#if the game involves being Actually Dexterous At Games then NO
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ok this is how the cart is looking so far. opinions?
also looking for opinions regarding what the Fuck do i do with immortality cause i wanna play it SO BAD but i don't have a controller, so like is it even worth it or not? from what i've read you can play but it's way harder and less immersive i guess (this is ignoring the fact that my computer might explode from lag, so that's there too).
and of course other reccs are always welcome!
#'play disco elysiu-' no it seems too overwhelming i dont vibe sorry lmao#'play hade-' NO!!!!#if the game involves being Actually Dexterous At Games then NO#i like reading a little story or watching a little movie and making some choices and being awful and maybe solving some puzzles too#according to jules
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D&D subtext in Stranger Things
Highly, highly requested analysis (no it’s not) of some interesting things I noticed going on with D&D in stranger things. This includes my personal thoughts based on my credentials of; having watched the show more times than i can possibly count over the past 7 years and current knowledge of DnD classes, worldbuilding, monsters, character creation. I’ll have this on the pinned post on my blog and i’ll add a text break because it’s…a lot.
Misc. :
The show starts with and is based off of Dungeons and Dragons, a table top rpg that the characters like to play. In the first season we don’t get much insight into the boys characters or the game itself, it’s used as a device to further the idea that these kids are nerds, they play a nerdy game that involves fantasy and math. As the show progresses it continues to be used to push across certain ideas, like establishing each character in the party and in season three showing how the game might represent the boys as social outcasts and their childhood.
DnD, is used throughout the show but we get to see actual play of the game in season one and four. It’s also used as a way to name the monsters they face (the monsters do get the right ideas across but the game and show versions are actually quite different from each other, especially the demogorgon)
In season 4 the idea of satanism connected to DnD really interested me. Why was everyone connecting DnD to satanism? I mean we know that everyone thought that Eddie was killing all of these people but that doesn’t mean that his club had anything to do with it. The duffers interestingly incorporated the real stigma that was widely held in the 80s against the game. At the time people were going on witchunts against anything regarded as being possibly related to satan. The most interesting part about all of this though is that, Dungeons and Dragons was made by two very devout christian men, Ernest Gygax (one of the founders) was even a Jehovah’s Witness! The two being christian’s though, incorporated a lot of religious themes into the game including clerics and paladins (calm down you fiends i’ll be getting to that) who carry a lot of religious themes and monsters that may represent demons. Outsiders might have seen a game presenting such themes as a mockery of their faith or a way to promote satanism simply by having monsters.
Characters:
I want to preface this by saying the classes that I’ll be talking about aren’t actually time period accurate. The boys would have been playing D&D 1e which had the three classes of : Fighting-man, magic-user, and cleric. While the classes listed are from D&D 2e which didn’t come out until 1989. Anyways.
In season 1, in the first scenes of the show we get to see what is the middle of DnD session before it gets interrupted. We get the basic ideas of their game across, Mike acting as DM presenting the adventure he created to his players while the rest of the party waits in anticipation for what they have to fight next. We also get to see some of will’s drawings of the party and his character
Keep these pictures in mind.
In season 2 when mike and max are arguing in the gym we hear mike say, “I’m our paladin, will’s our cleric, dustin’s our bard, lucas is our ranger and el is our mage.” At first glance it seems like nothing, oh he’s just listing off the party members and their roles and how max doesn’t fit into the party. But when you look at it properly it’s so much more.
Lucas and Dustin could not be more perfect for their chosen classes. Lucas is a ranger which means the ideal stats to be highest would include dexterity, constitution, and wisdom. Dexterity refers to, in this case the hand eye coordination and general reflexes. Constitution refers to a characters stamina and toughness, and wisdom is well, wisdom. Sounds like a certain character that has quick reflexes, has a tendency to take punches pretty well, and has good problem solving skills huh? All of these apply to lucas quite well, AND his weapon of choice is a ranged weapon, the slingshot (wrist-rocket you know what I mean), it’s really quite perfect. As for Dustin, he’s said to be a bard and the highest ideal stat for that class is charisma. Dustin has been proven to be very charismatic, he gets along with people and he can very comedic. Another thing about bards is they will tend to be very eloquent, inspirational, and persuasive, it comes with the territory of having a high charisma score, and we know dustin has a way with words. Dustin’s known for being a an eloquent and persuasive character; he convinced Mike to make up with Lucas after their fight in season one, he convinced a hesitant Mr. Clarke to tell him how to make a censory deprivation tank, he convinced steve to join him in looking for dart, and convinced erica to go through the vents (sort of). So, it makes complete sense for dustin to be a bard.
Taking a look at Mike’s character, his class also makes a lot of sense. Mike plays a paladin when he’s not the DM. A paladin is a “devout warrior” they fight with a cause, to serve their patron deity. They’re often compared to knights because of their values and the armor they usually wear. A paladin is the perfect representation of mike, especially for how will described him during the painting scene, he’s a leader and will throw himself in dangerous situations for the sake of the party, like when he jumped off the cliff for dustin.
Now, remember how will’s drawings, specifically of his character? Remember how mike said that will was a cleric? Will’s character is complicated. Will’s character being a cleric doesn’t make sense but makes so much sense at the same time. His character doesn’t look like a cleric. Clerics might be spellcasters but they don’t traditionally carry a staff or wear robes like we see will’s character does. He wears wizard clothing and has wizard abilities, not to mention in the first scene we see him play DnD and attempt to cast fireball, a spell that is most commonly associated with wizards and sorcerers and he does not seem to get his magic from a deity like a cleric traditionally would. (Clerics can cast fireball but only if they are part of the light domain) So, his character seems to be more of a wizard than a cleric, which is odd.
My theory relating to Will’s character:
Looking back at what mike said, Will’s character class doesn’t make much sense. But, I personally feel like Mike wasn’t being totally honest. First, he listed el, who they might consider to be part of the party but she doesn’t have an actual role in the game, but of course she would be the magic-user/mage. I think that mike made the list based on his feelings about the party specifically regarding will and el. El has powers in real life so it makes sense he assigned her the role of mage, and replacing will for him to become a cleric. It’d be interesting if Will was simply a cleric in mike’s personal thoughts about the party because it would make it so mike views them as very close. Paladins and clerics are very similar in relation to the fundamentals, a paladin is a warrior that swears an oath and serves a deity while a cleric is the servant of a deity that heals and fights. Basically, a cleric does more spell casting and less fighting while a paladin does more fighting and less spell casting. Since the two are so similar it would give a lot of depth to the characters being best friends, who have a much deeper understanding of each other than the rest of the party would. And even if he wasn’t simply a cleric in mikes mind and will the wise is actually a cleric, this would still show that the two having a much deeper connection and understanding of each other was hinted at from the beginning.
#and now#about 1400 words give or take later#it is done#it took me like four days to write this entire thing#please correct me if i got something wrong#i’ve played two shorter campaigns with my dad and some friends but im still not FULLY versed in the world of dnd yet#will byers#mike wheeler#dustin henderson#lucas sinclair#el hopper#max mayfield#stranger things#DnD in stranger things#st4#stranger things s5#stranger things season 5#st2#stranger things 2#stranger things s4#stranger things analysis#will byers analysis#mike wheeler analysis#lucas sinclair analysis#st5 production#steve harrington#robin buckley#nancy wheeler#jonathan byers#byler
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actually having fucked around with ideology a lot more recently I think what it actually is, is a system of colony wide buffs and debuffs for colonists that otherwise would only be subject to their individual preferences. for example you can make a religion that doesn't mind eating nutrient paste or are all cannibals, which significantly changes core gameplay. So I think I kind of "get it" now but is it fun??? idk. not really. xenogenetics does the same thing but with gene traits like permanent mood buffs or extra dexterity etc at the cost of the colonist needing more food, and so on. it's fun to make your little ants have babies and see what the babies look like. I'm not sure how useful this actually is though because the vast majority of rimworld games don't last a single in-game year, much less the generations required to run a breeding program. most of the dlcs end up being clutter. all these colony or survival simulators have the same "problem" which is not actually a problem: the end game. there isn't one, because you either get too good at the game and achieve homeostasis, or everyone dies and you lose. I think this is good. I don't want to "win" project zomboid I want to die horribly over and over in different ways. I think game devs of this type of game who concern themselves with any kind of end game resolution are wasting their time. that's what ironman challenges are for.
the survival simulators are straddling a razors edge I think of as the girl game/boy game paradox, not because I agree these are feminine or masculine traits but because that's how they're handled by the game industry, which is that girl games (the sims) don't have enough violence (and a tendency to drift towards even less violence over time) and boy games (everything else) don't have enough dolly dressup, homemaking, and throwing drinks in people's faces. rimworld has a lot of drink throwing and some homemaking (basebuilding is the whole game but involves very little interior decorating/dollhousing) but barely any dressup (the little guys are very small and have no legs also). zomboid has tons of homemaking, some dressup, but no drink throwing. and to my infinite exasperation the people doing the absolute most to add the missing dressup element to both games are almost all weeb perverts (edit: and milsurp freaks who make 40 different nearly-identical Realism armor pieces or guns, unbelievably boring and cluttered). that's not the kind of dressup I want and also weeaboos are too socially backwards to understand drink throwing.
no one has yet cracked this code. the only way to fix it currently is getting really good at managing huge stacks of mods, which I am
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Random Pride, Envy, Wrath Headcanons
just gonna do the main girls for this one, a few quick thoughts I've had on their personality as I've been working
Lute:
All Exorcists are given a purpose when they are created, which is usually just ‘to be an Exorcist’ but Lute and Vaggie were given unique purposes which is why they tend to be more impressive specimen. Lute's purpose was to be ‘The Perfect Soldier', a concept which defined much of her personality and skills.
Lute is by far the most physically capable of all known Exorcists with physical strength and durability to rival a lesser Overlord, though she is considered rather slow in terms of dexterity and flight speed
As part of being the perfect soldier, Lute is very quick to pick up new forms of combat and can become a master of any weapon or fighting style with minimal training time
In contrast, Lute is incredibly slow to pick up non-combat skills but her stubborn nature means she will dedicate years or even decades to master specific skills. Most of the skills she has cultivated were to suit Adam's interests as such she is a good singer, can play several varieties of string instruments and is unbeatable at the Royal Game of Ur (though she mostly lets Adam win)
Cooking is Lute's ultimate bane, in 256 years of life she has only mastered a single recipe
Lute is not afraid of fire but grows increasingly uncomfortable around open flames for reasons she doesn't understand
A good soldier should be especially perceptive in order to recognize threats, Lute has hawk like vision and is very good at picking up even the smallest details in the rush of combat.
Despite her repeated insistence that she is not French, Lute does enjoy French cuisine. Her favorite type of cheese is Brie and though she's not particularly big on sweets she will fight someone over a Creme Brulee.
Her favorite kind of meat is venison, just not in the gross roadkill way Alastor eats it.
Charlie:
It's been touched on in the fic but Charlie actually has a pretty volatile temper that she struggles to control, which is why it's pretty common to see her true form poking through whenever she's upset.
Because of this temper, it's not unheard of for Charlie to get into fights if she gets really, really angry but she prefers to remain a pacifist as much as she can due to the fact that Charlie is deathly afraid of actually hurting or possibly killing someone if she loses control of her powers.
Charlie's primary form is what she believes to be the perfect blend of ‘almost human but not quite’ she wants Sinners to be comfortable around her and believes showing too much of her demonic traits would put them off. She is capable of looking fully human, but thinks it would remind Sinners too much of their past mortal lives.
Charlie adores human fantasy books and collects them. She finds the weird and unique ways that humans interpret magic and myth to be utterly fascinating and especially loves anything with a hopeful and uplifting tone, contrary wise she thinks Grimdark books are boring and dumb (she already live in Hell). She really wants to start a book club in the hotel.
Charlie was definitely a lot more of a spoiled princess in her late teen years, spending most of her time in the lower rings, enjoying the luxury of her family's wealth and position, partying with Demon nobility, and occasionally getting into trouble… definitely didn't have anything to do with her parents often being too busy with politics or personal projects and Charlie acting out to get attention or anything. These days Charlie dislikes this period of her past and regrets not becoming involved with trying to help the Sinners earlier.
Seviathan definitely encouraged this former side of Charlie and often brought out the worst in her.
Incredibly physically affectionate, Charlie loves giving and receiving public displays of affection and tends to try to spoil Vaggie with gifts whenever Vaggie let's her.
Vaggie
At her creation, she was given the purpose ‘to be a Tactician’ because while Lute was an absolute machine in combat, even Adam had to admit her ability to organize the Exorcist Army was dogshit.
Vaggie is naturally inclined towards organization, can process information quickly and has excellent memory retention.
Vaggie is definitely the smart one
The duty of a tactician isn't to take the lead but rather to inform and advise. She rarely takes the initiative on projects and tends to gravitate towards the position of second in command.
Grade A nerd, but she hides it fairly well. Vaggie discovered Anime when it first came to be and has been an avid fan of the art form ever since. She used to watch it with Lute (who mostly just liked to watch the fights) and has since managed to convince Charlie to join her.
Used to really enjoyed Real Time Strategy games but now playing them makes her feel guilty about her role in the Exorcists, so she has managed to fill the void with City builders and business sim games
After her encounter with Carmilla, she learned that her natural dexterity translates really well into dance and visits the Overlord once a week for lessons.
In terms of strength, Vaggie is solidly average by Exorcist standards, making her only a bit stronger than a normal human but she makes up for this by being one of the fastest and most dexterous. Especially in terms of flight, Vaggie held records for her speed and maneuverability. This is why it was such a tragedy that Vaggie lost her wings, though with her new wings she is rapidly regaining her speed and actually thinks she might be able to surpass her top speed given some time and practice.
Very easily embarrassed by public affection, won’t say no but she blushes so hard you could use her like a flashlight
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Hi Erika!
I hope you're doing well 💕
For your OC ask game could I have 4, 16 and 29 for Josele?
Thank you!
Yaaaaay! Lola, thank you for dropping in with questions! And don't you worry, I'm doing just fine in recent days!
Now onto the answers!
4) Do they look good in red?
Honestly... I don't know?
I've never thought to imagine Josele in red before. In my mind she's always wearing neutral (brown, grey, white, black) or cool colors (mostly blue and purple). So I can't actually say definitively whether or not red is a good color on her because it's never actually crossed my mind.
She might look good in red? Red and brown (which is Josele's secondary color next to blue) often go well together after all.
16) If money wasn't a limit, what would they wear?
With unlimited money, Josele would buy herself some magic armor pieces. A shoulder pad here, arm and shin guards there, and maybe one of those chest plates that cover her upper chest (not like Charlotte's, something more realistic!).
Because normally, when Josele goes on missions, she just relies on her raw agility to avoid attacks and her endurance to take any hits she can't dodge. The unlimited budget would allow her to invest in some armor that'll give her a little more defense without sacrificing too much of her dexterity.
29) What recurring dreams do they have?
Josele tends to have lots of dreams where she's walking somewhere. Maybe she's walking through the woods or along the beach. Sometimes, Josele had lots of dreams involving her walking in complete darkness (dreams like that were most frequent after Morgen's death and while Josele was recovering from her curse). There's many instances of her dreaming of being on her way to some place, maybe she arrives at a destination and maybe she's just traveling.
Another type of recurring dream that Josele has are dreams involving her friends knowing absurd and fake secrets about her life. They're really random and often so ridiculous that Josele wakes up from laughing at how stupid it can be. Well, except that one time she dreamed about Fuegoleon interrogating Josele about sleeping with Nozel (who was dating Fue in her dream) and it left Josele a little shaken because she doesn't need more reasons to feel awkward around the Vermillions. 😆
#questions from the ask box#black clover#black clover oc#josele canty#soda's ocs#ask game#soda asides#sun shiny kalola
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Why do you people get so mad when someone tells you incest is bad? 🤨📸
Hey Dumbass Anon,
We get mad when morons like you come at us because we're fully aware that incest is nearly always wrong in real life, but that has absolutely nothing to do with shipping it in fictional circumstances. You idiots fail to understand that there's a huge difference between FICTION and REALITY, and that enjoying something in fiction doesn't mean condoning it in reality.
Plenty of people are fans of gory films and shows like the Saw series, Hannibal, Dexter, any slasher flick, or even Game of Thrones or The Boys, but only an utter imbecile would believe that those people approve of murder, torture, cannibalism, and so on in the real world. Part of the point of fiction is to allow us to explore dark, dangerous, and/or taboo topics in a safe environment, after all. So why is so hard for you absolute walnuts to understand that this applies to things like Wincest as well?
In addition, the reasons why real-life incest is almost always horrible don't actually apply to Wincest anyways. Sam and Dean are consenting adults who can't have offspring with each other, so there's no possibility of child abuse, rape, or inbreeding. No one at all, whether fictional or real, is getting hurt by fantasizing about these two characters being in a romantic and/or sexual relationship.
Whereas by your ignorant "logic," nearly every major ship in SPN is problematic in some way: any ship with angels or demons involves rape if the vessel is still alive or necrophilia if the host is dead, any ship between a human and any kind of supernatural creature most likely involves major age gaps and/or power imbalances, necrophilia if the creature is undead, and possibly some form of bestiality, and so on. So why aren't you jackasses also going after shippers of Destiel, Sastiel, Sabriel, Denny, and so on?
#asshole anon#anti wincest hate#fiction vs reality#learn the difference#this isn't rocket science#liking in fiction =/= condoning in reality#idiots on tumblr#the stupid it burns#what reality are they living in
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miscellaneous things i think could be good (or just funny) in a modern freakazoid reboot
dexter has a small friend group he plays dnd and other games with (because help him, this boy needs some legitimate friends)
more of dexter and freakazoid interacting with each other, being able to see how their internal communication works. bonus if freak can just. pop up on dexter's computer or phone to chat with him
a new villain or plot device based on generative ai, messing with freakazoid's sense of what's true and false (possibly deadpan? the early villain in the s1 finale?)
an episode on just how exactly to do a freakazoid reboot. freak himself is in the studio trying to find the best pitch to turn into a show, and even in the writing room, telling people that no, actually, he'd never say that, have you even SEEN the original show --
a whole episode's running joke of being sponsored by an mmorpg (with 20% off if the viewer uses the code RPGFREAK20XX). freak goes after the game's creators near the episode's end when he gets sick of the interruptions
valerie returns with a bit of a larger role, being steph's friend and possibly becoming the previously cut-from-production witch girl (because we need more women in this show)
short joke of freakazoid stopping a fight to tell someone who's playing a video loudly without headphones to stop it, it is DRIVING him UP the WALL. GEEZ
fanboy makes a return, and introduces his little sister: a freakazoid fan who's a little too into him and her favorite fandom ships. freak wants nothing to do with her, her brother, and her "intense interest with cargo and freighters"
cobra queen has an online shop where she makes snake-themed jewelry and does makeup tutorials. freakazoid is happy to support small businesses. he is not happy when she still uses her massive pet serpents to break into stores to steal things
gutierrez, with the internet taking off, also deals in developing software at apex. the new social media app they make leeches info from others to sell, but its main use is to find, tag, and track freakazoid wherever he goes
one of the villain's plans involve those fridges that come with a touchscreen and built-in wifi. imagine their surprise when freak is able to zap inside. he's on one of the shelves eating food and asking for condiments
an episode where lobe's scheme is based on one of those viral, seemingly silly mobile games everyone plays (flappy bird, candy crush, cookie clicker, etc). even the show's staff are taken with it. the narrator interrupts the program at one point to mention that he will no longer be announcing things because he's too busy playing the game himself
freakazoid learns about vr being a thing, and becomes a cryptid by popping into random games and streams. there's a whole short done like a found footage film or documentary based on people's attempt to find him
freak does a parody of youtuber apology videos for a segment, saying sorry to the viewer. by the end, it's clear he's badly reading off a script, and admits he doesn't even know what he's apologizing for
cave guy's plan for an episode being intimidating various scholars, professors, and newspapers to hide articles and research behind a paywall (which goes directly to him, of course). freak learns about it because dexter needs to write a paper for class, and needs to race against the clock to get his sources unlocked before its due
a short based on dexter trying his hand at streaming games. he ends up temporarily famous for his really well-done "custom freakazoid vtuber model" (it's just freak himself)
a short based on longhorn trying to get into nashville by becoming a music influencer. he does not get far
you-know-who has happily settled into his role as an internet creepypasta. there's an episode where freakazoid needs to follow a string of disappearances, linked with a recent internet "challenge" and posts trailing off after saying candlejack, which is harder than it s --
#freakazoid#freakazoid series#freakazoid!#cocoapost#ever since i finished watching the show i have had. ideas#i'd love to see a modern reboot with how the internet is nowadays#is it likely? maybe not#but i can DREAM DARN IT ALL#anyways if y'all have thoughts i would love to hear them
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Pulp Fanfic Crossover Fodder: Dr. Goldfoot
Note: This is primarily based on Dr. Goldfoot and the Bikini Machine (1965).
Little is known of the background of Dr. Goldfoot. This includes not knowing his full name, if that even is his birth name, and where if anywhere he got his doctorate. He claimed descent from a pirate, a member of the Inquisition, and Attila the Hun's mentor in violence.
As of 1965, he appeared to be physically in his fifties, and had resided for some years in San Francisco operating a private cemetery and funeral home as a front for his other activities. It was in this year that he invented his best-known device, the Bikini Machine. The Bikini Machine created humanoid female-shaped robots with fairly complex programming, allowing them a limited ability to pass as human women. Each came with a gold-fabric bikini; it's not clear if they had actual female anatomy underneath that cloth.
Dr. Goldfoot supplemented the basic programming by downloading data from computer tapes directly to their memory banks. This was used primarily for giving them the ability to speak knowledgably about their targets' areas of interest.
The plan was to have these "girlbots" marry wealthy men, strip them of their assets, and transfer the wealth to Dr. Goldfoot. His goals beyond that are unclear.
Due to poor instructions by Dr. Goldfoot's henchman Igor. girlbot #12 "Diane" mistook Secret Intelligence Command (SIC) agent Craig Gamble for her target, millionaire Todd Armstrong. Craig, a nitwit only employed by SIC because his uncle Donald J. Pevney was the San Francisco office chief, only understood that the bizarre-acting woman he'd instantly fallen in love with had suddenly abandoned him (when Dr. Goldfoot corrected her commands) but this was enough to put him on the case.
Diane "met cute" with Todd and quickly persuaded him to marry her. At no time was the marriage consummated, but it's not clear if this was due to incapacity on #12's part or a part of a strategy to string Todd along until she possessed all his assets. Eventually, Craig and Todd teamed up to "rescue" Diane from Dr. Goldfoot, despite the fact she'd already been reprogrammed to forget she ever met them.
After a number of hijinks and a chase through San Francisco, Dr. Goldfoot and Igor were seemingly killed by naval bombardment. In reality, they survived, and the two men and Diane replaced the flight crew on a passenger jet to France.
By 1966, Dr. Goldfoot had become separated from Igor and Diane (the latter of whom may have married the German man she was flirting with on the plane) and was operating out of Italy. (Dr. Goldfoot and the Girl Bombs) He'd accepted Chinese funding to rebuild his Bikini Machine. This new version created "girlbombs" that could impersonate specific people and explode on command.
This time, the plan was to disrupt NATO war games by assassinating the various generals involved. The plan was thwarted by another SIC agent, Bill Dexter, and two Italian doormen named Franco and Ciccio. Dr. Goldfoot then attempted to detonate a nuclear bomb in Moscow to start World War Three, but this also failed and he was believed killed in the explosion. In fact, he survived, but no further activity of his has been recorded.
By the 1990s, Dr. Goldfoot's girlbot technology had been acquired by Virtucorp, the front organization for Dr. Evil, and somewhat improved. (See Austin Powers: International Man of Mystery.)
Girlbots are very sturdy, able to take a collision with a small automobile without being moved or taking noticeable damage. They can be pierced by small arms fire, but unless vital areas are specifically targeted, this does not impair their function in any way. They're also far stronger than they appear. (Fortunately, most of Dr. Goldfoot's girlbots were not programmed to use violence.) They have radio receivers which allow them to receive commands directly from a console Dr. Goldfoot also invented.
The first batch of girlbots, including #12, were mostly able to impersonate human women, but came off as eccentric. They relied on their good looks and aggressive courting tactics to distract targets from realizing there was anything odd.
In addition to the Bikini Machine, Dr. Goldfoot's technology included: opera glasses that sprouted poison spikes (never used on camera), laser lipstick, the ability to remotely control motorcars, and either remote viewing or multiple miniature cameras placed throughout San Francisco. The latter two were incorporated into the same console he used to communicate with the girlbots. He had some way of reviving the (recently?) dead, but the only person he is known to have used it on was Igor.
Dr, Goldfoot bore a strong resemblance to the actor Vincent Price. He always wore gold-fabric slippers, and it was implied at one point that his actual feet were also golden in color. He was fey in his mannerisms, although he did seem to appreciate the aesthetics of his Bikini Machine creations. He put little value on human life, and was fully willing for his girlbots to eliminate competition the hard way.
The mad scientist's grasp of geopolitics may have been a little shaky. He sent a girlbot with the appearance of a black woman to marry a person who would have been a white man in South Africa at the height of apartheid.
Crossover potential: A rather silly mad scientist who specializes in creating femi-form robots can have many uses, as long as the story is okay with that kind of humor. Assuming nothing else happens to him, Dr. Goldfoot would die of old age in the early 1990s.
Notably, Dr. Goldfoot's headquarters was not destroyed in the movie, so the U.S. government was presumably able to access his technology and study it. ("Top men.") Also, several girlbots were already out on assignment at the time of his defeat, and are presumably loose ends.
SIC is one of the many splinter intelligence agencies the fictional U.S. government sponsored during this time period to increase plausible deniability. The budget was apparently tiny, with the San Francisco office being headquarters in a two-room office, Craig and his uncle being the only two operatives, and Craig not having access to any spy gadgets or even a gun. (His salary was also miniscule--he considered a cheese sandwich at the cafeteria a suitable date meal.)
The fictional agency your main characters belong to may have absorbed SIC and its records if the story is set post-1966.
Have fun!
@krinsbez
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Headcanons about the Nagisa - Kataoka duo, plz.
Hi, thanks for the ask! It's an interesting pair I never really thought about. But I did write a one-shot about Kataoka a couple weeks ago, so I'm geared up.
Nagisa & Kataoka:
I feel like they do get along, though. They're not really close, per say, because their friend groups are different, but they're definitely on the same wavelength.
They're both levelheaded, rational people who try to come up with solutions in a logical, thought-out manner.
Since Kataoka is more assertive and socially involved than Nagisa, he sort of never goes out of his way to talk to her.
She's genuinely appreciated, and admired for her charisma.
Kataoka appreciates Nagisa's "backseat" efforts though, and is admirative of the Koro Sensei weakness list, for example.
It's noted in the Roll Book Time that Nagisa actually is one of the few who is capable of stopping her when she goes on a bit too much on lecturing and ordering.
I think he'd be one to tap on her shoulders and try to derail her mind from what is upsetting her (probably Okajima's hijinks). Probably offer her a candy and a reading of his notes and observations. She deserves that down-time.
More on their dynamic:
There's quite a bit of parallels between them, when we think about it: Nagisa obviously has issues with being percieved and respected as the man he is, and his masculinity is often put into question. On the opposite end, Kataoka struggles with her femininity.
He's the shortest guy in Class E, and she's the tallest girl. They canonically had an arm wrestling match, too, that Nagisa completely lost, much to Megu chagrin.
As to activities, or situations where they'd actually spend time together, I'd like to think quiet, revising sessions would fit them; they both enjoy order and calm, and would probably make a great team.
Beyond Class E:
I can see them having the same sort of low-key time, touring the city mall, overall staying in their own bubble, and enjoying to be far, for once, from their more energetic friends.
Nagisa would win the claw machines games for Megu, making her overjoyed (think, a dolphin plushie).
Kataoka would in return use her mastery of knifemanship to win at games that revolve around quick-thinking, and dexterity. Darts, maybe?
I can see them go for clothes shopping too; they both trust eachother, and know of the others issues regarding how they're percieved, but also the fact they aren't BFF helps with honesty when chosing a piece.
In the future (think, the 7 years timeskip), I think that Nagisa (who is busy, due to his teaching) and Kataoka (when she lands back in Kunugigaoka, being a flight attendant) they unexpectedly end up having a free hour to spend together, at a café.
Doing things like catching up, sharing anecdotes from cabin crew and passagers, or from colleagues and students. They definitely would do it, lightheartedly, with Kanzaki too, who'd talk about her patients.
I hope you liked it :) There's not much to go off from in canon, but I genuinely think they would have a mature, 'stable person I can rely on if needed' sort of dynamic, despite everything.
My ask box is still open for headcanon requests!
#assassination classroom#ansatsu kyoushitsu#megu kataoka#kataoka meg#nagisa shiota#shiota nagisa#assassination classroom headcanon
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How do you think Reo would've treated Nagi if kunigirireo won the match and they picked him?
Good question 🤔 thank you for sending it over! I had fun playing around with the idea before I could come up with a response. I'm not too good at what if scenarios tho so take my thoughts on this with a grain of salt!
I think that winning Nagi back under those circumstances would exacerbate their miscommunication more than it would solve it, you know? Here's my reasoning for why.
A big factor in why Reo forgave Nagi in the NEL arc was not that Nagi chose him, per se, but that Nagi asked Reo along in Nagi's own dream. Reo's attitude until Nagi offers that is still fairly cold. He's not moved by Nagi needing him, or by his apologies, or by his compliments. It's specifically the fact that Nagi grew enough to develop his own aspirations, and that he wanted to share them with Reo just as much as Reo originally wanted to share his with Nagi. This, I believe, because Reo too matured enough in their time apart to recognize he basically forced his dream on Nagi instead of giving Nagi room to grow one on his own.
Now, if they were to reconcile before that development…
The main difference with the NEL arc is that it wouldn’t be Nagi asking Reo along, but once again Reo picking Nagi, and Nagi going with it. Of course, by this point Nagi at least has enough motivation to want to stay in blue lock, but flipping their positions to mirror their earlier stances negates the reciprocity that their bond had just acquired in the NEL arc.
It also wouldn’t fully assuage Reo’s insecurities, imho. On the one hand, Reo would likely feel vindicated. He won Nagi back from Isagi, thus proving to himself that he deserves to stay at Nagi’s side more. Proving it to Nagi is a whole other matter. For that, given Reo’s perfectionism and sky-high standards, he would want Nagi’s approval from the man himself (oblivious to the fact he had it all along). Even more so after a win. He would want to be sure Nagi prefers him over Isagi, at the very least. However, I doubt Nagi would be very receptive. Since from Nagi’s pov his partnership with Reo is a given, and he was never looking for a replacement, he would not rise to meet Reo’s need for validation.
So. They wouldn’t talk about it. Then I’d expect their soccer to get worse on top of that, too.
Reo would go back to relying on Nagi's genius, and without the threat of elimination and giving up on his dream he wouldn't feel as compelled to develop his chameleon style. And Nagi would go back to relying on Reo’s creativity and revert from the growth his playstyle just had with Isagi. So their monster combo would actually get worse, without their respective soccer growth factoring in.
my soccer meta on this: Nagi’s ego (or at least his motivation) isn't active but reactive. It sparks in response to a challenge that shakes off his boredom. Back in team V, Nagi was at his most apathetic when he was up against opponents much weaker than him and Reo combined, while his head was actually in the game when he met egoists that made him work for a victory. Isagi understood this side of him much better than Reo imho, what with them being the same in that respect. Nagi adapts well to Isagi's playstyle because Isagi is a monster constantly seeking stronger rivals to devour, and Nagis' ego thrives off that "excitement" too. Then, when he played with Isagi, Nagi was more involved in the game, more proactive. Whereas when he goes back to Reo, he mooches off Reo's own vision of a goal.
As for Reo, his real strengths lies in his dexterity as an allrounder and in his aptness at replicating highly specialized plays, both of which are skills he fully hones only to play a soccer that is at Nagi’s level of genius. With Nagi readily available, he would simply pass to him and never develop his chameleon style, the thing that drew Nagi back to him in the first place.
Basically, by relying on Nagi too much, Reo would open up the chance of making his own playstyle too “boring” to sate Nagi’s newfound soccer curiosity. And by reverting to the role of Reo’s right hand man, dulling his own genius and his spark for the game, Nagi would exacerbate Reo’s belief that Nagi only ever tried hard for Isagi, and thus that Reo’s inferior to him.
Of course, I might be wrong about this. Things could get better if Nagi still developed his dream of beating Isagi and if he still asked Reo along. But they could also get a lot worse if Reo misconstructed it as Nagi only having eyes for Isagi now, even after Reo “won him back”. With the added weight that without Reo’s chameleon style this time around, Nagi wouldn’t think their combo would be strong enough to beat his rival and thus wouldn’t seek Reo’s aid and prompt the conversation that leads up to their reconciliation
I hope this makes sense! and thanks again for sending me such an interesting question!
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Making A Character!
[This Game-play Start Guide is a Prototype, since some of the terms are being decided by polls. This guide is meant to be a quick guide of how to make a character by using translated excerpts from the Clamp School Detectives Guidebook. This is not the book fulltext, as this guide is a summary of the game rules. The charts are copied from the book so the translations are rough.]]
Needed Tools:
Two Decks of Cards (I used one for Character building just fine though)
Character Sheets
Pens
Extra Paper (If needed)
Imagine Your Character!
What do you want your character to be? This can be as simple as what you want your character to look like, what abilities they have, or even just their name and birthdate.
Determine Character Rank (CR)
For balanced game play, all characters should choose the same CR as these points will be distributed into Ability Values.
Determining Ability Values
There are 3 main Abilities that you can allocate the points after you have selected the groups Character Rank from the chart. You do not have to allocate all of your Ability Value points but the total amount of allocated points cannot exceed the Max Totals on the Character Rank Chart.
Intelligence
Represents basic intelligence, education, etc. Determines how well the character can handle various difficult and challenging situations that require brainpower.
Strength [PLACEHOLDER]
Represents basic physical strength, endurance, recovery, etc. Determines how well the character can handle various difficult and challenging situations that require physical activity. However, it does not apply to abilities that are primarily related to the brain, such as dexterity (in that case, "Intelligence" is used).
Luck
Represents how good a character's basic "luck" is. It is a congenital ability, and a lower value makes it more likely for the character to get involved in accidents or events (bad luck). A higher Luck Ability means you can also use Redraw Points to change an undesired scenario to one that's hopefully better
The larger the value you set, the more skilled that ability is.
For Example, If your group chooses Superhero CR; the max score an Ability Value could be is an ‘A’ (10) and the total amount of points you have allocated cannot exceed 21.
Decide your Ability Values and then determine the Redraw Points based on your Luck Ability Value.
Special Abilities
Special Abilites (SA) are what makes each of your characters unique. They are special abilities that can be chosen from the chart, if you have an idea for what your character could be skilled at. They can be randomly chosen by drawing a playing card (or 2). The choice is up to you.
Only one Special Ability is selected by the player with the exception of the Universal skill. The Universal is the “Jack of all trades, master of none” Ability, as you are able to choose one from each of the “Super Skill” sub tables. (For example, An Universal character could be skilled in “Gambling”, “Acting”, and “Hypnosis”, but it would depend on the Ability Value of that skill whether you were actually good the Special Abilities)
Adjust Character Before Play
This is the last chance to change your character before play. Did you choose any abilities that inspired you to make a vastly different character than what you pictured in the first step? Half of the fun of this game is making a character that you will enjoy playing
If you’re still struggling to decide, leave it up to chance! As long as you have set a Character Rank (CR) and some Ability Values, you can use the Special Ability Chart and a deck of playing cards to randomly determine a special ability for your character.
That's the simple guide on how to make a CLAMP TRPG Character. Don't be concerned if you can't fill out all of the sections, as Clamp themselves left gaps in their character sheets also based on Usagiya's Character Sheet.
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So this one may be hard since it feels like your ocs are catered specifically to the V3 meta timeline, but it popped into my head anyways. How would your ocs act as Remnants of Despair? Let's say Team Danganronpa's doing something and needs to make them Remnants (probably for a gacha game, spend 50 for a chance to get Remnant Naomi)
OH MY GODDDDDDDDDDDDDDDD FUCKING FANTASTIC QUESTION im bouncing up and down. this is so cool. A GACHA GAME IS SO FUNNY TOO like the idea that danganronpa is looking to make some money on the side so theyre like Whatever. throw ryobe into genshin impact. who gives a shit anymore
here they are at their edgiest 👇🏻👇🏻👇🏻
IN A LIST OF LEAST DANGEROUS TO MOST DANGEROUS I RECKON. COULD BE KIND OF A FLIMSY RANKING LMFAO
billie: scrawny fifteen-year old kid with no talent or charisma. you'll be so fine. worst case scenario it's some kind of izuru 2.0 best case scenario she's not even there in the first place. likely doing the family guy death pose somewhere
mika: another ultimate lucky student who won't be able to do a whole lot. definitely got a lottttt more edge to her than billie does, can definitely be ruthless but can't hold much influence and doesn't have any relevant skills. she's either in hiding or she's made friends with another remnant and kept herself safe that way
yoshito: just a fucked up guy honestly. his entire ultimate revolves around helping people so i can definitely see him taking advantage of this amount of trust he has accumulated and getting a lot of people into some deep shit but eventually they'll learn his tricks and he'll be a lot less immediately dangerous. definitely a behind the scenes kind of guy can't see him being super influential or anything. honestly i don't even think he's a team leader in this scenario i think he just let's all of them go off on their own GHFDKJG they're probably ALL on each others asses
rie: can't realllyyyyy think of a whole lot for her... this is not to say she isnt extremely persuasive and able to get her way but she is more of a figurehead for despair. an extremely well-spoken salesperson in that regard, very charming and probably on a lot of billboards already. i reckon this is a similar situation to sonia but on a much smaller scale, probably does public speaking kind of events and turns people to despair that way, is definitely somebody to be wary of but you can take her in a fight easy. her bodyguards not so much
naomi: you are not running from this girl. she can reach you anywhere and knows how to use a firearm. its either you learn how to fight better than an athlete with a shotgun or youre dead bud. she is extremely independent though so that is a bonus for you
sae: the only reason she is higher than naomi here is she is a lot stronger and knows a lotttt of hunting tactics that can definitely land you in hot water. you'll really need to brush up on avoiding traps because if she catches you in a position where you arent able to run youre fuuuuuckkeddd. unless you are strong it'll be really really difficult defeating her in any sort of hand to hand combat, especially in this despair scenario where she is genuinely not holding back. the one saving grace with sae is she is not dexterous at all so if youre a good runner with a lot of stamina or hell even a more dexterous fighter you'll maybe be ok
erin: ok so she's probably not the most IMMEDIATELY dangerous person, like if you approach her while shes alone with any kind of weapon you'll probably win. but shes this high up just because the implications of her ultimate talent being turned to despair is actually kinda horrifying. like shes a CHILDREN'S ENTERTAINER. she's most persuasive on KIDS. there are many scenarios that can happen here but all of them involve children so immediately all of them are horrible hgfjkgdhsk. could very very honestly turn into something similar to monaca's plan, attacking her will be pretty difficult considering she has a lot of kids hostage
ryobe: evil mr beast. the worst parts of erin and rie and hell even sae combined. has millions of followers who will do literally anything for him, sets out hundreds upon thousands of death traps everywhere he goes. will absolutely 100% throw more ultimate talents into killing games just for good content. catch him alone and you could probably kill him but you will NEVER catch him alone because he is constantly surrounded by people who can and will die for him while also torturing you for views so good luck
andi: most likely wouldn't be there but just for fun andi but SUPER evil (like. somehow even more evil than she already was) is bad news. super bad news. andi being there means that you are likely in some virtual reality type of scenario which means she has complete and total control over everything around you, everything you eat and drink, and everything you experience. she's a rule-oriented machine so the scenario depends on whether or not she's been given instructions, but quite honestly you'd WANT this to be an instruction-less andi cuz she'd kill you quick
#THANK YOU AGAINNNNNNNNN I LOVE ASKS smiles so wide#ask lee#anonymous#dr: 50th#oc: billie#oc: sae#oc: andi
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Spooky Watch (a Spooky Month x Yo-Kai Watch au)
An idea first pondered by @crossover-enthusiast and actually "made" by me. This will involve both lore and hypothetical gameplay/structure.
The Premise
Due to (as of yet undefined) things his dad did, Skid naturally has the ability to see spirits, referred to as spooks.
He half-accidentally summons Moloch, who runs loose, in an effort to convince Pump the spirits he's seeing are real, as you could probably tell, Skid and Pump are less oblivious and somewhat more mature.
While trying to catch Moloch, the boys meet Eyes, who is the leader of all the spooks in town. Learning about what's happening, they gift Pump (as well as Roy and Kevin) a spooky watch (a visual cross between the yo-kai watch and the cult pendants) hoping to let humans and spooks better understand and befriend each other. Eyes is unaware that most spooks are going to use this "thinning of the veil" for their own ends.
After Moloch is dealt with Roy's parents and later mayor Evermore find out about the watches and form the cult in an effort to take and/or recreate the watches so they can enslave the spooks.
Spooks!
Moloch is mostly unchanged, with the exception of not having a lower body at all, as he's a molten gargoyle.
Dexter, specifically the Dexter Fella, is the one spook everyone can see, in the vane of Manjimutt from the anime, always being mistaken for a weird short man. But unlike Manjimutt, Dex intentionally scares people, just not for the reason he wants.
The actual Happy Fella and Sad Guy are also spooks, named Laughella and Gloomuy.
Ooga Booga is a spook that just wants to jumpscare people. In a hypothetical game, she would act like Babblong.
Frank is now Vanab, a van spook based on the toy van Frank from the Deadly Smiles credits. He would also act as the Spooky Watch Mirapo, except instead of teleporting you, he just picks you up and zooms you away.
The Thieves appear as the very yo-kai they were dressed as in the 2019 Halloween drawing by Pelo. Their goofy, reoccurring side villains.
Here Bob is Vealsin, a pig-devil spook who is obsessed with exotic food, an obsession he shares by inspiriting people. When the boys, Roy and Kevin all get to the abandoned Boys n' Grills where Bob declares them his dinner guests, then the eating rhythm game, and then the fight. Bob being a cultist is reflected in Vealsin willingly working with the mayor.
And lastly, SKIDAD! He appears from the mannequin after Moloch gets loose and acts as the Whisper. He looks like a sentient speech bubble.
#spooky month#yo-kai watch#yo kai watch#spooky month au#Spooky Watch#sm Skid#sm Pump#sm Roy#sm Kevin#sm Moloch#sm Eyes of the universe#sm Eyes#sm Richard#sm Carmen#sm mayor Evermore#sm Evermore#sm Dexter#sm Dexter Erotoph#sm Bob#sm Bob Velseb#sm Ooga Booga#sm Fat Thief#sm Thin Thief#sm Skidad#sm Skid's dad#sm Dad#manjimutt#babblong#mirapo#ykw Whisper
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Below the cut is a list of Remy’s strengths / abilities / powers, along with a list of flaws / weaknesses.
Strengths / Abilities / Powers
Mutant Ability:
Molecular acceleration: Remy is able to take the potential energy in objects and convert it to kinetic energy. The result of this is that the object is “charged” with energy, which generally results in some sort of explosion. For example, Remy’s preferred weapons, his charged playing cards, explode with the force of a grenade.
Dissolution: Instead of charging objects to explode, Gambit can focus on negating the potential energy of objects, which causes them to pull themselves apart instead. This ability is harder to master and takes a greater amount of control.
Disruption: Similar to the ability to dissolve objects, Gambit can also tame his ability enough that it can simply disrupt a person’s sensory awareness, enough to knock them unconscious.
Enhanced Physiology: Because Gambit is able to access energy, this ability grants him speed, strength, reflexes, dexterity, coordination, and endurance above that of a normal human, which increases when he charges himself, as well.
Telepathic Shield: Remy’s mind is shielded from intrusion by most telepaths because the charged potential energy constantly present in his body creates a sort of interference with natural static. He can also increase this effect by holding a charged object near his head. This does not fully prevent telepaths from being able to invade his mind, but it does make it quite uncomfortable.
Energy Acceleration: If Gambit chooses to accelerate the energy in an object, rather than converting it from potential to kinetic, he can actually emit a shockwave powerful enough to leave a pretty large crater in the ground. He uses this very rarely, but it’s a handy trick to have up his sleeve.
Accelerated Regeneration: Though he can only do this with himself, Gambit is able to accelerate his body’s natural processes, which enables him to heal faster than average.
Hypnotic Charm: When Gambit says that he has a certain Cajun charm, he’s being quite serious. He is able to channel subliminal psionic talent through the power of his voice, which enables him a certain amount of influence over the minds of others. However, the more powerful the mind, the more immune the person is to his charms. Additionally, if a person knows about this power, it’s much easier for them to escape its influence.
Bilingual: Remy speaks English and Cajun French fluently.
Expert marksman: Though he doesn’t generally use what are considered “typical” weapons, when Remy sets his sights on a target, he almost always hits it. He’s able to see the target and figure out the velocity and trajectory needed to make sure his cards find the spot for which he was aiming. While his cards are his weapon of choice, he’s able to manage this sort of thing with other weapons, as well.
Master combatant: Though he is not quite on the same level as, say, Captain America, Remy possesses great fighting skills. He’s particularly adept in Savate as well as Bojutsu, utilizing his Bo staff if he needs to conserve cards. He’s also an expert in dueling and fencing, though he prefers his cards and staff.
Master thief: Having grown up in the Thieves Guild of New Orleans, Remy learned how to steal from a very young age. He’s honed his skills over the years, and he’s able to pull jobs completely without detection.
Self controlled: Remy is remarkably capable of showing restraint, when he needs to.
Excellent actor: With the ability to change his accent to suit the role he’s playing, as well as being able to slip into a role with ease, Remy is able to utilize his natural abilities to act whatever way will get him what he wants or needs at that particular point in time. He’s able to assess a situation and place himself in a role that will work to his advantage.
Expert gambler: Like his name suggests, he is quite good at gambling, especially when it comes to games involving cards. He’s a regular cardshark, and it’s very difficult to beat him in games of chance.
Weaknesses:
Not at full power: When his powers overwhelmed him at a young age, Remy had an inhibitor chip put in place, to help dampen them. Which means that his powers have not reached their full potential. He knows that, if he were to utilize the full extent of his abilities, he could accidentally charge the entire world.
That touch: One drawback of his powers is that he has to be physically touching an object to charge it. That’s one of the reasons that his trademark weapons are playing cards; he can carry a huge quantity around with him. But it presents a disadvantage when he’s not within throwing distance of his enemies.
Unusual Eyes: Remy’s eyes are red and black, something that tends to startle people. Unless he’s wearing technology to disguise the true colour of his eyes, he’ll never be able to fit in as a “normal” person; they will always give him away as a mutant. Additionally, his eyes are extremely sensitive to light and changes in light; he wears sunglasses a lot because of that.
Self-loathing: The confidence that Remy shows to the world is often a mask to hide his deep self-loathing. There are things in his past of which he is decidedly not proud, and he uses his self-assured attitude to hide that from others.
Trust issues: Remy has a hard time trusting people; it’s one of the reasons that it took him so long to fully join the X-Men.
Abandonment issues: Due to the fact that he was abandoned as a child because of his unusual eyes, Remy has developed abandonment issues through the years. He expects everyone he cares for, whether as parental figures or the people he loves, to leave him, the way that he was left so often in the past.
Needs companionship: Partly because of his abandonment issues, Remy tries to be a loner, but he’s really not cut out for it. He’s such a social creature and he aches for companionship. While he enjoys being physical with people, it’s emotional support that he really needs.
Charging limitations: Other than himself, Remy can’t charge organic matter, with his power inhibited. When he’s at his full power, he can charge organic matter.
#✦ remy lebeau || headcanon ✦ if you want to find a needle in a haystack burn the haystack#✦ general || queue ✦ we are all just stars that have people names
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Below the cut is a list of Remy's strengths / abilities / powers, along with a list of flaws / weaknesses.
Strengths / Abilities / Powers
Mutant Ability:
Molecular acceleration: Remy is able to take the potential energy in objects and convert it to kinetic energy. The result of this is that the object is “charged” with energy, which generally results in some sort of explosion. For example, Remy’s preferred weapons, his charged playing cards, explode with the force of a grenade.
Dissolution: Instead of charging objects to explode, Gambit can focus on negating the potential energy of objects, which causes them to pull themselves apart instead. This ability is harder to master and takes a greater amount of control.
Disruption: Similar to the ability to dissolve objects, Gambit can also tame his ability enough that it can simply disrupt a person's sensory awareness, enough to knock them unconscious.
Enhanced Physiology: Because Gambit is able to access energy, this ability grants him speed, strength, reflexes, dexterity, coordination, and endurance above that of a normal human, which increases when he charges himself, as well.
Telepathic Shield: Remy's mind is shielded from intrusion by most telepaths because the charged potential energy constantly present in his body creates a sort of interference with natural static. He can also increase this effect by holding a charged object near his head. This does not fully prevent telepaths from being able to invade his mind, but it does make it quite uncomfortable.
Energy Acceleration: If Gambit chooses to accelerate the energy in an object, rather than converting it from potential to kinetic, he can actually emit a shockwave powerful enough to leave a pretty large crater in the ground. He uses this very rarely, but it's a handy trick to have up his sleeve.
Accelerated Regeneration: Though he can only do this with himself, Gambit is able to accelerate his body's natural processes, which enables him to heal faster than average.
Hypnotic Charm: When Gambit says that he has a certain Cajun charm, he's being quite serious. He is able to channel subliminal psionic talent through the power of his voice, which enables him a certain amount of influence over the minds of others. However, the more powerful the mind, the more immune the person is to his charms. Additionally, if a person knows about this power, it's much easier for them to escape its influence.
Bilingual: Remy speaks English and Cajun French fluently.
Expert marksman: Though he doesn't generally use what are considered "typical" weapons, when Remy sets his sights on a target, he almost always hits it. He's able to see the target and figure out the velocity and trajectory needed to make sure his cards find the spot for which he was aiming. While his cards are his weapon of choice, he’s able to manage this sort of thing with other weapons, as well.
Master combatant: Though he is not quite on the same level as, say, Captain America, Remy possesses great fighting skills. He’s particularly adept in Savate as well as Bojutsu, utilizing his Bo staff if he needs to conserve cards. He’s also an expert in dueling and fencing, though he prefers his cards and staff.
Master thief: Having grown up in the Thieves Guild of New Orleans, Remy learned how to steal from a very young age. He’s honed his skills over the years, and he’s able to pull jobs completely without detection.
Self controlled: Remy is remarkably capable of showing restraint, when he needs to.
Excellent actor: With the ability to change his accent to suit the role he’s playing, as well as being able to slip into a role with ease, Remy is able to utilize his natural abilities to act whatever way will get him what he wants or needs at that particular point in time. He’s able to assess a situation and place himself in a role that will work to his advantage.
Expert gambler: Like his name suggests, he is quite good at gambling, especially when it comes to games involving cards. He’s a regular cardshark, and it’s very difficult to beat him in games of chance.
Weaknesses:
Not at full power: When his powers overwhelmed him at a young age, Remy had an inhibitor chip put in place, to help dampen them. Which means that his powers have not reached their full potential. He knows that, if he were to utilize the full extent of his abilities, he could accidentally charge the entire world.
That touch: One drawback of his powers is that he has to be physically touching an object to charge it. That’s one of the reasons that his trademark weapons are playing cards; he can carry a huge quantity around with him. But it presents a disadvantage when he’s not within throwing distance of his enemies.
Unusual Eyes: Remy’s eyes are red and black, something that tends to startle people. Unless he’s wearing technology to disguise the true colour of his eyes, he’ll never be able to fit in as a “normal” person; they will always give him away as a mutant. Additionally, his eyes are extremely sensitive to light and changes in light; he wears sunglasses a lot because of that.
Self-loathing: The confidence that Remy shows to the world is often a mask to hide his deep self-loathing. There are things in his past of which he is decidedly not proud, and he uses his self-assured attitude to hide that from others.
Trust issues: Remy has a hard time trusting people; it’s one of the reasons that it took him so long to fully join the X-Men.
Abandonment issues: Due to the fact that he was abandoned as a child because of his unusual eyes, Remy has developed abandonment issues through the years. He expects everyone he cares for, whether as parental figures or the people he loves, to leave him, the way that he was left so often in the past.
Needs companionship: Partly because of his abandonment issues, Remy tries to be a loner, but he’s really not cut out for it. He’s such a social creature and he aches for companionship. While he enjoys being physical with people, it’s emotional support that he really needs.
Charging limitations: Other than himself, Remy can’t charge organic matter, with his power inhibited. When he’s at his full power, he can charge organic matter.
#✦ Remy LeBeau || Headcanon ✦ If you want to find a needle in a haystack burn the haystack#[I'll have this in his doc too but I'm dropping this for reference here as well!]#[I love Remy so much and I'm very pleased to have him here again]
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23 for all your ocs and A for you for the ask game
23. How does envy manifest itself in them (they take what they want, they become resentful, etc)?
A) Why are you excited about this character?
Vela: takes whatever it is ze is jealous of. ze is, at heart, a thief. if ze can’t steal it, ze causes problems for the other person. ze has gotten better at handling zir emotions since Light Fingers, but jealousy is still a problem for zir.
ze started out as basically a self-insert. Vela is my favorite constellation, and at the time I created zir account, I was very interested in the Kepler Space Telescope. but over time, especially throughout zir ambition, Vela has taken on a personality and life of zir own, and that’s been really fun to watch happen.
Aria: she is the queen of quietly resentful and passive aggressive. she will not say a word about the problem to you, but she will complain about you nonstop and rearrange your stuff when you’re not looking.
I love murder mysteries, murderous characters, tragic romance, and characters who are just not very likable as people. Aria checks pretty much all of these boxes. she was originally going to have sort of a redemption arc after the iron republic, but when I actually got to that point, it just made her worse, which was way more fun. watching her continue to spiral downwards has been great. I support gay wrongs.
Alexandria: because he is involved in piracy and smuggling, and spends a lot of time in charge of a tight group of people in a confined space at zee, he’s gotten a lot of practice at managing jealousy and resentment in himself and other people. tensions can run high when valuable cargo is involved and you’re far away from anyone else’s. in general, his jealous is on the quiet side, until it builds up to the point where he can’t keep it under control, like many of his other emotions. he’s working on it though.
Alexandria has the most interesting motivations for her ambition of all my characters. while they’ve all grown since then, the other three have clear and simple reasons for beginning the quests. Vela wants to smuggle jewels, Aria wants revenge, Dexter wants four million echoes, but Alexandria doesn’t actually know what she wants. Alexandria is also the only one who came to the Neath with the intention of staying. Vela was just supposed to follow up on information about diamonds, Aria was looking for a murderer and didn’t really care what happened to her, Dexter died while on a case in the Neath and couldn’t leave. Alexandria, though, had nothing left for her on the surface, and runs away to the Neath to find a purpose again.
Dexter: he’ll tell you, but as a joke, and by the time you realize he’s seriously envious of something, he’ll have either taken it or enacted some petty revenge.
originally, I wanted to play up the detective aspect of Dexter’s career more. it definitely comes into how he approaches his monster hunting, and his relationship with Veils, but in the Neath, he’s fully leaned into being a hunter rather than exclusively a detective. also, he fits the archetype for heart’s desire/Mr Cards players (driven by a desire for wealth and power, ingratiated with society, on good terms with the masters at the expense of others, etc) but is doing bag a legend. fun little subversion.
Metis: they don’t get jealous easily. but it’s usually over how easily other people seem to navigate the world that is terrifying and hsrf for them. stealing stuff makes them feel better.
recluse characters are really interesting to me, and Metis was my first non-PC character, which was exciting! Metis also pursues the kind of lifestyle I might have if I lived in the Neath: isolated, writer, explores the city despite having a lot of difficulty really connecting with people, cozy semi-secret living space. and autism.
Xerxen: very eloquent in his own language, and the kind of person who will just walk up to you and say exactly what he’s thinking or feeling. that’s a little harder in written English, his primary mode of communication with Londoners, and sometimes words and concepts don’t translate well across species and languages. but he does his best, and his close friends can also recognize his emotions through gestures.
rubbery men are just so much fun! and also I’m surprised they aren’t more involved in revolutionary groups, since they have good reason to be angry with the way London treats them. so now we have the rubbery revolutionary.
Mr Phantasy: lots of screeching, and sending you bad dreams.
I wanted a curator oc that wasn’t Mr Cards or a child. since dreams are already such a disputed area of trade, I thought it would be fun to make that even worse by introducing a master that trades specifically in dreams and memories.
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