#with grapplers and an axe
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So I was thinking about the Prime's Apprentice AU by @energ00n and had a fairly funny idea for if the TFA versions were in that verse.
TFA Optimus wanted to join the High Guard and even started to train for it, but when it came to a test where he had to fight against one of their top members, his scrappy style caught Megatronus's attention and he quickly got snapped up - which gets awkward because TFA Megatron has been trying for years to be one of Megatronus's apprentice only for this scrappy tiny little bot who looks barely taller than Prima's cogless apprentice managed to get that coveted position.
It would definitely be a great honor for Optimus, but he just wanted to serve in the High Guard. Also he'd make a much nicer brother figure for D-16 as opposed to TFP!Megatronus
#quiet boss#transformers#maccadam#ene's prime apprentice au#i hope you don't mind me going on about animated here#i just think it's funny picturing megatronus seeing this scrappy young bot#with grapplers and an axe#and thinking#'oh yes. i like his scrappy style. should refine him further before letting him join the high guard'
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Gimme a number 5! :D
Chase's face is contorted in badly disguised panic as he stands there, finials practically brushing the lights on his back, waiting for instruction.
Charlie tries desperately not to laugh, coughing into his fist. "I am so sorry," he says, voice strained, as Mayor Luskey forces his way out of the car, fuming.
"BURNS!" he snarls, his toupee slightly askew, and he nearly trips over the grappler as he storms up to him. "WHAT IS THE MEANING OF THIS?!"
"So sorry," Charlie repeats, noticing that Chase has started nervously wringing his hands. "The police bot noticed your car was going above the speed limit and wasn't responding to the flashing lights, so he- uh, the AI, I mean- took the next logical step." He gestures at the scene. "Hence the grappler."
Chase had deployed it without asking, and Charlie hadn't even known what happened until the mayor's car had suddenly stopped and started swerving in front of them, caught in a trap of yellow nylon webbing.
"Well- well- fix it!" Mayor Luskey turns on his poor chauffeur and starts shouting again, and Charlie notices the slight sigh of relief from Chase as the attention is taken off them.
"Police bot," Charlie orders, biting back his smile, "fix this please."
"Yes sir," Chase says, sounding much less confident than usual.
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"I didn't even know you had a grappler," Charlie pipes up as they roll into the firehouse's driveway. "My last patrol car sure didn't."
"It was equipment I had back on Cybertron," Chase explains as the garage door closes behind them, then transforms when Charlie steps out. "I just haven't had a reason to use it until now."
"Well, uh, good to know," Charlie says, patting his hands on his hips. "Just maybe ask first next time?"
"Of course," Chase hums, and his finials flatten against his helm.
"So, do you have any other equipment you're holding out on me?" Charlie continues teasingly, and Chase's finials cant back.
"No," he answers, sounding almost disappointed. "A question better suited for Heatwave. I have not seen him use any of his arsenal."
"Really?" They step on the lift together. Normally Charlie would go back upstairs, but now he's curious. "What kinds of equipment?"
"I'd imagine it's similar." Chase taps his foot against the ground as the lift starts down. "He's got a kit hand."
"What's that?"
"Heatwave!" Chase addresses the fire bot instead, who's up on one of the pillars with the training dummy.
"What?" he calls back, leaning against it.
Chase gestures to Charlie. "He's curious about your equipment."
Heatwave frowns. "...What equipment?"
"Your firefighting equipment. You hand." Chase gestures abstractly.
"Oh." Heatwave jumps down and Chase offers his hand to Charlie, who climbs into it, and he's deposited onto Chase's shoulder for a better view. "Most of it's only accessible in my alt mode, but I got a few things."
He sticks his forearm out and a panel retracts. "Winch," he says, gesturing at it. "Got them on both sides. And my hand's kit." His left hand retracts back into his forearm, and he transforms tools out in rapid succession, including but not limited to a sledgehammer, an axe, a halligan, and a chainsaw. His hand's back in a few moments, and he offers Charlie a shrug. "I don't really have a need for them. I can usually brute force my way through any of the emergencies you guys have."
"True," Charlie hums, "but it's good to know. Thank you."
Heatwave blinks, then nods, turning away and going back to his dummy. Charlie looks to Chase. "Do the others have equipment like that, or, uh, 'kit' hands?"
Chase's finial flicks. "Why don't we go ask?" he says, voice colored with an excited lilt.
Charlie gets the distinct impression he's being included on something important, but he can't even begin to be sure of what. So he just smiles, pats Chase on the cheek, and lets him take him to the others.
#more heatwave and chase#can you tell who my favorites are#also them carrying the humans on their shoulders..... they should've done that more often#anyways more on chase's backstory: I think in his enforcer cohort knowing what equipment and weapons each mech had was important to know#like knowing your partner so well you can grab their weapon out of their subspace if you need it#so it's like. accepting charlie into his cohort and doing cohort activites with him#it's very important to him#I should do proper backstory for each of the rb in this au tbh cause I've written a LOT and just sprinkled it here or there#eh some other time#but yeah heatwave just brute forces his way through every problem which I mean fair#he doesn't need hydraulic stuff but I think he should have a chainsaw for a hand#as a treat#maccadam#transformers#transformers rescue bots#rescue bots#tfrb chase#chief burns#tfrb heatwave#woosh answers#thanks for the ask!!#s&m ask game#smoke and mirrors au#ask game
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Brawling his way into the battlefield, it's Ignis von Albrecht!
Ignis von Albrecht has a fiery temper, and he’s not afraid to use it. He’s the main brawler for the Cotton Candy Elephants and has a strong aptitude for fire-based attacks. Word of caution; do not mention that his relative Balthus is the King of Grappling; Ignis will argue and throw punches to prove why he’s the REAL grappling king instead.
And now, for Ignis' stats!
Crest: Chevalier (major)
Heroes’ Relic/Sacred Weapon: Vajra-Mushti
Strengths: Axe, Brawl, Reason
Weaknesses: Faith, Sword
Hidden Talent: Heavy Armor
Personal Skill: “Fiery Fury”— Has a 10% higher chance of landing a Critical hit if HP is below 75% when using Gauntlets. Trigger = %Mt
Ideal Classes: Fighter, Brawler, Grappler, Brigand, Warrior, War Master, War Monk
Learnable Magic: Fire, Bolganone, Ragnarok, Sagittae, Meteor, Heal, Nosferatu, Rescue
Ideal Combat Arts: Smash, Helm Splitter, Wild Abandon, Exhaustive Strike, Fading Blow, Rushing Blow, Healing Focus, Bombard, Mighty Blow, Eviscerate (unique), Pneuma Gale
Selection Quotes (Academy): "Balthus who? I’m the REAL King of Grappling!" (normal), "So that’s how you wanna play?!!" (mid-health), "I can go another round!" (critical health)
Ignis is the primary Brawler of the Cotton Candy Elephants. In addition to his strength with gauntlets, he is skilled with an axe and has a high growth rate in Reason, making him a perfect fit for the War Monk class (ironically, War Monk is used more for healing and Ignis has low growth rates for Faith). His best stats are Str, Def, and Res, and his Crest of Chevalier grants him the ability to wield Vajra-Mushti, a huge set of gauntlets with the combat art Eviscerate.
Ignis is a little tougher to build support with, but he's fun to enter into monthly tournaments. He has a rather large appetite, and a spicier palate that his classmates, so his favorite dishes are: Beast Meat Teppanyaki, Sautéed Jerky, Spicy Fish and Turnip Stew, Garreg Mach Meat Pie, Super Spicy Fish Dango, Gronder Meat Skewers, and Deirdru-Style Fried Pheasant. He has unique dialogue with Franz von Varley when dining. If you want to get him some gifts, Ignis prefers you give him a Whetstone, Smoked Meat, Training Weight, Exotic Spices, and a Ceremonial Sword. He has supports with everyone in his house, but outside of it, his supports are: Caspar, Dedue, Dimitri, Felix, Hilda, Raphael, Alois, Balthus, and Hapi. As for S-Support, he is locked to Female Byleth.
I imagine that if he fights Nemesis (either recruited into Golden Deer or ***SPOILER*** on his own route with Allegra), his unique dialogue when engaging him would be "So that's how you wanna play old man? Taking over Fódlan? Oh sure, we'll surrender, right after you witness this firestorm!!!" *throws either Ragnarok or Meteor, or proceeds to unleash Eviscerate with Vajra-Mushti*.
Fun Fact: Ignis is Latin for "fire", which suits his fiery temper. I had debated on using another name, Alaric von Bergliez, because I didn't want him confused with Ignatz at first, but then settled with Ignis von Albrecht just because I wanted him to wield Vajra-Mushti.
DO NOT REPOST!!! Also on deviantART
#fire emblem#fire emblem three houses#fe3h#fe3h au#ignis von albrecht#crossover#pixar#inside out#inside out 2#anger#inside out anger#fanart#my art#museum of stephanie#artists on tumblr#his go-to attack is meteor
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♡ all that unprotected playing around has to catch up at some point for them...
"You're...too slow! Behold my technique! Shatter...Slash!"
"Try to not announce out loud what you're going to do next time, brother mine."
Wolfram Otto Blaiddyd-Gautier
Class: Hero
Wilburg Elmer Blaiddyd-Gautier
Class: Grappler
A set of twins who thankfully do try to keep their appearances different enough for others to tell them apart.
Wolfram, the oldest by a few minutes, takes himself a bit too seriously. He also reads many novels, and as a result tends to copy behaviors and habits of his favorite protagonists. Tries to always use swords, but his talent lays with axes.
Wilburg is a deceiving oddball. One may think he's the weaker and more nimble of the duo as he's often seen with tomes and daggers, but he purposefully equips weapons he doesn't use. In reality he's a beast in close combat, using his Blaiddyd strength in his favor.
Out of the two, Wilburg is the one set to become the next Margrave.
Wolfram is terrified of horses, much to Lambert and Matthias' dismay.
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Episode Two: Weapon Attacks.
Lug: AC 12- 16. 12 damage. 2nd attack- 12+3. 4 damage.
Happen: Shoot axe to create sparks- Nat 1. Attack roll- 16 + 8. Damage- 6 + 3 piercing + 4 swarm damage. AC10- first attack hits for 4 damage. 2nd attack hits as well, 9 damage. Attack of opportunity- short sword hits for 9 damage.
Willowfine: N/A.
Robin: N/A.
Morven: N/A.
Cressida: 19-1 to attack grappler. D4 damage- 1-1 equals 0. 13 Dex to throw water skein; doesn't make any meaningful contribution.
Johnny: Grasping Tendrils on Sprites. Miss. Tree slams Happen- 4 + 4 against AC 14. Roll to hit Morven- hit, Shield forces a miss.
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Welp. @splatoonfan88 here.
MAKI YAIBA VS AYANO AISHI
Schools out!
Ayano Aishi info:
Height: 5 foot 4
Weight: 95lbs
Weapons:Axe, Baseball Bat, Bokken, Box Cutter, Circular Saw, Crowbar, Fantasy Sword, Katana, Knife, Pipe, Magical Girl Wand, Old Axe, Ritual Knife, Scissors, Screwdriver, Shinai, Shovel, Sword, Syringe, Any weapon that is nearby or she can get her hands on.
Strengths: Despite being an unfinished mess Ayano has become the image of Yandere’s in gaming, Peak human strength (Despite her petite stature Ayano possesses impressive strength, Can kill any other student and faculty member with single hits, Can push large dumpsters several times her size, Can snap peoples necks with ease), Peak human durability (Can withstand hits from a Martial Arts Master), Athletic speed (Is the fastest student in her school), Gifted intellect (Can create complicated plans to remove supposed ‘threats’ to her happiness without anyone realising), Is highly skilled with stealth and deception (Killed at least ten students over ten days without being caught, Can frame other students for her crimes), Can see peoples auras even through walls with Yandere Vision, When pushed to the brink Ayano will enter SNAP mode granting her far greater strength.
Weaknesses: Despite her abilities Ayano is completely human and can be killed by normal means, If her Senpai is killed or rejects her Ayano will lose all will and reason to live, SNAP mode can only be entered if her Senpai is killed or rejects her and will end in her own suicide. Her dev is kind of a creep. Also if you want to add them the Easter egg menu is an extra and not canon and even then she can only use 3 a day and each one has a weakness. (She can only use timestop once she can't control the black hole and it dosent really work like a black hole she needs certain items for certain costumes the captain falcon and Saitama outfits have an audio Cue she's going to punch. The sans one can only use basic telekinesis the demon hands require her to kill a student in the occult clubs room on the pentagram with the ritual knife. Etc.)
Maki Yaiba info
Height: 6 foot
Weight: 167lbs
Weapons:Bare Hands.
Strengths:as a highly skilled UA student and maybe even 3-B's strongest of the next generation of MHA students she's quite the powerhouse. Extreme Strength (Out muscled Captain Saito who in a fight with okita when both were in modern times as Kiruyu and Goro punched Goro through multiple floors of a large stone hotel so hard the building shook and all the windows shattered. Saito has out muscled people who regularly break 5 ton boulders with their heads and throw around 1 ton statues. Shpuld scale to kaito and Bun kaito has accidentally derailed trains with simple kicks and Bun scaled to people who have thrown chunks of moutaind at folk) Extreme durability (she can apperntly take as much as she gives. Also once got hit by an attack comparable to a united states of smash which at its weakest was comparable to a nuke and leveled a city block.) Superhuman speed (Speed blitz almost all of Buns classmates and most of them attack faster then most can blink and her outspeeding Dark shadow means she can go faster then lightning.) High skill (she's got 6 black belts in different martial arts and she's a skilled grappler and wrestler flexible and adaptive in combat great at exploiting weaknesses.) Suprising intelligence (she's a very skilled mechanic.)
Weaknesses:her singing skills aren't going to be much help. Dosent fight with weapons. Is prone to fits of rage (but then again considering who her adoptive parents are.) Lacks ranged options. Despite her insane feats she is still human.
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Young Justice animated x fire emblem unit
the next person person from the team I'm making as a fire emblem unit is one of DC's most well-known characters
Name: dick Grayson
Personal: acrobatics: if unit stands on terrain effect that grants bonuses unit gains +15 avoid.
Overview: dick has good speed, dexterity, charm and luck but the trade offer is is that his strength, magic, defense and resistance are poor. It's good speed let him get off two hits from slower enemies and good dexterity means he can consistently land hits on enemies but due to his poor strength and magic he will not deal any significant damage physical wise or magical wise, his good speed can help him avoid most attacks though, and his low defense and resistance means a strong attack from a physical or magical unit will normally be enough to KO him. His good luck helps protect him from critical Hits and his good charm ensures that a majority of his gambits are successful.
Dick has proficiencies in Lances, gauntlets and flying and a subject weakness in armor and axes and a budding talent in flying. Putting Dick in the soldier route, because of his strength in Lances, then cavalier can help patch up his low defense and Grant him access to desperation also making him into a paladin then gaining Aegis can help further protect him from magic and bows due to his good dexterity which can cause Aegis to trigger often. Putting dick in the Brigand class and gaining death blow can help patch up his low strength and damage output but his can take a while due to his weakness in axes. Dick's strength in gauntlets means he can become a brawler then a grappler both classes stats growths in HP, speed and dexterity can help play his already good speed and dexterity and gaining tomebrakers can help make him something of an anti-magic unit. His strength in flying means dick can be a wyvern Rider, but because of his weakness and axes it can be tricky to make him one, the classes growths HP, strength and defense can help patch up his lacking damage output and resistance and Grant him access to seal defense, if he masters the class, giving him a debuff support role and giving him more mobile freedom on the battlefield. His subject weakness in armor is not a total loss given his low defense and resistance. Dick has a budding talent in authority granting him access to rally speed and helps him gain access to higher rank battalions.
Dick's rally list:
Rally speed
Rally dexterity
Rally strength
If one wants dick could also be something of a supporter for the rest of his group but given the fact putting rally skills can use up his three skill slots it can be somewhat detrimental to him.
Dick's personal skill acrobatics grants him +15 avoid when he is standing on a terrain effect that grants him bonuses. This can help dick with his survivability and helps him take advantage of the terrain he's on.
Overall: overall dick, given his personal, is a character that thrives off the benefits from the terrain of the battlefield and give his list of rally skills plus his evasiveness when build properly he can be a support character for his team that has a high level of survivability.
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Fiesty Feast
Any monster hunter story will take place in the village where my first one took place.
Warning:This story contains soft,safe vore,accidental fearplay,child prey,fear of death and digestion,gore,aftercare
Arufamō POV.
My claws swipe through the loose earth as I struggle uncomfortably against the tight collar, and I release an enraged roar,sending everything around me scattering.I shoot forwards, and the collar snaps tighter on my neck as I'm pulled back and fall onto my back when I here a female human voice ask flatly"Hello,Odogaron,how did you get yourself stuck there"I stop and listen carefully while squinting and looking around.The voice returns and says"Oh yeah,sorry,forgot you guys are nearly blind"The collar begins tightening before something cold touches my so I lash out towards the touch before hearing her yell"Woah,big girl,I'm just cutting the collar off,okay?"I give a sharp growl,and she huffs before asking."So you wan't me to leave and let you stay stuck here until whoever put you here comes back?"I stop and shudder at the thought before hearing her confidently saying"Thats what I thought,now I'm gonna cut off your collar, and you're not gonna attack me. "She's right, but still,I don't like her talking to me like that,without a hint of fear, but I'll hold my pride for now because the alternative is being stuck here until that bastard comes back to cut of more of my scales to sell.I sit still and bite my tongue as the collar tightens around my neck against before the cold metal touches me again and I flinch before the collar is cleanly sliced off and I jump away from the human and hear her step back before I look up and try to focus my eyes again.
Arufamō POV.
I try to focus on her for a moment before the blurriness cuts down enough to see the rough outline of the human-human's?I look over the small human and see a large man brandishing an axe,I recognize that axe and armor.My heart begins beating heavily and I brandish my teeth,before I notice that the girl isn't looking at me and is instead standing infront of him in a combat position with her knife drawn.I hear his voice boom out"Out of the way kid,you dont want to lose 'yer head over that beastie,do ya?"I hear her snap at him."I'm not a kid,first of all,and second of all, I'm about to kick your ass for capturing this poor thing,Run."The last part is clearly directed to me as,just after she says it, she charges the man.I turn to run before I hear her yell out in pain, so I quickly turn back to look and see her lying between me and him with a poisoned dagger that was aimed at me stuck in her arm.I turn and roar at him before leaping towards him so he jumps back to dodge as my tail wraps around the girls midsection before I pull back and sprint off into the forest.As I run I hear him right behind me and notice q click from him.He's trying to grapple onto me and if he does I'm dead.
Arufamō POV.
Before his grappler can hit me, I hear him yell out in pain, so I turn around and unsheath my secondary set of claws and see him with the poisoned dagger thrown cleanly into his Cartoid Artery and he lays there bleeding out.The girl has somehow gotten out of my tails hold and is walking towards the man who is now trying to stop the bleeding before reaching down and gently pulling the dagger out of his neck as he begins panicking at the stronger bloodloss that he is no longer able to stop it.She leans down and whispers"Die,bitch"Before pulling out a antidote and downing it.She stands up fully and begins walking away saying"Do whatever,you're free now,and thanks for pulling me out of there"I turn back to her as she begins walking away.She doesn't ask for anything and had no reason to save or protect me but she just did.I shoot up and walk behind her,it doesn't feel right to just leave after she saved me and killed my jailer,I'll stay by her side until I repay her,then I'll leave.She look over at me and asks"Why are you following me,you're free so leave"I shake my head and she sighs and says"Alright,but don't expect me to feed you.
Arufamō POV.
I chow down on the heavenly steaks that Shinzō cooked up for me,Jade,and Kageyaku.She apparently is the best cook in this little town, and I am the luckiest monster in the new world because I live with her,as told to me by Kageyaku.I softly grumble as I walk over to her after finishing up my steaks and licking the plate clean.She reaches out and taps me on the noise while laughing before saying"Boop"In a playful tone so I roll my eyes and softly snarl at her and she laughs at me.This is how she usually acts,so nonchalant at my threats and messing with me without any fear which is only mildly annoying most of the time but today I feel much angrier for some reason,she never shows me any respect or fear and treats me as a pet more than anything.I take a deep breath while their not watching and bite my tongue until those two leave.Shw turns to me and says"That was nice,we really should invite people over more often,right Arufamō?"My claws push out of their sheaths as I turn to her, and she gives a light chuckle before saying"Arw you mad about me booping your nose,I'm sorry don't worry,I won't do it again bud"I leap towards her and knock her to the ground while she jerks back and says"Okay Arafamō,point made,I'll stop booping you"My claws spread and dig into the ground around her"A-Arafamō?"In a questioning tone with an undertone of nervousness,that's good,it's the first fear she's shown to me."I want more,"I silently think before letting my mouth split open with lines of saliva dripping off my teeth and onto her face as I see actual fear finally forming on her face.
Shinzō POV.
"H-hey,A-Arafamō,th-thats e-enough,p-p-please,"I say with a shaking voice as I stare down his throat.My vision begins dulling as he begins pushing his mouth down towards my head and instinct takes over.I throw my hand up against his throat and clock him in the windpipe and use his moment of distraction to leap up.I turn and shoot down the hall,grabbing my light bowgun and flick around and drive the head of the rifle into the floor and a red point of light shoots into the ground so I flick it up and aim in down the hall at where Arafamō would have to enter and quickly load a handful of ice rounds into the rifle just for some extra assurance and slump to the ground bracing the rifle against my chest as I begin breathing lighter and faster as I feel a panic attack begin.I hear a soft chirp and quickly right the bowgun down the hall at Arafamō who is standing at the very end of the hall.He steps towards me so I level my eye to the scope and he steps back.The bomb infront of me begins flashing,which signifies that it's about to fizzle out and my panic attack begins taking a toll and the moment the gun tilts he sprints down the halls and the bomb fizzles out just as he reaches me so I just start showing before the bowgun is smacked out my hand and I'm pinned against the wall so I give up the last of my pride and begin begging"P-p-please,A-Arafamō d-d-dont e-eat me,i-ill stop me-messing with you,i-i swear,I can make you m-more food,a-are you h-hungry,a-a-any meal j-just pick one,please"
Arufamō POV.
I think I went too far,way too far.I just wanted her to stop always being so damn calm all the time, but I managed to not only make her scared but also absolutely terrified to the point of a panic attack and her literally begging on her knees.I didn't even believe that it was possible for someone as strong as her to look this small and pathetic,and it scares me.She is still shaking as I step off her and lower my head into a more submissive position and sheath my secondary set of claws and lower my ears and tail.She is still taking alot of breaths in quick succession but they are slowing down,wait why is her face so pail.She falls back and I throw my tail out to catch her before pulling her up and walking to her room in a very low and submissive walk just incase she wakes up.As walk into the room I lay her gently on her bead and pull the door shut a second later and walk to her before laying on the ground.For some reason my mouth begins watering much more than when I usually sleep near her and my instincts are screaming at me for.....some reason.I was only going to throw her around on my tongue a bit and then spit her back out before she attacked me but now my stomach feels super empty and my instincts are telling me to eat something,no someone.I turn to Shinzō and my stomach pushes in on itself,like it wants to hold her
Arufamō POV.
I check her position one last time and step up to her head while nervously flicking two of my claws together before leaning down and open my maw as wide as I can when I hear a soft gasp and I swiftly snap my mouth shut and see her looking at me with wide eyes.I raise my paws and step back while she shakes and stares before asking softly"A-are you gonna do what Kageyaku does to Jade,just hold me in you're stomach?"I nod quickly and try to keep her calm.She gently says"Its alright, bud,just please be gentle. "I give a happy bark before leaning towards her, but she suddenly raises a shaky hand and moves it towards me, so I freeze, and she taps me on the nose,nervously saying"B-b-boop"I snort and shake my head a few times before leaning towards her and think"Oh you want to boop,I'll give you a boop"I move nose is and tap her on the tip of her nose.She stopped before happily laughing and snuggling to me before I widely open my mouth again and slide a large portion of her upper body onto my tongue and to my shock,she tastes better than anything I've ever eaten before,like some honey roasted steak but still with a more savory than sweet flavor.I almost want to just keep her in my mouth for a few more hours but I know that any longer and I risk scaring her so I just continue swallowing and after a moment she arrives in my stomach without even making a dent,I could walk around outside and no one would be any the wiser of my little friend being held safely in my gut.She suddenly makes a jerking motion so I give her a small bark of confusion and she has a bit of a shaky voice before saying"S-sorry,just panicked for a s-second"I squeeze my stomach lightly around her and begin chuffing and cuddling my flat stomach when I hear someone behind me squeel in joy so I flick around and see Kageyaku watching me through the window on the top of the front door where he can easily see through it so I rapidly flick the door open and yell"HOW LONG WERE YOU WATCHING"In a monstrous tone.He raises his talons before he says"Just the end,and you cuddling with her"I begin flushing with embarrassment as I slam the door shut behind me while I hear Shinzō ask"Arufamō,can I sleep in here?"I smile and rub my flat stomach,giving her a soft bark so she cuddles into the folds of my gut before I hear her mutter,"Maybe we can do this more often"and I silently agree with a smile.
#ebony odogaron#monster hunter world#Fiesty prey#cruel pred#child prey#dehumanization#Soft vore#nonfatal vore#injury#blood#Gore
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Our third fearsome slayer, summoned forth to battle in Artfight 2022, the glorious Praetoria.
Praetoria Gloriosa, The Berserker
Guild: none Weapons: Head Hunting Axe, Machete, Sledge Warhammer Style: Pankratiast (Ancient Olympic wrestler / boxer) Personality: Gladiatorial, reckless, bravado.
Height: 6ft 5in / 196cm Pronouns: She / Her
“Dual-wielding grappler, wrangler and thrower of demons. A Zathán (vampiric) half-demoness rumoured to have been trained by a demon in long forsaken ancient arts of heroic combat. Stealer of slaying techniques, reshaped into more brutal forms.”
[Artfight character page]
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Alear and the Arts
Emblem Engage!
I’m doing it! Not only will I theorycraft male Alear, I’m gonna theorycraft martial arts into the game. Click the Read More to find out how I'd implement it.
Martial arts (Arts for short) in Fire Emblem Engage are close range “brave weapons”, with low Might but low Weight as well. They use the unit’s combined Str/Mag too, meaning a true Fighter, nor a true Mage, can pack that big of a punch, so a balance of the two is needed. They ignore the Sword/Axe/Lance triangle and are effective against tomes, bows, and daggers, which means ranged units get broken when the art users initiate. Of course, Fire Emblem Three Houses had gauntlets as their hand-to-hand combat weapon, and these would fall into this category. They also had low might, lower than some Arts, likely because Death Blow was a common inheritable skill. The Grappler class also gained Tome Breaker as their mastery skill, making it easier to dodge and hit tome users, who could counterattack. Bows could not counterattack unless a skill was equipped and many enemies didn’t have it. And of course, there was no daggers.
So, in FEH, how would it work. The would be a colorless 1 range weapon and would look like the following:
Silver-Spirit Art+: Mt. 11 If unit initiates combat, unit attacks twice, and also, if foe's Range = 2, unit deals damage = 20% of unit's Atk,and foe cannot counterattack.
Iron-Boday Art would be 2 Mt. Steel-Hand Art would be 5. Silver-Spirit Art would be 8. The above description would be the same for all. With this, they would be a player phase counter to ranged units and low-Def melee units, like how dragons are an enemy phase counter to ranged units and low-Res melee units. You get two tap, you don’t have the –5 Spd penalty, so you’re gonna quad attack, and range foe can’t counterattack and will receive extra damage, incase they do have high Def. Of course, for any melee unit with a brave weapon, you are killing the ranged foe easy, and how many ranged foes do you see with close counter? Well, in a new meta, where bow and dagger infantry and armors compete with the other omni tanks, or we get more ninja Camilia, that vantage tank, these would be the guys you call. The Silver-Spirit Art+ can also be refined, but it only gives 1 Mt. when picking the Atk variant, then follows the melee standards. While I’m here, we just got some summer units with Brave weapons that grant +5 Spd and have no Def/Res penalties. These two Shezs are mounted sword and lance units, so they do have a lower BTS to contend with and they are at the mercy weapon triangle, so I’m keeping this in mind.
There are other rules that weapons have. The BST will match that of melee units, meaning Infantry Arts users have 183-185 BST, and Armor Arts users have 193-195 BST. In Engage, only infantry units had Arts, and in Three Houses, Armor units can wield gauntlets. What’s a Flying or Calvary Art user? I don’t know. They would be the best at initiating with their extra movement and Canto, but other melee fliers and calvaries are already the best at initiating. I can imagine an engaged Alear, with the dragon fists, could be a flier. A calvary art user would need to be something like an equestrian vaulter, would isn’t as crazy of an idea as snake goddess or steam-punk centaur Mech suit. But let's not deal with that yet (or ever likely).
Now, with this bonus in all weapons, there should be restrictions. I originally thought of making Art units unable to inherit Distant Counter and it’s family of skills, since there is no 2 range gauntlets or art (with one exception). That said, beast also didn’t have 2 ranged options, but they get Distant Counter, no problem. So, to differed it from Dragons, who are the best at counterattacking ranged units, these arts only get the benefits when initiating. Can they also inherit Dodge C skills, like other Melee Infantry units? Sure. Special Spiral? Can they inherit Vital Astra or God-Like Speed? NOPE. That’s a bit too much Dodge and Spd-based True damage for them to handle.
Now, let’s get to our heroes.
Pic from allison
Alear: The Divine Child
Art – Infantry – Fire Emblem: Engage – 5 Star
40/45/44/31/28
Divine Fist Art: Mt. 12. If unit initiates combat, unit attacks twice, and also, if foe's Range = 2, unit deals damage = 20% of unit's Atk,and foe cannot counterattack. At start of turn, if unit's HP ≥ 25%, grants [Charge] to unit and support partners within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and inflicts Spd/Def-X on foe during combat (X = the number of allies from distinct titles within 3 spaces of unit × 4, + 4; max 12), and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4; (max 40%).
So, I’m taking all the benefits from Female Alear’s Liberation Sword, to Male Alear’s Divine Fist. The [Charge] effect is really good at initiating, and with your support ally joining you, they can benefit from any smoke skills. Now the rest of his kit.
Dragon Aura – Flashing Surge – Dodge Null-Follow – Def/Res Smoke 3
Flashing Surge: If unit initiates combat, grants Spd+5 during combat. If unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 10 + 10; max 50). (Triggers even if 0 damage is dealt.) (Only highest value applied. Does not stack.)
This was a theorycrafted skill I’ve done before. It Flashing Blade mixed with Surge Sparrow. The self-healing that Alear gets can be a reference to Marth’s skill, and it’s going to be 40% of his max HP, or 16 hit points. The advantage to brave weapons is that you can quickly charge a Special while skill having a high Special Cooldown for these kinds of skills. You can also use this to neutralize Guard.
Dodge Null-Follow: Inflict Spd/Def - 4 on foe. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 5 (max 50%).
With the new Null-Follow-Up skill, we are bound to get a version with Dodge in it. You have the 50% damage reduction is you outspeed by 10 (6 really, thanks to the Spd/Def penalty on foe), but doesn’t have Phantom Spd from the other dodge skills, not that Alear and the other God-Swords mind.
Now that’s a top tier unit. But it’s not the best representation of the Art users in Enage. In fact, the Divine Fist Art is a S rank Art and Alear can’t use it in his Divine Dragon Class. You need to be a Martial Master for that.
Pic from allison (Wish i got a background less version)
Framme: Eager Steward
Art – Infantry – Fire Emblem: Engage – 5 Star
39/35/42/34/37
Presenting, the 33rd steward to the Divine Dragon, and president of the Divine Dragon Fanclub, Framme. With a striking design and shrieking fangirling personality, I couldn’t think of a better character to introduce this new aspect of the healer architype. At the least, she the first female character in a martial arts class, since the classes that best wield gauntlets were locked to men. Now, is she that good stat wise? We does have similar Str/Mag growth, but it’s not a lot. She is mostly used for healing and a new ability. And I think I will give her this skill as an Arts exclusive inheritable skill.
Dual Guard: Grant [Dual Guard] to unit for 1 turn. [Dual Guard] Once per enemy phase, if a foe initiate combat against an adjacent ally, reduce damage of foe's first attack equal to percentage of this unit's remaining HP. (ie. if unit's HP = 80%, reduce damage by 80%, if unit's HP=100%, reduce damage to 0, doesn’t trigger when ally uses save skill)
Yep, this is an assist skill that grants the user a bonus, not the target. This status functions like the Dual Guard that Qi-Adapts have. They block one attack on an ally when foe initiate when the unit is at 100% HP. The difference is that it doesn’t deal self-damage, it can trigger when below 100% but it reduces damage in that case. Ideally, this would be an alternate to save skills. You will be able to trade off your turn to delete a mage in punching range, with making anyone a tank (for one combat encounter). Additionaly, those allies that are tanking can have Bulwark or just Obsctruct, making it impossible to pass them to hit Framme or another back line ally. There is a chance I will have to say “This skill can’t trigger is ally has Bulwark skills” in addition to save skills. I might also increase the range of the skill to 2 tile radius, but make it 50% of the percentage of this unit’s HP, to make it comparable to save skills.
Flashing Fist Art+: Mt. 11 Grants Spd+5. Inflicts Def/Res-5. If unit initiates combat, unit attacks twice, and also, if foe's Range = 2, unit deals damage = 20% of unit's Atk, and foe cannot counterattack. If unit's HP >= 25%, grant Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats (Maximum bonus of +5 damage.)
And for another skill to inherit, Flashing Fist is an inheritable skill that can boost her speed and grant her true damage with her speed check, at the cost of Def/Res. This is a combination of the 1st and 2nd year inheritable ninja weapons. It should make up for the fact this isn’t a personal weapon, which makes her score lower in arena. At least Dual Guard is high scoring.
Dual Guard – Def/Res Bond 4 – Joint Fortify Res
Here’s the rest of her skills. Because Framme will be standing next to her ally, the usual Bond skills make for a great defensive skill, while Joint Fortify Res is there to buff both units afterwards. Joint Fortify Res is only on Ballroom! Sigurd BTW.
Jean: Budding Doc
Art – Infantry – Fire Emblem: Engage – 3-4 Star
45/40/35/35/37
As a change, here is a 3-4 star Art user who wouldn’t be that strong, but would make better use of the Dual Guard Assist. Jean is the trainee of Engage and his ability to heal along with deal damage, makes him easier to train than the other trainee characters though out the franchise. As a trainee, he also gets higher BST than other units, but I put that extra in HP. To make his healer identity relevant, here’s another art exclusive skill.
Qi Transfer: Restores 40% of Unit's HP to target ally (Min 10). Unit loses 10 HP but cannot go below 1.
This is an upgraded version of Adrent Sacrifice. It will heal the target ally of more HP if the unit is fully healthy. At 40 HP, a unit would heal 16 HP. Jean heals 18 with his HP. And by refining an Art, he would get another +5 for 20 healing. That said, it still drains your HP by 10%, so he would go down to 16 on second heal, and 12 the third time. It stops at 10 when he’s at 20 HP, making it a normal Adrent Sacrifice at that point. Of course, it that’s too good of an inheritable skill for a 3-4 star, even if it’s functionally a perf skill until we get a bunch more Art users without assist skills, replace it with Ardent Sacrifice.
Shielding Art+: Mt. 11 Grants Def/Res+5. Inflicts Spd-5. If unit initiates combat, unit attacks twice, and also, if foe's Range = 2, unit deals damage = 20% of unit's Atk, and foe cannot counterattack. If unit's HP >= 25%, grant Def/Res+5 during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%.
The Shielding Art was another useful tool to keep your healers alive, but they lose their brave effect. I decided to keep it on, and add some more defensive capability.
Qi Transfer - Close Def 3 - Def Opening 3
For the other skills, I just grabbed to Def related skills that we don’t have access to in 3-4 star pool. Def Opening is fine, but Close Def is, again, going to help him take as little damage as possible, so he can stay heal as much as possible.
Seadall: Mystic Dancer
Art – Infantry – Fire Emblem: Engage – 5 Star
40/32/40/32/32
And the final unit we will theroycraft. Seadall is the third and final recruitable unit in Engage that starts in a class with Arts, and if you are smart, you will live him in that class. Seadall is a dancer, making him the best unit in the game, hands down. If he was to come to heroes however, he will be competing with a bunch of fairies. So, what weapon will he have?
Typhoon Ki-Blast Art + Mt. 11 Inflicts Spd-4. If unit initiates combat, unit attacks twice, and also, if foe's Range = 2, unit deals damage = 20% of unit's Atk,and foe cannot counterattack. After combat, if unit attacked, inflicts Atk/Spd/Def/Res - 6 and [Gravity] on target and foes adjacent to target through their next actions.
Oh, so this is a debuffing art? Yep. During Seadall’s recruitment chapter, he starts with the Emblem Corrin. This weapon copies the effects when you engage with her. You prevent the foe from moving, and you debuff them with Draconic Hex. The only thing I couldn’t do was change the terrain tiles underneath into puddles, cuz duh. If you combined with Windsweep, or just punch a range unit, you can debuff the foe’s team, without receiving counterattack. Of course, you would rather be dancing, so inheriting Shield Art from Jean would help.
Dance – Atk/Spd Unity - Deluge Dance 3 - Atk/Def Gap 3
Did I go over Deluge Dance 3? I must have in my support skill blog. I’ll mention it again.
Deluge Dance 3: If a skill like Sing or Dance is used, enables [Canto (1)] and grants Spd/Res+6 and [Null Follow-Up] to target for 1 turn.
You know, while we are at it. Atk/Def Gap was just givin to a 3-4 star, Etie. Can I make Atk/Def Gap 4 right now?
Atk/Def Gap 4: At start of player phase or enemy phase, grants Atk/Def+6 and "neutralizes unit's penalties during combat" to ally with the highest Atk+Def total for 1 turn. (Excludes unit.) If unit is within a 2 tile radius of the ally with the highest Atk+Def total, grant that unit Atk/Def +3 during combat.
Yep, this grants more buffs and the bonus status that “neutralizes unit's penalties during combat". This mean, if they get hit with Chill Atk, Chill Def, or Chill Atk/Def, it won’t do anything. I would make a status that just removes Atk/Def penalties, but that would mean we would need 5 more status that would do overlapping things and Brave!Chrom loves unnecessary [Bonuses]. I also just added drive Atk/Def +3 for that unit, just because.
Okay, that’s all. Now what do you think. Do you want Arts? Do Arts need that extra advantage with instating? Should I remove any reduce stats since Shez blew open the door? Would you rather have every Art to be a perf weapon cuz you weren’t going to inherit weapons anyway?
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end of year asks: 21, 22, 25
21) What’s something new about your place of residence (room, home, or general location) now vs the start of the year?
i was literally just complaining that we ran out of wall space for calendars lmao 😭 we have SO much more decor. also @thatboxylady just ripped off the office closet doors and tore out the shelf to put band new shelves in there
AND UH WE HAVE A SECOND AQUARIUM WITH A TINY AXE MURDERER (the crayfish) LIVING IN IT
22) Favorite place you visited this year?
london lol. yeah sure hometown was fun too but most of the stuff in london we did was new for me too!!!!!!!!!! natural history museum! camden market which had changed a lot since i last saw it! a bunch of hidden little historical things my dad showed us like the last remaining section of the wall the romans built around the city! seeing the london eye at night! being right in front of big ben!
25) Did you create any characters (in games, art, or writing) this year? Describe one
i don't think i made any brand new ones but i like. got fixated on The Genderswapped Universe for my regular ocs (i was pathetically unable to draw much this year so i have nothing for this, rip). like in the regular universe, grappler and jeffrey hate each other but in the genderswapped universe they're girlfriends. it's fun to think about how things would be different in alternate universes
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Canada’s Big Flex in Space
The Canadarm started as a boring robotic appendage. Now the future of space travel depends on it.
Chris Hadfield trained four years for a seven-hour spacewalk. On April 22, 2001, he and American astronaut Scott Parazynski were tasked with assembling and installing a payload, which had arrived with them via space shuttle, onto the International Space Station. The payload was the Space Station Remote Manipulator System—or, as it’s colloquially known on planet Earth, Canadarm2, the latest robotic limb in a series of Canadarms first announced in 1975 through a joint US–Canadian agreement.
Out there in low Earth orbit, 400 kilometres up, Hadfield began the first ever spacewalk by a Canadian. The first set of Canadarms had almost the same manoeuvrability as this new model: a shoulder moving on two axes; an elbow on one; a wrist that can pitch, yaw, and roll; and a grappler. Unlike the originals—which were affixed to the space shuttles Columbia, Atlantis, Endeavour, and Discovery—the Canadarm2 was designed to remain permanently attached to the ISS, to assist in the broader mission of space exploration and habitation. Seventeen metres long when fully extended, the Canadarm2 was only slightly larger than its predecessors, but it would be nearly twice as fast, three times stronger, much more dextrous, and exceedingly more useful. Whereas the first arm looked and functioned quite literally like an arm mounted at the shoulder, the Canadarm2 was like two arms connected to one elbow. This configuration would eventually allow it to move along rails running the length of the ISS, making it a 1,500-kilogram multi tool for the space station—a crane, grabber, and camera, all in one.
Continue reading: https://thewalrus.ca/canadarm/?utm_source=pocket-newtab
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fe3h gameplay changes
Three Houses has some gameplay balance problems especially on maddening so I started thinking of ways to make the gameplay more balanced so that certain classes or units aren't as overpowered compared to others. I don't know if this would be an improved maddening mode, an entirely different difficulty, or changes to the game as a whole
weapon, spell, and combat art changes: Swords are so bad on maddening and this has a ripple effect of making sword classes bad, so part of this is making everything about swords better from the weapons to the combat arts and the other part is making other things worse. I'm also nerfing some of the cheese strats. Magic is also getting a buff because the low movement and fragility of mages limiting them to only player phase is such a high cost.
Nerf hunter's volley: mt+1 to -1, hit+30 to +0, range 2-3 to 1-2 (This combat art is overpowered compared to other bow combat arts so for the ability to hit twice I've made there be a cost so that hunter's volley isn't always the best combat art to use)
Fierce iron fist mt+0
Stronger sword combat arts overall. Wrath strike mt +5->+7. Add a new unit dependent high might combat art +10 for sword boon characters?
Make astra better: hits at 30% mt to 50% mt? Hit -10- to -5?.
Assassinate mt 0 to +3.
All swords might up (1? 2?). Weight down?
Most tome mt increased by 1
increase axe wt (something needs to be done to compensate the high mt of axes), decrease axe mt by 1.
Ward increases defense by 5 as well, decrease by 2 every turn afterwards. (ward is so circumstantial I'm making it more useful, a lot of ward units are also underutilized so this makes them more useful)
Warp distance halved.
Tome weight decreased.
Increase spell uses: New buyable item that recharges all spell uses. (other options: 1.5x to all spell uses? make tomes items like other FE games with durability and can be bought in stores tomes are by tier like rank 1, 2, 3, 4, 5 and the rank corresponds with the unit's spell list ex. tier 1: fire, thunder, wind, blizzard, miasma?)
Smash mt +3->0, durability cost 5->3.
Helm Splitter armor effectiveness removed.
class changes: Nerfing mounted and flying units so they aren't so dominant in the meta. Differentiating dark magic classes from black magic classes by making them bulkier like in older FE games. Modelling fliers after dark flier where mobility comes at the cost of attack stats. CLASS STAT BONUSES
Eliminate base stats for all classes, no more stat floor.
Myrmidon certification and skill bonus: sword bow, fighter: axe brawl. (always found it weird that fighter gets so many weapon types, so this is to even things out a bit not sure if bow or brawl should be under myrmidon as both benefit from speed.)
Assassin str growth 0 to +5 (sword classes already suffer from mt problems)
Mortal savant speed growth -10 to 0 (mortal savant sucks and going in from swordsmaster which is one of the speedier classes to a negative spd growth is so bad)
Cavalier mov 7 to 6
Paladin mov 8 to 7
Great knight growths: def +5 to +10, res -5 to 0, dex 0 to +5. Certification: lances C, axes B, and riding B. The lance problem, other options include gender unlocking pegasuses or swapping avo+10 with lancefaire for wyvern lord. (Trying to make great knight more viable as well as maybe give male units another lance option)
Wyvern rider str growth +10 to +5. Mov 7 to 6
Wyvern lord str growth +15 to +5. Mov 8 to 7.
Falcon knight str growth +10 to +5. Mov 8 to 7
Mounted and flying units cannot dismount.
Warlock growth mag 0 to 5.
Dark mage growths: hp 5 to 10, mag 10 to 5, def -5 to +5.
Dark bishop growths: hp 10 to 20, def -5 to +5.
Gender unlock gremory and warmaster, brawler, grappler, dark mage, dark bishop, valkyrie, and hero. (Gremory and warmaster definitely need to be unlocked to give male units an infantry magic class and female units an infantry axe class. Brawler, grappler, dark mage, dark bishop, and valkyrie are less a priority but why not. Valkyrie was added as a dark bishop alternative for dark magic female units but why lock it at all. The pegasus classes are more complicated as them being female only is a important tradition in Fire Emblem lore but I also think it's a stupid tradition.)
Fuse holy and dark knight into mage knight: canto, terrain resistance, dark knight growths, stat boosts, and base stats. Cert B reason, faith, riding. Third ability is either fiendish blow and let that stack or just make a +6 magic ability. Holy knight is the worst class in the game. Every other option is more complicated like making dark knight be a reason/lance class and valk be half healer like old fe valk/troubadors but I don't want to lock the faith class into dlc.
Darting blow is gotten from mastering swordmaster instead of pegasus knight.
Pegasus knight mastery: none, immune status, avo+10, charm+5?
Sword avo +20 is gotten from mastering Assassin.
Lethality is gotten from mastering sniper.
Assassin 100% certification requirements B to B+ swords
Assassin 100% certification requirements B to B+ swords.
Hero 100% certification requirements B to B+ swords.
Wyvern rider 100% certification requirements C to B flying
lord changes: nerf to the lords so that they are less god-units that single-handedly carry the map
Decrease might for all 6 of the special combat arts.
Raging storm costs hp and cannot be chained (maximum 2 actions per turn).
Personal abilities exp bonus decreased from 1.2 to 1.1x for byleth and lords
Edelgard base stat decreased spd 8 to 7. growths: str 55 to 50
Dimitri base stat decreased dex 7 to 6. growth str 60 to 55, dex 50 to 45, cha 55 to 50
unit changes: rebalancing units for competitiveness and to better align with their characterizations.
Hapi faith neutral to bane, heavy armor bane to neutral. Base str 6 to 7. growth: hp 35 t o 40, def 15 to 25. (Hapi so cynical about the Church it makes a lot of sense that she would have a weakness in the faith skill. That said doing so destroys the synergy with her crest so to compensate I'm making make wyvern more viable and building her more like a traditional dark mage.)
Increase Caspar base stats spd 6 to 8. (Caspar suffers in early game, not having high damage combat arts and easily getting doubled.)
Dorothea growths: str 20 to 25, mag 40 to 45, spd 40 to 45, cha 40 to 50. (Outside of dancer, Dorothea falls behind as a mage.)
Linhardt growths down str 30 to 25. (There's no way Linhardt has strength also I'm buffing too many people so someone else needs to be knocked down)
Cyril remove bane from faith, add bane to swords. (The faith bane is mostly used to show a character grew up outside of Fodlan culture but Cyril idolizes Rhea and is shown to be learning prayers and really likes working for the Church so I don't think he'd have a weakness in it. Meanwhile swordplay is associated with the nobility and not something Cyril's background would give him access to.)
Lorenz growth def 30 to 35. Give Lorenz more lance combat arts: shatter slash A. idk monster piercer A+? (Lorenz is often said to be the worst unit, so I tried making him a more viable mixed magic and physical unit. Lorenz is pretty unique as a bulky mage and I want to lean into that)
enemy, ally, and map changes: Make enemies harder not just in stats but needing more advanced tactics.
Change green ally AI to prioritize survival. (No more stupid green units getting themselves killed and failing the paralogue.)
Enemy units get better skills. Death blow warrior, wrath hero. Fiendish blow magic units.
Enemy units get combat arts including mastery combat arts in end game.
Enemy units get horse, dragon, and heavy armor effective weapons.
Enemies in 2nd half of game won't aggro individually. They will also wait just out of your attack range. Groups of enemies will move in formation.
Hp and def boosts to enemies?
More maps that split the party and pit them against varied enemies. More maps with limited deployment ~4 units.
Fog of War on the Battle of Gronder map on highest difficulty. (devs removed this for being too hard so I'm bringing it back, makes in game sense why you end up fighting both armies)
For final map of Verdant Wind, Nemesis will immediately aggro after you step into the poison swamp and chase you around the map.
other changes:
highest difficulty exp curve set 5 levels lower so your units will always be lower level. Enemy levels aren't changed but player levels are lower. Aka soft cap on exp once unit is 5 levels lowers than enemy instead of at equal level. Less curve so even if enemy is much higher leveled unit will not gain 4 levels (change exponent or multiplier??).
at highest difficulty have no base stats
Stride distance halved.
Recruit Hanneman and Manuela earlier.
Church recruits can be recruited the same as for other houses instead of having to wait for the route split. Like Flayn they will leave if Crimson Flower is chosen.
Get rid of the Hanneman-student romances.
All abilities now can stack including fiendish blow and transmute.
Fix stat boosts
bases?
wyvern rider nerf
rebalance advanced certifications
Maybe make dark flier be on a wyvern or maybe just replace it with malig knight, same growths and abilities, the only differences would be that it doesn't have the female only pegasus lore and that the sword skill bonus would become an axe skill bonus. Swap valk and malig knight as hapi and constances canon classes?
Thief armor bases down
flier canto, horse range
Lord available to all nobles
Wyvern rider no axefaire
Assassin no swordfaire
Trickster war cleric full magic?
byleth upgraded growths after sothis fusion
Fortress knight. Ability if enemy faster.
Falcon knight advanced class. Wyvern lord to griffin knight wyvern rider falcon hybrid
Curved shot 2-3 -> +1 range
Nerf immortal corp lion corp
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So I came across @spicymancer's "Rumble after Dark" fighting game OCs and it kind of inspired me to think about a fighting game AU featuring a bunch of my OCs from different universes. (Mine wouldn't be as NSFW but maybe a little never hurt, since it's just for art anyways...)
None of this obviously would be canon but just thinking about the fighting game archetypes as a method of character exploration has been fun. And most of my fighting game experience comes from platform fighters so my archetype knowledge is a little whack but if you'll excuse that then,
My initial castings are these: (Long-ass ramble with multiple OCs and no sketches yet.)
Blanksford Series: -Gabby (Would be a Hit & Run Mix Up character. Using their teleportation and skateboarding to move around in a unique way. Might have a playstyle similar to Bridget Guilty Gear.) -Madi (While she's doesn't have any powers in-universe and wouldn't be much of a fighter on her own, her TTRPG char KyoVee would be a fun ranged zoner character. Definitely a lil shit, think Pac-Man / Pichu from Smash.) -Taylor (Give him a bit of gym time and training and he could be a well-rounded rushdown type of fighter, nothing too gimmicky prob my most standard fighter on the list. To make him more unique he could double as the announcer because that'd be super in character.) -Aeri (Even though she has powers in-universe she avoids conflict at all costs, so instead her TTRPG char (who doesn't have a name yet) would be an excellent grappler. A big orc with an axe. In my head I'm thinking of that scene in Drawtective where Gyorik put the bad guy in arm jail, mixed with Loxodont from Rivals 2.) -Artemis (Might take her off this list as I do sketches but for now she's a ranged zoner. Using her bow to keep distance, might play similar to Green Arrow from Injustice, idk) -Ultra-Dude (Of course I had to feature this dude as a heavy. He'd just be great for it. And it's not like I've been using him in-universe for anything other than that asshole with the strength and healing powers.)
Colostle: -Correll [Pirate Arc] (I think Correll would be a fun mid-range zoner. Using her spear to keep distance and her ice magic as a fun gimmick to make her a bit more unique. -Ivy Reyne (Definitely a fast and fun rushdown character. Like imagine Maypul from Rivals but grounded. She's agile AF and hits harder than you'd expect.) -Gratt & Tic Tac (I thought this would be a fun duo-fighter. Since Aanya's not my own OC I wanted to keep my Colostle reps pre-Tic Tac's death as far as timelines go but Tic alone wouldn't be enough. I didn't want to pair him with Correll cuz I thought that'd be a little hard and honestly the thought of leaving Gratt out felt bad, and with Tic Tac's help they could actually stand a chance.)
Mystic Mysteries: -Emra Corvus (The OG MysMys character. While I haven't focused on her a lot in-universe lately, I think she could be fun here. Using different elemental magic as stances. Like a mix of Robin and Shulk from Smash.) -Tehl (My biggest OC excluding actual gods and monsters. Xe'd easily be a heavy. Probably with a playstyle similar to Sylvanos from Rivals, instead of forest powers though xe'd used alien tech to backup xir playstyle.) -Dawn Ronik (I think she'd be a pretty well-rounded fighter. Again borrowing some of Tehl's alien tech for support but mostly just beign agile and powerful. Nothing too strong in any category but very hard to take advantage of.)
And my random OC to finish it off: -Syble (She was originally design as a rivals workshop character before I realized how much effort making an actual workshop character really was. She'd play kind of similar to Maypul or Shiek but with her own teleportation gimmicks. I've talked about these when I designed her and I think they're still on my tumblr somewhere though you might have to check back a bit to find them.) -pqkR6 (Easily a fighting game character, it'd be a robotic shoto fighter. Agile and able to take hits but also quick enough to get in its own damage.) -Hackphlegm (As a goblin sorcerer, he'd be a fun ranged hit&run/zoner type fighter. Might be too similar to Emra in playstyle would have to differentiate them somehow but other than that he's a solid inclusion.) -Darcy (Not a character I thought I'd bring back but looking at the archetypes I thought I needed more heavies. Darcy's werewolf form would be a grappler who's pretty big and would be weird to design around but fits really well into a fighting game.) -And also I might need one or two new OCs to tie it all together. (Off the top of my head I think one archetype I'm missing is the enby with a scythe archetype. You know characters like Thanatos, Testament, & Sawyer.) -And for another... (I'm also somehow missing a swordie. Like where's my over-inclusion of Fire Emblem characters. Like I have bladed weapons but they're mostly daggers. Gabby's skateboard maybe could be used like a sword but they wouldn't be a "swordie". Again Aanya's not my OC even though she's in my stories so I don't want to use her. Maybe make a few origin changes and my Terrarian could fit this role. Or Drake is an OC I haven't touched since I removed him from Blanksford canon years ago, he might fit here.)
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Battleaxe
-Real name: Anita Ehren
-A.k.a.: The battle-axe, battle axe
-Publisher: Marvel
-Type: Human
-Afilliations:Grapplers, Femizons, Unlimited Class Wrestling Federation
-Powers: Super-human strength, agility, invulnerability, stamina, durability, unarmed combat, weapon master.
#character#battleaxe#anita ehren#the battle-axe#battle axe#marvel#Marvel Comics#human#grapplers#femizons#unlimited class wrestling federation#super strength#agility#invulnerability#stamina#durability#unarmed combat#weapon master
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Ochokochi
Image © Tamar Chekhurishvili, accessed at Behance here
[The ochokochi is one of the monsters @abominationimperatrix described as “ hairy ogres with axe-heads sticking out of their chests”, from the folklore of Georgia, particularly the area around Colchis. They’re described as being like satyrs, which got me thinking about why a satyr might go around with an axe in its chest and murder-hug people. Hence, Satyr Incels, which is the direction I took this in. There is also a preview of coming attractions in here; in the next couple of months, I’m going to go back and convert some of the monsters in Pathfinder 2e’s Bestiary 3, and that includes the skelms.]
Ochokochi CR 6 CE Fey This humanoid is a head taller than a person, with shaggy hair covering its body and deep set eyes. Protruding from its chest is an axe blade, poised outward to strike.
The ochokochi are a savage offshoot of satyr, trading that fey creature’s obsession with sex for an obsession with violence. They were originally a fraternity of satyrs who, frustrated and angry with being rejected by fey and mortal beauties, swore to kill them instead. They broke off their horns, smashed their pipes and swore an oath to dark powers, which granted them a sharpened breastbone as a weapon of terror. Now, ochokochi are misogynistic murderers, going out of their way to attack beautiful, skilled or happy women above other targets.
An ochokochi usually initiates combat with a challenge, using threats and taunts to further humiliate and enrage their victim. That chosen foe is then grabbed and killed with its chest axe. Ochokochi prefer to attack solitary targets, but will fight a group if cornered, challenged or if in a group themselves. Ochokochi parties are not well coordinated, and the fey will bicker and compete over who they see as the most “deserving” target. Most ochokochi are proud and hateful to the point of self-destruction, and rarely flee from a challenge.
As a male-only species, ochokochi reproduce through recruitment rather than traditional means. Satyrs can become ochokochi if they so choose and duplicate the original ritual, as can some other forms of fey. Ochokochi are not inherently murderous towards other masculine fey, which they see as potential allies and converts, but may attempt to kill them if rejected. Ochokochi and skelms get along well in theory but not practice, with the two species usually coming to blows over minor disagreements.
Ochokochi CR 6 XP 2,400 CE Medium fey Init +4; Senses low-light vision, Perception +13, scent Defense AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural) hp 60 (8d6+32) Fort +6, Ref +10, Will +6 DR 5/cold iron and magic; SR 17 Defensive Abilities agile grappler Offense Speed 40 ft. Melee 2 slams +8 (1d4+4 plus grab) Special Attacks challenge 3/day (+8 damage), rake (axe +8, 1d8+6/x3) Statistics Str 18, Dex 19, Con 19, Int 8, Wis 10, Cha 15 Base Atk +4; CMB +8 (+12 grapple); CMD 26 Feats Antagonize, Dodge, Defensive Combat Training, Intimidating Prowess Skills Acrobatics +17 (+21 jumping), Diplomacy +13, Intimidate +17, Perception +13, Stealth +17, Survival +6; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth Languages Common, Sylvan Ecology Environment temperate forests and swamps Organization solitary, pair or party (3-6) Treasure standard Special Abilities Agile Grappler (Ex) When an ochokochi is grappling a creature of its size or smaller, it does not take any penalties from the grappled condition. Challenge (Ex) An ochokochi gains the challenge ability of a cavalier with a character level equal to its Hit Dice. It does not gain any other cavalier abilities, such as a mount or an order, unless it takes levels in that class. Rake (Ex) The axe embedded in an ochokochi’s chest can only be used to attack creatures the ochokochi is grappling, but it gains the powerful blows special attack with this axe, and the axe overcomes damage reduction as if it were a magical, cold iron weapon.
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