#the only level that gives you space for mastery
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Unpopular opinion: chapter 8 DOESN'T NEED A NERF. Moreover, it would be perfect if we had more of it.
My first attempt at chapter 8 took 5.5 hours and 500+ deaths and it was AWESOME.
The main thing with parkour games is the learning curve. You fail miserably at first and then master the mechanics and gimmics and whatnot, and then levels become easier.
And you know what? I returned to the chapter 8 after a couple of days and it took LITERALLY 20 MINUTES TO BEAT, with like 50 deaths, plus or minus.
#lorn's lure#lorns lure#because every jump is a riddle to solve#every move is a mystery to find#plus intuition for movement#i loved al the chapters exactly for that#for the parkour riddles#actually chapter 8 lets you use your full arsenal to show how MLG and awesome you are at parkour#the only level that gives you space for mastery
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Mars, Saturn, Pluto: The Three Levels of Power
If thereâs one thing I loveeeee discussing about, itâs where to spot power and self-mastery in a chart. Mars, Saturn, and Pluto are the three levels of power that everyone has. As the world exists in polarity, their destructive nature also offers incredible healing. Darkness reveals the light within each of us that would otherwise stay hidden.
Anyone who is familiar with Eckhart Tolle knows what Iâm talking about. Human sufferings can be the catalyst for the most positive changes if youâre willing to learn the lessons.
The first level of power is Mars. This planet is often reduced to âanger issuesâ. But anger is not that simple. Anger is only a secondary emotion. Hidden beneath anger are emotions such as sadness, grief, and shame. When you work with your Mars, youâre essentially releasing these negative energy blockages, which is one of the most important steps toward genuine positivity and joy.
The second level is Saturn. Now, youâve looked at your anger in the face and understand whatâs actually going on, you have to learn the practical steps to improve. Saturn points to the actions you need to take to solidify your internal changes into external results. This step is often very hard, since we want to cling to our old ways. Saturn feels painful because we have to face our bad, outdated beliefs and habits and have the courage to choose differently. Or else Saturn will keep repeating the lessons until we finally realize the power and control we have.
The last level of power is Pluto. Pluto deals with the soul. You often earn things with Saturn. People associate Saturn with karma and rewards. Pluto, on the other hand, demands you to give things up. Pluto is about spiritual transformation at the core. It forces you to accept that nothing is permanent. But that also gives you the chance to look within for your inner power when all the external clutches you have are no longer there. But fear not, Pluto never takes whatâs good for you. Pluto only wants you to purge whatâs holding you back. This is transformation reveals your truest, deepest nature. It is that space within you that nothing can touch. Saturn teaches you how to navigate your external world, but Pluto teaches who you are.
When youâve internalized this and integrate their energies into your life choices, you will gain the type of power that is unshakable. It is not the power over others, but over yourself. Your destiny is in your hand.
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Draco wanted to rip it off her. That little silk skirt bunched up around her thighs. Hermione lay with her elbows on the mattress, legs crossed demurely. âThis is impossible,â she sighed. âYou said you could decode it.â
âItâs going to take more than a couple hours,â he said, twisting the model relic between his hands. It was like a spherical Rubikâs Cube, marked with runes instead of colours.
Tired of rifling through his drawers and touching all his belongings, Hermione threw herself on the bed, displaying all the patience of a Blast-Ended Skrewt. âHave you got anything to drink?â she asked. âIâm bored.â
âNightstand, second drawer,â he said dismissively, turning the relic an inch. She rattled the drawer open, extracted a clear bottle with a scoff, holding it up by the neck. âYouâre supposed to be a Malfoy.â
âA Malfoy funding his own mastery,â he reminded her.
She twisted the cap off and took a generous gulp. At the disbelieving look on his face, she shrugged. âItâs Friday.â
He rolled his eyes, resuming their assignment. Hermione had recently been dumped, and heâd learned that getting dumped turned her personality inside out. She had no interest in homework. No regard for personal space. And she was wearing an awful lot of miniature skirts.
âYou could sell some of your stuff, you know,â she suggested unhelpfully. âOne of those solid gold watches or that pair of diamond cufflinks. I mean, do you really need those things?â
âNo,â he answered flatly. âI would much rather buy overpriced liquor that you can vomit all over my bedroom floor.â
âIt was one time,â she mumbled, taking another swig.
âSlow down,â he cautioned, eyes fixed on their assignment that he was beginning to worry they would fail.
âSlow down.â She snorted. âThatâs what I was always telling Ron with all his plans and expectations. And where did that get me?â
âOut of a marriage you werenât prepared for.â
âWhat if I was?â
âHermione,â he said managing to sound patient and irritated all at once. âYouâre doing a double mastery abroad, and you hate children.â
âI donât hate them.â
âYou always scrunch your nose at the shops.â
âOnly because they can be so loud.â
He grinned.
She rolled onto her side, skirt hitching up higher, propping her head up on his pillow. âWhat if nobody ever loves me the way he did?â
Giving up on the hopeless assignment, Draco swivelled his chair to face her. Folding his elbows to his thighs, he crouched to her eye-level and held her gaze.
âI donât think you have to worry about that.â
She swallowed. âDo you ever think about me?â
Draco did not reply.
Her gaze shifted to his lips. His heart was racing. She leaned in, liquor on her breath, and Draco turned his head. âNot like this.â
Her thighs rubbed together, the silk fabric of her skirt making a whisper-soft noise. His fingers twitched.
Shoulders slumping, she released a deep breath. âDonât let me be alone, Draco.â
And then it hit him. âTwo people need to open it. Not just one.â
She sat up, following his directions as he guided her hands into place, a little clumsy since she was drunk on cheap alcohol.
The model relic opened.
They smiled at each other, victorious.
And then they were kissing. Hermione threw her arms around his neck murmuring, âJust a taste.â Soft and warm in his arms, seating herself upon his lap.
He groaned, kissing her back with uninhibited enthusiasm. He was so tempted to touch that silk skirt, slip his hand beneath the hem. He stopped himself, pushing her away.
She fell onto the bed, staring at him wistfully. Gods, he was gone for her.
He cleared his throat, looked away. He couldnât be here right now. Rising to his feet, he grabbed his cloak.
Hermione lay flat on her back, curling herself up in his sheets. Sometimes they smelled like her, and he lingered a little longer in the morning, imagining what it might be like to have her there when he opened his eyes.
âIâll be back,â he said, opening his dorm room door.
The sheets rustled as she nestled deeper in the bed. Partway out the door he heard her mutter, âMaybe Ron broke up with me because he knew how I felt about you.â
When he looked at her, he saw her staring back fixedly. Eyes a little glassy from the liquor. Cheeks flushed.
âGo to sleep, Hermione,â he croaked, electricity coursing through his veins.
âBring back the good liquor,â she called sleepily as he shut the door. He leaned against it once he was in the corridor, expelling a long breath. Tomorrow. He would tell her how he felt tomorrow.
(788 words, no prompts just a photo that caught my eye)
#dramione#hermione granger#draco malfoy#draco x hermione#dhr#hermione x draco#dramione drabble#sodamnrad#sodamnraddrabbles
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# My personal CRK + WITCHES CASTLE VILLAIN RANKING
12. Stink Eye Tortuga - no. Just no. I can appreciate his role in the story but i fucking hate this guy. His voice makes me want to die but atleast he has a cool design and I canât take him seriously either. Heâs not even menacing. Heâs just stupid. The only reason hes even on this list is because he has one of the coolest designs
11. Shady Noble Cookie
Storywise, there isnât much on this guy. But god in every single scene he is he scared me. The delivery was perfect, and the fact this guy sent assassins to try and murder children and ACTUALLY managed to manipulate a DRAGON into going berserk and to turn things around to go his way makes him a genuine threat. Love him. Hes so salty and petty â„ïžâ„ïžâ„ïžâ„ïžâ„ïž Just wish he got more screentime.
10. Dr Evilglaze
I genuinely love this guy as a villain. Hes unpredictable and clever, but god his design kind of ruins the hype a bit for me and its funny and thats what I love about it. Because youâre telling me this tiny doughnut in a space suit is supposed to be a galaxy destroying tyrant!? Idk hes silly and i hate his voice actor
9. Millefeuille Cookie.
Do I even have to explain? I love villains who are realistic to real life. My only problem with her is that she doesnât get enough time to actually be evil as a twist villain. But her entire demeanour and the fact she literally BRAINWASHES children into a religious cult is just evil personified. Shes just scary af.
8. Shadow Milk Cookie
Look, I love how Shadow Milk is written, hes just not my type personally. He has an amazing design, amazing arc and amazingly written personality and motivations, with how he acts childish and selfish akin to the jester hes presenting as, but at the same time is genuinely scary, and hes interesting as hell, but hes just not my favourite personally despite being an incredibly fun villain and his voice actor being goated.
7. Affogato Cookie
I love Affogatto for the same reasons I like Scar. Albeit it was briefly, but he was one of the few villains to actually accomplish their goal. Hes sly and just an overall delight to watch, and his manipulation and snake-like nature just is the cherry on top. But for me personally, his backstory wasnât fleshed out enough, and hes just not really my favourite.
6. Black Pearl Cookie
In my opinion she is one of the most well written and most interestingly written, overrated as she is. Yes I think her design is a bit bland but god did her backstory make me cry with how tragic it is, with how she was broken by that same broken promise and held the grudge even years later just shows how much she truly loves Lord Oyster but refuses to admit it because of her pain. But she is truly sadistic and she gives me Ursula vibes, the way everything is just a plaything to her takes to another level of its own. Every single line Erica delivered I was smiling. And her rage is absolutely justified.
5. Burning Spice Cookie
I know youâre gonna scream at me because I put Burning Spice below Custard but hear me out. Ok so Burning Spice GENUINELY TERRIFIED ME. His ruthlessness, temper, and overall cruelty actually had me shaking. And his backstory is really compelling too. When you look at it closer, him getting bored with his old role actually makes sense. Because all he had to do was watch the same things happen again with nothing ever really changing and breaking the cycle. Everything was always âborn, wither, decayâ over and over again until it drove him mad. Also banger design I fucking love him..đđđđđ„°đ„°
4. Mystic Flour Cookie
Do I even have to explain myself? Mystic Flour was the best part of Dark Cacaoâs beast yeast episode in my opinion (other than the two dragons<3). The way her presence is so defined when sheâs not even there, and just the sheer genius of turning the soldierâs beliefs against them as she slowly decays them is just pure mastery. And plus the fact that her motivation also makes sense. Her wishes were taken for granted so she decided to not care anymore, but also how shes also shown to be a bit childish with how she wants to inflict the same pain onto others that she felt. She terrified me even more than burning spice is with just how monotone and ghostly her voice is. I fucking love Mystic Flour. I would explain more but my brains not working aaaaaa
3. Elder Custard Cookie
I know I am going to get skewered for this but as a villain, he is one of the best. You know a villains good when every single fucking second they are on scream you are screaming at them to shut up. When you look at the story closer hes actually really clever for he knows when to drop the facade, but the temper seems to ruin that and thats what I love. He is one of the most realistic ones because people like him exist. Self righteous, cruel and heartless. Hes like a less evil Frollo. But cowardly. Watching him go from menacing, self righteous, bigoted and a genuine threat to unsophisticated, brash, reckless yet still a threat when he loses it is funny to me. And watching him get humbled by Caviar was just such a joy. But hes also interesting in the way that he was probably also in the Dark Flour war and had to flee. I love pompous stuck up, haughty nobles that eventually break and drop the facade. But We all hate Elder Custard in this house â„ïž
2. Sachertorte Cookie
Okay I will be here all day if I explain all of the reasons why I think Sachertorte is one of the most delightful villains ever to come on a cookie run screen. In every single scene shes manipulating her opponents emotions and her surroundings to turn the tides of the battle, constantly foiling the main gang whilst still retaining an actually menacing aura. And her arc oh my god. Her backstory and motivations are completely understandable given she was taken in by a group of thugs after her boss kicked her out for something she didnât do, and rose to the top like the absolute girlboss she is. And just the scene where she makes them fall into the hole and then just FUCKING WAVES. This is childs play to her. Its so fucking cool I fucking love her â„ïžâ„ïžâ„ïžâ„ïžâ„ïžâ„ïžâ„ïžâ„ïž She had everything in her hands you could see she planned it all out and it worked. She was always one step ahead, and she didnât loose any of her charm when she got that apology, simply the strength to move on with her life
1. Abalone Cookie.
Again, Do I even have to explain. I made an entire analysis on him. Thats how interesting he is. He is one of the most evil I must say, ESPECIALLY BECAUSE HE RUINED MY FAVOURITE SHIP. (Lord Oyster and White Pearl) every second this guy is on scream I internally punch myself. He has a GORGEOUS design. If you want to hear me ramble about him here because im not explaining it in full detail here that would take too long https://docs.google.com/document/d/13OHzNDu64i-BStoQfihqi0bK2vLCaDI53-UNeQnwlq4/edit. He is actually extremely clever despite being brutish
Uhhh the reason i didnt add dark enchantress is cause idk sorry
@horror-bee-ing @horror-beeings-artandwriting @lilacartsmadsion @scarapanna
#cookie run kingdom#cookie run#cookie run witchâs castle#sachertorte cookie#abalone cookie#elder custard cookie#custard cookie#mille feuille cookie#shady noble cookie#stink eye tortuga#shadow milk cookie#burning spice cookie#dr evilglaze#beatrix rambles#mystic flour cookie
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HOLY SHIT INVISIBLE SUN IS COMING BACK AND IT'S MY FAVORITE RPG OF ALL TIME PLEASE BACK IT SO I (or we, I guess) CAN GET THE WELLSPRING:
https://www.backerkit.com/c/projects/monte-cook-games/invisible-sun-return-of-the-black-cube#top
For those of you unfamiliar with Invisible Sun, it's an rpg where every single player is a spell caster of some variety, each with their own unique way of interacting with magic.
The Vances are the most traditional spellcasters, but they eschew spell lists in favor of literally filling a grid with spell cards, representing their limited cognitive space being taken up by spells. They get more space, and literally bigger spells as you progress.
Weavers take two concepts and combine them to produce an effect, very much like Ars Magica or Mage: The Ascension, if you're familiar with those. They get the ability to combine more concepts together, and to have mastery over more concepts as they progress.
Makers are this game's artificer, and they have a robust system for making quirky magic items that have fun, interesting, unique side effects or downsides every time you use them. Their progression is the most straight forward by the numbers "the things you make are more powerful and you're better at making them" of the bunch, but the system lets you, for instance, make a gun out of the body of a dead(?) god, so I'll give this a pass.
Lastly, there are the Goetics, who summon and bind otherworldly creatures to their wills. This takes the form of a conversation and negotiation with your GM over what you have to do for your bound creature, and what exactly they do for you in exchange. If you've ever played a warlock and felt like patrons weren't a big enough deal, this is an entire "class" that lets those relationships (yes, plural) take center stage.
The entire system feels very much like Cypher system 2.0, with a d10 dice pool system with a straight forward level of difficulty to hit, very much like the levels of difficulty in base cypher system, just made easier to manage. It even uses the "I'm an Adjective Noun who Verbs" character structure from Cypher system, here made much more interesting by the addition of a funky little xp system.
Invisible Sun has one of the most interesting advancement systems I've ever seen: aside from normal, average, "you do a thing, you get xp" system, here called "Acumen" (used to increase your stats and skills) there is a separate xp system related to good and bad things happening to your character, called "Joy" and "Despair" respectively. You combine one Joy with one Despair to get a "Crux" which is the xp currency you need to advance your class and focus abilities. This incentivizes players to not only let bad things happen to them, but to SEEK THEM OUT, which is huge! Players often think they want to win all the time, but they don't actually want that, it makes for a boring narrative. This is one of the very few systems I've seen incentivize this story structure, and I'm absolutely in love with it.
Lastly, because the game focuses so heavily on Magic, it has the only system for simulating the ebbs and flows of magic I've seen done well! This involves "The Path of Suns" and the "Sooth deck" which is the in game name for a specific pattern of laying out what amounts to tarot cards that make magic dynamic, interesting, and unpredictable in a way I've never seen before, and rarely since. (Pathfinder's Secrets of Magic is the only other supplement I can think of, and that was almost 5 years after this game came out)
Anyway, I can't recommend this game enough, the systems are unique, the vibes are immaculate, and it's so fuckin WEIRD in the best way.
#ttrpgs#indie ttrpg#ttrpg#indie games#rpg#tabletop#invisible sun#monte cook games#mcg#cypher system#magic#magic system
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3.5 to PF1e Conversion: Waterveiled Assassin
Welcome back! This is a conversion I've honestly been eager to do someday.
Back in the good old 3.5 days, there was this evil god, Tharizdun, who was basically like a previous version of Rovagug, in that it just wanted to wreck everything and had suckered the four evil Archomentals (Ogremoch, Yan-C-Bin, Imix and Olhydra) into working for his agenda. Each evil Archomental had some favored avatars for carrying out their will, which were appropriately called Avatars of Elemental Evil.
Since I liked those creatures well enough, and I thought they can easily be incorporated in the Golarion setting with only a few changes... I'd like to try my hand at converting them, starting with the Waterveiled Assassin. Enjoy, and please let me know what you think and where I can improve!
WATERVEILED ASSASSIN

Image (c) Wizards of the Coast, from Monster Manual IV, author Daarken
Before you stands a monstrous, vaguely serpentine shape made of water, with hateful eyes and a mouth turned into a wicked sneer barely visible in what passes for its face.
WATERVEILED ASSASSIN CR 15
XP 51â200
NE Large Outsider (elemental, evil, extraplanar, water)
Init +12; Senses darkvision 60 ft., Perception +22
DEFENSE
AC 28, touch 17, flat-footed 20 (+8 Dex, +11 natural, -1 size)
hp 225 (18d10+126); fast healing 5
Fort +18, Ref +19, Will +12
Damage Reduction 10 / -; Immune elemental traits
OFFENSE
Speed 30 ft., swim 60 ft.
Melee 2 slams +25 (4d8+8 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks churn, drench, engulf (DC 27, 4d8+12), grab, water mastery
STATISTICS
Str 26, Dex 27, Con 24, Int 10, Wis 19, Cha 15
Base Atk +18; CMB +27 (+31 grab); CMD 45
Feats Cleave, Combat Reflexes, Engulf Revulsion, Great Cleave, Improved Initiative, Iron Will, Lunge, Power Attack, Skill Focus (Stealth), Vital Strike
Skills Acrobatics +22, Bluff +16, Intimidate +16, Knowledge (planes) +16, Perception +22, Sense Motive +20, Stealth +32, Swim +36
Languages Aquan
Special Qualities liquid body, malleable form, one with water
ECOLOGY
Environment any (Elemental Plane of Water)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Churn (Ex): As a swift action, a waterveiled assassin can batter opponents it has engulfed with mighty currents that it creates by controlling its own shape. All creatures currently engulfed within the waterveiled assassinâs body take 4d8+12 points of bludgeoning damage as the currents try to tear their bodies apart. A successful Fortitude saving throw (DC 27) halves the damage taken. The save DC is Strength-based.
Drench (Ex): The waterveiled assassin's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 15th).
Liquid Body (Ex): A waterveiled assassin exercises supreme control over its watery form, allowing it to flow around attacks, flatten itself against the ground to avoid a spellâs blast, and so forth. Any effect or spell that allows a Reflex save for half damage has a 50% chance to have no effect on a waterveiled assassin. Even if it is affected, the waterveiled assassin can still attempt a saving throw against the spellâs effect as normal. This ability also gives the waterveiled assassin a greater reach on its melee attacks, effectively increasing its natural reach to 20 ft.
Malleable Form (Ex): A waterveiled assassinâs control overits form allows it to flow through tiny cracks in objectsand move through the earth, walls, and other obstacles.The assassin moves at normal speed through terrainthat slows movement. It can move through permeable objects at half speed, but it cannot move through completely solid barriers, such as those produced by a wall of stone or wall of force spell.
If a waterveiled assassin ends its movement completely within an object, opponents do not have line of sight or line of effect to it. Its reach drops to 0 feet. Any creatures engulfed within the assassin automatically break free of the grapple and fall prone in a square adjacent to the object. If only part of the assassin is in an object, but its remaining space cannot hold all the creatures within it, the assassin may choose which ones to release.
One With Water (Ex): A waterveiled assassin that is completely immersed in a volume of water thatâs at least 15 ft. wide, 15 ft. long and 15 ft. deep is effectively invisible, as per the greater invisibility spell.
Water Mastery (Ex): A waterveiled assassin gains a +1 bonus on attack and melee damage rolls if both it and its opponent are touching water. If the opponent or the waterveiled assassin is touching the ground, the assassin takes a â4 penalty on attack and melee damage rolls. These modifiers also apply to bull rush and overrun maneuvers, whether the assassin is initiating or resisting these kinds of attacks.
A waterveiled assassin is a creature of living water sent by Kelizandri, the evil Elemental Lord of Water, to slay his cultâs enemies. This deadly killer can flow through the smallest cracks to ambush and engulf foes, and its fluid form and mastery of water lets it strike at opponents from unexpected angles.
The waterveiled assassin is a canny hunter, making use of terrain advantage and of all their special abilities to surprise foes and dispatch them quickly. A waterveiled assassin has no use for a fair fight; it usually approaches its target in open water, taking advantage of its invisibility, or hides within a wall or a large non-waterproof object that can contain its bulk. When its target closes, the waterveiled assassin surges forth, rolling over its foe and trying to drown him or batter him to death in its liquid body. A waterveiled assassin usually focuses on the least armored foes, knowing they are more likely to be arcane spellcasters or to have dangerous abilities, and drags them off to an isolated spot for the kill.
If a waterveiled assassin has a weakness, it is overconfidence â an assassin might leap on a partyâs wizard or sorcerer while disregarding physically capable combatants, and giving them the chance to heap severe punishment upon the elemental.
A waterveiled assassinâs form is unstable, but it usually stands about 12 feet tall and weighs 1'000 pounds.
#conversion#d&d 3.5#pathfinder 1e#elemental#outsider#dungeons and dragons#waterveiled#assassin#tharizdun
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random list of how hard I find it to kite and juke characters. Anywho , if this helped you please reblog so I know I have people who liked it
if this gets 10 reblogs Iâll make another explaining how I farm ichor , and 20 reblogs Iâll do what strategies I use for kiting / what tools help best for it, and 50 reblogs Iâll make a quick and dirty mastery tips. update (1) Looey and Connie added
(note for those who donât know)
kiting : getting the twisted to chase you around so your teammates donât have to deal with them while extracting.
juking: like kiting but dodging the twisted / dropping them off before running to elevator
island : a structure in an open space (Boxes, Metal shelves , bookshelves. Spots where you can circle without getting stuck)
also this is my experience so it may be different , but I will be ranking on levels of beginner distractor friendly and hard for beginners (ie 1/10 = unbelievably easy , 10/10 = hard)
easiest
by far the easiest one is Brightney. The red light surrounding her makes it unbelievably obvious where she is, and helps you see other twisted during blackouts. She isnât very fast either . 1/10
Shrimpo , Tisha, poppy and Cosmo are unbelievably free. Like. LAUGHABLY. None of them are fast, theyâre easy to aggro and will give chase, and easy to outrun if you have 40 to 70 stamina left. All of them at once even is just a 2/10
Finn isâŠ. Okay. Like, once you get him to aggro heâs easy, yes, but he can be extremely hard to spot on maps with darker floors or if he is on top of ichor stains. He isnât very fast, so if youâre being chased by a fast twisted, you may need to loop around to keep him aggro and near. 2/10.
Looey rip bozo tbh. Hes like if poppy was just a bit harder to take off somebody
and uhm. You canât really kite Connie
Razzle and Dazzle + RodgerâŠâŠ 0/10. Genuinely , you do not need to distract them, just donât aggro them and theyâll leave you be.
Teagan is easy, sheâs not very fast nor is she like super dangerous, but she will take your tapes when she hits you. 3/10 maximum, if it wasnât for the gimmick sheâd prolly be 1/10
Toodles⊠oh how I HATE twisted toodles. Sheâs the third fastest in the game, and youâll have to continuously switch on and off from running just to not get hit. And if you let her get too far behind, sheâll get distracted and leave, so youâre mostly forced to keep her close. 8/10.
Flutter is like if you got toodles and absolutely nerfed her , and let her not be actually blind through a shelf. Seriously, sheâs not too fast, she only has the ability to see you from a non direct line of sight. 5/10. Maybe a bit difficult if you arenât used to switching from running to walking, but not hard.
GigiâŠ. I adore her non twisted form, but I am willing to throw hands with the twisted form. She isnât very fast, yet youâll constantly have to kite around an island so you can duck when she lunges to take your items. After maybe four or five times I got it where she didnât take my medkit, and shared the same speed as Astro. . 6/10
Glisten is the Distractors best friend - seriously. Iâm not even joking. If you have somebody babysitting him until the last machine , then duck and run to the elevator when the last one is popped, youâll avoid him completely. This part is 1/10, as the most danger is maybe running into a twisted while avoiding the babysitter. however if the meter goes up and he aggros , it skyrockets to a 9/10. He is fast , and aggros quickly, Almost as fast as twisted pebble.
Goob honestly is a lot harder than people make him out to be. If you run around an island , and just make sure to switch sides so there is an obstacle in the way, his hug attack is utterly useless. His sister Scraps is also the exact same. 4/0
Astro . Hardest to detect out of the main cast, yet is also honestly one of the easiest. As long as you make sure you arenât constantly using your sprint, youâll be okay. However when paired with twisted like Toodles, Pebble or Vee. Overall , 6/10.
pebbleâŠ. Oh lord, twisted pebbleâŠ.. if you get him super early on, just pray you have a healer on your team . He is fast and he is deadly. He can detect you from anywhere and anyhow. Iâve been distracting for a while now and Pebble always takes a heart or two off without fail. 10/10. Absolutely atrocious for beginners. You will know when death will take you for people will run like rats.
Shelly is very , very mid in this. I adore her, but genuinely she is easy to dodge. If you have your camera angled so itâs behind you, just wait until her bigass head peeks from the bottom of your screen and just speed up a little bit, but prepare for a while of this, especially as the machine numbers go up. 5/10
Sprout is easy if you know how to dodge . Seriously thatâs it. Iâve had worse moments with twisted toodles , the only threat is if you get a double spawn (which I donât think happens much no more) , and have to deal with two tentacles. However heâs super hard in a blackout, so 7/10.
VeeâŠ. Honestly if you have the right trinkets on, sheâs as easy as Flutter. Thereâs usually three ads which you can click away quickly , and just make sure to be in an area where you can run in straight lines and kite around an island. Easy on her own, yet hiked in difficulty if you have fast paced toons or Astro behind you. 7/10
D A N D Y⊠youâre gonna think heâll be like the other mains, a minimum of 5/10. Yeahhhahahhh⊠no. He is so easy genuinely , stay out of corners, walk in a box, or around an island and youâll be ok. Heâs laughably slow and dumb. Worst youâll get is a headache from the music. 3/10.
#dandys world#astro#vee#shelly#sprout#cosmo#poppy#shrimpo#gigi#glisten#rodger#rnd#Toodles#teagan#Pebble#dandy#Goob#scraps#Flutter#Finn#brightney#Tisha#Dandy#Tutorial#Connie#Looey
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It's time for part 2 of my sbk creators in superhero au (Part 1 with Viking and Ruby can be found here)! This time, Avid and Marma1ade are up.
Avid in this au is the Monkey Mechanist - rock star by day, mad scientist by night. I picked the colors from his OSSHA uniform - surely that's not important though :3
Avid here is a masterful inventor; he has the maximum technology bonus that's possible at this power level, and between his improvised tools, inventor, and skill mastery advantages, he can whip something up for just about any problem, and his headquarters at OSSHA labs gives him the space and materials to do it (bonus points for whoever can guess what OSSHA stands for in this au). Though he would probably prefer to avoid combat, he's not helpless. His command blocks, blocks of modular nanotechnology, allow him to create objects, restrain opponents, and shut down other technology. Without them, though, he's extremely vulnerable; his monkey traits don't do much for him in combat.
This is also the first one of these where I have to explain how arrays work. In mutants and masterminds 3e, you have a limited number of points with which to build your character. Arrays are a shortcut built into the system; using an array, you buy a single power at full cost and any number of other powers with the same or less cost as 1-point "alternate effects". This comes with a catch, though: you can only ever use one power within an array at a time. This makes it very good for combat skills, but defensive and utility abilities in an array can be a risk...
Also, most of the time when I build characters in this system, I start with the archetypes and templates within the game and tweak them to fit the character I'm working with. For example, Viking is mostly built off of the Speedster archetype, while Avid is based off of the Gadgeteer archetype. I only bring this up to mention that the ability spread I used from that archetype was called Adventurer :). Also, I didn't build off an archetype for Ruby - I had to build his character from the ground up, which is a little harder but has a lot more flexibility.
Marmalade's colors are from her dress and her eyes. Her current name is a placeholder - superhero names are hard and superhero names for mages that haven't been used before are practically nonexistent. (if you have ideas please tell me I've been trying to think of a good one since I thought of this au)
Void witch is a good description of her abilities though. Magic drawn from the Void makes her the heaviest hitter by far of the characters I've made, and the accurate attack and power attack advantages give her a lot of flexibility in fights. Most of her magic is in her array, which provides both her offensive options and a few other possibilities - noticeably her protective aura, which allows her to shield herself and others from certain effects, though she can't do much else while she has that active. She also has access to portals for movement both within and between dimensions, but she may not always have that one down; the unreliable modifier means that there's a chance for failure every time she uses it, like, for example, if she was trying to escape a limbo dimension. or something like that. On the defensive, she's very resilient, and her will defense is very good, letting her resist mental effects well.
You may also notice that each character has two complications: one that I filled out, and a blank motivation. Characters in m&m are required to have at least two complications, one of which must be a motivation (you can have more if you want). I decided to intentionally leave the motivation blank, both because I wasn't 100% sure on those and because I wanted to leave some room for speculation/development if I actually write this au.
I've written way more for this post than the last one...hopefully that doesn't become a trend these are already very long. Also I lied a little about how long these take I already had them built when I posted the other ones oops
#skyblock kingdoms#avidmc#marma1ade#sbk#sbk superhero au#<- that one's so I can actually find these later if I come back to them#I swear the marm colors looked good when I was working on them#I am choosing to blame tumblr for this
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How strong do you think Nam, King Chappa and Bora were at the beginning of Z, assuming they each continued training throughout that entire time period? How would their âbeginning of Zâ selves fare at the 22nd or 23rd tournaments, in your view?
Probably not much different.
It can safely be assumed Chapa is beyond human limits. I say that because Roshi draws the "Human limits" line around Pamput.
This guy lasts five seconds in the ring with Goku.
This bout kinda seems like space-filler at first glance, but instead it serves the role of providing a yardstick. Pamput is an exceptional martial artist and top-tier of what fighters are capable of... within human limits. He's basically Mr. Satan.
Our characters broke those limits a long time ago and left human ability a long way back.
Chapa gave Goku more of a fight, however, and his signature technique Hasshuken/Eight-Armed Fist is based on moving your arms at such tremendous speech that it forms the illusion of having eight of them.
So I feel confident saying that Chapa is beyond human limits. He's still no match for Goku but that's not exactly a mark of shame. Goku's fucking tough.
Namu also puts up a much better fight against Goku than Pamput, but that was three years earlier so it's not as fair of a comparison. The Goku he fought hadn't even learned how to anticipate his opponents yet.
Still, a man who can jump this high for his signature move is probably beyond human limits, I think.
My dude leaps like forty feet straight up and then lets gravity be his weapon. He comes down face first even.
Then again, Pamput can do this with an elbow strike.
So that jump might still be within human limits. I don't know. As for Bora....
Yeah, that seems beyond human limits. I'd call that conclusive.
In any case, these are all tough guys. But I don't see them going much farther than they are now. I can see them getting stronger, but on their scale, if that makes sense.
In fact, we see Chapa again at the 23rd Tenkaichi Budokai and get an idea of how his improvement compares to Goku's.
This time, there's barely even a pretense of a fight. Goku wastes him like Pamput.
Even if Chapa, Namu, and Bora were to continue their training, they would need to pursue higher forms of training to grow beyond where they are. That would mean studying martial arts that explore the concept of ki, which is relatively obscure in martial arts spaces; It's really just the Kame-senryu and Tsuru-senryu that comprehend this advanced concept.
Namu has his village to concern himself with; He was only at the Tenkaichi Budokai to get water for his people. He clearly practiced martial arts in his spare time before all this - The Tenkaichi Budokai is not an entry-level competition, despite the experiences of the Kame-senryu prodigy children. However, he's not seeking to become the #1 greatest martial artist in the world.
Chapa seems pretty set in his ways. He's an older man convinced of his mastery. I don't expect him to start looking for new avenues to learn from.
Out of the three, Bora is the one I'd see with the most potential for improvement. He has a sacred duty to guard the base of Karin Tower.
Now that he's seen someone make the climb successfully, he might take that as motivation to give it another go. Though probably not until Upa's older and can defend the Sacred Land himself.
But ultimately, I don't see any of these guys reaching same heights as Krillin, Yamcha, and Tenshinhan. Namu and Bora don't have the spare time to travel the globe on a journey of greater martial arts mastery and study advanced ki manipulation, or to ascend to the heavens and meet gods who will offer them further training.
Chapa does. But I don't think he wants to.
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first done off the backlog, ghost trick. finished it before work (a fucking awful shift)
it's real good, great characters with great designs, animations, story is good, v twisty, and the sort where saying almost anything is a spoiler. let's see. you died, but now youre a ghost and can do tricks on inanimate objects in the world, and go back to 4 minutes before someone'sdeath. you have no memory at all, but perhaps in helping this detective you can figure out who you are and everything else. *definitely* go in blind. i think the gameplay shines early on, when it's just letting you play in the space and see what you can do with your powers, but can be frustrating later on when it's asking for quick timing (esp if the solutions are odd).
it's kinda a puzzle game, but it thinks you're getting a mastery of it that i didnt really get, as each trick is fairly unique. as a constrast, in say portal, it starts you off v slow, introducing the concept of portals, then ideas like flings. you can build on prior aspects, with later puzzles building on now learned aspects. ghost trick tries this but your tricks are so unique to each level, that when it tries to test you with timing or difficulty, it can just be frustrating. the game is helpful, trying to give vague hints and pointing out if youre on the wrong trail but you really only know what things do once youve done them, so chapters like the minister i just looked up what i needed to do bc of the "solve it at the end of the time" issue, and a particular dark level was frustrating even with a solution tbh. i think being able to scrub through time would be helpful, to be able to fast forward or rewind a few seconds, as replaying the whole section can be tedious (hence why i just looked it up).
really recommend it, go in blind in terms of story, but look up solutions if need be. this game is funny and weird and wonderful
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Depth and Confusion
We call a system elegant if the confusion involved in mastering its depth has to come from inside you.
Chess is elegant. It has a relatively small number of pieces, and while pawns are comparatively complicated (their movement capability is different depending on whether or not they're capturing, they can promote, they can move an extra space on their first move only, and they're allowed to take an opposing pawn if it did a double-move that brought it adjacent to them in the row) most pieces just do the one thing. Learning the fundamentals of chess is trivial for most children.
And then the rabbit hole goes down a LONG way. You can spend your whole life studying just chess and not reach the end of it. Encountering someone far better than yourself at chess can be demoralizing, because until you reach a certain level of mastery you don't even have a framework for understanding what went wrong. They're essentially playing a different game, because they have a concept of certain general board states as advantageous or perilous, giving them a shorthand which lets them more easily see 3-10 moves out and make good choices more often.
Warframe has depth, and it too elicits confusion, but in its case the confusion comes from difficulty in learning what the rules are in the first place. It's rare to have chess' problem of comprehending what it'll mean and far more common to simply know that Riven Slivers are being presented as some kind of treasure but not knowing why they'd be important (they turn into Riven Mods which unlock their potential after you complete some kind of weird challenge, such as getting 3 headshots in a single air dodge, and unlocking that gives you a high-cost but high-value mod, and look this is already as long as the explanation of Pawns but Riven Mods are one of like eighty mechanics just as complex as this that are in Warframe).
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Prophecy And Symbolism of European Bee-Eater
The Following Channel is from higher powers, Divine, the ancestral plane and is prophetic through Quornesha S. Lemon|
Whether the European Bee Eater appears in dreams, visions, waking life or synchronicities, it is a sign and message that you will begin to see the animal kingdom send you messages. Some of these will be plain and understandable, whilst others you will need to decipher. You will receive confirmation through birds/parrots, wildlife, or even through visions.
For the most part it will be in your waking life that these messengers will come through. You may hear messages from the other side through this animal medicine or they could be prophecies that correlate to your present life/circumstances. The European Bee-Eater is a message that some annoyances will leave your life and a problem has already been resolved. You can rest assured that prosperity has arrived in your life and whatever/whomever was in your way before has now conceded. The European bee-eater is a reminder that youâll come out of the months ahead shining and full of life. Allow your light to shine and show up as your best self. Give all worries and concerns or fears over to a higher power/divine and you will see it worked in your favor.
You will always be loved, cherished, and appreciated. The European Bee-Eater is a reminder that you deserve someone who will not only be a partner and on your level sexually, but mentally, socially, spiritually and in alignment career wise. Prayer is your power and you should utilize it. A Pressing situation will soon come to an end. Rest assured that what you are visualizing will come to realization soon. Pay attention to the signs. Nature is speaking to you. Beautiful things are on the horizon. It is ok to redecorate or restyle your home, as it is time for renewal. Misunderstandings arenât your battle to fight, especially when your intent was pure.
Pay attention to your dreams and visions during this time as, youâre astral traveling to different realms and places. If youâre going through a loss (divorce, death of a loved one, job, career, etc) youâre coming into your peace after such a shock. Youâre getting ready to âeatâ at tables only God/Divine has prepared for you. Youâll walk through doors no man can shut. The European Bee-Eater is a prophecy that youâre getting ready to sing, Whether this is literal or symbolic, your voice will be heard. People are drawn towards you as your aura is beaming. You can rest assured for good news. Your intuition/instincts is/are strong right now.
You are seeing through the masks of others. You know exactly what the truth is and yet, you listen anyway. You donât have to be a safe space for others who take advantage of your kindness. Know when to say no. Because your abundance is growing. Pay attention to messages from all spaces, time and places. You are walking into your season of YES.
This message isn't, obviously resonant with all whose paths it crosses, as perhaps you may encounter someone of this vernacular, mastery or skill. Therefore, it is a sign from the universe that you're meant to work with such a person.
Need further clarity or your own queries answered? Book your own reading as my schedule is full and I do not guarantee a reply on social media regarding this post.
If this is not you, then it is time to get clear to rejoin your tribe or the rest of the world of infinite beings. It's time to bring your light to the forefront. However, if you aren't able to invoke, heal or otherwise on your own, call on the assistance of shamans, healers, intuitive people, etc. to assist you. This synchronicity can possibly have specific meanings for you, it's time to get insight.
The Gift that Quornesha Has can never be duplicated, She is a Shaman, Writer, Healer, And Teacher with incredible prophetic/healing gifts. Please do not infringe upon her rights as the author. You are not permitted to reuse, nor are you to sale as you wish. This information has been made available to you for the purpose of introduction and demonstration. All rights reserved. If you'd like to use this in a magazine, online publication, or other, please ask for permission first. Legal actions will be taken if you proceed to impose. Be blessed, bless others and be at peace on your journey. What you do is coming back on you. Make sure that it is good, and all is well within you, through you and around you. The source sees all and knows what you think it does not.
#prophecy#priestess#shamanism#prosperity#empowerment#insight#european bee eater#european bee eater symbolism and prophecy#prophecy of European Bee Eater#Bee eater in dreams and waking life#shamanism and mysticism#mystic#shamanic medcine#animal totems
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posting this snippet of the one (1) time i have had call to write Purah Tearsofthekingdom into my fic, which immediately switched me from "this character has annoying fanboy bait vibes" to "wait i can crank up her freak level to 500%. i love her actually"
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âCanât heroes pray?â Link snarks in answer, and fights the wave of nauseating hurt that follows.
âDid you know thereâs supposed to be a tribe of people over the sea that sent their heroes to kill their gods?â Purah shoots back instantly, like she was going to say it regardless of his answer. Link does not understand how her mind works. âTheyâd hunt the gods down and keep their bones in a clay pot to show their mastery over them. I thought that was really interesting. I should ask Zelda about it, actually. Anyway, thatâs not what I meant. You know I can see the whole village from the lab, right? With the big telescope you can see from three miles away? That one? Youâve been here almost every night forâwhatâtwo weeks now?â
âSo?â Link signs, though his chest seizes with an indistinct fear.
Purah looks him up and down, hands still on her hips, like sheâs waiting for him to keep going. âI just donât think Iâve ever seen you work so hard to not get noticed,â she says when he doesnât, straightening. âLike you donât want anyone to know youâre here. You canât hide anything from me, you know that, right?â
Apparently he canât, if sheâs been catching him coming here. Link gives her a wary eye and does not answer. She shifts into a full-blown pout. âHmph! I was only curious. I never took you for religious, thatâs all. Youâve always been more just Zeldaâs boy. Even way back when! But I guess that canât solve all your problems, can it?â
Even with the weird way being referred to as Zeldaâs boy makes him feel, Link does not miss the way her eyes dart over his heavily bandaged right arm. He tries to act like he did not notice, rolling his eyes in an exaggerated fashion. Purah laughs, but itâs vague, distracted. Sheâs got a finger pressed to her lips now, reflecting as she studies him. âDid you know,â she starts, thoughtfully, âthat Zelda asked me to reroute some of my research efforts into the creation of prosthetic limbs? She thinks some of the old Sheikah tech could make one that would respond to its userâs thoughts, the way the Divine Beasts did. Which is insane, obviously, because the Divine Beasts had like a square mile of space to fit all the runes together, to say nothing of how much runewater youâd need. Youâd have to carry a bucket of it around on your back! And she knows that because sheâs Zelda and the only reason I got appointed head researcher instead of her in the first place is because she was too busy getting dragged around from holy site to holy site!â She stops, shaking herself. She gathers her arms in front of her chest and rests her elbow in the palm of her other hand, tapping one finger against the tip of her nose. âBut she just shoved a bunch of notes at me and said, âYou can work miracles, Purah! I know you can do it!â Which is, you know, correct. Of course I could do it. Obviously I could do it.â
Link, who was left behind at prosthetic limbs, stares blankly at her.
#the bit for me here is 'you can't hide anything from me you know that right' i think that is what defines TBW purah for me#she is a weird off-putting manipulative old woman with no filter who happens to look like a 22 y/o. this is all a positive btw#i write nearly every character in TBW just autistic as hell. different flavors and obviousnesses#i write both link and zelda as autistic in different ways#but purah? purah is the ubermensch of autism. she has never heard of masking ever in her life ever#if she looks you in the eyes it is for intimidation purposes ONLY#corgiwrites!#purah#totk#tbw purah#loz to be well
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Problem was, they all decided it was a bad idea after the fact. Humans have a quaint phrase, "hindsight is twenty twenty", and in hindsight, they really should have seen this coming.
The intial vote to teach the humans magic would have been unanimous too if not for Uthark, senator for the Tril Peoples. She had tried to warn the council that the humans were not ready to learn magic, and perhaps never would be. Sometimes she feels she is the only one who does any research.
The Council was given a decade to deliberate the decision, a considerable sum of time for a human, but such is space politics. The timeline was set as such so that the council members could fully understand the scope such a decision would have on the budding civilization. A decade, however, to those who have magic, is hardly a blink, and it passed all too quickly and no one had given the matter any further thought. Why should they though? Every civilization thus far had been granted magic, so the majority of the council members didn't think there needed to be much deliberation at all.
Humans were different to any other civilization Uthark had encountered though. Not only were they hardly past their 6 millionth year as a species, they were much more advanced than a species of their age should be. It was concerning to say the least. Impressive too. Which was why the council thought giving them magic so early wouldn't be a problem.
But problems there were.
The council was already aware of the humans' war faring nature, constant infighting with no end in sight, even when a victor was declared. While this in itself is not unusual for young planets, combined with their technology, it made for a brutal sight. So, of course, when granted magic the humans immediately weaponised it. Which, again, not uncommon for many newly initiated civilizations. Power corrupts and all that.
But if the council had done any research, they would have realized it is not the humans' brutal war tactics they should have been wary of.
After several decades of the civilization warring with their new weapons and figuring out the ins and outs of magic, they calmed down. Uthark had tried multiple times in the early years to get the council to understand the true dangers here, but they would not hear her. When the fighting eventually stopped they all teased her for her unnecessary worry, the humans stopped fighting much earlier than her race did, the humans would be fine, they said.
In the space trade there is a saying, "the most dangerous thing to your ship is a bored human." With the wars stopped, and magic aiding in making life easier for everyone, many humans found themselves very, very bored.
And so, of course, they turned to their new abilities and began pushing the limits. The council doesn't like imposing rules on how each civilization handles their magic, trusting they'll come up with something to keep things in check. Such was not the case with the humans.
When Uthark came to visit the planet a near century after their initiation, to say she was shocked would be an understatement. The landscape had completely changed, and so, apperently had the humans, if you could even still call them that. Walking around her were creatures of various shapes and sizes, and if it weren't for her scanner telling her they were all human, she would have thought the city had become an interplanetary tourist hub.
What was even stranger still, was practically everyone was doing some sort of magic. While it could just be the city was a center for magic users, it shouldn't be possible that everyone had this level of mastery over the craft.
Not only that but everything was seeped with magic. The very soil practically oozed the stuff. And she didn't understand how that was even possible. Magic is supposed to disappate once it's been cast, fade away into nothing. Sure you can imbue items with a little bit of magic, but only very small items, and they're never very powerful. But somehow, it feels like the humans have imbued their very planet with the essence of magic.
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I ran out of ideas here, please feel free to continue it!
The entire Galactic Council rarely all agreed on one thing, but teaching the humans magic, that they all decide was bad idea.
#my writing#my2cents#i dont really know where i was going with this#basically hubris won but no one was punished for it#and this makes the council scared
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Character Strategy Thoughts: Jean
Jean, you absolute unit. You came in the game with a specific goal in mind, but you can do anything you wish with that lil' mind of yours. Now, I need a support person, so your dreams of being a doctor are pretty useful for me; so let's make you the best doctor you can be!
The thing about Jean is that his personal skill allows a lot more chances for his stats to grow each level up; and this allows Jean to be virtually anyone you need.

Making him a High Priest gives Jean the best healing capabilities, he can now use tomes (which incentivizes me to bolster is MAG stat anyway), AND I still have another Arts user aside from Alear. But despite the versatility, he is still a little bit squishy. Yet... I'm unsure if I really need to bolster his defensive capabilities at all. He has ranged offenses with tomes; and in the case he's low on HP, there are a couple of skills that allow Jean to heal himself.
Potential Inherited Skills
But still, it wouldn't hurt to have some kind of protection. Maybe I should think about bolstering healing and offense? Y'know...
I'm gonna be a doctor who can fight AND heal!
Marth's Break Defenses allows a unit to make an extra attack at 50% damage if the unit's attack breaks a foe. Costs 2,000 SP.
Marth's Unyielding set allows a unit to recover a percentage of health at the start of the Player Phase if a unit's HP is below a certain threshold. Accumulative cost of 300.
Sigurd's Momentum+ set grants a +1 bonus to a unit's Attack stat for the unit's first attack during combat for each space unit moved before attacking. Accumulative cost of 2,000 SP.
Celica's Tome Precision+ set grants a bonus to a unit's Hit and Avo stat (up to +15) when the unit is equipped with a tome. Accumulative cost of 2,000 SP.
Celica's Magic+ set grants a unit a direct bonus (of up to +5) to their MAG stat for the accumulative cost of 5,000 SP.
Micaiah's Healing Light allows a unit to recover half of the HP they healed after healing another ally using a staff. Costs 200 SP.
Micaiah's Silence Ward grants immunity from the Silence status effect for 200 SP.
Micaiah's Staff Mastery+ grants a unit a direct bonus (up to +30) to their Hit stat when using a staff. Staves also heal an additional 15 HP. Accumulative cost of 1,000 SP.
Roy's Hold Out set allows a unit to survive a fatal round of combat with 1 HP as long as their HP is above a certain threshold at the start for an accumulative cost of 5,000 SP.
Leif's Build+ set grants a unit a direct bonus (of up to +5) to their BLD stat for the accumulative cost of 2,000 SP.
Lyn's Alacrity set allows a unit's follow-up attack to pop off before a foe's counterattack during a Player Phase if the difference between both parties' AS stat is above a given threshold. Accumulative cost of 3,000 SP.
Lyn's Speedtaker grants a stacking +2 bonus to a unit's SPD stat (up to +10) every time that unit initiates combat and defeats a foe. Costs 2,000 SP.
Ike's Defense+ set grants a unit a direct bonus (of up to +5) to their DEF stat for the accumulative cost of 2,000 SP.
Veronica's Book of Worlds advances 1 stage (to max 5) for each consecutive round that unit uses Wait. Reverts to base stage if unit triggers the effect. Costs 300 SP.
Soren's Anima Focus inflicts a certain status effect on a foe depending on the kind of tome a unit attacks with. Costs 800 SP.
Whittling Down
Since Jean can still use Arts with this class, I could confront ranged offense enemies (namely tome, knife, and bow users) and break them for that turn. I would only use the Arts for those instances, so having Break Defenses would be a nice touch. Problem is, those scenarios might be too niche to justify equipping it. Let's put that down as a maybe.
Unyielding does make a lot of sense. Even though Healing Light and the High Priest class skill exist, it would reduce usage of my staves and make them stretch longer. But also, if I'm hurting for healing, items like Vulneraries and Elixirs also exist. Wouldn't that make equipping Unyielding redundant?
Since Jean would be playing the back in most situations and going back and forth, there's something to be said about having Momentum kick in when he finally catches up. It could also pair with Tome Precision to deal some real heavy magic damage. However, am I really going to use offensive magic when I have Anna and Ivy on the field as well? But in speaking of Tome Precision...
Tome Precision could hit incredibly hard given Jean's high MAG stat. It also makes for some nice reassurance for those times when tomes might be too heavy for Jean to perform follow-up attacks... when he's in the position to go for it. But again, this does nothing for his healing skills.
Magic+ does affect both Jean's healing and offensive facets to his class, but HOO BOY, is that SP cost steep as fuck. Healing Light does help you get the most out of a staff usage, so I can see the immediate value. Shit, I've seen the immediate value.
There's some value in Silence Ward as well. However, it's only useful on maps where an enemy does have a Silence staff equipped; so I might not need it all the time. It is cheap, though, so I should invest in it anyway. I did invest in it.
The fact that Jean can heal himself with not only Healing Light but also Self-Healing means that I'll always be able to put myself above the threshold for Hold Out to trigger; but the problem is I often find myself being attacked by multiple units. When I make a mistake, I make a mistake. So Hold Out might trigger once and I still die. But also, 5,000 SP to get to the top-tier variation of Hold Out is also steep.
Increasing Jean's build with the Build+ skills can allow Jean to perform follow-up attacks with heavier tomes by getting rid of the second half of the AS calculation. But, I'm not sure what that might mean for staves. It might mean nothing at all.
I can see the benefit behind Jean having Alacrity. He doesn't benefit the most from it, but popping off magic before foes attack can clear the map faster with lesser risk. But again, this is a purely offensive skill. Yet, sometimes offense is the best defense.
I can also see the benefit behind Jean having Speedtaker. More speed, more chances to follow-up, less enemies on the map. But if Jean is supposed to be playing the back, I don't it'd be the end of world if Jean can't kill folks right away. That's not his job job.
Having a direct buff to Jean's DEF from the Defense+ skill helps out a bunch, but again â he has ranged offenses with tomes and should only be up close and personal with units he can break. I might could get away with not touching his defense at all.
The support that Book of Worlds offers is a DOOZY. Yet, that skill gets better the longer that I move and wait. I'm unsure if I can get some real mileage out of it because I'm going to be moving and healing most of the time.
And then, Anima Focus offers more support in a way that might suit Jean's build better. Those status effects are crazy and, in a way, lightens the load on Jean a bunch. It's offense in a different way.
And with all that in mind, I whittled down 15 to seven: Break Defenses, Tome Precision, Healing Light, Silence Ward, Staff Mastery, and Anima Focus. And it looks like Anima Focus and Staff Mastery might be the move for me.
If I break a foe with Jean, there's a good chance that other units are going to be beside him to take them out. Jean doesn't need to do all that work.
Tome Precision is nice, but it only helps with one part of Jean's capabilities.
Healing Light does get more mileage out of staff usage; but like Tome Precision, it only helps with one part of Jean's capabilities. I've invested in it before writing this blog post; so there's not harm in changing my mind here anyway.
Silence Ward is nice, but it's also hella niche. And the latter part about Healing Light also applies here.
Anima Focus has three different effects depending on the magic of the tome you attack with, and I have three magic users in my party. I won't have to worry about Jean's SPD stat and having him double if I equip him with a thunder tome that won't allow a follow-up to happen in the first place. It'd be easier for Ivy or Anna to have their speed up to snuff with tomes that can double up.
Staff Mastery directly helps with healing, and seeing as how Jean might be the only healer in my group, he needs to boost his output as much as he can.
Patron Emblems
Micaiah comes with Healing Light as a Sync Skill, so I wouldn't even need to let go of it at all. This also has synergy with Staff Mastery, healing Jean's HP more as a result.
Corrin might actually be a good emblem for Jean as well. Quality Time can be used to top off a unit's HP, Dragon Vein and Draconic Hex have synergy with Anima Focus, and the boosts to HP, MAG, and RES are all welcome.
Veronica can summon heroes for extra support. Book of Worlds can help tap in to Jean's more offensive tactics with Anima Focus, the staves she has when engaged inflict further negative effects, AND she can heal as well.
Soren comes with Anima Focus as a Sync Skill, which can make room for other healing skills, and... that's about it.
As counterintuitive as this might seem, maybe Micaiah isn't the best idea? Jean can already wield S-tier staves, so I don't get any benefit on that end. It would make more sense to give her to Anna or Ivy in that regard.
With that in mind, the two emblems that stand out to me are Corrin and Veronica. There's really no exciting layers to a strat behind equipping Jean with Soren aside from the silly status effects that Anima Focus offers. BUT, I wonder what's stopping me from using Corrin on my other magic units.
Let me see what the play is with Anna and Ivy.
UPDATE: I picked Celica for Anna and have a plan for Tiki and Micaiah for Ivy, which means Jean is in the clear to equip Corrin!
(back to masterpost)
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MLP AU: Rogue: Equestrian Agent
Note this uses the new 2024 rules for Rogue.
The Equestrian Agent is a master of subtlety and intrigue, navigating the delicate social and political landscape of Equestria with a blend of charm, cunning, and, when necessary, swift action. Whether upholding the law, championing freedom, or maintaining a delicate balance, these ponies operate in the shadows, their hooves and hearts guided by their chosen path. From the meticulous Bureaucratic Mastery of the Royal Decree agent to the unpredictable maneuvers of the Whispering Wind and the keen observation of the Ever-Watchful Eye, each Equestrian Agent brings a unique set of skills to the table. They are equally adept at gathering information, negotiating treaties, and, when diplomacy fails, delivering a precisely placed hoof strike. Their abilities, from Equestrian Guile and Stable Secrets to Master Negotiator/Infiltrator and Grand Strategist/Mastermind, allow them to excel in both social and combat situations, making them invaluable assets in the complex world of Equestrian politics and adventure. Whether they serve the crown, follow their own moral compass, or strive for equilibrium, Equestrian Agents are a force to be reckoned with, blending the best of ponykind with the cunning and resourcefulness of a true Rogue.
Choose a path at level 3 you may change it on a long rest
Royal Decree:
Bureaucratic Mastery: You can use your Intelligence modifier alongside your Dexterity modifier when making checks with thieves' tools. You also gain proficiency in History.
Justified Strike: When you use Cunning Strike and choose the Trip option, you can instead choose to inflict the Restrained condition on the target until the end of your next turn.
Whispering Wind:
Shadow Walker: When you use your bonus action to Hide, you can move up to half your speed as part of that action. You also gain proficiency in Acrobatics.
Unpredictable Maneuver: When you use Cunning Strike, you can choose to teleport up to 15 feet to an unoccupied space you can see before or after applying the effects of Sneak Attack. This movement does not provoke opportunity attacks.
Ever-Watchful Eye:
Keen Observer: You gain advantage on Perception checks. You also gain proficiency in Investigation.
Subtle Influence: When you use Cunning Strike and choose the Poison option, you can instead choose to subtly alter the target's perception, giving them disadvantage on saving throws against being Charmed or Frightened by you until the end of your next turn.
Level 9 Equestrian Expertise: You double your proficiency bonus for any two skills you are proficient in.
Level 13 Infiltrator: You gain advantage on all Charisma checks made to negotiate treaties, gather information from resistant sources, or blend into a crowd. Additionally, if you are hidden at the start of your turn, you remain hidden after making an attack and hitting a creature with that attack, provided you do not move.
Level 17 Mastermind: You can use your reaction when a friendly creature within 30 feet of you is hit by an attack to grant that creature a +5 bonus to their AC against that attack, potentially causing the attack to miss. If the attack still hits, the creature takes only half damage from the attack. You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
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