks in combat; while his Unnatural Strength allows him to re-roll failed wound rolls against vehicles or buildings whenever he uses them against such targets! 4)Acolyte Iconward Datasheet They are spiritual guides who inspire their fellow cultists to greater heights of fanaticism and zealotry. The Acolyte Iconward is a great choice for your squad if you want to help them get up close and personal with your enemies, as they have the ability to give nearby units a re-roll on failed charges. This can be useful when charging into combat against other melee units or even tanks! 3) Primus Datasheet They're a leader, so they can give orders to other units and make them more effective. You need to protect them at all costs because if they die, so does your entire cult! They have some good offensive capabilities as well: their pistol has an AP value of -1 and can shoot twice per turn (once with each hand). This means that Primus can potentially deal 3 wounds per turn if he gets lucky with his shots. The best tactic for Primus is keeping him safe while still being able to shoot at enemy units from range; he should never be charging into combat unless absolutely necessary! 2) Leman Russ Datasheet Using the "Blood Brothers" rule, Genestealer Cults are allowed to add an Astra Militarum unit to their army. Your best option is to pick the Leman Russ Battle Tanks as they provide excellent value for the points cost. The Leman Russ battle tank is considered to be one of the best tanks in Warhammer 40k because of its toughness, armor, reliability, and ruggedness. It is said to be the most famous tank in the galaxy. It has a Toughness of 8, 12 Wounds and 2+ Armor, making it a tough tank to beat. Despite being crude, slow, and poorly-designed, the Leman Russ is still an excellent benchmark for the abilities and advanced nature of Imperial technology. Its armor may not be the most sophisticated, but it is practical and rugged, allowing it to weather the harshest environments or enemy fire 3. Additionally, the Leman Russ is an extremely complex and advanced main battle tank. 1) Aberrant Hypermorphs Datasheet Aberrant Hypermorphs are the most powerful and elite of the Genestealer Cults. They are created from those who have been infected with the Genestealer's genetic material, but have not yet undergone full transformation into a hybrid creature. These hybrids retain their human appearance, but possess incredible strength and speed as well as an ability to regenerate wounds at an astonishing rate. The Aberrants are often used as shock troops for Hive Fleets or by the cult itself when it needs to deal with particularly dangerous threats that cannot be handled by its regular forces alone.
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The museum itself was never explored and didn't really feature much as a point of interest: more as segways into battles iirc, and the subjects of them were Egyptian, Chinese, and a warped version of the Joan of Arc story. ( despite being French.. and I would argue that the whole story was a highly offensive take anyway!!) I see where you are coming from but these locales, again, are irrelevant and interchangeable.. even in the case of the wax museum, they fail to introduce anything outside of the mains and the akuma.
More french cuisine could have been explored. Boeuf Bourguignon? Quiche Lorraine? Crepes? Ratatouille? Marinettes family being bakers could have led into tons of great food cameos, considering a huge amount of french culture revolves around their food-- and Adriens family being obscenely wealthy had the chance to show off uniquely expensive and extravagant dishes.
While refined in France, iirc macaroons are of Italian origin... which falters even more considering Pre-cannon/PV Tikki's main food was croissants.
TA has an obsession with Kung Fu movies and Asian culture, which is shoehorned in at every turn (I still roll my eyes at the description of combat being "a jung Fu and Rock and roll dance" in one of the early scripts.) (Also what they did to luka... they sent his ass to BRAZIL and he learns KUNG FU but the mistreatment of Brazil is a whole other can of worms) It's still prevalent in the pre-cannon, meaning that the influence has been there since the beginning. Which fit better when the show was set in Belleville (Paris' Chinese district/chinatown for comparison) but is out of place with the severe erasure of Marinette's culture (look at her room!!)
But why is the miracle box "Chinese"? Why couldn't it have been french? Or generic fantasy?? Because TA (and I say TA because it's present in his early drafts) is obsessed with this.. elation, and mysticism of "Asia" as magical.. (they also did the same thing with Native Americans just uuughh fucking ew I hate it I hate it)
To roll back around to my original point, it's easy to treat miraculous paris like a fictional country because the show barely pretends to act like it's in Francenand introduces too many contrasting concepts. It just feels like a generic city that has a couple sprinkles of French influence as Flair but has no real substance..
And you know what, that's fine. If it wants to be that way, That's the show's own prerogative. But you can't really argue that it's "French inspired" and "has french culture" when it has no more culture than a kings day episode (where the pastry could literally be any other pastry) and haha "camembert funnie 😂😂😂"
My favorite part about miraculous ladybug is the fact that I get to treat France like a fictional country
#They could introduce a festival called the poopnbuttnheimer festival where they have to eat as many beans as they can fit#but then someone gets akumatized because their farts aren't loud enough#The only reason Adrian is there is because he is the face or the announcer or whatever of the festival#idk lmao
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how i learned ttrpg design, part 3
you can check out part 1 here and part 2 here
as always, this is about my personal experience learning ttrpg design, and i claim no particular expertise or authority on what constitutes "good" game design
3
so far, i've discussed the games i drew on for the start of my ttrpg education. now let's talk about how to improve (when you need to/if you want to). now, i'll say i don't think "improving" is a great way to think about it. i prefer to think about it as "how to be aware of the tools you need to accomplish your design goals"
for some people, the three games i've discussed are plenty for them to get started. these people tend to like experimenting for themselves and then doing more research when they need help. (i fall in this category.) other people may want to read more before starting in earnest. this is also a smart way to go. (obviously you can go overboard with researching so much that you never actually start, but we are far from that place here.) either way, at some point you'll need more information than you currently have.
how do you find the wisdom you seek? the best answer is simply asking for help from people you look up to/trust. but i've never been good at asking for help, so uhhh this post exists
quick story time. i recently visited maryland to go to my partner's sibling's wedding. in a local comic shop's manga section, i saw this book. i was like, oh fun, it's a manga about kids playing a goblin slayer ttrpg.
but then, when i opened the book...
mechanics!!
it's a TTRPG!! i don't know anything about goblin slayer, but now i'm combing through this book for cool tech. of note so far: at the end of every round of combat, each player has to make an attrition check. fail that, and your fatigue score goes up. at 4 fatigue, you fall unconscious. at 5, you die. punishes long fights and incentivizes players to find alternate solutions. it uses only d6s. and there are sections of fiction illustrated with beautiful manga art. these choices feel old school to me, but it came out in 2019. now i'm really excited. i'll get to see what japanese osr is like!
to me, this pursuit of ttrpg tech feels like discovering an ancient library and searching through old tomes for the power i seek. and there's an online version of this that anyone can dig through for ttrpg tech: osr blogs
old school renaissance/revival, or "osr," as far as i understand it, is a ttrpg genre/design paradigm, typically along the lines of old school d&d. i'm not the best person to explain this, but the way i think about this school of design is it tends to prioritize player skill over character skill. it's the difference between solving a puzzle and rolling to solve a puzzle. because of this, they often make really cool mechanics for challenging players that don't just amount to "roll a 20, do the thing." they also tend to share their thoughts on traditional blogs.
here's an amazing, meticulously catalogued library of keystone OSR posts
by marcia b., @/traversefantasy on twitter, who has an OSR blog of her own using marxist and freudian frameworks for analysis
rise up comus
by josh mcCroo, who's working on a game called his majesty the worm. pretty sure i don't have to say anything else
permanent cranial damage
by ava islam, whose assertion that "Armour Class and Hit Points are the same thing" blew my mind when i was starting out
goblin's henchman
which is where I found the hex flower tech that i adapted for HEXFALL's main mechanic
and one non-OSR blog, that of jay dragon
yes i am a possum creek fangirl. this blog is bananas good. if you haven't read up on playground theory, oh boy you're in for a treat
final takeaway: you never know where you'll find new tools and ideas!
obviously credit people and don't use what's not yours. but have fun and share cool tech with others when you find it!
hope this was helpful <3
p.s. another place that apparently used to have a ton of ttrpg activity was google+. every so often i hear whispers of digital libraries filled with all sorts of salvaged g+ ttrpg treasures. never seen an invite link with my own eyes though. if you hear anything, let me know, will ya?
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Critical Role: Final Words
Updated as of 9/15/2022, spoilers up to C3E34.
So given RECENT EVENTS, I thought it would be interesting to make a record of the "last words" of each Critical Role PC before their respective deaths, regardless of whether or not they were rezzed later on.
Obviously your mileage may vary here, since it can be hard to parse out what's said in and out of character, and it's possible I missed things as I was reading through the transcripts.
I'm only focusing on the main game here, as a note, so no Calamity.
Big thanks to https://kryogenix.org/crsearch/ for making searches a lot easier.
If there are words in brackets, that means those could also be final words, but I'm not sure if they count.
So let's get started! (Spoilers below!)
Grog's Death, C1E11, 3:33:33: Scanlan: Grog are you okay? Grog: Yeah. (scoffs) But a tickle. [No one told me he had a lightsaber.]
Vex's Death, C1E44, 4:21:10: Vex: I'm trying to-- Brother, I'm going to go look at the stuff that they're finding, okay? Be safe!
[Later on, she also said "All good, Kima!"]
Grog's Death, C1E50, 28:36: Grog: Yeah, I would not turn down some delicious boar.
Percy's Death, C1E68, 3:52:20: Percy: No matter what today, I forgive you, but I cannot let you leave.
Vex's Death, C1E80, 1:46:45: Vex: You don't got no wings anymore. Vax: She dead? Vex: No.
Scanlan's Death, C1E80, 1:54:22: Pike: Oh, sorry, Scanlan, I didn't see you there. Scanlan: Well, I'm behind a dragon, honey, it's okay.
Scanlan's Death, C1E83, 2:11:00: Scanlan: You so dumb, when thieves stole your horse, you chased them down and said, "You forgot the saddle!"
Percy's Death, C1E83, 1:27:19: Percy: She's down and vulnerable! Raishan: Not as down and not as vulnerable as you think. Percy: Oh, shit.
Vax's Death, C1E88, 4:22:00: Vax: [to Vex after she frees him from a Kraken tentacle] Love you!
Keyleth's Death, C1E97, 14:59: Keyleth: We're gods! [Marisha may have said this out of character, but Vex then said she heard Keyleth say this at 28:35, so it's canon now.]
Vex's Death, C1E102, 2:28:15: Vecna: Come, and be the next sacrifice for the new age. Vex: You're a dipshit!
Vax's Death, C1E102, 2:19:23: Vax: No one walks away. [Alternatively: Vex: *rolls a nat 20 on a con save* Vax: *unintelligible yells*]
Vax's Death, C1E112, 3:44:23: Vax: All right, fucknut, let's do this.
Vax's Death, C1E115, 1:40:12: Vax: How lucky I have been to have had all of you. How lucky, indeed. Thank you.
Vex's Death, C1 "Dalen's Closet," 2:03:50: Sylas: I've been thinking about this moment for so long, I planned so many elaborate ways to torture you and tear you apart and-- Vex: Tell us about them.
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Molly's Death, C2E26, 3:57:23: Molly: [to Keg about an enemy] You got that one? [Alternatively: Molly: *spitting with blood*]
Caduceus's Death, C2E55, 58:30: Caduceus: Are we moving? [Unsure about this one since Tal doesn't RP talk a ton during combat, so this is from even BEFORE the break.]
Nott's Death, C2E83, 3:11:39: Nott: Teach me how to read and write. Just kidding, I'm very smart.
Fjord's Death, C2E98, 3:13:10: Fjord: Intruders!
Yasha's Death, C1E30, 4:03:00: Yasha: I am your champion. [This actually occurred in the episode BEFORE her death, which was episode 131. We're counting this since it was said before she failed her last death save, even though she was technically still up and moving.]
Jester's Death, C2E140, 2:22:55: Jester: Arty!
Caleb's Death, C2E140, 2:37:57: Caleb: You're killing her, you're killing her, you love her, you're killing her!
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Bertrand's Death, C3E3, 4:08:02: Bertrand: Lieve'tel...
Orym's Death, C3E33, 3:14:45: Otohan: We've met before. Orym: Yeah.
Fearne's Death, C3E33, 3:32:15: Fearne: Boy... that was a hell of a run.
Laudna’s Death, C3E33, 3:29:19:
Laudna: We’ve seen the leylines. I know where they’re converging.
[Another instance of last words spoken the episode BEFORE she actually died.]
#currently this is up to C3E33#which could update as time goes on who knows#critical role#critical role spoilers#cr spoilers#vox machina#the mighty nein#mighty nein#bells hells#bell's hells#cr campaign 3#cr campaign three#critical role campaign 3#critical role campaign three#cr campaign 1#cr campaign one#critical role campaign 1#critical role campaign one#cr campaign 2#cr campaign two#critical role campaign 2#critical role campaign two
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would you like to stay forever?
SUMMARY⎮ Sparring with Pro Hero Kirishima Eijiro in his private gym at his home doesn't seem like a bad idea if you don't count the fact that you really, really like him.
STATS⎮ minors do not interact, 18+ ⎮ Rating: M (for mature) ⎮ WC: 5525 ⎮ Pairing: Pro Hero Kirishima Eijiro x Fem!Reader ⎮ Tags: Aged Up Character(s), Friends to Lovers, Sparring, Smut, Fluff, Age/Experience Gap (if you really squint) ⎮ AO3
NOTES⎮ Thanks to @spacelabrathor for listening to me scream about this and to @some-kindofgnome for fueling my Kiri fever dreams. Yes, that title is based on a Mulan quote. This whole fic was based on THIS POST and Kirishima seemed like the perfect character for this pwp. Hope y'all enjoy! (Also please for the love of God, click on the banner to see in HD if you’re on mobile, it looks so much better lol)
It was Saturday and even though you’re on your way to becoming a Pro Hero, you can think of several things you’d rather be doing with your one day off than going to Kirishima Eijiro’s house to spar. But here you are pulling into his driveway, going over combat moves in your head as if your life depended on it. They weren’t really serving their purpose which was to distract yourself. Kiri had offered up his personal gym, encouraged you to stop by with one hand in his pocket and the other rubbing the back of his neck as if he was nervous.
A couple of his friends had already taken him up on the offer. You were the only one he’d offered who hadn’t come over yet. He had texted you a couple of weeks later saying he was starting to take it personally… and then immediately texted with a laughing emoji just to clarify he was only giving you a hard time. It brings a smile to your face now as you remember it. Yesterday he had also clarified it would just be the two of you if you were self-conscious sparring in front of other people. You’d have the whole place to yourselves. Like that should mean something. Which it did. It does , you realize with butterflies growing in your stomach. Kiri doesn’t need to know that though.
The two of you had been toeing around something since you had been hired at Fatgum’s Agency a year ago. Neither of you had made a move. Kirishima, the Red Riot, was a big Pro Hero and while you took pride in your quirk, it didn’t hold a coin to some of the others you’d come in contact with. It had surprised you when Toyomitsu had brought you on. But he had mumbled something about “liking your spunk” and that he thought a teleportation quirk would be a useful one to add to his agency. The first day you had shown up, Kiri had immediately caught your eye. Not for the obvious reasons. Obvious reasons being the fact that he was climbing the Pro Hero charts or the fact that he had a dynamically interesting quirk or that at twenty-five he was already built like a brickhouse.
Those were all valid reasons, yes, but what had pulled you in was his smile and his genuine interest in you outside of your quirk. But he was just like that you had quickly discovered. He knew everyone’s coffee order and what they liked for lunch. He knew when to push and when to back off. He knew when to talk and when to listen , knew when he still had a lesson to learn. The kids flocked to him. Even now you’re still entirely convinced that’s actually his quirk, getting people to like him. It’s not a difficult thing to do though.
Your brain stutters back to the present when a text notification pings from your cell phone as you sit in Kiri’s driveway, picking at non-existent lint on your gym shorts. The cute ones you’re still convincing yourself were your only clean pair and that’s the only reason you wore them.
KIRI : i saw u pull up, u gonna come in or what 😂
Had he been waiting for you to get there? You tapped out a quick response, one that hid the little flip in your stomach at the thought: creeper, you were watching for me lmao
Response bubbles immediately flash on your phone screen but you’re angling out of your car and shutting the door before he can reply.
Somehow, this house fits Kiri perfectly. It isn’t big. You had seen pictures of other top-ranking Pros’ houses. Enji Todoroki’s house, for example, was fucking ridiculous. But even without a massive floor plan, Kiri’s house is nicer than any you’d been in for some time. Clean, straight lines and lots of windows. In fact, you can see straight through the floor-to-ceiling windows out to his backyard when you reach the front door. Is that a pool ? Kiri had tons of fun showing pictures at the agency; it was a well-deserved investment for his already multiple years of service as a Pro. The pictures hadn’t done the place justice though.
Kiri comes to the door, throwing it wide open with a huge grin that shows off his sharp teeth. You ignore the way your mouth goes dry as he drags you in, babbling on like an excited little kid at you actually coming.
“I really thought you were gonna back out! I mean, that would have been fine, of course. I just can’t see the point of having the whole place to myself all the time.” He’s irresistibly cute, walking around showing you the living room and the kitchen and pointing out to the backyard where, yes, there is indeed a pool. “You can come over any time and use that too if you want!” You thank him, warmth pooling in your stomach at how incredibly nice he is.
“Uh, we should probably get in the gym. I have… stuff to do later,” you finish lamely. You don’t have anything to do later but very quickly you’re realizing how far out of your depth you are here. The familiar beginnings of the head over heels fall is washing over you in steady waves. But you’re coworkers and the thought of coming to work every day and having to see his adorable face and not doing anything about it is almost making you nauseous.
“Oh, yeah, it’s just down the hallway,” he rumbles, leading the way and you follow trying and failing miserably to calm the nerves flashing through your veins. You’re here alone with Kiri , the man you’ve been crushing on since you’d started working with him a year ago. And now your stupid brain isn’t just thinking about what it would feel like to run your tongue along his teeth or how his hands would feel between your legs. No, your stupid brain is thinking about what Kiri looks like when he first opens his eyes in the morning.
Your one-track mind is not getting any help, especially when Kiri walks through the doorway of the gym addition and immediately proceeds to pull his shirt up and over his shoulders and tosses it to the side. Shit. His back muscles ripple with the movement and when he turns to face you, it’s heart-wrenchingly obvious that he has no idea the effect he’s having on you. He has to know . Doesn’t he? From your end, it seems wildly obvious that someone as good-looking as him should know .
You glance around, eternally grateful for the fact that the gym is also attractive. Floor to ceiling windows span two of the walls here as well and there’s a large set of French doors leading out to the yard. You find yourself actually in awe when you get a better look at the landscaping. It’s so green . There’s a small patch of lawn but the rest is just artfully arranged native flora and fauna. Violets, tulips. Huge hosta plants. And cherry trees heavy with their signature sakura blossoms.
“Kiri, it’s beautiful!” He comes to stand beside you, looking out the French doors as well.
“You like it? I guess it is pretty nice, huh?” You glance up at him, your chest expanding on a lurch looking at his smile. You’d never noticed before but he has a light dusting of freckles across his nose.
“Yeah, really nice.” You look out again, letting the silence grow until it feels like the most comfortable thing in the world. After what seems like an eternity Kiri clears his throat, rocking back on the balls of his feet. “What are you thinking for today?” The question leaves your lips and you’re immediately regretting it; your stomach flips again when Kiri looks at you like you’re prey.
“Close combat, hand-to-hand combat. You did mention a while ago you wanted to strengthen that, right?” You throw your head back, rolling your eyes, and groan. The two of you make your way to the center of the mat.
“Yeah, I mean, I’d be scared to take me on too,” Kiri says, large hands on even larger hips. He isn’t as tall as some of the other heroes at six foot three inches but he’s wide , thick. You know for a fact you couldn’t wrap your arms around his waist and have your hands meet. He’s wearing the biggest shit-eating grin you’ve ever seen. The sharpened points of his canines are out and on prominent display. Famous last words you think as a snarl erupts on your face.
“I’m not scared , Kiri. I just don’t want to wear you out . You’re a Pro Hero. You’re on the job a lot more than I am. Plus, you’re getting kind of old. Is that a little gray I see coming in?” Kiri bares his teeth even more but it’s not lost on you that he quickly reaches up to rake his fingers through his hair. There isn’t any gray, obviously , but the thought has Red Riot distracted. Distracted enough that when you plant your feet and your fist connects with his face, your knuckles hit skin and not the reinforced rock of his quirk.
“ Shit.” Kiri takes a step back, reaching up to cradle his jaw. His tongue swipes out to lick at the blood on his bottom lip. His vermillion eyes find yours and if you didn’t work with him on a regular basis, you would have felt fear at this moment. You know he wouldn’t hurt you but even now, a thrill races through your veins like electricity. He looks as if he’s going to devour you. You take your own step back, readying your quirk, reaching out to it as your fists hold their position in front of your body. A dark chuckle spills from his chest as Kiri calls on his own quirk.
Now it was your turn to be distracted; you had always been fascinated by Kiri’s quirk, the way his body looked when it hardened up. The ripples of muscle still visible under the toughened skin. The divots and ridges and how they mapped their way across his shoulders and chest and abdomen. You knew how it felt to the touch in fake combat. The Fatgum heroes all took pride in maintaining a healthy routine; sparring was a common workout that was previously done at a local public gym. You wonder absently what it would feel like to touch him slow and at the moment. When you could give extra attention with extra time.
Kiri closes the space between the two of you at the moment your mind strays and you barely are able to teleport out of the way to avoid him crashing into you. You try to take a swipe at him as you materialize from in front of him to behind but this time he’s ready for you and he’s using his quirk. Instead of moving out of the way, he plants his feet and allows your punch to hit. Pain radiates up through your fingers and wrist. It always irritated you that you had to prepare yourself to strike Kiri when he was using his quirk. Otherwise, you’d be in for a whole lot of hurt every time you landed a punch.
Teleportation is a pretty handy quirk. It gives you a pretty good advantage the more you work on your close combat skills. The trick with Kiri was to keep going at him until he ran out of energy. You hadn’t gotten to that point yet; your quirk had its limits as well. You were only two years out of UA, Kiri was out by seven. His strength was already fairly unmatched; sparring with him was always good practice. You relish the thought of the day you can win a sparring session without tapping out. It surges through you like pure energy.
You teleport to stand in front of him again, shifting your weight into your hips and up through your right hook. This time your fist connects with Kiri’s side and he lets out a small grunt. Your fingers don’t hurt so bad this time and by the time Kiri is retaliating, you jump back a few feet. He hmms, a sound that reverberates from his chest.
“That’s all well and good but how do you expect to do anything if you jump that far away?” He lunges forward at a running start, leaping at the last second, sending his gloved fist into your stomach. You were fast, but still not always fast enough. You double over, the air rushing from your lungs and your pre-workout protein smoothie threatening to exit back the way it went in. Sweat is already beading on your brow and sliding under your tank top. You take a few breaths through your nose when an idea pops into your head; you stay bent over. “Hey, I didn’t hit you that hard. You good?”
Kiri comes to stand in front of you, leaving him vulnerable. He can’t see your smirk until it’s too late. You wail on him, using some of the basic combos he’s taught you before today. Satisfaction rolls through you when he actually takes a step back. But then he puts his arms up in front of him, clenching his abdomen and bending inward to protect his core. He drops just a fraction and before you realize what’s happening, he’s swiping his leg out to push through yours. You watch in slow motion as you see his laughing face then the ceiling of the gym as you flip and land on your back.
If you thought you were out of breath before… “Fuuu-.” It’s a wheeze that feels like it’s ripping your chest open. You’re seeing stars. Kiri stands over you, hands on his hips again. You stare at his face; the hero has his hair pulled back into a bun. You snort, rolling your eyes. Why does he still look so fucking good? The sweat has caused some of the pieces falling out of his hair tie to curl. His hair has curl to it? You’ve never noticed before, considering he always gels it into spikes. You like the curl. “Are you--are you gonna help me up, or what?” It was still painful to talk.
Kiri tilts his head to the side, just slightly, and crosses his arms. “I’m thinking not. Last time I let down my guard you got those good combos in.” You stare in stunned silence, sitting up so you’re supported by your elbows. Kiri shifts slightly and if you didn’t know better, you’d say he’s backing up to… get a better view.
“Is that any way to treat your student, Red Riot?” You know you get under his skin when he clicks his tongue against his teeth and holds out a hand with a begrudging eye roll. He pulls you up with ease, quickly enough that you almost lose your balance, swaying into his space. You look up, eyes moving back and forth between his.
He draws in a breath and drags his bottom lip between his teeth. “First of all,” he says as he places his hands on your upper arms, “I’m not your teacher. I’m not that much older than you. Secondly,” he mutters as he tucks a stray lock of hair behind your ear, “our relationship isn’t that formal is it?” He’s so fucking close. This is getting dangerous. Dangerous because Kiri is within kissing distance. Dangerous because this gentle side of him is making you lose more breath than falling on your ass. Dangerous because the thought of Kiri taking you on the floor right now is almost too much to bear.
So you fall back on what you’re here to do. Fight. You flash him a wicked smile before rallying your quirk and teleporting a few feet away. His hand is still raised in mid-air and when his head whips to look in your direction, his crimson eyes are narrowed and his nostrils are flared. He laughs and rolls his neck, dancing on his toes.
“Okay. I see. I’m not gonna go easy on you, you know?” You snort and put your fists up in front of you again.
“As if you were going easy on me before, Kiri. Bring it on.” He smiles, the sharp points of his teeth enough to make your thoughts swerve again before you bring them under control. “Bring it on,” you whisper more to yourself as you brace for the fight.
Two hours later, you feel the strain in your muscles. Your quirk is running low on reserves and you know you won’t be able to use it much more. Kiri looks like he hasn’t wasted a breath but you can see he’s getting tired in the way his feet don’t move as sharply. And if the length of time he’s using his quirk is any indication to his state of mind, you know the two of you will be calling it a day soon. But you’re also both stubborn. And you’re dying to get one more good move in on him.
The cockiness the two of you had at the beginning of the sparring session hasn’t gone away but has burned hot into determination. No more smiles, only clear-headed concentration. The two of you are an arm's length from each other, throwing various punches and switching quickly between using your quirks and not. You’re breathing hard, sweat gathering at your brow as you throw another right hook that Kiri easily blocks.
“Get out of your head. You can be too predictable sometimes.” He doesn’t mean for it to come across as rude but the words strike a match to a guttering fire. You bare your own teeth at Kiri even though they aren’t sharp and probably don’t look nearly as threatening but it helps you feel powerful nonetheless. You drop without a second thought, lowering to your palms and sweeping your leg out in front of you in a wide arc. A grin spreads across your face when your calf meets Kiri’s ankle. He’s too physically dense for this move to work if he had seen it coming. But he doesn’t. And his solid 220 pounds of muscle falls hard.
You allow yourself the satisfaction of the moment for only a split second; Kiri’s recovery time is much shorter than yours so it isn’t long before he’s scrambling forward. He goes straight for your wrists to subdue you but with a smirk, you realize in his haste he’s put himself in the perfect position for you to possibly gain the upper hand. You scoot up away from him just enough to drag his arm forward and swing your legs around his neck. Then you elevate your hips and lock your core.
It’s over from there as you squeeze with every last ounce of strength left in your body. It doesn’t take long for him to tap out. You release as soon as you feel his loose hand tap your arm; he collapses over you and you’re too tired to move away or push him off. Now his breathing is rough and you feel a surge of pride. You reach up and place your hand on his head where his bun has come undone; he’s so heavy but it doesn’t feel bad. In fact, the feel of Kirishima resting his head and upper chest on your stomach is feeling nothing short of good . He’s still between your legs and suddenly the air is crackling with a new kind of energy when you gently comb your fingers through his hair.
He rises up, his hands on either side of you. His hips rest between your legs; the mingled heat radiating from both of you is almost more than you can take but there is no way you’re going to move anywhere. He leans forward, so close you can see the flecks of burnt orange in his eyes. If you moved forward just a little, you could close that space between you. He leans down more, his mouth right next to the shell of your ear.
“Maybe not always predictable. You did good today. Probably some of the best fighting I’ve seen from you so far. Keep it up.” He grunts, a shift of his hips allowing the curve of his cock to brush against your clothed sex through his gym shorts. He stiffens in what you think might be embarrassment. “Shit, sorry, let me just, uh--” The stuttering mess he becomes right before your eyes makes something lurch in your chest; you reach for his face without thinking.
“Kiri,” you whisper, rolling your own hips against his. His cheeks are burning a shade of red almost as vibrant as his hair. You bring up your other hand, holding his face between them and bringing him down to settle over you once more. Your lips meet his; he seems to war with himself for just a moment. A suspended second in time. But then he gives in, slipping his tongue against yours in a delicious sliding vision of what’s coming.
He reaches between you to slip his hand under your tank top; his hand is big and nearly encompasses your side. But it’s warm and gentle. Gentle. Who would have guessed that Red Riot could be so fucking gentle? But he is and when his hand moves lower to slide below the hem of your shorts, you give yourself to him with no reservations. His middle finger passes through the mess of your sex; a hissed breath rattles through his chest as your back arches on a ragged groan.
“ Shit. You’re so wet .” He slides his finger back and forth, gathering your slick on the thick digit. He takes his hand away and you mewl. “Can I?” He asks breathlessly as he hooks his hands on the hem of your shorts. You nod, eyes half-lidded. He pulls them down along with your underwear and the way he looks at you, at what’s between your legs, you don’t even have the wherewithal to feel self-conscious. Adoration. It’s the only word you can think of and it makes you wonder if you’d made a mistake waiting so long.
He’s on his knees when he takes your legs and drapes them on either side of his hips; this time he doesn’t hesitate in slipping his finger into your cunt. You nearly see stars just from that and if one finger is any indication, you’re in for it. Slowly, he adds another, his hand pumping into you in a steady rhythm. You’re grabbing for the ground, grabbing for him as a strangled noise pushes from your throat. He reaches out with his other hand to splay it across your sternum and it’s the only thing anchoring you as he adds the third finger before scooting down to put his mouth on your clit.
“ Kiri,” you keen, shoving your hips into his touch, frantically scrabbling for his wrist that’s on your chest just to have something to hold on to. He’s done this before, he’s had to. He’s too good. Too fucking good. Already there’s coiling in your gut as incomprehensible words tumble from your mouth. “Shit. Shit. Kiri I’m--I’m gonna--” He rumbles approvingly against your clit; the vibrations send you closer and closer to the edge and when it crests, your back arches near pain as you cry out, your voice echoing in the gym. It’s deep, roaring through all of your limbs but Kiri keeps going, fingers still pumping, tongue still swirling around your sensitive nub.
Another orgasm breaks over you sharp and quick and the overstimulation has your legs quaking as your arousal gushes over Kiri’s hand and tongue. But then he’s moving again, and you’re blearily aware that he’s shoving his own shorts and boxers past his hips to free his cock. You stare as it bounces back to sit near the planes of his stomach; it’s already leaking steadily with precum. Kiri looks back at you and when your eyes meet, you dart your tongue out between your lips to wet them. Another time, maybe.
Kiri leans forward to lift you up and the closer you get you can barely see any red in his eyes; his pupils are blown, his nostrils flared as he lifts you like you weigh nothing . He could snap you like a twig. But he won’t. You know without a doubt this is the safest you’ve ever felt, even as he lowers you slowly over his cock and it does feel like you’re being split .
“ Fuuuck…” You wrap your legs around him, your mouth dropped open, your hands gripping his shoulders. You try not to dig your nails in but it’s almost impossible with how you’re being filled. You knew Kiri was big but this was almost too much. His forehead drops to yours as he pants. But he’s not moving, won’t move until you tell him to. It makes your heart ache and your cunt floods, drunk on the affection thrumming through your veins. You roll your hips experimentally and the friction is bliss. “Oh fuck, ohfuck.” You move again, pushing yourself up and back down, listening to the hitch in his breathing. “ Kiri, please, ” you whisper. Those words… they’re enough.
Kirishima grips you by the hips, his fingers splayed and digging into the flesh; it’ll leave bruises and the knowledge cracks through you like electricity. Let him leave marks. Let him leave them everywhere. He’s moving you up and down his cock, grunting, mumbling. “Tell me, Kiri, tell me.” His eyes meet yours again and his own mouth drops open.
“Fuck, you’re so good. S’ tight. Jesus, I-- ” Kiri moves his hands from your hips to support you as he lays you down on the floor of the gym. The idea should be questionable but it’s not, it’s fucking not and you can’t concentrate on any other thoughts when Kiri grabs your wrists and pins them gently above your head with one hand while the other comes back to your hip. He thrusts into you at a brutal pace but… it feels like home and you think in that moment as your cunt begins to seize around his cock that you would give up forever to continue touching him.
“Yes, Kiri, yes. Right there, right--shit yesyes yes. ” He pistons up, the veins of his cock rubbing just right and when he releases the grip on your hands, they’re moving to wrap around him on instinct. He’s planting kisses along your jaw, mouthing up to your lips and back down to graze his teeth over your pulse point. “Do it, fuckin’ do it, let them know ‘m yours, ” you slur and when he bites down you crash over the edge on a groan that’s really more of a scream. Everything goes black but you're cradling him to you as his movements become more erratic. The snapping of his hips is getting sloppier by the second and a steady growl punches from his lungs with each breath. “Cum, Kirishima, cum inside me.”
He’s never heard those words before and it lights a fire in his veins. His head is buzzing and then he can’t hear anything as his cock releases and he’s spurting searing hot ropes of cum into your cunt. He goes until you’ve milked every last drop from him and he’d be lying if he said his world didn't suddenly feel whole. Finally, his body settles and his chest drops to yours. Everything slowly bleeds back into focus and somehow, everything seems more colorful than it did moments before. You’re still clinging to him.
“Kiri. Kiri, babe, I can’t breathe,” you say and he slowly rises, taking in your blissed-out expression. Your eyes can barely stay open, your cheeks are flushed. He backs up to see his handiwork on display, hyper-focused on the trail of the mingling cum dripping from the mess of your sex. But you’re smiling. Lazy and tired, completely at ease. “Wanna take a shower?” When you nod he doesn’t hesitate in standing to kick his underwear and shorts the rest of the way off his legs and then he’s grabbing you, scooping you into his arms and against his chest. He pads out of the gym and across the hall to his bathroom where he deposits you on your feet, only after he’s sure you can stand and only long enough to turn the shower head-on.
He puts his hand under the water, waiting for it to get warm. Steam billows from behind the glass door when he’s turning back to you to remove your tank top and your sports bra. Thank god you chose the front-closure one today; you didn’t think either one of you wanted to struggle to get one up over your head right now. When your breasts spill out of the high-impact fabric, you notice with tender amusement that his cock is half-hard again. His eyes go dark again and he leans in for a kiss. But it's slow and sweet.
"You're so fuckin' beautiful," he whispers. He ignores his arousal, ushering you into the stream of water. Your care is the only thing that matters to him right now. The heat slides across your body, and when Kirishima steps up behind you and begins soaping up your shoulders, it feels like heaven .
You take turns washing each other until you’re both blissed out in a different kind of way and the only thing either one of you can think about is sleep. But the afterglow is fading and doubt is creeping in. When you step out of the water, you stand awkwardly as Kiri hands you a towel. “You okay?” He’s actually concerned and you can’t put your finger on why you’re so fucking grateful for it.
“Yea, just tired. I should, uh, probably get going.” Kiri freezes and you think you’ve said something wrong, already crossed a line. Your brain is like a broken record as the stomach-curdling image of having to see him at the agency flashes across your eyes in vivid detail. But then he’s stepping into your space and pulling you in for a hug. A hug.
“Don’t go,” he whispers into the crown of your head and it has you smiling like an idiot against his chest. His skin smells clean and warm with a hint of spice. You bury your face further in as you nod against him. Then he’s leading you to his room, to the king-sized bed. He peels back the comforter and the white sheets and pulls you in beside him. Your back is against him and he hooks his foot around your ankles, bringing you even closer.
He doesn’t say anything more, just lets out a huge sigh as he wraps his arm around you. The last thing you notice before your eyes flutter shut is how your heartbeats are thumping at the same steady rhythm.
Late afternoon sunlight slants in Kirishima’s bedroom window, creating interesting patterns across his blanket. It’s pushed towards the end of the bed, your legs intertwined and tangled in the sheets. He’s still dozing, his breathing not quite that of someone sleeping but not of a person fully awake. You reach out to cup his cheek, stroke above his eyebrows, caress his lips with your thumb. A contented sigh leaves his chest as he grabs your hand and kisses your wrist. His eyes are open now and he watches you. You smile at him, snuggling closer, not wanting the moment to end.
“Hey,” he says quietly, suddenly serious. “I just want you to know, I don’t do this all the time. I mean, I’ve been with other people before but I don’t… I don’t really hook up .” Things start clicking into place as you realize what he’s trying to get across. He just fucked you stupid in his personal gym and somehow he looks bashful. And because you love it, you’re not going to help him along. You just watch, biting your lip to keep from giggling. “I just. I guess what I’m trying to say is I like you. I’ve liked you for a long time. And normally I would have wined and dined you first but... Well. Here we are. Would you like to stay for dinner?”
That’s the last straw; your laughter comes bubbling out of you and Kiri is leaning back to look at you with a quizzical expression on his face. “Is something funny?” That just makes you laugh a little harder but the confused look he’s wearing has you leaning in to press your lips against his.
“I’ve liked you from the first day I met you, Kiri. I’ll one-up your offer and tell you that I might like to stay forever.” A grin rips across his face and your heart blooms with warmth and affection. The world seems full of possibilities but none of them matter except for the possibility laying right in front of you.
#kirishima x reader#kirishima eijiro x reader#kirishima eijirou x reader#kirishima eijiro#kirishima eijirou#pro hero kirishima#red riot#kirishima smut#bnha#mha#boku no hero academia#my hero academia#kaitsuki writes#oh my god i had such brain block#writing this one#because i get too in my head writing smut#BUT i hope everyone still enjoys#we stan kiri in this house
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@fabricandcircuits Check out The Black Hack! I mentioned it in the original post. It’s a good try for dipping your toes into non-D&D RPGs because it’s designed for old-school D&D compatibility, with the idea that it doesn’t play like D&D but you should still be able to pick up any material made for 70′s/80′s D&D (and tbh even some modern D&D materials) and be able to run it with little to no conversion required. It features the classic D&D six-stat array and features the 4 classes from the original D&D set, but its main feature is that it streamlines almost every action in the game to a d20 roll-under ability test (so, to do anything that involves Strength you have to roll equal or lower that your Strength on a d20 and so on with all other abilities). The Black Hack 1e is only like 20 pages long so it’s pretty easy to read through it and check out if you like it, The Black Hack 2e is like 120 pages long because it adds a ton of additional content on top of the core rules. Longer but still much less daunting than any of the D&D core rulebooks.
Knave is also designed for D&D compatibility like The Black Hack but it takes a bit of a different approach. It’s a classless system where what your character can do is defined mostly by stats and the equipment they’re carrying. It also uses the six standard D&D abilities, but they work a little bit differently, with its main feature being that any roll can be treated as a player-facing roll or a GM-facing roll (e.g. if you attack a goblin, the action resolution can be treated as either you rolling to hit the goblin, or the goblin rolling to avoid your attack, the system is designed in such a way that both of these rolls are mathematically identical). Like TBH 1e, the whole system is just 20 pages long, and can be used to run pretty much any old D&D adventure with little to no conversion.
Also Mausritter which is probably my favorite RPG and the one I recommend the most as a starting RPG. It’s still somewhat D&D-inspired but much more loosely than the other two systems I’ve mentioned, and with a woodland creatures setting similar to Mouse Guard or stuff like that. It’s uses a d20 roll-under system like The Black Hack, but with only 3 stats (Strength, Dexterity, and Will), combat is very fast-paced, streamlined and dangerous because all attacks hit by default and you only roll for damage, a lot of systems are tied into inventory management, which this game manages to make challenging but fun, and it has an extremely cool magic system mechanically adapted from GloG. It also manages to cram an extremely solid set of GM tools into its short pagecount. If you check out only one of the systems I’m talking about here PLEASE let it be this one.
Now if you want to venture beyond safe D&D-adjacent territory and try something completely out of left field with an interesting resolution system, you can try Blades in the Dark, which uses an interesting d6 pool system where the score of your skills defines how many d6s you roll when you attempt to do something that involves that skill. Tho if you’re used to D&D’s binary pass/fail resolution system it might take a while to wrap your head around BitD’s system, where straight-up successes are rare and most rolls end up being a success with a complication, which is treated as a negotiation between the GM and the player.
A TTRPG mechanic that I think is completely redundant but remains in use in a lot of D20-based systems solely because it's a D&D sacred cow and there's an awful lot of people for whom D&D is their only frame of reference is the idea of "Ability Scores" (e.g. STR 14 ) and "Ability Modifiers" (e.g. STR +2).
A lot of loosely D&D-inspired OSR games get rid of one of those concepts (either tossing aside the +2, -1, etc. modifier and converting all ability checks to d20 roll-under, like The Black Hack, Into The Odd, or Macchiato Monsters; or keeping just the +2, -1, etc. modifier and letting that modifier be the only value that defines your abilities, like Mörk Borg) and at no point it's made me feel like "oh boy, it sure would be better if there were two different values for this attribute of my character, one of which barely ever comes up during play".
Like even with D&D itself, in modern editions there are barely any mechanics that use your ability scores. It wouldn't be much of a stretch to just get rid of them entirely and build the whole system around your modifiers.
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