#ignore how the dagger is attached to the brass knuckles
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candiedbeez · 3 days ago
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They fighting
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feifood · 4 years ago
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Chapter 2: Success
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Hello hello I am here with the second chapter!! 
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Warnings: Fight scene, use of weapons, use of poison, someone becomes unconscious, blood
Word Count: 1043 words
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Watching the tall man sprint towards you, you quickly throw a dagger in his direction.
Hisoka manages to dodge it effortlessly - to no one's surprise -  and continues to inch his way closer to you by the second.
Good. You thought, he fell for my trap. Jumping directly up into the air, you catch a glimpse of Hisoka doing the same thing. He is catching up quicker than you anticipated. Like second nature, you twist your watch again and conjure up a set of ropes. One to hook onto the bars on the roof of the arena and another to wrap Hisoka in immobilizing him. Like with your daggers, Hisoka manages to dodge the grip ropes, but was flung back onto the ground.
"Come on, I thought we were going to fight. It seems like you're just running," he taunts you, looking up at your figure clinging onto the rope on the ceiling. You clench your jaw at his words. You knew what you were doing, this was all a part of the plan. Just deal with his playful banter for now and we'll see who's talking at by the end of it, you reassured yourself.
You let out a fake defeated sigh and drop yourself back onto the ground. "You're right, I can't win if I don't play offense now, can I?" you question him. You see his lips form a smirk. Perfect. Fuel up his ego and go in for the kill. Without hesitation, you fling another dagger at him from your first time conjuring and just like last time, Hisoka manages to dodge it. What he doesn't know is that you've created invisible nen ropes the entire time and attached them to the daggers. As he swings his body aside to escape the sharp objects, you fling your hand to the left, causing the ropes to ripple through and change the direction of the daggers. Hisoka's eyes widen. You've handed a hit on him. He looks down at his abdomen, now bloody from the dagger. Rage begins to fuel his body and before you can even think, you start feeling a pull from your left leg.
"Impressive how you snuck in some invisible nen ropes to get me. Unfortunately, you're not the only one concealing nen." He says while pulling on something that is bringing you closer and closer to him by the second. In a panic, you use Gyo and realize he is using Bungee Gum. You've seen him use this before during his fight with Kastro, it is quite a unique ability you had to admit, but you weren't going to let that bring you down.
You throw your body towards him, surprising everyone in the room. While mid-air, you summoned another item, a cloak? You throw the cloak onto his head and hear him let out an unimpressed chuckle. Just as he tears off the material from his face, he is welcomed buy your fist holding gripping on brass knuckles which was conjured up while he was distracted. The audience yells at excitement after watching you land your second hit on Hisoka, a rather painful one. He loses his balance and falls down to the floor before getting up immediately and staring at you in front of him. You can sense the anger in his eyes.
Hisoka furiously charges towards you and flings multiple cards at you, to which you were able to dodge. One slightly grazed your leg, creating a small cut in your pants. As you catch your balance after his attempt to attack, you feel a tightness surround you. You soon realize what it is, he has used Bungee Gum to completely wrap you up while standing, keeping your elbows to your sides and your legs together.
"I'm surprised you were able to dodge my cards, but too bad you were distracted," he laughs. "Hisoka, this isn't very entertaining for the audience, having me constrained like this," you lecture him, trying to buy time to think of a plan out of here.
Your arms are basically glued to your sides, and you can't use your legs at all. If only you could reach your watch to turn it. Wait, that's it. Turn the watch. You nudge your wrist onto the side of your pants, hoping to possibly create some friction that will move the knob on the watch. After a few feeble attempts, you look up to Hisoka continuing to taunt you, how long has he been going at it? You conjure up tiny dart with some poison. That should do. Discretely, you angle the dart towards his right thigh and flick your wrist.
Everything happened so quickly, you almost didn't realize that your dart had successfully struck his thigh and beginning to weaken him. You feel his Bungee Gum loosen up on your figure as you wiggle out of it right away.
Hisoka begins to struggle keeping his stance, wobbling with every step he takes backwards away from you. He eventually falls onto the ground and is staring up at you towering over him. You can finish him off right here, just a quick slice of a dagger and you would gain victory.
You look at his eyes right into his soul. Both parties did agree that this was a fight to the death, but why were you so hesitant? You see a smirk form on his face, he is beginning to accept his fate. But you can't bring yourself to do it. Killing just isn't in your blood. Conjuring up another dart, this time coated with sleeping serum, you jam it into his shoulder, knocking him out.
A knockout is still a victory, you remind yourself. The crowd goes wild as the fight ends as you stand in the center of the arena, glancing up at the cheering bodies.
Finally making your way back to your hotel room, you almost miss the note that was slid under your door.
"We have an offer for you, come to the abandoned building on the outskirts of York New tomorrow at midnight. Do not ignore this message." the note said.
Too exhausted to even ponder over who or where this was from, you slump into bed, still in fighting gear, and drift off to sleep.
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tabletopmonsteroftheweek · 5 years ago
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Monster of the Week Custom Playbook: The Haunted
A playbook inspired somewhat by The Blackwell Series and Unavowed.
Under the Read Me has the playbook information.
The Haunted
You seem to be haunted by a spirit, whatever they may be. They do not seem to mean any harm, and sometimes even assist you when you’re monster hunting.
LOOK
This is what your Haunted looks like. Pick one from each category
Masculine, feminine, concealed, __________
Tired eyes, perky eyes, blind eyes, timid eyes, angry eyes, neutral eyes, ______
Raggy clothes, clean clothes, rumpled clothes, casual clothes, _______
RATINGS, PICK ONE LINE
Charm -1, Cool +2, Sharp -1, Tough 0, Weird +2
Charm 0, Cool +1, Sharp +1, Tough -1, Weird +2
Charm +1, Cool +1, Sharp 0, Tough -1, Weird +2
Charm +1, Cool -1, Sharp +1, Tough 0, Weird +2
SPIRIT COMPANION
You are haunted by a spirit that only you can see, hear, and feel so far. Are they a benevolent spirit tied to your family line, a malevolent wraith attempting to hinder your progress, or something else?
First, name your spirit. _____________
What does your spirit companion look like?
a child or teen, who may of either been murdered, died from an illness, or was killed in an accident.
An adult, dead from natural causes or by something else.
An animal spirit, who seems to have gained sentience after it died due to mysterious causes.
A monster spirit, somehow tied to you. You either killed it, or they died nearby and you were the closest thing they could attach themselves to.
They are here for a reason. What is their reason for staying in the mortal realm?
They cannot move on into the afterlife until they fulfill something, like a long lost promise.____________
You wronged them in a way, and now they won’t leave you alone until you atone for what you did. Decide what you did to make them mad._________
They are lost and have no memories of their lives except their name. They want to find out what happened to them.
One of your family members did something, and they cursed the family to have the spirit follow them around. What was it that they did?___________
You were curious and decided to use an ouija board in a cemetery, and now they’re stuck with you until you find a way to return them back from where they came from.
A family spirit sent to protect you as you live your life.
(Adult only)They are your lover and refuses to move on until you are with them in the afterlife
Each spirit has a certain tick that makes them extremely angry to where they lose control of their power. Something that brings back an unpleasant memory about or related to their death. Whenever you are around the thing that makes them angry, roll act under pressure to attempt to calm them down. If you miss the roll, they go berserk for a bit. What is it that sets them off? ___________
Finally, a quick “how to play” with your spirit companion-
Since they are tied to you, they can act for you. You are technically playing two characters in one, however only you OR your companion can make a move, not both. If you want to roll something, make sure to mention it is either you or your spirit companion making the move. You cannot roll Help Out to help your spirit companion with rolls, but your fellow hunters can. To the other hunters, they may or may not see your spirit companion, depending on their history with you.
You may talk with your keeper if you want them to roleplay as your spirit companion or if you want to double up on the conversation. You will still have to make the rolls for the spirit companion whether it’s the keeper playing them or not.
MOVES
You get all the basic moves, plus 3 Haunted moves.
You get these two:
Possession. When you take harm and your wounds become unstable, your spirit companion will attempt to take control of your body. Roll +weird if you want to resist them. On a 10+, you successfully resist them. On a 7-9, you resist them, but they will try again next round. On a miss, they possess you completely and take control of your body until you are in safety, the fight ends, or you die before the fight ends. You take -1 ongoing while possessed.
Spiritual power. Your spirit companion has supernatural power. Pick one:
Telekinesis: When you roll to use Telekinesis (Tome of Mysteries weird move) with your spirit guardian, add +2 forward to the roll.
Gust of wind: your companion can bring forth a psychic gust of wind to slam doors and objects across the area. When you let your spiritual companion roll to kick ass, their attack deals +1 harm forceful restraining.
Weapon possession: your spirit companion can go inside weapons, adding +1 harm magical to its tags while they’re possessing it.
Fear Inducement: Anyone that the ghost goes through will instantly feel fear within their body. Add +1 to a Manipulate Someone roll, and this will also help prove what is going on if the person needs proof.
And then pick one of these:
Search their mind. You can have your spirit companion look through a witness’ or suspect’s mind for clues, hints, and information when you use investigate a mystery. Roll +weird instead of sharp. On a miss, however, not only do you reveal information to your enemies, but the person your spirit companion tried to possess will know what you did and will run away from you, possibly drawing unwanted attention.
Commune with the dead. With the help of your spirit companion, you can converse with ghosts and living dead without them getting enraged. Not only that, you can see and hear ghosts all around you. You can use any basic moves on them. Missing a roll with these, however, will end the commune entirely.
Spirit sense. Your spirit companion can sense when someone is lying or not, and will let you know.
Life Absorption. Your spirit companion can attempt to absorb the life force of another living being and redistribute it back to you. Roll +Weird instead of +Tough when you use this move when you roll to Kick Ass. 
On a 10+ the absorption is a success and the enemy takes +2 harm intimate life-drain, and you gain +2 harm back.
On a 7-9, the enemy takes +1 harm intimate life-drain, and you gain +1 harm back.
On a miss, you take +1 harm intimate life-drain and the enemy regains harm.
Astral Project. Your spirit companion can remove your spirit from your body, allowing you to phase through walls and investigate mysteries while invisible. When you do so, roll +weird.
On a 10+, your spirit companion successfully separates your spirit from your body effortlessly
On a 7-9, your spirit companion separates your spirit from your body but not cleanly. Pick one: you take 1 harm ignore armor from the body removal or you can only stay out of your body for a short amount of time before you can no longer return to it.
On a miss, it was unsuccessful. You take 2 harm ignore armor from the separation attempt.
On a 7+, your body will fall to the ground as if you had died, and your fellow hunters will have to make sure to keep your body safe from any harm or from it being taken away.
GEAR
You get two weapons. Pick them:
Brass knuckles (1-harm hand small)
.38 revolver (2-harm close reload loud)
9mm (2-harm close loud)
Golf club, baseball bat, cricket bat, or hockey stick (2-harm hand innocuous messy)
Pocket knife or multitool (1-harm hand useful small)
INTRODUCTIONS
When you get here, wait for everyone to catch up so you can do your introductions together.
Go around the group. On your turn, introduce your Haunted by name and look, and tell the group what they know about you.
HISTORY
Go around the group again. On your turn, pick one of these for each hunter:
They are family, whether its siblings, parents, cousins, etc. Decide if they can see your spiritual companion
They can see the ghost that’s with you. What was their reaction to seeing them for the first time?
They are your best friend, and they either knew about your ghost or they didn’t until now. Decide which and their reaction.
They are related to your spiritual companion in one way or the other and can see them. How did that play out?
They sensed your ghostly friend and tried to kill them (again) with rock salts and cold steel daggers. How did you stop them?
Your spirit companion found them near death and you managed to heal them.
LUCK
You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If your Luck boxes all get filled, you’ve run out of good luck.
Okay 🗵🗵🗵🗵🗵🗵🗵Doomed.
The Haunted Special: When you use a luck point, your spirit companion will act out. You cannot control them until the appointed time the Keeper gives ends.
HARM
When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.”
Okay 🗵🗵🗵|🗵🗵🗵🗵Dying
Unstable: 🗵 (Unstable injuries will worsen as time passes)
LEVELING UP
Experience:🗵🗵🗵🗵🗵
Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list:
Get +1 weird (max 3)
Get +1 charm (max 2)
Get +1 cool (max 2)
Get +1 sharp (max 2)
Get +1 tough (max 2)
Take another Haunted move
Take another Haunted move
Take a move from another playbook
Take a move from another playbook
Gain a haven like the Expert. Pick two rooms
Gain an ally
Advanced Improvements
After you have leveled up five times, you qualify for advanced improvements in addition to these. They’re below:
Get +1 to any rating, max +3
Your spirit companion gains another spiritual power
Exorcise the ghost haunting you, or help them move on. The Keeper will make the next mystery on that. If you are successful, you must change your hunter to a new class.
Create a second hunter to play as well as this one
Mark two of the basic moves as advanced
Mark another two basic moves as advanced
The spirit turns evil (either by corruption, becoming malevolent, or something else) and possesses the hunter, corrupting their mind. Retire this character, they become one of the Keeper’s threats.
Retire this hunter to safety
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dvastreamonline-blog · 8 years ago
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MMORPG AU: Academy Nex/Classes
This post is explaining Academy Next where all the training for the actual “classes” aspect of this AU happen. (Warning this one is super long because I talk about each class briefly and there are MANY)
Choose A Class
Academy Next has base classes, and you specialize from there out. Your first day you take a test which gives you suggested specialty class to pursue(Of course, you can completely ignore this test and go for something completely different.)
The questions start very basic, and are based on personal preference. Questions include things such as asking of your preference of combat range, weapons, magic, both, etc. They also ask you personality type questions on top of these things. And this isn’t any little quiz you find on google, the test is extensive. Just because you’re kind, and caring does not mean you’re going to become any of the healer specialties. 
Base Classes
The base classes start as: Warrior: This is primarily anything melee and/or defensive. But not all classes under the warrior umbrella are defensive or bulky. (I will explain in the next section!) Marksman: Anyone who shoots things possibly from a long distance. There are different weapons for different ranges of combat, but most are fairly far away and require high precision.  Mage: Primary magic dealers that do not use or very minimal/small weapons(a dagger is an example because it is used primarily as a relic to focus the energy and not used to strike with unless needed)
Specialty Classes
Warrior Classes: Guardian- Typical Knight, extremely defensive, primary protective role, not fighting. No Magic. Shield Included Assassin- Fast, speedy, and have an ever expanding amount of weapons to choose from. Possible minimal magic. Ninja- Another fast, speedy, sneaky class but is based on traditional forms associated with the culture it is from. Possible minimal magic. Berserker- More brutal and highly offensive warrior, doesn’t really have much for defense purposes for a group, has singular defense due to armor. Can also have large array of weapons to use, (battle axe, more technologically advanced melee weapons, etc) No magic. No shield. Banshee- Highly offensive class that’s notorious weapon is a scythe in various forms. Moderate to High use of magic. Magic is all use in offense. No shield. Valkyrie- Primary offensive on the surface, use multiple array of weapons primary things involving a sword. High use of magic. Magic is used alternatively between offensive and defensive. They’re moderately bulky but not extremely. Shields are formed by magic.  *I’m sorry to the Mercy’s because the Valkyrie is her motif, but MMORPGs tend to make a Valkyrie class like this, and not in the way Mercy is. And I tried for awhile to think of another good word for it, but nothing really is used to describe a person like this really in MMORPGs other than Valkyrie. I have another beautiful class in the mage section I believe would fit Mercy. Fighter- very small amounts of weapons (usually involve brass knuckles and things of that nature) Are very bulky and pack a high punch. Moderate amounts of magic. Minor shields. Whipper- This is the longest ranged warrior class. The whipper uses a highly powerful whip to snatch up enemies and basically whip them to death in fancy ways. Minimal to No magic. No shield. Marksman Classes: Archer- Far distance fighter who uses a bow and arrow, best at taking out multiple targets at once. Minimal to No Magic Battle Bow- similar to an archer but has a smaller bow that’s actually used for closer combat. Is extremely light on feet and usually their arrows are laced with poison. Minimal to No Magic Sniper- More modern rifles are in this person’s collection. If you have a big bulky guy you want taken care of in a fight in one shot, you’d rather a sniper over an Archer. Usually no magic.
Dualist- Dual wielding gunslighter. Any type of guns you want. You want Tracer’s very modern laser pistols? Go ahead! You want to dual wield old style revolvers? Go for it. This person usually has a large preference for either type of gun and how it sits in their hands. Possible Magic. Grenadier- Think Zarya’s huge ass laser gun but more explosive and with large bullets. These people can actually tank a good quite a bit since their weapons require being at a closer range much like a battle bow and most dualists. Possible Magic. Tactician- This person throws knives, and other smaller weapons. They are put into the marks man class and not put with an assassin or Ninja because they’re entire purpose is to eventually pin enemies legs to make them easy targets. They’re medium range and don’t do a lot of damage on their own, but they have high utility!
Mage Classes: Sorcerer/Sorceress: High damage magic from a rather far distance, usually do large area damage as well.
Witch/Wizard: Hexes, curses, tricks, etc. These people are the masters of utility, hurting opponents from far away in ways they more than likely doubted until they were dead. Favorite trick of most is turning enemies into animals or something a lot less vulnerable. Also rather far distance.
Oracle- The healing class of healing class. She(majority of the class is female but their are males or nonbinaries don’t worry) can heal from far away distances and can predict the future evidently. Their downfall is they can’t really move too much in battle because they’re abilities are potent and practically put them into a slightly disassociate state. Usually they stay beside the sorcerer or witch just in case anything goes wrong.
Seraphim- The most common healing class, efficient healing and has enough battle energy to defend themselves or help hurt an enemy if the occasion so calls for it. They are named after high angels for they are known to be blessings in battle. Middle ground distance.
Elementalist- Uses the elements of their magic to their advantage. Usually are dependent on the nature around them, but most are taunt to create fire. Anywhere from far away to up close and personal depending on how the person trained.
Alchemist/Chemist- Person who specializes in potions to make highly toxic or otherwise volatile “bombs” of sorts. Usually far distance. Manipulator- Uses people’s inner energy to hurt them in the middle of battle. People who have fought manipulators have said the sensation is as if they are being attached to, or chained, then the following affect varies. It can be fatique, confusion, mood swings, or anything. Another high utility mage. Middle to close range Tamer- The reason they are put under the mage class is because it’s believed to be a sort of magic how these people can train and communicate with animals. Far range.
Architects- Create structures, while this is usually done by technology some use magic, and the form alone can be considered magical. Yes this is your turrets and even temporary walls. Fluctuating distances, usually middle range.
*Most classes that are not magic based can have a technological advanced undertone. Classes that are not included are: All mage class minus tamer and architect.  and Valkyries. Magic is not less than technology which is why these classes do not really need an injection of futuristic technology. 
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