floor riders

she has been defeated (x)

Grounded Part 2

Remember when I promised to have this up by the weekend… this is technically a weekend even if I am a month late.

This is it guys. All finished! Hope you enjoyed!!

Part One

“I told him to take it easy.” Astrid was marching through Berk searching for her wayward boyfriend. He hadn’t been at his house that morning when she had gone to visit. “He promised me he’d take it easy.” She pulled her furs in tighter around herself. The wind howled between the buildings and the air smelled of snow.

Astrid spotted her target. Blue eyes narrowed. “But of course he’s not going to take it easy,” she mumbled to herself. “What was I thinking? It’s Hiccup!”

Astrid stomped into the forge. “Your dad is looking everywhere for you.” She leant against one of the pillars near the entrance.

Hiccup was sitting on a stool, a pile of leather in his lap. His crutch lay discarded on the floor.

“Astrid.” He raised his hands. “This is not what it looks like.”

“Really?” Astrid mocked.

“Really.” Hiccup put his work down. “I’m taking it easy! I am. I just had to get out of the house.”

Technically he wasn’t wrong. The sewing he was doing didn’t look particularly strenuous. Curious, Astrid walked over.

“What are you working on?”

“I’m making some adjustments to Toothless’s saddle,” Hiccup gestured to the parchment rolled out beside him. “The saddle itself wasn’t badly damaged, but I’ve got some ideas for some improvements.”

Astrid picked up the drawings.

“These look really good.” She sat on the floor by the stool going over the lines. “What are these?” She pointed at two of the markings on the paper.

Hiccup peered over her shoulder.

“Handles,” he explained. “They control the tail fin just like the pedals,” he pointed to another design. “I can lie along Toothless’s back and still help him fly.” Hiccup’s voice filled with excitement, the way it usually did when he spoke of flying. It was hard not to get caught up in it. “This lever here will switch between the pedals and the handles.”

“Have the pedals changed?” A few more modifications had caught Astrid’s eye.

“Yeah,” Hiccup leant down with a wince. Realising he was going for the other pile of parchment, Astrid gathered the pieces up to hand them to him. He rifled through the stack, looking for the right one. Locating the one he wanted, Hiccup showed the pictures to Astrid.

“This one here is for flying.” Hiccup waved the first drawing in Astrid’s face. “And this one is for walking, and maybe one more for walking on ice.”

“These are great,” Astrid’s brows wrinkled together in thought. “But are you really going to carry around all three of these?”

“That’s the beauty of it Astrid.” The parchment fluttered wildly in Hiccup’s flailing hands. “It’s one leg with interchangeable feet. See here-“ It was flapping too much for Astrid to really see the design. “-you twist this bit, and it swaps them over.”

It was always nice and warm in the forge. Today, with the wind howling outside Astrid was almost willing to forgo her chores for the day, preferring to sit in the warmth and watch Hiccup work. But she had wasted too much time with him already. Reluctantly, she got to her feet.

“Your dad wanted me to tell you,” Astrid tidied up the stack of papers, “Bucket’s been complaining, so it’s looking like there’s a nasty storm brewing.”

Hiccup put his work down.

“We’ll need to make sure the dragons are secure and close up the stables.”

“We’ve got this Hiccup,” Astrid put her hand on Hiccup’s shoulder. “I’ll gather the Dragon Riders. Between us, your dad, and the A Team we’ll get everything secure before the storm hits.”

Hiccup reached up to take Astrid’s hand.

“I can help. I can’t just sit around and do nothing. I could… I could supervise!”

Astrid narrowed her eyes.

“If I let you come with me, will you promise me you’ll stay on Toothless?” Astrid asked. She bent down to retrieve Hiccup’s crutch and hand it to him.

“Yes, I promise!”


“Hiccup Haddock you liar.”

Keep reading

I want to Scream at the amount of continuity errors Teen Wolf had tonight.

1) The Sheriff wasn’t present when his wife died! He was helping a girl in a car crash, while Stiles sat alone with her. (We found that out in Season 3)
So the story that Sheriff Stilinski told Claudia wasn’t true.

2) HOW does the group still remember Mason, Corey, Hayden, Melissa, etc??
And If the group are the only ones left in Beacon Hills (and have somehow managed to keep their memories of basically everyone but Stiles) then why haven't any of them mentioned their missing families?
Where are Mr. Tate, Natalie Martin, Liam’s stepdad? 

3) How would Theo know anything about Mr. Douglas?
The Dread Doctors didn’t even know anything about him. They submerged him in that preserving liquid before they could talk to or learn anything from him.  
So if they never even knew him all that well, then how does Theo??

4) Corey had over 100 photos of him and Mason. Yet the boys were wearing the same outfits in every single picture. (That’s just lazy detail work on the show’s part)

5) WHY didn’t Liam or Hayden use their claws or teeth to snap the whips in half? 
WHY didn’t Melissa pick up the gun that was on the floor when the Ghost Rider was choking Argent?
WHY hasn’t anyone tried shooting the Ghost Riders with their own guns? Who knows, maybe they can be hurt by their own weapons. It’s worth a shot!  
(I swear, most of the time it seems like none of the characters have any common sense)  

6) And lastly: Lydia CANNOT be taken!! She also learned how to fight and use her powers last season. So WHY doesn’t she try and fight the Ghost Riders instead of always running off and leaving the others to deal with them?

External image


Jenny: Father… did you always know how to sail a boat?
Edward: The Jackdaw is a ship, Jenny. Not a boat.

Elevator Games

ba-sing-saying here is your 3k fic RRS giveaway prize! This idea came to me so quickly, I wanted to publish it as soon as possible!

The prompt is “OTP stuck in an elevator.” It ended up being half meet cute, half “oh dear god Lucy is a little freaked out by stuck elevators.”

When Maka slipped on her fire engine red high heels that morning, she told herself it was because they made her feel unstoppable, powerful. They were so vibrant, sleek, and dare she say it, sexy that Maka could not help but walk with the confidence and venom of a black widow spider. They were her “forged in Mount Doom to conquer the corporate world” shoes. They were her “don’t make a Wizard of Oz joke or I’ll step on your face” shoes.

And they were not at all for the benefit of Cute Elevator Guy.

Her office building was a whopping 28 stories, and despite the sheer volume of people and the astronomical improbability of seeing anyone more than once in one of the ten available elevators, Maka and Cute Elevator Guy crossed paths on a somewhat regular basis.

Keep reading

dm-lorati  asked:

I was looking at your Iconics post from earlier, and I noticed that two of the Alternate Classes get iconics (Reiko for Ninja and Hayato for Samurai), but Antipaladin didn't. Did Paizo not want an explicitly villainous iconic character, or what happened?

Listen to you! Talking like someone who thinks we have ANY CLUE what we’re doing. :P

You’re totally right. The Advanced Player’s Guide touts itself as presenting 6 new classes. Six: the alchemist, cavalier, inquisitor, oracle, summoner, and witch. That book was also where we introduced archetypes—class ability swaps. In working with those first archetypes it occurred to us that you could make a few ability swaps to refine a character’s theme, but if you made even more you could really re-spin a class entirely while keeping the same chassis, if you will. We knew that we wanted to have an antipaladin in the game, but that didn’t really warrant a whole new class, it just needed to be the photo negative of the paladin. So tinker-tinker-tinker, swap this and this, reexplain a few abilities to do their opposite, and there you had it. It was a complex archetype, but it was still, to our minds at the time, an archetype. We even had another one that got left on the cutting room floor: the dragon rider—but that baby needed some work. We never considered these new classes, though—if we had, they would have been in the first chapter with all the rest and would have gotten Wayne Reynolds bodyshots. They were the paladin with tinkers.

Anyway, it was only after the matter when we saw how fantastically popular archetypes were that we started reconsidering our definitions. Obviously there was a difference between an archetype that swapped two abilities and one that swapped every ability. Heck, as soon as charts started getting involved, we had a hint of that, but we made do with what we had (the final days of the APG were NOT a time for mass changes in definition). So, when we got into working on Ultimate Combat, it became apparent that the ninja and samurai didn’t really need to be that different from what we had with the rogue and the paladin. But they were still different enough, special enough, to be treated as their own classes. So this time, we give them the fully blow out treatment, getting them Wayne Reynolds bodyshots, presenting them as full classes, and making their characters iconic characters as per usual.

So what’s that mean for the antipaladin? He was pretty much an accidental proof of concept that lead to other alternate classes actually being considered classes. That puts his character into this weird second tier of pseudo-iconics, along with a few characters like those from Blood of Fiends and Blood of Angels who have shown up in are a few times. That has more to do with their art being awesome than any particulars of their class, status, or our feelings of duty toward them. Cool art is cool art. Currently we don’t have any intention of naming these characters or treating them like our iconic characters, they’re essentially Easter eggs for readers keen enough to notice.

As an aside, this exact same thing happened with the magus in Ultimate Magic. Folks always ask for a fighter-wizard character and the magus was our way of melding those two characters. Just this last week we released a whole book of such class mash-ups, with the Advanced Class Guide, calling them all hybrid classes. I don’t believe that term ever appeared in Ultimate Magic, but the magus is totally the first hybrid class.

Creating and developing a game system is very much about experimentation, seeing what works, abandoning what doesn’t, elaborating when something takes off. It’s surprisingly organic. That’s why, in retrospect, we look back and can say “This and this are alike, why didn’t they get the same treatment? or whatever have you. But when every new book is a frontier, there’s often just no way to be sure what readers will or won’t fancy and what might or might not be the next awesome new idea.

Thanks for asking!