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samuraisorcerer · 4 years
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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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samuraisorcerer · 4 years
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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 I’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 it’s not exactly easy to dishearten them, for the most part. They likely are somewhat easygoing and laid back, not because they’re too lazy or too “chill” but simply because often, things are fine as far as they’re concerned! And they have a pretty strong confidence that problems will be resolved in time.
But they still haven’t quite recognized Hope for what it is. They haven’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 of “Is that it? The culmination of my personal growth is to hold Hope? What even is that? the other aspects are palpable, solid concepts, and Hope’s just an airy belief.” 
Of course, Hope is more than that, they’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  angels, whatever the case, it just screams Hope to anyone who gets it, and Hope plays a strong role in the Land’s basic functioning. (see The Breeze playing a rather notable role in basic exchange of information and goods in LOWAS) The reason for their land’s bluntness? They’re not exactly going to learn hope at any reasonable rate if they don’t have it thrust in their face. And they will have to manipulate Hope in some way to complete their Land’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 didn’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 it’s just as likely they would become one of the most reliable and powerful in their session, even if they don’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 couldn’t exactly go disappearing like everyone’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 Heir’s powers will be very variable!
As far as writing them, don’t make them Joe Perfect at the start. They may be supportive and Hope-ful, but they’ve still got a ways to go for growing up. Especially since the Heir’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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samuraisorcerer · 4 years
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samuraisorcerer · 4 years
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samuraisorcerer · 4 years
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That last one sounded like something out of the original starcraft 😂
Real life sound
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samuraisorcerer · 4 years
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Looks like a normal Friday night to me
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samuraisorcerer · 5 years
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Costs of a Failed Skill Check
Game Master Tip: Failed skill checks must affect and/or advance something. Otherwise, it’s just meaningless, time-wasting, and pace-breaking padding.
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Have you ever had a tabletop experience akin to the following exaggerated strawman example?
PC: “I want to look for tracks.” GM: “Roll for Survival/Nature/whatever.” PC: *Fails to meet the DC* GM: “You don’t find anything.” Party: “Alrighty. 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 doesn’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 resources over time, as opposed to abrupt anticlimactic mission failure. If there is no mechanical effect for a mandated skill check other than “for the rollz,” just get on with it and move the players to where/who they need to be/meet.
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Please keep in mind that I’m not stating that parties should be allowed to proceed if they keep failing. I’ll leave it up to individual GM preference, but after enough consecutive failures you gotta drop the axe or move on.
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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 enemy’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, I’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 GM’s discretion and player’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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samuraisorcerer · 5 years
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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 characters–how do you “read” what someone’s thinking? Context, juxtaposition, and emotions can be used in gameplay to enhance animation and technical fidelity.
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samuraisorcerer · 5 years
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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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samuraisorcerer · 5 years
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When you’re not infected in a post-apocalyptic New York
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samuraisorcerer · 5 years
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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. 
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 Heir’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.
Can’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 Heir’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 Hope’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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samuraisorcerer · 5 years
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my bio prof: which parasite caused the potato famine?
the tiny desperate tired voice in my head: don’t say the english, it’s correct, but don’t say it
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samuraisorcerer · 5 years
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masterpost
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samuraisorcerer · 5 years
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And so I have finished with my Egyptian series ^^ Which is your fave??? :D
I’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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samuraisorcerer · 5 years
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What i wanna know, i sthat an actual chemical bond he made or is that just for the lols?
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Oh boob?
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samuraisorcerer · 5 years
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So that you can have an existential crisis and go on his show
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
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samuraisorcerer · 5 years
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windy
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