some of them are with former players and some there are two of

D&D: Teamup Attacks

A neat way to encourage teamwork and partnership midcombat: get a bonus when you combine your action with another character! You’ve probably seen things like it before in comics and action movies. The “fastball special” when Colossus throws Wolverine at an enemy. Hawkeye firing an arrow with Ant-Man hiding microscopically on the arrowhead. The ol’ one-two.

The mechanic I’m using for this is to let players use a teamup attack whenever two players roll the same intiative result, but you could feasibly let them do it if they ready their actions appropriately and make proper rolls for whatever they are trying to do. But otherwise, you just add some sort of condition or bonus damage to the attack, along with the regular damage from both players’ attacks. It’s that easy! After the first teamup attack, the players resolve initiative normally by figuring out which player has the higher modifier or rerolling.

The fun part of this mechanic is you or your players coming up with a special attack! Check out some examples I came up with below.

Fastball Special

Half-Orc Barbarian + Halfling Rogue: The Barbarian uses their strength to throw the rogue at an unwary enemy! The attack deals the regular sneak attack damage plus the barbarian’s regular attack damage, and then knocks the target prone.

Timber!

Fighter + Druid: The Druid casts Entangle or Thorn Whip or some such spell to wrap up the target’s feet, setting up the Fighter (or any martial class, really) to knock them down with a heavy blow to the torso or head. This deals the Druid’s normal damage from the spell (if applicable) and then the Fighter’s damage, plus knocks the target prone.

Shadow Boxing

Way of Shadow Monk + Assassin Rogue: Alternating attacks from each player jumping out of hiding and back into the shadows between each strike confuses the enemy. The target has disadvantage on all attacks during its next turn and cannot move more than 5 feet. It also takes the Monk’s and Rogue’s regular attack damage.

Nail on the Head

Great Weapon Paladin + Archery Ranger: The Ranger hits the creature with an arrow, and then the Paladin follows through with their two-handed maul, hammering the arrow deeper into the creature’s wound. This deals regular damage from the Paladin and Ranger plus causes the creature to bleed for 1d4 damage each round for three rounds.

Come to Deity

Paladin + Cleric: One of the players sweeps the target’s feet and the other whacks the back of their head, causing the target to fall into a kneeling position before the two holy heroes. The damage from both players coupled with their righteous auras causes the creature to become Frightened for one round.

Who Turned Out the Lights?

Fighter + Rogue: The Rogue pulls some of the target’s clothing or a bag over the target’s head, blinding them for 1 round if they are subject to such a condition. The Fighter and Rogue then wail on the creature with their attacks, each of which is made at advantage.

Soul Shred

Good Cleric + Fiend Warlock: The two players blast the target with spells of both fiendish and celestial energy, like an Eldritch Blast and Sacred Flame. The diametric energies surge through the target and vibrate enough to damage their very soul. The creature gains 1d2 levels of Exhaustion in addition to regular damage.

Elemental Convergence

Sorcerer + Wizard: The two spellcasters cast spells with different energy types simultaneously. The target(s) are Stunned for one round from their bodies trying to recover from the shock to their system. The creature or creatures take regular damage from the spells.

Harmonic Spell

Bard + Sorcerer: The Bard guides the energy of the Sorcerer’s spell with their musical magic, fascinating everyone who can see the spell (but not the initial targets of the spell). These creatures gain disadvantage on Perception checks and have their attention drawn to the spell’s effect, even if they were in the middle of combat, giving their enemies a chance to make Stealth checks. The Bard adds a die equal to their Bardic Inspiration die to the Sorcerer’s spell damage, without expending a use of Bardic Inspiration.

Arcane Epiphany

Wizard + Wizard of different school: The two Wizards combine the culmination of their studies to reach a magical revelation of sorts. They can each combine a spell from their chosen schools of magic to create a new spell, limited only by the imagination of the two players. For example, a Shocking Grasp and Phantom Steed launches an electrified steed at the target, becoming a regular Phantom Steed after the damage is dealt. The spell combines the damage of both base spells plus 2d6 damage, if either of the spells deal damage.

Rain of Arrows/Torrent of Blows

Ranger + Ranger: The two Rangers barrage the target with either their dual weapons or multiple arrows. The creature hesitates offering each ranger time for an additional attack in addition to their regular attacks, each at -1.

Look Behind You

Archery Ranger + Rogue: The Ranger and Rogue attack from hiding and use each other’s attacks to distract the creature from one another. The attacks deal a bonus 1d4 damage and do not reveal either player’s hiding place.

Beastcall

Bard + Druid: The Bard’s music combines with the Druid’s natural affinity to call a woodland creature to aid in the battle. This round, the Bard and Druid both deal damage from their respective spells or attacks. Next round, between the Druid and Bard’s initiative, a beast of CR 2 or less arrives to make an attack against a target the Bard and Druid agree upon, using the higher of the two characters’ proficiency modifiers to the attack and damage rolls. The beast then retreats back into the wilderness.

Eldritch Infusion

Warlock + Barbarian: The Warlock infuses the Barbarian’s open mind with the force of their patron to fuel their rage. The Warlock can use its action each round to maintain this bond. While infused, the Barbarian’s last attack each round deals damage equal to the Warlock’s Eldritch Blast damage plus 1d10 additional damage.

Dragoncall

Cleric + Draconic Bloodline Sorcerer: Through the Cleric’s exaltation to the draconic deities and the Sorcerer’s draconic origin, the two of you call a dragon to your aid. The Cleric and Sorcerer deal no damage this round. Next round, however, a Young dragon of the Cleric’s or Sorcerer’s choice arrives to use its breath weapon on a 15′ radius area they agree upon, using the dragon’s regular damage and saving throw. The dragon then leaves once its air raid is complete. (this one is a bit of a stretch, but I think that it’s fair if they forego their damage for a round to gain about 16d6 (possibly halved) damage on a small area.)


edit: It was also brought to my attention that Pathfinder’s Teamwork feats are a great example for these! Two I liked were Cover Fire and Harder They Fall. The former lets you use your ranged attacks to also use the Aid action, which i think still works in 5e. The latter lets you help an ally make a bull rush (Shove in 5e) attempt against a creature two sizes bigger than normal, which sounds like something that can be adapted! Even if you don’t use an explicit mechanic, always remember to think outside the box during he game and use teamwork to your advantage!

RPG Maker Fever Undead and Deranged

Warning:This article may contain spoilers and the content inappropriate for children…or may not contain.But get the children away from the screen just in case.

Good morning! Or is it already evening? Meh, as if it matters…cellar, where I’m chained and writing my articles  is pitch-dark 24 hours per day. So, today we’ll learn how to make friends, control the undead and have a happy dream ( with some experimental drugs involved).Now then, shall we get started?

1. 1bitHeart

Alright, here goes our first title, made by the author of Alice Mare and LiEat series. 1bitHeart is an adventure game, where your goal is to make as many friends as possible . Game plays similar to Ace Attorney series, but with some QTE-scenes, while setting and atmosphere is kinda similar to TWEWY.You can make 49 friends in total, all of them have unique appearance and personality. Plot of the game is pretty good, dialogues are well-written and sometimes hilarious. Besides, every dialogue has it’s own mood supported by stylish well-chosen music track and quality voice acting. Additionaly I want to praise 1bitHeart’s presentation, since  both artwork and sprites are extremely beautiful .

2. The Boogie Man

And here comes the Boogeyman, the Boogeyman comes for me. Here comes the Boogyeman, he’s gonna take me in my sleep…Nah, actually not. Here comes the latest installement in our favourite  the Strange Men Series. This time with the fully voiced in-game cutscenes (and skippable as bonus). The Boogie Man stays true to series and plays like classical horror-adventure with action cut-ins. At some point of the game you can even play as our old friends -David and Sophie, but new protagonist Keith is quite notable too (he’s my personal fav to be honest).Overall the game makes very good impression, the story is interesting and dialogues are bright and entertaining (with many references to previous games).

3.  END ROLL

I’m not the sensitive type, but  even I was kinda hesitant to play this game at first, since it has waaay too many suggestive content, supported by quite a lot of graphic violence.But after beating it I can state that this game is totally drugtastic. END ROLL plays like quality role-playing game and somewhat reminds the wild mix of the Gray Garden and Re:Kinder, but with better story-writing and gameplay I believe. Game has plenty of  unique dungeons (all of them has some plot-related meaning behind it) as well as tons of optional content, which along with well-designed and interesting characters make END ROLL very enjoyable.

4. Guuzen ~ Ningyou no ito

What? Don’t tell me you’ve never heard about the rite named “doll’s prayer” .You’ll forget all of your worries and  path to the Heaven will open before you. But the place, our heroines’ve found themselves in, can be hardly called Heaven. I wasn’t expecting much from this game, but it turned to be quality horror with beautiful character designs, memorable soundtrack, logical puzzles and surprisingly mature story. The game reminds us that we’re often starting to value something only when it’s already lost.Sadly, right now  Ningyou no ito is only available in chinese, japanese and russian.

5. Liar Jeannie in Crucifix Kingdom

Yet another full-fledged role-playing game has made it to my list.And kinda tough, I must say. Imagine what if Dark Souls was the turn-based RPG with cute nun as protagonist and you’ll get Liar Jeannie… more or less.Unlike many RPGs, this one doesn’t  have any levels, and your stats and basic skills fully depend on your current equipment (by the way, every item in this game can be equipped). A special mention is deserved for game’s bosses - there’s a few main bosses and a lot of optional ones -all of them have their own battle tactics and require some thinking before acting ( especially Pleiades Knights-you want to defeat them, trust me).Also, if things during the fight will become real ugly, you can always summon expendable monsters as your allies (or living shields,heh).

6. At the Tale End

Here we have a game, which looks like a regular fantasy-adventure, but only at first. Plot includes our standard party of heroes (fighter,mage,priest and thief), cursed princess and battle with the local dark lord.But each of these elements plays very different from your typical fantasy stories.At the Tale’s End is definetely a unique experience, a role-playing game in it’s original meaning, without countless random battles, but with a certain weight of responsibility for your actions within a narrative.Also this game has detailed and interesting world as well as quality animated cut-scenes.

7. Pocket Mirror

A long-awaited Pocket Mirror has been finally released this year. And I’m amazed with  enormous amount of work made by the  team of developers.When it comes to game’s graphic, Pocket Mirror is stunning. Beautiful artwork and memorable soundtrack help to create this mysterious, unique atmosphere of dark fairy tale. And with that Pocket Mirror has some gameplay issues. You see, while some puzzles are interesting, most of them is quite uninspiring, some of the locations are pitch-dark and hard to navigate.And with that plot of the game is quite complicated,but doesn’t make much sense,if you don’t pay close attention to numerous in-game notes and letters.This game is definetely not bad,but still leaves some feeling of unpolishness.

8. The Maid of Fairewell Heights

Despite the fact that story of the Maid takes place at the haunted apartment complex, this game has no horror elements. Maid feels more like comedy anime straight from ‘90s. Gameplay (along with main character’s outfits) varies depending on the room your’re currently exploring. Starting with regular cleaning you can end up playing detective or running the shop. Game has bright illustrations, good humour and overall is pretty good.

9. Libretta

I’m sure everyone knows that beside translating games vgperson also makes their own, and Libretta is one of them..This game  definetely gives an interesting experience. While playing similar to Ib, Libretta has it’s own unique atmosphere and somewhat complicated plot, where everyone can find something for themselves (or so I think). Libretta has memorable soundtrack and interesting puzzles, requiring some thinking from the player Also playing shirigories between chapters is kinda fun.

10. Imaginary Friends

Imaginary Friends is a classical rpg-horror-game with quality visuals, well-thought puzzles and some minor chasing scenes. While story lacks originality, it’s still interesting to follow, since charactrers are nice and game has several endings. Game is about 3 hours long and leaves mostly positive impression. So, if you like old-school rpg-horrors-be my guest.

11. Red Trees

While having some minor horror elements, Red Trees stays warm and relaxing adventure game with humorous and ironic view on horror genre and quite unexpected ending in a way. Graphic style of the game and whole atmosphere of a local town is somewhat reminiscent of Mother series.Gameplay is quite simple and consist from few “find-and-bring-to-the- right-person” puzzles, which can be easily solved in 30 minutes or so.

12. The Stairway

Like Red Trees this game is also recommended for players, who’ve already tired from jumpscares, explinct content and overthinking bizarre puzzles. This game has simple yet nice story, unique visuals and some easy logical puzzles.So, if you want to neatly spend 30-40 minutes of your time, try and climb The Stairway to see what’s awiting you at the very end.

13. Friendship

The most fitting description for Friendship would be “horror for the beginners”, since it can surprise or startle you only if you haven’t played any other rpg-horrors before. In fact Friendship doesn’t stand out much compared with better quality school horrors ( like Misao or Amayado Bus Stop ).But it doesn’t mean that the game is bad-Friendship is a good way to spend 30 minutes seeing how strong attachment to a friend can turn simple game into yandere-horror.  

14. By Ourselves

 And here comes our closing title about two former classmates, who’ve found themeselves trapped in the room. Game is only 10 minutes long and basically is one big locked door puzzle. You find the first hint and then successively exploring the room for the way out. Game has two endings determined by how much attention you’re paying to your comrade in distress.

Tell me about the one who loved him - A Sirius Black Imagine

Originally posted by sensualkisses

‘Professor Lupin? Er - I mean, Remus?’ asked Harry.

Remus looked at the young boy. His heart would always burst when he saw the young man. Each day he’d grow was a day he looked more like his father.

‘Yes Harry?’ replied Remus.

Harry sat at the table with his former professor. The Weasleys house was uncommonly quiet, he was not used for them not being there.

‘I was wondering… Sirius earlier, he said something about er… somebody he wanted to see for a very long time. Do you reckon who would that be?’

Remus’ face became serious.

‘I’ll take that as a yes, then’ said Harry, noticing Remus’s sudden expression.

Remus tried to smile to the young boy.

‘Who’s that person, then?’

‘He shouldn’t go… he’s going to make himself found’ Remus sighed.

‘Is that person could turn him in? We have to stop him!’ shouted Harry, getting up in a hurry.

‘Sit down, Harry… she won’t put him in danger, of that I’m sure. He’d just better leave the past where it is. I’ll try to find him later, put a stop to that.’

Harry sat down again, with more questions in his mind.

‘She?’ said Harry.

Keep reading

10 Things I Loved About Mass Effect:Andromeda

Warning: Spoilers! And I wrote this on the spur, so there might be grammatical errors.

1.      I enjoyed the story. Yeah, people will say it recycles from the trilogy, but come on, people. Why are you surprised? Bioware recycles their plotlines all the time. It’s pretty much the same in all of their games. A protagonist gains special abilities and leads a Ragtag Bunch of Misfits team to defeat a big threat. And I’m not bothered by that. Sometimes familiarity in your franchise is good, just as long as you do new things to the formula, and I think they do.

What interested me the most was the theme of starting over. A lot of people in the Andromeda Initiative were former criminals or outcasts. The reason they joined was to start a new life, and it’s explored in the main questlines, the loyalty quests, and numerous side quests. I was worried about the game talking about colonization since humans are looking for a new home, but I was pleasantly surprised that the game made it clear that Andromeda is the angara’s home first, and humans and other Milky Way species will have to work with them. Thank god! No Mightey Whitey trope this time!

2.      Ryder as the player character. I honestly never thought I would love Ryder as much as I did when I played the game. Sure, no one will ever replace Commander Shepard, but Ryder isn’t meant to replace the Commander, rather show a different perspective in a new story. Commander Shepard is the hero we want to be while Ryder is more of a relatable character. Ryder has to learn through the entire game how to be a leader while going through the obstacles of their inexperience and youth so people will take them seriously. And it was compelling, uplifting, and at times amusing to see them become a hero in their own right and step out of their father’s shadow.

Also Sara and Scott felt like their own person. In the original trilogy, the player character is pretty much the same no matter what gender. But sometimes the dialogue can be different depending on if you play a male Ryder or a female Ryder. That’s because they are two different people who have had their own experiences and personalities. That really adds to the replay value!

3.      Female aliens everywhere! One of my major issues with the original trilogy was the lack of female Turians, krogans, and salarians. Sure we had asari an all-female race, and female quarians, but it felt weird that we met so many aliens with very few ladies. Not only do we get a female Turian squadmate, we also get plenty of lady alien NPCs gathered everywhere for random quests. We also have Kesh who works at the Nexus. And we get to see female salarians! And they kind of look the same as male salarians except with different voices. Thank god! It would’ve been horrifying to see salarians with boobs. Uh! And I’m pretty sure there were just as many female angara NPCs as there were males.

4.      The romances. Especially the queer ones. One of the things I love about Bioware games are the romance paths. Bonus points if there is a queer option. And as of patch 1.08, this game has the most number of queer romances in any Bioware game. I think my two favorite romance paths are with Sara and Vetra and Jaal and Scott. While representation for the LGBT community is improving in media, there’s no denying we still have a long way to go. And after again the crap year 2016 where we had a huge number of queer women characters die in tv shows, it was so wonderful to have a healthy and happy relationship between two women when I first played the game. And even if it wasn’t added until the patch, the romance between Jaal and Scott is absolutely sweet since we see two men show a lot of love and affection for each other which is rare to see in media.

5.      The Tempest Family. I adore every single character on the Tempest, and they really did feel like a family once you played further into the game. I am a sucker for found families, and to see these people who are trying to find a home ending up finding a home with each other just gives me so many feels!

Since there’s not really a huge crew in the ship like in the original trilogy when Shepard had an army of humans. In Andromeda, we have six squad mates, four additional crew members, and Ryder. And I think it made the family more intimate. It’s like our own little family lives on the Tempest.

Also I liked how there were more quests spread out throughout the game with the squad which I think was lacking in Inquisition. Plus. Movie Night is the best scene ever!

6.      In my opinion, the side quests were fun. I think this was one thing they improved from Inquisition. Inquisition side quests just felt like a bunch of fetch quests that got kind of boring pretty quick, and didn’t really add to the overall story. Some highlights from Andromeda were: Kadara, the angara reincarnation questline, the Turian jailed for murder, the anti-AI group, meeting Zaeed’s son, and those kids sending out a distress signal for a new light for their weed plant. HAHA!

They were compelling in their own right and included cut scenes instead of the Inquisitor going to some location like in Skyrim to do a thing come back to the quest giver saying, “I did the thing.” “Ok, good.”

7.      Unlike in Inquisition, there’s actual payoff for some of the quests you do. I don’t mean to be mean to Inquisition, I still love the game, but remember when we were promised that you had to build your forces up in order to defend against the main threat. Yeah, you built forces to get influence points to gain perks, and that’s it.

In Andromeda, while, yes. It’s not the same level as Mass Effect 2. When you actually complete quests and help out leaders, you can get different results during the final battle. Like, there’s a chance Captain Dunn may not survive.

Also, when you get 100% viability on all the planets, you get a special surprise on Habitat 7- being told that it will one day be habitable because of our efforts. Sure it was a side quest, but it just felt so rewarding!

8.      The climax was actually fulfilling and exciting. Again, something else Inquisition was lacking in. Seriously, when I first played Andromeda, I legit gasped when the archon was taking control of SAM node. The villain was actually living up to his threatening nature!

Just when we think we got everything under control, and are about to find Meridian, the Archon fucks shit up, and our sibling has to step up to save the day. Then we have to gather people we helped out and prepare for a final battle, and Ryder can finally prove themselves as a true Pathfinder and kick the Archon’s ass once and for all. People are saying the ending was as disappointing as ME3’s? Pfft…What are you even talking about?

9.      The angara. Bioware never fails to make me love an entire fictional species. Yeah, it feels a bit off that they pretty much have the same faces and the same 3 voice actors, but I really do love their culture. And I appreciate that they were clearly coded as POC while Andromeda didn’t go through with the whole Mighty Whitey Trope. The game wants you to respect their culture and to respect their home.

I love the angaran people are open about their feelings, I love how their religion believes in reincarnation, I love how we see angaran scientists, soldiers, merchants, mercenaries, and civilians. Also Aya and Hivraal are absolutely gorgeous!

And when Jaal finds out his people were created by the Kett, I was worried it was going to go the Dalish elves route, but Jaal points out that it doesn’t change anything about the angara. They are still their own people. And that was such an uplifting message.

10.  The overall light-hearted tone. I wrote a small post that got a good number of notes. (Probably the biggest number I’ve ever gotten), so to quote: “There was always this sense of hope and optimism about finding a new home. ‘Yeah, things may have gone totally wrong, but that doesn’t mean we can’t make them better’ was the overall message I got.

And really, with so many bad things happening in the world right now and too much of our entertainment supposedly being our escapism being dark for the sake of dark, this was something I think a lot of us needed.”

Mass Effect 3 had its light-hearted moments, and I love it, but man, that game was emotional draining.

It’s a bit discouraging to love something so much and get recommended videos on youtube pointing out the same flaws of that certain game, and why they thought it was a huge disappointment. Do I agree with some of their criticisms? Sure. Does the history behind the production explain the flaws? Oh absolutely.

           But people seem to forget that the original Mass Effect trilogy wasn’t without its flaws. I mean, sure everyone can agree on the Mass Effect 3 ending, but I could make a list of all the issues I have with the other Bioware games including Dragon Age: Inquisition (which despite winning Game of the Year, kind of suffers the same problems Andromeda had).

           So yeah, after the crap year of 2016, I was so excited to get a newly-released game that made me happy. And still makes me happy, and makes me in the mood to play another Ryder.

Creating Artifacts...

Artifacts, with their detailed histories and powerful effects, are personal things, so it makes sense that the DM should create artifacts unique to an individual campaign. 

In fact, that’s just what the DM should do. 

Every campaign should have artifacts that are truly unique to it, thereby ensuring that the DM’s world is different from every other campaign out there. 

Great idea, the DM may say, but how do I do it? 

Don’t worry. It’s really not that hard. 

By following a few simple guidelines, DMs discover that artifacts practically create themselves. 

Keep reading

Tasty* ~ [1/2]

Pairing: Chris Evans x Reader
Rating: Mature - 18+ only
Summary: Reader prepares the last important details of Chris’ thirty-sixth birthday party, but he can only think of one or two ways he’d like to celebrate this day with her.
Word Count: 2.5k
Genre: Fluff/Mild smut
Warnings: build up; mentions of sex/innuendos, Chris being a dork and a butt guy, slight food play/kink, make out session and language!
Author’s Note: I know, Chris’ birthday was yesterday (June 13th), but I actually wrote so much that I had to split this into two parts. The actual smut will be in the last part hopefully up tomorrow. Once again, happy birthday to the Dorito and enjoy! xx

    “Dodger, come here,” you whispered and the dog padded out of the kitchen, stopping at your feet. You bent and patted his back as his tail wagged excitedly.

    Staring back at your reflection in the mirror of the foyer, you smoothed out your dress - the same summer dress you’d wear on your first date with Chris three years ago - and you applied your cranberry lip balm. You weaved a hand through your hair, pushed up your breasts and you picked up the breakfast tray you’d left on the entryway table.

    “What do you think? He’s going to like it, right?” You asked Dodger and laughed at how ridiculous you sounded. My God, I’m talking to a dog.

    Keep reading

    volume one

    ✿ a collection of must reads for the reylo fan

    -this is something i’ve been working on for a while! i figured it would be a nice way to welcome the new reylos and also for us seasoned two-years to read some of our favorite works again before the last jedi.  

    -the list is separated into three categories: one shots, multi-chapter works (1 to 10 chapters) and novel length (anything more than 10 chapters) 

    -there are also separated lists for alternate universe and star wars universe stories. (a few could go either way, but if it’s based in a galaxy far far away, it goes in the second category.)

    -every fic on this list is complete. there are many great works not on this list that deserve recognition, (i’m looking at you, thwarted and satan wears a rolex) but they will appear in later volumes.

    -many volumes to come! vol. two is being worked on right now. feel free to send me/share any other completed fics you love or have written and i would love to include them in the coming volumes. happy reading!   

    Keep reading

    star-anise  asked:

    I challenge you to retell any piece of Jack or Bitty's college years as a series of in-universe RPF callout posts

    **whispers** dammit this is clever and I’ve never done a real callout post so let’s see how this goes

    *clears throat, we’re now in the land of my UBER SUCESSFUL in-universe rpf blog. My character will be one of an ex-Pimms shipper who’s been jaded by the discourse surrounding Jack’s OD.* 

    Here’s a brief coverage of Fall Semester of Year Two: 

    Keep reading

    riverdale 201 meta

    no one asked me but i’ve got Thoughts so i’m making the post anyway, because it’s been a long time since i’ve done a chunky meta and this is what i’m really here for, SO

    all the world’s a stage

    first of all, acting was fairly strong all around, strong chemistry, and bughead was particularly excellent in terms of continuing their pattern of healthy communication, even when that leads to uncomfortable truths.

    diving into it, i could see the effect of the step they took in their relationship and the change that admitting love had, particularly on jug, all grins and teasing and breathing some much needed light of love into the character

    [x]

    not just because it was such a spot of happiness amongst the heaviness of jug’s earlier arcs and this episode’s drama

    but also because the bigger they are the harder they fall—

    Keep reading

    Shit That Happened Sophomore Year of College

    since my crazy freshman year post was a big hit, I thought you guys might enjoy a list of some of the weird things that happened this year! Enjoy!

    • someone yelling “BALL SACKS” at the tops of their lungs in the dorm hall while the clock tower chimed ominously in the distance
      • update: door slams five hours later, accompanied by a very annoyed “ball sacks, again”
      • update: week and a half later, someone slammed open the stairwell door, shouted “SUNDAY MORNING! BALL SACKS!” and then slammed it shut and ran down the stairs
      • update: it’s been 8 months. Every time I think the ball sacks guy is finally done, he shows up again at a random hour on a random day and shouts “BALL SACKS” down the hall for no known reason. I am frightened to try and learn more at this point.
    • those two semi-drunk guys on a Tuesday evening that were on a third floor balcony serenading some guys on a second floor balcony with Bohemian Rhapsody
    • that person who was laying face-down on the sidewalk in front of the University Center while crying and his friend was sitting next to him, gently patting him on the back (#same)
    • 2turmt
    • my first real injury in a sword fight
    • people slingshotting shirts off the roof of the English building
    • this conversation with my friend
      • “Get turnt. But get turnt responsibly.”
      • “Life motto.”
      • “Get it embroidered on a throw pillow.”
    • overheard in the library
      • “I dunno, I just don’t think I want to catch them all.”
      • “But you GOTTA catch ‘em all, bro! Don’t make me sing at you!”
    • the guy sitting in the parking lot outside of my dorm, smoking a joint in his car with a plastic skeleton wearing a bridal veil in the passenger seat
    • the RedBull guerrilla marketing teams that would wander around campus giving out free drinks because the campus store only has Monster
    • “You don’t understand, this malleophone is more valuable than my life.”
    • my ASL professor using a picture of Kanye West to teach us the sign for egotistical/big-headed
    • the former Swiss Army Knife CEO subbing for my management class and going on a small rant about Google buying and selling Motorola so much
    • The Smoking Bandit who almost killed me on a Tuesday night, and who cussed me out at 3:30 am a week later, but ended it with “love you!!!”
    • The Sexy Lumberjack Twins
    • conversation a day before the presidential election with my section leader
      • “What are you doing?”
      • “Crocheting. Avoiding news outlets.”
      • “Solid plan.”
    • overheard in line to get breakfast the Sunday before finals
      • “So then he calls me at like 3 am looking for weed and I’m like? Oh my god, no, let me finish this paper I don’t have any weed right now.”
    • “I know he’s kind of a fuckboi, but like… a fuckable fuckboi, you know?”
    • the beer stash in the locker room during spring semester that was liberally used before 10 am
    • “There’s pizza being neglected over here!” -instant mad scramble for the table-
    • overheard on the shared balcony attached to my room
      • “Siri, what the FUCK”
    • before a painfully early class
      • “I can’t recall where my phone is.”
      • “There’s a pun in there somewhere, who wants to take it?”
      • “Give me 20 minutes to finish my coffee first.”
    • LGBT Studies professor: “my gay agenda is maple syrup”
    • “I’m an American college student, I point and laugh at serving sizes.”
    • that time I slowly and dramatically flipped the bird at a classmate in the middle of my big presentation and the prof couldn’t even get mad about it because i had good reason
    • that theater teacher who still wears a kilt every day getting a tandem bicycle for no discernible reason
    • “It’s the oboe… of love.”
    • the Numa Numa song echoing across campus on a Monday afternoon like the ghosts of memes past
    • that time I’m 80% sure someone got a blowjob in the bathroom stall while I was taking a shower. It was 9:30 pm on a Thursday.
    • me to my friend with 3 stitches in his arm: “please be more careful on future midnight cheese runs”
    • the heated discussion between some of the music majors in the row in front of me before a faculty concert on the best butts in the department
    • actually this would be a good time to mention that some of the music business majors put together one of those Sexy Guys calendars (you know the kind, usually featuring firefighters and/or puppies) made up of the Hottest Guys™ within the music dept. I’m will waiting to find out where I can order one because I want to laugh at them all.
    • my music appreciation prof: “Using similes with toddlers is wild, I tell you. I was sick over break and told me 3 year old that I felt like I had been hit by a truck, and he asked me what color it was.”
    • this conversation I had with a wind player
      • “Why are you calling [the oboe professor] Bilbro Baggins?”
      • “Because we realized that the mocking name we used to call him had the same number of syllables as Bilbro Baggins, and he seems to respond to Bilbro even worse than to Obro.”
    • the tenors trying desperately to sing a bass part from a YouTube clip of an opera and failing miserably
    • the day of a big concert
      • And I have to go to goddamn Portland this weekend!”
      • “Which one?”
      • “The goddamn one!”
      • “…I meant which coast but yeah, okay.”
    • that Eastern European guy who just… shows up sometimes in front of the UC to sell overpriced posters
    • #laundryday
      • “Wow, you look really nice today! I like your leggings!”
      • “Thanks I ran out of clean pants this morning.”
    • “If you’re going to whistle something in this [the music] building, I’m gonna have to request something more original than Vivaldi’s Spring.”
    • “The art majors are trying to burn down the soccer field.”
      • “What, again?”
    • LGBT Prof: “Can you guys rec me some modern gay songs because all of my gay songs are from the 70s and 80s.”
    • Also LGBT Prof: “I’ve got sixty years of lesbian exes coming through for me, and most of them aren’t even my exes, actually.”
    • overheard in the library: “The gender neutral term for sugar daddy is glucose guardian.”
    • LGBT Prof brought in rainbow goldfish on the last day and the entire class cheered
    • “Shakespeare was a punk-ass bitch and, as an English major, I feel it is well within my rights to say that whenever I damn well please.”
    • I almost walked straight into a pole during finals week because I was falling asleep while walking. Don’t let the internet make you think sleep deprivation is cool and trendy, kids.
    • “Okay, so while you guys are taking the final, I’ll be up here on my computer. It’s gonna look like I’m writing comments on reports, but really I’m just surfing the web.”
    The Lost Legacy of Doom’s Hitscan Enemies

    I’m dancing. My feet follow no pattern and make no sound as I glide effortlessly over the terrain, but the rhythm of the Super Shotgun guides my every move. I weave to and fro among the soaring fireballs and scything claws, spotting opportunities, darting near and far, catching hellspawn in efficient point-blank bursts of scattershot. Boom, click, ker-chunk. Boom, click, ker-chunk. Boom, click, ker-chunk. Somewhere in the back of my head, I’m dimly aware of the familiar noise of a pneumatic door sliding open, barely audible above a tinny MIDI rendition of ‘Fear Of The Dark’. It’s catchier than you’d think.

    Somebody roars. I’ve heard the sound enough times to recognise it as a ‘somebody’. Startled, I pivot to catch sight of the new assailants: two heavyset bald men, cradling imposingly large guns, furious piggy eyes as red as their bulky chestplates. Chaingunners. Before I can close the distance, they open fire, tearing an abundance of new holes in my circle-strafing, road-running backside. I put them out of action, but the damage is done. Was that a fair exchange? It’s not as if I could’ve outpaced their shots. Are they a fun enemy design in this, the most famous of all famously fast-paced first-person shooter? My kneejerk response is ‘no’, but Doom—because of course, it’s Doom—is a lot smarter than it seems.

    Few games can claim to have lived as long and as healthily as Doom. Of course, it’s had the unwavering support of a community on its side, constantly tweaking and touching-up and doing everything in their power to stop the wrinkles under its eyes from showing, but its simple formula and flexible combat were always going to hold up well against the test of time. Doom has influenced the design of the modern first-person shooter in more ways than I could possibly articulate, with a little bit of DNA in everything from ARMA to Ziggurat, and yet… I feel there are one or two lessons from it that never quite caught on.

    See, the concept of the ‘old-school’ first-person shooter, while not especially formally defined, is very much a thing. We’ve seen bits of it in the likes of Painkiller, Strafe, Tower of Guns, Dusk, Desync, Devil Daggers, and yes, even Doom 2016: games that buck dominant design patterns to focus on swift, streamlined, evasive movement, and a host of enemies that force you to make the most of that movement. Out of style, but by no means out of their depth, these games take after Doom more than most, but no matter how much they borrow from it, there’s one particular feature that many seem to skirt around. Something regarded almost with a kind of hushed, ‘we don’t talk about that’ shame, like the uncle at the family get-together who isn’t allowed to leave the country for reasons that nobody’s quite sure of. Hitscan enemies, a regular staple of Doom’s encounters, have near-vanished from the contemporary games that bear closest resemblance to it. What happened?

    Well, at a glance, they do seem to clash with the desired experience. Doomguy can outrun a lot of things—many of which need at least fifty supervised hours logged before you can operate them independently—but he cannot outrun bullets, nor buckshot. You can’t dodge a hitscan enemy’s attacks by just going fast; the nature of Doom means that they take no time to pivot and have impeccable aim, other than the inherent spread patterns of their weapons. Your only recourse, it would seem, is to get out of range—a bit of a tall order, in most scenarios—or to take cover, which sounds like it would go directly against the fast, exciting experience of running around with the wind in your hair and a rocket launcher under your arm. ‘Cover’ is a dirty word; one that brings to mind hunkering behind a chest-high wall, plinking away at a succession of targets and crawling out only when a grenade gets tossed into your lap. To be in cover implies one is at rest, without any of the spatial analysis, fast-paced action or thrilling escapes that characterise the rest of the combat. You can see this stigma manifest frequently in retro first-person shooters, which often come hand-in-hand with the attitude that cover is for babies, and charging blindly into battle with your enormous, impenetrable testicles hanging out on display is the only acceptable combat strategy for ‘real men’. You could probably write a hefty tome about how unhealthy pulp action-hero masculinity has seeped through various layers of media and eventually pooled, like a discarded half-finished McDonalds’ thickshake, in nooks and crannies of gaming obscurity, but that’s a discussion for another time.

    The thing is, Doom itself doesn’t actually work that way. In fact, it does a number of things to ensure that hitscan enemies don’t stifle the player’s movement, but instead add an extra set of considerations and trade-offs, forcing them to look at the play space—and when and where they position themselves in it—in a more nuanced manner. Like most of the ingredients that go into a first-person shooter, the way Doom’s hitscan enemies work is subject to its encounter design—a surprisingly diverse field, as custom WADs frequently demonstrate—but there are a few qualities to them you can count on in every sensible encounter.

    Let’s break this down, piece by piece. Of the five enemy types in the first two Doom games with hitscan attacks, the three most common ones by a large margin are the ‘former humans’: undead soldiers who utilise conventional firearms—provided your definition of ‘conventional’ extends to a portable belt-fed chain gun, I suppose—and have all the durability of a cardboard cutout of Master Chief that somebody left out in the rain overnight. Upon noticing the player, they give a suitably enraged bellow and enter their attack routine: move, pause, shoot (if possible), repeat.

    This pattern gives us time. Like a fireball whistling through the air, it gives us a chance to handle our predicament by reacting and moving quickly. It only takes an undead sergeant a few tenths of a second to level his shotgun barrel at yougive or take a bit of bumbling around, as they are wont to do—but in the world of Doom, it’s enough to at least start on a decisive manoeuvre. Doomguy runs quickly enough that you can very likely put something between yourself and your foe before they fire—it doesn’t even have to be a wall; other monsters serve perfectly well—and since the poor daft AI has no concept of suppressing fire, you need only be behind it for the split-second it takes them to return to their ‘move’ state. Consequentially, cover is less about clinging to the warm, comforting bosom of a solid wall and more about rapidly, momentarily repositioning yourself when the situation demands it; diving around corners, circling pillars, making use of the nearest solid thing in a pinch and immediately darting back out again. Taking cover is every bit as much about clever, well-timed movement as circle-strafing a pack of imps, and to be honest, probably demands far more split-second decision-making.

    Another quality that’s critical to the success of the former humans is their relative squishiness: you can usually count on a single shotgun blast to put one out of action, and even glancing shots are likely to interrupt their routines long enough to buy some extra breathing room. A crowd can be swiftly dealt with by just raking a chain gun across their ranks—conveniently, the exact weapon dropped by the strongest former human, the Chaingunner—and pointing anything bigger at them is usually outright wasteful. This is key because it means that they’re only a very short-term threat—or, in larger battles where they’re mixed up with other enemies, only a threat for as long as you ignore them. Ducking behind a pillar once to evade a sergeant’s buckshot is a rush, but having to go through the same motion two or three times is stagnation. By letting you remove the former humans from the fight almost as quickly as they appear, Doom lets you quickly lift the restrictions they impose and expand the space where you can freely move, ensuring you’re never tied to one piece of cover or trapped in some godforsaken alcove.

    But not every hitscan enemy in Doom goes down so easily, does it, hmm? I’m going to gently refuse to acknowledge the Spider Mastermind—a rare, highly-situational boss that squats unpleasantly at the end of the first game like a cane toad under the wheels of your dad’s Hilux—and instead concentrate on the notorious Arch-vile, whose pale, emaciated, lanky form is enough to set off half a dozen panic alarms in any Martian marine’s head. It’s everything the former humans aren’t: fast, durable, and capable of suddenly blasting half your health clean off from the far side of a munitions bay—to say nothing of its ability to revive fallen monsters, unravelling your work more and more the longer you leave it standing. Crucially, however, while the Arch-vile makes for a more persistent and punishing threat than the former humans, it also gives us much more time to work with. It takes about three full seconds of dramatic posing for an Arch-vile to wind up its hitscan attack—a pillar of infernal fire that explodes around its target—and once again, you are only required to actually duck behind something for the split-second when the attack connects to avoid taking damage. 

    Consequentially, while our vitamin D-deficient friend does rather firmly, briefly force players into hiding, it also affords us the opportunity to stretch our legs and take nontrivial actions in between its attacks, giving it a distinctly different effect to Doom’s other hitscan enemies. Between every Arch-vile’s attack, there’s time enough to dart around the immediate area, change cover, take care of some lesser enemies, or—most likely—run up to it and empty both barrels into its repulsive mug. At an abstract level, the Arch-vile clamps down on the player by forcing them to be out of certain zones at certain times, but doesn’t make those zones inherently damaging to cross, like a crowd of former humans does.

    Putting everything back together, Doom’s hitscan enemies are designed not to eliminate movement, but to carefully squeeze it; to force the player to take action, moving along vectors towards positions of safety. Restrictions on where in the combat space you can safely be are what make Doom’s fights engaging, and the restrictions that hitscan enemies provide are every bit as important to your positioning as a Revenant’s homing rocket or an Imp’s tossed fireball—they just take a different approach. Yet they’re also designed to ensure you’re never required to linger at your destination a moment longer than necessary, either by being easy to remove from the battlefield, or by only periodically applying their particular brand of pressure. Like every enemy in the game’s toolbox, they can be abused and used outside of their ideal roles—take a peek at The Plutonia Experiment, half of Final Doom, for some truly breathtakingly rude Chaingunner placement—but their basic principles are every bit as valuable as their peers.

    Doom will force you to move, but it will never force you to stay. And that’s the philosophy that every first-person shooter should be built on, really.

    Context: we have a mix-and-match group that through some former encounters have become even more of a trainwreck than it started out with
    Our group is made up of a half-orc monk, half-dwarf fallen paladin, half-orc druid, human multiclass (fighter, transmutter, and eldritch knight), and me the orc rogue.
    Originally only the shaman was an orc, the monk and rogue died and was resurrected (which my character blames the monk and hates him for, as she was originally an elf)
    This is a few of the things that happened last session, that I thought you’d enjoy, just small snippets of the weirdness that occured


    GM: around you, you see the earth break up through the earth
    Everyone else: wait, what??

    Our Paladin has gotten both legs ruined, but won’t get them fixed, so he moves very slowly
    Multiclass OOC: I go over and start to untie the horse
    GM: you go over and start to take the horse Paladin wanted to take to escape?
    Multiclass OOC: Yes
    Paladin OOC: you son of a bitch!

    Our Multiclasser is being attacked with arrows as the only one, is also one of two party members my character feels any kind of loyalty towards
    Rogue OOC: I go over to the dead archer and loot
    GM: …..okay….you can hear Multiclass screaming and grunting in pain and anger
    Rogue OOC: I loot him, what do he got?
    GM: ….it will take you several minutes to loot the body, while you can hear Multiclass being in pain
    Rogue OOC: Okay. I loot the body
    GM: *deep sigh* okay, you loot the body
    He didn’t even have that much stuff, but did get a medi kit, which we need, since our paladin is fallen and the druid got corrupted

    As we were trying to enter a city, our Multiclass tried to bribe the wrong guard (worshipper of the god of righteous and justice), causing the guards to search our stuff to check for anything suspicious (besides travelling with two half-orcs and an orc, who we are claiming aren’t actually an orc)
    GM: okay, list what they will find in your bags and such
    Monk happened to have some chains/handcuffs on him, which we hadn’t needed yet, but expected to
    Guard: *holds up chains* why do you have these?
    Monk: why not?
    Guard: why…not…what do you need them for?
    Monk: you never know if those come in handy, not with our work
    Guard: what do you work as?
    Monk: handy-man
    The rest of the group was just staring at him in disbelief

    And finally, this little question asked by our GM: what should the snake do to Paladin’s body?

    *casually dumps another set of BMC/DEH crossover headcanons*

     Okay so since my first headcanon dump got surprisingly popular and I’ve just got headcanons for these kids out the wazoo, here’s some more of the Dear Chill Boys.  There’s a lot of references to stuff from the first post in this one, so if you haven’t read it then you’ll probably want to before reading this one. 

    Also I got an ask about them in which the person referred to the AU as “Dear Chilled Boys” and now that’s the only thing I refer to it and the main gang of characters as.  Just “the chilled boys”.  After I saw the ask me and my little sister had a whole conversation about why they were chilled

    We decided Jared somehow got himself and everyone else stuck in of those walk-in freezers 

    (maybe to swap out ice cream for bathbombs?) 

    (oh wait bathbombs are toxic) 

    (fuck this is like heathers and Jared is JD) 

    (he’s JK ohm y GOD)

    (look what you’ve done)

    (dead girl walking reprise but JD’s laugh when veronica confronts him is replaced with jared’s sincerely me reprise laugh)

    (”Step away from the bomb.”  “NYHAHAHAHA”)

    Someone save these boys

    They are very cold

    (LONG POST BELOW)

    Keep reading

    Bad Girls Do It Well, Part 2 (Jughead x Reader)

    Part 1

    Imagine: You were once a Southside Serpent assigned to train Jughead Jones III in the Serpent way of life. After being shot by a comrade, you decide it’s time to take some time off and focus on your education by transferring to Riverdale High. However, it looks like trouble will follow you wherever you go.


    The moment you walked into Riverdale High School, everyone turned to stare.

    You were an unrecognizable girl with slightly disheveled hair and a death stare for anyone who made eye contact. Somewhat laughably, you had traded out your comfortable leather jacket with the snake on the back for a pink cardigan and skirt, and you looked as out of place as you felt. You recognized who Jughead had described to be Archie, Betty, Veronica, and another boy their age. Upon seeing you, they whispered at each other and made wild hand gestures. You rolled your eyes, continuing to the locker the secretary had assigned to you.

    Fidgeting with the combination lock while trying to read the scrawled out code she had written for you, a familiar figure strode up next to you and leaned on the wall.

    “New look, huh?“ Jughead asked. He, too, had left his jacket at home. Surprisingly, he left the beanie too.

    Transferring to Riverdale High after having dropped out for a few months and being an emancipated minor was no easy feat. With Jughead’s help, you pulled a sob story about how you realized how awful the real world was and needed a good ole’ public education to set yourself straight, which elicited elitist approval from the school board. Jughead’s foster family was fortunately very sensitive to Jughead’s needs and desires, and signed the transfer forms as soon as he brought up that he missed his old friends (which he didn’t).

    You snapped your gum at him. “Some of my mom’s old clothes. Wanted to look inconspicuous.“ You laughed. “Does it look as hideous as it feels?“

    Jughead shook his head earnestly. “You look kind of cute, to be honest.”

    Rolling your eyes again, you eyed him up and down. “And you? Where’s the hat, kid?”

    He grinned. “I dunno, it seemed like you liked me better with it off.” He ran his hands through his hair.

    Your face reddened and you shoved him playfully. “I’m still your superior, you know. Just ‘cause I got shot doesn’t mean I can’t kick your ass.“

    As the two of you laughed and you finally were able to start sorting your books in your locker, Jughead’s friends approached him.

    Keep reading

    emberofdecember  asked:

    Hi! Me and my husband started watching naruto when we were around 18. We heard the series was ending and decided to pick up where we left off which was NOT easy. Every night we've been watching 5-10 episode to catch up while our toddler sleeps :P. Back in the day we cosplayed naruto and sasuke and are utterly heartbroken that they didn't end up together. I want something to cling to. So I've been spending a lot of time on tumblr. Can you recommend some role players or fics to follow? Thank you!!

    Your story is so sweet, haha. It’s always fun to watch Naruto with someone you love. Unfortunately, I do not follow any role-play blogs so I will recommend you some fanfictions. The following stories are not limited to one pairing and genre.

    ❃ Title: Altschmerz
    Author: inkreservoir
    Genre: Angst | Romance
    Characters: Sasuke Uchiha | Naruto Uzumaki
    Rated: Fiction K
    Summary: Sometimes, when Sasuke can’t sleep, he wonders if things could’ve been different between him and Naruto. 

    ❃ Title: Introverted 
    Author: Shadenight123
    Genre: Angst | Hurt/Comfort
    Characters: Naruto Uzumaki | Sakura Haruno | Sai
    Rated: Fiction M
    Summary: Being ignored and gazed at with hatred can lead someone to become a boisterous and loud orange-wearing shinobi, but it can also drive him to become a silent and invisible introvert. Of the two, Naruto takes the logical choice for a future in the ninja world. [Team Sai-Naruto-Sakura. No pairings. Future of bloodshed and grittiness assured.]

    Title: The Boy in the Team 
    Author: Shadenight123
    Genre: Drama | Angst
    Characters: Sasuke Uchiha | Naruko Namikaze | Shinku Haruno
    Rated: Fiction M
    Summary: Sasuke Uchiha is Rookie of the Year and son of the police chief. Naruko Namikaze is prime kunoichi and heroine of Konoha, daughter of the Yondaime Hokage. Hence, the dead last assigned to their team is Shinku Haruno, son of civilians. There is no rising from the lower levels when you’re surrounded by prodigies. Just live through the nightmare… and hope to wake up to a better day.

    Title: The World
    Author: Aruk
    Genre: Angst
    Characters: Sasuke Uchiha | Itachi Uchiha
    Rated: Fiction K+
    Summary:  The bond between two brothers cannot easily be cut, and only Sasuke and Itachi have ever succeeded. Sasuke doesn’t love Itachi—he hates him, and Itachi knows this. [No Incest]

    Title: Lucky Bachelorette Number Two 
    Author: Quillslinger
    Genre: Suspense | Humour
    Characters: Sasuke Uchiha | Naruto Uzumaki 
    Rated: Fiction T
    Summary: “Maybe he’s angry that you made him the other woman,” Sakura whispered frantically.

    Title: Disarm 
    Author: Lady Storm
    Genre: Supernatural | Suspense
    Characters: Naruto Uzumaki | Sasuke Uchiha
    Rated: Fiction T
    Summary: Something brought Naruto through the blizzard, against the monstrous abominations and into the arms of Konoha. Now he must fight the horrors of his past to survive the horrors of the future. 

    Title: Find You 
    Author: RosaLui
    Genre: Adventure | Romance
    Characters: Sasuke Uchiha | Naruto Uzumaki
    Rated: Fiction M
    Summary: The ninja world is bleeding into modern-day Japan. Hope is fading, the resistance is failing, and, as always, fate draws two boys together like gravity. [Post-Apocalyptic Zombie AU]

    ❃ Title: Gunmetal 
    Author: CerealK
    Genre: Romance | Adventure
    Characters: Sasuke Uchiha | Naruto Uzumaki
    Rated: Fiction M
    Summary: Uchiha Sasuke met the other half of his soul on a battlefield that neither of them was going to walk away from. Or so they thought. Love, it seems, can survive centuries, impossibilities—even death. 

    ❃ Title: Keep an Eye on Me 
    Author: shrimpette
    Genre: Sci-Fi | Drama
    Characters: Naruto Uzumaki | Sasuke Uchiha | Sakura Haruno
    Rated: Fiction M
    Summary: Eyes were known to have a high resistance to psychological traumas. They had to brush everything off to remain sane. Eyes were also supposed to be physically fit, have a talent for solving crimes that couldn’t be dealt with immediately, and, what was most important, they had to be empathetic to other people’s suffering. [Dystopian Future]

    Title: Beyond the Parahypogean 
    Author: opens up 4 nobody
    Genre: Mystery | Horror
    Characters: Sasuke Uchiha | Naruto Uzumaki
    Rated: Fiction T
    Summary: Bright-eyed geologist Naruto Uzumaki has landed his dream job of studying the Konoha cave system. It becomes quickly apparent that things are a little different just a short drive down the road. In this strange place he has come to, troglofauna may not be the only things lurking in the darkness. 

    Title: Sector Five 
    Author: FlairForTheVeil
    Genre: Adventure | Romance
    Characters: Naruto Uzumaki | Sasuke Uchiha
    Rated: Fiction M
    Summary: In a war-torn world of the five sectors, Naruto finds himself deserted with no recollection of his former survivors. Taken by a new group, he struggles to become reaccustomed to a world where bandits run wild, government drones are at his heels, and only the selfish survive. But in a place like this, a dark-haired boy can remind him of the better side of humanity. 

    Title: The Prince and the Pirate 
    Author: catthegreat
    Genre: Romance | Fantasy
    Characters: Naruto Uzumaki | Sasuke Uchiha
    Rated: Fiction T
    Summary: Naruto, like most princes who just turned 18, has embarked on an adventure to find his future princess. But he keeps showing up too late, running into a raven-haired rogue instead. Who is this mysterious man? And why can’t Naruto ever seem to be the one to save the damsel in distress? [Fairy Tale AU]

    If you want more, you can find another recommendation list of mine over here. Having said that, I hope I could be of help. Happy reading to you! 😁

    You All Meet in a Tavern…

    A recent post on Facebook from a fellow DM made me think back to the beginning of a number of campaigns I’ve run and how I’ve built connections between the players. Starting off on the right foot is an important way to have group cohesion right from the beginning, and it can be very tricky.

    My current game started out with four sessions that took place before the PCs were actually 1st level adventurers. One session happened when they were all roughly ten years old, one when they were all roughly thirteen, two when they were sixteen, and then, finally, when they were around twenty, they were first level characters, and the adventures began.

    Although this was more work for me, I was really pleased with the results. I was able to introduce key NPCs and foreshadowed important themes (something happened in the first session that will ultimately be echoed in the last session, but the players don’t necessarily realize that yet). The players also got to very organically develop the PCs’ relationships to one another, and they came out of it with experiences (good and bad) that helped shape them as friends.

    I realize this approach isn’t going to work for everyone; I am blessed with a group of players who like to go heavy on the roleplay, so it was great for them. Luckily, there are lots of great ways to start a campaign.

    It’s now considered a cliché in D&D to have all the characters meet in a tavern by chance and decide to be “friends for life”. There is something to be said, however, about characters not knowing each other prior to the game beginning. A less forced way to do so is to have all of the PCs responding to a call for adventurers. It may be that they are the ones who show up, and the patron makes it clear that he wants them to work together to accomplish the goal. Or maybe many adventurers showed up, but they were the ones chosen, because their skills compliment each other.

    Another way to give the PCs some common footing is to have them all apprentices or family of a former group of adventurers. In my 3rd edition game, this was how the game started. Everyone was gathered at a tavern, but it was because their mentors were getting together to discuss a past foe that was rising again. When their mentors went off together to try and handle things, they were more or less tuck together. Then the town was attacked by the minions of that foe, who, unbeknownst to the players, were seeking to get rid of the PCs’ mentors. All the PCs wanted to try and find what the cause behind this strange attack was, and suddenly they had reason to stick together.

    Depending on the nature of your campaign, you might have a built in reason for the PCs to be together. Sometimes video games can provide very useful inspiration here. They might be part of a regiment or a caravan that gets devastated by foes (such as in Sword Coast Legends). Perhaps they’re all framed for a crime they didn’t commit and must work together to prove their innocence (Dishonored). Or maybe they’re all drawn together by a strange series of symbols that appear on their bodies (Curse of the Azure Bonds).

    Remember, this is a magical world. They could be tied together by a prophecy, escape together from slavery aboard an airship, or even have been created by a wizard to fulfill one of his arcane goals. One Ravenloft campaign a friend of mine ran had characters wake up in an asylum with no memories. Regaining their memories was part of the campaign’s goals.

    Just remember, let your players have some idea of what they’re getting into. If you intend for everyone to have been born in slavery, make that clear upfront so that your friend who wants to play a noble or a baker’s apprentice doesn’t get disappointed when you sit down to create characters.

    Ultimately, you don’t have to be 100% responsible for the players wanting to stick together. One good exercise if you want to start the game with everyone knowing everyone else is to play “two plusses and a minus” with the group. Each player chooses two other characters in the game and identifies some relationship the character has with the others. These are positive relationships: “I look up to the cleric”, “the Fighter once saved my life”, or “the Rogue is my childhood friend”. Each player then chooses one character and comes up with one potential source of conflict with them: “I don’t trust Clerics”, “I think the Fighter brags too much about his physical prowess”, or “I suspect the Rogue stole a family heirloom of mine.”

    This rule also applies to a PC-type that is a pet peeve of mine – the Moody Loner. This is the guy who berates the other characters, goes off on their own, and often says, “I’m not sure why my character would hang out with these others.” If you want to run a separate solo game for this character, knock yourself out, but that’s too much extra work for me. My usual response to this is, “I’m not sure why this character is with the others either. Do you want to try and find a motivation to stay, or would you like to make a new character?” (or, for chronic repeat offenders, “I’m going to ask you to step out of the game. I have other folks who’d like to play.”) It’s not your job to force this PC to stay; the player should be the one to step up and find a reason to play with the group.

    There are many ways to give your campaign a strong start, and having a group that feels cohesive gives your campaign a solid foundation for success. If the PCs want to stay together, you’ll have your players hooked and buying into your campaign from the beginning, and you can tell your story to the end.

    3

    The Lyrics Hero: CANTOMANCER

    Real name: Kashi Utau

    Quirk: Lyrics

    Uses song lyrics to make things happen - this can summon objects, give him additional powers, effect his surroundings or even manipulate people.
    The elements he summons are active and real as long as he’s singing that particular song.

    Even a minor mistake in lyrics completely cancels out his power.
    The strength and function of the quirk greatly depend on him being able to hit the right notes as he sings.The amount of emotion with which he sings also effects the power level.

                                             Patreon  ★   Commissions


    [Personality, backstory, trivia & more under the cut]

    Keep reading

    Here’s a happy ending to a Langst prompt I saw earlier.

    Here is the original post by @gayanime


        Lance felt his tears begin to roll down his cheeks before he got up and wipes his face. He knew the whole ‘saving the universe’ was too good to be true.

    “I’m no hero!” Lance cries out, “I’m not meant for any of this!”

        Lance collapsed against the barrier and continued to cry. No way was he walking out of the hanger with puffy red eyes and wet cheeks. Lance knew he’d probably sit there for another few hours. It was a tendency he had when he was sad – to sit and do nothing for ages; letting his mind recall on all his decisions and choices. However, the sound of the hanger door opening made him jump, and a scream echoed through the air. Allura and Keith had walked in. Lance felt his stomach turn.

    ‘Great. They just had to show up now.’

        Lance stood up and turned to face the particle barrier again. However, after a few seconds, all that could be heard was 1 pair of footsteps. Lance, in innocent curiosity, turned around to see Allura right behind him; Keith standing far back by the door. Allura gave Lance a hopeful smile, however it dropped as she spoke.

    “I see the blue lion has denied you access…” she spoke.

    “Yeah… I couldn’t tell,” Lance replied sarcastically, only to hear Keith yell at him.

    “We’re here to help you, Lance! No need to speak to Allura like that.”

    Before Lance could reply, Allura rose her voice. “So! We were all thinking about it, seeing as when we had the lion switch blue wouldn’t let you in then either, we thought it’d be best to…”

    Lance rose his hand. “I know, I know… take me back to earth and forget I was ever a part of Voltron…”

        The words truly shocked Allura and Keith, making the former black paladin walk over to them, but Lance turned back to the particle barrier. He rested his head against the almost glass-like material. The other two looked at each other, wondering what to do to be able to cheer him up. Suddenly, Allura had an idea. She turned Lance around by his shoulder, and wrapped her arm around them.

    With a smirk, she spoke, “Do you have a name? Or can I call you mine?”

        Lance raised an eyebrow. Was Allura… flirting with him? She shot Keith a glare and they seemed to have a silent argument; a silent argument that Allura would win. Keith sighed, crossing his arms, and looked at the floor while thinking.

    After a few seconds, he looked back up, with a painful smile and tried his best to utter a pick-up line. “Uh … You look … good … with a smile on…”

    “That was terrible,” Lance bluntly stated, however he had a small smile on his face at how horrible it was.

        Allura backed off, thinking hardly about what else to try, while Keith was still trying to think of a coherent sentence to even say. Lance sighed.

    “You both are terrible. Observe!” He pointed at Allura with a smirk and a wink. “I’m not a hoarder, but I wanna keep you forever!” He then turned to Keith, the smirk slowly turning into a genuine smile. “You’re so cute, it’s distracting!”

        Lance unconsciously carried on with the pick-up lines, some good and some bad, while Allura smiled happily at Lance’s now cheery self. Keith couldn’t help but start laughing at all the bad lines Lance had remembered. He couldn’t help but laugh at how easily he could tell it to whoever.

        A couple of minutes passed before Lance calmed down, stating “that’s how it’s done!” in a proud manner. Although neither Keith or Allura could even begin to hear any more bad pick up lines, they were just pleased that their sharp shooter was happy again. However, in all the excitement, Lance had jumped back while attempting one last line and bumped straight into the particle barrier. As he looked up at blue, it reminded him of why he was in the hanger to begin with. The smile faded quickly, and the other two’s worried expressions returned.

    Lance sighed. “Look, thanks for trying to cheer me up but I really would just like to leave … go home … back to earth.”

        Lance walked away, passing the two that repeatedly called out for him. Keith quickly ran in front of him and put a hand against his shoulder, stopping him from walking any further. Allura followed and stood in front of Lance.

    “You actually interrupted me earlier, so let me finish what I was saying. We know blue won’t accept you now, however the plan we had was to have you walk up to her as a new blue paladin, like you did at your first meeting and like how I did. Change out of your suit, back into your old clothes, and attempt to approach the lion again.”

        Lance narrowed his eyes, skeptical on whether the plan would work. However, Keith spoke up quickly so that Lance had no chance to deny the opportunity.

    “I know it sounds dumb, but I walked back to red like this,” he looked down to his attire, which included the all so horribly-famous red crop jacket. Lance had never liked that jacket. “So, it’s like … You know those video games you and Pidge played while on earth? Pidge explained about the ‘new game’ thing where even though you might have played the game before, once you start a new game it’ll treat you like a new player.”

    Lance crossed his arms. “Not exactly the words I’d use – as it’s not really what new game means – but I get what you’re saying… go on.”

    “So… if you’re in your suit, it’s like loading a game up – you’ve played it before and you can’t go back and change your actions… but if you go back as just … you … then it might be like a ‘new game’ … You know?” Keith sighed, hoping he made some sense.

    “Basically,” Lance began, looking back at blue before continuing, “Approaching blue like how I did the first time?”

    “Yeah.”

        Lance sighed and nodded before running off to change. After a few moments, Lance returned in the old attire. Both Allura and Keith gave him a hopeful smile before stepping back. Lance took a deep breath and ran up to the particle barrier. Anxiety overcame him as the particle barrier didn’t move an inch although he got closer. However, Lance slowed down only to stop in front of it – and not go head first into it again. Lance looked up at Blue, smiling at her and hoped something would happen. Suddenly, Keith’s voice echoed through the hanger.

    “I WONDER HOW WE GET THROUGH THIS!” he yelled.

        It took a moment before it clicked in Lance’s head, he looked at the transparent blue wall in front of him and knocked on it a few times. Although the thought was exciting, and the approach was almost the same as the first time, blue did not lower her particle. Lance sighed, knowing it was a worthless, but had one last idea to make to blue before leaving her. Beg. Although he’d tried before, he knew what to say. He placed his right hand on the barrier, and the left hand on his heart, and rested his forehead against the barrier.

    “Please,” he spoke softly to begin with. “Please let me pilot you again. Let me be a part of this team. A part of Voltron. Help me be able to save the universe and protect everyone I love. Help me protect my family, both here and on earth. I’m saying this from the bottom of my heart. I’m begging you, blue… let me in. Please! Let me in!” he cried out.

        Allura and Keith exchanged solemn looks, feeling pity over Lance. Lance lowered his head more, feeling the tears begin to form in his eyes. However, a sudden strange feeling in his head woke him from his depressed thoughts. There she was. Lance felt himself fall forwards, hitting the ground in front of him. It was a good sight for Allura and Keith. No more blue light illuminating the hanger. No more bubbled lion. Blue had finally lowered her barrier. Lance looked up, smiling widely with tears ready to spill. He got up and watched it amazement as blue activated and stood up, letting out a powerful roar. Lance raised his arms, cheering in pure bliss, before he was embraced by Allura and – surprisingly – Keith from behind. Blue lowered her head, opening her jaw, and Lance sprinted inside. Allura and Keith watched in delight as the lion got up and flew out – Lance’s cries of joy echoing throughout the lion as they flew out of the castle.

    “It’s good to be back!” he happily cried out.

    Keith was right.

    Things did work themselves out.

    Graduation

    Because I’m graduating in ten days and having some feelings 

    -

    Ten days till graduation and Jack should be happy. But he’s not.

    In theory, everything is perfect. He’s got a job lined up after he graduates, his dream job, playing in the NHL with the Falconers. He found an apartment already, furnished and ready for him as soon as graduation is over. All that’s left is packing up what few belongings he has in the Haus and heading off to start his new life.

    The future stretches ahead of him like a highway, freshly paved and smooth and straight. Jack knows exactly what’s going to happen, for once in his life he’s in control of his destiny. It should calm him. But it doesn’t.

    He takes a long look around his room and sighs. He’s going to miss this place, this poorly-built Haus that’s falling apart at the seams. It’s hardly a suitable place for anyone to live, much less several full-grown hockey players, but it’s a home. It’s the first home he ever found for himself.

    Bittle is across the hall singing some Beyonce song, or maybe it’s Rihanna or Taylor Swift. It all sounds the same to Jack, although sometimes he guesses wrong on purpose just to see Bittle laugh. Come to think of it, he does a lot of things just to see Bittle laugh.

    Ten days till graduation and Jack should be happy. But he’s in love, and he’s leaving. That’s how it goes, he reminds himself. It’s time to move on from college and start a new life in the NHL. But he knows that when he goes, he’ll leave most of his heart at Samwell with the team, with Bittle.

    Jack packs some of his books into another box and wonders how he never realized this until now.

    Keep reading