#red arcueid
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Zelretch's first encounter with Arcueid Brunestud, commissioned by me
#Tsukihime#arcueid brunestud#fate#Zelretch#type moon#mahoyo#nasuverse#melty blood#mahoutsukai no yoru#tsukihime a piece of blue glass moon#tsukihime remake#fate series#fate grand order#fate stay night#red arcueid#visual novel
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tournament print for the anime side tournament at second wind.
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Red Arcueid
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Hello there! Can i request some Yandere arcuied x male reader sfw and nsfw romantic hsc, please?
Yandere Arcueid
This request comes from @cosmichorrorsarestillnicerthanme's inbox
Author's note:
Jokes aside this wasn't easy to write but thankfully Angel by Massive Attack gave me the inspiration needed.
-First and foremost there is no space for disagreement. You can’t really go against the will of what is functionally a god so the sooner you accept your place the easier it’s gonna be. Arcueid would still be pretty similar to her usual whimsical self, always asking you to take her to new places and show her more stuff she isn’t aware of. For a while you two might even have a pretty normal relationship. She wouldn’t even kill romantic rivals as that would attract the attention of the church and instead relies on hypnosis.
–Arcueid is going to take up most if not all of your time. While she’s going to be the one supplying the cash you’re gonna be the one taking her to places. She’s always making you take her to restaurants or the movies. Always wanting to try new things. Honestly she’d probably force you to learn to cook so you can make her things. Also keeps trying to find out what relationships are supposed to be like through… dubious sources. So don’t be surprised if she tries some things that you shouldn’t recreate just because she read it somewhere.
-If you are reluctant about things she is not above using her eyes to manipulate you. Not only for you to be nicer to her but also to scare you sometimes. She likes making you try to run away in terror so she can chase you around a bit before putting you back under hypnosis. Also when she’s jealous. Especially if it’s someone she can fight. You’ll be in a daze watching her eviscerate them and when you snap out of it you’ll be in a bed getting cuddled by her.
-She wouldn’t make you a dead apostle immediately. While she enjoys the idea of you being her eternal servant, the weakness to sunlight would put a wrench in her dating plans. When she does turn you however she’d probably be ready to settle down. You two living in some huge empty castle luring in travelers for you to feed on. She’d also enjoy going out to hunt for you, leaving you at home like a good darling.
-Still don’t write nsfw but like this she’d probably be very big on dom/sub stuff. Either you writhing under her scared out of your mind or her hypnotizing you to be more aggressive. As possessive as she is sometimes she likes seeing you think you have any sort of control in this relationship.
#x reader#tsukihime#tsukihime x reader#melty blood#melty blood x reader#arcueid brunestud#red arcueid#yandere
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Arc always looks so gorg in that granny skirt
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Warc
#my art#mbtl#tsukihime#type moon#melty blood#i was trying to go for a middleground between her mbtl design and her mbaa design idk if it came across#arcueid brunestud#red arcueid
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got a bit too silly
#tsukihime#melty blood#arcueid brunestud#red arcueid#image id in alt text#how i wish i could be sometimes lbr
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(There are literal lore reasons why Heather drew those designs.) (Anyways, once a-freaking-gain, @heatherchasesyou for the art style influence. Love your expressive arts woman!) (3D Models of some of the infected:)
(The screenshots are not influenced by HeatherChasesYou, and are just old models made as infected.)
(There are so many more in the mod, go here for more of the models & the Heather lore too: )
(If you also want the voices for them too:)
(This is all a giant reference to the epic Red Arcueid vampire lol)
#crossover art#art#robogamer360art#melty blood#arcueid brunestud#red arcueid#warc#3d model#signalis#hnk fanart#hnk#houseki no kuni#land of the lustrous#rwby#rwby fanart#rwby au#heather mason#neco arc#guilty gear
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(ultimately) unfinished red arcueid doodle from september
#i wasn't the BIGGEST fan of how this turned out which is why i abandoned it#especially on the hand.#but looking back it looks Okay#ah well. happy halloween yall.#illustration#fanart#tsukihime#arcueid brunestud#red arcueid
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Grailfinders Viewers' Choice #33: Red Arcueid
howdy y’all, today on Grailfinders we’re building the winner of the losers, Red Arcueid! she’s Arcueid, but… not. this one’s made by an evil.. night? I think? tbh I’ve never played melty blood so I’m not sure on the specifics, but I’ve got her moves down at least! she’s a Long Death Monk to mix vampiric powers in with fighting game combos, as well as a Circle of Dreams Druid to bring the rumors of an uncontrolled vampire to life!
check out her build breakdown below the cut, or her character sheet over here!
Ancestry & Background
but of course Red Arcueid isn’t a real vampire, she’s a rumor. that’s just a mass of magical energy in roughly the shape of a vampire, born from the aether of the night of wallachia- you could even call her Aetherborn. that gives her +2 Dexterity and +1 Wisdom, as well as some Darkvision to flex on the mortals. as expected, an aetherborn is Born of Aether, giving you resistance to necrotic damage, plus you’re Menacing! it’s just proficiency in Intimidation.
there’s… really not a background for Redcueid to fit into, given how she literally doesn’t have a background- but if we want to make someone older than they look, you can make them an Astral Drifter, which also comes with proficiency in Insight and History.
Ability Scores
Red’s a bit min-maxxy, but we can make your Dexterity cover everything so we don’t need point buy just yet. well, everything except health, that’s Constitution. Wisdom also needs to be a bit higher for multiclassing but it’s whatever. Strength is next- we don’t technically need it for most of our stuff, but strength is still good to have for actual strength stuff. Intelligence is neutral, and we’re dumping Charisma. you’re scary, but you 100% don’t care about any of that other stuff.
Class Levels
1. Monk 1: really Red should be starting at level 20, but we can’t really swing that. since most of your magical nonsense comes online later on, focusing on melee first seems like the best idea. starting off as a monk gives you proficiency with Strength and Dexterity saves, as well as Acrobatics and Athletics.
they also get Unarmored Defense, adding their wisdom modifier to their AC as long as you aren’t wearing any sort of armor or shields. while unarmored this way, you can also use Martial Arts- all your unarmed and monk weapon attacks deal a minimum of a d4 of damage, which grows as you level up. you can also use your Dexterity instead of strength regardless of the weapon type, and if you attack as your action, you can make one unarmed attack as a bonus action for that sweet sweet wombo combo.
2. Monk 2: at second level, monks can use Ki in a variety of ways to dash, disengage, dodge, or attack twice as a bonus action. you spend one ki point each on any of those, have a total equal to your monk level, and they recharge on short rests! now you have something fun to do when your warlock keeps forcing you to sit around.
you also get Unarmored Movement, letting you move better… when unarmored. like the other monk features, these only work when not wearing armor, and you’ll get faster as you level up.
3. Monk 3: third level monks can Deflect Missiles- i.e., you can block projectile spam. this reduces its damage a little, and if you parry it enough to block all the damage, you can even spend a ki point to throw it back at the enemy.
also, starting off as a Long Death monk gives you a Touch of Death- whenever you ko a creature within melee range, you gain a bit of temporary HP- a fake vampirism, if you will.
4. Monk 4: use your first ASI to bump up your Dexterity for more AC, accuracy, and damage. you can also Slow Fall as a reaction to reduce your fall damage. something about fall canceling here? I’m not even sure if that tech’s in melty blood or not. Neko Arc had something similar so I assume so.
you can also use Quickened Healing, spending your ki as an action to regain a little HP. you can flavor it as vampirism if you wanna.
5. Monk 5: fifth level monks get a bigger martial arts die, as well as an Extra Attack each action. plus, you can turn any one of those attacks into a Stunning Strike, possibly stunning your enemy for a round and making all your melee attacks instant crits. combos are brutal in fighting games.
you can also spend ki now on Focused Aim, spending ki to add points to a missed attack roll, possibly turning it into a hit. there’s no such thing as a missed attack, that’s just pressuring the neutral game.
6. Monk 6: at level six your Ki-Empowered Strikes make all your attacks magical, so you won’t have to worry about not being able to hurt those dead ancestors. you can also spend an action to activate the Hour of Reaping, forcing a wisdom save on every creature near you- if they fail, they’re frightened of you for a turn. when you’re not a funny vampire, you’re a scary vampire.
7. Monk 7: seventh level monks get Evasion, so your failed dex saves are successes, and your successes counteract whatever the heck got thrown your way. it’s really hard to hit something that technically doesn’t exist, y’all, especially when they have the power of an archetype.
you also have a Stillness of Mind, rendering you immune to being charmed or frightened. with its power focused entirely on combat, you just literally don’t have time for that nonsense.
8. Druid 1: bouncing over to druid teaches you Druidic which no one cares about, but you also learn to cast Spells! you prepare them each day using your wisdom, so don’t get too hung up about which spells you’ll take when.
cantrips are forever though, so care immensely about those. Primal Savagery gives you spooky vampire claws that deal acid damage for a turn. Red’s most ranged option appears to be chains that can grab people out of the air, so now you can make those with Thorn Whip. it’s a whip, made of thorns. you deal piercing damage, and if the creature’s small enough you can pull it closer.
speaking of chains, you can also cast spells like Entangle to keep people on the ground. Jump and Longstrider are just physical buffs, and Healing Word lets you suck up a bit more life energy.
9. Druid 2: at second level you join the Circle of Dreams, letting you disperse the Balm of the Summer Court amongst your allies… well, your you, anyway. you get a druid level number of d6s per day, and you can spend up to half of those as a bonus action to heal as much HP as you roll, plus an extra bit of temporary HP per die spent. neither this nor your Wild Shape are really Red Arcueid-y, but it’s extra health, which is a gift that never goes out of style.
10. Druid 3: Third level druids get second level spells. you’re supposed to be good at just about everything physical, so grab Enhance Ability for an extra boost there- that’s advantage on one kind of ability check for up to a minute! it also wouldn’t be a fighting game without some mixups, so grab Hold Person- it’s an arguably longer-lived version of stunning strike with a different save. if they block low you have to go high, that’s like rule two of fighting games. Rule one is “Never be Justin Wong.”
11. Druid 4: fourth level druids get a cantrip like Magic Stone so you can chuck rocks at people, plus a Wild Shape Improvement that we don’t care about. You can also get an ASI, but instead we’re getting the chaotic version of the feat Scion of the Outer Planes. this gives you Minor Illusion for free, as well as resistance to Poison damage. both are incidental, but they’re necessary for some later feat shenanigans.
12. Druid 5: fifth level druids get third level spells, but the only one we really need is Erupting Earth. Stomp on the ground, jump jump jump jump, moving all around, tep-ta-da-dow.
13. Druid 6: sixth level dream druids have a Hearth of Moonlight and Shadow- when you start a rest, you can cloak your resting space in a shadowy 30’ radius sphere, granting a bonus to stealth and perception checks. it also blocks any lights inside the sphere from being visible outside of it. Again, not super Red, but you were made by the Night of Wallachia, so…
like I said, Red Arcueid is more of a high-level build, it’ll come online in a few more levels.
14. Druid 7: seventh level druid equals fourth level spells, and we’re finally grabbing stuff we want- Blight sucks the life out of anything it hits, while Freedom of Movement, Guardian of Nature (the cat version) and Stoneskin are all more physical buffs to slap on top of our monk-y base. she’s a fighting game character, what do you want from me? her moves are “regular fighting attacks” and “blow up georgia.” but don’t worry, we will get there. or maybe do worry if you’re in georgia.
15. Druid 8: at eighth level we get another ASI so we can finally round out our Dexterity and become a Cohort of Chaos. whenever you roll 1 or a 20 on an attack or save, you get to roll a d4 on a table to make random stuff happen. either you get advantage on all attacks for a round but disadvantage on checks, every creature next to you gets slapped with automatic damage, you can teleport when you move, or you blast everyone around you with worse wisdom save winds. that’s Red physicality, counterplay, fighting game dodges, and a fourth thing, all in one handy package. we went with chaos instead of like, evil or something this is the only one that comes with theoretically infinite uses. and (theoretically) infinite power is definitely an arc sort of thing.
16. Druid 9: ninth level druids get fifth level spells! if you need another way to dodge attacks, Tree Stride is pretty economical, for one spell you can walk through any two trees that are within 500’ of each other. you can do this once a round for up to a full minute on a single spell slot. it’s also a bit niche, but that won’t be a problem for long.
17. Druid 10: tenth level druids can use Resistance to empower their saves, but dream druids in particular get something even better- you can now find Hidden Paths as a bonus action, teleporting up to 60’ freely, up to Wisdom Modifier times per day.
18. Druid 11: eleventh level druids get sixth level spells, and there is nothing I really want. maybe Investiture of Stone if you really need something. it’s got defense boosts and mobility, plus you can do the ground stompy thing to pop enemies up, just like in fighting games!
19. Druid 12: our last ASI is going to be spent on Wisdom, since we’ve already maxed out dexterity.
20. Druid 13: our final level of the build gives us seventh level spells, including our marble phantasm- a.k.a., Mirage Arcane. even now, you are the moon princess. call, and your millennium castle will answer. we also get our fighting game limit break here- I really wish we could’ve gotten the moondrop attack from Battle Moon Wars, but I’ll settle for the big city annihilation thing you get in the new Melty Blood. and by that I mean it’s Fire Storm, a giant burning cloud that you can shape as you wish, so a big glowy version of yourself is totally possible. it turns an area of roughly 10,000 cubic feet into hell, dealing damage to everyone inside and setting everything inside on fire. idk why, but only fire spells are allowed to have collateral damage for some reason.
Pros & Cons:
Pros:
Stunning Strike is good. Hold Person is also good. both of those together, on a build that can slap people four times a turn? that’s a recipe for some serious damage. and of course if being clever doesn’t work you can always firebomb the entire neighborhood. in minecraft.
Monks are already pretty dang mobile, what with the moving one and a half times faster than most people, but you can teleport. via like, four different means of teleportation. you can fuckin’ shmove, is the point I’m making, and everyone knows fighting games, and indeed all fights, are decided by shmovement.
long death monks, specifically, are good at outlasting enemies, with touch of death to regain hp as fights drag on and hour of reaping neutering our opponents’ attacks. and we slapped DRUID on top of that. that’s the druid with a sick healing-positive spell list that we barely touched in-character but you can totally use at home. as well as two uses of wild shape that can add a total of 90 extra HP to your total if thou art willing to live deliciously. as a giant hyena, specifically.
Cons:
there’s a pretty long stretch of time between the end of monk and… basically the end of the build where we don’t really get cool new stuff to be Red Arcueid. and that’s boring! but unfortunately that’s just how the cookie crumbles- Red’s basically a boss character, so it makes sense the build would only really come together right at the end.
you got no charisma, so if you ever have to convince anyone of anything in a way that doesn’t involve threatening their lives, you might have a problem. or really if you have to do anything that isn’t combat.
monks are famously bad at conserving resources, and it doesn’t help matters when most of your build is another class. a class whose most prevalent feature you’ve also decided not to use, for some reason. you’ll also burn through your high-level spell slots real fast, so don’t expect them to save you.
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trick
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I post the original 2 neco arc red images shes so fun to draw
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youtube
MBTL – 08-01-24 – Fennel (Red Arc) vs Wysteir [Mash]
Fairy Tale Transparently on the Battle at the Threshold
#mbtl#melty blood#melty blood type lumina#red arcueid#mash kyrielight#fairy tale transparently#battle at the threshold#match footage#Youtube
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