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Draconian Magick

@samuraisorcerer / samuraisorcerer.tumblr.com

Iā€™m a 23 yo/male/straight/wiccan
Computer science student
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How the fuck has this site become so bearable. This place was a shit show a few years ago but now it's actually good and not full of instant discourse the way Facebook and Twitter are

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expcake

everyone is just tired

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nerdgul

The site hasnt improved the rest of the world just crash and burned so hard that this palce looks like a haven in comparison

If anyone had told me tumblr would be the most tolerable social media site in 2020 I would've called them crazy, yet here we are

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laguzmage
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Anonymous asked:

Hey! I've seen some of your Classpect analyses, and I must say I'm pretty impressed! Could you whip one up for an Heir of Hope?

Sorry for taking so long to get back to you on this one! I needed to get a little refresher on my Heirs, but I think Iā€™ve got this now.

The Heir of Hope, to begin with, is pretty great with Hope and all its parts, as the aspect of Hope, belief, divinity, and the joy of things being what they are. This person is a strong supporter of their friends, and itā€™s not exactly easy to dishearten them, for the most part. They likely are somewhat easygoing and laid back, not because theyā€™re too lazy or tooĀ ā€œchillā€ but simply because often, things are fine as far as theyā€™re concerned! And they have a pretty strong confidence that problems will be resolved in time.

But they still havenā€™t quite recognized Hope for what it is. They havenā€™t figured out that the things in their life build to Hope, and they could feel like Hope is a little bit underwhelming for them. Something to the effect ofĀ ā€œIs that it? The culmination of my personal growth is to hold Hope? What even is that? the other aspects are palpable, solid concepts, and Hopeā€™s just an airy belief.ā€Ā 

Of course, Hope is more than that, theyā€™re just still working it out. Their land signifies Hope strongly, not bothering to show any subtlety whatsoever in that regard. It may be a land of churchyards, it may be a land of Ā angels, whatever the case, it just screams Hope to anyone who gets it, and Hope plays a strong role in the Landā€™s basic functioning. (see The Breeze playing a rather notable role in basic exchange of information and goods in LOWAS) The reason for their landā€™s bluntness? Theyā€™re not exactly going to learn hope at any reasonable rate if they donā€™t have it thrust in their face. And they will have to manipulate Hope in some way to complete their Landā€™s quest.

Their progression will see them watch Hope in all its forms, and begin to realize that it paints a rather impressive picture. That oftentimes, belief really is the key to success, and that Hope is about the most powerful aspect there is. Nothing would get done if no one were to take that leap of faith and do it. Nothing would be accomplished if people didnā€™t believe that something would come from it. And sometimes, divinity is necessary, either through a literal miracle, or just taking it upon yourself to be the better man. They had a vague idea of all these things, but their understanding would be clearer now, and they would see how it all fit in to Hope. They would understand that they have a responsibility to take the mantle of Hope upon themselves as well, stop being so laid back, and actively be something for others to place their Hope on. Maybe they would become leader of their session, but itā€™s just as likely they would become one of the most reliable and powerful in their session, even if they donā€™t god tier.

But hoo boy, if they DO god tier, they combine the innate talent of Heirs with the raw power of Hope. They can boost even an impossible effort to success on their own belief in the person doing it, channel the power of Hope in about any way they so choose to, (hopesplosions, summoning angels, piercing any enemy, etc.), and while they couldnā€™t exactly go disappearing like everyoneā€™s favorite Heir of Breath, they can take on the form of Hope in whatever way they feel makes the most sense. (An angel would be pretty likely, since strong sources of Hope attract them in-canon, but it could be anything!) Honestly, Hope is one of the hardest aspects to define, and this is yet another tip in favor of the Heir of it. Hope players in general usually need to figure out what Hope is to them in order to know how they can use it, so the Heirā€™s powers will be very variable!

As far as writing them, donā€™t make them Joe Perfect at the start. They may be supportive and Hope-ful, but theyā€™ve still got a ways to go for growing up. Especially since the Heirā€™s aspect progression is literally realizing what they already had is actually pretty darn cool. Their growth will be more about becoming worthy of god tier than about understanding Hope.

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If I donā€™t reblog this assume im dead

Iā€™m screaming

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ziraseal

itā€™s not often that I come across a post that makes me laugh so hard that I cry but OH MY GOD

That last one sounded like something out of the original starcraft šŸ˜‚

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diceprophet

Costs of a Failed Skill Check

Game Master Tip: Failed skill checks must affect and/or advance something. Otherwise, itā€™s just meaningless, time-wasting, and pace-breaking padding.

Have you ever had a tabletop experience akin to the following exaggerated strawman example?

PC: ā€œI want to look for tracks.ā€ GM: ā€œRoll for Survival/Nature/whatever.ā€ PC: *Fails to meet the DC* GM: ā€œYou donā€™t find anything.ā€ Party: ā€œAlrighty. We go home, then.
QUEST FAILED, everybody goes to sleep in the game world and IRL

My own personal rule of thumb is: a failed skill check doesnā€™t always outright fail a quest. Instead, these unfortunate events costs the party in-game resources. Resources include, but are not limited to, money, time, hit points, supplies, etc. Essentially, a failure streak results in depleted resourcesĀ over time, as opposed to abrupt anticlimactic mission failure. If there is no mechanical effect for a mandated skill check other thanĀ ā€œfor the rollz,ā€ just get on with itĀ and move the players to where/who they need to be/meet.

Please keep in mind that Iā€™m not stating that parties should be allowed to proceed if they keep failing. Iā€™ll leave it up to individual GM preference, but after enough consecutive failures you gotta drop the axe or move on.

Here is an example of each of the three main aforementioned costs, to get the think-tank bubbling. I usually come up with at least two for all applicable skills, perhaps more if the check is likely be invoked multiple times in a game (Perception, Nature, and Survival come to mind the most).

Money

The usually silver-tongued bard failed to charm a guard (Diplomacy) into letting the party into a quarantined part of the city. The watchman instead offers to grant you passage and his silence in exchange for double his current rate.

Time

[To clarify, I am talking about in-game time, not IRL time. You and your players have places to be, after all.]

The ranger follows the wrong set of tracks (Survival) for several hours, and the party is forced to double back in order to find the enemy encampment. When they finally arrive, the orcs had taken the extra time to fortify their defenses and place scouts along the perimeter. The sky has also become noticeably darker, which would give the enemyā€™s inherent darkvision a keen advantage in the fight to come.

Health

The druid, in an attempt to regain her bearings, focuses too much on the surrounding foliage and fails to notice (Perception) the wandering mother bear escorting her two cubs. True to its matriarchal and overprotective nature, the bear charges forward, teeth and claws bared.

[Optionally, Iā€™d force a hard DC follow-up check for the entire group to avoid taking damage, just to be fair. Details about who gets hurt and how badly, how the conflict is resolved, etc. is entirely up to GMā€™s discretion and playerā€™s actions. The point of this is to be a quick hazard, not a prolonged encounter. Quickly resolve it and move on with the quest.]

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reblogged

The Kuleshov Effect first came from the world of film, but it has fascinating potential applications in video games when players interact with non-playable charactersā€“how do you ā€œreadā€ what someoneā€™s thinking? Context, juxtaposition, and emotions can be used in gameplay to enhance animation and technical fidelity.

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reblogged

Some work for Uni, a more gothic interpretation of the Lion and the Mouse, as if it was a video game!

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reblogged

Heir of Hope Classpect

Components of the Heir

Heir: One who is protected by and recieves their aspect, induces change in others trough their aspect, later learns to become their aspect. Hope: Optimism, Belief, Faith and Trust, Confidence and Ideals.Ā 

Methods and Purpose

A Heir will be protected by their beliefs and can become what they or others believe that they are, Later on a Heir will be capable of pulling off unbelievable stunts being empowered as the Hope of their team, The Heir will also influence their teammates to have a bit more faith in their abilities and in each other, They will also have a quite versatile ability to manifest things using Hope.

Powers of the Heir

Angelic Embodiment: The Heir partialy transforms themself into an angel, Becoming lightning fast, Incredibly durable and gains razor sharp claws and the ability to fire Hope blasts from their mouth.

Inherit Hopes: The Heir draws on the hopes of their teammates that relate to them to empower themselves, They can also temporarily gain new abilities based on the hopes that they recieve.

Faith Protects Me: The Heir can greatly increace their defensive abilities using Hope, At higher skill levels they could gain outright immunities to certain types of damage.

Passive Effects

Illusions of Safety: Reality will warp around the Heirā€™s beliefs to protect them, They could fire more bullets out of a gun that what was loaded into if they thought it carried more than it did or could walk across a hallucination of a bridge as if it were real just because the Heir thought it was really there.

Canā€™t Kill Hope: The Heir has a chance to auto-revive after death so long as anyone believes there is a reason they they should of survived, This can apply anytime and multiple times after their death if someone finds out new information about the circumstances of the Heirā€™s death.

Faithful Friends: The Heir naturaly promotes trust and faith between any group that they are part of and in anyone they spend alot of time with.

Essence of Optimism: The Heir has resistance against rage, Taunt, Paranoia or dispair inducing effects from enemy forces.

Recieve Hopeā€™s Boon: When the Heir manifests objects using Hope there is a chance for simpler, Less costly objects to remain once the Heir stops actively manifesting them.

This was a request from an anonymous user.

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fl0wereater
my bio prof: which parasite caused the potato famine?
the tiny desperate tired voice in my head: donā€™t say the english, itā€™s correct, but donā€™t say it
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And so I have finished with my Egyptian series ^^ Which is your fave??? :D

Iā€™ll be putting all 10 gods into a small book along with some sketches, I hope to release it in a month or so! <3

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why is bruno mars so weird about some girl opening her eyes while shes kissing him

ive been meaning to ask this question since 2010

this ask made me open my third eye

why the fuck is doctor phil asking you this

So that you can have an existential crisis and go on his show

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