#there would be an option to play the game normally where you don't use any taffy abilities
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thegameartist03 · 3 months ago
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watched a playthrough of Still Wakes the Deep (PHENOMENAL game) and i am disappointed that Caz did not have that taffy in him. everything seemed like it was perfectly set up for him to have that taffy in him (being presumed dead after rescue, knowing where the taffy stuff was around him, surviving as long as he did, not getting horribly injured, hearing things from the Big Taffy) but i completely understand why that wasn't the twist the game developers went for.
however, in order to cope i am now imagining a version of the game where Caz got Ethan Winters'd by the taffy after he fell in the water. this would affect the gameplay at multiple points and add new mechanics as well as incorporate the original ones, and certainly provide some conflict for a man who just wants to get home to his wife and daughters and keep his friends safe.
bonus! being taffy'd would give the player the option to save people who originally died by sacrificing Caz's humanity bit by bit and embracing the taffy more to overcome obstacles. you could even communicate with the already fully taffy'd guys and get them to calm down or move or target specifically you instead of other people.
just a concept, i probably won't do much with it. but i do have a very distinct image of Caz having a shiny oilslick sheen to his eyes like the Big Taffy after he's pulled out of the water.
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riding-the-sunset-bird · 10 months ago
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A character reference based on all four Steps of Our Life! It's only "sort of" a height reference as well since obviously they're not 100% accurate (the devs don't have specific heights for everyone to my knowledge).
I did dig into the code to try and get characters at their "normal" heights but there are other matters at play too (example: Nicolas is obviously "taller" than he should be because he needs to be pushed upwards to be visible enough above the game's text box; likewise with other very short characters).
Still, this should serve as either a nice reference guide for every character or a "height reference" in the sense of getting an idea of which characters are shorter/taller than others.
I'm also going to detail some extra notes below the break, including posts from GB Patch's Tumblr that reference any defined heights (with Cove being the obvious one) or general height things, as well as some more stuff about the MC's height in comparison to the three love interests depending on what you pick.
Cove's height is listed on GB Patch's FAQ as 4' 1" in Step 1 (also stated as "mostly average, perhaps a bit on the short side"), 5' 4" in Step 2 (in-game this is defined as "very tall" on the MC's potential height spectrum, as that is the only option considered on par with Cove's height), 6' 0" in Step 3, and 6' 4" in Step 4. A fun fact is that Cove's final height was originally 6' 3" (191cm) instead.
Derek in Step 2 is under five feet tall (this post also lists Cove as "around 5 and a half feet tall" which you could take as either close enough to 5' 4" as stated above or a potential original height he had that got changed). In-game, he's "short" but not "very short", as having your MC be "very short" will prompt narration telling you that you're shorter than Derek, whereas "short" only has you relate to him in smolness generally.
Step 4 Derek is "mostly average." He wouldn't be considered tall nor would he be considered short. His youngest brother Nicolas will "probably end up as a similar height to him" once he's more grown up.
Step 4 Baxter is "taller than average, but not especially tall."
I've been informed that, on the Our Life Patreon Discord, Step 4 Derek's height is listed as 5' 9" (175cm) whereas Step 4 Baxter's is listed as 5' 11" (180cm), so those are their defined heights. Before that, both of their heights had jumped around somewhat. A post from 2019 said that Derek was 5' 11", but a post from June 2021 said that Baxter was 5' 11" and Derek was 5' 9" (so consistent with the Discord). Then there's also another post from July 2021 (you'll have to scroll down for this one) that listed Baxter at around 5' 10" while Derek was 5' 8"/5' 9". If you're insane enough to try and use the character reference too, then Baxter would actually be around 6'1" at minimum since he's taller than Step 3 Cove (though you could also make the same argument that this means the mom trio of Pamela, Noelani, and Kyra must be decently tall as well since they're so close to Cove on the character reference).
I don't have any experience with GB Patch's other game, XOXO Droplets, so I don't know what ages the characters are in it, but since both Shiloh and Jeremy are characters seen visibly in Our Life, I thought I'd also mention that they're listed as 5' 10" and 5' 5" (or 5' 5 1/2") respectively in XOXO Droplets. Jeremy also apparently grows to 5' 8" in his 20s and he's 22 in the Our Life Cove Wedding DLC (I don't think this is spoken of in the game specifically but he's labeled as 22 in the code).
As for the MC and how their height plays into things, "tall" and "very tall" as well as "short" and "very short" tend to be considered the same for the most part in the game's code. It's not that there isn't a difference at all (I would say it's still notable), it's just that sometimes the game may be more vague about height differences. My post about Errands references this where you don't need more athletic points due to being "very short" instead of "short" to give Cove a piggyback ride.
A guesstimate I'd make is that about 5% of the time, the game will take note of whether you're "very tall" instead of "tall" or "very short" instead of "short." Otherwise, you're either "generally tall," "average," or "generally short." There are also other instances (usually with Cove) where the game might just check if you're either generally tall (around Cove's height) or not generally tall (i.e: definitely shorter than him).
This is actually relevant to the heights because, following all above information, one would assume that Step 4 Derek is average, Step 4 Baxter is tall, and Step 4 Cove is very tall going off the MC's potential "height spectrum" of very short, short, average, tall, and very tall, but it's not entirely the case.
A "tall" MC (generally tall) will look "down" at Step 4 Baxter just as he will look "up" at them or they'll look directly at each other if the MC is "average," same as Step 3 Baxter, but--
when the game has any instance of differentiating between "tall" and "very tall" (they never do this for Step 3 Baxter so the base assumption would have to be that he's just average height), things change.
During Baxter's apology in the wedding of his Step 4, Baxter dips his chin to look at the MC if they're "short"/"very short," levels his chin to look at the MC if they're "average"/"tall," and then lifts his chin to look at the MC if they're "very tall." A generally tall MC still has to lean down to kiss him if they choose to do so though.
Also, during the intimacy scene with Baxter (either in his office or his living room), if the MC is "very short," "short," or "average," it states that Baxter is taller than them. If they're "very tall," then Baxter is shorter than them, but a "tall" MC is "almost the exact same height" as him.
This is all a really long-winded way of saying that GB Patch referring to Step 4 Baxter being "taller than average but not especially tall" might mean that he's some infuriating middle ground between average and tall where he's not quite one but not quite the other either (which honestly is very Baxter of him so I can't even be mad).
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anim-ttrpgs · 2 months ago
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Vampire Player Character Rules in Eureka: Investigative Urban Fantasy
Eureka has six playable "monster" types, and about ten total supernatural character options all together. Each supernatural trait is taken basically as if it is a normal trait like the ones you have been seeing us post. You cannot give a character more than one supernatural trait--and from what you are about to read, you probably wouldn't want to. Playing monsters is recommended for "advanced" players only, people who like a lot of "crunch" in their games, as require you to keep track of a lot more mechanics than playing a normal human.
Here is the Vampire Trait as it appears in its overhauled state in the patreon release. The August itchio beta does not currently have these overhauled monster traits(though, you could just use this post as reference if you wanted to play with the overhauled vampire rules, we don't mind! They're much better rules and we want people to have the most fun possible!)
If you are reading this past about October 24th, then there is a good chance that the itchio beta actually has been updated to include these improved rules, fingers crossed!
Anyway here we go. This is going under a Read More because it's long as hell but we really hope that you will check it out and comment. This is, like, the whole entire ruleset for playing a vampire in Eureka.
Vampire (Monster Trait) 
Vampires have quite a lot of powers, more than twice as many as any other monster, all informed by pre-1900 vampire legends. As a Narrator or a player portraying a vampire, don't fret about remembering all the vampire's powers at all times - they certainly don't. Some effects of these powers and weaknesses are left intentionally somewhat vague so as to leave them partially up to Narrator/player discretion. This is intentional, and is meant to reflect that no two vampires work exactly the same. 
Eureka presents a particular perspective on the legend of the vampire, while still adhering very strictly to real historical vampire folklore. It is a specific interpretation, which sets the stage for specific themes in the lives of vampiric investigators. 
Vampires, and the legends surrounding them, perhaps more so than any other monster present as a playable monster in the Eureka: Investigative Urban Fantasy rulebook, are inextricably linked to continental Europe and therefore Abrahamic[1] faiths.[2] Some may argue that vampire legends exist all around the world in every time and place, and that may be true, if you think that the only defining feature of a vampire is that they drink blood. What you are calling “vampires” from other cultures are each actually their own concept, with their own rich folkloric history, only overlapping with the European vampire on the Venn diagram in the fact that they drink blood and perhaps are undead. Loss and fear are universal, but the way different historical cultures interpret and portray these things in their stories are not. If you would like to play one of the many creatures that often gets attributed as “[other culture]’s vampire,” we encourage this and invite you to do some research into them, to see how unique and interesting each of these spirits from around the world really are.
[1. Off to the side in the final formatting.] Predominantly Catholic and Orthodox, but enough of it also applies to other Abrahamic faiths.
[2  off to the side in the final formatting] Vampires are of course not entirely unique in coming from a very specific cultural context, but the authors of this book are writing what they know. If there’s two things that the American South has, it’s vampires and Christianity. The American South is a deeply Christian environment, and we know what that can do to a person (for better or for worse), whereas we have less of a personal connection - and more importantly, less intimate knowledge and access to firsthand accounts - of the cultural heritage of some of the other monsters, so even where a specific cultural background may be additive to the rules thematically, such as the conception of women in historical and modern Greek culture for gorgons, we have chosen not to elaborate. 
Vampiric investigators in Eureka: Investigative Urban Fantasy are all considered to have been raised in cultures of Abrahamic faith. They may have remained unchanged in their faith or lack thereof, found faith, or lost faith[1] in their transition from life to undeath, but no matter what, Abrahamic faith has strongly influenced their life in some way.[2] This is a prerequisite for an investigator being a vampire.
[1. Off to the side in the final formatting.] A vampire who never had any faith to begin with would have to be a very, very young vampire.
[2. Off to the side in the final formatting.] If creating a vampiric investigator with a religious upbringing more than a couple centuries ago, bear in mind that the way historical people related to and conceptualized their faith is often very different than the way modern people do. Try to look into what those historical peoples actually believed; pop-history will tell you that medieval Roman Catholicism and modern American Protestantism are the same. They aren’t. The middle ages were the middle ages, not the 1950s.
[2.1. off to the side in the final formatting] Depending on their place of origin, some “vampires” older than a few centuries may prefer to identify themselves as “revenants” or “draugr.” It would be quite rude to try and correct them.
[Snoop: The tall thin vampire snoopette with hat standing on the ceiling right behind a frightened snoop in a dark room, who does not know she is there. Maybe make the background black and the snoops white to show that it is dark? Give the frightened snoop a flashlight with a white beam?]
Superhuman Strength
When not debilitated by a weakness, vampires are considered to have Superhuman Strength, and a +10 Base bonus to Athletics[4] and +1 Base bonus to Close Combat.[1][2][3]
[1 off to the side in the final formatting] Vampires do not have stamina in the same sense as living beings do, and may appear to have unlimited energy as far as conventional physical exertion goes. Their extreme and unnatural strength does not actually come from their muscles.
[2  off to the side in the final formatting] Despite what the movies say, vampires do not have superhuman speed. Though superhuman strength and seemingly unlimited stamina means they can still move frighteningly fast. 
[3 off to the side in the final formatting] 1 Samuel 16:14.
[4 off to the side in the final formatting] This means that their Athletics bonus will almost always be equal to their current Composure level. 
In Lizard Fashion
When not debilitated by a Weakness, vampires have the ability to walk or climb on any solid surface as if it were a floor.[1][2] Re-orienting to a surface that would be impossible to stand on normally counts as use of a supernatural ability. Additionally, so long as they are not debilitated by a weakness, if they do choose, vampires are immovable. They will never lose their balance or be able to be knocked off their feet.[3] Their bones will break before they budge. Making use of this power is only possible when they are standing still, and counts as use of a supernatural ability. This cannot be used in response to a Stealth Attack, and if the vampire is otherwise not expecting to need it, they must make a Full Success on a Reflexes roll to be able to do so.
[1 off to the side in the final formatting] A vampire’s hair and clothes will hang towards whatever surface they are oriented to, rather than the actual ground. 
[2 off to the side in the final formatting] Under most environmental conditions, there is no difference in effort between standing and sitting for a vampire. 
[3 off to the side in the final formatting] Great for parties, and Michael Jackson moves. 
Psycho-Social Phenomenon
When not debilitated by a weakness, vampires have a +3 Contextual bonus to Stealth. This bonus increases by +1 for each point of Composure the vampire is missing.[1][4][5] Additionally, vampires do not have saliva, skin oils, or anything else of the sort. If they lose hair, it will disintegrate like any other post body part, and soon reappear on the body.[3] Vampires will never leave fingerprints[2] or any other DNA evidence behind.
[1. Off to the side in the final formatting] At 0 Composure, this bonus would be +10.
[2  off to the side in the final formatting] One exception may be if they have something else on their fingers besides skin oils. 
[3 off to the side in the final formatting] This can make shaving very tricky!
[4 off to the side in the final formatting] Even without meaning to, vampires tend to appear “right on top of” people without ever being noticed on the approach. 
[5  off to the side in the final formatting] Sometimes vampires cannot even be seen at all until one looks directly at them. 
The Cave Wall
Any character who makes a Full Success on a Senses roll directed towards a vampire will instantly lose 1 Composure or 1 Morale, with no explanation or description from the Narrator. This is 2 Composure and 2 Morale if the focus of the Senses roll is actually directed to the space behind the vampire, such as looking over their shoulder. Additionally, at times, the motions of the vampire may appear subtly “choppy,” almost as though animated, and at lower frame rate than their surroundings.
Wearing the Evening
So long as they are not debilitated by a weakness, vampires are capable of instantly relocating in total or near total darkness.[1] This instant relocation cannot pass through solid objects, and there must be an uninterrupted line of darkness between the start point and end point of this relocation. Additionally, a vampire’s vision is not significantly affected by absence of light until there is literally no light present at all.[2][3]
[1 off to the side in the final formatting] This does not require a Composure roll for use of a supernatural ability. Vampires may not even be fully conscious of the fact that they are instantly relocating in total darkness. 
[2 off to the side in the final formatting] Time to try out echolocation as a bat!
[3 off to the side in the final formatting] With miniscule sources of light, their vision may still feel somewhat impaired, but not enough to warrant a mechanical penalty modifier. 
[3.1. off to the side in the final formatting] Bright light, however, can cause discomfort, even if it is not sunlight. Many vampires may opt to wear sunglasses even indoors or at night. 
Hovering
Vampires are capable of hovering up to three feet off the ground when manifesting as a human,[1] though actually moving while doing this is no faster than walking. This ability must start from the ground, and cannot be done to save a vampire from a freefall. 
[1 off to the side in the final formatting] Another great party trick. 
Teeth and Claws
A vampire’s nails are hard and sharp like claws.[1] This allows them to deal Penetrative Damage instead of Superficial Damage with any unarmed melee attack. When they are not debilitated by a weakness, this damage can be doubled due to Superhuman Strength.
[1 off to the side in the final formatting] A steel file is required for filing these nails down, they tear up lesser files.
Vampires also have fangs.
Hibernation
Vampires do not need to sleep, ever.[1] Their closest equivalent is entering a state of suspended animation for months, years, or even decades at a time. No coffin or grave dirt is required. This is useful for laying low while heat dies down, recovering from destruction of the “physical” body, or simply resetting the vampires ever quickening perception of the passage of time.
[1. Off to the side in the final formatting.] Most vampires will remain awake for decades at a time.
Breathing, or Lack Thereof
Vampires have no need to breathe, except to talk or sniff the air.[1]
[1 off to the side in the final formatting] It is easy for vampires to forget to breathe.
Remanifestation
So long as they are not debilitated by a weakness, a vampire may manifest in any of the following five ways.[1] Remanifesting as a different manifestation counts as use of a Supernatural Ability, and counts as taking 1 action if done in combat. A vampire cannot manifest as any manifestation that there is not enough empty space available to contain, even if the solid object taking up that space is paper thin.
[1 off to the side in the final formatting] Nothing is really changing, just another aspect rising to the surface. 
Human Manifestation
This is the default manifestation. All aspects of the Vampire Trait apply. [maybe add the human-only things like claws here]
Bat Manifestation
As this manifestation, the vampire appears as a small bat with a maximum Superficial and Penetrative HP of 3 and Acceleration of +3. They do *not* have superhuman strength, and are limited to only feats of strength and other actions that a small mammal without opposable thumbs could accomplish. Any attack by this manifestation can deal at most 1 Superficial Damage. Any attack against this manifestation suffers a -2 penalty.[1][2]
[1  off to the side in the final formatting] This manifestation may be considered adorable.
[2  off to the side in the final formatting] Trying to do a whole swarm of bats at once is a great way to give yourself one-hundred concurrent head injuries. 
As this manifestation, the vampire may use echolocation to find their way even in total darkness, and have a +5 Contextual bonus to any Senses roll involving sound.
As this manifestation, the vampire has a +4 Contextual bonus to Stealth.
All other aspects of vampirism apply.
Wolf Manifestation
As this manifestation, the vampire appears as a wolf with a +2 Contextual bonus to Close Combat, a +4 Contextual bonus to Senses rolls involving sound and smell, and +4 Acceleration. They maintain superhuman strength, but are limited to actions which a canine without opposable thumbs could accomplish.
As this manifestation, the vampire’s only means of attack is with their jaws. This is a Grab attack. So long as the target is Grabbed, all other aspects of Grabbing apply, but the target also takes 2 Penetrative Damage on each of the vampire’s turn’s with no roll needed.
As this manifestation, the vampire has a +4 Base bonus to Stealth.
All other aspects of vampirism still apply.
Mist/Smoke Manifestation
As this manifestation, the vampire appears as a cloud of autonomously mobile smoke or mist with a volume of at most 4,000 cubic feet,[2] capable of squeezing through any gap that is not perfectly air-tight.[1] This manifestation has very limited ability to interact with or even perceive the physical world. They can only feel their surroundings, meaning their “vision” is limited to only the vague outlines of what the cloud is touching.[3]
[1. Off to the side in the final formatting] Black, grey, or red are common colorations.
[2. Off to the side in the final formatting.] This is a lot smaller than it sounds, a little bigger than a bedroom.
[3 off to the side in the final formatting] Skin and assimilated clothing evaporates, then muscle, then bone. When the vampire takes on a solid manifestation, the sequence will be reversed.
As this manifestation, though the vampire does maintain their Superhuman Strength bonuses, they cannot pick up, assimilate, or otherwise exert their will on physical objects. They cannot be attacked in any way, though they will need to make a Full Success on an Athletics roll to resist powerful suction or other strong air currents.[1]
[1. Off to the side in the final formatting.] Though remanifesting as smoke properly requires an action, any missed attack against a vampire or other sort of dodge may be described as the vampire spontaneously evaporating for a split second before resolidifying.
This manifestation is not ordinarily heavy enough to suffocate a human being or cause any damage at all, but can be made vicious by spending of Eureka! Points. The cloud becomes oppressive, choking, and even capable of causing very small lacerations on the body, inside and out. The effect is somewhat like being in a sandstorm made of broken glass. Up to the vampire, any number of characters within the cloud may be targeted.[1] For the duration the manifestation is maintained, targets will take 2 Superficial Damage per turn per Eureka! Point spent. Targets forced to take Injury rolls or killed[2] as a result of this damage will be considered to be partially drained of blood by the vampire and restore the vampire’s Composure appropriately.
[1. Off to the side in the final formatting] It may be difficult for a vampire to tell friend from foe by their fuzzy, colorless outlines alone.
[2. Off to the side in the final formatting] Hardly anything may remain of targets killed in this way.
All other aspects of vampirism apply.
Monstrous Beast Manifestation
As this manifestation, a vampire appears as a monstrously massive bat-like[2] beast larger than most cars, but maintaining this manifestation in the world requires a near constant intake of fresh human blood. This manifestation has 17 of both types of HP, a +2 Contextual bonus to Close Combat, a +4 Contextual bonus to Senses involving hearing and smell, a +4 Acceleration bonus, and a -10 penalty to Stealth.[1]
[1 off to the side in the final formatting] Seven is the Biblical number of perfection.
[1.1. Off to the side in the final formatting] Now you are thinking like a vampire.
[2 off to the side in the final formatting] It is most common for it to resemble a bat, but the exact shape and size of the monstrous beast varies from vampire to vampire. 
This manifestation is considered to have Superhuman Strength, and the Base bonuses from Superhuman Strength become *Contextual*.
As this manifestation, the vampire loses 6 Composure per round.
This manifestation has two effective means of attack, a Vehicle Attack using their Athletics divided by 2 (rounded up) instead of Driving, and their enormous jaws. The vampire can use their jaw to make Grab attacks. So long as the target is grabbed by the vampire’s jaw, they automatically take 4 Penetrative Damage each time it is the vampire’s turn with no roll needed. The vampire can continue to perform other actions while Grabbing a target with their jaws and movement is unimpeded. Rather than deal the 4 Penetrative Damage, if the vampire is Grabbing a target of human or smaller size with their jaws, they may make a Hold attack using either Athletics or Close Combat to simply swallow them whole.[1] This manifestation can stomach at most two humans at a time.[2] For a target swallowed alive, depending on the context and circumstances, the Narrator may simply declare them as good as dead and not make any rolls, or apply the Drowning/Suffocation rules. The only chance this target would have of damaging the vampire from the inside would be with a small piercing weapon. They may also make an Escape attempt, but attacking or attempting to escape would be considered exertion for the purposes of the Drowning/Suffocation rules. However, the first successful Escape attempt will put them in the beast’s jaws, not totally free. They must also Escape from the beast’s jaws to be totally free. 
[1 off to the side in the final formatting] Flesh is blood.
[2 off to the side in the final formatting] It is not known what will happen to a person in the beast’s stomach if the vampire remanifests as something much smaller. 
Remanifestation and Items
Small and/or low-density items that have been in contact with a particular manifestation for a long period of time will be “assimilated” by this manifestation. Assimilation by a manifestation means that when a vampire remanifests to a different manifestation, those items will vanish along with the previous manifestation, and reappear along with it.[1]
[1 off to the side in the final formatting] Maybe someday vampires could be explained by a physicist, but not by a biologist, like the shadows on the cave wall.
For gameplay purposes, this concept is simplified to where certain items will always count as assimilated and others items will never count. Unassimilated items will fall to the ground when the vampire shifts manifestations.[1][3]
Always Counts as Assimilated:
Basic clothing and accessories the vampire is wearing, including hats, cloaks, and shoes.
Wallets and their contents.
Small electronics such as cellphones.
Never Counts as Assimilated:
Any clothing which provides Armor.
Any weaponry.
Larger electronics such as laptops.
Anything made of silver.
Larger accessories such as purses or backpacks.
People and other living things.
Anything that is both recently obtained and narratively important.[2]
[1 off to the side in the final formatting] Before remanifesting, a vampire should ask a friend to hold her purse, leather jacket, gun, but not worry about her cellphone or the rest of her outfit.
[2. Off to the side in the final formatting.] A vampire may be able to sneak into room as a cloud of smoke, but once they have the documents or other item they’re trying to steal, they will have to find their way out as a manifestation that can actually carry it.
[3. Off to the side in the final formatting] Assimilated objects will lose their vampiric properties if separated from the vampire for long enough.
An Object at Rest Cannot be Stopped
Vampires take half-damage from all damage sources, the only exception being HP that results from loss of Composure. If a vampire wears armor that protects against whatever is dealing the damage, this damage is halved again, for one quarter damage, rounding up. Apply a -2 modifier to attacks against the vampire from 1-damage weapons.[1]
[1 off to the side in the final formatting] Vampires take half-damage not because their flesh is extraordinarily durable, but because they just don’t need it to ‘live.’ Wolfmen, however, take half-damage because they are extraordinarily dense and durable. 
Decentralized Animation
One round after a body part is severed, a vampire will be able to reassert control over it, even in the event of decapitation. Any Skill check taken by a detached body part will have a -3 penalty applied, unless the vampire can see the body part, in which case it is -2.[1] [Maybe call this or something else “extrinsic animation.”]
[1 off to the side in the final formatting] After death, every motion of the body is something which must be entirely relearned, even the act of standing and walking is an entirely different experience. Doing so under the sun’s rays, and around fast-moving water, are similarly distinct forms of animation. 
[1.1. Off to the side in the final formatting] Many say the hardest thing is relearning how to dance. 
Healing
Regular first-aide will work on vampires in most cases within reason, but, so long as they are not debilitated by a weakness, their “physical” bodies return to their basic state over time. Vampires automatically recover 1 point of Superficial and Penetrative HP at the beginning of every game session, and 1 point of Superficial HP at the end of each day, so long as they are not debilitated by a weakness. 
Additionally, so long as they are not debilitated by a weakness, if they took damage to either HP type during an instance of combat, they restore 1 HP of the same type as soon as the combat is resolved.
So long as they are not debilitated by a weakness, a vampire may take 1 action to reattach a severed body part at the stump and have it work again good as new after 1 turn.
So long as they are not debilitated by a weakness, if a vampire’s Penetrative HP is full, instead of recovering Penetrative HP from any of the above rules, they recover from one Grievous Wound, permanent or not.[1]
[1 off to the side in the final formatting] If this is a missing body part, the severed body part will disintegrate and reintegrate back where it’s supposed to be.
So long as they are not debilitated by a weakness, a vampire may spend 1 Eureka! Point to instantly recover all Superficial and Penetrative HP, and from all Grievous Wounds. This takes 1 action.
Unkillable
If a vampire is reduced to 0 Penetrative HP, they do “die” instantly, but they will not stay “dead” permanently, barring specific circumstances. (See: How to “Kill” a Vampire p.Xx) It may take weeks, months, or years, but the vampire will eventually return, even if their “physical” body is absolutely obliterated. A “dead” vampire investigator is removed from the current adventure same as a regular dead investigator, but may return and be played in any subsequent adventure.[1][2]
[1 off to the side in the final formatting] Can the fact that it appears that someone is continuing to live when they should not be considered anything short of a miracle? 
[2 off to the side in the final formatting] The Not Finished Yet Trait increases an investigator’s Penetrative HP dramatically, with the caveat that they will die at the end of the adventure if they take too much damage. Well, unless they’re killed in a very specific way, vampires revive in between adventures, so that kind of negates the entire downside of the Trait, doesn’t it? Well, not exactly. There’s two ways we suggest handling this. The first way is to have it represent a vampire who is on the verge of passing on, whether they know it or not, by reaching certain personal revelations, accomplishing their unfinished business, and that this time it will be permanent - peaceful, even. Alternatively, it could represent that, not unlike a mortal with the same Trait, this vampire is pushing themselves past any remotely sustainable level of bodily damage, and if it goes too far this *will* catch up to them at the end of the adventure. Should they drop below the threshold for Penetrative HP, regardless of Eureka! Points spent to restore their HP or revive them, they will fall into hibernation or fade away and remain “dead” for *decades* or more. Yes, they will eventually return, but it won’t be any time soon. This happened to Yvette Preux in the 1890s and that’s why she slept through most of the 20th century. 
A vampire whom has been reduced to 0 Penetrative HP does not heal from first-aide or any of the other rules mentioned under “Healing.”
Revival
So long as they are not debilitated by a weakness, a vampire that has been reduced to 0 Penetrative HP and “killed” for the adventure may spend 2 Eureka! Points to revive with 1 of both types of HP, but only once a minimum of 5 Scenes have passed. A vampire may instead spend 3 Eureka! Points to revive instantly, so long as they have been “dead” for at least 1 round.[1]
[1 off to the side in the final formatting] John 11:1-44.
Threatening Presence
It’s subtle, but something about vampires will always make the hair on the back of people’s necks stand up, or send a chill down their spine, like their body is trying to warn them of what they’re really talking to. Vampires have a +1 Contextual bonus to Threaten rolls and a -1 to Comfort rolls. Any other mortal human investigators, including monsters, take a -1 penalty to all Composure rolls so long as they are sharing a Scene with the vampire.[1][2] 
[1. Off to the side in the final formatting] It should not be explained how or why this -1 applies. Even veteran Eureka players will not be able to know for sure whether this -1 is from vampirism or from the Wicked Trait.
[2 off to the side in the final formatting] Even if you don’t know why, being in a room with a vampire can be like being in a room with a bug that might start flying at any moment, especially when the vampire starts moving suddenly again after standing still.
[2.1. Off to the side in the final formatting] When a vampire stands still, they stand perfectly still. More motions are a conscious decision than not.
The Creeps
If playing with “The Creeps” optional rule, the vampire’s player rolls a hidden D6 at the start of every Scene. On a 6, they will privately message or signal the Narrator, and the Narrator will call for “The Creeps” at the next available opportunity, without revealing that it is the result of having a vampire present. Players and investigators alike will wonder what is so anxiety-inducing about this clean office building or peaceful elevator ride. Add +1 to any The Creeps Composure roll by investigators who are friends with the vampire and are aware of the vampirism.
Bloodthirsty (Vampire True Nature)
[Snoop: That tall skinny lady vampire snoop with the big hat biting into another snoop’s neck. Use a pose where she is holding the other snoop in front of herself. I’ll find or make a reference I don’t know what the pose is called.]
Vampires do not need to eat regular meals,[1][2] nor do they need to sleep, so they suffer no Flat Composure Damage from skipping meals nor from staying up all night. However, they also do not gain any Composure Points from eating normal food or getting sleep. 
Flat Composure Damage from Skipping Meals = No 
Composure restoration from Three Meals a Day  = No 
Flat Composure Damage from Skipping Sleep = No 
Composure restoration from Full Night’s Sleep = No
[1 off to the side in the final formatting] Though their sensitivity to spices and their lack of saliva can sometimes prove an obstacle, vampires actually can eat and even enjoy ‘normal food,’ though it provides no nutritional benefit. It is not actually known what happens to ‘normal food’ consumed by vampires, except that it doesn’t seem to come out.  
[2 off to the side in the final formatting] Vampires do not have to drink blood with any sort of regularity, only when they need it, which is something that may vary from vampire to vampire, and in the case of vampire investigators, depend on how much Composure they are losing. 
Vampires need to drink fresh, living human blood, and a lot of it, in order to exist in any degree of comfort. Animal blood does nothing for them.[1][2][3]
[1 off to the side in the final formatting] If this really needs to be stated, no, menstrual blood isn’t really blood and does not work.
[2 off to the side in the final formatting] Though they are unlikely to ever “lose control,” at least not more so than a famished mortal, a vampire will almost never feel completely satiated.
[3 off to the side in the final formatting] 2:173. 
Making a Wound
A vampire does not have to use their fangs to make a wound and drink blood, they may use their claws, a knife, or even a phlebotomy needle if the other person would just hold still.[1]
[1 off to the side in the final formatting] A vampire is a gaping wound left where a life used to be, and now the world is bleeding out. 
When Grabbing or Holding a target, the vampire can use their fangs, claws, a knife, or whatever else they prefer to open a large blood vessel and press their lips to it to drink blood. These wounds are not magical and will heal like any other wound if allowed to, and do not transform the victim into a vampire or anything else of the sort.
This attack uses Athletics or Close Combat and, regardless of superhuman strength, does 4 damage on a Full Success, 2 damage on a Partial Success, and no damage on a Failure. The type of damage is up to the vampire.
They may choose to do 4 Superficial Damage by making a smaller wound and/or targeting a less critical blood vessel, such as the radial or elbow brachial;[1] or they may choose to do 4 Penetrative Damage by creating a larger wound and/or targeting a more critical vessel, such as the carotid, jugular, shoulder brachial, or femoral.[2]
[1 off to the side in the final formatting] All of these blood vessels are critical to the human body. 4 Superficial Damage from attacking a “less critical” vessel can still result in loss of consciousness or even death. 
[2 Off to the side in the final formatting] Arterial blood is oxygenated and relatively free of debris compared to venous blood, and as such it is preferred by most vampires.
In order for the vampire to be considered to have consumed a sufficient amount of blood, the victim must be forced to make an Injury roll as a direct result of the damage from this attack. The success or failure of the victim’s Injury roll is irrelevant.
Drinking copious amounts of blood is not something that can be done as speedily as any regular combat action. It is simply not viable to measure this in Rounds. Once the vampire starts drinking, they will be drinking for the remainder of the combat. The victim gets to make only one Escape attempt for the duration of the blood draining.[1]
Superficial Damage
Time to Injury Roll: 10 minutes
Time to Death: 30 minutes.
Penetrative Damage
Time to Injury Roll: 1 minute.
Time to Death: 2 minutes.
Once the victim expires, their blood is no-longer nutritious.
[1 off to the side in the final formatting] Vampires are not people who are cursed with vampirism, they are the curse–everyone else who has to deal with them are who’s cursed. The suffering of their prey is part of the feeding process. They are ghosts, dead, the blood they drink is life. The vampire legend largely arises from the grief of losing family members by watching them suffer slow, very painful deaths from illnesses, the vampire is representative of the pain of having to watch a loved one waste away. The blood has to be preferably taken by force and it has to hurt, because what they’re really consuming is the slow and agonizing extraction of life from the living. This is why there can be no substitute for human blood. 
[1.1. off to the side in the final formatting] Why was this allowed to happen to them?
[1.2. off to the side in the final formatting]  Why are they allowed to happen to other people?
[1.3. off to the side in the final formatting] Are they real?
During this process, if they are going for Penetrative damage, the vampire must also make a Reflexes roll to attempt to remain clean while drinking blood. If they just don’t care about manners, however, they can choose to simply Fail and skip the roll.[1]
Full Success: They do not spill a drop, leaving no evidence on their person that they just drank blood.
Partial Success: They are not fast enough to drink from the wound, and blood spirts onto their face and mouth.
Failure: They are not fast enough to drink from the wound, and blood gets everywhere. On the ground, on their face, on their clothes. This will be very hard to explain.
[1 off to the side in the final formatting] Most vampires’ fangs will take on a slight curve when they are allowed to grow out long enough, perfect for sinking in behind large arteries and pulling them out, where they can then be used like a straw. This is, of course, very efficient, but always fatal. More conscientious vampires may create smaller cuts or puncture marks in major blood vessels from which to drink.
Willing Donors 
If the other person is cooperative, there is no need to roll the Grabs, Holds, bites, etc. The vampire can just deal the damage using their teeth, claws, knife, or even a phlebotomy needle, if they’d just hold still. Choosing to deal Superficial Damage consumes 2 Ticks. Penetrative Damage consumes 1 Tick, and still requires a Reflexes (or Medicine in this case) roll to avoid a mess.[1]
[1 off to the side in the final formatting] The vampire is nourished by the suffering of those who care about them the most.
Blood Banks 
There are of course establishments which keep large quantities of human blood in stock. However, this doesn’t provide an easy solution to a vampire’s problem. They are always at least somewhat secure, and their stock is carefully tracked. What’s more, for blood to be any good to a vampire, it has to be fresh, nothing that’s been separated from the body for too long. If it’s near expiry, it’s worthless. A haul of fresh blood bags will restore at most 1 point of Composure.[1]
[1. Off to the side in the final formatting] Someone will be liable for that missing inventory, and someone else will go without a vital transfusion. There is always a wound.
Composure Restoration
A vampire recovers 1 point of Composure when they cause a victim to make an Injury roll as a result of the damage dealt by having their blood drained. A vampire can gain at most 1 Composure from the same victim this way within a single Scene, no matter how many subsequent Injury rolls within the same Scene.[1]
[1 off to the side in the final formatting] Does communion wine count for blood to a vampire? Do you believe in transubstantiation? Is a vampire not equally the person they once were, and something much greater and more terrible at the same time?
Continuing to drain blood until the victim expires will restore 1 additional point of Composure.[1]
[1. Off to the side in the final formatting.] In the event that the victim dies before they are caused to make an Injury roll, the vampire will still regain 2 Composure.
When a vampire drinks blood, they will also regain 1 additional point of Composure if they do at least 5 Morale damage,[1] or 3 points of Composure damage, to the victim within the same Scene before or during the blood draining.[2][3]
[1 off to the side in the final formatting] This is possible even if the victim does not have 5 total Morale to loose, so long as the vampire does enough Morale-lowering things to be equivalent to 5 Morale damage. It is recommended that the vampire’s player keep track of this, to lighten the load on the Narrator. 
[2 off to the side in the final formatting]   This does have the added benefit of getting the victim’s adrenaline going and their heart pumping fast. After all, vampires feed on human suffering as much as the literal blood itself.
[3 off to the side in the final formatting] Terrifying or tormenting a victim alone without actually drinking blood will not restore any of the vampire’s Composure.
Where Does the Blood Go?
When fresh human blood enters a vampire’s stomach, it soon finds its way into the vampire’s own blood vessels through unknown means, their own heart even fluttering back to life to circulate it evenly, filling the vampire with warmth and life again from the inside out. This blood remains in their system for an irregular amount of time before eventually fading away to nothingness. If cut, they will bleed the victim’s blood.[1]
[1. Off to the side in the final formatting] Though they have no reason to fear (permanent) death from weapons, when vampires make Composure rolls for being damaged by weapons, it could be considered that that which nourishes them is being drawn from their body. It’s almost like food being taken right out of their stomach.
For gameplay purposes, consider a vampire to have their most recent victim’s blood flowing through their veins so long as they are at 4 Composure or above,[1] with a higher level of realistic human warmth the closer they are to 7 Composure. Below the threshold of 4 Composure, the inside of their body will be dry, starchy, and off-black.
[1. Off to the side in the final formatting.] Yes, this does mean that some small amount of liveliness can seemingly return to them through other means of Composure restoration.
When that which is not living human flesh and blood enters a vampire’s stomach, it does nothing to nourish the vampire, merely sitting in the stomach until suddenly vanishes after 1 Tick.[1][2][3]
[1 off to the side in the final formatting] No one knows where used up blood and other food items end up, least of all the vampire. They don’t seem to come out of either end, and most vampires would be hesitant to search too hard for answers.
[2 off to the side in the final formatting] Vampires truly give nothing back, not even to the soil.
[3. off to the side in the final formatting] Substances which cause altered states of consciousness, such as alcohol and narcotics, will have no effect on a vampire if taken by mouth. However, chemicals in a victim’s blood can affect the vampire, such that drinking from an inebriated victim could inebriate the vampire. If the vampire’s own veins are flowing with blood, substances taken through injection could also affect them. Substances taken by smoke inhalation will likely irritate a vampire due to the smell, but may or may not otherwise affect them.
Smelling Blood
Vampires use their heightened sense of taste and smell to sniff out human blood. A vampire can confirm if there is human blood - inside or outside a person - within the vicinity with a Partial Success on a Senses roll. With a Full Success, they can identify approximate number of individuals, their general direction and proximity, and in some cases may be able to recognize individuals whose blood they have smelled or tasted before.
Scent Tracking 
Vampires are capable of Scent Tracking. (See p.xx “Scent Tracking”.) Apply a -2 penalty to the roll if the scent trail and scent example do not involve the target’s blood in any way.
I Burn Easily (Vampire Weakness)
Vampires have several literally “debilitating” weaknesses, other weaknesses that appear more neurotic, a special method required to kill them permanently, and many noteworthy tells.
Sunlight
Direct sunlight will debilitate a vampire for the duration of their exposure, rendering them unable to use or benefit from powers marked as such above. “Direct” sunlight exposure means being outside during the day, in the sun’s rays pouring through a window, or similar direct exposure.[1] Artificial UV light also counts. Shady areas and clouds will not prevent debilitation, but may help mitigate the worst of the sun’s effects.
[1 off to the side in the final formatting] Moonlight is not strong enough exposure to debilitate the vampire or impose penalties, though it may still feel like it stings a bit.
In addition to debilitation from their powers, when exposed to direct sunlight vampires suffer a -7 penalty to all rolls, including Composure rolls, representing painful rapid onset sunburn and eventual degradation of the skin as strength is sapped from their body. Sunlight does not do any direct HP damage to vampires, though the Composure damage could dip into HP.[1]
[1 off to the side in the final formatting] It is unknown whether this sunburn and degradation of the skin will eventually escalate to disintegration, most vampires are not interested in staying exposed long enough to find out. The earliest depiction of a vampire being killed by sunlight is Nosferatu(1922).
While nothing short of a full-body radiation suit can prevent debilitation, there are a few things a vampire can do or wear to mitigate the worst of the effects. Each of the following will lessen the severity of the sunlight penalty by 1, to a minimum of -0.
High SPF Sunscreen
Sunglasses
Hood or Wide Brimmed Hat
Full Body Coverage Below Neck (including feet but not hands)
Gloves
Umbrella or Parasol
Cloak, Jacket, or Overcoat
Heavy Shade
Overcast or Rainy Day
Once per Scene, upon being exposed to direct sunlight, a vampire must make a +3 Composure roll. This Composure roll is affected by the sunlight penalty as well as the mitigating factors thereof.
Silver
Direct physical contact with silver will debilitate a vampire for the duration of their exposure, rendering them unable to use or benefit from powers marked as such above.
Silver burns a vampire’s body as though it is white hot, and this disruption of their being confers a -4 penalty to all rolls, including Composure rolls, for as long as they are in contact. Silver does not do any direct HP damage to vampires, but being damaged by a silver weapon will apply the -4 penalty to the resulting Composure roll.
Silver Bullets
Silver is a particularly soft metal. A bullet made of silver, or even just plated in silver, when penetrating a target at high velocity is likely to shatter within the body and leave small pieces of silver residue behind.[1] Each time this character is shot with a silver bullet, look at the physical dice that were rolled. If they are both odd numbers or both even numbers, the bullet does leave a bit of silver in the body and the character is considered to be in physical contact with silver for all rules purposes until these pieces are dug out.[2]
[1 off to the side in final formatting] At the time of writing this, a single, fireable, professionally manufactured silver bullet costs $150+Shipping.
[2 off to the side in the final formatting] To be perfectly clear, this is not about modifiers or cumulative value of the dice. If you roll the dice and see two odd numbers or two even numbers on the physical dice, that is when there are bits of silver left in the body. For D12s, silver is left in the body if any D12 in the roll shows an 8 or a 9, even if that specific die did not cause a hit–so long as another D12 in the same group did cause a hit. 
Silver Hollow Points
Silver hollow point bullets will always leave what counts as a single piece of silver stuck in the body.
Silver Pellets
Silver shotgun shell pellets, flechettes, or other weapons which hit with numerous pieces of silver at once will always leave silver stuck in or clinging to the body.
Silver Melee Weapons
Silver melee weapons must be stuck in and left in the vampire’s physical body in order to fully debilitate them.
Digging Silver Out
Silver lodged in the vampire’s physical body will obviously be in contact with them and debilitating them indefinitely until it is removed. These can be carefully surgically removed with professional medical aid, or dug out hastily by the vampire (or someone else) on the spot. For a vampire to rip or cut silver out of their body on the spot, they must take an action and cause 1 Penetrative Damage to themselves to remove a single piece, or 2 Penetrative Damage to remove every piece at once in the case of multiple pieces, such as silver shotgun pellets.[1]
[1. Off to the side in the final formatting] This damage is not reduced by their innate damage reduction, the values present already account for that.
Nasal Sensitivity
Vampires must have “Nasal Sensitivity" somewhere on their Tiers of Fear. Strong-scented herbs, such as garlic, onions, spices, etc. overwhelm the vampire’s keen sense of smell and they will usually attempt to avoid these scents when possible, though it does not damage them.[1]
One per Scene, upon breathing in or tasting these or similar strong-scented herbs will prompt a Nasal Sensitivity Composure check.[1][2]
[1. Off to the side in the final formatting.] Remember, vampires only need to breathe for the purposes of smelling and talking.
[2. Off to the side in the final formatting] Having something to put over their nose and mouth when they breathe, such as a handkerchief, may serve as a comforting factor for this Composure roll, or just negate the need for it altogether if the scent is not particularly strong.
Sometimes it is as simple as not breathing, but more aggressive irritants, such as pepper spray or tear gas will be extremely effective against a vampire regardless. Irritant weapons will immediately impose a (Superficial) Injury roll upon vampires, regardless of actual damage done. The result of this Injury roll will always count as one degree of success lower than the actual result.
There is a silver lining to a vampire’s hypersensitivities. They have a Base bonus to any Senses roll involving taste or smell based on the severity of their Nasal Sensitivity. 
The Base modifier for taste and smell based Senses rolls is as follows:
Nasal Sensitivity -3 = +7 Base Bonus 
Nasal Sensitivity -2 = +6 Base Bonus 
Nasal Sensitivity -1 = +5 Base Bonus 
Nasal Sensitivity +0 = +4 Base Bonus 
Nasal Sensitivity +1 = +3 Base Bonus 
Nasal Sensitivity +2 = +2 Base Bonus 
Nasal Sensitivity +3 = +1 Base Bonus 
If the vampire is an NPC, consider them to have a +4 Base bonus. Breathing in or tasting strong-scented herbs or spices will cost them -1 Morale, and being sprayed with irritant weapons will cost them -2 Morale.
Religious Iconography and Holy Grounds
A vampire must have “Religious Iconography” and “Holy Grounds” as separate entries at some rank on their Tiers of Fear.[1]
[1 off to the side in the final formatting] This weakness does not necessarily mean they have renounced or turned against their religion, often quite the opposite.
The vampire does not need to make a Composure check just from seeing or touching a holy symbol. However, if someone hides behind a symbol of their faith from the vampire, and the vampire attacks or otherwise physically harms them regardless, then the vampire must make the Religious Iconography Composure check.[1][2][3][4][5] 
[1. Off to the side in the final formatting.] If a vampire attacks someone and only finds the symbol afterwards, this still calls for a Composure check.
[1.1. Off to the side in the final formatting] The holy symbol does not literally have to be brandished for it to make the vampire reconsider harming someone. A visible cross necklace, or a cross hanging on the wall above a potential victim’s bed would also be sufficient.
[1.2.  Off to the side in the final formatting] Audible prayer, or gestures such as the sign of the cross, may also be considered “holy symbols” for the purposes of this rule.
[2. Off to the side in the final formatting.] It is up to the vampire whether the particular culture or religion of the holy symbol counts as a Comforting Factor or not.
[3 off to the side in the final formatting] Some vampires who have just woken up may not be fully up-to-date on their holy symbols. For instance, the Star of David only became a definitive symbol of Judaism during the Holocaust.
[4 off to the side in the final formatting] For defining what does and does not count as a “holy symbol”, simply ask “Would you kneel and pray before it?” Do two yardstick or fireplace pokers laid across each other count as a cross? Would you pray before them? Perhaps the answer lies in how desperate you are. 
[5 off to the side in the final formatting] They have been 'alive' for hundreds of years, and no punishment has come for them, but what kind of a world are they creating if they devour someone who has nothing to protect them but their faith? Don’t they want faith to be an aegis, a safe refuge? 
[5.1. Off to the side in the final formatting] Do they fear the crucifix as they fear punishment from God, or do they fear a world where not even God protects the meek and helpless? 
[5.2. Off to the side in the final formatting] Don’t they want faith to save them? 
If a vampire knowingly intrudes upon holy/consecrated grounds, they must make a Holy Grounds Composure check.[1]
[1 off to the side in the final formatting] Holy ground that has been desecrated in some way may reduce the penalty on a vampire’s Composure Roll. In other cases, the sight of holy ground being desecrated may be distressing enough to the vampire to negate any “comforting factor.”
If the vampire is an NPC, then seeking protection from a holy symbol is considered to lower Morale by -2. (This only works once per encounter.) A vampire investigator can also make a Social Cues roll to determine if a victim hiding behind a holy symbol really has faith in the symbol to protect them. If the vampire can be confident that they do not, this can count as a “comforting factor” for the purposes of Composure Rolls. If an investigator is hiding behind a holy symbol from an NPC vampire, and they do not have any actual faith in the holy symbol, they must make a Manipulate Roll to at least look like they do. If it is a Failure, the vampire will be able to tell, and the symbol will reduce their morale by one less point.[1]
[1 off to the side in the final formatting] A vampire can tell when you are smugly using their own faith against them. 
Intruding
Vampires must have “Intruding” somewhere on their Tiers of Fear. Vampires posses a neurotic, compulsive respect for others’ privacy and the sanctity of their home, a deep-seated feeling of not belonging or being unwanted, a desire to make the sport fair, or all of the above.[1] They will not willingly enter a private residence without a direct invitation from the residents.[2] The vampire knowingly entering a private residence uninvited prompts an Intruding Composure roll. If the vampire is directly told to leave a residence by a resident, failure to do so will also prompt an Intruding Composure roll.[3][4][5]
[1 off to the side in the final formatting] It is possible that their centuries of consciousness has given them certain irrational hangups regarding etiquette, or it is possible that they want there to be a space of safe refuge for each person somewhere on Earth. Maybe they’re just accustomed to being the last thing anyone ever wants to see. 
[2 off to the side in the final formatting] In the case of rented private residences, it is up to the vampire’s opinion whether a landlord, renter, or both has the authority to invite them in. In the case of hotel rooms, it is up to the vampire’s opinion if the resident, an employee, and/or the hotel owner has the authority to invite them in. (This only applies to the room, not the hotel lobby or halls.) 
[3 off to the side in the final formatting] A “welcome” mat may serve as a comforting factor for this Composure roll if the vampire is pedantic enough, but not allow it to be bypassed entirely. 
[4  off to the side in the final formatting] Depending on the social awareness of the vampire in question, these invitations and uninvitations will often need to be clear and obvious, such as saying “Come in.” or “Get out!” Merely opening the door will not count as an invitation, and merely acting hostile or rude will rarely, if ever, count as an uninvitation.
[5 off to the side in the final formatting] It takes a very specific kind of person to become a vampire, and many elements of “vampirism” may actually be elements of them.
Running Water
When passing over any significant amount of running water, whether jumping, wading through, crossing a bridge, taking a boat, flying over, etc., a vampire risks becoming dizzy and disoriented. They must make a Reflexes roll.
Full Success: They are able to keep their bearings without issue.
Partial Success: They are affected badly enough to stumble, but not completely lose their bearings. This may lose them a Tick, or a movement action in combat.
Failure: The vampire loses their bearings completely and falls to the ground. This may lose them a Tick, or an entire turn in combat. In the worst case scenario, such as if they are wading through the water or crossing a narrow bridge with no guard rails, this may cause them to fall and become fully submerged in the water.
Crossing over still water, small sources of running water such as indoor plumbing, or walking around in a city that has a sewer system will not affect the vampire. Narrators should only call for this Reflexes roll when success or failure would actually affect or alter the situation.
The ocean will always count as running water.
Submersion in Water
If a vampire becomes completely submerged in water, they will cease to function completely, their body totally paralyzed. The vampire is considered debilitated and cannot take any action under these circumstances. They cannot drown, and will revive as soon as any part of themselves surfaces.
Vampires with a Composure level of 4 or more can move through water normally so long as they do not fully submerge at any point. Vampires with a Composure level of 3 or less are not buoyant, and sink, applying a -2 penalty to any roll to swim or keep themselves afloat.
Arithmomania
Either a result of hundreds of years of consciousness, or because they’re just like that, many vampires possess a compulsive need to know the quantity of large numbers of small objects, such as grains of rice, or even sand in extreme cases.[1] They must have “Ignorance of Quantity” somewhere on their Tiers of Fear. If the vampire is confronted with something like this, ignoring it will prompt an Ignorance of Quantity Composure roll. If they choose to count it, they must make a Paperwork roll. (Particularly large amounts of objects may take longer to count than listed below, up to the Narrator's discretion.)[2][3]
[1 off to the side in the final formatting] In extreme cases where knowing the exact quantity isn’t humanly possible, this character is too smart to be stuck counting literally forever. If this character feels they must know the number of grains of sand on a beach, consider a Technology roll instead of a Paperwork roll as they use their phone to Internet search the approximate packing density of sand and the square footage of the beach they’re on.  
[2 off to the side in the final formatting] There is no need to give vampires the Arithmomania mundane Trait. 
[3 off to the side in the final formatting] While numbers are the most documented, any particular vampire may have an entirely different obsessive compulsion. 
Full Success: They count it quickly enough to not disrupt what they were doing. 
Partial Success: They must spend one turn (or one Tick) counting and can do nothing else for the duration. 
Failure They must spend two turns (or two Ticks) counting and can do nothing else for the duration. 
Despite the drawbacks of this compulsion, the vampire has a +2 Contextual bonus to any rolls involving numbers or math (including those induced by their compulsion), such as a Paperwork roll to figure out if numbers in an account book add up or recognizing a pattern in a string of seemingly random numbers. In addition, when this bonus is applied to an Investigative roll, this character gets additional Investigation Points. They get more Investigation Points the more severe their compulsion, as noted below:
Ignorance of Quantity -3 = +6 Investigation Points 
Ignorance of Quantity -2 = +5 Investigation Points
Ignorance of Quantity -1 = +4 Investigation Points
Ignorance of Quantity +0 = +3 Investigation Points
Ignorance of Quantity +1 = +2 Investigation Points
Ignorance of Quantity +2 = +1 Investigation Points
Ignorance of Quantity +3 = +0 Investigation Points
Once per Scene, they also gain 1 Investigation Point each time they make note of the quantity of a set of objects.
If the vampire is an NPC, then consider ignoring countable objects to cost them -1 Morale. If they choose to count them, make them roll at +2.[1]
[1 off to the side in the final formatting] In south Louisiana, it is tradition to leave a colander or a cheese grater on your porch over night, so that if a vampire or loup-garou tries to approach, they will get distracted and be stuck counting all the holes until the sun chases them away in the morning.
[1.1 off to the side in the final formatting] but most vampires would think that’s pretty stupid, because they can just count the holes on one edge and then multiply.
Stakes
If any object, wooden or otherwise, is driven completely through and through a vampire’s heart, they will cease to function completely, their body totally paralyzed. The vampire is considered debilitated and cannot take *any* action under these circumstances.[1] This applies even if the heart is not currently in the vampire’s chest.
[1. Off to the side in the final formatting] This does not kill the vampire, turn them to dust, or anything of the sort.
The vampire will revive immediately as soon as the object is removed.
Light Sensitivity
For the purposes of flashbangs, add a +3 Contextual bonus to the resulting Senses roll for vampires.
How to Kill a Vampire For Good
Following these steps in the correct order may be able to permanently get rid of a vampire. 
Drive a long object, wooden or otherwise, through and through the vampire’s heart to paralyze them. 
Decapitate the vampire while they are still paralyzed. 
Incinerate both the severed head and the body in separate fires–careful, if the stake is made of wood, it may burn up before the body does, rendering the vampire able to move again even if they are decapitated. 
Mix the resulting ashes from both fires with blessed water. 
If possible, have blood relatives of the vampire in question drink the ashes with the water. There is still no guarantee that following these steps will permanently prevent a vampire’s return, but following through to the last step will give the best possible chance of destroying them for good. 
To determine if a vampire will return, the Narrator should roll a hidden D6, adding a +1 modifier for each of the above steps that were completed. Subtract -2 if the steps were not done in exactly the sequence listed above. On a result of 8 or more, the vampire will not return. 
Misc. Tells
Spectral
The higher a vampire’s Composure, the more “normal” and biological they will seem, with more flushed and warmer skin, and even often a real heartbeat.
The lower a vampire’s Composure, the more spectral, palled, cold, and sometimes even “fuzzy” they will seem. Touching them may even have the tiniest bit of give, as if one could phase right through them with enough pressure, and may evoke the feeling of touching a CRT screen. The vampire themselves will experience physical numbness.
Vampires are likely to express mild discomfort in colder environments, unless they have recently inundated themselves with warm blood.
Eyes
While normal at first glance, under low-light conditions, a vampire’s eyes reflect red light with a shine not unlike those of an animal.
Vampires also have no need to blink, and will often forget to unless they are consciously thinking to do it.
Fangs
A vampire’s fangs are growing out at a constant rate, and must be filed down to a manageable size every few months or so. Larger fangs are quite easy to spot for anyone looking at the vampire’s mouth, especially when they speak. Vampires will often cover their mouths when they speak directly at someone, disguising it as scratching their nose or some other innocuous action.[2] Of course, they could also easily pass them off as well-made dental prosthetics.[1][3]
[1 off to the side in the final formatting] What, did you think they were a real vampire? 
[2 off to the side in the final formatting] The vampire’s player should mention this in descriptions but not draw too much emphasis to it.
[3 off to the side in the final formatting] Some vampires may not have fangs. The question isn’t why they don't, but why others do.
Additionally, the fangs can make it quite hard to pronounce TH and W sounds. 
Reflections and Photography
Neither vampires, nor objects on their person considered assimilated, appear in any sort of reflection nor in analogue photography. Items that are not assimilated will appear to float in mid air in reflections and analogue photography.
Vampires do appear in digital imaging, but facial recognition and other image analysis software will not be able to detect or identify them.
Electromagnetic Field
Vampires seem to produce an exceptionally strong electromagnetic field. It is not enough to severely damage most modern electronics, but it would make an EMF detector go off immediately.[1][2]
[1 off to the side in final formatting] Some experts claim that the vampire in fact is this electromagnetic field, and the person one sees while looking at the vampire is a hallucination brought on by this field’s effect on the human brain.
[2 off to the side in the final formatting] Vampires often struggle with touch screen devices, and not just because they’re old. They tend to prefer physical buttons.
Shadows
Vampires, and anything they have assimilated, do not cast shadows from most artificial light, such as flashlights and ceiling lights, but do cast shadows from sunlight and moonlight. Sometimes, regardless of their current manifestation, a vampire’s shadow will be that of the Monstrous Beast manifestation. 
Gaunt Appearance
Vampires usually, but not always, appear as a ‘snapshot’ of themselves upon death. Therefore, it is not uncommon for vampires to appear gaunt, emaciated, or otherwise unhealthy, though the degree may be subjective to the viewer.[1] Vampires who were missing body parts for a significant amount of time in life will still be missing them in death.
[1 off to the side in the final formatting] Vampires are subjective. 
Animals
When a vampire encounters animals of any degree of intelligence, the Narrator will roll a hidden D6. If 1: The animal will react with extreme fear and hostility towards the vampire, though will likely be afraid to outright attack. If 2-5: The animal will not distinguish between the vampire and a normal person. If 6: The animal will be unable to perceive the vampire at all. 
Exact Orientation
When not debilitated by a weakness, vampires may sometimes accidentally “orient” themselves to surfaces that they do not need to, such that they will appear to be standing at a slight angle on slopes surfaces while everyone else is standing directly up. This is often hardly noticeable, and the steeper the slope, the more likely the vampire is to catch themselves and stand “correctly.”
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somegirlontheinternet135 · 10 months ago
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Ok but, how cool would it be if there was a click & point adventure game and dating sim based around The Beasts
Like, imagine you, the player, woke up in a dark, unknown forest. You don't know how, or why, you got there, but one thing's for sure, you don't want to stay for long, who knows what kind of horrors could be lurking in the darkness. . ? Quickly you make use of the environment, gathering wood & making a fire (via a minigame) in hopes it'll alert some cookies to your location, and while it doesn't work at first, it does give a certain someone, or something, a beacon to your location. . .
As you sit before the fire you just built, you begin to notice something was off. . . the forest you were in, it was quiet, eerily quiet, normally at night, many forest would be bustling with some sort of life: the sounds of night beasts, owls in the night, maybe the occasional cricket, but there was nothing. What only adds to this uncanny wood were its lack of creatures, not once did you encounter any sort of beasts on your journey. . . both these factors alone made you question what was really happening, is this all a dream? were you going crazy? questions were racing through your head, till finally, something snaps you out of it. . .
"Ooooooh!~ What do we have here?~"
"Has a little cookie come by to give me a visit?~"
A voice from the darkness pulls you out of your thoughts, jolting you onto your feet. Hearing that so suddenly within such a vacant space, you could've sworn you were alone. . ! You frantically look around, desperately trying to find the source of the voice, but the thing only laughs at you. . .
"W-Who's there?! show yourself!!"
"*Ehehe he he he HE HE HE HE!*"
"Try looking up here, darling~"
Your attention was slowly drawn to a tree behind you. On one of the branches, two heterochrome eyes staired at your from below, taking you off-guard, was that. . . a cookie? The creature made zero attempts to hide themselves as he jumps off the tree branch, over your fire. Light from the flames revealed their figure, they appeared to be some sort of jester, its figure & face making them resemble that of a cat. They do a bow before finally introducing themselves
"Shadow Milk Cookie, the world's favorite trickster~"
"Pleasure to meet you!"
In this scenario, the player is given two options, each of course having a different outcome:
Run Away
Sprinting away in fear will, of course, cause Shadow Milk to chase, eventually getting caught, though this does increase his interest in you
"*heh he he HE HE HE!* where are you going you silly little thing?!~"
"That was so much fun!~ I think I'm starting to like you already!~"
Standing Your Ground & Ask Questions
Respectably, you don't anything regarding the fallen heroes, but asking more questions does leave Shadow Milk upset
"H-How could you not know who I am?!"
"Shadow Milk Cookie, actor, playwright, dictator, does that not right a bell?!"
This's basically how the story starts. The player is isekaied into this strange world and are quickly met with the Fallen Heroes, who all woo the player with their charm & status in an attempt to find out how they got in, so they can do the same to get out. . . whatever that means. But one thing leads to another, and they all fall in love with the player, fighting over them. As for the player, they transverse through the strange world, learning of it and its secrets via minigames, hidden secrets, and puzzles, all while learning about the fallen heroes and their backstories. . .
I picture the game itself being a mix between one of those disturbing click & point adventure games (i.e. Sally Face, Fran Bow, and Little Misfortune) and a dating sim (i.e. Obey Me) which by itself, would cause major emotional whiplash, cause imagine going from seeing the most messed up sh*t to smooching your jester bf. For reference, think of the game as "Little Goody Two Shoes" something you should play btw!
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y-rhywbeth2 · 11 months ago
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In your post about Durge's sudden normality you mentioned implied SA in the tags; would you mind elaborating on that? I don't remember seeing any implications like that, but I know I missed a lot of details in my first run. (Obviously if you would mind feel free to ignore this.)
Naturally this is going under a cut for discussion of rape, sexual exploitation and incest:
Some of it is mostly me reading into things and frowning, but Bhaal being able to violate Durge sexually and the intent of sexual exploitation (regardless of Durge's will) is canon and it does lend credence to the idea.
Durge is obligated to breed, and Bhaal can and will force them to; the original version of the feral ending in the dialogue files involves him forcing them into a state of sexual hyperarousal and forcing them to mate with a gnoll, in the same way he can force the urge to slay on them. Bhaal's intention there is to see if he can breed more monstrous Bhaalspawn. Some of the dialogue options are just Durge screaming in horror.
Durge has no memory of the actual rape; Bhaal forces them to spend the entire time thinking about him: "Your memory of last night's act is absent. In the moment of mounting, your mind emptied itself, and you could think only of Bhaal."
And knowing that, when I saw "I love you father. I'm a good [child], a good, good [child]" in the released version I had to go sit down for a bit.
We know that Durge is expected to have kids - it's a mortal sin that they haven't. It's also vague whether they tried or not pre-amnesia; they're described as "failing" not refusing, it could've gone either way. Durge may already have been exploited. Even if they don't disappoint Bhaal in game, this "duty" remains. It's not just the Tribunal making shit up; Sceleritas is your direct liaison to Bhaal, and he makes this clear to them as Bhaal's Chosen too.
We know that if Durge won't kill then Bhaal will force them to, and we know that he can force them to have sex too. It's entirely possible that Durge's only say in this is to either fuck partners they chose or have them chosen for them (as we all know, Bhaal has zero respect for his kids' bodily autonomy or desires past his use for them, and Bhaal wants more babies.)
At the very least, it doesn't seem to be a major part of Bhaal's plan for Durge yet, so Durge may have dodged this specific form of abuse for now.
Bhaal has also done this to Sarevok, it seems, who would probably have killed himself back in BG1+2 if he could see what would happen to him in his future.
Knowing that Bhaal has no issues inflicting sexual arousal on his own kids, those scriptures you find that explicitly refer to the pleasure he bestows on his followers when they kill as "erotic" unfortunately have little reason not to be applied to Bhaalspawn. It would also explain the necrophilia if Durge has been conditioned to see killing/corpses as sexual.
Not quite the same thing, but the thing where people think Durge fucked the Netherbrain is actually from a remark by Bhaal in the journal update, where he makes a crack that "That slimy thing in the Moonrise called you its fallen star. It was very reverent [...] apparently [you're] good at playing with tentacles."
That's not inherently sexual, but knowing that Bhaal is willing to sexually exploit Durge and that the fandom had already interpreted it as sexual, I did kind of stare at it in horror for a bit.
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i-rate-horse-games · 3 months ago
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rating bella sara for ds and pc (2008)
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the DS and PC versions are similar enough that it would be odd to rate them separately, but different enough that it matters which one you play.
Bella Sara is a game in which you ride horses through three different scenic locations to collect bella sara cards and horseshoes. collecting certain cards can unlock other horses from the franchise to ride, and horseshoes can be spent in the shop. after riding for a while, your horse will be tired, and you have to spend some time taking care of them before you can go out again. there's a noticeboard with activities for you to do, which usually involve riding around the 3 locations (meadow, beach, and forest) collecting things as fast as possible.
both games have an impressively diverse character selector for 2008!
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on the pc version, you can even adjust the skin tone lighter or darker for each character, with this being as dark as you can go.
in the DS version, it asks you for your birthday, and on that day you get one item from the shop for free! (no, it's not my birthday, i lied) the shop also sells bella sara cards, as well as clothes and tack and a sponge for washing your horse. it had one of those roman soldier hats with the feather plume in 3 colors, so that's the one i wore out. seemed like there's tons of options@
in the PC version, the shop just sells English, Western, Fairy, and Princess matching rider and tack sets, plus treats.
the DS version also has a whole show jumping arena, where you can win at least one trophy. this straight up does not exist on the PC version, because there you win your trophies by running jumping courses that are in the three areas instead.
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in the DS version, your horse goes back to its stall in the stable when it's tired, and you can do chores like mucking out the stall and picking rocks out of the hooves. you're also payed a few horseshoes for doing your chores. in the PC version, your horse goes out to the paddock, and you don't get any money for taking care of your horse because that's just what a Responsible Rider does. there's no hoof pick.
here's where the biggest difference is.
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in the DS version, you get a minimap, and the area is a network of rigid trails with the Fog of War surrounding you. the music for this place i personally found kinda creepy, but people on youtube said it was super nostalgic to them. there's a few jumps in there. it shows you where the cards are and you get to sprint after them before they vanish. it's a test of finding the quickest route to different areas. the lower half gets unlocked as you progress through the game.
in the PC version, you don't get a minimap, and you can go off road to your heart's content. however, the only direction to where you're trying to go is a floating 3D arrow that points directly towards something, ignoring the locations of bridges and impassible rivers and ledges that are deemed too steep to ride down. there are also tons of invisible walls unexpectedly far away from trees, and if you run into something, your horse needs to take a few seconds to reverse. this means that if you're doing a timed mission, the first try will just be figuring out the route. the worlds are also covered with magical gates that can each only be unlocked by a specific horse, but once they're unlocked, they're unlocked. so sometimes you ride in on ya girl Fiona the Fire Horse but then you find out your quest is behind a gate for Thunder the Lightning Horse. there's still cards and horseshoes everywhere to grab. you can even get from area to area through gates, without having to back out to the main menu, which is when your horse says it's tired and goes to rest. the PC music is more normal bella sara instrumental magical music with occasional vocals.
the DS version also gives you codes to use on their website lol rest in peace
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the most exciting part of both games is collecting cards! whenever you come back from an adventure, you get to see what cards you found on screen, and there's so many to collect! you can go through your collection, and on DS you can trade your extras to someone else with the game. you already own the game so they don't make it hard to get the cards, it's just fun! the foil cards are animated! it looks better in the game but i made a gif :)
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there's enough things to do that it doesn't feel like you can run out, and combined with card collecting and the horsecare chores and unlockable areas and horses, there's definitely enough Game here for someone to spend a lot of time playing it and having a great time.
i'm rating these games 3.5 stars out of 5!
★★★✬☆
now i know you guys are probably dying to know how to play these in 2024 and it's actually pretty easy! for the DS game, download a DS game emulator. the one i found is DeSmuME and it worked perfect & was really easy to use. then you go to a reputable game archive for the game's rom and open that file up with the emulator. EZ peasy takes less than 5 minutes. for the PC game, look here & read the comments to figure out how to get it to work. i got it to work by clicking the setup.exe thing in the game, then following the comment's directions on copying and pasting the game.exe thing into your pc's newly created codemasters folder & running it from there instead of ur virtually mounted cd-rom disk. sounds scary but it worked for me so i vouch for it. happy gaming!
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fatedbutblinking · 7 days ago
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jason grace x egyptian daughter of isis story idea
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when jason dies, his fate angers him more than it should. he died a hero's death, and can now live in peace forever, but he still feels like he never got a choice in the matter - like he never got the chance to live normally, fully, in a way extrinsic from the gods.
iris, egyptian goddess of magic and all sorts, resurrects him on one condition. that he help bring peace and strength to the egyptian spirits still occupying the pyramids - the ones who can't move on. he finds it an odd task, but he agrees.
suddenly, he is dropped in the desert. he walks and walks for hours, trying to find food or water or any sense of civilisation. he starts to think it's a game that the egyptian gods are playing on him - making a roman demigod die all over again just to laugh at him.
he gets knocked out cold. he wakes up in what looks like a tomb. standing around him are several of these egyptian spirits that iris was talking about, all laughing at him, throwing drink at him, making fun of how supple and pale his skin is - marks of roman privilege, they say. it is the first time that people have made him out to be inferior as a warrior.
then she walks in. she's different from the other spirits. the spirit labourers stop gallivanting around him and go silent as she enters. she is hauntingly beautiful: long, silky dark chocolate hair, almond-shaped black eyes, intricate gold jewels woven through her hair and her clothes. she's like cleopatra incarnate. except stunningly scary.
'what are you doing here, roman?' 'change of scenery.' 'funny.' 'thank you.' 'i don't like funny.' jason isn't sure whether he's allowed to say why he's there, especially if it's a matter of life or death for him. so he chooses the safe option: not to say anything. 'i left my camp.' 'and wandering around the desert was the second best option?' 'seemed it.' 'you have no loyalty.' 'i only have loyalty. just not to romans or greeks. not to the people who kill me everyday. i could to you, though.' 'how do you know i won't kill you either?' 'i don't. but if you do, i'll be one of them.' he nods his head to the spirits. 'not a bad fate.' 'you seriously want to join?' 'i do.' she thinks it over for a long while, watching him with intensity. he matches her. in the roman world, everybody thought he was the intense one. 'okay,' she says. the corner of jason's lip turns up slightly. one of the spirits pipes up: 'okay? okay? he's roman.' 'precisely. it's what cleopatra would have done.'
spirits and her all have dinner together. he's stuck with the labourer spirits because he has to build himself up the ranks. one of them reveals to him that she's the daughter of iris and a mortal. he says that's impossible. there's no such thing as demigods in the egyptian world - only partnerships, hosts, like sadie kane. they tell him that she's the only one. and that she's here to lead them in preserving the pyramids and the legacy of the egyptian gods. the whole of the egyptian world rests on her shoulders.
they steal jewels back from thieves lurking around the pyramids. they re-mummify and look after previous pharaohs. jason slowly but surely starts to gain the trust of the spirits around him. but with her? nothing. she gives him every dirty job, every job that doesn't require him to use any of his godly abilities. she does it on purpose, he thinks - to make him an example. to make him earn it, without using his jupiter name.
they have these little moments. he falls for her fast. he thinks he was always a little bit in love with her, but it comes crashing down onto him one night as she talks about her duty to her people, her culture. she starts to remind him so much of himself in that way. he can't but want the best for her - want her to embrace her human side and leave this place, where her duty to her culture surpasses her duty to herself. so he tells her:
'you're forgetting that you're human.' 'that's not worth remembering.' 'why not?' 'it's not useful to my duty to be human.' 'it's not a matter of duty. that's just what you are. isis is your mother, yes. but your father - do you not think about who he is?' she laughs shortly. 'my father. heritage like that is trivial. i forget how soft you romans are.' 'but your mother's heritage isn't trivial? it's so significant that it dictates everything you do for the rest of your life? that is something you're okay with.' 'yes.' 'every friend you've ever known is dead. a spirit. that is something you're okay with.' 'you are way out of line, jason grace.' 'you should want more.' 'no, i shouldn't. i wouldn't expect you to understand. you left your camp to come here. i put my duty above any selfish desires. this is it for me.' 'it wasn't for me. i found you.' 'you found me,' she scoffs. 'maybe i am selfish. but if i can afford to be selfish then so can you.' 'what does that mean?' 'come with me.' 'what?' 'to camp. to meet demigods like you. to meet real people - people like us - ' 'you are beyond out of line. hear my words, jason grace, because i won't repeat myself. this is my home. this is my family. duty is family. i would never leave it behind - especially not alongside some flippant blond jupiter boy. you wave the wind around, but you know nothing of real, honest work. and to speak of leaving? after we have accepted you, helped you? there is so much more that you have to learn here. it is not the other way around. and if you don't want to learn, then i will kill you. i will kill you so many times that you cannot return. the spirits that you don't believe are real people - i can make you smaller, emptier, more lifeless than them. but i don't have to. the way you act proves that you already are.'
then jason reveals it to her. that he died and came back because her mother resurrected him. that her mother made him promise to help the spirits move on. he asks her why isis would want him to make the spirits move on if her daughter was supposed to be here alone. he says that it is time for her to move on too. she smacks him and walks away.
at this point, jason hasn't made it explicity clear to her that he's in love with her. but the things he does show it - to an extreme degree. even when she's extremely annoyed with him and avoiding him. he watches her every move with such gentleness, to the point where the spirits are making jokes about it to her. usually she complains about the state of cleanliness of the statues of isis and other egyptian gods, but jason polishes them everyday without fail, even if she isn't going to pass that corridor or that room.
the spirits make comments about this to her, but she shrugs them off. it becomes harder and harder for her to ignore him. to watch him make the spirits laugh. to watch him fly to the top of two opposing pyramids and plant flags, encouraging the spirits to play some greek game of 'capture the flag.' at dinner, he speaks of his war stories, the times he spoke back to the roman and greek gods, the times he obeyed them. he speaks of those he loves and those he lost. he speaks of the bestfriend that he died before getting the chance to see again. they watch him intently. and all he does is watch her.
it would be impossible to ignore the way everyone is falling in love with him.
that's what makes it so difficult for her to agree with him - that it's best for them to all move on. everything seems so perfect the way it is. and to say goodbye to them, to pull jason away from them with her selfish thoughts of leaving, to avoid her duty to her home - the thoughts make her heart sink to her stomach.
he makes her heart sink to her stomach.
'you're distracting everyone. i caught a thief while everyone was playing that awful game.' 'a thief? or a tourist looking around?' 'same thing.' 'what are you protecting, y'n?' she stands there, her brow furrowing slightly at his words. his eyes, those familiar storm-grey eyes, seem to pierce through her, and for the briefest of moments, she feels as though she might be stripped bare of all her carefully constructed walls. 'artefacts,' she says shortly. 'artefacts,' he repeats slowly. she grits her teeth, already turning to storm off. 'you are insufferable, jason grace.' he pulls her back. 'i'm not the insufferable one. you're the one making everyone perform duties that don't have to be performed. they have people who preserve these pyramids, y'n. let down the mist and let them.' she turns back around viciously. 'you think this is performative. you think what we do here doesn't mean anything. but it is you that's done this - made it nothing. you came here and turned it all upside down. you make them question their duty. you let them - ' 'have fun?' 'you let them forget.' 'nobody will forget. they can remember, and move on.' 'you - you - it's always you with this moving on stuff. nobody wants to move on. i don't want to move on. i'm content. i'm happy.' 'sure seems like it.' 'the only time i'm not happy is when i'm around you. when your annoying lightningy roman little face is in front of me, trying to tell me what to do, acting all better than me. if you want to move on so badly, then go. leave. i won't even bother trying to kill you if you do - i don't want your body resting anywhere near my ancestors.' 'not without you.' 'why?' she shouts, exasperated. jason pulls her back by the elbow, forcing her to face him. 'because i care about you.'
he kisses her. she groans and pulls away, anger in her eyes. he lets go of her elbow and clenches his jaw, staring at her lips. he won't make another move. her lip quivers. she smashes her lips against his. all of her emotions are let out, and she gives in. she gives into him, into the idea of moving on, into the new dawn. tears fall down her cheeks as she kisses him. gently, he pulls back. he watches as she breaks down - years and years of walls falling to the ground. he pulls her into his chest, stroking her hair.
it's the start of a long road for them, but they're doing it.
jason's eyes soften at the sky. it never rains in the desert, but it does now.
he was going to see his best friend again. his family. and he was going to bring his favourite addition.
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dawns-beauty · 1 year ago
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How to Write Bug Reports for Mods (that are actually helpful for the modder)
I have received a lot of useless bug reports over the years and it sucks big time. So here's a guide on how to write not-sucky reports for mods. Keep in mind this is based on my experience modding Skyrim on the Nexus, so YMMV, but hopefully it's somewhat game-agnostic.
Before you do anything:
Read. Everything. EVERYTHING in the mod's description. Then, when you're done with that, go to the Comments section and read ALL Sticky Posts. Then at least skim the most recent comments.
If you don't find your solution there, then proceed.
What is a bug?
A bug is an error in the mod. Whether it's a bad texture, mesh, or an error in the data package (.esp files for Skyrim.) Bugs will be present even on an otherwise unmodded setup.
What is NOT a bug?
Mod conflicts are when two or mods have conflicting data with another mod. This often presents the same as bugs BUT the key difference is that issues caused by mod conflicts are not present if the other mod(s) is not loaded.
These may need a patch to fix or you may just need to adjust your load order.
Why does it matter?
Bugs are a modder's responsibility and they (and other users) would benefit from knowing about it. If you find a bug after ruling out your other mods, please report it in the Bug Reports section!
Mod conflicts are not a modder's responsibility: there is no way modders can (or want to) test their mod with the millions of mods out there. Conflicts are not inherent to the mod, and should not be reported as bugs. However, it would be beneficial for users and the modder to know about, so I recommend leaving a comment.
What Information Should You Include in a Bug Report?
What version of the mod are you using?
Include the version number. Nexus tacks one onto reports, but it is usually inaccurate.
If there are multiple versions of the mod (whether it be separate files or choices you make while installing with a FOMOD etc.) include your choices. This can make a HUGE difference, as they can contain completely different data and the modder needs to know exactly where to look for the issues.
Are you using any additional patches the modder made?
Include these in your report.
Have you ruled out other mods/tested on a minimal mod load?
If not, please do this. If you don't want to, then don't post as a bug report (as it may or may not be a bug.) Adding a comment about it is fine, though, of course.
Explain your issue.
Give as much information about who/what/where/how you encounter the bug. Give information about how you tested for it, what happens, exactly when the problem happens.
Did you encounter the bug while updating? Say what version your started with and what version your updated to.
Particular NPC(s) affected? Add their names (please.)
An Example of a Report I'd Like to See:
*on the Nexus Bug Report Page: Very Real Cat Mod*
Hi Modder. I'm using version 2.0, the Oops All Bingus option.
While playing, I noticed Bingus (the cat that lives in the Bannered Mare) has solid purple eyes. I tested without any other mods active and it still happens. It only happens to Bingus, all the other cats I've seen have normal eyes.
I am not using any of your other patches for the mod.
Bottom line: modders should not have to play 20 Questions to get to the bottom of the problem.
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alexanderwales · 23 days ago
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I've been really enjoying Factorio: Space Age, but ... well, there are places where the game design starts to show through.
As a game designer, you want people to have fun playing your games, and to engage with the mechanics, and not optimize themselves out of the experience of solving challenges and having everything work together in harmony.
And players just do not seem to care, for the most part. You give them a goal and they'll do whatever they want, either the optimal thing, or the comfortable thing, and they'll bash their head against the game, not having fun until they give up.
So a game designer will sometimes sit down and say "alright, how do I make the player engage with the game in the intended way, rather than doing the stupid boring thing?" And sometimes, you can see where they've placed their thumb on the scale.
Factorio: Space Age has a few examples of the thumb on the scale, and I don't think it's bad, but they definitely stood out to me.
Small and medium asteroids can be destroyed with gun turrets. Large asteroids take rocket turrets. Huge asteroids take a railgun. Asteroid density is such that you face these as successive challenges. If players were allowed to, they'd simply add in more gun turrets, so the "damage resistances" button has been pressed down hard, effectively forcing a single goal (even if the path to that goal has many different solutions).
Factorio has logistics robots, which ferry things around from one place to another. Because that's kind of the whole game, a certain style of play can devolve into slapping two chests down next to any assembler, one for input and the other for output. There are a few different ways that they discourage bot use (like power requirements, fluids that the bots can't transport, heat pipes, etc.), but Aquilo has the bots just kind of suck because of ... the cold, I guess. You'd think that if the cold drained battery it would drain the accumulators too, but it doesn't seem to.
The game seems to really really want you to use nuclear. This is most obvious for the space trip to Aquilo, where your options are solar panels that weaken as you go, or nuclear power, which can actually power a full ship. In a normal game of Factorio before the expansion, it was very easy to just never do anything with nuclear (which didn't exist in the game when I started playing), but I feel like people who have been putting off learning it are finally getting pushed toward it headfirst.
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mumms-the-word · 6 months ago
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Illithid Souls
A Deep Dive Series
I've collected all my deep dives about illithid souls here for your convenience! These posts look into the question of if illithids have souls inside or outside of the BG3 game lore, with a more focused look in parts 2 and 3 at the cases of Tav/Durge, Orpheus, Karlach, and Gale.
Ultimately I came to my own conclusions, but I'm by no means trying to sell you on the idea that I'm the expert and can't be wrong. I wrote these mostly to gather lots of lore in one (or three) contained space(s) with both a textual and visual aspect, so that it makes lore-gathering/reading/viewing more fun.
As with all my deep dives, these posts are designed to equip you with some lore so you can build your own theories and ideas, but I do guide and organize my thoughts in ways that make sense to me, and present theories that I think are interesting or feasible. But lore is always a little hazy so I’m bound to be wrong or you’re bound to interpret things differently. Just have fun with the lore!
Without further ado~
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Illithid Souls - Part 1
What’s up with mind flayers and souls anyway?
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This post begins by defining what D&D calls a soul, which is notoriously hard to define in any capacity both in or out of D&D lore. We look briefly at what happens when a soul dies normally, what Withers has to say about mind flayers and souls, and what D&D guidebooks like the Sword Coast Adventurer's Guide and Volo's Guide to Monsters have to say about the afterlife, souls, and mind flayers. Basically, this is your intro to D&D souls lore before we get to how the game follows or ignores that same lore.
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Illithid Souls - Part 2
The Case Studies: Tav/Durge and Orpheus
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This post dives into some interesting context from the game for the Emperor, Tav/Durge, and Orpheus. Though I use Tav/Durge as the official case study here, looking at dialogue and reactions when Tav/Durge turns into a mind flayer, it's worth nothing that most Origin runs handle the mind flayer thing exactly the same way. This is where the D&D lore gets left behind a little bit and we get to really see how the game changes or adopts the concept of mind flayer souls. Read this one if you'd like a little more info about how your OC Tav/Durge might be affected by illithidness!
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Illithid Souls - Part 3
The Case Studies: Karlach and Gale
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The final post looks specifically at in-game evidence or lore for Companion!Karlach that turns into a mind flayer, as well as what unique options an Origin run Gale gets if he decides to become a mind flayer at the end of the game. I ended up with a lot of questions while writing this post and I don't have answers for all of them, but it was fascinating to see some of the unique stuff you only see if you make Karlach a mind flayer, or are playing as Gale and decide to become illithid. Karlach provides some additional context to what it's like to be a special mind flayer in BG3, and Gale's Origin endings as a mind flayer are certainly unique and strange. Worth reading parts of if you're interested in either character!
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As with all deep dives and metas, this is all just for fun! Yes, I called days of research and writing and editing fun, because I'm a...well. A thorough bitch, as Swoop would say. But I couldn't fit everything that exists in these posts and I did make a couple of decisions to leave things out, like extended conversations with the Emperor and basically any mention of Omeluum (sorry Omeluum, love you buddy! you have a soul in my heart) because I just didn't know where to put those things in.
So basically, this is not the end-all, be-all of lore! I'm happy to answer questions in the replies or in asks as well, just know that everything will be couched as my opinion and that you are encouraged to interpret the lore in ways that suits your play styles, headcanons, or beliefs.
Just have fun with it!
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girlfriendsofthegalaxy · 4 months ago
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tuesday again 8/6/2024
people mad at a video game for being woke, i'm mad at it for not being woke enough. so it goes.
also i wrote a yeehawgust fic
listening
another addition to the "SOMEBODY COME FUCK THIS (GAY)" playlist, thank u charli xcx and billie eilish
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reading
im still really annoyed with Retraction Watch for platforming a terf last year and then not doing any sort of sockpuppet damage control in the comments. since they got acquired by crossref they've done way less guest editorials. not to be all "stick to sports!" but stick to sports, retraction watch.
they did introduce me to this substack series i will be following with great interest about the rise and fall of hindawi. wiley acquired a paper mill a few years back, bc they seemingly did zero diligence, and then blithely ignored the problem for two years before being forced to do the single largest retraction of papers in scientific publishing history, somewhere above ten thousand articles because it is STILL ONGOING.
i do love following various retractions bc i like seeing what finally made someone go "wait a minute", and, as i have just written in a cover letter, "I studied astronomy and have held several data jobs because I’m fascinated with how and why systems work and fail..."
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watching
my best friend has decided while i'm at her home in the evenings eating her food and bothering her children (for my mental health, it is very important i am fed tiny bits of mushed up banana by hand by her one-year-old), our new project is watching all the xmen movies. i have no particular desire to do this or special affinity for the xmen, and i would like to keep eating very good texmex and bothering her children (for my mental health, it is very important i play hot wheels with the five-year-old). this sounds so super bitchy of me but it's hard to convey that these are essentially on for background noise.
saw the first two. the two things i know about them are that hugh jackman is in them and they're at the statue of liberty in one
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playing
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an ideologically baffling little environmental game free in the epic store this week, LumberJack. this is on PC and Switch for $13, which is far more money than the playtime anyone can get out of this game. tiny tiny tiny little Spain-headquartered studio without an active website, it looks like one guy hired out to make this and two more games and then went back to single-dev projects. i can respect that!
steam reviewers are mad at this game for being woke, and i'm mad at it for being woke in a very strange way. your one mechanic, as a bear, is swinging a big axe to remove cars and trailer offices and portapotties and various garbage from the landscape.
i wish the movement and look controls are inverted, and i wish they weren't, or at least had an option to make them normal. i know Why this isn't a mobile game (can't monetize something with twoish hours of gameplay and twenty levels) but it's a very straightforward and simple game that would translate very well to mobile. much like donut county.
now for being picky about the political mindset of the developers: as much fun as it is to be a bear swinging an axe around, lumberjacks are not the people i associate with wild preservation movements.
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saving the land and turning it back into pristine and perfect land for wild animals in this game looks like erasing every hint of human activity from a site and turning it into sheer recreational use. many levels are heavily polluted, but some can definitely be read as recycling centers. im confused by the erasing every hint of humans in early levels, and then this level where you break down a radio station, slap the host with your axe, and she turns into a park ranger who starts gardening and taking care of chickens?
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i don't think that removing all the traces of people from the landscape will magically fix everything, nor do i think simply being in unspoiled wilderness will magically fix me.
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there's a golfing level where you whack bombs into various small buildings. i think golfing to save the environment is a strange choice to make for designing a game.
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i also briefly thought this bird in every level was an extinct ivory-billed woodpecker, which was a little alarming bc there are some real nutjobs out there with very strong beliefs about this bird and government overreach and how much the government is lying to you about the extinctness of various animals.
i stopped playing about halfway through bc i was not having fun and found the underlying environmental message a little confused. they've managed to sell at least 10k units which is...not very good. i am not surprised this is free on epic, and i wonder what their payout for that was. would not be surprised if they negotiated a payment to their nonprofit partner ecologi as part of that.
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making
yeehawgust fill! i have another bitchy blond babygirl!
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what the fuck is the prisoner? cult 60s british spy tv. with all the surreality and anxieties about the cold war and midcentury psychological horror you could possibly want
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He’d been drugged enough times to recognize the splitting migraine rapidly galloping down his neurons. “Where am I?” He fought down the taste of bile (ketamine? xylazine, by the aftertaste) and the rising panic. Oddly enough, the migraine was always worse with veterinary sedatives. One would think a mind would adapt to nearly three hundred years of irregular drugging and constant experiments. One’s body had adapted and ghoulified, but in equally unhelpful ways. The tycoon flickered, approximating an appraising blink. “This meeting has been a long time coming, hasn't it? You've come a long ways, literally and, I suspect, figuratively as well. You’re in the Free Economic Zone of New Vegas.” They’d pretended the prisons were so many different places: across the Continent, in various parts of London, up and down and all around the East Coast of these wretched States. Rarely this far west, aside from the awful escapade in the faux pre-War Western town. “What do you want?” He managed to swing his ankles off the saddle (also pre-War? Heavily used. It certainly wasn’t his, the equestrian event had always been his worst event in the pentathalon) and jolted what felt like every half-dead nerve in his half-dead body.
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luxlightly · 1 year ago
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In line with my last post about getting good endings with companions, the writing of The Emperor really stands out in how it defies the expectations we have as players of a game of this nature. He's a very well written character who definitely wades through the very grey areas of morality and bends the truth so much he leaves you wondering just how much he's bought into his own lies,as well.
Major spoilers beneath the cut.
If you go through the same steps you do with other characters, endlessly giving him the benefit of the doubt, leaning into his comparisons of you to himself, helping him reminisce at the Elfsong. He seems to open up. You bring him back to his old home, seemingly listening to emotional secrets of his. All this culminating in him professing love for us. We expect this. It seems to be progressing normally as an ally would in a game. To the point where many might even kill the Gith prince for him.
So those who don't do so feel blindsided by his willingness to abandon us to join the elder brain the instant we won't do exactly what he asks.
But playing again, I picked options I wouldn't normally. I called him out for secrecy. I pressed him for the truth even when it seemed to truly hurt him.
And I didn't like what I found.
The Emperor is manipulative in such an organic way. He first pretends to be someone else entirely, but, when revealed, constantly poses himself as being at your mercy or otherwise making himself vulnerable to you. Every time he's caught in a lie, he says "ok this was a lie I had to keep to protect himself but only because it was basically the truth just with little details left out" and he does that again and again, each time pushing the truth a little farther, all while still insisting he has never lied to you.
He pretends that you just wandered into the prism in your dream because he was distracted and lonely, then he shows you little trinkets with cute stories attached at the Elfsong, giving you gifts in the form of his old armor and sword. He speaks so fondly of Duke Stelmane and acts so saddened by her death, then when you next see him in your dreams, he isn't wearing a shirt. All these things that make him seem so vulnerable. Like he's bared everything about himself.
Except he hasn't actually revealed anything. He tells you he was just some adventurer even though he knows how important who he was is to your quest. He acts like he and Stelmane were partners or friends. He never tells you anything about him, just anecdotes to make him seem relatable. Nothing but soft words to soften your heart and lower your guard.
And any time you express distrust or ask for proof or for him to be honest with you, he gets upset, he acts as though you are the one being cruel and unreasonable. As if you are hurting him after he made himself vulnerable for you.
So feels bad to select any dialogue choice that calls him out. That accuses him of what you suspect in your mind. Of what all the little red flags point to:
"You do a good impression of a human. But it's just an act, isn't it?"
And finally the facade comes down. He finally lets you see his thoughts. See something besides the story he concocted.
You see him torturing Stelmane, breaking her mind and reducing her to an empty shell. The same scenes he showed you before of them in a friendly partnership play again, this time revealing that she was just a glassy eyed puppet, her mind torn apart so he could use her body to serve him and control the city in secret.
"Be glad my methods have improved" he says. And tells you you were never anything but his puppet. That you never had a choice and you will not get a choice. That you are his thrall as much as Stelmane was.
And it feels like a real betrayal. Because he does a good job of acting the part. Even knowing you will mistrust him, even intending to mistrust him, you fall for at least pieces of it. And looking back the signs seem obvious and you see his you ignored them. Because that's how it was supposed to work. You were supposed to allow him to be vulnerable with you and be rewarded with his trust.
And that's exactly what he wanted you to think.
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alltimefail-sims · 6 months ago
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Although this eccentric home has gone through its fair share of owners over the years (and has been on the market for quite some time), it's optimal location at the center of Glimmerbrook cannot be overlooked. Ignore the rattling floorboards, inexplainable apparitions, and ghoulish sounds in the night - that's all part of the charm of owning a historic home in its original glory. We can basically guarantee you're going to be fine… probably!
This haunted house build is technically a part of my “Rebuilding Glimmerbrook” series, but I plan to make a second option at this location for those of you who might not have the Paranormal Stuff pack. I figured I would still include it in this series though as I (1) spent a ton of time on it and (2) was making it for one of my newer OCs* anyway. I hope you guys like it! ❤️
INFORMATION & DOWNLOAD BELOW ↓
*For those curious, the OC in question is a fashionable, creative, untamed wizard who grew up in Tomarang. He was raised by his immortal witch aunt who loves a little mischief and dark magic. He hunts dangerous occults, is a talented psychic medium, and is generally an overall menace in the eyes of the magical sage council.
Packs I Used, Furnished:
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Packs I Used, Unfurnished:
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This lot is completely CC free and fully decorated. It is listed as a "Haunted House Residential" lot type and has two lot traits: private dwelling and peace and quiet. It also has one lot challenge trait: spooky. There's one unfurnished room upstairs that has direct access to the upstairs bathroom. Additionally, the room currently functioning as a walk-in-closet off the master bathroom could easily be converted into a bedroom as well, so that's why I would consider this a 3 bedroom house! (Little added bonus that the layout was done in a way that makes it easy to give the walk-in-closet access to the upstairs bathroom - making it a "Jack-and-Jill" style bathroom - in the case that you wanted to make the closet an additional bedroom!)
I made this build for personal use, so it admittedly utilizes a lot more packs than I would normally prefer for this kind of series, so I included an unfurnished version as well! But, again, I do plan to upload an alternative option in the near future to place on this lot for those of you who aren't into the haunted house concept or simply don't have the Paranormal pack!
Here’s where I placed it in my save:
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TOU: All I ask is that 1. you do not reupload and claim the build as your own (yes, even if you tweak it a little…) and 2. you tag me if you use it! I would love to see this in other people’s games and saves, that’s why I’m sharing it! ❤️
Additional screenshots are on my Patreon post. This build has been play-tested, but please let me know if you run into any in-game issues!
DL: Patreon (always free)
+ @publicvanillabuilds, @pancakesrealty
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stormdash2 · 3 months ago
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How Sally Acorn and The Freedom Fighters can work in a Sonic game.
This is a little essay I want to make on how Sally Acorn and The Freedom Fighters can potentially work in a Sonic game.
Brief summary. Sally Acorn is a character from the Sonic the Hedgehog Archie comics, and is especially known for being in the Sonic the Hedgehog cartoon, dubbed by fans as Sonic SatAM.
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The characters of Sally Acorn, Bunnie Rabbot, Rotor the Walrus and Antoine D'Coolette are characters exclusive to this show as well as the spin-off comics. They are part of a group known as The Freedom Fighters, which also consists of Sonic himself as well as Tails. Their goal is to liberate their world from the tyrannical Doctor Robotnik, better known as Doctor Eggman, the main antagonist of the games.
These characters were made for the show, but I believe they can work in the game setting. It just requires a bit of tweaking to have them fit the Sonic Team vision, and this is how I would go about it.
Let's start with the gameplay, as that is the most important part of a Sonic game obviously, or any video game for that matter. Now, obviously in most Sonic games, Sonic is playable. In those games he runs at high speeds, hence his name. The gameplay reflects that perfectly. This has been a thing since the first Sonic game on the Sega Genesis.
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Any games where one of his friends are playable usually have that friend running at high speeds. Examples include Tails in Sonic 2. When he's tagging along with Sonic, he's keeping up with his speed, or on his own, he has to show that same speed in gameplay.
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This continued through the Genesis games with the introduction of Knuckles, and into the Adventure games with characters like Shadow. Some characters do have slower gameplay, like Amy Rose does in Sonic Adventure, but it's still speedy in its own right. Amy definitely has quite a boost in speed by Sonic Heroes.
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The point I'm getting at is this. If Sally were to be in the games, there's two ways to go about it. One way is making her an NPC. Sally does not have the speed or abilities that the game cast have. So putting her in a traditional Sonic level would make her feel out of place.
Could she be given powers? Absolutely. But I feel like it messes with her charm. Her being a normal character should not be a bad thing. No one had a problem with Batman being in the Justice League. Sally has plenty of strengths, even if not in gameplay. She can appear in cutscenes, give orders, or anything. Not every major character in a video game is playable, and that extends to the Sonic franchise. Tikal didn't need to be playable to be important in Sonic Adventure 1 after all.
If anyone was going to be playable in a Sonic level, it would be Bunnie Rabbot. She has the cybernetically enhanced limbs and could speed and power her way through a Sonic level.
However if Sally were to be playable, an option would be to give her specifically designed levels that focus on her slower gameplay. It could even be stealth based. Think about the levels in the game, Sly Cooper. Sally could sneak around and gather intel to assist her team, and use stealth takedowns on enemies, or just fight.
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Another feature would include having Nicole present in some form, either as a computer or in her Lynx form. She can even have a role similar to Omochao in which she would explain the controls or give hints throughout the levels.
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Option two is this. A Sonic RPG. We've already had Sonic Chronicles: The Dark Brotherhood, but I think another Sonic RPG is due. Especially given that Sega owns Atlus, who are famous for the Persona franchise. An RPG is a great way to introduce The Freedom Fighters.
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With an RPG gameplay, you don't have to worry about how characters can keep up or not. Everyone is at an even playing field. This is assuming that it's a turn-based RPG, like Persona, or the original Final Fantasy games. (And Sonic Chronicles too of course).
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Most RPGs don't have that many people in a single party, so you'd still need to pick and choose. Chronicles was generous with eleven characters. So I'll bump it to twelve. My picks would be Sonic, Tails, Knuckles, Amy, Shadow, Rouge, Silver, Blaze, Sally, Bunnie, Antoine and Rotor. We can have cameos from characters like Rosie, Dulcy, Uncle Chuck and Lupe. This in addition to the game characters of course.
The RPG route could be interesting, as it could allow for a mechanic known as The Affinity System. This system has been used in Final Fantasy 7 and Tales of Symphonia, and is particularly featured in Fire Emblem, and even the Sega owned Persona.
The affinity system allows for character bonds to grow through gameplay and side quests. This could be a fun way to show how friendships develop among the Sonic characters, and be a good way to show a bond when it comes to the Freedom Fighters. There's another reason that I will get into in a bit.
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Another idea is to make a fighting game. It would be a Sonic Fighters type deal where characters from across the Sonic Universe could fight. And why limit it there? Sega could feature characters from across the multiverse, which includes SatAM.
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Sega has what it takes to make a Sonic 3D Fighter after all. They have the Virtua Fighter team with nothing to do. Honestly it'd be funny if characters like Akira Yuki or Jacky Bryant made playable appearances.
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Then again, having humans fighting Mobians (or whatever Sonic's game franchise calls these characters) might be troubling. Anyone who remembers the Star Wars characters in Soul Calibur 4 knows from experience how hard it is fighting a small character like Yoda.
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Still, a fighting game featuring Sonic characters can work. It again puts them on even ground, and power doesn't need to match. You see games like Dragon Ball FighterZ or the Marvel vs Capcom games having crazy looking matchups that don't make sense, but it's a game so you don't have to think too hard on it. So long as the characters fit, then it's fine.
Be it a 3D fighter, or a 2D fighter, either way it could be fun to see the Freedom Fighters in a fighting game.
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This mainly applies to the SatAM Freedom Fighters. Anyone from Archie could be troubling given the copyright issues. Not all characters have this, those like Fiona Fox and Mina Mongoose could theoretically come back. It depends on what Sega wants, but if they were willing to bring them back, that would be a plus. Mina and Fiona deserve a better story than they got in Archie Comics, and being adapted by Sega could be the fresh start they need.
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I'm not opposed to other making it into the games, be it Cosmo from Sonic X, or Tangle and Whisper from IDW. They can all co-exist in the Sonic gaming franchise along with other characters.
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Now to get to characterization. There's a difference between Sonic in the games, and Sonic in SatAM and the comics. Japan portrays Sonic as very humble compared to how the West Portray him.
In Archie, Sonic is very full of himself and a bit egotistical. He's very likely to smack talk someone. He's got a larger ego, and plays up the who superhero thing.
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This is opposite of what Sonic Team sees Sonic as. Yes in the Japanese versions of Sonic Adventure 1 and 2, he had something of an ego, and was rude, but he became pretty humble by the end of SA2 and from there, he's had a friendlier demeanor.
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Why do I bring this up? In SatAM, Sally's thing was constantly telling Sonic what to do and keeping him from being immature. Sally wouldn't need to do that in the games because Sonic is already mature, so their dynamic changes.
Also, Sonic is not really one to be bound by this stuff. He's not a superhero type like Western Media likes to portray. (A misunderstanding he has in common with Goku). He always does his own thing.
Now I know I said Sonic's not a superhero, but I will use them to make the comparison. While the Freedom Fighters are duty bound like The Avengers, Sonic and his friends are like The Fantastic Four. They're more explorers than heroes, they just happen to do good things.
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So while Sonic is chill and more mature than in the games, Sally can still find Sonic irritating since like SatAM and Archie, he does what he wants. Difference is that Western Sonic would brag about doing what he wants while Game Sonic just does it without the need to explain himself.
Sonic and Sally would have different dynamic. I can see her trying to get him to do what she wants him to do, but he's giving her a hard time. But he's nicer than Archie, and he's usually more respectful to girls, so he may try to explain himself at some point, only if he wants to.
Romance would not likely be there either. Sega does not want Sonic in a relationship, and honestly if they do go that route for him, he'd likely be with Amy.
I can see Sally crushing on Sonic, but it would be one-sided. He wouldn't return the affection and Sally may eventually give up. But the respect would still be there.
Also bear in mind, if Sally does become part of the games, that doesn't mean she'll be a main character. At most she'd be a side character and only appear when needed.
Backstories would need to change too. Sally may not be a Princess this time around, but Knothole can exist on an island where Sally is the mayor's daughter or something. Keeps it political for her and she is somewhat a Princess. It can even be a nickname.
Roboticization doesn't exist in the games, so Bunnie being a cyborg would either be due to an accident, or it could be an Iron Man situation where she was given robotic limbs. Rotor could build them.
Antoine could just be a knight. He may or may not be married to Bunnie at first, but that's not something I want to see rushed, so it's better off being alluded to. If anything, just say they're dating.
Nicole is tough. The original plans for her was that she was once Mobian, then had her brain uploaded into that computer. She gains a physical form again, but comes back as a child and becomes a daughter figure to Sally.
Nicole could essentially be Sally's little buddy like Tails is for Sonic if they choose to go that route.
Or she could be older and just be Sally's best friend, or even her sister either by blood or via adoption. I would personally go with the adoption route, it adds a bit more to their friendship without having to add too much exhibition.
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It could be a simple game, either one of the classics, because the Freedom Fighters just fit well in those, or modern, which works too. Whether they already knew Sonic or just met him is another thing to consider.
If you go with them already knowing him, it'd need to be done carefully. Like Sonic met them once but didn't stick around. He lost contact with them because they couldn't keep up. Sonic's friends stick around because they could keep up.
But that's their relationship. Sally may not have a deep bond with Sonic, or Tails for that matter, but such is the way it is for Sonic games.
Though going back to the affinity thing I mentioned for the JRPG, theoretically that can be used as an excuse to have romance. Build a bond and slowly have the two fall in love. It doesn't even need to be with Sally though, you can have Sonic fall for Amy. You can have Sonally or Sonamy, and the best part, it doesn't need to be canon. Both can be what-ifs, similar to Final Fantasy when it came to Cloud with Tifa or with Aerith. Or the many possible Fire Emblem pairings.
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This could be Sega just testing the waters to see how romance would be handled. If they want, they can even give Sonic an option to be with Blaze. Sonaze fans should be happy too.
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Even so, let's say Sonic is meant to be with Amy. Personally, I say don't pair Sally with anyone. Though if she absolutely had to be paired with someone, I'd say maybe Mighty or Ray since they're game characters who can fit the Freedom Fighter aesthetics well. (Personally, I vote for Ray. Chipmunk and Squirrel.)
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Oh, and I suppose I should discuss her wardrobe. I'll keep it simple, I don't see why Sega would need to give her clothes, I always found that double standard weird. Why is it okay for guys to go without pants but it's not okay for girls? I don't think any other game or franchise with anthro characters have that issue. Either everyone worse mostly clothes or no one did.
But if Sega feels the need to put clothes on her, then fine, no big deal. Just make sure they look good. Don't force it like the reboot did.
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But that's my take. Sally can work in the games with effort, and Sega just needs to try. The key is getting her popular enough for Sega of Japan to consider her. But Honestly, having Sally in the games would be a great service. Sega has done great services lately, such as bring back Sonic's friends for games like Superstars and promising to bring back older franchises like Jet Set Radio and Streets of Rage.
I know SatAM has a different vibe from the games, but considering Sega's fine with The Diamond Cutters in IDW that do similar stuff like the Freedom Fighters do, and the fact that Sonic Forces had this rebellion thing, Sega's willing to go this route.
Mario has done similar with characters like Pauline in Mario Odyssey and Daisy in Super Mario Bros wonder. Sonic needs to keep up this kind of momentum. Let's keep up this momentum. We'll Rally for Sally as they say.
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Thank you for reading.
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karniss-bg3 · 1 year ago
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I just want to add to the last ask, it's so hard to figure out Kar'niss actual alignment because he is given so little space for his own personality to show. He is being used for a cause and his mind was messed with to align with that cause. He was cast out by one horrible cult and before he could go through any phase of self discovery (cause, you know, a cult barely leaves space for that) he was snatched by another cult. It's pretty safe to say that there was no space in his life to ever figure out what HE wants.
Following the Absolute he pretty much has his sense of self entirely tied to that. And it's so tragic. There is no room for anything else and given that nobody bothers to interact with him on a normal level, it's truly all he has left.
I found it quite frustrating that upon meeting him we can't even talk to him in peace without being interrupted by someone else in almost every conversation choice.
He's not treated like a person by anyone really. They say horrible things either straight to him or so loudly that he'd definitely hear it. And those who don't simply are too afraid, like Kansif who can't even look him in the eyes.
And yet, if you talk to him in the few moments where you actually get to do so without being interrupted, there's not a single meanspirited thing coming from his side towards the player.
He's very very mentally ill and disturbed, but he's not a rabid animal that will attack unprovoked.
Every time he gets angry, there's a reason for it that could have been avoided. Like people not listening to what he told them and the 'compliments' you can give him as a Dark Urge aren't really compliments. You can't call someone beautiful and an abomination in the same sentence and expect them to be happy. And when you ask him if you can look at the lantern it's also so ... idk, it's icky. You do it in a way as if you already assume you can. It's like as if someone I just met wants to inspect my phone and assumes it's gonna be fine, I'd also be like wtf?? No?
If we had the option to interact more with him and overall be nicer and more considerate I'm sure some things would play out very differently.
And I think if given the chance he'd have one of the most interesting and emotionally intense romance routes in the game.
There is SO much to unpack. There is so much to work through, but also so much potential for an amazing outcome. Or something deeply tragic. Either way, I'm sure it would leave an impact and it could be great. But his story would need a lot of time to make it work, and it needs to be handled very delicately. He's not like a quick fling you can just write into the game, like for example the drow twins. I can barely imagine anything more cruel than giving him a bit of actual affection and a connection outside of the Absolute and then just leaving him behind and taking it away again.
So I personally think the most we can realistically hope for is a few interactions where we can at least NOT be rude or outright awful to him.
But maybe the devs will surprise us and figure out a way to let us bring him along. I'd honestly be so insanely happy. I really want something good for him. He is one of those characters who feels the least deserving of the fate and treatment he got and it's so heartbreaking.
I love this response, no notes to really add. This sums it up in a solid way. I'll always hope for better options in terms of Kar'niss, side character be damned. We love who we love, can't help that!
Thanks for the response!
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thedragonagebigbang · 3 months ago
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Bang Creator Interview: Tumblr: @crabs-with-sticks  |  AO3: CrabsWithSticks
The Collaboration period has begun! In these quiet months before works are due, we want to foster a sense of excitement, camaraderie, and celebration among our participants. To that end, all participants were given the option of a formal interview by our mod, Dema, or an informal “ask-game” survey. We hope you enjoy getting to know our phenomenal creators as much as we have!
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Found Family in Crisis!!!!!! How This Local Woman's Life Just Keeps Getting Worse!!!  
Jacs and Dema talk music, tragedy, DMing tabletop games, and OCs who won't follow the damn rules
Dema: Good morning! Happy Saturday. Are you writing today? 
Jacs: I'm hoping to! Though I might be taking a break from my actual project to do some fun oneshots. Give myself a bit of time away from the tragedy of my bang fic and write something happy haha
Dema: That is very fair! Especially with heavier fics. How do you get in the zone to write, regardless of the project? Or does it vary depending on the vibes of your fic?
Jacs: Normally it involves getting nice and cozy under a blanket on the couch with a good cup of tea. I'll sometimes put a playlist on to get into a particular vibe, I've got a bunch of character playlists which can help get into the perspective of whatever oc I'm writing that day.
Dema: I won't get too specific with this question but, if there is one song on your playlist that especially fits your bang fic, what would it be?
Jacs: Hmm, I'd say probably 'Sampson' by Regina Spektor. The song is based on a tragic biblical story and is all about what could have happened if things had worked out differently. If the love had been enough to save them, then they wouldn't have been remembered by history but they would have been happy.
Dema: Oh okay, arrow straight to the heart. I see, I see.
Jacs: Yeah, I'm a known tragedy enjoyer, just rolling around in the sadness like a dog in a puddle. In order to get optimal levels of tragedy you gotta have some happiness first just so that readers can really see that it didn't have to be this way (but they never could have changed it).
Dema: I can't wait to read it! I also love tragedy, and especially in that ratio. Is there a particular one-shot idea you have kicking around, to cleanse the palate?
Jacs: Not sure! Though probably something with my oc Luca Trevelyan with Dorian, though I haven't actually managed to get very far through that particular playthrough yet....I'm a bit of a serial oc creator who then never gets around to actually playing them in the game.
Dema: Do you always make your OCs in game? Even if you don't get around to the playthrough? 
Jacs: Yep! It’s probably my favourite part of Dragon Age, or any CRPG. I really like thinking up characters, with their conflicts and histories. I'm a forever DM in real life, so I'm fairly used to making up characters and then never playing them, although at least with Dragon Age I already know the events of the game they'll be going through, so I have a better idea of their development arcs. I am trying to do a re-playthrough of the whole series before Veilguard comes out, but we'll see how successful that is haha.
Dema: Do you find that DMing has informed the way you structure your stories?
Jacs: I'd say that it probably has. When I DM I'm always keeping a hand on the pulse of all the characters, their emotions and where they're at in their arcs, because my aim is really to tell a good story. So I think it can help me to see things from the big picture as well as a more mechanical perspective. Though sometimes I do need to tell myself to stop looking at the big picture and just focus on what is at hand.
Dema: I'm a bit in awe of DMs. To me it seems like being the conductor of an orchestra, except all your musicians are improvising. Do your characters sometimes feel like players? Or do they tend to stay within the lines?
Jacs: They do end up getting away from me sometimes, or they'll do something that leaves me going 'huh, why did you just make that decision', because I know it's accurate but I'm not entirely sure why. Though sadly there's no actual player to ask...just my brain. I was intending to make quite a whimsical and happy Brosca, but she just keeps doing morally grey things!
Dema: HAHA ah yes, relatable. I find it's such an interesting balance, for me, between wanting everything in the story to feel a bit inevitable (especially in a tragedy!) and embracing the realism of some things just not having a clear explanation, especially character decisions.
Jacs: Yeah for sure! It's great when characters are messy and contradictory, I just wish it wasn't so hard...I had a character at one point who was making a whole bunch of decisions I wasn't expecting or had planned for, and I'd try to think 'ok why is this character doing this?' and all she supplied in return was 'I'm lactose intolerant'...which honestly was a very in character response; just straight up ignoring the question. 
Dema: A character in writing, or a character in a campaign you were DMing?
Jacs: A character I was writing.
Dema: Hahaha, incredible.
Jacs: I sometimes have, I guess little 'conversations' with my characters in my head where I tap into the section of my brain that they live in.
Dema: That's a great strategy! Is that how your characters first come to be?
Jacs: Hmm, I think the conversation part comes a bit later when I have some context for them, either in their history or in the game itself. It starts off as a lot of collaging together different ideas until it makes a full character. Often I start off from a particular theme or emotional angle I'm interested in exploring. So one started off as 'religious trauma', and another from 'idealism in a cruel society' and so on.
Dema: Has that first theme or idea ever come from a really unexpected source? And related to this, do you tend to be primarily inspired by the source material itself? I know that's a big reason so many of us love DA in particular.
Jacs: I think the themes are usually all ideas that I'm already interested in, but it's super fun seeing the way it can connect to the worldbuilding and lore. I think it's really important for characters to have specifics which tie them into the world around them, so thinking about how their family might have lived in the particular part of the world they're from, how they and the people around them either adhere to or go against it, and what impact that would have on their story. It's really fun looking at how a theme can change based on where the character comes from, like a character with conflict based around religious trauma is going to be different if they're human, Dalish or a city elf, and the world will react to them differently because of that.
Dema: Now I simply must ask you if you ever write AU fics.
Jacs: I haven't written many to be honest, though I do have some ideas for some. It can be hard translating a story that is really rooted in the specifics of one particular world and translating that to another. So I'm always really impressed to see when other people do it so well! I often find you can find a good parallel for one aspect of a character, but then you have to try to fit a second aspect or character conflict in and it doesn't fit the new world at all!
Dema: I feel the same!
Jacs: Writing; it's hard man.
Dema: It is! So why do you do it!? And a follow-up question: writing is hard, and you're signed up for a Big Bang! What made you interested? Is it your first one or have you done this before?
Jacs: It's like a wonderful little puzzle; except it can be all wibbly wobbly and just like real life it doesn't always need to make sense- it's lovely just to embrace the humanness of character writing!
So a bit of context, I recently finished postgraduate studies, and realised I didn't have any hobbies! I used to love creative writing of any sort when I was but a young whippersnapper (they say, in their mid 20s), so I decided to embrace the cringe and get back at it. I've never participated in any fandom events, or even written something this long that wasn't academic! But I'm really loving the community around this event and getting to chat to other writers as we all write (and suffer) together!
Dema: In the last minutes, and just for fun: can you come up with a click-bait title for your fic? Without giving anything major away, of course.
Jacs: Maybe something like 'Found Family in Crisis!!!!!! How This Local Woman's Life Just Keeps Getting Worse!!!’  (To quote the venerable Sir Terry Prattchet: And all those exclamation marks, you notice? Five? A sure sign of someone who wears his underpants on his head.)
Dema: Ten out of Ten, would click again. Thank you so much for setting aside this time to chat with me!
Jacs: No worries! I had a great time!
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