#and reckless gives you advantage on your attacks on the turn
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warlordfelwinter · 1 year ago
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i think if i ever made a bhaalspawn dnd character theyd be a barbarian-rogue multiclass. just the most murdery thing i can think of
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girlgenius1111 · 10 months ago
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talk more
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alexia is stressed upon return to the international stage after her knee issues. she has the most aggressive game of her life against you, and you end up injured. you're both not telling each other how much you're really struggling.
this contains a completely made up and illogical game, don't come at me
cw: contains descriptions of a panic attack
-----
Alexia was on edge, even more so than she had been when you'd left your shared apartment a week ago for England camp. She'd gone to Spain's camp, both of you preparing with your respective teams for the upcoming nations league matches.
Alexia was back from her persistent knee issues, with something to prove. You knew how your girlfriend's mind worked, and you knew she was putting a lot of emphasis on this game. It was why she'd been distant the past week, why she was avoiding eye contact with you as you both stood in the tunnel, preparing to go out onto the pitch.
You hadn't mentioned your own problems when you'd spoken briefly to her over the phone. They seemed inconsequential compared to hers. You were exhausted, incredibly stressed, and you felt like responsibility for the whole team rested on your shoulders, what with Millie and Leah both out. You and Mary had stepped up, and the weight of trying to live up to your captains' was crushing. Alexia did this all the time, though, you reminded yourself. There was nothing to complain about. Once this game was over, she would relax, and so would you.
As you walked out onto the pitch, you ignored the pang of hurt when Alexia didn't even glance her way. It was time to play, time to win, not time to worry about your girlfriend ignoring you. Soon, though, you were worried not just for her, but for everyone else on the pitch. Alexia was playing aggressively, and for the most part it was paying off for her. The ref was being incredibly inconsistent with calling fouls and giving cards, something Alexia was taking advantage of. After she practically shoved Tooney to the ground on a corner, you spoke up, annoyed with how reckless she was acting.
"Cool it, Alexia. You're gonna hurt someone." You said quietly, as you briefly jogged past her. She just looked at you, mouth still pressed into a hard line, barely acknowledging that you'd spoken. You sighed, knowing it was just a matter of time before she was the reason someone had to go off.
You didn't expect it to be you. In Alexia's defense, it was a mostly clean tackle. She caught your ankle, yes, but she had touched the ball first, making it clean. Your ankle crumpled under you, though, and you collapsed to the pitch in crumpled heap with a cry of pain. Alexia stood, looking down at you, horrified, as if only now just realizing the consequences of your actions.
She was shoved out of the way by your teammates, who quickly made their way to your side. She didn't go far, though, looking on, distraught, as your teammates called out for the physios, and you writhed on the ground in agony.
They appeared, asking you questions, and Alexia thought she was going to throw up when they called for a stretcher. How had she done that to you? What was wrong with her?
She stepped closer, hesitantly, trying to get your attention, whether to apologize or beg for forgiveness, she wasn't sure.
"Amor," she asked quietly. Your eyes flew to her above you, and your gaze hardened.
"No, Alexia. Go away." You said through gritted teeth.
"Okay. Lo siento, amor. Lo lamento." she said, backing up and chewing insistently on the side of her cheek. The stretcher arrived, and they got you on it. Every sound you made, every groan of pain, felt like Alexia's heart was being ripped out of her chest. She felt an arm on her shoulder, and turned to find Irene standing behind her.
"Go off, Ale, go with her. We're up anyway." It was true, Spain was winning, and there wasn't much time left. Her departure from the game likely wouldn't cause the team any issues. Still, she shook her head. You were being lifted up, carried off the field now. Alexia wanted to rush forward, wipe the tears off your face, kiss the grimace off your lips.
"No, she doesn't want me right now. I fucked up." Alexia choked out. Irene sighed, not really blaming you. Alexia had been playing like a crazy person today, like she had something to prove.
"Go anyway. You get her to forgive you by proving that you're sorry. So go." Irene insisted, and Alexia paused, before nodding and heading to the sidelines. She was subbed off, and she headed into the tunnel after you. She turned towards England's side, not quite sure how to find you. Luckily, Leah was standing in the hall, talking to a member of the staff. Alexia cleared her throat, and Leah turned towards her, clearly trying to keep her expression neutral.
"Where is she?" Alexia rasped.
"Hospital." Leah responded, voice hard.
Alexia sighed, a few tears escaping against her will. She normally would never, not ever, let an opponent see her cry. When it came to you, though, it was like she had no control over herself. Leah softened slightly at the sight.
"Come on, I'll drive you." The match was in London, and Alexia was glad she didn't have to wait an unknown amount of time to get to you.
"I do not think she wants to see me." Alexia admitted, despite following Leah towards the exit of the building.
Leah rolled her eyes. "All she's wanted for the past week is you, Putellas. And instead of giving her that, you break her ankle."
"What do you mean? She wanted me?" Alexia questioned, confused. You'd seemed okay with the distance she'd imposed on you, telling her you understood that she needed to focus.
They arrived at Leah's car, climbing in, and Leah began driving before she responded.
"She's having a hard time. She has this stupid idea that she needs to be just like Millie, or me, instead of being herself, which is why she was chosen to lead. She's stressed and exhausted, not to mention worried about you and your return. She needed her girlfriend, Putellas. More than anything."
The midfielder felt the last of her strength crumble, and she spent the rest of the car ride silently wiping away the tears that ran down her face. She would fix it, she promised herself. She'd do anything to fix it.
-----
Alexia wasn't at the hospital long. You'd asked Leah not to bring her to your room, and send her back to your apartment with your key instead. Your ankle was broken, it turned out. You were in a boot, on crutches, and miserable, that much Alexia knew. If you were furious with her, or just marginally angry, she didn't know.
She showered quickly, throwing on some of your clothes as she left her bag at the hotel the team was staying at, before settling on the couch, knee bouncing nervously. She wished the apartment was a mess or something, so she could clean it, but it was spotless. She'd already ordered dinner from your favorite restaurant, so she didn't need to cook. Leah texted her when they were downstairs, and she tried to swallow her anxiety as she heard the door open.
You hobbled in, Leah following with your bag. Alexia stood, taking a hesitant step towards you. You didn't even really look at her, crutching by her to sit on the couch. You threw your crutches to the ground, and put your head in your hands, the emotions of the day finally catching up to you. Leah placed your bag down carefully, shooting Alexia a glare, before she kissed the top of your head.
"Call if you need me, okay?"
"Okay," came your response, muffled by your hands.
Alexia moved your crutches to sit against the couch, before taking a seat on the coffee table in front of you.
"Amor, I am so so sorry."
"It was a clean tackle Alexia, don't apologize." You reply, voice emotionless. Your girlfriend shifted uncomfortably.
"I am still sorry. And I am sorry I was not available this week. I should have talked to you more."
"It's fine."
"You are not mad at me?" Alexia wondered. At this, you finally lifted your head out of your hands, looking at your girlfriend with bloodshot eyes, and a flushed face.
"I am mad. I just don't have the energy to be angry with you right now. I'm too exhausted, my ankle fucking kills, and I've missed you too much. It's pathetic." You cry, reaching a hand out towards the blonde. She doesn't waste a second, taking your hand in hers and pressing a few kisses into the back of it.
"It is not pathetic, amor. You need me, that is okay. You can yell tomorrow."
"I needed you all week," you say quietly, and her grip on your hand tightens.
"I know, amor, and I should have known that, and been there for you. I am here now, though, and I am not going anywhere. Not until you are better."
You looked at her through long, wet, lashes. "Promise?" you asked, voice cracking on the word.
"I promise, mi amor, I promise." Alexia assured you. You pulled on her hand, and she shifted onto the couch, bringing you into her lap, minding your ankle. You collapsed into her, face finding it's favorite spot nestled against her neck. You were getting her skin wet with tears, but she didn't seem to care. In fact, she seemed content to sit there with you until you felt better, no matter how long that took. You pulled away before you really felt much better, though.
"Where are you going?" Alexia asked with a slight pout.
"My ankle hurts," You admit, watching as her expression falls into one of immense guilt. She eases you off of her, back onto the couch, instructing you to stretch your legs out.
"Can I?" She asks quietly, hands hovering over the straps on the boot. It was a test, you knew, to see how angry with her you were, deep down. If you trusted her to take care of your injury or not.
"Be gentle." You ask quietly, and she sighs in relief, nodding. Alexia begins to unstrap the boot, lifting the front piece off before sliding it down and off your foot. You winced, the slight movement sending waves of pain up your leg that made you feel sick. Alexia dropped the boot onto the ground, watching carefully as you shut your eyes, willing the pain away. When you opened them, you noticed that Alexia was trying to discreetly wipe a tear away.
"Hey, what is it?" You ask, concerned, grabbing her hand before she could leave the room.
Alexia scoffs, but sits back down. "I broke your ankle. You are in pain because of me."
"Alexia, it was a clean tackle. I'm not mad that about it. It could have been anyone. I'm mad that you were playing like you wanted to get a red card, putting yourself and my teammates in danger." You explain.
"You are not mad about the tackle?" She asked incredulously.
"No, that would be stupid, that was practically your one clean tackle of the game. I'd like to talk about why you were playing like that, though." Alexia wasn't one to play super rough, and you knew that it was likely a result of some issue she was having. It was hard for you to get her to tell you what was going on in her head.
Alexia is quiet for a minute, working out her rather complex feelings of guilt at the moment. If you weren't angry about that, should she feel so furious with herself? The way she'd played was a whole other issue.
"Can we talk about it tomorrow? I want... I want to just be with you tonight. Take care of my girl." Alexia asked. You softened at her request, opening your arms, and gesturing for her to move closer. She leaned forward holding tight to you, inhaling your comforting scent. You were with her, and you were okay. That was all that mattered to her.
"Of course, baby." You murmured, kissing her temple lightly.
And take care of you, she did. She brought you dinner once it was delivered, and carried you into the shower, holding you up the entire time whilst you bathed and washed your hair, even though she'd already showered. She helped you into your pajamas, before getting your ankle propped up on a pillow, wrapped in an ice pack while you reclined on the bed. She stood anxiously next to your side of the bed, looking around as if searching for something else to do.
"Love, come get in bed." You told her, and Alexia focused on you.
"You do not need anything else?" She checked.
"Just you, pretty girl." You said sweetly. Alexia felt her cheeks heat up at that, and moved around to the other side to the bed. Before really getting to know Alexia, you would not have thought her to be a shy person. She was, though, shying away from any attention you tried to give her at first. Eventually, she got used to it, but she still felt her face flush with pleasure when you called her things like that.
Alexia climbed into bed, curling up into your side easily. She looked tired up close, almost as tired as you felt, and you leaned down, pressing your lips to hers. She sighed into the kiss, finally relaxing. When you pulled away, you couldn't help but notice the way her lips tugged down slightly, as if she was fighting a sad frown.
"What is it Ale?" You asked, running your thumb across her cheek.
"I am just tired. And sorry for hurting you, and ignoring you all week. And stressed about my return and my performance. My brain will not turn off. I am so tired, amor." Alexia said, eyes fluttering closed when your hand cupped her cheek.
"That is a lot of things to be worried about, Ale. I've forgiven you. I'm pretty sure I won't even yell at you tomorrow," Alexia smiles slightly at this. "Push all that out of your head. You're here with me, and everything is going to feel better in the morning. Sleep now, my love."
"Thank you. Te amo." She whispers in response, snuggling in closer to your side.
"I love you." You tell her, letting the feeling of her chest rising and falling against you lull you to sleep.
-----
You're rather unfortunately awoken a few hours later by a gasp, and Alexia stumbling out of bed and into the bathroom. You sit bolt upright, confused, watching from the bed as she grips the counter in her hands, breath ragged.
"Alexia?" you call out. You'd get up, but your ankle protests when you try to shift it off the pillow, so you stop moving, waiting for her to answer you. She doesn't acknowledge that you've spoken. She's speaking quietly to herself, eyes squeezed shut, and you strain your ears to hear her.
"Estás bien, estás bien," she repeats, white knuckled grip on the counter looking painful.
"Alexia," you say again, louder this time.
"Okay, amor, I... I am okay," she gasps out. She's having a panic attack, you realize. In all your time with her, you'd never known her to experience this before, and this realization is enough for you to grit your teeth, and try to get to her. You've swung your leg off the bed, biting your lip to keep from crying out, and grabbed for your crutches when she speaks again.
"St-stay there. No te levantes" Alexia says, switching rapidly between english and spanish.
"Come here then, please baby. Before I drag my ankle over there." You plead.
"No puedo," she whimpers, hand coming up to tug at the neck of her shirt, as if it's restricting her breathing. She's not moving anytime soon, and she looks like she's about to pass out if she doesn't get her breathing under control soon.
You curse under your breath, standing up and wobbly moving towards the bathroom. You make it to her, the blood rushing into your ankle once you stand, but you don't really feel it. The adrenaline has taken over, and your only though is helping your girlfriend.
"No-no puedo respirar," she gasps, eyes opening to find you in front of her. "No se que pasa, ayúdame," she pleads, gripping your shirt in her hand.
"Oh, baby," you coo, taking her hand in yours, and pressing it to your chest. "With me, love, you're okay."
She shakes her head frantically, gasping for air at this point.
"No puedo," she says again, before she pulls her hand away from yours, and begins tugging at her shirt again. "Lo necesito apagado, por favor," she cries.
Frustrated with your lack of mobility, and your shaky balance, you discard your crutches, and pull yourself up to sit on the counter. It's not much more comfortable, but you don't have to balance on one foot, and you can't help Alexia with your hands preoccupied with holding your crutches.
You help her pull her shirt over her head, leaving her in just a sports bra. She seems even more frustrated when that doesn't seem to help, and the tears are falling down her face fast, as her mouth flops open and closed as she tries to breath.
"Alexia," you say sternly, grabbing her face in between your hands. Her wild eyes meet yours, and you guide her closer, until she is standing in between your legs. "You're having a panic attack. You need to let yourself breath. Do it with me, okay?" Alexia's eyes are wide and glistening as she allows you to take her hand again, and press it back over your heart. Her breaths are choppy as she tries to match them with yours.
"There you go, Ale, you're doing good," you encourage, as her inhales begin to match yours more. You keep a tight hold on her hand until her breathing is almost normal. But as her hyperventilating ends, more tears replace it. "Alexia," you sigh, pulling her in. You hate seeing her so upset. You'd do anything to take it away, even if just for a minute. Her chin rests on your shoulder as she sniffles occasionally. You rub her back softly, giving her the time she needs to calm down. She jumps back suddenly, though, looking panicked again.
"Your ankle," she says, looking frantically between the swollen limb and your eyes.
"Shh, I'm okay, come back," you tell her, and she moves back into your arms, despite her protests.
"But amor, this is not-" Alexia's voice is weak and choked.
"Don't worry about it Alexia, seriously." You kiss her forehead, then her temple, before guiding her head back onto your shoulder. She relents, body falling almost limp against you. You're both quiet, the only sounds audible being both of your breathing. You bring a hand up to the nape of Alexia's neck, threading your hand through the hair there, and and holding her tightly against you.
You don't know how long the two of you sit there. Long enough for you to feel the pain in your ankle again, dangling off the counter. It was throbbing, hot and painful, under you. You don't want to let Alexia go before she's ready, so you try to bring you leg up, and rest in on the counter. At your movement, though, Alexia pulls away, pursing her lips as she looks at your ankle.
"Ale, it's fine," you try, but she ignores you. She's still unsteady, hands shaking as she grabs your crutches off the ground where she'd dropped them, and handing them to you.
"Bed?" she asks quietly, and you nod. She follows you back to the bed, a slow process, waiting until your sitting down before leaving the room without another word. You call after her, but she doesn't respond. You're just about to get up, and go after her, again, when she returns, ice pack in her still shaking hand. Regardless, she wraps it around your ankle, before climbing back into bed next to you. Her head finds it's place against your chest.
"What happened, love?" you ask. You feel Alexia's shoulder shrug. "No, come on. Talk to me, please."
"I was anxious when I fell asleep, and when I woke up, I could not breath. I think I had a dream, I did my other knee, and they told me I would not play again." The blonde's voice shakes as she speaks.
"That's awful, love." You murmur into her hair.
"I am sorry I woke you, and that you had to help me," she says weakly.
"Don't be. I'm glad I could help," you promise. "Have you ever had a panic attack before?" you ask, already knowing the answer.
"No."
"Alexia, I think you should talk to someone." You suggest, also pretty sure you know what her response will be.
"Maybe," she says noncommittally.
You sigh. "You at least need to talk to me more, Alexia. You can't just shut down when you're having a hard time, you need to let me help."
"I need to talk to you more?" she asks, turning her head to look up at you, voice a little stronger now. "You need to talk to me too then. You were upset all week and I did not know about it." She says it like she's got you. You surprise her, then, when you nod.
"You're right. We both need to talk to each other more. I know it's not easy, but I'm here, whatever you need, whenever you need me. Okay?"
"Te prometo que." Alexia says after a minute, gazing up at you. You can tell she means it. "You promise too?"
"I promise, Alexia."
Neither of you are perfect, or would ever claim to be. You are, however, perfect for each other. Exactly what the other needs. You know you'll get through anything with Ale with you, at your side.
-----
i love angst. that is all. goodnight.
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layraket · 8 months ago
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THERE WAS AN UPDATE YOU KNOW THE DRILL SLEEPING BE DAMMED
theres so much going on jokes that i will deffinetly take advantage of theories of the meaning of things the goddamn art everything
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first of all apparently Malo Mart turned to a mega corporation???? well sorry twi no 60% of discount for you that sucks
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thats rough buddy
i cant take it seriously poor Four, look at that face
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thats the face of someone who will be grounded for some time after all this madness and is totally not happy about this
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Sky was waiting letters from Sun, maybe she couldn't write something for him? either way poor guy look at his sad face :( the heart makes it better
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baby? baby??? smol???? smol hylian???? tiny cute litol hylian????child????
ahhh Time dont just say yes and left it like that! i need to know!!!
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Twilight my man at this point you will be grounded dont test the old man's patience
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Time knows the dangers of excesive courage, yes it can keep you going and maybe make you win the battle, but can also kill you if youre not careful. This is what almost happened with Twilight, this almost might have happened to Time too
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He's scared that for this reckless courage he might loose his descendant, the one who brought hope to him and his wife to form a family and live happy
(also he saying this makes me think more about the posibility of Malon being pregnant, too much mistery please old man just tell me i will not say anithing ur secret is safe plweas)
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HERO'S SHADE HERO'S SHADE
not much to say here, it might be a wrong translation that im doing but hey! it reminds me that Twi already knows that Time is the Hero's shade but like. with flesh and eyes. alive.
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OKAY HERE I HAVE THINGS TO SAY
When Wild asks Twilight's face changes inmediately, he doesn't want to look down, he still feels the need to be strong in front of the younger heroes, worrying them is the last of his desires
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Four is not stupid, he notices the actual mood of Twi and ask again, but with different words. It looks like it really made Twi reconsider things
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doesn't exactly talks what was having him a little down moments ago, but at least it seems to calm them, again, they shouldn't be worried after what happened
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Twi for hylia who were you thinking he was talking about????
no really i have that question who was he thinking that was asking for him?????
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"who kicked the fuck out of that bad lizard??? who did that???? yes you did!! you did it amazing!!! im so proud my beautiful exterminator of dumb lizards!!!"
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HE JUST
FUCKING ROLLS
YEAHHH WIND FLIP
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Hyrule 🥰🥰🥰🥰🥰💛💛💛💛💛✨✨✨✨✨✨✨
hes so badass jumping off heck yeah stairs are dumb
also Wind thats a cool move you too legend jumping and rolling are so cool love you guys
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Wars dont ruin the fun nono guys keep doing it i'll even give you chips if you do that
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oh they really think that Wars is broke and has no money alright
im glad that this bit kept going i love the boys teasing each other (Lege and Wars specially)
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hey listen
listen
i dont want to ruin it
but
it would be funny
just
just listen
would be very funny that
it just
breaks
hey it would be funny cmon
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andddd theyre off!
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Hyrule learns from watching, from the actions and movements that he sees in the enemy, and uses it to make a plan to attack, learn patterns and be ready for anything
yep hes gonna play an important role in the next arc i have a feeling
now buildings art aprecciation cuz holy shit theyre so pretty
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gorgeous
fantastic work i feel blessed
(all art credits obv goes to @linkeduniverse ! )
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lensman-arms-race · 1 month ago
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Which Skibidi Toilet characters should you fight?
You can win and you should fight them:
Plunk: Please fight Plunk. He is foolhardy brave but his recklessness makes him easy to fuck up. He secretly craves defeat because he doesn't feel he deserves his overnight hero status and just wants to go back to being a common foot soldier. Help him achieve his dreams.
DJ Skibidi: It will be the best-soundtracked fight you've ever had.
Titan TV: You will have to be ready and bring your best skills to the fight, and it could well be a pyrrhic victory. But if you take advantage of the fact that he assumes he will always win, and is bad at adapting his strategy on the fly, you can win.
Large Camera: They make good warm-up fights before fighting the other entities on this list. Use them to get a few practice rounds in.
Buzzsaw Mutant: A worthy opponent but not indefatigable. You'll both have a fun fight.
Large Speaker: They rarely appear on the battlefield any more and crave violence. Help them feel useful for a bit.
Skibidi parasites: They like being slapped and kicked; it's good sensory enrichment for them.
You can't win but you should fight them anyway:
G-Toilet: He will annihilate you but it will be so funny.
TV Matriarch: You will die and it will be the best experience of your life. She will make you love her as she exsanguinates you with her beautiful blades.
Polycephaly: You will be dead three different ways before your corpse hits the floor, but you will have a glorious death.
Swat Mutant: Pick a fight just to hear him say 'Why bro is attacking me? Is he stupid? Or she if she is a lady."
Speaker Matriarch: It would be nice to let her fight you to work off some of her anguish. Just don't let her win or she will see through your ruse and perforate your cranium like a colander with her knife strikes.
Titan Speaker: The pair of you will perform a graceful dance. Just don't attack the back of his neck; that's unsporting.
Glitch Toilet: Like the last kaua'i'o'o bird, he is the last of his kind and sings for a mate who will never answer. Give him some comfort in his last days.
You can win but you shouldn't fight them:
Normal Camera: It would be like kicking a puppy. If they start getting mardy just flap your coat and go 'boo!' like you do to a goose.
Normal Skibidi Toilet: Ditto. It's so easy to defeat there's no sport in it. Just let it chew on your fist for a bit until it gets bored.
Normal Speaker: They can put up a challenging fight but it gets tiresome how they expect you to keep giving them a hand up every time they end up on the floor.
Titan Camera: You will destroy him and he will regard you with a sad and baleful mix of disappointment (in you and in himself) and thankfulness for the end of his suffering. Some part of you will die in the process and you will be a hollow shell of a person forevermore.
Rambo Mutant: You can stop him in his tracks by tweaking his exposed nips. It's too easy.
Secret Agent: He will make a worthy opponent but will ultimately fall to you. As he dies, he will say "Well done. You have destroyed this timeline. I hope you got the ending you wanted." You look down at your hands and oh god it wasn't it wasn't it wasn't
You can't win and you shouldn't fight them:
Scientist Toilet: He has already calculated your death with maximum efficiency. He might turn you into something amusing, at least.
Camera Matriarch: Ohh, mate, she has a time-freeze flechette gun. You're toast.
Assassin Speakerman: Leave him be; he's got enough angst.
Astro Mothership: Dude.
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crusty-chronicles · 1 year ago
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Airheaded S/O Headcannons #9: Hiei (Yu Yu Hakusho)
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He wants you dead at first
But that's just because he's a bit standoffish
You'd waltzed in right as he had Yusuke suspended in his clutches at a warehouse.
"Yusuke, you left your calc homework on your desk, you ditz!"
And then you looked up and saw the three eyed demon and your friend.
And he was a little shocked that a human had found his hideout, even with his manipulated spirit energy.
"Kinda in the middle of something here," the greasy haired boy responded.
"Well cut that out for a second. I've got places to be."
Like you weren't just witnessing him about to be killed
It was so baffling how you just completely dismissed the situation, that Hiei's powers actually faltered and let the detective get away.
What the actual hell????
"Get out of here, now!" Yusuke warned.
And you'd just frowned
"Dude, it's not that deep. Why are you even here?"
Now was Hiei's chance to attack
But when he disappeared and quickly reappeared behind with his sword raised, you just caught the blade and glared at him
"Can you back off, I'm trying to talk to my friend."
You shooed him away like a pest.
And that was the moment he decided he wanted you dead.
A strong believer in survival of the fittest
And what the hell, because you had not a single working brain cell but were somehow stronger than him????
Kuwabara is your best friend and the two of you combined are stupid²
And it's horrible because there's only so much stupidity Hiei can take.
During the time he's still conforming after being caught, he spends most of it in the human world scouting you out for any weaknesses.
He still holds a grudge from the first time you met
But he's so damn surprised to find out that you're a walking hazard
How does one leave the stove, microwave, and oven on?
How does one forget that they're all on at the same time????
It would be so easy to let your own recklessness kill you
But his damn pride won't let that happen because he wants to be the one that defeats you
So, you wake up from your nap to see all your appliances turned off
Which is surprising because you vaguely remember cooking something before you feel asleep.
You do earn his respect eventually
It's when Yusuke is tasked with defeating the Saint Beasts
All of you were struggling to keep the roof up from collapsing
Yusuke had suggested Hiei be the one to pull the lever because he was the fastest.
And you'd said something then. Something that made him not want to kill you anymore.
"I might be able to hold the whole thing by myself. You all have to be really fast though."
"Are you crazy?!? There's no way we're gonna leave you behind. We're in this together or not at all," the oaf had protested.
You gave a dopey smile and released all your spirit energy at once, lifting the ceiling with all your might and alleviating the pressure from all the others.
"You scared, Kuwabara? People die everyday. What's one more?"
Hiei had never moved as fast as he did when he pulled that lever down.
You were a fool for risking your life over the others.
A fool for wasting your power on the weak.
But you weren't scared of death, of dying for your morals
And that had his respect.
Hiei does not baby you and finds great amusement in your failures
After all, you're not his responsibility
You accidentally got captured by a demon?
Good luck to whatever idiot thought they'd last more than a minute in the same room as you
You swallowed a poisonous plant Kurama was growing because you were hungry?
That's what you get for giving into your human whims
You threw a punch at an enemy that missed and hit Yusuke instead?
You should've hit him harder
Uses your naivety to his advantage
The tape with Yukina?
You'd told him without much thought about the situation
Only for Hiei to drag you towards where she was being held captive.
"Ooh, where are we going?"
"Just quiet down and follow me, human."
It's because you can sense spirit energy a little better than he can.
That and if he's spotted, he can just pass it off as you dragging him along to see Kuwabara.
Surprisingly, you're quiet and don't make a sound that gets the two of you caught.
And maybe he's a little grateful you don't question him about it.
You don't question why he wants to save this girl you've never heard of up until a few days ago.
You just go along with it because 'We're friends.'
You're so stupid for trusting him that easily when he wanted so badly to kill you not long ago
So unbelievably stupid for following around a demon just cuz
You had a fool's heart, that was for sure.
You were a trustworthy ally during the Dark Tournament, a strong warrior during the battle with Sensui, and a true fighter during the demon tournament.
It's the last event that he realizes he values you a little more than he should.
He had just barely beaten Mukuro and was set to fight you next.
The thing was, Hiei could barley stand with his injuries, while you hadn't broken a sweat.
This was the one fight he looked forward to the most, besides the one he wanted with the spirit detective.
But there was this look on your face
An uncomfortable yet sorrowful look.
Why weren't you as excited as he was?
He shrugged the feeling off as the announcer told them to begin.
His sword was long destroyed, so he resorted to basic combat skills instead.
He lunged, fist clenched to hit, but you just dodged with that same look
He tried again and the result was the same
You didn't even try to block his attacks, just moved out of the way.
Like he was beneath you to even try.
He recognized the look now
It was pity
And that infuriated him.
"Why won't you fight back!" A kick aimed for your side.
"You think you're so-called friendship matters here? Your emotions mean nothing. Not in here. So quit acting like a fool and fight!" A punch aimed at your throat.
You stopped it this time, but didn't attack him back.
You were making a fool out of him.
And before he could berate you again, you spoke.
"I don't care if we're friends or not. Either way, the fight still isn't fair."
And that had temporarily halted his anger.
"What do I gain from beating someone so injured, they can't stand up? What do you gain from fighting when you have no power? Think about it."
You didn't want to fight because you wouldn't enjoy it?
It wouldn't be a win for you
"It's not fair to either of us if we fight like this. We'd never get to find out who's really stronger."
Hiei was the fool.
He'd lashed out at Mukuro for letting her feelings get in the way and here he was, doing the same.
Letting his pride get in the way of rational thought
He'd been the one to get upset that you weren't fighting him as an equal, when the condition he was in clearly said otherwise.
"I know you don't want to lose the tournament, so I quit. But I want you to heal up and get stronger. Don't die because next time I see you, I'll kick your ass the way you want. Got it?"
Don't die
You and that oaf shared the same moral code.
But something about it being you made him tolerate it.
"...I surrender. I'm in no shape to continue. Y/n, you better not hold back next time."
Much to the dismay of the audience, the two of you walked back together. The outcome of the match: no winner.
There was something for him to look forward to now. A new goal.
He'd surpass you and then Yusuke.
Following the events of the demon tournament, he's a little softer towards you.
You and that stupid human heart of yours had him observing you from the trees.
He was unused to the heaviness he felt seeing you visit Yukina and making her laugh.
He couldn't understand the warmth consuming his face when you would fight a stray demon and win.
He didn't know why he used his Jagan to see you while he was in demon world.
But he did know he didn't like seeing you and the idiot duo hanging off of each other, cackling at something one of them said.
Don't count on him acting on his feelings.
He would never tell you.
But his actions towards you are more than enough to let the others know you're his.
He calls you fool(derogatory) and if he's feeling sweet, just by your name.
Jealousy is a big one.
Hiei's never had something special he's been allowed to keep.
So if you're spending a little too much time with Kuwabara, don't be surprised to see him at your window the next day.
He'll deny to his dying breath that he came all the way from demon world just to see you.
He'll also deny leaving some of his own clothing or even his sword at your house just so it smells more like him than it does your (just as stupid) best friend.
Hiei leaves for months at a time and without fail, will always come back the day after you went crying to Kurama that you think he's died.
(Thanks to his Jagan that is. There isn't a day he doesn't check up on you so he's bound to know when you miss him.)
Kurama is his best friend, but that doesn't stop Hiei from getting upset when he comes to get you and sees you sound asleep on the fox's bed.
You just smell so much like the other demon now, it pisses him off.
"Keep your scent off my human."
And Kurama finds immense joy in his childish anger.
"Maybe if you would physically see them more, they wouldn't come by so often."
And Hiei's grumbling as he picks you up, still dead asleep, to bring you back to the home that would restore his own scent back on you.
The time spent when you wake up is for sparring.
He can't find it in him anymore to fight you for real
But that doesn't mean he won't enjoy the false matches you have with each other.
He refuses to take you with him to demon world.
You have a life here
And though it's tempting to take you where you wouldn't be very far away from him, he knows you wouldn't be happy away from everyone else.
So, the one and only thing he does that hints at his feelings for you is give you the makeshift necklace made from hiruiseki stone. His to be exact.
"Take it."
"Why?" Your small little brain was struggling to figure out why he would want you to have it.
"It represents a promise. A promise that I'll be back for you no matter what. So take care of it for me, human."
NEXT UP: Kurapika Kurta
MASTERLIST
An: Yall sorry it took so long, i deadass got sick last week.
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sarahshoots1st · 3 months ago
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Yang's Impulsive Streak
There are many wonderful things you can say about Yang’s character arc in RWBY, but one small detail I don’t see get talked about enough is how she overcomes her hot-headed nature when it comes to fighting.
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In the beginning of the show, Yang is your stereotypical daredevil fighter – she’s reckless and impulsive, prone to acting first and thinking second. She’s used to being able to take any sort of punishment her foes could dish out, thanks to the combination of her Aura and her Semblance.
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After her sound defeat at the hands of Adam, she is forced to readdress this outlook. The Fall of Beacon served as a wake-up call for much of the cast, a shattering of their youthful innocence that they were safe from any kind of lasting consequences. For Yang personally, the realization that neither she nor her loved ones were invincible contributes to her depressive spiral. For someone used to only smashing victories, a crushing defeat can be difficult to come back from.
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All this leads to her pep talk from Taiyang. The coaching advice he gives his daughter is hardly original – most people have probably already seen a dozen variations on the “veteran mentor tries to teach feisty young protegee the importance of patience and tactical assessment in battle” beat. Most people watching the scene for the first time could probably have predicted how the conversation/sparring match would go just based on past media experience – protagonist is at first resistant, mentor has to kick their ass a little bit to get the point across, until finally protagonist learns the lesson and as a reward gets to do some ass-kicking in return. Lesson finally learned, the protagonist prepares to move on with their quest, end scene.
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What sets RWBY apart form any other media where I have seen this trope is how the show continuously commits to demonstrating the growth Yang has undergone. In virtually every major fight after that sparring match with Taiyang, Yang foregoes the reckless decisions her younger, more impatient self would have made.
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Yang still charges headfirst into battle – she is a brawler, and therefore needs to be up close for her fighting style to be effective. But she is much more careful about how she fights, particularly in regards to her use of Burn. The show goes out of its way to highlight moments where she could have activated her Semblance, but intentionally chooses not to – like letting Mercury rip her prosthetic arm off so she can get to the Relic Chamber. The old Yang would never have turned away from a provocation like that, and for a moment we see her eyes go red - but she’s learned to not let her temper cloud her judgment. In this instance, stopping Raven and Cinder from getting the Relic is much more important than knocking around one of Cinder's lackeys.
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Similarly, we get to see her be tactical in not just when she deploys her Semblance, but how. In the Team RWBY vs. AceOps fight, there’s a moment when she’s about to strike Elm – who has used her own Semblance to root herself to the floor. Rather than follow through on the blow, Yang redirects her empowered punch to the ground, shattering the anchorage that was holding Elm in place.
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Finally, in the rematch against Adam, there are multiple instances where Yang could have used her Semblance early in the fight. But with the details of Adam’s Semblance revealed to her by Blake, she realizes that her attacks would only fuel Adam's return assault. Instead she patiently goads Adam into using his Semblance first, holding onto her own reserve for the pivotal moment. When the time comes, she uses her stored energy not to dish out damage, but rob her opponent of one their greatest advantages.
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This moment is immensely significant for Yang on multiple levels. The fight highlights how Yang is a foil for Adam, and how that causes Blake to overcome her initial fears about the blonde’s aggressive personality. But aside form cementing Bumbleby’s growing relationship, it is also a personally significant moment for Yang. She has overcome both the internal and external demons of her past, and in a poignant metaphor for how people can recover from trauma stronger than before, is able to find a path to victory that her younger, un-scarred, and more foolhardy self never could have realized.
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It's moments like these that make me love RWBY as a show - where the creators shamelessly commit to following through on the character arcs they set in motion - and which continue to make me doubt the media literacy of anyone who hates on the show.
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teapot-of-tyrahn · 3 months ago
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I humbly request an Esmp 1 Pearl (vs Xornoth maybe?)
Galaxy Duo ftw!
The Ruler of Gilded Helianthia had always loved to fight. Xornoth knew this well. The Farmer Queen had an unquenchable thirst for battle, a yearning for a challenge, a gallantry which had made her fearless and puerile when they'd first met. Even when it had sent ravagers, vexes, illusionists, strays, blazes… even when her Empire had begun to burn to the ground around her, rooftops ablaze and every crevice filled with craters, she had still treated it all as a game. As if his attack was nothing more than a sparring session, a brief skirmish, a squabble. Xe had thought her to be fatuous, at first, foolish for trying to provoke a demon which could fling her thousands of blocks into the air at the flick of a wrist into one-on-one combat, a reckless ruler with a death wish. He had thought her taunts had been nothing but ridiculing reviles —  “Ooh, baby zombie! The most threatening thing so far-", “Xornoth, can you come around more often? Like, I’m having a great time right now!” —  the likes of which had gotten under xir skin more than it wanted to admit… but that wasn't the case. She hadn't been deriding it: worse. She had been humouring them. She sincerely hadn't been taking him seriously. She hadn't been afraid. Not of death; not of xem, not of lava, heights or sorcery. She was fearless. All she cared about was having a fun fight. In some ways, Xornoth respected this. In others, however, he wanted to take advantage of it. Like xe had taken advantage of his other underlings' lust for power, it was hoping they could distort her adversarial nature into bloodlust for his own gain. It didn't seem like it would be a difficult stretch to turn her vigour into vindictiveness. Unfortunately, despite xir and Sausage's efforts, it had been for naught. The Moon's morality had been surprisingly unshakeable, her loyalty to her alliance impossible to subvert or suborn. It was a shame, really; it would have loved to have such a powerful Emperor in their arsenal, but alas, it hadn't been meant to be. The Sunflower Queen hadn't been entirely nugatory, however. The Mythland Arena Massacre truly had been a spectacle. The only thing he regretted about the event is that it had to be a ruse. Truly, it would have loved to fight her again, to test both of their mettle and mold. But he had bigger plans to attend to. Plans xe couldn't allow The Ruler of Smallholding to interrupt. And, so, it had to get her out of the way. They wouldn't kill her, though, no; after all she had done for it? That would be unjust. She deserved a reward for her assistance. And xe knew the perfect one. He'd give her exactly what she had wanted. The Ruler of Gilded Helianthia had always loved to play games. The Ruler of Gilded Helianthia had always loved to fight. And, so, it would send her to a play a game where she could fight to her hearts' content, where she could really be challenged. A game of a death; a game to the death. A dream come true for her… almost too literally. A dream she wouldn't know was true. Sweet dreams, Farmer Queen. Watch out for the boogeymen beneath your bed.
— — —  i can't be the only one INSANE about how xornoth was CANNONICALLY implied to be responsible for sending esmp1 pearl to last life / the life games ,,,,, that he trapped her in a coma, a sleep that lasted so long that when she woke up her kingdom filled with cobwebs ,,,,,, ANYWAY GALAXY DUO FTW !!!
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noxturnals-void · 4 months ago
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An idea of a new saw trap.
A spin on this beast of a medieval torture device.
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TW: blood, gore, Saw levels of violence
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You drag yourself across the floor, blood smearing down your front and across the concrete. Your muscles give out. Your body feels too heavy to go on. You had won. You had won the game. You had survived. Tears slipped down your face and you passed out on the cold concrete utterly relieved.
You survived.
You squirmed awake, your head feeling sore and foggy. Eyes darting around the space, you quickly realize this is not your dingy little apartment. It’s not your friend’s house, either. It was dark, save for one lightbulb glowing above you, dimly lighting what little you could see.
It wasn't a very big room. Cracked concrete floors and old brick walls encased you. A musty stench of untreated mildew and a year’s worth of dust assault your nose, causing your face to crinkle up. There was a thick, metal door opposite to you, but your eyes were drawn to the bright red digital clock hanging just above the door frame. Panic began to swarm into your head, weighing itself down in your chest until you were hyperventilating yourself into an anxiety attack.
Looking down at your own body caused a violent wave of nausea to flood over you. You were in a chair. A chair with sharp, metal spikes covering the entirety of where you sat and up the back of the chair. Letting out a stifled sob, you flex your hands and feet warily. You weren't bound by any normal means. Not cuffs, rope, or straps. Nothing that merciful.
Instead, there were much larger, longer spikes going clear through your body. One in each palm, another puncturing clean through your forearm. From the pain in your legs, you concluded there were two more in your feet.
You wail, desperately helpless about your situation. Distraught and confused.
Why was this happening to you? What the fuck did you do to deserve this? Who did this to you?
"Hello? Please, someone help me! Please! Help me!" You cried out into the room. The empty room. You sobbed to yourself for another long few minutes until you noticed the metal belt keeping you in the chair, secured tightly around your middle. Even if you had convinced yourself to rip yours limbs from the chair, the lock on the belt would keep you stuck.
Just then, TV static buzzed to life. You gasped, jerking at the noise and turning your head to see a previously unnoticed box television on a table in the very back corner. The static turned to low-quality footage of some creepy-looking doll. The sound of wood scraping against wood kept your heart thumping wildly in your rib cage as the doll turned its head slowly toward you.
"Hello. I want to play a game." A rough, gravelly voice came through the TV audio loud enough to make your head hurt. "For years you've lived recklessly. Your impulsive actions have led you to believe there will always be a tomorrow. To fix yourself, to get help. This way of thinking has let you guiltlessly take advantage of your own time, as well as the others around you." You whimper, watching the TV blur from the tears welling up in your eyes.
"Well, I'm here to help you fix the misguided outlook on what you call your life. Listen carefully." You swallow a shaky sob and listen. "By now, I'm sure you've noticed the chair you sit in, and the unique restraints binding your arms and legs." The coarse voice points out. "The game is simple. Free yourself from the spikes in your arms and legs. Free yourself of your reckless nature and embrace your new life. The key to the lock is on the back of the chair you sit in." You twist your head, wincing at the pull of your arms as you try to glance at the key the person spoke of.
"But be quick. In sixty seconds a fire will light beneath the iron chair and burn you alive." You stare at the TV in horror. Burn you alive? No fucking way!
"Live or die; the choice is yours."
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stick-or-treat · 19 days ago
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aight
*cracks knuckles*
let's look at the changes they made to the Barbarian core class in the 2024 PHB (subclasses will be separate). lots of words behind the cut.
OKAY for one thing they've made class descriptions a lot shorter, which I think is good. gives you just enough flavor to get started but doesn't imply how they must be within a world setting.
"Rage" is now being flavored as more of a strong internal power than literally you getting mad which is good for those of us who play barbarians who don't get mad, they get even.
LEVEL 1
Still got that Rage, though now you get get one of your Rages back on a Short Rest and the rest back on a Long Rest per usual
Rage damage now applies to Unarmed Strikes as well as melee
Rage duration has changed; it used to last for 1 minute and ended early if you were knocked Unconscious, or if you go a whole round without either taking damage or attacking a hostile creature. Now Rage lasts up to 10 minutes so long as you either 1) attack an enemy on your turn, 2) force an enemy to make a saving throw on your turn, or 3) use your Bonus Action to extend your Rage. It ends early if you are Incapacitated, which is different from Unconscious and frankly more likely to happen. Forcing an enemy to make a saving throw is probably so that things like Grappling, Shoving, and some of your later abilities clearly still count towards keeping your Rage active.
Unarmored Defense has not changed.
You get Weapon Mastery on two weapons which means a level 1 Barbarian is now exponentially more terrifying
LEVEL 2
Danger Sense now just applies to all Dex saves, not just Dex saves for effects you can see. You can still do this even if you are Blinded or Deafened, but not if you're Incapacitated.
Reckless Attack has not changed.
LEVEL 3
You can still pick your subclass at this level.
Someone already made a great post about this they added this wacky thing where now at 3rd Level now called Primal Knowledge where while they are raging, Barbarians can use their Strength score instead of the normal attribute for Acrobatics, Intimidation, Perception, Stealth, or Survival. That's right, your muscles are so powerful that they let you see better, sneak better, and not get lost better. It's weird. Previously it was an alternative feature from Tasha's Cauldron of Everything (TCoE) but it just gave you proficiency in one skill.
LEVEL 4
You can still raise your ability scores or take a feat here.
LEVEL 5
Extra Attack has not changed.
Fast Movement has not changed.
LEVEL 7
Feral Instinct is mostly the same except they took out that stuff about if you're Surprised on the first round of combat because Surprise works differently now.
They brought in Feral Pounce from TCoE so now all 7th level barbarians can move up to half their speed for free when they Rage.
LEVEL 9
Brutal Critical has changed to Brutal Strike; it used to be that when you crit on an attack you got an extra damage die. NOW, whenever you Reckless Attack, you can choose to forgo your Advantage and if you hit, you deal an extra 1d10 damage AND you can either push them 15ft back and follow them for free OR reduce their speed by 15ft until the start of your next turn. Wow. Insane. Wow.
LEVEL 11
Relentless Rage has changed, instead of popping back up with 1 HP you pop up with a number of HP equal to twice your Barbarian level. So now you actually have a chance of surviving a second attack and not immediately going back down.
LEVEL 13
There used to be a dry spell between 11th and 15th level, but now here at 13th you get Improved Brutal Strike, which gives you two new ways to fuck people over when you use your Brutal Strike.
LEVEL 15
Persistent Rage now lets you, once per long rest, regain all uses of your Rage when you roll initiative. Your Rage also now lasts for 10 minutes for free, and it only ends early if you drop Unconscious, not if you become Incapacitated.
LEVEL 17
There used to be nothing fun at Level 17 but now your Brutal Strike damage turns into 2d10 and you can use TWO of your crazy Brutal Strike abilities at once.
LEVEL 18
Indomitable Might has not changed.
LEVEL 19
The new thing is that at 19th everyone gets an Epic Boon. You can take whatever Epic Boon you want but they suggest one that gives you an extra like 20 damage every time you hit and all your bashing, slashing, and piecing damage ignores Resistance.
LEVEL 20
Primal Champion has only changed a little in that the Ability Score cap is now 25 instead of 24.
---
Wow gang, the Barbarian class is still very much a tank and their damage output has only gotten crazier, but I think the biggest change is in how much power Barbarians now have to push enemies around on the battlefield, either away from their friends, into corners, over cliffs, etc.
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loreholdlesbian · 1 year ago
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Lost Caverns of Ixalan Draft Booster Challenge
With every set, I like to make a booster pack of custom cards that fit naturally in the set. My goal is to push in novel directions, as much as allowable within the confines of the necessary rarity distribution and within the confines of trying to make cards that don't still feel natural as part of the set. I also aim to try and cover a wide variety of mechanics and themes. I think this is probably my favorite one of these I've done so far, so let's get into it!!!
Art links
Lucía
Grim Captain's Herald
Jade Trident Bearer
Cosmium Compass
Wargnome Smithy // Gnomemaster's Weaponry
Oltec Sun Dial
Caving Gear
Deepriver Frillback
Lost to the Dark
Mycoid Blightwing
Reckless Descent
Sudden Sinkhole
Malamet Combat Rite
Mouth of the Depths
Rare
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Lucía, Herald of Aclazotz Legendary Creature- Vampire Demon [mythic] Flying Descend 4 - Whenever Lucía attacks while there are four or more permanent cards in your graveyard, create a 1/1 black Bat creature token with flying that's tapped and attacking. Whenever a Bat, Demon, or Vampire you control deals combat damage to a player, you may pay 2 life. If you do, draw a card. 3/4
An underground set feels like a fun place to put a bat typal effect, but an ixalan set kinda wants its typal focused in the main four creature types. Luckily, Bat pairs very thematically with vampire so I made a the card batch, and threw in Demons for good measure since the card ended up being a vampire demon. Ironically, I think the rare is one of the less boundary pushing cards in this pack, but i like it and within this set it could only be done at rare since all non-Dino typal effects are being kept to rare so I stand by it.
Uncommons
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Grim Captain's Herald 4 Creature- Skeleton Spirit Grim Captain's Herald is also a Dinosaur, a Merfolk, a Pirate, and a Vampire. Whenever you cast a Dinosaur, Merfolk, Pirate, and/or Vampire spell, create a Treasure token and put a +1/+1 counter on Grim Captain’s Herald. This ability triggers only once each turn. 2/2
Okay I know I just talked about this set not having a typal thing and all non-dinosaur typal being kept to rare but hear me out. My intention here is to give a reward if you want to build any of the 4 types without devoting larger set structure to it, and I like how since a decent number of the set's creatures are these types it'll always have some hits in whatever deck you put it in or can build a deck specifically filled with just those kinds of creatures. I like it for EDH too, I could see throwing it in decks for any of the 4.
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Jade Trident Ranger 3G Creature- Merfolk Warrior When Jade Trident Bearer enters the battlefield, create a tapped Map token. (It’s an artifact with “1, T, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.”) Whenever a creature you control explores, it fights up to one target creature you don’t control. 3/3
I wanted to do something fun with maps, and "Fight whenever a creature explores" felt like a fun reward, since it takes advantage of the way explore can help make creatures bigger as well as, with ETB make a map as opposed to ETB explore, the better ability to select what creature of yours you want to fight and when you want it to fight. I went with a tapped map because I don't like green creatures that fight on ETB and an untapped map would be too similar to that.
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Cosmium Compass 2 Artifact 2, T: Scry 2. As you discover, you may increase or decrease the discover value by 1. This effect can’t reduce a discover value to less than 1. It points not to the north, but to the unknown.
Here's a discover reward I'm very happy with. The obvious discover reward is the second ability of course, but the scry helps a lot too while also giving the card a use case outside of discover. Originally the use case was "being a creature", but I switched it to artifact with this ability and I'm just much happier with this.
Commons
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Wargnome Smithy 2 Artifact When Wargnome Smithy enters or leaves the battlefield, create a 1/1 colorless Gnome artifact creature token. Craft with white 3W (3W, Exile this artifact, Exile a white permanent you control or a white card from your graveyard: Return this card transformed under its owner’s control. Craft only as a sorcery.) // Gnomemaster's Weaponry Artifact- Equipment Whenever equipped creature attacks, each attacking creature gets +1/+0 until end of turn. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) “As one, the machinery lifts its voice to tell you this: ‘Gnome.’”
First things first, appreciate my flavor text callback. I knew I wanted a craft design in here, and it took me a bit to get something I'm happy with that felt appropriately boundry-pushing but still felt cclean, but i'm very happy with the result. I intend this to be a cycle of colorless artifacts with a colored craft that all have a trigger on ETB and LTB. I like how it has a bit of the flavor of incorporating an aspect of what you craft it with by gaining white as a color. The leave the battlefield effect means it triggers when you use its craft ability, but also that it makes really good craft fodder for other cards. That's the benefit of the cycle being all colorless- you might even take the off color ones to be craft fodder. I think this'll play really interestingly.
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Oltec Sun Dial W Artifact Whenever Oltec Sun Dial becomes tapped, tap target artifact or creature an opponent controls. 4W, T: You gain 3 life.
This card should probably have flavor text but. Eh. This is meant to be a good card for the RW "tap your stuff as a cost" archetype, but I gave it a tap ability to make sure it stood by itself. I wanted the tap ability to be expensive tho to heavily encourage the archetype more.
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Caving Gear 2U Artifact- Equipment As a creature you control explores Caving Gear, put this card into your hand. Equipped creature gets +1/+1 and can't be blocked. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
I liked that first line of text on something, but had to figure out what would be a good card to do it on. Something that rewards big creatures felt best, since if this card gets explored that means whatever explored it got a +1/+1 counter on it. Originally it was on a green bite spell, but when I made Jade Trident Bearer that felt to close, so I switched it to blue. Unblockable felt like the best reward in blue for a big creature.
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Deepriver Frillback 4U Creature- Dinosaur Vigilance Descend 4 — Deepriver Frillback can’t attack unless there are four or more permanent cards in your graveyard or you discard a card as it attacks. 5/5 The dread it evokes as it chases is almost as deadly as its bite.
"Big blue creature that can only attack conditionally" is well-treaded design space (though it tends to be more upside these days). However, I like the addition I made here of letting you pay a cost if you don't meet the condition yet. And in this particular case I'm happy with how that cost helps you build up to the condition.
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Lost to the Dark 1B Instant Target creature gets -3/-3 until end of turn. Put a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) Diego’s elation at narrowly surviving the cave-in quickly turned to horror when he realized he now knew no way out.
Finality counters!! love those little guys. Especially since I was able to guess what they were when Mark mentioned a new deciduous counter. I wanted to show off a new way to use them that wasn't in the set (though I can't take credit for this particular innovation, someone in a discord server came up with it). They were only used to limit recursion so far, but here I'm using it in place of the "If that creature would die this turn, exile it instead" with the added benefit that it's not limited to just this turn. a -N/-N effect felt a little better than a red damage spell, because I think the -n/-n is something you're a little more likely to use just to make a creature smaller, instead of killing it. (though still pretty unlikely)
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Mycoid Blightwing 3B Creature- Fungus Bat Imp Flying When Mycoid Blightwing is put into your graveyard from anywhere, create a 1/1 black Fungus creature token with “This creature can’t block.” 3/2 Once infected, it feels no hunger or thirst, only the drive to spread spores further.
Here's a card to play into the graveyard themes. Sacrifice it, discard it, mill it, whatever, and you'll get a small reward. I could see it seeing play in modern, getting a reward- especially something on the board- for free always has potential. But a 1/1 that can't block is a small enough thing that I'm not like, worried.
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Reckless Descent 1R Sorcery Mill two cards. You may play those cards from your graveyard until end of turn. Though goblins are rarely welcomed into the Sun Empire, Gleet’s willingness to jump into strange pits and shocking ability to return alive proved invaluable.
I've used this mill-based impulse draw in at least two of these booster packs so far, but I see absolutely no reason to stop until wotc finds this for themselves. It seems like an extremely useful tool for graveyard themes, and it's also a great way to show off something novel at common so it feels just perfect for this kind of project. The flavor text is exploring an aspect of the world that's just so odd to me, with the Sun Empire being only humans when there's several sentient species native to the continent. I also like taking goblins usually mocked traits and frames them positively, while staying humorous.
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Sudden Sinkhole 3R Sorcery This spell costs 3 less to cast if it targets an artifact. Exile target artifact or nonbasic land. The building collapsed into the previously-unknown depths, never to see the suns again.
Here's a somewhat new take on the pillage design we've seen over and over again. This is a very strong version of the effect, both by itself and in the context of the set which has a strong artifact theme and an unusally high number of nonbasic lands you'll want gone. I went with exile over destroy to hate on craft and caves. This is hopefully even a constructed playable version of this effect which I'm pretty happy with, since the land destruction portion isn't at all strong but having it attached to a more playable card makes it more likely to be around when you really need it.
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Malamet Combat Rite 2G Instant Put two +1/+1 counters on target creature you control. You gain life equal to the difference between its power and its base power. Malamet magic enhances not just the warrior’s body, but the warrior’s soul.
This is a version of the "increased power" thing we saw on the two legendary Malamets simplified for common, by giving it a base use case and only caring about a single creature only once. Fun fact- the maximum amount of life you could gain using just the cards in this pack (and basic lands to cast them I suppose) is 7.
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Mouth of the Depths Land- Cave T, Mill a card: Add C. Even the most unassuming of entrances can swallow you whole.
This is a mana ability we've seen on creatures before including at common, but never a land, and it felt like a good fit for caves' whole deal and for a very simple synergistic common so I made this once and never changed a thing.
That's all folks!!
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grailfinders · 1 year ago
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Grailfinders #323: Sei Shonagon (Berserker)
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ngl it’s a little embarrassing to still have summer servants to build when the event’s already over, but tbh the party don’t stop until Sei Shonagon says so! with her new Berserker class, Sei is even less likely to listen to anyone else, but she’s still suspiciously close to her original form- she’s still a Bard, but this time she’s graduating from the college of Swords to shoot lasers out of a giant hammer. speaking of, her fighter side upgraded to Totem Warrior Barbarian this time to grab a skateboard and get some serious zerker strength.
check out her build breakdown below the cut, or her character sheet over here!
next up: molay oh oh, we come molay!
Ancestry & Background
Sei’s still a Human, though we’re dropping her mark in favor of just making her a variant human. that means she gets +1 Strength and Charisma, as well as proficiency in Acrobatics for cool skateboard tricks, and the Crusher feat to give her another point in Strength and to power up her hammer time. now you can knock a creature up to one size larger 5 feet away once a turn, and if you score a critical hit on a creature while dealing bludgeoning damage you give everyone advantage to hit them for a round.
we’re also slightly changing your background for more of a punk feel. I know we normally don’t do this, but you’re definitely not paying regular dues to anyone atm, so instead we’ll make you an Urchin variant, giving you Sleight of Hand and Performance proficiency for extra-skilled graffiti. though tbh the main reason I wanted this background was to pick up the urchin’s feature, City Secrets, halving the travel speed between any two parts of a city for the most liver-crushing bar crawls blackbeard’s ever seen!
Ability Scores
Sei’s still just as much a force of nature as before, so her highest score should still be Charisma. that being said, madness enhancement really helps your lift, so Strength should be second highest.  Dexterity is next to keep you from wiping out. that means our Constitution is a little lower than I’d like, so Blackbeard might outdrink you yet. of course, Intelligence is low, and Wisdom is lowest. I’m pretty sure I’ve said this every berserker, but madness enhancement is one hell of a drug.
Class Levels
1. Barbarian 1: normally I’d get the bard levels done first since Sei was already an artist, but we kind of need the barbarian’s extra HP and AC to survive the first few levels in a bikini. thankfully, barbarians come fully equipped with Unarmored Defense to add your constitution to your armor class, and you can even use a shield and keep your AC up! (if you can skate on a shield, can you use a skateboard as a shield? scientists demand answers.)
you can also Rage as a bonus action, both to give yourself resistance to incoming physical damage, get advantage on strength checks and saves, and you deal extra damage with melee strength-based weapons, as long as you don’t wear heavy armor. rage lasts a minute (or until you run out of stuff to hit), and you won’t be able to cast or concentrate on spells for the duration. right now, that’s not a problem.
one last thing, you now have proficiency with Strength and Constitution saves, as well as Athletics and Perception checks. maybe now you can beat blackbeard in a drinking contest.
2. Barbarian 2: second level barbarians go a little wild thanks to their Reckless Attacks. you get advantage on all your attacks for a turn, at the cost of everyone else getting advantage on their attacks against you for the rest of the round. in turn, you get a Danger Sense, giving you advantage on dexterity saves you can see coming. having a skateboard is kind of like having haste. or it will be eventually. for now, being able to skate around fireballs is nice.
3. Barbarian 3: at third level we finally get our barbarian subclass! I’ll be honest this was a difficult choice. at first I thought about going with a zealot or beast barbarian to get some of Sei’s supposed psychological effects from her NP, but she doesn’t have a god backing her, nor does she bite people. (as far as I know. tbh I wouldn’t be surprised.) in the end, I saved all the mental mumbojumbo for the bard, and we’re going with Totem Warrior for some berserk powerplays and more skateboard.
at the start, all totem warriors are Spirit Seekers, letting you cast Beast Sense and Speak with Animals as rituals. it’s nice, but most people don’t use rituals that often thanks to the time constraints. the big draw this level is your Totem Spirit, an animal that gives you special powers when you rage. the most popular pick is of course the bear since it gives you resistance to all damage, but Sei’s not super tough! instead, we’re grabbing the Eagle totem to give everyone disadvantage on opportunity attacks and the ability to dash as a bonus action each turn while raging.
you’ve also been camping enough to get some Primal Knowledge, giving you proficiency with Survival checks.
4. Barbarian 4: use your first Ability Score Improvement to bump up your Constitution to improve your AC and your HP. it’s a retroactive boost, so you get four extra points of HP now!
5. Bard 1: okay, we’ve got some baseline not dying set up, let’s get artistic. bouncing over to bard nets you proficiency with Arcana, since you have to get your hammer from the servantverse, and that means you have to know what the servantverse is. you also learn Bardic Inspiration, giving you the ability to give a d6 to an ally as a bonus action. they can then use it to add a d6 to an attack, check, or saving throw made in the next in-game minute. or more likely they’ll forget about it almost immediately. kind of disappointing, but we have a much more fun way to use inspiration later. for now; Spells!
you cast these using your charisma, first off, and you can cast cantrips like Friends (Sei can power her way through a minute of conversation pretty easy) and Prestidigitation (you can use it to “soil” things, so that might count as putting paint on stuff), but for higher tier stuff you’ll need spell slots. right now your spells are Color Spray (blindness isn’t really Sei’s thing, but spraying paint in someone’s eyes will keep them from seeing), Bane (the psychological things her NP is supposed to do), Longstrider (more skating! MORE!) and Heroism to buff up the party with memories of all the summer fun they had together.
6. Bard 2: second level bards are Jacks of All Trades, adding half your proficiency bonus to checks you wouldn’t normally add it to. you’re pretty flexible, all things considered. you also learn a Song of Rest to add to your party’s healing over short rests. if they ever use their healing on short rests.
you can also use Silent Image to tag walls for up to 10 minutes in up to a 15’ cube of space. you can even move it if you really want to, but paint doesn’t usually do that.
7. Bard 3: at third level we get our bardic college, and as a Swords bard you can cast spells through your weapons, so a hammer laser is looking pretty possible. less importantly, you get a Fighting Style, either Dueling for +2 to one-handed attacks, or Two-weapon to add your strength or dexterity to your off-hand attack damage. neither one matters to a girl wielding a giant hammer, so it’s up to you!
the real benefit this level is your new Blade Flourishes. whenever you attack, you can add 10’ of movement to your walking speed that turn, and you can spend one inspiration die per turn on a hit to add a flourish to your attack. all three options deal the inspiration die in extra damage, but a defensive flourish also adds it to your AC, a slashing flourish lets you spin around and hit everyone near you, and a mobile flourish lets you knock a creature back even further than you already could and spend your reaction to follow them.
you also get Expertise in two skills for double proficiency, so boost your Performance and Acrobatics to go full Jet Set Radio on someone’s walls. or Bomb Rush Cyberfunk, if you’re hip.
also, you can Enhance Ability now for advantage on one kind of ability check- Strength also doubles your carrying capacity, while Dexterity prevents you from getting hurt if you wipe out, and Constitution gives you some temporary HP instead to cushion the fall.
8. Bard 4: use your next ASI to bump up your Strength for harder hammer slammers. it’s not complicated, but neither is a big hammer.
slightly more complicated are your new spells- Minor Illusion is a free can of spray paint- it only fills a 5’ cube, but it’s concentration free! that’s nice, since if you want to stay one step ahead of the city guards you might be concentrating on something like Kinetic Jaunt instead. it increases your speed by another 10’, prevents any opportunity attacks, and you can move through people without slowing down- perfect for weaving your way through a crowded room!
9. Bard 5: the fifth level is always huge for bards, since your inspiration grows to a d8, and your Font of Inspiration means you recharge uses on short rests instead of long ones!
you can also learn third level spells like Fast Friends, forcing a wisdom save on a nearby creature that if they fail they’re charmed and have to do what you way. you’re not the kind to abuse this sort of thing, usually just dragging people on sidequests and such, but if you did try to make someone do something bad or dangerous, they’d get another chance at that wisdom save.
10. Bard 6: sixth level bards get some kind of countercharm thing? but who cares we’ve got an Extra Attack now! that’s a second attack every attack action!
you can also Bestow Curses on people now, mostly to give your NP a more personalized feel. if the target fails their wisdom save, they can be cursed in any number of ways (reflavoured to fit overwhelming emotions, of course). with this, you can waste their turns, make them take extra damage, or do all sorts of fun stuff as long as the DM thinks a third level spell slot is worth what you’re asking for.
11. Bard 7: seventh level bards get fourth level spells like Freedom of Movement! this makes you or another creature immune to difficult terrain and effects that slow, restrain, or paralyze you. you can also escape from any non-magical restraints using only five feet of movement! being underwater also won’t slow you down any, which is the closest we get to a swim speed this build.
12. Bard 8: us your last bardic ASI to bump up your Charisma for stronger spells and more flourishes. speaking of spells, you tend to sow Confusion wherever you go, and now you have a spell that does just that. every creature in a 10’ radius of the spell needs to make a wisdom save or they’re confused for up to a minute, making their behavior a little random. they have a 10% chance to walk in a random direction, a 50% chance to do nothing, a 20% chance to hit anyone around them, or a 20% chance to act as normal. your rebellious attitudes are even affecting the enemies now! they don’t want to do what the DM tells them!
13. Bard 9: ninth level bards have a bigger song of rest, but they also get fifth level spells. Synaptic Static is the closest translation you can get of your NP, only missing out on being single-target. you blast a 20’ radius sphere, forcing an intelligence save on everything inside. f they fail, they take psychic damage, and have muddled thoughts for 1 minute or until they make another save, taking a penalty to all attacks, checks, and concentration saves. it’s hard to think when you’ve got every “song of the summer” playing in your skull at once.
14. Bard 10: tenth level bards can use a d10 for their inspiration and flourishes, plus they have another round of Expertise doubling up their Survival and Sleight of Hand checks. you can use a walkie talkie to send Messages to nearby allies, but the last and best magic we’re getting are some Magical Secrets, spells from any class- if we have the slots to cast it, it’s ours for the taking.
first up we’re grabbing Creation for our biggest and best tagging system yet. with this, you can spend a minute to create your own spray cans- you can make a lot of dyes out of berries, and we don’t need these cans to last too long, so you can now run around with real cans of spray paint that last a full day and tag whatever you want. or if your DM is a stickler and requires metal cans, they’ll last an hour. (you could technically just make the paint right on the wall, but then you’re limited to only a 5’ space unless your DM’s cool and accepts the argument that it can be rolled up into a 5’ cube.)
you can also use this to make literally whatever you want, but we’re here for paint.
oh right, we’re also here because of one other magical secret! sometimes, making a character after the story’s out helps you figure out what you want to do with them. sometimes you think you know what you want to do with them already, and then they go off on a random sidequest and whack-a-mole a monster back to its home dimension, and now you have to mess around with your build again just to shove Banishing Smite in there and give them a way to do that!
so yeah. spend your bonus action to cast, hit somebody, deal a bunch of force damage, and then send them back to their homeworld with no save if they’re below 50 HP. no minute grace period for you to drop concentration and send them back, just. gone. if they’re from the plane you’re on, they just disappear for up to a minute or until you lose concentration. still, if you want a Hippoponotamus out of your hair, it’s hard to find a better way to do it.
15. Barbarian 5: it’s been a while, huh? you don’t get another Extra Attack this level, but you do get some Fast Movement for even more movement speed. we haven’t even begun to shred! and yeah, we waited until level 10 to get extra attack instead of just sticking in barbarian one level because otherwise we’d have a dead level in the bard class with just… countercharm to fill it. ugh. if you want extra attack early feel free to move this back to before the bard levels.
16. Barbarian 6: sixth level totem warriors gain an Aspect of the Beast, granting you a boon that works outside of your rage as well. the bear aspect for even more lifting is tempting, but we’re grabbing the Elk aspect instead for faster travel times. gotta keep ahead of the columbuses somehow.
17. Barbarian 7: seventh level barbarians have a Feral Instinct, giving you advantage on initiative rolls, and you can ignore being surprised if you rage! also, as part of raging you can use an Instinctive Pounce to move up to half your speed. skateboards.
18. Barbarian 8: use your last ASI to bump up your Constitution again for more HP and AC. not dying is the best part of D&D! okay maybe not, but it lets you get to the best part of D&D!
19. Barbarian 9: ninth level barbarians get a Brutal Critical- whenever you crit with a melee weapon, you can add an extra die to the damage! never underestimate the power of an extra d10.
20. Barbarian 10: our final level of barbarian comes with another Primal Knowledge, giving you proficiency in Nature, now that you know the truth of Steggy’s origins.
you’re also a Spirit Walker, letting you cast Commune with Nature as a ritual to learn about the area around you, instantly giving you facts about water in the area, the makeup of the plants and animals around, extraplanar forces, and of course buildings, all within a 3 mile radius. it doesn’t really work in towns, but you’ve already got quadrupled travel speed in there, so you can wander a bit.
Pros & Cons
Pros:
you are one speedy zerker, with a walking speed that’s usually as fast as most people’s dash, ways to avoid opportunity attacks, and huge boons to your initiative rolls, it’s very rare that you’re ever in a position you don’t want to be in. on a similar note, your ridiculously quick travel times in cities are also nice, if not a big enough deal to warrant their own section.
if I had known how powerful Banishing Smite can be I’d have put it in a lot more builds. whittle someone down and launch them back to their home plane, no saves required. that would be powerful on anyone, but you have advantage on demand, making it even more ridiculous. even if you’re not fighting extraplanar threats that often, the extra damage and ability to knock someone out of the fight for ten rounds is very nice.
combining your crusher feat with your flourishes lets you shove people around pretty easily, with no saves allowed to stop you. being able to shove someone up to 20’ away while attacking is really fun, especially with your speed making it almost impossible for them to close that gap on their turn.
Cons:
your armor class is just plain bad for a frontline fighter, so you’ll be relying on your mobility more than most barbarians to keep yourself healthy. even rage can’t carry you all the time, after all. an AC of fourteen, plus reckless attacks, make most enemies more likely to hit you than not.
you’re also not great on defense against most spells. the advantage on dexterity saves is nice, but you still only have a +1 to that save, and a -1 to wisdom saves means you’re going to be falling for your own illusions a lot. make sure you don’t paint any tunnel into walls this summer.
casting and rage never mix well, especially in this case. you’d probably want your rage up for most of the fight against something you’re trying to banish, but then you have to spend your bonus action to end your rage early if you want to smite them, opening you up for a lot of damage while you wait a turn before finishing them off. most berserkers aren’t great at defense, but these three issues really put a dent in yours.
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pure-garbage · 4 months ago
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Oppressive Power! Erase The Tracking Mark!
Chapter Warnings: Violence
Corrin's ability to find Lana wasn't owed to coincidence or sleuth work. Her former captain possessed devil fruit powers that allowed him to place a mark on anyone or anything. This enabled him to find the mark no matter where it went in the world. His ability worked like an unfailing internal compass, pointing him in the direction of his scattered marks.
Lana knew that if she ever truly wanted to be free of him, she needed to make him remove his mark from her wrist.
She faced him down while he snarled at her and Zoro made light work of his cronies.
"Take the mark back?" he demanded. "The only thing I'm taking back today is you!"
"Over my dead body!" Lana hissed. She leveled the sword at Corrin, squared her stance and charged.
'Decent stance, sloppy form,' Zoro mused. He cut down the last man and turned his attention to Lana's fight. 'She's reckless... though with no knowledge of attack patterns she has no way to plan a follow-through. All she can do is attack or react. She has resourcefulness and a willingness to be guided by intuition... but intuition without experience can only get you so far.'
Lana traded blows with Corrin, but quickly fell behind in the face of the Seeker captain's ferocity and greater strength. He locked swords with her, preparing to disarm her. Zoro saw it coming, but Lana on the other hand...
'She's going purely off instinct, but instinct will tell her to step back!'
"Lana, drive forward!" Zoro urged. "Don't lose ground!"
"Huh?!"
Lana didn't understand until it was too late. Corrin locked his blade against hers and twisted hard.
"Ah!"
Lana shouted and Zoro sighed in disapproval. Her cutlass went flying... but to the surprise of the onlookers, the rest of Lana's body followed.
"What the..." Corrin's shock left him frozen for a second.
'Her grip is good, stronger than I'd have guessed from looking at her,' Zoro realized.
Lana twisted through the air and landed hard, but didn't let go of her weapon. She struggled to breathe, wind knocked clean out of her from the impact of her body on the deck.
"Not bad," Zoro noted. He took a seat on two of Corrin's collapsed henchmen, settling in comfortably to watch the fight unfold. It was getting interesting.
Corrin didn't give Lana time to recover. He bore down over her but didn't use his cutlass.
'Of course,' Zoro thought. 'He wants her alive. He's pulling punches. If she's smart, she'll see that and use it to her advantage.'
"Give it up, Avariya!" Corrin spat. He trapped her wrist beneath the heel of his boot, driving down cruelly with his weight in an attempt to force her to relinquish her weapon. She cried out, but held on stubbornly. Zoro scowled at the display, but restrained himself, staying put to see how things would play out.
Lana grabbed hold of Corrin's leg with her left hand, but he crouched and dealt her a harsh smack across the face.
An enraged growl built in Zoro's throat, but he bit back his fury and remained still. One of Corrin's men stirred by his side and he swiftly whacked him back down with a scabbard. The small act of violence did nothing to placate him as he abided by Lana's request.
Corrin wrapped his fingers around Lana's neck, leering down at her while she choked.
"You never had the gall to pick a fight with me before," he snarled. "Don't tell me your new friend's been a bad influence on you."
Corrin spit in Zoro's direction.
"Did you think he would protect you from me, is that it? Well look at him! He's just watching! Enjoying the show! Some friend you've managed to find!"
"Lana, this guy's starting to piss me off," Zoro warned. "Hurry up and kick his ass, or I will."
"Don't... interfere," Lana managed to gasp. She swung left at Corrin and he took his hand off her neck to block the blow. Lana swiftly smashed her forehead into his face, matching his shout of pain as they scrambled on the deck. Lana emerged from the struggle atop Corrin, cutlass at his throat, but...
'The back of the blade?!'
"I never challenged you before..." Lana panted, "... because I never once thought I'd be able to beat you!"
"You can't- argh!"
Lana pushed the blade down harder, silencing Corrin. His hands hovered below the blade, hesitation keeping him from grabbing it. Fear of pain and the belief that at her core, Lana was too weak to truly hurt him, kept him confident, even as he wheezed past the cold steel of the blade.
"I thought you were the worst monster in the world! I thought I would live under your thumb until the day I died!"
'All this determination just so she can get it off her chest?' Zoro thought, somewhat derisively.
"I thought that because I was a dumb, scared kid who didn't know any better! What did you think would happen to me after you showed me the world, huh?! Did you think that scared little girl would live forever, cowering in the hold of your ship?!
Lana cackled and her expression changed. The savage grin that spread across her face like wildfire was unhinged enough to set Zoro's hair standing on end. Instantly, he reevaluated her intent, realized he'd misjudged the trajectory of her state of mind.
The look in Lana's eyes was absolutely murderous.
"She's dead, Corrin! You're the one who killed her, so I have to thank you for that! Because now that she's out of the way... I'm going to avenge her!"
"Avariya! Quit your rambling!" Corrin grunted. The crazed aura rolling off the lockpick in nauseating waves finally forced him to admit that she was serious, and perhaps even capable of making good on her threat. He made a grab for her wrists, realizing that if he didn't wrest the cutlass away from her she would end his life on its edge.
Lana moved faster than he did, raising the sword high above her head with a broken, feral scream that drowned out the fearful shout Corrin loosed as he stared down death.
Lana swung. Zoro intervened.
Steel clashed and sparks flew inches over Corrin's terrified face as Yubashiri intercepted Lana's borrowed cutlass. The force behind the blow was impressive enough to make Zoro grit his teeth as he held her blade at bay. It would have halved Corrin had he not stopped her.
Eyes ablaze with wrath found Zoro's. He held Lana's glare, gaze cold and firm as the steel he wielded. He knew at once he'd made the right call. Lana was nowhere to be found behind the fury screaming at him from every fiber of her being.
'This is a complete loss of control. It needs to be a choice.'
"Are you sure?" Zoro asked aloud.
His words were calm, his demeanor close to soothing despite the grate of her steel on his. It was enough to give Lana pause. She understood his intent perfectly, understood what he was really asking.
'He's not presuming to tell me I shouldn't... he's not trying to talk me down or even reason with me. He wants me to think twice before I commit.'
Lana realized why a millisecond later when the shadow of regret passed over her heart. If she killed Corrin here, the mark it would leave on her would be more than skin deep.
Zoro saw something settle behind Lana's frenzied eyes. The blinders of vengeance fell away enough to let him see the girl behind the beast that had threatened to consume her. Satisfied, he drew back without waiting for her answer, taking Yubashiri with him. He settled against the mast to watch the outcome unfold.
Corrin whimpered, still processing the fact that he was still alive while Lana regained some semblance of poise. She rested the tip of her blade over Corrin's heart, letting him feel the cold sting of it's steel biting into his skin through his clothes.
"Fine. A choice, then. Take the mark back or die. Well, Corrin?"
Lana's composure was somehow even more chilling than her loss of control. Corrin knew he'd only cheated death by her hand once because of the swordsman who now reclined as lazily as if he were watching a play. He didn't fully understand why he'd been saved, but he was painfully aware of the fact that it wouldn't happen a second time.
"What a choice," he scowled. "You hate me so much, Avariya... but I'd say you took more than a few lessons from me."
As he spoke, subtly shifting colors drew Lana's gaze to her wrist. Corrin's mark faded away, leaving behind unblemished skin.
'I did it. I'm free... completely free...'
The exuberance that washed over Lana was unlike anything she'd ever felt in her life. It was more overwhelming than falling in love, more rewarding than catching the most breathtaking sunset, more relieving than sleep after an eternity of wakefulness.
She collapsed back, putting some distance between herself and Corrin as he sat up, clutching the shallow cut on his chest where her cutlass had begun to pierce him.
"Now that's settled, get the hell off our ship," Zoro commanded Corrin. "Don't come looking for my crewmate again. She's been generous enough to let you buy your life with her freedom. I get the feeling you already know what'll happen if you try to go back on the deal she just made you."
Zoro's grin was hell incarnate, a silent promise to act both as witness and enforcer of the newly forged contract between the lockbreaker and her former captain.
Bloody and crushed, Corrin and his men slunk back to their own ship. Lana watched, high on victory as they sailed out of her life for good.
"Go clean yourself up," Zoro instructed her, breaking through the stupor of giddy gratitude surrounding her like brilliant rainbow mist. "I'll keep watch... since it seems like you're too much of a space-case to handle look-out duty."
Lana would have been irritated with him for a comment like that the day before, but now...
"Zoro, I... thanks."
He knew she wasn't thanking him for taking the watch. Even so, he wasn't about to let it become a big scene.
"No problem," he replied, nonchalant.
Lana only smiled and started for the cabin. The least she could do, she figured, was be gracious enough to reciprocate the tone he set.
__________________
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== First Chapter ==
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phlve · 2 years ago
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Subtype Trait Structures: sx6
Doubtful and Insecure
Doubting is the preferred entertainment of this subtype. “To be or not to be” is Hamlet's dilemma, but E6 is not limited to doubting only on the existential plane. His doubtful thought expands everywhere: “To go or not to go? To speak or not to speak? To eat or not to eat? Now or later? Here or there?” And while waiting for an illumination that allows you to make the choice without running the risk of making mistakes, the person to whom you should speak is gone, the spaghetti is gone, and space and time take their course autonomously.
The interesting thing is that individuals of this character believe in their doubts. They think that to doubt is necessary to carry out a fair and effective action. Doubting is the fearful person's way of stopping time, with the illusion that “inaction will limit the damage.” Which? That's secondary: the damage is anywhere.
The sexual subtype does not tolerate much doubt, does not want to be in contact with the anxiety, frustration, and helplessness that come from inaction. So, when he can't take it anymore, he impulsively makes a decision: go, speak, risk your life (trying not to lose control). He remains with the doubt but at least discharges the accumulated tension. And then, like a good schizoid, he adopts an absolute position and represses one of the polarities of doubt; he assumes an aggressive and arrogant attitude to convince himself and others that this decision is the only thing that can be done.
Doubtful thinking is connected to insecurity, which he tries to hide for fear that if they see it, they will take advantage of him.
Reckless
In their attempt to hide their fear, the counterphobic E6 may venture into reckless, even dangerous, actions. The myth of him is the hero who, “without blemish and without fear,” goes into danger. And he also defies danger.
However, his adventuring is always controlled: his ability to quickly perceive dangerous areas and the possibilities of finding a way out helps him. He knows how to calculate risk margins very well.
He can be reckless when he comes across people who are having a hard time and need protection. The contrast with the weak instills in him a kind of courage that leads him to face really dangerous situations. Other times recklessness is a solitary experience, such as speeding or failing to follow safety rules.
The deep motivation is to maintain the image of a strong person who does not give in to fear. Sensing the risk, he increases the inner excitement that feeds the idea of being strong.
“In the early 1990s there were quite a few neo-Nazi attacks in Germany. One afternoon I saw a bald boy attacking a Turkish woman in the heart of the city. With high adrenaline and without measuring the situation I ran towards them, I grabbed the man from behind, pulling him with all my strength and verbally reprimanding him. The surprised boy let go of the woman and I lived a moment of glory: the victorious defender of the defenseless... Until I turned around and saw a few more shaved heads a short distance away. The fright paralyzed me for a few moments until realizing that there were many people around me, I took a step towards the neo-Nazis, shouting that I was not afraid of them, that the others present were going to help us. I caused such a scandal that the group preferred to withdraw. Only then did I panic and I was left shaking, while simultaneously basking in the satisfaction of having won another fair fight.” (M.)
Challenging
It is a constant attitude, as if in the challenge he found the energy that allows him to face difficult situations, tests that can confirm that he is capable. Also in the professional field his successes are based on the challenge. Being a “reactive” character, he achieves goals thanks to his willingness to prove that he can do it or that he is worth it. The challenge helps him combat his low self-esteem, thus preventing a correct analysis of his possibilities.
It is quite a common experience for counterphobic E6s to have no real sense of time, as if they don't want to be bound by restrictions or can't stand limits to their actions or desires. Meeting a deadline at the last minute increases the level of anxiety and this allows you to overcome your hesitant and cowardly inertia, thus managing to act.
“On the first day of secondary school, the Literature teacher said in an authoritative and threatening tone that surely half the class would have dropped out before the middle of the year “because the classical high school is not suitable for ignorant and low-level people like most of you.” I remember the rage, the fear of being inadequate, and immediately the phrase that came up inside me: “We'll see which one wins!” It was that energy that allowed me to continue to the end of a tough school.” (G.)
The challenge can be dialectical and elaborate, in a desire to devalue the other by using his repressed rage and his competitive attitude.
Suspicious
Mistrust and control are inseparable: everything should go according to plan because there is no trust in the flow of life. Neither is there trust in the other, nor in his capacity, nor in his intentions, to accompany him on the path.
This feeling is especially intense with people whose proposals are perceived by the sexual E6 as part of a manipulative strategy, or emotional people with another range of interests, or who hold power and, of course, are perceived as possible exploiters. But he sees everything through the filter of mistrust. And follow the labyrinth of obsessive thoughts, bordering on the paranoid, trying to decipher reality to decide the action. And when the ghost of mistrust takes power, definitively and without restraint, the counterphobic launches, accusingly, on the attack.
Anxious
We have already discussed the state of anxiety typical of every Six character. An anxiety linked to the primary anguish of being destroyed and annihilated. The force, passion of this subtype, seeks to calm this anguish, and anxiety is the only accessible emotional state. Direct contact with fear, which anxiety hides, would be uncontrollable and would destroy the narcissistic image of a strong person that sustains the psychic structure of the counterphobic. And the same, contact with pain or sadness, expressions of an annihilating fragility.
Paranoid
The paranoid attitude of people with this character is linked to their favorite defense mechanism: projection. The parts of himself considered intolerable and ego-dystonic are attributed to the other, in the firm belief that he is dangerous. He mentally repeats each of his gestures and looks, and attributes to them meanings consistent with the basic presupposition: he is an enemy and he is conspiring against him.
Thought is disconnected from reality, and fantasy is no longer just something possible but a confirmed reality (obviously verified only at the level of your thought). The state of confusion between reality and thoughts is such that he believes in them as if they were “facts,” concrete data, and proven truths. The perception of being attacked becomes a reality from which it is necessary to defend oneself. The counterphobic, then, is always on the alert.
Waiting is wasting precious time during which something irreparable may happen. So trigger a defensive attack: “eliminate the enemy before he eliminates me.”
According to Claudio Naranjo, the sexual E6 has learned to defend himself against paranoid fantasies through intimidation. Aggression and fear create a vicious circle.
“After much thought, he expressed a categorical judgment about others, labeling them as people I should take care of and keep at a certain distance, looking at them from afar. This detachment created distrust and suspicion, to the point that at one time I seemed to hear others while they were talking about me.” (B)
Cynical
Because of his deep distrust of others, it is difficult for him to believe in human kindness and sincerity. No one is good and trustworthy until proven otherwise. And he expresses this certainty with irony and sarcasm, with acid criticism.
Friends don't give each other enough, partners are constantly judged, colleagues don't measure up professionally, and bosses don't deserve their jobs. He finds it hard to believe that the other's feelings are authentic: he expresses them as part of a manipulative strategy with hidden intentions, which he will try to expose.
Since deep down the sexual E6 does not expect anything positive from relationships or love, he takes refuge in cynicism, which gives him the strength to overcome the prospect of living with such coldness, by preventing him from feeling the sadness that it implies.
“‘Believe in good feelings, in the expression of joy, always ready in enthusiasm, in the good faith of others.’ I was ready to snark sarcastically when I saw those feelings. With cynicism I confirmed the idea that there was nothing good in the world.” (B.)
In addition to being useful to defend against emotions, cynicism is also the mask of imperturbability that hides your difficulty in surrendering to feelings and relationships. Not to mention his belief that someone who is possessed by sentimentality is unintelligent or psychically unstable.
“Cynicism has “saved” my life several times, but the bitter taste it left in my mouth convinced me that it's best to abandon it in favor of a little sweetness. It's always been self-defense anyway: it makes them lose interest in hurting you.” (C.)
The counterphobic E6 does not realize that cynicism puts a distance in relationships, and also between what he feels and what he thinks, that makes him an unattractive person. Nobody likes to hug a pretentious block of ice.
“Friends, and even some partners, told me that I was cynical. I did not understand the meaning, but it deeply hurt me that they thought that of me. It seemed to me that I was a person who knew how to see the reality behind the lies, while the others were blind maudlins.”
Defensive Accuser
We have already talked about accusation as a cognitive distortion of the sexual E6, with which he attributes to the other parts of himself that he cannot sustain (aggressiveness and guilt). To protect himself from the alleged threats, he closes his space or with an armor that intimidates and shields him from too intense feelings.
He is very sensitive to invasion (physical or psychological) of his territory, like E5. The difference is that the E5 withdraws into his inner strength, the counterphobic hardens his body so that the muscles form a wall, and he defends himself by accusing and holding the other responsible for his own limits.
Faced with the conflict that he senses (and that he himself generates by making an enemy of someone emotionally important, to whom he has attributed a kind of authority), the sexual E6 reacts by automatically accusing a priori, without dialogue. The first thing he feels is the accusation of the other, an attack or some kind of offense that he does not question, that he does not compare with reality. The feeling of not being recognized prevails, that he is being partially evaluated and that the best parts of him remain in the shadows because the other does not want to see them. It is an injustice!
Aggressive
This character is aggressive and angry, but in intimate relationships he expresses his anger with great difficulty. It is easier to hear him yell and threaten in non-significant relationships, where he feels he is at risk of retaliation or rejection. Many counterphobic E6s say they are bellicose and rebellious at a social level, situations in which they feel supported by an ideal that justifies their opposition behavior.
Many say they have experienced a great ambivalence between behavior at home and abroad. At home, subject to the persecutor; in social relationships, persecutors who need to be seen as strong and determined. Much of the anger discharges in the competition (intellectual or sports). In intimate relationships, anger and resentment turn into an aggressive attitude, abrupt gestures, and ironic words. The look is usually threatening and the eyes take on a forceful shape: round and bulging, which attack. The way of walking is fast and well rooted, although the stiff neck and shoulders betray the intention to control fear, ambushed in bravado.
“I am aggressive only in the dialectic phase, if I feel a threat to my personal integrity. I have never fought with anyone (for fear of losing, but especially of hurting...). My real aggressiveness was in the posture and in the look, which carried a sign: “Attention! I bite.” But inside I knew, and I know very well, that it was to protect my weakness.” (C.)
Aggressiveness is a way of being that you are often unaware of because it is not a precise mood but background music.
“I was very surprised when they told me I was aggressive. Inside me I was much more in touch with worry and shyness.” (G.)
The typical counterphobic E6’s outburst of rage is a “reactive” gesture, responding to the other's anger, disgrace, or accusation. But it can also be a reply to someone who does not think like him, since it is unacceptable for him not to be right. Then the dialogue becomes hard; the tone, high; the other's words must be cut off. There is no time to lose because everything becomes dangerous and the opponent should not be given the option to go on the attack.
“It took me a long time to realize my habit of interrupting someone who was speaking to me. In my house everyone talks interrupting; each dialogue is a war between people who never feel heard, who are never sure of having a recognized place. I understood that for me, interrupting or raising the tone hides a cry: ‘I also exist!’” (G.)
Being a coward is his Achilles heel, the most infamous experience. The aggressive tone and appearance serve to hide, from himself and from the world, that, in fact, we are dealing with a great “cagón” (shithead).
Loyal
In intimate relationships, they sign a tacit non-aggression pact. When the Sexual E6 decides to accept the other in his intimacy, he is very loyal; sometimes of a blind and inexplicable loyalty.
On the other hand, he secretly “demands” a loyalty that is not so clear to the other. The speech, below, becomes: “I accept you (apparently) as you are, I don't attack you, and you don't attack me, you leave me alone, you let me go to my ball, and you don't discover my weak points. You don't question me.”
It is an acceptance in appearance, since when he discovers that the other is not as faithful as he supposed, he ends the relationship without feeling much, as if it were the breaking of an agreement in a negotiation, with an objective, cold, and rational attitude. This behavior is very similar to that of an E8, but this one has an experience of possession of the other, while what the E6 wants is a non-threat pact.
In short, the sexual E6, after his supposed autonomy, hides from a tendency to merge with the other, from whom he hopes not to be mistreated, as happened to him as a child, and who also shares his ideas. Intellectual harmony becomes a unit of measure for the level of friendship and love, and a pact of loyalty. It is almost impossible to think of a love story that does not include appreciation of the other's ideas; as if eroticism were more connected with intellectual enthusiasm than with the pleasure of the body.
In the relationship with authority, intellectual affinity is fundamental in deciding to what extent to obey and follow a leader. It shifts to the person with authority the need for a guide to indicate which path to follow and help them make sense of events. It must be an authority that, through ideals, conveys a justification for continuing to live. The loving and warm relationship that the father and mother lacked is replaced by collaboration, loyalty to a common project, intellectual passion, and the sublimation of ideals. The sexual E6 is constantly looking for a “father.” The superior authority becomes a myth, while claiming from subordinates the same adherence, the same rigid ethical coherence.
“I had deeply rooted ideas, with convictions that prevented me from seeing the nuances and that kept me rigid, unable to reach an understanding, without any possibility of changing concepts. They reinforced my idea of always being right, of loyalty to the given word and of honesty in intentions. With these principles I thought I would strengthen myself, because leaning on them I seemed to know where I was going and what I wanted to laugh at myself and at others. Putting them into practice, he seemed to have the appearance of a serious, responsible, competent person.” (B.)
Critical and Authoritarian
All people with an E6 character are hypercritical. In the contraphobic it is a very evident characteristic, which demonstrates his narcissistic desire to be the best, the one who should be approved in his own right, the one who has all the qualities to carry out a task or occupy a certain position.
“What could be easier and more beautiful than accusing others of a defeat? Destroying the other provokes in me a great feeling of power.” (C.)
But this narcissistic self-image does not allow him to expose himself, as for example happens with an E1 character, because the fear of being punished (castrated) prevails as soon as he opposes and adopts an explicit superior attitude. Therefore, he cultivates this conviction within himself, expressing it with criticism, sometimes in a hidden way, creating alliances and analyzing where the other is wrong.
In the case of occupying a position of authority, ambivalence causes criticism to manifest itself in the inability to trust others and to allow each one to act according to their own way. Authoritarian control is even more evident when collaborating with someone “unintelligent” (who is motivated by emotion and not by thought): “incapable.” The sexual E6 is so convinced that he knows how to do everything that he fails to have confidence in the path or in the creativity of others.
“I have had a hard time cultivating patience with my students. Whenever I saw that something was wrong or that there was no clear thought behind it, I began to feel bad; physical intolerance. I felt compelled to intervene as if I had to save a child from a fire. I projected onto the other my experience of not being able to make a mistake, the catastrophic vision of the effects of an error.” (G.)
When he criticizes, the counterphobic easily becomes a persecutor, intimidating those around him with uncontested, stony criticism, and a vehement tone. Thus he combats the unbearable feeling of impotence.
Rebel
We want to emphasize here the oppositional character of the sexual E6. His rebellion is impregnated with fear of punishment, unlike the E8, who enjoys his desire to do what he wants and does not care about the feelings of the other and what he does, he does not allow himself to be limited and is ready for anything. In his rebellion, the counterphobic continues to feel anxiety, although he may enjoy not respecting either his prosecutor or the rules. He even finds great satisfaction in the transgression, but he will continue to watch carefully what the other's reactions may be. He will oscillate between the pride of his strong image and the fear of having committed something irreparable that will lead to rejection.
Theirs is a rebellion linked to the ideal of the hero: one who challenges the world for a just cause, willing to lose his life to save others.
Observant and Inhibited
The sexual E6 explores the world cautiously. Although it is the most active of the subtypes, it limits itself, circumscribes the field of curiosity and prefers to move in already explored terrain. He is capable of dreaming of great trips to the ends of the world, but he is satisfied with having glimpsed them; then he comes back satisfied that he had stuck his head out, and frustrated that he hadn't involved his whole body.
“Observe to confirm what I think, observe as control of the situation, always alert, observe to assess the convenience of being in a place or with someone.” (B.)
Shy
It is almost impossible to believe that the counterphobic is shy, but it is something that he has lived with since his childhood, and that for many represents hell. It's like having an infectious disease with fear that everyone will find out. Obviously, being shy clashes with the heroic and strong image you want to give to the world. Despite your efforts to hide it, shyness is always there like a devouring monster.
“At the age of twenty-six I had to present my first paper before a congress. She was obviously happy and wouldn't have backed down even with an earthquake. Ten minutes before I went up to the box, my neck, chest, and arms were covered in red spots. He was terribly embarrassed that they would see each other. Since then, I have had this kind of reaction every time I had to expose myself in public. I learned to dress so that those parts of the body would not be seen. Two years later, on a similar occasion, exhausted, I spoke to the director of the school where she worked as a teacher and he told me: “Don't worry, it's just the narcissistic need to be perfect.” The arrow had hit the target: the symptom disappeared.” (G.)
Shyness is connected with the deep feeling of inadequacy, with the constant fear of being ridiculous. The humiliation experienced during childhood and the lack of basic trust left an insecurity installed in the body. Like a soldier who appears alone in the enemy camp, he tries to be invisible so that they don't kill him.
This experience is similar to that of an E3, with the profound difference that a Vanity character bids to be seen, in his desire for a relationship with the other, while the E6 prefers to be “left alone,” taking away value to relational need.
Afraid of Tenderness
The counterphobic instinctively seeks sexual intimacy, as if the intensity of these encounters were enough to satisfy their need for human contact. He has no difficulty in surrendering to the sexual act, which he tries to differentiate from the emotional. Always distinguish in relationships what is only sexual and does not imply love. In a kind of double life; in the face of a discreet, shy, almost straight and normative behavior, he is a collector of experiences: he seeks to feel something deeper, again and again, impulsively, whenever the opportunity arises, without success.
“Atrocious situations followed one another: from the way I gave my virginity to a stranger I never wanted to hear from again (for me it was a procedure that had to be done sooner rather than later, stripped of tenderness), to the sexual encounters, so many as possible, in search of orgasm, to which it was difficult, and sometimes impossible, to surrender.” (R.)
He does not want the other to realize that he likes or desires him, because that would be putting himself in his hands, allowing him to do what he wants with him. The tenderness can be a space of no control and he does not allow himself to take off his armor. Just as he has not been able to rest peacefully in mom's arms, he cannot give himself over to loving effusions either.
“If I liked a man, I preferred to show that he did not interest me at all. It was better to give up than to endure the shame and the risk of being ridiculed. I always imagined this thought in the other: ‘But who does he think he is to believe that I could like him!’” (G.)
Enduring
This experience has to do with the lack of references, or criteria. The sexual E6 has not had a model. Or, in which there was, he does not trust and, therefore, has moved away from him. But there is no confidence in his own signals either, because he grew up doubting them, with messages of the type: “you don't know,” “they won't love you,” “they will cheat on you,” “they will tease you”; and fundamentally, because he doubted the reality he was observing;
“Could that be true? Really? Wouldn't I be wrong thinking what I thought?”
So, in an uncomfortable situation, she tries to take the pulse of the environment, quickly see what the others do, if they accept or reject her, as a test before making her own decision. But she is left evaluating all the factors without making any decision. In this wait he can endure very difficult situations. It might seem like an adaptation; actually it is an anesthesia; inside himself he knows perfectly well that he does not want what is happening, but it is impossible for him to move until the “certainty” arrives. At the same time he measures his strength by enduring hardships, psychic and physical weights, to later feel satisfied that he has not fallen.
“Putting up with an uncomfortable situation is staying “waiting” for the other to see that I'm right, that I'm right... and to do what I think is necessary. If I don't receive a signal, I tend to repeat it several times, as if to listen to myself and stay calm so that what I'm saying is clear.” (R.)
Braggart
He likes to look triumphant. It is a victory over oneself: over that “oneself” that, deep down, knows that it is injured in its integrity. And under the pressure of needing a constant demonstration or reliable proof of what he is capable of; that is, that he is able to get out without harm, without pain, whether physical or emotional.
It is not enough for him to prove something to himself introspectively, in silence. For it to acquire validity, for it to be real to itself, the sexual E6 needs to show it, say it out loud, explain the battle…
This results in bragging, that fearless attitude that hides the inner insecurity for which you need to explain yourself over and over again, checking that there is no criticism, that there is acceptance. And there is also, deep down, a need to justify oneself.
Of course, he only needs to share it with those closest to him, with those who will not question him, who will accept his bravado and agree with him, which will validate him and allow him to feel moral superiority.
Honest
This is a trait that most sexual E6 recognize. By “honest” they mean that they do not tolerate any hypocrisy, falsehood, or deception. Even telling a lie is impossible. The honesty that he seeks ensures that he who fights for himself and for others is also correct, consistent and, therefore, worthy part of his ideal of a hero without blemish and without fear, justice and the rescue of the oppressed. And it is a way of going against the enemies: the exploiters, the powerful and those who abuse power, even people who have money because how can you have money if you are honest?
Competitive
The ambition of the sexual E6 is camouflaged as idealism, by the pretense of wanting success or power at the service of justice and honesty. The idealization of himself as righteous justifies his desire to be recognized as the best, or perhaps the only one, in competition with others, whom he likes to look at as fools or people who are not up to the task (whatever they are).
Obviously, fear does not allow us to live this competition openly and visibly, which it condemns as immoral or selfish. So in this field, too, the counterphobic E6 will advance with one accusing finger and the other timid hand. He will continue to feel that a persecutor is going to come and punish him for being competitive and castrate him for being ambitious. There remains a feeling of frustration and rage against those who do not allow him (according to him) to raise his head, and also of guilt for wanting to raise it so much.
Source: PDB Wiki
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kanohirren · 1 year ago
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How to Make Rendog in DnD
I’ll go level by level and explain the reasoning behind my decisions and how I think it fits them in character. This build assumes starting at level 8 but includes notes on differences if you start at level 1 and progress to 8. This is not intended as a guide on how to play dnd, just how to build this character. I also don't explain every feature, but I may briefly touch on it and explain my reasoning for taking it.
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Class: Barbarian 5 (Path of the Beast)/Bard 3 (College of Swords)
Race: Shifter (closest to an official dog race in 5e)
Base Ability Scores:
Str 15 (+2) + 1 from race = 16 (+3)
Dex 10 (+0)
Con 14 (+2) +2 from race = 16 (+3)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Background: Folk Hero
Ren is a strong player with a good track record when it comes to pvp in the life series. What he lacks in game knowledge he makes up for with pure charisma, being able to swing many people to his side (renpire, shadow alliance). Depending on how you look at it, he really is a hero to some (especially martyn) and knows how to make a good show.
Before we get into the class features, here’s the race and background ones.
Shifter:
Bestial Instincts: Skill proficiency. Choose Athletics.
Darkvision 60ft.
Shifting: Become more beast-like as a bonus action and gain temp HP. Become doggier.
Shifter type: choose Swiftstride to be fast, but if you want tankiness then Beasthide is also a good option. Barbarians often struggle with movement speed which is the main reason for choosing Swiftstride.
Folk Hero Background:
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: Any Artisan’s tools, land vehicles.
Rustic Hospitality: Common people like you and will help you.
Shifters get to choose their animal ancestry and traits, so you can choose to be a dog. Longtooth is usually the default option for dog (the other options are associated with other animals) but the feature is quite useless in this build, which is why we pick one of the other ones.
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Time for class levels! At 1st lvl, we start with barbarian, which grants us:
Proficiency in Light and medium armour, shields
Proficiency in simple and martial weapons
Proficiency in Strength and Constitution saving throws.
Skill proficiencies: choose Intimidation and Perception
Rage: Core barbarian feature. Hit harder and soak more hits. Keep in mind you cant use spells while raging, which will matter after multiclassing.
Unarmored Defense: Add your Con to your AC if you have no armour. Goes well with being a bard…
The red king Ren was very vicious kind of king who goes to war leading his troops rather than hiding in the backline. Barbarian is a perfect class for Ren who is both very good at and goes unga bunga on occasion. Keep in mind both Shifting and Raging are bonus actions, so you have to use them on different turns. The temp HP gets doubled value vs weapon damage if you’re raging because of resistance, so it might be usually better to rage first but it also depends.
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At 2nd lvl, we continue with barbarian and will do so up to lvl 5.
Danger Sense: Advantage on dex saves against things you can see. Very useful for avoiding traps.
Reckless Attack: Advantage on your attacks is always good to have if you don’t mind taking more hits.
These features fit Ren perfectly too since he is pretty good at surviving and avoiding traps (unless a stalactite is involved) and in combat he can go pretty wild.
At 3rd lvl, we get:
Subclass: Path of the Beast
Path of the Beast gives:
Form of the Beast: When you Rage, you get an extra bestial trait to be even more dog-like. Bite gives you healing at low hp, claw gives you an extra attack and tail gives you extra ac. All fairly useful in different situations.
Now Ren becomes even more doggy. I always envisioned Ren being more of an axe-wielding barbarian, but these are still good to have. Keep in mind you choose the trait when you rage and can’t change it until a new rage, so choose the right one for the situation (low hp? Bite for healing. Two claw attacks actually deals more damage than the axe because you add your strength mod twice. Tail is good for avoiding hits or hitting something barely out of reach.)
At 4th lvl, we get:
Ability Score Improvement OR Feat: Take the Ability Score improvement and bump your Strength up to 18 (+4).
The extra strength helps everywhere as a barbarian.
At 5th lvl, we get:
Extra Attack (more damage! Woo!)
Fast Movement: an extra 10 ft. of move speed if you aren’t wearing heavy armour which you can’t really use as a barbarian anyway.
If you took Swiftstrider at the start, you’ll now have a whopping 50 ft. of walking speed, which is pretty dang fast. You’ll be able to run across deserts in no time.
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At 6th lvl, we begin multiclassing with a level in bard, which grants us:
Musical Instrument Proficiency: Choose a Horn.
Skill Proficiency: Choose Persuasion
Bardic Inspiration: Increase chances of success. Not a spell, so you can use it during rage.
Two Cantrips: Choose Message (whisper chat msgs) and Minor Illusion (fun spell)
Four 1st lvl spells: Speak with Animals, Identify, Charm Person and Color Spray.
Now we get to the more… seductive side of Ren. Ren’s a really fun person but is also known to be a little on the less PG side of things if you know what I’m saying (not to mention the fact that as a barbarian with unarmored defense… fully exposed while being beheaded). I also tried to pick spells that are more useful outside of combat since he can’t cast spells while raging.
At 7th lvl, we take a second level of Bard, which grants us:
Jack of All Trades: Half-proficiency in all ability checks is good.
Song of Rest: Listen to Ren sing Britney during a short rest and heal up extra good.
One more spell: Command (Kneel before your king!)
Jack of All Trades will make up for some of Ren’s poorer stat checks now.
At 8th lvl, we take a third level of Bard, which grants us:
Expertise in Two Skills: Choose Persuasion (man literally persuaded people to go to war) and Athletics (good in general for strength builds).
2nd lvl spells: See Invisibility (doesn’t use concentration)
Subclass: College of Swords
College of Swords grants us:
Bonus Proficiencies: Medium Armor and Scimitars. Redundant because we get that from Barbarian.
Fighting Style: Choose Dueling and use a battle axe with a shield.
Blade Flourish: Even more movement speed when you attack, and the flourish options are all useful on top of the extra damage they provide (more ac, knockback and aoe damage). The go-to would probably be Defensive Flourish to stack with your Tail. If you chose Beasthide Shifter, your AC will go even higher.
Flourishes are especially useful because they aren’t spells and they don’t take any action economy. This is a surprisingly good synergy between a barbarian and a bard multiclass, especially since you get access to a fighting style with this subclass for some extra damage consistency.
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Summary:
Final Stats:
Str 18 (+4)
Dex 10 (+0)
Con 16 (+3)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Two Attacks
Battle axe attack: +4 (str) +3 (prof. bonus) = +7 to hit, 1d8 + 4 + 2 (dueling) slashing dmg.
Three Bardic Inspirations
Cantrips: Message, Minor Illusion
1st lvl spells: Speak with Animals, Identify, Color Spray, Charm Person, Command
2nd lvl spells: See Invisibility
In summary, lots of combat power (as is fitting for the Red King himself) and a decent amount of Bard utility. A similar build to Scar’s, though more towards the combat end of the spectrum.
And that’s it for Ren! I think I managed to capture a bit of his savagery but also his fun and charming side into this build. He’s built for combat but he’s also quite good in social situations and he’s gonna be a tough nut to crack!
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lovestruckaphrodite · 1 year ago
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Hey! I got a req, so I do a req
@smexyanimepotatosstuff here you go luv, hope you enjoy it!
~~1st person pov~~
⏳payback⏳
it's been two weeks and 4 days. 18 fucking days in total since I helped Eraser Head.
~flashback kinda thing~
It all began on a seemingly ordinary afternoon when i was going about my daily routine. As i walked down the busy streets of Musutafu, i noticed a commotion up ahead. Curiosity piqued, i quickened my pace and soon found myself at the scene of a crime, the villain known as timekeeper running away, laughing.
Eraser Head was already engaged in battle with Timekeeper when i arrived. his stoic demeanor and seemingly calm actions were evident as he tried to neutralize Timekeeper's powers.
As i watched the intense struggle unfold, a surge of adrenaline coursed through my veins. i couldn't stand idly when it was obvious that he didn't know how to defeat him! With a newfound sense of purpose, i approached Eraser Head cautiously but confidently.
"Excuse me," i called out, catching Eraser Head's attention amidst the chaos. "I think I might be able to help."
Eraser Head turned to face me, his expression a mix of surprise and curiosity, tho that was hardly noticeable through his deadpan expression. "How could you possibly assist me?" he asked, skepticism evident in his voice, tho he kept it quite monotone.
i took a deep breath, gathering my thoughts before responding.
'do i really want to do this?'
"I've been studying Timekeeper's abilities for quite some time now. I believe I have a theory on how to counteract his powers."
Eraser Head's interest was piqued. He motioned for me to continue, and i explained my theory in detail. i proposed that by disrupting the frequency at which Timekeeper manipulated time, we could potentially weaken his control over it. a simple high-frequency video on youtube, like a dog whistle would work
He listened intently, weighing the possibilities. Despite his initial doubts, he recognized the potential value of my theory.
"thank fuck,'
With no other viable options at hand, he decided to put his trust in me, knowing it might just ruin this, or finish this.
"Alright," He said, "Let's give it a try."
Together, me and Eraser Head formulated a plan of attack. While Eraser Head engaged Timekeeper in combat, I positioned myself behind a trash bin out of sight, getting ready to start the audio. The tension in the air was palpable as we executed their plan(almost flawlessly.)
As the phone emitted its disruptive frequency, Timekeeper's control over time began to waver. His movements became sluggish and erratic, allowing Eraser Head to seize the advantage. With a swift and decisive strike, Eraser Head incapacitated Timekeeper, rendering him powerless.
The battle was won, thanks to my help. Eraser Head turned to me with gratitude in his eyes, tho at the time i couldn't really see it through his deadpan smile.
"I couldn't have done it without you," he admitted, a hint of admiration in his voice. "ill pay you back soon."
~~okay back to reality~~
he said he would pay me back, yet here the fuck we are, more than a week later
honestly, i should have left him to deal with that fucker himself, rather then risk my life to help him
i sip my coffe on the couch, thinking of how dumb that really was. i could have done nothing, but no, i had to go and play hero
knock knock knock
i dont think anyone was coming over, nobody has texted me recently or anything
hesitantly, i go to look through the peephole
there, at my fucking doorstep, stoop nonother than himself, Eraserhead
'Speak of the fucking devil himself'
i open the door
"hello Eraserhead, come to pay me back?" i say with a glare looking at him.
he stands there with a deadpan look on his face. hes wearing a full black outfit, with the exception of a silver bracelet on his left wrist. is hair is up, and it really looks like he doesn't want to be here
"yeah, i guess. you should be grateful you didn't die, i shouldn't have to pay you back for your reckless actions" he says, monotone
"those 'reckless actions' saved you from a battle you couldn't win on your own. you could have died without me. you, should be grateful i helped you.'' i say with a scoff
hes seriously acting like im in the wrong here? you are the one who waited two fucking weeks to come here, and now you act like its my fault and that i did something that wasnt right?
"yes, and i thank you for that, which is why, im asking you for dinner," he says monotonously
my world stopped. like froze. what in the actual fuck just happened?
"uhm- im sorry, what?''i say, purely confused
why? why is he giving me attitude on minute and then fucking asking me out the next?
"go to dinner with me. as a thank you" he says nonchalantly
"okay okay, wait. so, you, Eraserhead, are asking me out?" i say, looking at him
"well, not necessarily, unless you want it to be like that," he says with a shrug
"huh. wow, uhm okay..." i say "When?" i say, sighing softly
"whenever you want, im free tonight," he says with a shrug
god this is so soon, too soon, if im being frank
"okay. okay, wow. pick me up at 7, tonight. ill be ready then"i say, running a hand through my hair
"alright, where something nice yeah?" he says, waving bye before walking away
i wave back, closing my door behind him
holy fuck.
that was fast. to fast. way too fast.
how did this even fucking happen?
one minute hes lecturing me for saving his ass, next hes fucking asking me out?
i check my phone
2:19
i have roughly four and a half hours until our date
is it even really a date?
no, its not. its just a dinner. with a S rank pro hero. whose life i basically saved
wow, alright
you got this [name]
its not like its new to you. just a dinner. with a hero who has most likely been with like alot of other girls.
but wait no its not like that. nope
no way he would ask me out like that. he's a hero, he probably has standards higher than the Tokyo Skytree for fucks sake. hes a very expressive man. dull, yes, but expressive. if he wanted me, (which he doesnt) he would say so. right?
~~timeskip bc its been 4 FUCKING HOURS IM SO TIRED OF THIS~~
it is currently 6:43 and im not even done getting ready.
my god this is bad
i finish getting ready as fast as possible. no im serious, i think i broke a record.
(you pick what your wearing lovelies)
i hear the doorbell ring, and i run downstairs faster then fucking sonic, opening the door and stumbling slightly
"woah there, hi" he says, grabbing me slightly so i dont fall
"hi. sorry bout that, heh"i say, standing upright again
"its fine, shall we?" he says, handing his hand out for me to take
i nod, smiling softly, taking his hand in yours, walking to his car
as we drive, the beginning was sorta awkward, but it evened out, talking and laughing he drives us
we get to the restaurant (you pick, idrc, could be Dennys if you want tbh) and get seated, ordering our food (we got the same thing as him, jus to save time ig)
talking about his job, or his cats, or my job, and my pet(s). turns out, hes not as bad as i thought. he talked about his students and his cats. maybe one day ill get to meet them
"huh, never thought i would actually enjoy hanging out with you" i say, laughing slightly, taking a bite of my meal
"i know, crazy right? That im an interesting person" he says with a small chuckle, us both finishing our meals soon after, leaving the restaurant, and starting the drive back home
he drops me off at the door of my house, smiling softly
"thank you, Eraserhead. i had fun" i say sheepishly, looking own. suddenly the floor is looking really nice
"please, call me Aizawa, and i did aswell" he says, smiling softly, looking down
"do you think that maybe...i could have your number?" i ask, looking down. yeah, thats a real nice floor...
"yeah. of course" i say, and we exchange numbers
"again, thank you Aizawa, ill see you next time i suppose," i say, leaning in and giving him a soft kiss on the cheek, before turning away and going inside the house, flopping on the couch, all giddy like
outside the now closed door, he brings a hand to his cheek in which you kissed, before turning and walking back to his car
okay holy fuck im done. i know this is bad, and kida rushed, but this thing took me 4 fucking hours. sorry it seems so rushed, im having massive writers block and i am going to jump fr/j anywyas, hope you enjoyed ig.
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cagemasterfantasy · 11 months ago
Text
Barbarian (Angry Boi as I call him)
Class features
Hp: 1d12 per Barbarian level (yes the most out of any class)
Hp at first level: 12 + your Constitution modifier
Hp at higher levels 1d12+ your Constitution modifier at per level after 1st
Proficiencies
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial Weapons
Saving Throws: Strength, Constituition
Skills: Choose 2 from Animal Handling(Wisdom), Athletics (Strength) Intimidation (Charisma Nature (Intelligence) Perception (Wisdom) and Survival (Wisdom)
Equipment
You start with the following equipment in addition to the equipment granted by your background:
(A) A greataxe or (B) any martial melee weapon
(A) 2 handaxes or (B) any simple melee weapon
An explorers pack and 4 javelins
Traits
Rage
In battle you fight with primal ferocity On your turn you can enter a rage as a bonus action. While raging you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the rage damage below. You have resistance (Half damage to Bludgeoning piercing and slashing damage). If you are able to cast spells you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times below for your barbarian level you must finish a long rest before you can rage again.
Rage: Level 1 Number of Rages 2 rage damage +2.
Level 3 number of rages 3.
Level 6 number of rages 4.
Level 9 rage damage +3.
Level 12 number of rages 5
Level 15 Rage damage +4
Level 17 Number of rages 6
Level 20 Number of rages Unlimited
Unarmored defense: While you aren't wearing any armor your class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless attack: Starting at 2nd level you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on a turn you can decide to attack recklessly. Doing so gives you advantage on melee weapon attacks using Strength during this turn but attack rolls against you have advantage until your next turn.
Danger sense: At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be giving an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit you can't be blinded deafened or incapacitated.
Primal Path: At 3rd level you choose a path that shapes the nature of your rage. Choose path of the berserker or path of the totem warrior.
Ability score improvements When you reach 4th level and again at 8th 12th 16th and 19th level you can increase one ability score of your choice by 2 or you can increase 2 ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. (The rule for those who don't know is when making your starting stats you roll 4d6 and reroll ONCE if any roll is below 10).
Extra attack: Beginning at 5th you can attack twice instead of once whenever you take the attack action on your turn.
Fast movement: Starting at 5th level your speed increases by 10 feet while you aren't wearing heavy armor.
Feral Instinct: By 7th your instincts are so honed that you have advantage on intiative rolls. Aditionally if you are surprised at the beginning of combat and aren't incapacitated you can act normally on your first turn but only if you enter your rage before doing anything else on that turn.
Brutal Critical: Beginning at 9th you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack This increases to 2 additional dice at 13th level and 3 additional dice at 17th level.
Relentless Rage: Starting at 11th level, your rage can keep you fighting despite greivous wounds. If you drop to 0 hp while you're raging and don't die outright you can make a dc 10 Constituiton saving throw. If you succeed you drop to 1 hp instead. Each time you use this feature after the first the DC increases by 5. When you finish a short or long rest the DC resets to 10.
Persistant Rage: Beginning at 15th level your rage is so fierce that it ends early only if you fall unconsious or if you choose to end it.
Indomitable Might: Beginning at 18th level if your total for a Strength check is less than your Strength score you can use that score in place of the total.
Primal Champion: At 20th level you embody the power of the wilds. Your strength and Constituion scores increase by 4. Your maximum for those scores is now 24.
Source: Players Handbook
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