One thing I appreciate about Barbie was the emphasis on age.
I was emotional when Barbie told the old woman how beautiful she was, and when Ruth came in and helped her become human.
It was also the fact that America Ferrera was the one having the crisis that caused Barbie to do the same.
The whole concept of the toy doesn't end in childhood. Cause she is an idea; Barbie is forever. She's everything. She's meant to inspire women to keep going for what they dream. You don't age out of these ideas, they grow with you, just like how Margot Robbie grew with America Ferrera.
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Alright so here we go. Time to convert one of the characters from the video game Atelier Iris 2. Today's character is Felt Blanchimant.
Much like with Viese we will be looking at Felt by what he does mechanically in the game and do our best to apply it to d&d character building. So just like Viese Felt is an Alchemist. However he is an Alchemist in training and while he has talent he never had much focus for his training, often being a bit lazy and daydreaming of adventure. He was chosen by the Azure Azoth to weild it in battle. The blade has a consciousness of its own and helps grant Felt more power as he travels and battles others but it is ultimately up to Felt to bring out the Azoth's potential. His main skillset is mostly focused on attacks and magical damage, but he also has a small set of buff effects.
Felt has talent but he isn't really known for his smarts. He isn't dumb though. He also had a natural ability to draw people towards him and he isn't necessarily a leader he is often able to talk his way out of situations and he eventually becomes quick enough to fight against one of the main enemies on equal terms who's known for his speed. So with this in mind I feel charisma and dexterity are Felts main focus stats. Let's get building.
Name: Felt Blanchimant
Race: Human (variant)
Class: Artificer 2/ Warlock 8
Background: Far Traveler
Stats:
STR 8
DEX 15
CON 12
INT 13
WIS 10
CHA 18
Archetype: Hexblade
Pact boon: Blade
Invocations: Agonizing blast, Eldritch Smite, Eldritch Mind, Thirsting Blade
Feats: Tough, Eldritch adept (relentless Hex)
Skills: arcana, insight, nature, perception, persuasion
In some cases Felt was easier to build than Viese, but he was tough in other ways. The warlock patron was easy as he gains his power from the Azoth he wields. Since the Azoth is a sword Hexblade makes the most sense. He had some trouble upon first arriving in the world that was alien to him, even more so that he was in the middle of a dessert and nearly died from the heat, but he has proven himself to be very resilient. For choice of spells it is simple as he has a simple approach to combat. Blast spells for multiple enemies and solid single target options. He can also have one or two self buff spells on hand just in case.
In the game Felt often finds himself in some sort of trouble but he preferred to talk his way out of possible and just being friendly with everyone who wasn't attacking him on sight. He even spares an assassin who attacked him out of a misunderstanding. The Azoth even suggesting just killing them but Felt refuses that option. His strength of character is what made me believe he was a great representation of a charisma based character. His Artificer levels still have their uses as he learns smithing and improves everyone's equipment along the journey so he still has some skills to provide to the team. Overall this build is a bit more solid and viable than Viese's but there could be better options.
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pretty please draw Trucy casually telling Edgeworth her dad’s feelings about him and then Edgeworth is like: I-I uhh…
(Alternatively) Phoenix is just like: TRUCY I TOLD YOU NOT TO TELL HIM THAT-
realistically i dont think trucy would tell edgeworth about phoenix's feelings. but she would tell edgeworth about edgeworth's feelings which is a lot funnier
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Make more Sex repulsed characters.
Make more Romance repulsed characters.
Make more loveless aro characters.
Make more Non-Partnering characters.
and most of all: don't make these identities flaws. Don't "fix" them by the end of the story. Don't make them obstacles for the characters to overcome.
let them be fully complex people without treating their repulsion, lovelessness, or non-partnering identities as a flaw that needs to be fixed. Let these characters exist in a genuine and positive way that is not looked down upon or shamed.
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Eddie’s just trying to show off his new guitar picks on his TIkTok account while in the background, this conversation is happening:
Steve: Want some m&ms?
Robin, holding out her hand: When I was a kid, I would assign each of my family members a color of m&m and then eat them in order of who I liked the least to who I liked the most.
Steve: Who did you eat last?
Robin: My cat, Lucy. She was the brown one. I would swallow them whole so I wouldn’t hurt her chewing.
Steve: Makes sense
Steve: What color would I be?
Robin: Blue
Steve: *fist pumps*
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Alright so here we go. Time to convert one of the characters from the video game Atelier Iris 2. Today's character is Viese Blanchimant.
So for this conversion we'll need to take a look at what stats she focuses on in the game as well as what her skills are and what she actually does mechanically. Viese is an Alchemist, but not in the sense you'd think in 5e. In this game Alchemists need the help of mana spirits, elemental spirits, to synthesize and make new items by combining other items together. The game makes a point that she needs to make pacts with these spirits. So therefore there is some Warlock vibes as she makes pacts with these spirits to use their power.
But she is also known for her high intelligence in the game so that should be her focus stat. As she makes items and is more of a support character. So this brings in the Artificer levels where she has her main focus. She's the go to healer so healing spells and item usage are her main focuses. With that said here's what I believe her character sheet would look like.
Name: Viese Blanchimant
Race: human (variant)
Class: Warlock 2/Artificer 8
Background: Sage
Stats:
STR 8
DEX 10
CON 13
INT 15(16)
WIS 14
CHA 12(13)
Archetypes: Archfey Patron/Alchemist
Pact boon: Talisman
Invocations: Eyes of the Rune Keeper, Eldritch Mind
Feats: Healer, Ritual Caster (Wizard), Prodigy
Skills: Arcana(E), History, Insight, Medicine, Nature, Perception
Now the reasons for picking the Archfey Patron is mostly due to the weirdness of the Mama spirits. I liken them to Fey creatures as they are embodiments of the elements found in nature. Their pact boon is a talisman cuz in the game Views uses a gem that signifies her bond to the Mana spirits she's made pacts with. Although since she is more focused on healing and the original mana was the Mana of Creation, Celestial can work as well, possibly better mechanically speaking. So for flavor Archfey is best, for mechanics Celestial is best, both can be solid options. As for spell choices she would mainly focus on the support spells as she isn't much of a fighter. So healing and buff spells are her forte. The only equipment she doesn't work on with possible infusion choices is weapons. That belongs to a different member of the party.
So there we have it. Viese as a D&D character. She is pretty solid all things considered but due to her support focus she can be a bit lacking in combat situations but what she lacks in damage capabilities she makes up for in keeping her allies alive and enhancing the usage of their items. She's also the main nerd of the group perfect for info dumping and solving riddles and puzzles. This is not to say this build is the best for support, cuz it's not, this is just going off of the flavor and info the game provides and doing my best to convey it.
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One of the things I realized when I watched Fury Road directly after Furiosa:
Furiosa doesn't treat Max like she treated Jack. She treats Max like Jack treated her.
There are so many parallels - the way they meet, their conflict with each other that quickly turns to partnership, their journey to The Green Place (and how it fails)...
But where before it was Jack reaching out to her, now it's Furiosa who is asking Max his name, teaching him the kill sequence for the rig, trusting him to have her back in a fight, giving him everything he needs to leave (even when she wants him to stay).
Furiosa doesn't see Jack in Max, she sees herself. Everything from the muzzle to the nightmares to the fact that he barely speaks is a direct parallel to what she was like when she met Jack, and Furiosa knows it. And so as someone reached out to her, she reaches out to him, this feral, half-mad Wastelander. She reaches out and offers him hope, just like Jack did to her when he came back for her on the Fury Road.
And together, they find some kind of redemption
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