Metahumans are just Liminals
So! As far as I know, Metahumans get their powers because they have Nth Metal in their DNA (I think? It might be a single continuity thing).
But what if Nth Metal is just Solidified Ectoplasm?
Metahumans are just a different Brand of Liminal. They get their powers from Metalic Ectoplasm in their DNA rather than Pure Ectoplasm in their Soul. As such, their powers are much more based on their Genetics rather than their Obsessions.
A Metahuman is more likely to have children who share the same power. It is Passed On through their DNA, and as such it may not actually fit the users Personality. The upside is that the Power is usually stronger than normal.
A Liminal will get their powers from their Soul. Whatever fits their Obsession the best is what they will get. The downside is that their power is weaker than a Metahumans abilities.
A Ghost is the perfect combination of the Two.
They have a Core made of Metalic Ectoplasm, and a Soul made of Pure Ectoplasm. They have the Power of a Metahuman, and the Fitting Nature of Liminals.
Side Note: Halfas are kind of an even better version of that? They have the Metalic Core, the Pure Ecto Soul, and the Body of a Human to contain the Power.
Thoughts?
448 notes
·
View notes
I don't have enough time or experienced with enough classes to write a detailed multiclassing guide, but for D&D players, especially new players, wondering if they should multiclass, the simple answer is "probably not". Multiclassing is, in general, bad. The game was not balanced with it in mind, and it's very easy to muck up your character if you don't know what you're doing. I'm not just talking from an optimization perspective, either; it's difficult to justify it narratively in a way that doesn't cheapen the significance of what class levels represent. You don't become a Bard by practicing the lute for a week. You can't become a Wizard without years of study. If you plan to multiclass, my advice would be to find some way of tying it narratively into your primary class somehow; an Eldritch Knight becoming a Wizard is sensible, because they already have an understanding of how to work arcane magic, they just need to spend some time focusing on that over improving their martial abilities to learn enough to start filling out a spellbook. Of course, that still takes a long time, but the Eldritch Knight's previous experiences mean they already know how to cast multiple spells already. If you want to multiclass for story reasons, ask yourself two questions: Is multiclassing really the best way to convey this change in my character, and, if so, do they have the adequate time, experiences, and resources to practice the skills necessary (physical training, study, spiritual attunement, etc.) to even START being that class?
The reason I put so much weight into class levels is because the Player's Handbook itself makes a point to clarify what sets a member of each class apart from others who seem similar on the surface; not every soldier in a given army is a Fighter, chances are most of them aren't. And Paladins are even rarer! To achieve even one class level is a strong indication of skill and effort, and I as your DM would expect you to consider how your character achieves levels in a second class. My campaign features a Fighter/Warlock multiclass, and her patron is both the supplier of her occult magic, and her instructor, personally training her in her dreams, so she can level up in either class and it'll make sense. My favorite combination, Paladin/Sorcerer, can be explained by latent powers emerging in response to their experiences and the holy power they channel within themselves, perhaps a gift from their deity or the result of them or their ancestor slaying a creature like a dragon or vampire whose blood imbued the Paladin's bloodline with arcane magic. Maybe a Monk/Cleric comes from a monastery that reveres a specific deity, and that Monk caught their deity's attention, choosing the Monk for a holy mission. If multiclassing is part of your character's backstory or projected future, having a plan for it is key to making them still feel like a cohesive, singular character.
10 notes
·
View notes
a funny thing about game development is your game can have hundreds of thousands of eyeballs on it playing it daily and yet once in a while someone messages you like "hey it seems you inadvertently gave these 2 upgrades the same flavor text" and that's the first person to bring it to your attention in the 6 years it's been in the game
4K notes
·
View notes
(1)Learn the rules before you break them + Gather proper references
(2) Understand what you want to break and how
(3) Can't do it? Find someone who can
(4) It's going to look really bad for a while
(5) Have fun with it!
(1) -Yes, I am that kind of artist. Yet, not in the conventional way. I encourage people to go in guns blazing when it comes to drawing something new, then coming out analyzing what they know, and what they need to learn more of right away.
-Here, I broke down the anatomical pieces of Nour and Narinder's face with the same labels so you guys can understand this weird invisible pattern that I follow in my work. Doing this with any animal you're attempting to draw greatly improves your line confidence when drawing different face shapes. Also understanding the biological function for why animals look a certain way helps you keep consistency.
(3) Time to throw any artistic guilt you have for heavily referencing people's art OUT THE WINDOW and start ANALYZING PEOPLE'S WORK YOU WANT TO BE LIKE✨ I've always done this, having a reference of someone else's amazing work right next to my own drawing so I can try and understand how they make their magic work! No shame, no embarrassment, nada. Pure, unadulterated will and spite that I would be just as good as the artist who made me so motivated and happy with their work! I couldn't figure out how to make Nour's face both sheep-like, and humanly expressive, so I looked at a LOT of Zootopia and old Disney art for help!
(2) With how I draw narilamb, I'm still working on it (as you can see) but I wanted to break Narinder's face to be fluffier and slimmer, while Nour's face would be shorter and flatter. If you look at it for too long, it's absolutely going to look weird, in the way that if you look at Anna from Frozen for too long she starts looking really weird. The anatomy isn't meant to be correct or consistent, it's meant to convey the emotion and energy I want out of the characters in that moment. If you're able to properly get that across, then you don't need to think about how broken something looks, as long as your eye is happy enough to trick your brain into thinking what you're seeing is canny.
(4) Yeah, I hate this part too. It's going to look like shit at first. I can't even look at my art from a few months ago when I was figuring out their designs... God, so fucking ugly. If it weren't for the shittiness of those drawings, I would have never gotten here! Wading through the "trust the process" stage always really sucks, but it's absolutely worth the relief of when you finally get something to look right.
(5) Art is work, yes. It's stressful, it's long, it's straining, its draining, it's exclaiming, blah blah blah. But, I try to keep my art FUN. If I find my artwork becoming slow as I depressingly drag my pen over my tablet, I'm failing. You MUST keep spirit and life in your work. The spirit of emptiness or the life of sadness can have a very meaningful place in art, but those can only exist with keeping work light, easy, and fun! If you're stressing how a specific thing looks or how you can't get something to look right no matter what, FUCK IT. Draw something to bring the flavor back in your work! I'm kind of rambling, but just, HAVE FUN!✨️ Be messy, scream, laugh, slash canvases, throw paint, smash sculptures, tear apart books, GO CRAZY
2K notes
·
View notes