scorpion turn

1995 Third Year (Vacant Deathday Hall)

Slytherin Students // Astoria Greengrass, Archana Shetty, and Norman “Cheon” Stacey

“If Umbridge is banning clubs and refuses to teach real DADA techniques then we’ll just have to teach ourselves!”

“I just hope Daphne doesn’t find out"

“She’s not apart of the Inquisitorial Squad, are you scared Astoria?“

“I - I’m not afraid, its just that now she’s being annoying older sister, wanting to know what I’m doing every second.”

“Daphne has too much time on her hands.”

“What are you two doing, and where is my invite?”


“Well we’re um-

“No explanation needed, let me join in on the fun!”

“So exciting, rebelling right under their noses. What exactly are we doing again?”

“You two remember first year, when the Ministry stationed Dementors at the school?”

“Who could forget, it was downright chilling”

I think we should - no we are going to learn the most powerful defensive charm.

The Patronus Charm!

commission by the awesome @sadfishkid

so today I messed around a bit with the SNES Mortal Kombat 2 beta rom

i’ve learned the following:

You can do fatalities whenever you want, in many situations they don’t even kill and are repeatable

fatalities cannot be dodged, also Scorpion turns into Sub-zero for some reason when he gets cut in half

the beta has no draw games, if the timer runs out with both players having equal HP then it just cuts back to the title screen. if you happened to be scrolling the screen at that moment, the momentum carries over to the title screen

fatalities can be interrupted, often freezing your opponent and leaving sprites stuck on the screen. grabbing your opponent in this frozen state damages YOU, not them

doing this during Reptile’s fatality lets you just walk off the damn screen. also, his head comes off

fatalities can even be interrupted by another fatality

lastly, baraka floats. he just fuckin’ floats y’all

in conclusion I give it an amazing/10, I don’t regret checking this out

Pt 2: Percy/Annabeth Swap

(Part 1 can be found here)

  • When the girl wakes up, Percy shows her around and tries to help explain everything to her
  • She’s called Annabeth, and Percy soon finds out she’s…strong-willed, and they end up clashing every five minutes
  • Luckily, otherwise Annabeth seems to settle into camp reasonably well
  • Percy soon realises she’s seriously clever, and she develops a strategy that helps them win a game of Capture the Flag
  • It’s around about then when Annabeth gets claimed by Athena
  • It turns out Athena wants Annabeth to go on a quest to solve the recent lightning thief dispute that’s arisen, and Annabeth’s just as keen because she wants to rescue her father
  • Percy’s accused of being the thief, what with being a son of Poseidon and all, and also due to the fact that there was a Camp Half-Blood trip to Olympus last solstice
  • So of course he begs Chiron to let him go on the quest
  • “It’s Annabeth’s choice, Percy, she’s leader of the quest,” Chiron says gently
  • “Well, if she really is the Wise Girl she says she is, she should choose me! I want to help!”
  • Annabeth blushes at that. “Fine, you can come… as long as you promise not to be too much of a Seaweed Brain”
  • Annabeth jokes about it, but she’s grateful for Percy’s experience, especially considering how good he is with a dagger, and at using his demigod powers
  • Percy, Grover and her make a pretty good team
  • Luke wishes them luck when they leave, and it’s immediately clear that Annabeth has a crush on Luke
  • For some reason, that bothers Percy
  • They become a lot closer on the quest, and Percy realises Annabeth maybe isn’t so annoying as he first thought she was
  • Yeah, she’s stubborn and can be arrogant, but she’s also resourceful and she cares a lot
  • Grover rolls his eyes whenever they start bickering though, which is a lot
  • The quest is difficult, but they make it through it, and they succeed, they return the lightning bolt to Zeus and come back to camp as heroes, and Grover goes off on his search for Pan
  • It’s what comes after that’s the hard part
  • When Luke asks Annabeth to go on a walk before she leaves Camp for the year, she agrees, blinded by her schoolgirl crush
  • She barely survives the scorpion attack. It turns out Kronos wants Annabeth out of the picture, because while Percy is key to the prophecy, and he needs him if he wants Percy to raze Olympus, Annabeth is a threat
  • Percy doesn’t believe it for a few days, because there’s surely no way Luke, the guy who rescued him when he was a kid, who showed him how to be a hero, is working for Kronos…
  • …But deep inside he knows it’s true: Luke betrayed them
  • He’s angry, so, so angry
  • He spends a lot of time by Thalia’s tree, just sitting there and thinking, and there’s not much anyone can say to console him, not even Chiron, who knows Percy so well
  • After a few days, when Annabeth finally wakes up and recovers from the scorpion attack, Percy is finally woken out of his daze
  • Annabeth leaves camp to return to her family, her school for the year, and she hugs Percy goodbye
  • She makes him promise to keep in contact, and Percy realises how devastated he would have been if Annabeth had died
  • After seeing what Luke did to her, he becomes determined
  • That’s the day he put down the dagger Luke gave him, and vowed not to use it ever again
  • The next day, he starts training with a sword his father gifted to him in the night
  • It is the weapon Percy swears to fight Kronos and Luke with
  • The sword’s name is Riptide
  • (Update: Part 3 can be found here)
Watching Scorpion 3x22 promo pictures
Why My Minis Are Amazing

           Over the past few years the standards for young dancers have been increasing. Today it seems like there are so many amazing mini dancers on the competition scene. Minis who can do 10 pirouettes, minis who can lift their leg up to their ear, minis who can do leg hold turns, scorpion turns, and leap 5 feet off the ground. It feels like it’s not uncommon to see 7 to 9 year olds preforming a routine with the maturity and quality you’d expect from a senior. There are so many little kids out there that are amazing. But here’s the thing:

You don’t need to be amazing when you’re eight years old.


If you are, that’s great. But the reality is, the vast majority of minis dance because it’s fun. It’s extremely important for me to keep my classes fun and entertaining for my younger dancers. As a teacher it’s so easy to get caught up in this craze of pushing your dancers to dance beyond their years. You go on YouTube and search “mini solo” and you find videos of little kids dancing like they’re adults. And it’s so easy to start expecting that of your students, and it’s so easy for your students to start expecting that of themselves, when it’s the image of mini dancers you’re surrounded with. My minis have technique. My minis have technique, quality of movement, and repertoire that is appropriate for their age. My 7 to 9 year olds don’t dance like seniors, but they don’t need to, because they’re 7 to 9 year olds.

           Over-training is very much something that exists. I could push my minis to train 10+ hours a week, to develop new skills rapidly, and to gain immense flexibility. However, I choose to make the most of the 1 hour a week I have with my minis, out of the 4.5 hours they train. I choose to train safely, spend at least half the class on technique, but still incorporate elements of play. Because the reality is, those amazing minis you see on YouTube train at least 10 hours a week, most train more. Even if this is safe training, I truly believe that 9 times out of 10, it will lead to burnout. Young dancers who train that many hours will become exhausted, they will be more susceptible to injury, and they will be taught discipline that is beyond their years. The 7 to 9 year olds you see doing the amazing solos on YouTube are also the 7 to 9 years olds you see taking classes with their knees taped and their ankles bandaged. Minis don’t need sport induced injuries. Minis need to train safely and reasonably.

           That’s not to say there aren’t minis out there that are self-motivated, and choose to train extensively in such a manner. That’s not to say there aren’t minis that are willing to give up so much to perform amazing solos. But those kids are few and far between. My minis don’t do crazy tricks, countless turns, show off immense flexibility, or dance like seniors, but I still think they’re amazing. I think my minis are amazing because they dance like minis. They dance like minis, yet every class they still show me that they are attentive, passionate, and happy. They’ll dance like seniors when they’re seniors. But for now? They’ll come to class and have fun.

  • Scorpion writers in S1&2: it's so nice where we're taking Walter and Happy with their character and emotional growth :)))
  • Scorpion writers in S3: fuck they grew too fast let's regress them completely and hope the fans don't notice

anonymous asked:

I desperately need a Rider Sentai crossover that has the Kyurangers meet Gaim Riders. Stinger is just so put off by Takatora, but won't say why to his team because that would requires sharing instead of being a broody, secretive jerk.

takatora is just trying to be a pleasant host to these weird space people but the orange one keeps glaring at him from across the room and trying to attack him with his fucking scorpion tail whenever he turns his back

I just can’t help but feel bad for Takeda for having so many dads. Just imagine the dad jokes, there is no escaping from them. 

< “Dad, I’m hungry.”

< Kenshi, Scorpion & Sub Zero all turn around and say “Hello Hungry, I’m Dad.”

< Ermac suddenly floats into the room 

< “We are many dads, you are but one.”

Tender Mercies (Mortal Kombat)

Now I have to go back and put headers on all the stuff I’ve done in the last couple months.  Uuuuugh, thinking up titles.

Title: Tender Mercies
Fandom: Mortal Kombat
Rating: NC-17
Word Count: 2655
Characters: Kuai Liang, Hanzo Hasashi
Warnings: not as non-con as it may seem
Summary: It’s a battle for dominance and winner takes all.

Sub-Zero’s back hit column hard enough to make the old wood of the paifang groan. He didn’t have the time to catch his breath before he brought his arms up to block a kick and then a left hook. A quick retaliatory hit to the chest- more shove than an actual blow -gave him the vital second to recover, matching all of Scorpion’s following blows with tight defense. He formed a quick ball of frost in his hand, more powder than ice that didn’t harm his rival on impact but succeeded in distracting him for the fraction necessary for Sub-Zero to go on the offensive.

Neither had managed to do much more than minor bruises, unable to get the space to let loose with stronger attacks, unwilling to give the other that same chance. A deflected jab caused Scorpion to overbalance just enough to be unable to twist out of the way of an elbow slamming below his ribs and Sub-Zero could feel the heat of his breath being driven out of him in a hiss. Scorpion staggered back, one hand clutching his side, the other flinging out his rope dart. With a burst of power Sub-Zero slide under it, closing the distance between them but when he moved in for a knife hand strike Scorpion turned against him, jamming his shoulder up under Sub-Zero’s armpit.

For a moment they stood, locked together, before Scorpion shifted his weight, sending Sub-Zero to the ground and himself down with him. The ninja’s weight drove the breath out of Sub-Zero and by the time the black edged out of his vision, Scorpion had his rope dart back in hand, looping it around Sub-Zero’s wrists, pulling it tight and anchoring the kunai into the ground at an angle that made it near impossible to pull out without great effort.

Keep reading

The Scorpion Bone King

What you need to know:

A cult of necromancy, mind controlled by a giant undead scorpion humanoid, lives in old ruins in the desert and raid the local caravans traveling the roads.

How it begins:

Posts and banners are put up seeking guards for caravan routes at all the towns and cities in a desert region. They will pay per kilometer plus a bonus on arrival.
Note 1 - You can have a caravan destination be where the players are already heading.
Note 2 - If players ask why guards are needed, they will be told about the raids by bandits on the roads.

– 1 –
Feel free to have the first day or two of travel have several small challenges. A wheel of a wagon breaks, bad weather the players have to help the caravan deal with, a feud between two wagon masters the players have to break up, etc.

– 2 –
It shouldn’t be till the second or third day the party is raided by X number of necromancy cultists. They will have weapons and armor of the regions and tattoos of scorpions on their arms, chest and face.
Note: Their weapons will be coated in scorpion poison, dealing extra damage or stat damage.
They will mostly be 75 percent warriors, 25 percent spell casters.
They will fight to the death.
They will have no treasure other than food, basic supplies and their weapons and armor.

- A -

  • Once the battle is over, the wagons masters will congratulate or condemn the players based on how well they did.
  • Also the wagon masters will discuss how the local magistrate may reward the players for putting down the bandits.
  • They will also discuss how the bandit’s den may be close and worth a look, should the players be interested.
  • They would be willing to wait a day if the players give them a percentage of the rewards plus any finds they come across in the bandit’s den.

- B -

  • Tracks will lead through the desert to part 3 should the players investigate.

– 3 –
Several miles through hot sand dunes, a dozen spires of sandstone rock shaped like scorpion tails raise 3-5 meters out of the sand.

- A -

  • All around the spires are spiked foot traps placed in the sand.
    Note: Any players walking through the sand to the spires must roll a check or step on the traps and take X D6 damage, plus losing half their movement. Healing eliminates this effect.

- B -

  • In the middle of the spire under the sand is a rock trap door with three scorpions carved on the surface, all facing up. Opening the door reveals a set of stone steps.
    Note: This is the first sequence of the puzzle in room 7 – 3 up

– 4 –

Stairs descend into a chamber of sandstone. 2 skeletal stone scorpion statues are built in the center of the chamber and within each claw is a lock. In the back of the room is a stone door with 6 scorpions carved on its surface facing left. Part 2 of the puzzle - 6 left.

- A -

  • Unlocking all 4 claws locks lowers the door.
    Note: If any player fails to pick a lock, the claw will snap closed for X D6 damage, then reset.

- B -

  • The door is a one ton block of stone.

– 5 –

Hall of sandstone, bone scorpion tails jut out form the stone writhing and striking at random. At the end of the hall is a stone door with 8 scorpions carved on the surface facing up. Part 3 of the puzzle: 8 up.

- A -

  • Any player passing through the corridor must roll or become struck by a tail.
  • For each point players failed their roll, they will take 1 D4 damage plus poison which can add additional damage or stat damage.

- B -

  • The stone door at the end of the hall is locked and needs to be unlocked or brute forced to pass, all while rolling to dodge the scorpion tail strikes.
    Note: Players can fight and destroy the scorpion tails.
  • Give each cluster a set of hit points and one scorpion tail attack which does D4 damage plus poison.

– 6 –

A hall of sandstone, scorpions are carved all along the walls. At the end of the hall is a stone door with 10 scorpions carved on the surface facing right. Part 4 of the puzzle -  10 right.

- A -

  • There are pit traps along the hall hiding under false floors. They are X meters deep and contain dens of scorpions at the bottom.
    Note 1: There are bits of carrion at the bottom left by the cultist to feed the scorpions so they don’t die.
    Note 2
    : You can have the player fight the scorpions as per the rules for swarms or allow them to roll a save to avoid being hit by the scorpions as they to escape.

- B -

  • The door at the end of the corridor is locked and needs to be picked or brute forced to open.
    Note: The door is trapped and when opened, two bone scorpion tails will strike from the other side coming out of the ground. The player in front of the door must roll twice to avoid being hit or take 2 D6 damage plus 2 poison saves.

– 7 –

A sandstone room. Over each wall are 4 metal scorpions acting as levers. They each have a metal plaque underneath labeled 1-15.

- A -

  • The scorpions can be turned to face up, down, left or right but all start in the down position.
    Note 1: This is where the puzzle notes come in. The players must turn the right number scorpion in the right position in order to open a secret door in the floor – 3 up, 6 left, 8 up,10 right.
    Note 2: Using any scorpion not in the sequence will result in the scorpion striking the player for D4 damage. Any scorpion that is in the sequence but moved incorrectly will not result in any penalties other than the door will not open.

– 8 –

A sandstone room. In each corner of the room is a large bone scorpion. Within its ribs is the cult’s treasure: coins, jewelry, magic items, bolts of cloth, etc.

At the end of the room is a stone door with one large scorpion carved on the surface.

- A -

  • All the bone scorpions will attack if any player comes within 3 meters.
    Note: they have large scorpion stats plus undead traits.
  • Their sting attack deals stat damage.

- B -

  • Once a scorpion is killed, their contents spill to the floor.
  • The treasure inside is covered in a sticky sap that upon touch deals D6 contact poison damage.
    Note: The poison will dry after after a few days.
  • Using cloth or a barrier against direct contact will protect the player from the poison.
  • You can allow the player to use the sap to coat their weapons dealing poison damage.

- C -

  • The door is locked and needs to be picked or brute forced to open.

– 9 –

A room of sandstone. Two metal braziers burn in the back of the room. Between them, nestled in a pile of dead and bones, is a giant sized half-humanoid half-scorpion made of bone. It has a crown of stingers around its head, plus three tails from its thorax. X number of cultists stand around the room, they have the same description as the cultist that attacked the cavern in part 2.

- A -

  • The scorpion will waste no time and attack immediately once the players open the door.
  • The scorpion has large scorpion stats plus undead traits.
  • You can add fighter or wizard levels if you wish for added challenge.
  • The scorpion tails each get a separate attack and have three different poisons:
    1 - is a stun poison
    2 - is a control monster poison that forces the player to fight for the scorpion till it rolls a successful save against the poison
    3 - is a stat damage poison
  • The scorpion also gets an extra headbutt attack delivering X D4 damage from its stingers.


The scorpion shatters to dust once killed. The cult has been cleared and the players can return to seek their treasure, or do they?
Maybe the scorpion king sends out a pulse of energy as it dies, causing all the scorpion in the surrounding area to become hostile, sending 1000s maybe millions of scorpions as a swarm to attack the players and the caravan.
Maybe waves pour over the towns and villages and players have to find a way to divert the swarms.
Maybe a much bigger badder scorpion exists and has attacked the caravan while the adventures are away and a sandstorm is coming in. The players have no way to travel and the creature hunts them from the storm.
Maybe this is not the last of the cult and it is only a splinter group of a much larger organization, gathering treasure to build an undead army and now the players have gotten their attention.

Either way, have fun and hope to see you again.


h: we deal with stress d i f f e r e n t l y. you reminisce, i smash things.

t: oh yeah. sometimes you just gotta smash stuff.