ermm actually 🤓☝️
647 notes
·
View notes
I have to give props to foolish for the way he plays qfoolish because whether intentionally or not he really sells the vibe of an ancient immortal character, though not in the expected sense. Where other immortal characters may become jaded by a life so long qfoolish is literally just chilling, he's seen it all before and so can't be shaken so easily. Moments that to other mortal characters are earth shattering are just another Tuesday for him, funny even.
Despite this he's no less enthusiastic for life, he wakes up every morning and simply lives, as he has done for an unknowable amount of days prior.
It's fascinating, hes able to roll with every punch and shrug off every struggle with a laugh. Why should he be upset? in the grand scheme of everything he's lived through it's not even a blip, why cant it be funny instead?
But this makes it so much more impactful when he DOES care, the rare moments where he is affected are heart wrenching when contrasted with his usual easygoing happy-go-lucky laissez-faire attitude. There's something raw and human to me in the way that for however long he's lived he still feels, he loves and grieves. He still lives and so he still feels.
Anyways stan an unbothered king
444 notes
·
View notes
An illustration for the Exorcist AU, I'm gonna write a small drabble around it \o/
55 notes
·
View notes
/showleft shiny boi
Might still tweak his physique and a few details a little but overall he smol, at least by au ra standards. Most importantly though, is the blue tongue, obviously. Still a timid little fish, still a leviathan-based summoner, he's on the list of toons to get to endgame before DT for rp and availability to other fcs
98 notes
·
View notes
... do you know which one I am?
144 notes
·
View notes
something I’ve been thinking abt is how many people think Makoto is immune to despair. I don’t think he is. I think becoming the ultimate Hope was BECAUSE he felt despair. He wouldn’t have fully reached that point without Junko. Makoto becoming such a beacon was his last attempt to avoid completely falling and it wasn’t because he didn’t feel despair, it was because he was too damn stubborn to allow everything to go to waste and he refused to sacrifice his beliefs for someone else’s. His inner monologue tells me he DID experience the same new low the other suvivors did in the final trial, but at the point where he had the choice to give up and die, he looked at the others and he looked at Junko and he couldn’t allow it to happen, not out of self preservation, but because the idea that Junko would have control over their lives made him FURIOUS. and that utter refusal to die kicked in, wether luck or otherwise, and he made the concious effort for one last push while something in him was breaking. He had to be broken in order for the Ultimate Hope to come through so aggressively, bc it could only exist in the face of the Ultimate Despair. He snapped the same way she did, but in the other direction. In what could have been his final moments he chose to embody everything Junko wasn’t, and every single optimistic and luck fueled ideal in him suddenly charged forward and pushed him. It was a combination of the final straw and a choice. Makoto isn’t immune to feeling despair, he’s just too stubborn to fall into it of his own volition. I think that’s why I like that scene in DR3 so much. People were SO SHOCKED Makoto actually fell for the tape, that he actually became despair for a moment. I saw people getting mad or disappointed, saying it was pathetic and Makoto seemed to fall from some sort of pedestal for them. Honestly part of me wonders if that sort of mentality, which clearly people had in universe, affected Makoto a bit. Like he started to see himself as less of a person, subconsciously. Prompting him to take more risks, less self preservation, act way more bold. It seems he has to be reminded a lot not to put himself in danger by his friends, to not do something too reckless. All over the place I would see in regards to that scene either this frivolous ‘oh this was just angst drama with no meaning behind it’ or ‘he can do better than that. he’s so weak’ or ‘come on, there’s no way he’d fall into despair, he’s the Ultimate Hope!’ This kind of mentality, which was kind of ironic considering Ryota was there the entire time saying the same thing and treating Makoto the same way. Like Makoto was superhuman. Like Makoto didn’t feel despair the same way ‘normal people’ did. In a way that was also how Munakata saw Makoto. Makoto stopped being a PERSON to the world when he became Ultimate Hope, he became a concept, a belief system, much the same way Junko ascended beyond herself. But the difference is that treating Makoto that way is the opposite of the reason Makoto became such a representative for hope. He wasn’t doing something no one else could. He was doing something everyone had the chance to, he just… was a little more optimistic, a little more stubborn, a little more ‘gung-ho’ about things. He just took the lead where no one else did, where no one else knew they even COULD in the face of Junko’s unstoppable force. She had overcome the biggest threats and obstacles in the world, what could one person do? And the answer Makoto found was, anything. Everything. It doesn’t all rest on Makoto, he’s just the one that was inspired to try to do what seemed like the impossible. But as evidenced by the change in his friends after that trial, it’s clearly not something only Makoto is capable of. The others pulled out of despair thanks to Makoto, but it was their choice to do so.
“But… this world is so huge, and we’re so small. What can we do…? No, we can probably do anything. Yeah! We can do anything!”
52 notes
·
View notes
I stumbled upon this post and was immediately inspired to try replicating it with Cricket, since one of her favorite foods is nuts! It's been a rough season for mental health/creativity and I haven't touched my drawing tablet in over a month, so I was a bit hesitant to give it a shot. But I'm glad I did ;u;
Also the character in the original post is from a really neat comic called @wicksend, please check it out and support the artist!
24 notes
·
View notes
initial sketch for my courier.. been playing too much new vegas recently
190 notes
·
View notes
[[ open starter for Crowleys
It started with poetry. That was his first... overture. A poem, handwritten on his finest stationary, slipped into Crowley's pocket. Other people's poetry, at first, but it didn't stay that way. No, soon enough, Aziraphale was spending his time writing in verse about his desperate, hopeless longing, his unending fear which had become little more than background noise, and his devastating devotion. But the first time he got caught passing it on, the paper between his fingers and his wrist trapped in the circle of Crowley's... That was when it sunk in how invested he'd gotten without any actual sign of whether his feelings were returned. That was when it sunk in just how far he'd been overstepping his bounds.
He froze. Then he swallowed, and he waited, not quite meeting Crowley's eyes.
16 notes
·
View notes
Hi same anon from the ask about Taliesin’s characters… yes I didn’t intend to shift focus from the subject of being shitty about Robbie’s presence as a Native man in the cast at large. I just… cannot understand how anyone could see the improvised unfolding of these stories and conclude that Taliesin could possibly have been slighted in either circumstance.
Boiling Dorian’s character down to how he can support someone else (read: particularly a white male cast member and a character who is for all intents and purposes perceived in campaign as a white man) is ridiculous all on its own and it should be called out when people in the minority are turned reductive by fandom discourse.
yeah, yeah, exactly! that's what annoys me about how people treat him!
and it sucks when you have people who go out of their way to act like it's somehow robbie's fault for dorian fans being racist and insist his character is Actually Just Boring or doesn't apply to the themes told by the story so it's okay to ignore him!
i want to know everything about the silken squall! tell me what his life is like and what he wants to be, don't just make him Will of the Air Ashari... 2! or shove him off to the sidelines because you dislike a ship he's in.
10 notes
·
View notes
been learning to play ironsworn (gritty fantasy ttrpg which you can play with a gm but is mostly suited for solo or small group co-op gmless play) after having the rulebook pdf for several years (stars finally aligned to remove invisible thing blocking me from reading it idk) because i'm on another solo ttrpg kick & i don't know what took me so long to get around to this game because it genuinely is exactly what i was looking for. years ago when i was playing through solo 5e modules i should have just been playing ironsworn (believe it or not, 5e isn't very suited to solo play and is extremely clunky when you try lol).
also though i have dabbled in some other solo ttrpgs, a considerable amount of them are journaling games which is fun but imo considerably more work (usually by the time i'm a quarter of the way through the journal entry, i know how to entire scene played out and i want to move on to the next gameplay thing, so i get frustrated and bored quickly. it feels like when you solve a level in a video game but don't have the coordination to pull off the necessary move so you have to spend 20 extra minutes doing something you already figured out), so i really appreciate like not needing to write something for the game to progress (ive been taking notes for my own record since im playing solo and thus am not really out loud roleplaying the way you do in a group, but i definitely could do that instead and not take notes and the game would still function perfectly)
& ive been playing by myself but also in the past ive played a lot of ttrpgs in very small groups which has been other games but is mostly dnd and like. we also should have been playing ironsworn so that having a gm was not necessary. have definitely played games where we had to adapt the rules soooo much to do something that is just base game included in ironsworn. plus it's rules-light enough to do pretty complex moves that pose difficulties in bulkier games (ever introduced someone to dnd and they tell you they want to do a sick backflip and catch something and then attack and you have to tell them that will require several different consecutive rolls and some creative liberties with how the rules are 'supposed' to let you move? you can just Do That in ironsworn. use the strike move and describe it. done!)
the one thing is that although it's rules-light enough to theoretically play any setting or genre (some with more difficulty than others), ive found so far that like... the grittiness and sense of threat is very built into the mechanics so that would be sort of difficult to work around or change (but i think it's great from a game design perspective). what i mean is like, okay: you start with 5 max hp. there isn't really a way to raise this max hp, you just slowly gain abilities (assets) that make you less likely to have to lose the hp in the first place, or that make it easier to recover. when you encounter foes, you rank them on a scale of 1 -5, and enemies on the lowest side of this scale do one harm to you, while enemies on the highest side do five harm to you. so even though encountering an epic enemy won't always be deadly due to the assets you have, they are ALWAYS capable of taking you down to 0 hp with one good hit. so the feeling of threat is much more present compared to games where your character starts to be able to just tank and push through a failure or huge threat.
admittedly also i'm playing solo, im still learning how to balance combat, and also i built a character who has NO combat talents and iron (the close quarters fighting stat) is one of my lowest stats so i personally am under much more threat than if you built a character who knew how to fight or who could do deadly harm. but also the other thing about combat is it's extremely difficult to maintain control of the fight; you have to score a strong hit to do it on basically all moves, and there's a really limited pool of moves available when you don't have the initiative, and obviously none of them really favour you. i don't know that this makes combat genuinely more difficult, but it does make you feel like the fight is always about to spiral out of your control. every second you let it drag without decisive action feels like it brings you closer to dying. like i said, this is a feature of the game design and not a problem in any way. just thinking about it because when i was initially learning i was going to try to supplant it into a homebrew fantasy world of my own but the tone just wouldn't be right. and that it is somewhat difficult to replicate the kind of worlds that i typically play or run for dnd, which tend to lean somewhat sillier and definitely much higher fantasy
but i like to try new things and tbh especially in dnd i find that i very rarely feel that sense of threat and when i do feel it, it has nothing at all to do with the actual mechanics and reality of the combat and everything to do with how well the dm sells it to me and makes it sound and feel scary and dangerous. which is a testament to what a good gm can do for you but i do appreciate the threat feeling more built-in and also being actually real.
12 notes
·
View notes
Hello ma'am! I'm an employee of Mr. Ashengrotto's, he wanted me to tell you that he's sending a package of spices back home to you. (Although he may have forgotten that because of my UM)
-I.G.
Hello, thank you so much for the information! I hope my son's been treating you well.
...May I humbly inquire as to what your Unique Magic did?
8 notes
·
View notes
"Oh there you are.”
31 notes
·
View notes
still studies, ft. willem dafoe bc i'm obsessing over green goblin rn !!!
26 notes
·
View notes