@hua-cheng-silver-wrath [ shudder ] – for the sender to shudder a little at some gentle touch from the receiver. from Hua Cheng - to the muse you pick
A hand snapped back, so fast that it almost cracked the air. It wasn’t as if she had meant to overstep a boundary, “I’m sorry.” The apology is soft, quiet, but heartfelt. It had never been Jinmi’s intention to cause discomfort. Though…that left her with so many more questions than she could process. “It was not you who summoned me.” A statement, not a question. It felt pretty given, he didn’t seem like the summoning type already.
With practiced silence, the flower goddess surveyed him, before she turned to the forest around them. It was dying. Once lush chlorophyll is now languishing. Swirled with darkness that seemed to permeate everything it touched, through the soil, stems and trunks. Silence hung heavy, animals having long fled…and Jinmi had never seen anything like it before in her so far long life. Yet, it felt different from him, the auras didn’t seem to match, while she couldn’t put her finger on who he was by feeling, she knew it wasn’t his handiwork.
A heavy sigh left her as she shook her head, eyes catching paper stuck to one of the dead trees, familiar characters brushed upon it. She guessed whoever had written it had called her, a hand raised, energy tugged the talisman off the trunk and she caught it mid air. “Amateurish.” She crushed it in her hand before she sighed. “More importantly, are you okay? You seem…uneased.” If it was because of whatever was going on here, or something else, she didn’t know.
“Though I think anyone would be uneased by this…”
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How to defeat Diona's serious challenge in Genshin TCG (I failed 10+ times before finally winning)
How Diona will obliterate you
How to defeat Diona
Suggested deck
Diona's deck
Diona's deck consists of herself (w the special card that gives her skill +1 shield), Ningguang and Benny, in that order.
Her strategy is to simply be impossible to kill. She has 3 ways to create shields (Diona, Ningguang's Jade Screen & Crystallize reactions) and 2 ways to create +2HP heals (Diona and Benny's ults).
On top of that, she can quite easily kill you with Melt reactions and Ningguang's ult.
Given how easily she procs heals AND shields, you're going to need multiple turns to kill any single character, letting her easily accumulate energy to proc her healing/offensive ults.
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How to defeat Diona
If you give Diona time to set up, she'll continue to be a menace while off-field. Her shields makes it ridiculously difficult to kill the on-field character, while her heals does this AND enables Benny's Melt and Ningguang's crystallize.
Diona's pretty annoying to deal with, so you might be tempted to shut down her offensive power by killing Benny & Ningguang. Unfortunately, that still doesn't give you breathing space because of Diona's ability to shield AND heal. She can easily win a 1v3 when well-built. Here's a demonstration by someone who lost to a Diona this way.
She just won't die. Her shields will negate most of the dmg you do. So by the time you get her HP within killing range, she'd have accumulated enough energy to proc her ult and heal herself back to almost full health.
You just don't want to let Diona take the field at all. You need to keep her off-field and defeat her while she's off-field.
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Suggested Deck
The best way to keep a character off-field AND damage them at the same time is through swirl reactions, specifically Sucose and Jean's skills.
The goal with this deck is to keep forcibly swapping the opponent between Ningguang and Benny.
Ningguang and Benny should have a swirlable element on them so that you can deal dmg to Diona while she's off-field. Make sure not to kill Benny and Ningguang before Diona dies, so that you won' be stuck with Diona's never-ending shields and heals.
Characters
Jean: Skill switches opponent to the character on the right. Healing ult can sometimes come in clutch.
A character of swirl-able element: I use Benny because he hits relatively hard and his ult can also heal, if game becomes a long one. Do not let this character die until Diona herself does.
Sucrose: Skill switches opponent to the character on the left. Because her normal attack is weaker than Jean's (-1 instead of -2) and because she doesn't have an ult, Sucrose is the character I suggest you sacrifice if you are forced to do so, especially after Diona dies. Her normal atk is great for swirling though; that might be a consideration.
Must-Have Action Cards
Quick Switch cards (Katheryne, Noelle, Shenhe): Helps ensure you can proc swirl reactions before the character with the element switches away. And that you can juggle between Jean and Sucrose to switch between Ningguang and Benny as desired.
NRE and healing food: Diona hits unreasonably hard for a support character. And Ningguang's ult hurts.
Jade Chamber/Favonius Library: to get your die in the right element. Pretty standard.
Good-to-have cards:
Send off: For if Diona does proc her ult. Benny's melt will hurt a lot and the healing is annoying.
Free Anemo dice: for the desperate swapping or card-playing situation
Card-spawning cards (Liyue Harbour, Kokomi): to ensure you get to play the must-have cards early in the game.
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A very detailed gameplay example is available here, by Vystaria on youtube. They explain their considerations for each move in detail, which was how I learned this strat. I did make some changes though.
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A DM’s Fair Play Guide To Plot Twists
I love running a game with a lot of surprises. The challenge to pulling this off well is that, unless you’re playing a one on one game, your players outnumber you: and between them, they have a good chance of figuring out what’s going to happen, no matter how sneaky and clever you are.
The first way of dealing with this - which I’ll just call the bullshit way - is to not give your players the information they need to solve the mystery. Don’t let them find out about the secret society until it’s too late. Don’t give them any reason to suspect that their NPC ally is planning to kill them. Don’t let them find the murder weapon, don’t let them locate the witnesses, don’t give them the chance to skip to the end of their investigation.
This sucks, and if you run your games like this, you’re going to piss off your players. Because it isn’t fair.
In mystery literature, a “fair play mystery” is one where the reader is given all of the information they need in order to figure out the solution before the Big Reveal. It’s what makes the reveal good: that GASP, the “oh shit, the knife! the knife from the party! that was hers! I forgot!”
Pulling off a twist in a fair play game is an incredible feeling. Your players will think you’re a genius (or an absolute dick bastard, which is just as good) and they’ll respect it more when they land in hot water that they plausibly could have avoided. So how do you run a fair play game without your players figuring out the twists ahead of time, given that you’re definitely not smarter than all of your players put together?
By fucking with their expectations.
Here are some things that I keep in mind, to keep my players guessing. And it’s important, with all of this, that if your players see through something, let them have it. They should figure out a lot of things on their own! But if you’re regularly seeding your stories with all of this stuff, eventually your players will miss something. Those are somethings you can build on. The same way that a low level enemy who gets away once can keep coming back again and again until they become an important antagonist, a misapprehension your party proves to have a blindspot for can grow and develop until they get smacked with a breathtaking twist.
What’s a twist if not the sudden overturning of an assumption you never thought to question?
1: Make your powerful friendly NPCs know a lot...but not as much as the players think they do.
Player characters often end up with powerful allies. It would be very convenient for the party if those allies always had accurate information. Make sure they don’t always enjoy that convenience.
It’s a balancing act: you want your powerful NPCs to be powerful. You want this alliance to be meaningful and beneficial to your players. But give your NPC an Achilles heel of some kind, when it comes to the information at their disposal. The Noble General commands powerful forces and knows the lay of the enemy’s land well...but that doesn’t mean he knows what every squadron and scouting party is up to. The Political Mastermind may know the ins and outs of the court, and have keen insight into the motivations of others: but he has an enemy who pisses him off so much that he loses all objectivity around her. The Powerful Wizard can call upon great magic to aid the party: but his divinations aren’t as accurate as he thinks they are, and he’s prone to finding, in his signs and omens, what he wants to see, more than what’s actually there.
Most of the time, their information should be good! That will make it more likely that your players will trust them the one time when it isn’t.
2. Let (apparently) less powerful NPCs sometimes know more than the players think they do.
Most NPCs aren’t the Noble General or the Powerful Wizard. Most NPCs are Daves, designed to get the players from place to place. Most of those Daves know about as much as you’d expect them to. But some Daves have plans of their own.
You don’t always have to signpost with big blinking lights which of your NPCs are ‘important,’ and which ones are ‘unimportant.’ Sneak in a crafty Dave from time to time. That assistant they talk to, every time they go to see the prince? That bitch knows everything, and she’s almost ready to make her move.
3: There is no such thing as a completely reliable witness.
If the players only get information from one person, that information should be flawed in at least one, potentially small, but important way. Smart players will seek a second opinion, or at least allow for the possibility that their information may be incomplete. But even smart players get out over their skis sometimes.
4: Let your NPCs be aware of the power of a first impression.
If an NPC gives a strong first impression of being a particular kind of person, it’s because they’re comfortable giving that impression. That might be because it’s who they are. But maybe not.
One of the first characters the PCs met in a VtM campaign I ran was Gawaine. Gawaine was a good old pine-scented man’s man, with salt and pepper stubble and a blue Ford truck. He listened to AC/DC, and talked about the war. He was affable and honest and willing to lend a hand. You already know Gawaine. Everybody knows a Gawaine. Gawaines are trustworthy, salt of the earth types. You don’t necessarily think to question a Gawaine.
That’s exactly why Gawaine was such a useful persona for Krystiyan, the Tzimisce Voivode, a cruel and alien sculptor of flesh who “never left his haven.” There were plenty of clues that they were the same person, but that campaign was in its endgame before the players put them all together.
5: Sometimes, dangerous and villainous NPCs should be helpful and cooperative.
Not even necessarily because they’re manipulating the players, or even deceiving them about their true natures, but because their interests and the players’ interests genuinely align...for the moment.
One of the easiest levers in your players’ brains to exploit is the expectation that people who help you are your friends. Even if your players know, consciously, that they shouldn’t trust this person, most of the time they kind of can’t help it, if the NPC is genuinely helpful to them and at least a little charismatic.
6: Sometimes, good and valuable NPCs should be unhelpful and uncooperative.
No matter how mature your players are, there’s a natural tendency to react to uncooperative NPCs with a reflexive, “Hey, fuck you! We’re the protagonists! This guy is an asshole!” so from time to time have a helpful, honest, good-aligned NPC have a wholly justified but as-yet-unknown-to-the-party reason to flatly refuse to deal with them.
7: Every NPC should have a secret.
Not necessarily a bad secret. Were it to be revealed, it might even make the party like them more! But for their own reasons, the NPC does not want their secret to come out, and they will lie to the party to protect it. Players go crazy when they realize they’re being lied to, and often jump to some wild assumptions about your NPC’s motivations. I’ve had an NPC lie about the opening hours of a shop, and had the PCs assume that they were black market dealers for the villain when the dude just wanted to be able to close early so he could go smoke weed in the park.
8. As a DM, it’s polite to remind your players of the common knowledge their characters would possess...even when it doesn’t reflect the truth.
We all know it’s tedious when the DM calls for a roll when you’re just asking for common knowledge. I shouldn’t have to make a roll to know the dumb space word for plastic in a Star Wars game. I shouldn’t have to make a roll to know who the Holy Roman Emperor is in a game about medieval vampires. The DM should supply common knowledge for free, whenever it comes up.
That doesn’t mean common knowledge is true.
This is different from just lying to your players, because you don’t put the weight of DM word-of-God behind it. It’s not “You would know this guy is a Ventrue, based on XYZ.” It’s “it would be a common assumption that this guy is a Ventrue, based on XYZ.” He might not be a Ventrue. It might in fact be extremely important that he is not a Ventrue. But if it is commonly assumed that he’s a Ventrue, that is - word for word - something you can share with your players. If they don’t look any deeper than common knowledge, that’s on them.
9. Obviously untrustworthy NPCs provide great air coverage for less obviously untrustworthy NPCs.
The obviously untrustworthy NPC might or might not be planning to betray the party. But if you introduce two untrustworthy NPCs in the same storyline, and one of them seems normal and cool and has a genuine plot-related reason to be there, and the other one is Jaffar, Jaffar’s gonna get clocked, but Susan over there will probably slip under the radar, and might even get tapped to help out with the whole Jaffar situation. They might get Susan’s number, by the end of the session. Susan might become an ‘ally.’ Susan might even get romanced by a party member. Play your cards right, and Jaffar might just end up a footnote in the introduction of Susan, Scourge of Worlds and most hated NPC in the entire campaign.
10. Your villains should always have a secret plan B.
Your villain isn’t stupid, right? And your villain probably isn’t so arrogant that it is inconceivable to them that their plan might fail. They’ve been planning this ritual for ten thousand years, after all. It’s always possible that some plucky band of heroes could show up at the last minute and murder your high priest, or steal your amulet, or seduce your second in command. So what does your villain have in his back pocket to make the players go, “Oh, shit - he planned for this!”
This may mean that there is a whole separate plot happening, running alongside the main story. This is great, because when weird things happen, the players have to figure out whether this is part of Plot A or Plot B, and working out who did what and why gets a lot more interesting. If they end up foiling Plot A, great - your villain was also secretly behind Plot B the whole time, and will transfer all of his resources over to that.
Sometimes your players will figure out that Plots A and B were both the same plot the whole time, with the same villain at the head, and they’ll feel like the smartest people on the planet, and it will be their favorite moment of the entire game. That’s great! You gave them that!
Sometimes, they won’t. And when the villain of Plot A, apparently defeated, starts laughing and reveals that he was also the mastermind behind Plot B, which is now too late to be stopped, that will probably be your favorite moment of the entire game.
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Hi!! Your writing it truly lovely 😭<33 If i could request anything with Zzy? Thank youuu
Yandere! Demon x Gloomy! Reader (II)
Featuring the goat-legged boy Zzy and a gloomy, newly employed detective Reader! By the way, his name is a little tribute to a series I like. Can you guess who inspired it? Hint: it's Jhonen Vasquez's first comic :D
Content: female reader, perverted goat demon yandere, dark/crass humor!, monster romance, mildly NSFW
[Part 1] [Monster masterlist]
The detective man, at the very least, kept his word. The pay is good, and you barely have any work to do. The jobs themselves are similarly not too challenging: so far you haven’t had to deal with any murder mystery out of an Agatha Christie novel. Rather, most of the time, it’s someone asking you to investigate their cheating partner, or sending you to do a background check for an employee. Every now and then you’ll get the odd client, but that’s something for another day.
Your boss isn’t all that bad either. You were initially quite hesitant to be alone in the room with him. He always seems to be surrounded by an eerie, dark aura, and you’ve only seen him smile in a menacing, villainous way. Now you’ve gotten used to his strangeness. In fact, it’s almost comforting. There’s something refreshing about another human being honest about their misery. He seems to be just as uninterested in this job as you are, spending most of his time reading at his desk. Despite his unkempt, scary appearance, he's pleasant enough and looks after you. Which, now that you think about it, is a little suspicious. You've seen him act around other people: curt and to the point, disinterested, even potentially rude. With demons, he's ruthless.
"Have you had lunch yet?" the man asks, standing up and dusting his knees. "I can get us something."
You nod and flash him a flaccid smile, although you can't help but ask:
"Listen, aren't you being a little too nice? I mean, I'm not complaining...but I've seen how you behave in general, and I have a hard time coming up with a reason for my special treatment."
He ponders your question for a moment, before his sunken eyes look ahead, somewhere behind you.
"Well…If I’m being honest, you’re kind of pathetic, aren't you? I’m just a little worried that if I’m too harsh, I’ll find out you hanged yourself in your apartment or something. Not that I’d care, but if you’re gone, I’m the one stuck with…that thing.”
Ah. That’s what it was. Almost immediately, a shiver runs across your spine.
“(Y/N)! Are you done yet? I’m booooooored”, a prolonged whine erupts from the neighboring chamber.
“I’m about to have lunch, actually. Do you want any-”
“You know I do! Spread those legs and I can start”, the goat demon declares with a grin, clacking his hooves in your direction.
You sigh.
Of course. Months ago, you were tricked into signing a lifelong contract with Zzy. It was the detective’s way of washing his hands off the matter and warmly welcoming you into the agency. It makes sense that he'd treat you with utmost care, otherwise he'd have to deal with this pest from Hell once again.
How's your life with Zzy going?
You've since found a way to seal your bedroom, in order to avoid waking up with his groping hands under your sheets. Sadly, the stubborn creature keeps finding ways to bypass your safety measurements. Who would’ve thought that lust is such a powerful driving force?
On top of the nightly shenanigans, you obviously have to deal with him during the day, at the agency. “Listen, it’s like…one of those fidget toys. It helps with stress”, he explains fervently while pointing at your chest. “You want me to do my work properly, don’t you?” He concludes theatrically. “You’re not holding my boobs. This is the end of the conversation.”
If you’re having a bad day, it won’t go unnoticed. “Boy, what a smell, what a delicacy. You’re even more miserable than usual”, Zzy will exclaim, throwing his hands together in a graceful prayer. “You know what the best medicine is? A quick fuck. Let me pound that sadness out of you, eh?”
Despite his constant clowning, the demon does have moments of clarity. He becomes particularly serious when jealous. “What have you done?” You shout in despair, gawking at the client - now morphed into a pig - foaming at the mouth and running around the room. “He was staring at your ass. Only I can do that.” The horned man stands proud, arms crossed, nodding at his own courageous act. His most treasured belonging has been defended once more.
As expected, the jealous curse has gotten both of you into time-out. Zzy because he cursed the client in the first place, and you - despite your protests - because you didn't stop him in time. "Can't you wear something easier to take off? It takes two business days to unbutton this crap", the demon complains as he fiddles with your shirt. You're laying on the sofa, hands behind your head, gazing at the clock on the wall and counting the minutes passing. Unbothered, compliant. The peacefulness of someone who's given up. "Zipper is to the left", you add, aiding the process.
Another irritating detail is that the damned beast can detect the slightest arousal coming from you, and will make sure to announce it loudly, regardless of who is around. "Someone's horny! Whew, getting me all worked up, too." You slap a hand over his mouth, a deep red blush rapidly spreading across your cheeks. You turn to the detective and apologize profusely, but he remains unconcerned, flipping another page. "Let me take care of her first, Mr. Detective", Zzy manages to mumble through your pressed fingers. "As long as you get the task done", your boss responds plainly, never bothering to look up from his book.
"You should visit me down there sometimes", the horned creature suddenly mentions, his head resting in your lap as you idly browse your phone. You stop to glance down at him. "In Hell, you mean?" He snickers at the thought. "No one believes me when I tell them I have a human girlfriend. I need concrete proof, ya feel me?" You raise an eyebrow. "Girlfriend?" He disregards your inquiry and continues: "At least give me a pair of your panties to take back home." Absolutely not.
"Were you this much of a menace before I showed up?"
"What's that supposed to mean?! You can't blame a demon for being in love."
You sigh once more and roll over.
"Does that mean we can go for round two~?" Zzy is grinning at his own suggestion.
"Just go to sleep. Or something."
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Time to check in at the No-Tell Motel
My new single-player TTRPG, No-Tell Motel, is now available! Come on over and grab a PDF, or throw in $5 more to pre-order your physical copy.
In No-Tell Motel, you play the overnight clerk at a sleazy motel. One of your guests murders another one, and no one much seems to care who did it or why. No one but you, that is.
Playing the game only requires a standard deck of playing cards and a six-sided die. You use the face cards to identify your motel's regular guests (yes, the book comes ready with 16), and the numbers cards to randomly generate things that happen between them.
And unlike most build-as-you-go mystery games, you can make your best guess and still get it very, very wrong.
The nightly spread of the game looks a bit like a hand of Solitaire, and that's on purpose. I wanted playing the game to feel a little bit like something you'd do to pass the time in the small hours of the morning.
Here's how it works.
The rules generate different murder victims and methods, a highly randomized yet still coherent matrix of guest gossip, actions and conflict, and most importantly: a way to find out if your accusation was correct, and what the consequences are for pointing the finger.
If you like pulp crime, The Conversation, or Errol Morris's Tabloid, you should check out No-Tell Motel.
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