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#clown cultist
artbyifer · 2 years
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Commission
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spooky-month-archive · 2 months
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Spooky Month Minus AU fanart by Sr Pelo
AU created by whatheheckTim
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srpayt0n · 19 days
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GO NUTS.
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carbonateddelusion · 7 months
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have some sillies based off of friends! if I redraw them I'll definitely go over them again because some of these aren't that great
some additional notes: Pea is based off of those funky happy/sad masks because of how intense Pea's emotions can be! and jesters/clowns bc duh.
Ben is a mix of Hello Kitty and those bulb guys from Pikmin
Harper... honestly idk, I just imagine something tiny and very fuzzy when I think of him
Alex is an edgy cat(?) thing with a messed up fauxhawk and tattoos/scribbles all over their body and perpetually tired eyes
Al is a cotton candy lion :)
Smoochins is a mannequin looking creature.. mixed with SCP stuff bc iykyk
Pie is a sweets-themed bear(?) bunny(?) thing!
Toms is a little butterscotch sheep :)
Orion is funy gem creature (I basically ripped off one of the HNK dudes for the face but I promise the body has more differences, I just associate you strongly with gems)
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s41nt-b3rn4rd · 8 months
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Tumblr won't let me put a read more on the orginal ask but, HELLO? HI?? I THOUGHT I HAD ANON OFF????? Yes hi I have ocs. My current favorites are like- 5 out of... so many. They'll be under the "read more" because there's alot about them. I'm normal I prommy.
Also potato if you see this, hi. {remember to read the tags for sillies}
In order of who im (SADLY) Hyperfixated on, it goes;
* Sasha {Bulleteer Aaron} , in canon she's an ex-boxer that now works at a tattoo parlor and shares an apartment with a demon she summoned while on a wine binge. She's mixed with Russian+Irish+Icelandic+Mexican heritage but grew up mainly with her Irish and Mexican heritage. She's a disaster panace who can't be picky at this point- Sasha just wants someone who she can come home to at the end of the day, and talk to like a normal person. Does she count as a villain? I hope so. She killed a small family in nebraska once. In a story/rp, she used to be the ambassador for a kingdom but settled down as a butcher. She got burn scars from it for being a #girlboss and they stayed canon. * Sydney {Witherstone Appleton} , in canon their a demon that got summoned BY Sasha. She works at a diner, but mainly lives to annoy Sasha by giving her "water curses" and "sleepy spells" which is just him staring at Sasha until she takes care of herself. Notice how Sydney has multiple pronouns! Because in my lil' oc universe- demons don't have genders. Hell is seperate by everyones own depiction and in mine- it's just.. bland. normal. Sometimes the current ruler throws parties, that's fun. You can get a gender if you want, healthcare and stuff is free. ANYWAYS- Sydney is so normal it HURTS me. It just wants to fucking get groceries, pay bills and leave. BTW they commited tax fraud but shhhh we don't have to talk about that. BTW 2 THEY ALSO KEEP IN CONTACT WITH THEIR FAMILY- HER FAMILY * Matthew {NO MIDDLENAME NOR LASTNAME}. You know that funny meme of what happens if a centaur and a mermaid have a kid?? Yeah he's that. He's basically like, a generic guy- minus his bull ears and the horn's he's growing and his ability to speak underwater and breathe underwater. In canon he used to be like- a leutanint general but now he works at a light-house. He's a weed smoking girlfriend despite being a gnc acearo man with chronic leg pain. also lung pain. In the rp he was made for, he was surprisingly the least problematic. All he did was stress knit- I'm pretty sure he got the job BECAUSE he was just! some guy! He does have horrors though. And by "horrors" I mean he grew up (and out of) the orphanage so he has little to no knowledge about his parents, chooses to stay silent/nonverbal throughout his life so his sentence forming SUCKS- he lives is life in a cycle, can barely cook nor fold laundry. To cope though, he knits and likes to sneak into gardens and revive dead/dieing plants via necromancy. BTW he grew up in the same orphanage as Sasha and they have a blood pact. If one gets hurt, so does the other. * The Asker {that's it's name}. Me and my bestie for life have an ask game with eachother, where our ocs ask eachother questions, and that's my silly little guy for it!! Funnily enough, it was based on anon asks, but eventually evolved into it's own thing. It used to live in an empty black void- with bright computer lights illuminating it's small area of safety, and a single keyboard with oh so many letters and such. But RECENTLY, that fuck ESCAPED!!! JAIL BREAK!!!!! And is currently living in the basement of a motel because "oh my god is this the outside why is it bright why is it loud oh my god oh my god [THEIR] going to [DECOMMISSION ME]." #slay, y'know? Don't worry though, it'll get a job at like- walgreens or walmart and live in a normal ass neighborhood soon. * Sammy {Picture}. Once again, another oc made for an RP that I absolutely FELL IN LOVE WITH!! He's an object-head with one of those rotary phones for a head, but more pathetic looking and kinda like a bug, but it's okay. He's a preschool teacher and admires his job. He has a situationship thing with the person who he shares an apartment with- a soap rabbit humanoid named Bob, that is also a substitute history teacher. Anyways remember the bug thing? Yeah. Sammy used to be a catipillar centaur but someone fucking robbed its grave when he died. BTW Sammy was a catipillar in this sense
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and therefor he's very colorful. he's a pathetic meow meow but he's also said the most ominous insults ever. He's my favorite bc I like to imagine him doing the most boring tasks like drinking water. He does his taxes btw. Their my only oc who willingly does its taxes.
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snowberry-pie · 8 months
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kythonos as the catalyst for killer clown urban legends in baldurs gate
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clownaddict · 8 months
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Being obsessed with both One Piece and Warhammer40k at the same time leads to some interesting crossovers in my head and for some reason I can only envision Buggy as either a Slaanesh cultist or a fucking grot
Some would suggest Harlequins but he is way too wet and pathetic to pull that off
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boinkyspoinky · 1 year
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I’d never side with the europa coalition. They seem homophobic
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lettherebemonsters · 9 months
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Kenneth literally made me realize that Evil Clowns are the perfect embodiment of the Horseman of Famine.
Why?
Theyre voracious gluttons and diabolical sex hounds who have no shame and are never satisfied with anything. They're like if Sodom and Gomorrah had a human form.
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god i can’t get bloodswap dreamstuck out of my head. almost makes me wish i’d written everyone in different blood colours but like i love it the way it is and i wouldn’t give up my stupid homestuck au for the world. i just wanna shove everyone in different places on the chess board and fuck around and find out and have it not b canon to the fic
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anakinh · 2 years
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final fantasy vi is... fun. okay.
to be clear the first half of final fantasy vi was amazing but now i'm 30 hours into the dark world and I need it to end
edit: WAIT i remember this feeling it’s when i had to do all the blitzball matches and I wanted to Fucking Die it was So Boring
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spooky-month-archive · 4 months
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A poster signed by Sr Pelo, given away at the La Rocket Convención
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fernsehgerat · 2 years
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not to give me more stuff to take ages to do, but..... Ignoring from lime and fuchsia, there are still three blood casts I haven't made a fantroll for. Hm.
Like idk about teals (maybe teals but perhaps not but who knows) or olives (sorry to all the Nepeta kinnies out there olives are simply the Just Some Guy of the hemospectrum) but I REALLY wanna do a purpleblood rn. Idk why I'm just in a highblood mood lately, what with being into indigos and purples and shit
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dailyadventureprompts · 3 months
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Dm Tip: Playing the Villain/ Guidelines for "Evil" Campaigns
I've never liked the idea of running an evil game, despite how often I've had people in my inbox asking how I'd go about it. I'm all about that zero-to-hero heroic fantasy not only because I'm a goodie twoshoes IRL but because the narrative-gameplay premise that d&d is built around falls apart if the party is a bunch of killhappy murder hobos. Not only would I get bored narrating such a game and indulging the sort of players who demands the freedom to kill and torture at will (I've had those before and they don't get invited back to my table), but the whole conceit of a party falls through when the obviously villainous player characters face their first real decision point and attempt to kill eachother because cooperation is a thing that goodguys do.
Then I realized I was going about it all wrong.
The problem was I had started out playing d&d with assholes, those "murder and torture" clowns who wanted to play grand-theft-auto in the worlds I'd created and ignore the story in favour of seeing how much unchallenged chaos they could create. They set my expectations for what an evil campaign was, and I spent the rest of my time developing as a dungeonmaster thinking " I Don't want any part of that"
But what would an evil campaign look like for my playgroup of emotionally healthy friends who understand character nuance? What would I need to change about the fundamental conceit of d&d adventures to refocus the game on the badguys while still following a similar enough narrative-gameplay premise to a hero game? How do we make that sort of game relatable? What sort of power/play fantasy can we indulge in without going off the deepend?
TLDR: In an evil campaign your players aren't playing the villains, they're the MINIONS, they're mooks, henchmen, goons, lackeys. They're the disposable underlings of uncaring overseers who have nothing but ill intent towards them and the world at large.
Where as in a hero game the party is given the freedom to challenge and overthrow corrupt systems, in an evil game the party is suck as part of that corrupt system, forced to bend and compromise and sacrifice in order to survive. The fantasy is one of escaping that corrupt system, of biding your time just long enough to find an opening, find the right leverage, then tossing a molitov behind you on the way out.
Fundamentally it's the fantasy of escaping a shitty job by bringing the whole company down and punching your asshole boss in the face for good measure.
Below the cut I'm going to get into more nuance about how to build these kinds of narratives, also feel free to check out my evil party tag for campaigns and adventures that fit with the theme.
Designing a campaign made to be played from the perspective of the badguys requires you to take a different angle on quest and narrative design. It’s not so simple as swapping out the traditionally good team for the traditionally bad team and vis versa, having your party cut through a dungeon filled with against angel worshiping holyfolk in place of demon worshipping cultists etc. 
Instead, the primary villain of the first arc of the campaign should be your party’s boss. Not their direct overseer mind you, more CEO compared to the middle managers your party will be dealing with for the first leg of their journey. We should know a bit about that boss villain’s goals and a few hints at their motivation, enough for the party to understand that their actions are directly contributing to that inevitable doom.
“Gee, everyone knows lord Heldred swore revenge after being banished from the king’s council for dabbling in dark magic. I don’t know WHY he has us searching for these buried ancient tablets, but I bet it’s not good”
Next, you need a manager, someone who’s a part of the evil organization that the party directly interfaces with. The manager should have something over the party, whether it be threats of force, blackmail, economic dependency… anything that keeps the antiheroes on the manager’s leash. Whether you make your manager an obvious asshole or manipulative charmer, its important to maintain this power imbalance:   The party arn’t going to be rewarded when the boss-villain’s plan goes off, the manager is, but the manager’s usefulness to the boss-villain is contingent on the work they’re getting the party to do.  This tension puts us on a collison course to our first big narrative beat: do the party get tired of the manager’s abuse and run away? Do they kill the manager and get the attention of the upper ranks of the villainous organization? Do they work really hard at their jobs despite the obvious warning signs and outlive their usefulness? Do they upstage their manager and end up getting promoted, becoming rivals for the boss-villain’s favor? 
Building this tension up and then seeing how it breaks makes for a great first arc, as it lets your party determine among themselves when enough is enough, and set their goals for what bettering the situation looks like. 
As for designing those adventures, you’ll doubtlessly realize that since the party arn’t playing heroes you’ll need to change how the setup, conflict, and payoff work. They’re still protagonists, we want them to succeed after all, but we want to hammer home that they’re doing bad things without expecting them to jump directly to warcrimes. 
Up to no good: The basic building block of any evil campaign, our party need to do something skullduggerous without alerting the authorities.  This of course is going to be easier said than done, especially when the task spins out of control or proves far more daunting than first expected. The best the party can hope for is to make a distraction and then escape in the chaos, but it will very likely end with them being pursued in some manner (bounties, hunters, vengeful npcs and the like).  Use this setup early in a campaign so you have an external force gunning for your party during the remainder of their adventures. 
Dog eat dog:  It’s sort of cheating to excuse your party’s villainous actions by having them go up against another villain who happens to be worse than they are. The trick is that we’re not going after this secondary group of outlaws because they’re bad, we’re doing it because they’ve either got something the boss wants, or they’re edging in on the boss’s turf.  This sort of plotline sees the party disrupting or taking advantage of a rival’s operation, then taking over that operation and risking becoming just as villainous as that rival happened to be. This can also be combined with an “Up to no good” plot where both groups of miscreants need to step carefully without alerting an outside threat. 
The lesser evil: This kind of plot sees your party sent out to deal with an antagonistic force that’s a threat not only to the boss’s plans but to everyone in general. In doing so they might end up fighting alongside some heroes, or accidentally doing good in the long run. This not only gives your party a taste of heroism, but gives them something in their back pocket that could be used to challenge the boss-villain in the future.  
The double cross: In order to get what they want, the party need to “play along” with a traditional heroic narrative long enough to get their goal and then ditch. You have them play along specifically so they can get a taste of what life would be like if they weren't bastards, as well as to make friends with the NPCs inevitably going to betray. This is to make it hurt when you have the manager yank the leash and force the party to decide between finishing the job , or risk striking out on their own and playing hero in the short term while having just made a long term enemy. This is sort of plot is best used an adventure or two into the campaign, as the party will have already committed some villainous deeds that one good act can’t blot out. 
Next, lets talk about the sort of scenarios you should be looking to avoid when writing an evil campaign:
Around the time I started playing d&d there was this trend of obtusely binary morality systems in videogames which claimed to offer choice but really only existed to let the player chose between the power fantasy of being traditionally virtuous or the power fantasy of being an edgy rebel. Early examples included:
Do you want to steal food from disaster victims? in Infamous
Do you as a space cop assault a reporter who’s being kind of annoying to you? in Mass Effect
Do you blow up an entire town of innocent people for the lols? in Fallout (no seriously check out hbomberguy’s teardowm on fallout 3’s morality system and how critics at the time ate it up)
I think these games, along with the generational backwash of 90s “edge” and 00s “grit” coloured a lot of people's expectations ( including mine) about what a "villain as protagonist" sort of narrative might look like. They're childish exaggerations, devoid of substance, made even worse by how blithely their narratives treat them.
Burn down an inn full of people is not a good quest objective for an evil party, because it forces the characters to reach cartoonish levels of villainy which dissociates them from their players. Force all the villagers into the inn so we can lock them inside and do our job uninterrupted lets the party be bad, but in a way that the players can see the reason behind it and stay synced up with their characters. The latter option also provides a great setup for when the party's actually monstrous overseer sets the inn on fire to get rid of any witnesses after the job is done. Now the party (and their players) are faced with a moral quandary, will they let themselves be accessories to a massacre or risk incurring their manager's wrath? Rather than jumping face first into cackling cruelty, these sorts of quandaries have them dance along the knife's edge between grim practicality and dangerous uncertainly; It brings the player and character closer together.
Finally, lets talk about ending the villain arc:
I don't think you can play a whole evil campaign. Both because the escalation required is narratively unsustainable, but also because the most interesting aspect of playing badguys is the breaking point. Just like heroes inevitably having doubts about whether or not they're doing the right thing, there's only so long that a group of antiheroes can go along KNOWING they're doing the wrong thing before they put their feet down and say "I'm out". I think you plan a evil campaign up until a specific "there's no coming back from this" storybeat, IE letting the Inn burn... whether or not the party allows it to happen, it's the lowest point the narrative will allow them to reach before they either fight back or allow themselves to be subsumed. If they rebel, you play out the rest of the arc dismantling the machine they helped to build, taking joy in its righteous destruction. If they keep going along, show them what they get for being cogs: inevitably betrayed, sacrificed, or used as canon fodder when the real heroes step in to do their jobs for them.
Art
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heartfullofleeches · 5 months
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What do the other entities in the Fast food reader's workplace think of the cultists?
Most if not all of them see them as a roach infestation. Get rid of one, and others are sure to come sooner or later. Lambchop and the bathroom succubus are happy for the free food/meat. Deer Kidney Guy and Rival Mascot kill them on the spot. The Storyteller, The Janitor, and Manager at least try to shoo them away first, but they're not responsible for what happens if they come back. Twister plays nice, but after seeing the trouble they give Reader it's probably best if they don't follow the clown to the party room. The ball pit hands are so annoyed they go into hibernation unless Reader is around or the cultists' chanting/prayers wake them up and they do get a little cranky.
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[A cultist sneaks up on Fast Food Reader holding a syringe filled with an unknown substance]
The Janitor, whipping out the handgun they keep on their belt: Off limits.
Cultist: Ha! You think death will stop us? We are immortal, we are eternity, we-
[The Janitor pulls out a spray bottle and spritz them in the face]
[The cultist hissses at them before fleeing out the drivethrough window]
Fast Food Reader: what was that? Mace?
The Janitor: It's just plain water and a bit of soap. No telling when the last time they took a bath was.
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Wonder how much of Karkat's hatred for John was due to all the clown stuff at his home making him look like a cultist
First contact happens and it dawns on you that the stupidest religion in your planet was somehow adopted by these aliens you've never seen before
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