I hope you dont mind me asking but I have a question about c&l? Is there a reason cat's bell doesnt make a noise? Like is that a canon thing or just fic?
Hello anon! I don't mind at all - I enjoy getting questions about my fics that let me talk about ideas/thought processes and things that exist between the lines!
As far as I know, Chat's bell does make a sound in canon. While its not constant from what I recall you can only hear it occasionally in the show (though in the movie you can hear it all the time and its adorable).
Why the bell makes no noise in Citrus and Lavender - well...there is a reason.
“My bell?” he chuckled sheepishly. “It’s just for show. It never worked.”
Marinette frowned at him. A bell that didn’t work was an odd design choice. With her previous conversations with Tikki, she understood that their Miraculous transformations reflected what the users subconsciously wanted for themselves. So why would Chat have a soundless bell?
Without really thinking about it, she reached up and gently took the golden object between her fingers. It was a little heavier than she expected and she could almost see herself in its brassy shine. She would never admit it out loud, but his bell was a cute addition to his suit. Chat appeared uncertain about what she was doing, but he remained still for her as he gave her a quizzical look. Giving the bell a gentle shake, Marinette found that it did indeed make no noise. Odd.
-Citrus and Lavender, Ch. 17
Supposedly the reason Chat Noir has a bell as part of his costume in the show is because its meant to be a reflection of his desire for a home. He wants to be a housecat and not a stray, to have a loving family that will love him as he is and readily call him theirs.
In Citrus and Lavender, this does remain true. Adrien still wants a warm and loving home. Unfortunately the one he has now with his father is...less than ideal. It's not a home, but a house he's afraid to be in. He is afraid of being noticed at any moment for doing something wrong.
The mansion (as well as Gabriel's presence) is a place where he tries to keep his existence as small and as quiet as possible. He has his wants and desires, but struggles to voice them.
The bell is a physical representation of this. He wants a home, somewhere he belongs and where he can be comfortable. But his reality is that he's not comfortable. He doesn't want anyone to know or hear his comings and goings. It's safer for him if he's not heard.
With all Adrien has gone through, both as himself and as Chat Noir helping Hawk Moth, his existence feels as hollow as the bell. But maybe these things can still be fixed.
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Ada Shorewalker
Image © @iguanodont
[Another OC, and one of the first ones I came up with before realizing that I could make an entire Monster Girl Summer out of it. Ada is definitely a version of myself, much like Jade Seven is. I tied her to Castle Xyntillian in this flavor text because it seemed like a good fit for for her, either as a powerful ally for lower level players, or as someone in need of rescue for higher level ones.]
Ada Shorewalker
CR 8 N Monstrous Humanoid
This anthropomorphic seal has long red hair and a gentle, curious expression. She wears a seal-skin cape and carries a spear.
Ada Shorewalker was always more interested in observation than in the actual hunt. While other selkies of her pack preferred to play malicious tricks on humanoids, Ada spent her time in tide pools and beach-combing, paying special attention to those land organisms that came to rest or forage on the seaside. As Ada grew up, she practiced her shapeshifting to emulate the other animals around her, and eventually grew in tune with nature to the point of learning druidic magic. She has now left her pack behind, exploring on land in order to learn more about the life that exists independently of the ocean.
Despite her gentle nature, Ada is especially interested in things like predator-prey relationships, decomposition and toxicology. Fungi are fairly rare in the ocean, and so she is fascinated by fungi and fungal creatures. When she is comfortable with someone, she often infodumps to them about all of the things she’s learned; her idea of “fun facts” is decidedly morbid and sometimes very gross. She views undeath as an aberration, but a particularly interesting one.
In combat, Ada switches from fun-loving to all business. She uses her animal focus to take on aspects like dolphin, orca or turtle, and then closes into melee with her spear or natural weapons. She prefers not to fight in wild shape mode, as Ada usually saves it to take a flying form if she needs to make a quick getaway. Ada is a little headstrong, and is not used to working alongside others, but given time and practice could become an excellent teammate.
Due to her attraction towards macabre topics, Ada Shorewalker has been considering an expedition to Castle Xyntillian. She has heard that Lake Xyntillian is home to an entire population of freshwater plesiosaurs, for example, and unusual plants and fungi grow throughout the grounds. She is confident that she can deal with any undead creatures that she encounters, because she has underestimated the sheer number of powerful undead that live on the grounds. She has no idea, for example, about powerful guests such as The Sickness or Debbie Twice-Born, or that Hubert Malevol the Huntsman has never stalked a selkie before and would be happy to add her head to his trophy collection.
Ada has red hair and a fat build in all of her humanoid forms. She gets along especially well with gnomes.
Ada Shorewalker CR 8
XP 4,800
Female selkie druid 6 (variant feral shifter)
N Medium monstrous humanoid (shapechanger)
Init +8; Senses darkvision 60 ft., Perception +14, scent
Defense
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 90 (12d8+36)
Fort +11, Ref +12, Will +14; +4 vs. fey
Resist cold 10
Defensive Abilities resist nature’s lure
Offense
Speed 20 ft., swim 50 ft.
Melee masterwork spear +15 (1d8+6/x3), bite +9 (1d8+4) or bite +14 (1d8+6), 2 claws +14 (1d6+4)
Ranged masterwork spear +15 (1d8+4/x3) or sling +14 (1d4+4)
Special Attacks animal focus (6 minutes/day), aquatic focus, powerful blows (bite), shake, wild shape (2/day, Tiny to Large animal, Small elemental)
Spells CL 6th, concentration +10 (+14 casting defensively)
3rd—greater magic fang, neutralize poison (DC 16), speak with plants
2nd—barkskin, bear’s endurance, elemental speech, slipstream
1st—faerie fire, obscuring mist, produce flame, speak with animals
0th—detect magic, detect poison, purify food and drink, stabilize
Statistics
Str 18, Dex 18, Con 17, Int 16, Wis17, Cha 16
Base Atk +10; CMB +14; CMD 28
Feats Alertness, Combat Casting,Improved Critical (bite)B, Improved Initiative, Natural Spell, Power Attack, Skill Focus (Knowledge: nature)
Skills Bluff +9, Diplomacy +9, Disguise +9, Knowledge (arcana, dungeoneering) +9, Knowledge (geography) +12, Knowledge (nature) +17, Heal +12, Perception +14, Sense Motive +14, Spellcraft +12, Stealth +13, Survival +14, Swim +21
Languages Aquan, Common, Druidic, Gnome, Sylvan
SQ change shape (any Small or Medium humanoid, alter self), echo of reason, hold breath, nature sense, trackless step, wild empathy +9, woodland step
Gear seafoam shawl of resistance +1, pearl of power (1st level), wand of cure light wounds, scroll of lesser restoration, masterwork spear, sling with 10 bullets,coral and pearls worth 46 gp
Special Abilities
Animal Focus (Su): At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time. This ability replaces nature bond.
Aquatic Focus (Su) Ada Shorewalker draws her animal focuses from the list for the aquatic beastmaster hunter archetype.
Echo of Reason (Su) A selkie can instinctively alter the intonation of its voice to make anything it says sound more pleasing to those who understand it. When using the Bluff skill, a selkie treats its lies as one step more believable for the purposes of bonuses or penalties on the check.
Shake (Ex) On a successful critical hit with its bite attack, a selkie automatically violently shakes a Large or smaller target. The target must succeed at a DC 16 Fortitude save or it is dazed for 1 round. Even on a successful save, the target still takes a –2 penalty on all attack rolls and skill checks for the next 2 rounds. The save DC is Constitution-based.
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How would you draw prehistoric selkies? Or something like an elephant seal selkie? Would their human forms just be absolute units? How do walrus tusks work?
These are some VERY good questions anon!
so good in fact, that I drew some art!
so first of all, i didn't doodle any prehistorics because i admittedly dont know much about prehistoric seals, BUT! Elephants and Walrus I can do! Walrus selkies are 12 ft in length like their seal counterparts, and have longer mouths to fit those big ol tusks! massive skulls.
Elephant seal selkies are a force of nature. Nature's tanks. Can match their seal counterparts in sizes up to 20 ft tall.
they have large, darker dialated eyes and thick whiskers as well! Massive :)
on land however, selkies have figured out how to shrink down to regular human sizes.. for the most part. they are still giants by any normal standards.
Thanks for asking!!! I really really love getting these aaaaa!!!!
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