#hutt empire
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fanfic-obsessed · 7 months ago
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Well...That Esclated Quickly
Here is another idea that came to me during my walk to work.  I want you to know, though it goes in a humorous direction it really is not a full fix-it. 
When Order 66 went live, some of the chips did not activate. There is no rhyme nor reason as to which chips activate and which did not. Not a huge amount compared to the whole, but some. Enough that a few hundred Jedi and a Few thousand Clones regroup in the aftermath. 
While you can fill in most of the blanks the following are included in my idea
Obi Wan Kenobi and a company’s worth of 212th clones, including Cody: Obi Wan was still shot off the cliff, to the horrified eyes of the still free clones. The still free clones don't have enough numbers to take on their brethren who appear to have gone insane, but do have enough to steal one of the midsized transport ships, one capable of hyperspace flight.  They reluctantly allow Obi Wan to go to Coruscant on his own, with the rationale that one person can sneak to the surface much easier than a whole company, while the clones establish a regroup point.  From there Obi Wan goes on the Mustafar, which ends as it did in canon. Obi Wan brings Padme to the transport ship where she still dies of complications of her pregnancy
Fox, Hound, a dozen other members of the CG, and the Younglings: Fox and the few members of the CG that were unaffected by O66 raced to beat the 501st to the Temple. They made it just a few minutes before their enslaved brothers. Just barely in time to evacuate the children in the creche with the help (and insistent sacrifice) of the adult Jedi.  While there were a few Creche Masters evacuated with the children, it was now basically just Fox and his CG functionally in charge of baby Jedi ranging from Babies to Pre teens. They connect with remains of the 212th before the events of Mustafar. 
Yoda, who did still have to kill his commander in order to escape, but was able to bring a few clones with him.  They still end up being collected by Bail Organa.
Ahsoka, Rex, Jesse and  a portion of the maintenance team for their battalion: They do not meet up with the rest for quite some time (at least three years). Rex’s chip did activate but he was able to get Ahsoka the message about Fives. After Rex is freed they find Jesse and the other free clones (soft shells all) looking on in horror at their controlled brethren. With the help of the maintenance team they are able to escape from the ship without freeing Maul or crashing into the moon.  By the time they are able to look past the immediate situation, the Temple is already burning and it has been announced that the Jedi are traitors. These 25 or so go to ground in Mandalorian space and try to figure out how to free the clones from the chips (beyond surgery which really does not work with the numbers they have to deal with). They do not realize anyone else has survived. 
Aayla survived, due to one of the clones (not Bly) pushing her out of the way and sacrificing his life for her. Bly’s chip does work. She escapes with two dozen free clones and six chipped clones tied up in the back (Including Bly, even the clones agree they cannot save everyone and hopefully it means that they can figure out what is going wrong).
Shaak Ti, 10 Veteran clones, 40 ‘Shinies’, 300 child and teenage cadets, three junior Kaminoan Scientists (not Nala Se) none of which knew about the chip or Order 66, and Omega.  Shaak Ti had been working with a few Kaminoan Scientists to see the clones as sentients in their own right and the reactions of the clones under the chip's control horrified a few of those scientists.  Between them and Omega, who had been paying attention and used this as a chance to escape the lab (the Bad Batch being off planet at the time) they were able to evacuate anyone not under the control of the chip. 
All of these people (Barring Ahsoka and Co) converge on the ship that had been stolen by the free 212th clones. Had less children survived (about a third of the living Jedi are children under the age of 11, plus the cadets) they all would likely have split into small groups and made their own way through the galaxy. But there was just no way to break into small enough groups to be safe AND still make sure the children (and to some extent the Shinies) were taken care of.  They were also too large a group to go anywhere in the Republic, or even anywhere in Mandalorian space (There were an awful lot of uninhabited planets in the galaxy but most were uninhabited for a reason). Thus there was only one thing they could do.
Take over the Hutt Empire.
To be fair the take over part did start out accidentally. The actual goal was to find a place to lay low in the Hutt Empire, possibly the only place Palpatine’s Empire could not reach quite yet(at least until Palpatine solidified his rule). 
So they found a planet within the Hutt Empire to lay low on, While Bail Organa left to begin planting the seeds for the rebellion (No Leia as the twins were not being split up). As much as I want it to be Tattoine, it just has too small a population to not have a couple of thousand people (Most of whom hide their very distinctive faces) showing not be noticeable. So they choose a planet with a higher population. 
This is where the trouble began. All of our adults are deeply traumatized, trained warriors who are not used to sitting by, universally feeling useless. They are facing an insurmountable task, still mostly directionless, and deeply angry at life.  
It starts with the local Hutt’s minions trying to shake down some newcomers, who were not looking for a target to vent their spleen but found one just the same. It does not end well for the minions. Nor the next six attempts, with different groups of Clones and Jedi each time.  No one has told Command yet, but they look at each other and ‘shit we can’t keep drawing attention to ourselves but we can’t leave either’
The solution (Commander Cody himself would like to reiterate this was not the correct solution)? Take out the Hutt. Then they realize that taking out the Hutt has just drawn more attention to this city as the other Hutts for the planet try to figure out who took out this one.
The next Solution? Take out the rest of the Hutts on the planet. 
They have now drawn even more attention to the planet from yet more Hutts. This is the one thing that is critical they do not have. 
The next Solution? Try three to make this plan work (Commander Cody reminds you that trying the same thing over and over again, hoping for different results, is the definition of insanity) and take out the Hutts looking for answers. 
By the time that these small groups have admitted to Command (Obi Wan, Cody, Yoda, Shaak Ti, Fox) what is going on, a few months later, they have accidentally taken over the Hutt Empire.
The Hutt Empire that is still nominally allied with Palpatine’s Empire. The Hutt Empire that has to stay allied to Palpatine’s Empire if they do not want to draw the attention of the entire Imperial Forces to the largest concentration of living Jedi and free Clones in the galaxy.  The Hutt Empire that no longer has any active Hutts. 
In this the human centric leaning of Palpatine’s Empire is actually helpful.  They very rarely wanted to deal with other species, so it was easy to appoint someone unknown but human to deal with the com calls and visits. It does mean that they have to make up a Hutt that they essentially have to play ‘Weekend at Bernie’s’ with, a couple of times a year when a representative insists on meeting with the Hutt in charge. 
Also the fact that Palpatine’s Empire is more interested in enslaving their own citizens for free as opposed to buying them from the Hutts means that they can shut down the slave trade within Hutt Space (over time).  Fox both loves and hates running a criminal empire. 
It should be noted that, even with Bly and the five other chipped clones, no one actually knows what is going on until Rex and Co find their way back to them.  We are going with the thought that a level 5 atomic scan is a ludicrously high level of scanning. Like sitting on a Nuclear Reactor to get an X-Ray kind of ludicrous, so not only does no one think to do that level of scanning to see what is wrong, but they do not even have that kind of equipment readily available.  The reports about Fives from Rex never made it to any kind of centralized repository, there is no way to know why most clones suddenly started to kill Jedi. Bly and Co spend the three years before Rex shows up in a makeshift brig, they can function almost normally until a Jedi is brought up or in the room with them. 
Bail laughs his ass off when he is told, through several intermediaries and coded messages, that the Jedi and the Clones accidentally took over a criminal empire.  Then he starts funneling the Path and the people his rebellion are rescuing into Hutt Space to find the Jedi. 
Three years in Rex, Ahsoka, the clones with them (now having grown to nearly another thousand) arrive with the news that they can disable the chips from a distance of about a large cruiser. 
That is how the Hutt Empire became freedom fighters.
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marroniere · 8 months ago
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hot girl summer <<< Hutt girl summer
Hutt girl summer: you spend the summer sitting in your palace, eating what you want and hanging out with musicians and bounty hunters, and if someone says you're not hot, you can always feed them to your pet rancor
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So I just read the Han Solo trilogy (it‘s rlly good, y‘all should read it) and afterwards I watched the og trilogy again (seamless, effortless transition, Ann C. Crispin is an absolute genious) it left me with 3ish revelations:
1. I‘m weirdly obsessed with the Hutts now and I love Jabba (he is stinky and evil and off his tits on Spice in Return of the Jedi, but that doesn‘t matter, he‘s a cutie and also maybe sorta in love with Han what I find hilarious)
2. If the og films had come out today Han would have been the most bisexual. Him and Lando definetly fucked at least once. Same goes for Mako Spince (rip). And all his lady friends in the books are absolutly amazing and I love them.
3. I am also absolutly obsessed with how much Luke, Leia and Han love each other in the films. They rescue Leia and are immediately ride or die for one another. Han wants to leave at least twice and he keeps coming back and they all save each other regularly and Luke always rushes to his friends aid and whenenver they reconviene they fall into each others arms and scream with excitement and it‘s so cute and I wish that was happening in any of the other Star Wars movies.
Like, I‘m 100% sure the Prequels AND the Sequels would be less hated if the main Cast had just hung out more and it was visible that they actually loved each other.
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groundrunner100 · 1 year ago
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Each one of these girls is like wine. Pick your flavor!
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hetaliaminidoodles · 5 months ago
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Hetalia au where everything's the same except the micronations physical age reflect sealand's age lol.
Let's call it the micronations ages make a bit more since AU /J
Like example
Sealand is physically 12-13 (hima said he designed sealand to look like he went up a grade so sealand may be like physically 13 or something lol) yet is one of the oldest besides seborga
In this au , almost everyone's physical age has now changed.
Information about the au under cut lol.
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Sealand keeps his same cannon physical , same as seborga.
So sealand is 12 to 13 physically
That's cannon. He's the age that everyone else's are based around this AU. He's like the leader. Give him some kouhais' that look younger than him than some that look way older than him lol. He deserves it.
OK the other micronations, the ones we've been with and the newer ones that have just appeared
Seborga gets the same physical age
He's the only one of the micronations that looks and is physically older than sealand nation wise. He gets to keep his physical age lol. Some older teen hanging around some elementy and middle schoolers lol
Hutt is physically the same as sealand now
So he's physically 12
I mean their year of creations is only like 3 years apart. It wouldn't make sense if we wasn't at least the same physical age as sealand. I wish he was in Canon but even the nations in Canon don't understand the physical aging system.
This means kugelmugel's physical age gets to say the same.
His growth is still stunted, due to not technically being a micronation (same with Hutt river : they bond over that)
Molossia is now physically like 10 or so.
This is where the physical ages curve from sealand's physical age abit. I find it funny if molossia is younger than someone like kugelmugel , it's cute. Like this essentric kid is like older than him in everyway
( I'm just thinking of House Of Winter (A hetalia fangame) and how things would probably be the same way in that cannon , but just imagine kids around the same age fighting makes it a bit sadder)
Molossia's personality fits his in cannon physical age but I think it would be pretty interesting on him if we was physically 10.
Aerica is now physically 10 aswell
Him and molossia are only 10 years apart in a nation standpoin so it'd make sense that they'd be around the same age physically aswell.
Ladonia is physically 10
He acts like a 10 year old in cannon so I beleive he's like 10 or so physically as well. He's younger than sealand and mostly everyone else in micronations that have an appearance in hetalia
Wy is physically 8
Look at her. She's physically 8 in my opinion. That or 9.
Now onto the new microntions.
I know the joke is that slowjamastan is younger than wy but looks older but I think it would've been really cool if he looked like an 8 year old , simular to wy.
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Slowjamastan was actually the inspiration for this au. I just want wy to be happy, give her someone that makes her look like a proper senpai.
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Stomaria and domain are also 8 in this au. I understand why they're so "old in appearance" (alot of people seem to "know" what they're doing when making nations/HJ) but come on , the micronations are so much more younger than actual countries. It be cool if they were just kids or something lol.
Ha , seborga's like the designated babysitter of the group now.
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mushed-kid · 9 months ago
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kinda painful to watch voltron knowing how it ends
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walkawaytall · 1 year ago
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I think this is my hyperfixation for the day:
How that terrible added scene with Jabba from the 1997 special release of A New Hope ever-so-slightly detracts from your viewing experience of the original Star Wars Trilogy
Okay, so I admittedly first saw A New Hope in 1997 in theaters, so my first experience with the series involved the Horrifyingly Bad Jabba Scene (HBJS), but my parents had told me there was a new scene with computer graphics added, so even at nine years old, I was able to clock the addition from a mile away. And the VHS boxset my grandfather gave us later that year was from 1995, so I believe it was the original theatrical release version. Either way, it didn’t have the Jabba scene, so I basically saw the Jabba scene one time in theaters and then didn’t see it again for like twenty years, so I feel more like someone who saw the original theatrical releases kind of the whole time if that makes any kind of sense.
Aside from the HBJS adding nothing to A New Hope storywise and being visually repugnant, I have come to firmly believe that it also kind of ruins this small, subconscious part of the viewing experience when watching the original trilogy. Think about it: for two entire movies, your favorite smuggler is low-key worried about the fact that some thug named Jabba the Hutt wants him dead. You have no idea what this guy’s deal is, but you know Han Solo has 99 problems and probably at least 48 of them are related to Jabba. It’s not a major mystery. Like, I don’t think anyone was sitting on the edge of their seat to find out who Jabba was, but he is kind of a shadowy figure. His name is mentioned like once or twice in A New Hope and once in The Empire Strikes Back, but the effect of his looming presence is massive for our non-Luke main characters.
And then the introduction to him in Return of the Jedi involves kind of a mysterious build-up. The droids take for-freaking-ever to get to the palace, and as soon as the palace doors open, you are greeted with visual after visual that is viscerally repulsive but none of it is Jabba. You still don’t know what this Jabba’s deal is, but you know everything in his palace sort of looks like it’s covered in a light layer of snot, so you know you’re about to see someone or something pretty heinous. And then you finally see him, and he’s just as gross as all the build-up has led you believe, but there’s also a sort of, “Wait, this is the guy who’s been causing so much trouble for four years?!” It’s like…a little surprising to see him in person after so long just hearing about him.
It’s not anything crazy, but it is a very satisfying realization of, “Ohhhh, this is the guy we’ve been hearing about this whole time!”
And all of that subconscious suspension and possible surprise gets a little ruined when you’re slapped in the face with literally any version of this:
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Does it ruin the movie? No. But I really like little surprising moments in media and I do feel like waiting until ROTJ to reveal Jabba is just a lot more fun than whatever the added scene contributes, and I do feel like its existence actively takes away a little bit of that fun.
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lumohyperfixationhell · 4 months ago
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I was thinking: since I started posting hetalia stuff for the time being, I might as well post... art I made... from october
First one is my interpretation of nyo!hungary and I lovw him sm please look at the wawa
Other ones are micronation stuffs (cause theyre extremely fun to draw)
If this blows up I might... yknow.... make more heta art... I've been trying to make a micronation oc too but at this point I'll just make up my own micronation and personify THAT... IMAGINE..
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ask-mspaint-micronations · 8 months ago
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askbox is open !!
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heta-micronomics · 1 year ago
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I have literally so many of these. It's insane. Just like them
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archeo-starwars · 1 year ago
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Galaxywide News Net - Adventure Journal 07 (1995)
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gameraboy2 · 2 years ago
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Star Wars Crimson Empire II: Council of Blood #3 (1999) by Dave Dorman
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ospreyeamon · 2 years ago
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All the SWTOR levels being designed for viewing from the third-person camera makes it feel like the galaxy is really into monumental architecture during this period of history. Which is … plausible?
The Sith Empire wanting to project grandeur and intimidation through all its public buildings, from military bases and factories to stations and government offices, would be very on brand for them. The hutts need their doorways to be at least 3x3m rather than standard humanoid scale and engage in self-aggrandising nonsense like solid-gold statues. The Alderaani nobility have clearly been sliding into dysfunctional decadence for a while, given the mess they’ve made of their planet.
So, the Great Houses of Alderaan built monumental country estates and museums, the hutts built monumental casinos and palaces, the Sith Empire built monumental temples and state offices, but that still leaves questions about other parts of the Republic. The Jedi Temple on Tython is explicitly of Alderaani architectural design so … huge light airy spaces are in fashion?
It might say something about the Republic’s problems with prioritising and corruption, if you wanted to look at it that way. On Coruscant, the Senate Rotunda is flush with gilded decorations, but parts of the ecumenpolis’ basic infrastructure down in the Works are still on fire after the Sacking. The recolonisation of Taris is a white elephant, with a bonus additional risk that the rakghoul plague will escape the planet through the increased traffic. Corellia’s “morale-building” museum of industry that its government built at great expense in the middle of an economic depression, instead of using the funds for any of the thousands of more sensible projects you could engage in during a depression. All those Senators accepting bribes from the Sith Empire (and the Migrant Merchants Guild, and Czerka, and-) would be the kind to greenlight fancy buildings to frequent at the expense of more effectively equitable projects.
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knightscanfeeltoo · 1 year ago
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Top 5 Star Wars Characters and Creatures that I think should Appear in The Book of Boba Fett if they ever get Season 2...
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Hetalia D&D 5e/Pathfinder 1e - Part 11 Micronations
I did a thing yesterday. Got on ChatGPT (I know bad mun) and made rough NPCs for my Pathfinder 1e game. And I used every core character from Hetalia. So, I shared with 3 Hetalia fans I follow and was told to share all of them if I did all of them. Which I did. So here we go.
Aerican Empire
Race: Human (for versatility and adaptability)
Classes:
Bard (3 levels) - To reflect the cultural richness and creativity of the Aerican Empire, a Bard would capture their artistic expression and leadership qualities. The Bard’s ability to inspire and influence others fits well with the themes of freedom and exploration, allowing them to rally allies.
Key Abilities: Charisma, Performance skills, and various Bardic performances
Rogue (3 levels) - Representing the cunning, ambitious side of the Aerican Empire, a few levels in Rogue add skills like Stealth, Diplomacy, or Bluff. This highlights the sometimes shadier aspects of diplomacy and trade that are often associated with international relations.
Key Abilities: Dexterity, skills like Stealth, and the ability to gather information — perfect for a nation engaging in espionage or subterfuge.
Inquisitor (4 levels) - This class can represent the sense of justice and the desire to uphold freedoms, while also having the capability to pursue enemies of the state. The Inquisitor's class features align well with a character who seeks to expand influence while maintaining national values.
Key Abilities: Wisdom, and abilities tied to investigation and judgment.
Level: 10 (3 Bard / 3 Rogue / 4 Inquisitor)
Additional Details:
Alignment: Chaotic Good - Emphasizing the themes of freedom and personal liberty.
Skills: Focus on Bluff, Diplomacy, Knowledge (local, history, or nobility), Perform, and Sense Motive.
Background: Originating from a land filled with diverse influences and cultures, Aerican Empire often serves as a hub of commerce and creativity. They are known for their enthusiastic spirit and adaptability in the face of obstacles, often taking the lead to defend their ideals.
Example Traits/Abilities:
Inspired Leadership: A Bardic ability that can grant temporary bonuses to allies in combat.
Cunning Action (Rogue): Bonus actions to dash, disengage, or hide, facilitating movement in exploration or battle.
Judgment (Inquisitor): The ability to use judgment to gain bonuses against enemies, reflecting the ideals of justice.
Domain and Realms of the Shadows and the Darkness
Race: Tiefling
Reasoning: Tieflings embody a mix of darkness and mystery, often associated with the infernal and the unseen. Their connection to shadowy powers makes them fitting for the concept of "Domain and Realms of the Shadows".
Class Combination:
Shadowdancer (Prestige Class)
Level: 5
Reasoning: The Shadowdancer is an excellent choice for someone associated with darkness and shadows. This class grants abilities that allow the NPC to manipulate shadows, teleport through shadows, and gain sneak attack damage, making them a master of ambush tactics.
Sorcerer (Occult Class)
Bloodline: Shadow
Level: 5
Reasoning: A Sorcerer with the Shadow Bloodline grants the ability to conjure shadowy spells and access unique powers related to darkness. This allows the NPC to cast spells that enhance their manipulative, stealthy capabilities while also controlling the battlefield with darkness-related magic.
Rogue (Core Class)
Level: 2
Reasoning: Starting with Rogue adds skills in stealth and deception, as well as enabling sneak attacks. This reflects the “trickster” aspect often present in shadowy characters, allowing the NPC to navigate social situations with cunning and guile.
NPC Details
Total Level: 12 (5 Shadowdancer + 5 Sorcerer + 2 Rogue)
Alignment: Chaotic Neutral (reflecting their unpredictable nature and allegiance to shadows).
Key Abilities:
Manipulation of shadows and darkness in combat and spellcasting.
High Dexterity (for stealth and ranged attacks) and Charisma (for spellcasting and social encounters).
Skills in Stealth, Acrobatics, Deception, and Arcana.
Notable Abilities/Spells:
Darkness for area control.
Shadow Walk for maneuverability.
Shadow Evocation to mimic powerful spells with a darkness twist.
Equipment:
Cloak of Shadows (homebrew item - grants bonuses to stealth).
Dagger of Venom (representing the ever-deadly aspect of deception and ambush).
Ring of Protection (to enhance survivability in dangerous encounters).
Hutt River
Race
Human (Variant/Custom): Hutt River is portrayed as a distinctive entity in Hetalia, which fits well with the notion of a Human who has unique traits or quirks. You may also consider the Half-Elf or Half-Orc if you want to reflect some of Hutt River's unique and independent spirit, but Humans certainly emphasize adaptability.
Classes
Bard (3 Levels) - The Bard class reflects Hutt River's charm and cunning negotiations for autonomy. Bards are charismatic and excel in social interactions, which fits Hutt River's character well.
Bardic Performance: Utilize abilities like "Inspire Courage" or "Fascinate" to reflect Hutt River's persuasive nature.
Spellcasting: Focus on Enchantment spells to capture the essence of diplomacy and charm.
Rogue (2 Levels) - A couple of levels in Rogue add a sneaky, clever element to Hutt River, showcasing a quick wit and wisdom in navigating politics.
Skills: Maximize skills such as Diplomacy, Bluff, and Stealth to fit the idea of an independent and somewhat mischievous entity.
Rogue Talents: Consider the "Finesse" talent for a sophisticated touch.
Witch (4 Levels) - This class adds an unusual, mystical flair to Hutt River, as witches can represent the curious, sometimes eccentric nature of its character.
Curses: Curses could reflect the ‘penalties’ or challenges of independence; select ones that might play into the storyline.
Hexes: Choose hexes that emphasize charm or mischief, such as "Cackle" and "Vulnerability."
Character Level
Total Character Level: 9 (3 Bard / 2 Rogue / 4 Witch)
Attributes
When generating attributes, emphasize Charisma (for Bard) and Dexterity (for Rogue) to reflect charm and sneakiness, respectively. Also consider a decent Intelligence score to represent cunning in political maneuvers.
Skills
Key Skills: Diplomacy, Bluff, Perform (Oratory), Stealth, Spellcraft, and Knowledge (Local/History).
Feats
Skill Focus (Diplomacy) - To enhance Hutt River's negotiation skills.
Deceitful - To bolster Bluff checks, highlighting a clever and sometimes misleading character.
Persuasive - Increase the effectiveness of Diplomacy checks.
Description
Hutt River should be portrayed as a curious and diplomatic figure, perhaps appearing charming and well-spoken but with an undeniable edge of shrewdness and independence. They could wear eccentric and colorful attire that emphasizes their distinct identity, possibly with elements reminiscent of their political autonomy.
Role in the Campaign
As a charming intermediary or negotiator, Hutt River could serve as an ally or trickster within the political landscape of the game, providing quests that involve diplomacy, treachery, or even unexpected magical aid.
Kugelmugel NPC
Race: Human (or Construct using a custom template to represent his abstract nature - could be made from a combination of magic and mechanical constructs).
Classes:
Bard (3 Levels)
Archetype: Dirge Bard
Reasoning: The Bard class reflects Kugelmugel's role as a storyteller and entertainer. The Dirge Bard fits, as it adds a melancholic and whimsical element that aligns with the sometimes sad yet funny portrayal of nations in Hetalia.
Spellbreaker (3 Levels)
Reasoning: The concept of Kugelmugel often involves the idea of a 'neutral' state, unbound by the typical conflicts between nations. A Spellbreaker is a character who can counter powerful spells and showcase the versatility and resilience that Kugelmugel embodies.
Witch (3 Levels)
Patron: Abstract Patron (custom patron representing the whimsical and odd nature of Kugelmugel)
Reasoning: The Witch class represents a connection to magic and the more peculiar aspects of Kugelmugel's existence. The abstract nature of the patron aligns with the concept of a nation that exists outside of traditional boundaries.
Overall Level
Total Levels: 9
Suggested Stats (Point Buy System or Manual Rolling)
Here are some suggested stats based on the assumption of neglecting the focus on combat:
Strength: 10
Dexterity: 12
Constitution: 14
Intelligence: 16
Wisdom: 12
Charisma: 18 (Emphasis on this stat to reflect the charm and persuasion aspects of a Bard)
Skills
Bard Class Skills: Perform, Diplomacy, Bluff, Charisma-based skills
Witch Class Skills: Knowledge (Arcana), Spellcraft, Lore (Any)
Spellbreaker Class Skills: Sense Motive, Use Magic Device
Feats
Bard Feats:
Lingering Performance
Spell Focus (Enchantment)
Witch Feats:
Cackle
Combat Casting
Roleplaying Notes
Kugelmugel can be portrayed as whimsical, eccentric, and slightly aloof, often commenting on the absurdity of conflicts between the other nations represented in your campaign.
Use humor and a light-hearted tone when roleplaying Kugelmugel, emphasizing the character’s neutrality and unique perspective on the world.
Equipment
A magical instrument (e.g., a lute or flute) that has minor enchanting properties, boosting Charisma or granting minor spells.
Quirky gadgets that showcase a whimsical side, reflecting his abstract nature.
Ladonia
Race: Gnome
Gnomes are known for their creativity, art, and eccentric nature, making them a fitting choice for Ladonia, a country associated with artistic pursuits.
Classes:
Bard (Core Class) - Level 5
Bards are natural performers and artists, perfect for representing Ladonia's cultural focus on creativity and expression. They can use their charm and artistic skills to influence others, a nod to the lighthearted nature of the character.
Wizard (Alternative Class: Spell Sage) - Level 2
A dabbling wizard reflects the whimsical and somewhat quirky aspects of Ladonia. The Spell Sage variant allows for a focus on the creative aspects of wizardry, emphasize the artistic and unique flavors of spellcasting.
Rogue (Unchained) - Level 3
This represents a more mischievous side, emphasizing the playful and sometimes chaotic nature reminiscent of Ladonia's portrayal in Hetalia. The Unchained Rogue also provides flexibility in skills and abilities, emphasizing adaptability.
NPC Stats Overview
HP: 38 (5d8 + 2 for Bard, 2d6 + 2 for Wizard)
AC: 19 (10 + 2 Dex + 4 Armor + 3 Natural)
Saves:
Fortitude: +5
Reflex: +7
Will: +7
Skills: (Focus on Performance, Craft, Diplomacy, and Stealth)
Performance (Sing, Dance, etc.): +9
Diplomacy: +8
Stealth: +6
Craft (Painting or Sculpture): +10
Spellcraft: +6
Feats: (Focus on creativity and charm)
Bardic Performance (gain additional benefits or effects from performances)
Spell Focus (Illusion) (emphasizing creativity in spellcasting)
Combat Reflexes (to allow for more versatility in combat and to embody a playful and reactive style)
Special Abilities:
Bardic Performance: Can include a variety of performances to inspire, distract, or entertain; think of Ladonia holding art exhibitions or musical gatherings.
Magical Trickster (from Wizard): Can add additional flavor with illusions and creative magical effects to reflect Ladonia's artistic personality.
Sneak Attack (from Rogue): A touch of cunning to represent the playful and whimsical chaos of Ladonia's character.
Roleplaying Tips:
Personality: Ladonia should be playful, artistic, and a little eccentric. Often finding inspiration from the mundane or ridiculous aspects of life.
Goals: Focused on the development and appreciation of art, may seek to unite people through creative projects or resolve conflicts through artistic presentations.
Quirks: Add small habits like doodling on everything, speaking in rhyme, or being overly dramatic in storytelling.
Molossia
Race: Gnome (Deep Gnome / Svirfneblin Variant) Justification: Svirfneblin are known for their cleverness, resourcefulness, and affinity for illusion and trickery – fitting traits for a character based on the quirky and whimsical qualities of Molossia.
Classes:
Rogue (Trickster Archetype) Level: 3 Justification: A trickster rogue highlights the playful nature of Molossia, emphasizing deception, cunning, and clever antics that deftly mirror the character’s quirky personality.
Bard (Court Bard Archetype) Level: 3 Justification: Bards are charismatic characters who thrive on social interaction, making them excellent diplomats and talkers—much like the playful and humorous interactions found in Hetalia. The Court Bard archetype emphasizes their social skills and ability to inspire others.
Wizard (Illusionist Specialist) Level: 3 Justification: The wizard class can embody the clever and whimsical side of Molossia through the use of illusion spells. This reflects Molossia's tendency toward playful deception and subterfuge in both mannerisms and diplomacy.
Total Level: 9
Background / Personality Traits:
National Pride: Molossia is proud of their unique identity, which can translate into a strong sense of individuality as a gnome. This could affect their interactions with other countries/NPCs.
Playful Trickster: They love to joke and play pranks on others, using their cunning abilities to shape how others perceive them and their homeland.
Diplomatic Flair: Using charm and charisma, they engage in negotiations, turning potentially serious political drama into light-hearted banter.
Key Abilities and Skills:
Illusion Spells: As a wizard specializing in illusions, Molossia can use spells like Silent Image and Invisibility to create playful scenarios or to escape sticky situations.
Cunning Action: As a rogue, Molossia can use the Dash, Disengage, or Hide actions as a bonus action, emphasizing their ability to be elusive and clever.
Inspiration: Using Bardic Performance, Molossia can inspire allies, mirroring the collaborative spirit of the nation.
Equipment Suggestion:
Magical Items: Decorative objects that could serve as focus items for illusion spells, such as a unique gnome-sized hat or a quirky wand.
Diplomatic Attire: Bright and playful clothing, possibly adorned with symbols or motifs representing their quirky country.
Niko Niko Republic
Race: Changeling
Reasoning: Changelings are known for their ability to shift and adapt, reflecting the varying cultures and identities represented by Niko Niko Republic. They also can blend in well with different societies, akin to the character's nature.
Classes:
Bard (6 levels)
Reasoning: Bards are known for their charisma and ability to inspire, entertain, and influence others. Niko Niko Republic embodies the cheerfulness and light-heartedness typically associated with a bard, focusing on social interactions and community spirit.
Rogue (3 levels)
Reasoning: Niko Niko Republic often has a mischievous aspect, which can be well represented by the Rogue class. This class also provides skills useful for navigating social situations, gathering information, and employing cunning tactics.
Inquisitor (1 level)
Reasoning: The Inquisitor class reflects Niko Niko Republic's dedication to ideals and values, combining the bard's charm with a more serious approach to certain situations when necessary. This aspect of investigation and determination aligns with the character's drive to support their beliefs.
Build Overview:
Level: 10 (Bard 6 / Rogue 3 / Inquisitor 1)
Alignment: Chaotic Good
Reasoning: Reflecting the cheerful and supportive nature of Niko Niko Republic, while also being willing to step into more unconventional, rebellious acts to support their ideals.
Suggested Abilities:
Charisma: High (primarily focused on Bard abilities)
Dexterity: Moderate to High (useful for both Rogue and Bard, helps with performance and sneakiness)
Wisdom: Moderate (to reflect Inquisitor skills)
Skills (Examples):
Perform (Dance/Sing)
Diplomacy
Bluff
Stealth
Perception (for Inquisitor)
Feats (Examples):
Bardic Performance Mastery (if using Pathfinder rules for improved bardic performances)
Weapon Finesse (to take advantage of high Dexterity for attacks)
Persuasive (enhance Diplomacy and Bluff for social interactions)
Background:
Niko Niko Republic is cheerful, playful, and represents unity among various peoples and cultures, acting as an ambassador of positivity and resourcefulness in their community. They enjoy bringing people together but may engage in mischief or pranks to keep the atmosphere light and fun. They might be a popular figure in town, performing songs and tales, while also being a quick and clever individual ready to help with investigations or gathering information.
Niko Niko Jr. NPC Profile
Race: Half-Orc Rationale: Niko Niko exhibits a playful nature, but also has a more serious, sometimes foreboding aspect to him, which the Half-Orc race embodies well due to their unique blend of cultures. Their racial traits (like bonuses to Strength and low-light vision) can also mirror the robust nature associated with Niko Niko's character.
Classes:
Bard (3 levels) Rationale: Bards are known for their charisma and ability to charm others, fitting well with Niko Niko Jr.'s playful and whimsical characteristics. The bard's access to illusions and enchantments could represent his unpredictable nature.
Druid (3 levels) Rationale: Niko Niko has a love for nature and a connection to it, which aligns well with the Druid class. Druids maintain a strong bond with the environment, fitting for a character that embodies elements of both whimsy and the darker aspects of nature.
Inquisitor (3 levels) Rationale: Inquisitors have a serious side that can reflect the more ominous elements of Niko Niko's character. Their ability to investigate, seek justice, and uncover hidden truths can parallel Niko Niko's sometimes foreboding aura.
Character Level: 9 Rationale: This level allows for diversity in abilities and features without overwhelming players. It also strikes a balance between accessibility and competence in combat and social situations.
NPC Abilities and Skills
Strengths: High Charisma due to Bard levels, balanced Wisdom from Druid for spellcasting and perception, and reasonable Strength from the Half-Orc race.
Skills:
Diplomacy (Bard)
Bluff (Bard)
Nature (Druid)
Knowledge (Nature) (Druid)
Perception (Inquisitor)
Sense Motive (Inquisitor)
Spells
From Bard, consider spells like Charm Person, Silent Image, and Invisibility.
From Druid, choose spells such as Entangle, Goodberry, and Barkskin.
From Inquisitor, you can pick spells like Detect Evil or Cure Light Wounds to add some versatility.
Equipment
Weapon: A well-crafted heavy crossbow or a longsword, both of which can reflect Soviet influence.
Armor: Leather armor for mobility (reflecting the bard's finesse).
Magical Items: Perhaps a cloak that grants a bonus to Charisma-based skills or nature-related charms.
Personality Traits
Playful yet occasionally dark.
Enjoys absurdity and whimsy but is also capable of serious reflections on nature and society.
Prefers peace but can become a force to reckon with when pushed.
Sealand
Race: Gnome (or Halfling)
Reasoning: Gnomes (or Halflings) are known for their playful nature, creativity, and cunning, which reflects Sealand's personality. Their small stature also reflects the idea of a "micronation".
Classes:
Rogue (1st Level)
Role: This class reflects Sealand's cleverness and cunning nature. Rogues are known for their agility and trickery, paralleling Sealand’s mischievous personality.
Key Features: Sneak attacks, skills in deception, and evasion.
Bard (3rd Level)
Role: Bards are not only entertainers but also skilled social manipulators, capable of influencing those around them. Sealand has a charismatic and somewhat theatrical aspect that can be represented through a Bard.
Key Features: Bardic performances, spells to charm and inspire, and skills in diplomacy.
Noble Scion (1st Level)
Role: This is a Prestige Class available through the Advanced Player's Guide that represents a character of noble or royal heritage. Given Sealand's status as a self-proclaimed independent entity, this fits well.
Key Features: Ability to gain followers, social influence, and unique abilities tied to nobility.
Feats:
Persuasive: To enhance social interactions and negotiate on behalf of his interests or strengths.
Combat Expertise: Reflecting Sealand's defensive nature in a playful manner, as he often feels overshadowed or overlooked by others.
Skills:
Diplomacy: To charm and negotiate with others.
Stealth: To represent his cunning and ability to avoid detection or take others by surprise.
Perform (Comedy): Showcasing his mischievous side, great for entertaining or distracting.
Background:
Sealand could be portrayed as an ambitious and somewhat naive character, striving to be recognized as a legitimate entity among larger nations. His unique combination of tattoos or flair through clothing to represent maritime themes could showcase his heritage and quirks.
Equipment:
A small flag or banner representing his “nation,” which he waves during performances or to assert his claims.
Tools of the trade for his rogue side (thieves' tools, light armor, and perhaps a rapier).
Instruments for his bardic performances (such as a lute or flute).
Conclusion:
This NPC draws from Sealand's quirky and playful nature while giving players a fun interaction filled with charm, cunning, and creativity.
Seborga
Race:
Human (Variant) - In the context of Pathfinder, you might consider him a human with an emphasis on his charismatic and unique personality traits. He might have a minor adjustment with some racial traits to enhance his charm.
Racial Traits:
Ability Score Increase: +2 Charisma
Skilled: Humans gain 1 extra skill rank at 1st level and one additional rank whenever they gain a level.
Bonus Feat: Humans gain one extra feat at 1st level.
Human Heritage: Choose one of the following options:
Cultural Adaptation: Gain a +2 bonus to a skill relating to social interaction (e.g., Diplomacy or Perform).
Classes:
Bard (College of Lore) 5
Role: As a Bard, Seborga would charm others with his charismatic personality, telling tales of his homeland, and inspiring allies.
Key Abilities: Charisma, Performance, and Knowledge skills.
Features: Bardic Performance, Bardic Knowledge, and Lore Mastery.
Noble Scion (Hybrid Class) 2
Role: As a Noble Scion, Seborga can capitalize on his "royal" status and have additional means to influence events around him.
Key Abilities: Leadership skills, social influence, and minor combat ability.
Features: Leadership Bonus, Uncanny Influence.
Magus (Arcane Duelist) 3
Role: This represents his flair and a certain whimsical combat finesse. Seborga can use magic in conjunction with his swordplay.
Key Abilities: Dexterity and Intelligence.
Features: Spell Combat, Spellstrike, and Arcane Pool for enhancements.
Total Level: 10
Typical Attributes:
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 14
Wisdom: 10
Charisma: 18 (or higher if you use the variant human traits to increase charisma)
Skills:
Diplomacy, Perform, Knowledge (Nobility), Bluff, Sense Motive, and Knowledge (History).
Equipment:
A fine rapier (or short sword, reflecting his duel-like tendencies), a lute, and a royal cloak showcasing his noble status.
Background and Personality: Seborga is a self-proclaimed prince with a strong sense of identity and a love for the arts. He is charming, talks passionately about his homeland, and doesn’t shy away from elaborate stories that may or may not be entirely true. He enjoys social gatherings and values friendships and alliances with a mix of charisma and elegance.
Slowjamastan
Race: Vistani
Reasoning: The Vistani are a race associated with fortune-telling and music, embodying a free-spirited nature. They are also a bit aloof and can be seen as somewhat mysterious, fitting Slowjamastan's relaxed personality.
Classes:
Bard (Level 6)
Description: As a bard, Slowjamastan can embody the musical talents and rhythm associated with the character. Bards are known for their charm and ability to influence others, paralleling Slowjamastan's relaxed but engaging demeanor.
Key Abilities: Inspire Courage, Versatile Performance, and various bardic spells to create an atmosphere or influence others.
Rogue (Level 2)
Description: The rogue class represents Slowjamastan’s laid-back and potentially sneaky nature, using their charm and wit to navigate tricky situations. This class allows for skills like Bluff and Diplomacy, fitting for an NPC who may avoid direct confrontation.
Key Abilities: Sneak Attack (even if it isn’t used to attack, it fits the character's nature of seeking to avoid serious conflict).
Spell Dancer (Level 2, Prestige Class)
Description: The Spell Dancer could reflect Slowjamastan's relaxed but rhythmic attributes, blending dance with spellcasting. This class emphasizes the performance aspect while incorporating magical elements, perfectly suiting the character’s association with music.
Key Abilities: Dance of the Three Elements, which allows them to combine their performances with magic.
Suggested Build Summary:
Character Level: 10 (6 Bard / 2 Rogue / 2 Spell Dancer)
Ability Focus: Charisma for spellcasting and performance, Dexterity for skills and agility, and possibly Wisdom for insight into others (depending on your interpretation of Slowjamastan’s social skills).
Key Skills: Perform (music), Diplomacy, Bluff, Sense Motive.
Alignment: Chaotic Good; reflecting a free-spirited nature that seeks to spread joy and music but doesn't always conform to authority.
Equipment and Personality:
Equipment: A magical instrument (like a lute or sitar) that grants bonuses to Perform checks, charm-enhancing items (e.g., a cloak that boosts Charisma), and potentially a collection of minor magical items or scrolls that resonate with his music and lifestyle.
Personality Traits: Relaxed, charming, and friendly, but with a tendency to deflect serious issues with humor or music. Enjoys crafting songs that tell stories, both whimsical and serious. This NPC might also have an occasional grudge against neighboring nations, but handles conflict in non-violent ways.
Conclusion:
This NPC can serve a variety of roles within your game, be it as a lively entertainer at a festival, a mysterious wanderer spreading music and cheer, or a diplomat using charm to resolve conflicts without bloodshed.
Stomaria
Race: Human (or Tiefling)
Reasoning: Stomaria has a fiery and passionate demeanor, which can align well with a Tiefling's traits, especially the chaotic element of their heritage. However, if you prefer the human aspect for versatility, they fit well as well.
Classes:
Bard (Cavalier Bard Archetype) - Level 7
Reasoning: Bards in Pathfinder are known for their charisma, ability to inspire, and their diverse skills, which can mimic Stomaria's vibrant personality. The Cavalier Bard archetype resonates with her passionate and fiery spirit through music, charm, and leadership.
Sorcerer (Fiend Bloodline) - Level 3
Reasoning: The Fiend Bloodline complements the Tiefling race well, as it represents a connection to a powerful infernal heritage. This can be reflective of Stomaria's animated temperament and influences, providing her with innate magical abilities.
Fighter (Two-Handed Fighter Archetype) - Level 2
Reasoning: Fighters are versatile combatants, and the Two-Handed Fighter archetype suits her character by providing strong melee capabilities. This would depict her straightforwardness and direct approach to problems.
Summary of Stomaria's Build
Race: Tiefling (or Human)
Classes: Bard (Cavalier Bard Archetype) 7 / Sorcerer (Fiend Bloodline) 3 / Fighter (Two-Handed Fighter) 2
Level: 12
Abilities and Skills
Abilities:
Key Ability for Bard: Charisma
Key Ability for Sorcerer: Charisma
Key Ability for Fighter: Strength
Skills:
Bard: Diplomacy, Perform (specific to music), Bluff
Sorcerer: Spellcraft, Knowledge (Arcana), Use Magic Device
Fighter: Intimidate, Climb, and Acrobatics
Example Spells (if using Sorcerer):
Sorcerer Spells:
Level 1: Magic Missile, Shield
Level 2: Scorching Ray
Level 3: Fireball
Wy
Basic Character Information:
Name: Wy
Gender: Female
Alignment: Chaotic Good
Background: Wy embodies the spirit of a freewheeling nation that values creativity and independence but can be somewhat mischievous and unpredictable.
Race:
Race Choice: Changeling (from Advanced Race Guide)
Reasoning: Changelings have a connection to imagination and transformation, reflecting the whimsical nature of "Hetalia" where countries take on anthropomorphic forms.
Classes:
Bard (Core Class) - Level 5
Role: The bard class aligns well with Wy’s creatively chaotic nature; bards are storytellers and performers, embodying the artistic and playful aspects of culture, much like the lighthearted satire found in "Hetalia."
Bardic Performance: Wy can inspire others, making her a central figure during social interactions and gatherings.
Sorceress (Arcane Bloodline: Fey) - Level 3
Role: Adding a splash of magical flair, the Sorceress represents the enchanting and unpredictable aspects of Wy's personality. The Fey bloodline gives her an affinity for illusions and charming effects, perfect for a character that embodies mischief.
Spell Choices: Wy would focus on spells that emphasize charm, illusion, and trickery, such as Charm Person and Grease.
Rogue (Thief) - Level 2
Role: This class represents Wy's ability to navigate tricky social situations and her knack for getting into (and out of) trouble. The Thief’s unique talents will enhance her Dexterity and stealth.
Special Abilities: Skills in sleight of hand and other rogue talents reflect her mischievous nature.
Combat Style:
Primary Focus: Support and control through spells and bardic performances, with a secondary ability to slip away and cause distractions using her rogue skills.
Combat Tactics: Wy would often stay out of the front lines, using spells to create distractions while maintaining battlefield control.
Personality Traits:
Mischievous: Enjoys playing pranks and has a playful demeanor.
Resourceful: Quick-thinking and adaptable in various situations.
Charming: Can sway others with her charisma, making friends (and sometimes foes) easily.
Skills:
Perform (any kind)
Diplomacy
Stealth
Bluff
Acrobatics
Equipment and Spells:
Wy would carry a lute or similar instrument as her focus for bardic spells and a few whimsical items that reflect her personality—perhaps some odd trinkets picked up on her travels.
Example Spells:
Bard Spells: Invisibility, Mirror Image, Charm Person.
Sorcerer Spells: Grease, Sleep, Summon Monster I.
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doueverwonder · 11 months ago
Text
alright Hetalia fanfic writers
(based off tags I’ve seen on ao3)
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