9 Fav Characters!
Thanks to @chimchiri for taggin me in this, it was a real fun to do
Choosing only nine was becoming hard enough so I limited myself to one character per franchise (and then I struggled choosing a SINGLE Fire Emblem character, also, why do I like series that have so many characters?)
Dunno who to tag for this, I'm tagging some people I'd like it to do it but no pressure BUT if you're reading this, are not tagged, and wanna do it, pls do and tag me so we can compare favs (or even if we have any in common we can chat about 'em)
@hijirai @ratstuckinamarble @wolfie1991 @nopantsparade @23deecy @ink-sound
Names and series for each chara under the cut
They're not in any particular order, I just placed the pics in a way that felt like it looked cool :P
from left to right we got:
1. Ariane Yeong - Signalis
2. Glimmer - SheRa
3. Rebecca Chambers - Resident Evil
4. R.Dash - My Little Pony
5. Brigitte Lindholm - Overwatch
6. Jill Fizzart - Fire Emblem
7. Alphonse Elric - Fullmetal Alchemist
8. Harley - Sleepless Domain
9. Sakura Kasugano - Street Fighter
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@sofapup17 asked for the link to my Who Holds the Devil playlist and I figured more of you might be interested, so here it is.
As the description says, it's not exactly a soundtrack but rather a collection of songs with suitable vibes and lyrics. And by "suitable vibes" I mean pretty dramatic, often heartbreaking, occasionally sweet, kinda sexy, vaguely desperate, and, of course, just a tiny bit dangerous. And yes, some of the songs are connected to specific events that already have or will happen in the fic ;)
More songs might be added as I find them and they're in no particular order for the time being.
And, before anyone asks: No, there is not a single song by GOT7 on there at the time of writing, mainly because I haven't actually listened to them x'D (well, yet. I'll get to it eventually >_> )
SO YEAH. Enjoy?
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Ollie's an absolute heartthrob. Especially with the short hair. And super built, I am swooning! She popular in Hell?
oh there were a few moments in the beginning where she had to fend off Val's offers for a job. Unfortunately for him, Ollie is a homebody who stays in her workshop, and has her maid/assistant Thea do her outside errands.
(I'm thinking despite her appearance Ollie is actually a very gifted technomancer/artificer. She can fix or create just about anything with enough time. which is how Alastor and her meet at first!
someone's gotta fix his microphone after all!)
Ollie's actually very intimidating to most demons, just from her size and build. But yeah she is verrrry popular, especially with the ladies lol.
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🐈 [ “You think I look good in white?” He turns away from the mirror dressed in the Corinthian’s suit.]
"But of course." An honest response: Severen does look good in his nightmare's colours, if only because they are his nightmare's colours. The Corinthian watches him, leaning in the bedroom doorway as Severen turns from the mirror. The nightmare is freshly-showered, clean, smelling of nothing but itself: pure dreamstuff and the subtle flavours of threat and allure that it exudes to all observers. Around its waist is a thick, white, and excruciatingly expensive towel. One of its hands rests at its waist, idly fidgeting with a stray thread.
Another of Severen's idiosyncrasies rubbing off on him.
"It suits you."
There are no sunglasses to hide the pleased, hungry smiles his eyes watch Severen with--nor the possessive thrill that winds through their ineffable connection, the nightmare enjoying this despite his general dislike for anyone touching his things.
It doesn't quite feel like someone else touching his possessions--more like another part of himself commandeering them for a while. He likes it. Severen in white. It pleases a dark, greedy part of him he has no name for.
"But unless you think we should swap for the day..." A flash of Severen's jacket in their shared mind, the Corinthian vividly imagining pulling it on, the feel and smell of it close to him. A playful threat--but like his answer, an honest one. It clicks its tongue as if this predicament is a disappointment to them both--and closes its hand around the back of Severen's neck, shaking him just a little. "...I'm gonna need those back."
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I'm curious, what would your ideal FE be?
And do you have any particular FE concepts in mind?
So, fun fact: I actually talked about this a while back.
...and by 'a while back,' I mean 'five years ago,' because time is soup.
So because that's a heck of a lot longer than I remember and a lot changes in that amount of time, let's come at this fresh and see what changes and what doesn't.
So I still really want to keep the lead character concept: dual sword/mage older sister and priest younger brother (with natural promotion to dual healer/mage) is a nice shift on the usual Fire Emblem formula, where we rarely see female Lords in the lead who are set to inherit the throne or male healers (and I can't recall the last time one was a prince, barring Brady with Chrom as his father and I guess Forrest though he's not in the immediate line of succession since he's Siegbert's cousin meaning Xander and Siegbert would need to be removed from the equation before he'd be in line for the throne but since Leo's a prince I think that technically akes him one too and now I'm just going down a rabbit hole of technicalities).
Intro/tutorial would be fairly run-of-the-mill, border skirmish type thing against a small incursion from a neighboring nation and going out to take care of it. But something I think would be fascinating is an expansion on the usual mid-battle recruitment and the option to spare foes that we saw at times in Three Houses: I want every main chapter enemy to have a name and unique portrait. I want there to be a frankly ridiculous number of characters who could theoretically be recruited depending on who approaches them, and I want every enemy to have an option to spare them even if they're not recruited.
Think of it: you go into battle and you see that every enemy is an individual. Every enemy is someone you can engage with. And you can approach any one of them with any of your units and talk to them. As you play, you start to get to know the different personalities of your units: someone may have a kind and gentle approach that's more likely to convince someone who's not exactly keen on fighting -- but that same approach might get steamrolled over by another person that's more set in their ways. Conversely, one of your units might be blunt and straightforward, and could butt heads in a constructive way with someone like that, but whose approach would scare off a more timid foe. Maybe approaching another unit with a character just recruited in the same battle can be helpful -- one of them bringing a friend or close ally over, because they don't want to hurt each other -- or maybe it can backfire spectacularly, with the enemy unit accusing your new ally of stabbing his comrades in the back, which shuts down all attempts at conversation.
It could be an interesting risk/reward system that encourages getting familiar with your various units beyond just their mechanical strengths and weaknesses: knowing their personalities and being able to employ them to take enemies off the field and bloodlessly thin the ranks could be a lot of fun -- plus, it's something that's not required. You don't have to try and bring them to your side -- you can breeze past those little dialogue snippets and just take them out if you want. And at the end of combat, if they weren't recruited, you have an option to spare them or kill them. If you spare them, you might see them again in another battle, and maybe they'll remember you: maybe you'll have another chance to recruit them, and more success the second time around because your actions challenged their preconceived notions about you. If you kill them, though, you might run into someone else later on -- a sibling, a relative, a friend -- who can't be reached at all because their quest is one of vengeance against the one that murdered someone they loved.
And then: what if that built into Supports. What if recruiting units off the battlefield had long-running effects based on how that unit was used? If someone was initially hesitant to join you, and then you bench them permanently, maybe they desert your force after a while because they felt isolated and lacked any kind of community since no work had been done building a new support network for them. Maybe someone else was a little too eager to join based on their impression of your army, and if you build out their Supports it becomes clear that their character has goals that are entirely at odds with the main characters' -- but because those Supports also gave them an understanding of the disconnect, they end up betraying you at some point to get what they want. Recruitment becomes a mechanic that needs to be considered, rather than just a 'collect them all' thing, because indiscriminate recruiting can backfire on you down the road.
With that many characters, of course, it would be completely insane to have all of them as combat units -- so what if some recruits unlock camp options. Maybe they're hesitant to fight against their own people directly, but they want to help and learn more about your force, so they offer non-combat skills: cooking, hunting, fishing, foraging, various sorts of combat/weaponry training, medical aid, merchant services. Similar to Three Houses monastery activities, you can pick a couple of combat units and send them to do different tasks that help keep your forces in fighting shape, building support bonds and learning things about the non-combat units in the process.
One thing I definitely want to see though is a reversal on the stereotypical Divine Dragon and Evil Dragon dichotomy. I want the main characters to talk about their Divine with absolute reverence, I want them to refer to their Divine as their protector and guardian, I want them to make their Divine out to be so kind and compassionate -- and then at some point deep in the game, I want it revealed that their Divine is the one that's seen as that world's Ultimate Evil. I want their Divine to look incredibly daunting, too, big and dark and toothy and terrifying -- but the main characters have nothing but respect for it, and it's eventually proven (maybe through calling it for aid against the threat of the neighboring nation's Divine) that their faith is not misplaced nor mistaken, and their Divine is everything they claim it is.
I still really like the split narrative concept, too, with the two siblings having different stories and different objectives: the kidnapped brother would likely have missions emphasizing escape or endurance (which takes advantage of his status as a healer), while the questing sister would have more objectives to rout an enemy or defeat a particular foe. Odds are that the narrative would begin with a single straightforward story, then split at the kidnapping, and only join together again at the very end before the closing chapters (so you could bring your favorites from both sides of the story to the final confrontation, but wouldn't get all the out of battle/camp stuff).
And above all: I wouldn't want it to be a story that ends with unification under a single banner. A lot of Fire Emblem games have this as their 'ideal' final state, and that's just never worked for me. I would want every nation to remain independent -- maybe with more connections, an openness to diplomatic discussion and free trade, possibly some leadership changes -- rather than having one country dissolved into another.
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