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mallmarrdlc · 2 months
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Dylan, Max and Gale decided to try the bigger slope. Max even managed to do a small jump.
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Agent 4 x 8 🐙🦑 Nate and Terry!
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we-tokyoboy · 25 days
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poicelain · 9 days
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hello,, what font generator did you use for this post -> https://www.tumblr.com/poicelain/748123434203086848/%F0%93%86%A9-%E0%AD%A8%E0%AD%A7-%F0%93%86%AA-%E2%84%90-%F0%9D%96%BD%F0%9D%96%BE-%F0%9D%97%8C%F0%9D%97%82%F0%9D%97%8B?source=share
⠀⠀⠀:3
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sukimas · 11 months
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A Spoiler-Free Guide for Fire Emblem: Genealogy of the Holy War
With a short introduction, mechanics, and notable sticky situations.
(A PDF version of this guide is available upon request.)
Fire Emblem: Genealogy of the Holy War is a SRPG (Simulation RPG) for the Super Famicom, released in 1996. You have likely arrived at this guide either because someone has recommended it to you or because, far in the future after I have written this, a remake of it has released and you want to go back and play the original to see what has changed and what hasn't. Either way, you were likely inspired to play it from its strong story- rumored or experienced- and aren't too clear on what the mechanics of it are. Maybe you've played a number of Fire Emblem games, but are nervous about this one due to its reputation as an odd duck. Maybe you've never touched a SRPG before, and have a very excited Jugdral fan of a friend shepherding you into playing it. Either way, this guide is for you.
This guide will attempt to avoid spoiling any story events, but for those who mind gameplay spoilers, it is organized in ascending order of how obscure each gameplay feature is to stumble upon- the last two sections (Sticky Situations and Secret Events) in particular are not usually encountered by an unspoiled first-time player. Nevertheless, I highly recommend at least reading up to the fourth to last section, "Recruitments"; it contains no identifying character information besides time of encounter and class, and you will likely reach no end of frustration attempting some of them without foreknowledge (or some very good guesses). NOTE: List of Conversations (Section 8b) does contain spoilers for recruitable characters. Peruse that section with caution if you do read past the Recruitments section.
This guide is meant for use with the Project Naga patch, though some characters will be referred to by their more modern names; these will be indicated with a slash mark between the two. (E.g. Edain/Aideen.)
Table of Contents: Section 1. The Small Differences of Genealogy of the Holy War Section 2. Main Objectives Section 3. Finances and Resource Management Section 4. Skills Section 5. Side Objectives Section 6. Genealogy Section 7. Recruitments Section 8. Conversations Section 9. Sticky Situations Section 10. Secret Events
Section 1. The Small Differences of Genealogy of the Holy War
Genealogy of the Holy War is similar to most other Fire Emblem games in the broad strokes of its mechanics. It has general gameplay of fighting enemy units with your army on a grid-based map, chance-based unit growth, most of your usual classes and weapons, et cetera. However, it has a number of differences, large and small, with later (and earlier) Fire Emblem games, some of which may make gameplay more difficult if unknown. The small differences are catalogued here.
1a. Movement
There are two principal differences to movement in Genealogy compared to in other Fire Emblem games. Firstly, all mounted units may move with their remaining movement after performing any action except conversation or seizing of a castle. Secondly, though terrain in this game that decreases movement exists as usual, there is also some terrain that increases movement; when walking on roads, all units may move 1.4x as many spaces as usual, rounded down. So, for example, a paladin (9 mov) on roads may move 12.6 spaces, but this is rounded down to 12. As a trade-off for this, roads, like some rare terrain seen in other Fire Emblem games, lower the avoid of any unit standing on them by 10% (represented by the small shield icon in the terrain window):
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1b. Follow-up Attacks
While units in most Fire Emblem games can attack an enemy unit twice if they are faster by a certain amount, units in Genealogy require a skill to do so. This skill is called Pursuit (or Follow-Up, depending on your translation.) There are ways to attack more than once without Pursuit, but they are either more rare or not guaranteed. Pursuit allows for a follow-up attack if a unit's attack speed is greater than that of their opponent by 1 or more points.
1c. Critical Hits and Effective Damage
Much like follow-up attacks, units in Genealogy cannot naturally perform critical hits. There are four ways to perform a critical hit on most enemies in Genealogy: Being next to an immediate family member or lover (flat 20% critical hit rate bonus to anyone, including those who cannot naturally crit); having the Critical skill (skill% chance); or using a weapon that has been used to kill at least 50 enemies (skill% chance, plus 1% for each enemy killed above 50, up to 50% bonus at 100 kills); or having the Wrath skill (guaranteed critical hit as long as you are at 50%+1 HP or lower).
Critical hits in Genealogy follow the damage formula of doubling a unit's attack power before subtracting enemy defensive stats, rather than the more common tripling of a unit's damage output after enemy defense is subtracted. They are generally much more useful in the hands of units with lower Attack than normal.
Effective damage in Genealogy (bows vs. fliers, etc.) is simply calculated as an automatic critical hit on the target unit (if the attacking unit hits, of course.)
There is no critical avoid (dodge) stat in Genealogy.
Also, the minimum damage for any attack which lands is 1.
1d. Weapon Weight
All weapons in Genealogy have a weight stat. This stat is subtracted from the attack speed of the unit wielding the weapon. There is no way to counteract this speed penalty, and attack speed may be decreased below zero when utilizing particularly heavy weapons. This can lead to a negative Avoid stat.
1e. Weapon Repair
Weapons in Genealogy are infinitely reparable at any castle on the map. The price of repair is equal to the weapon's price, divided by the number of uses the weapon has when new, times the number of uses to be repaired.
For example, repairing a 38 use Silver Sword to full durability costs 5000 (sale price) / 50 (maximum uses) * 12 (uses missing) = 1200 gold.
Each weapon in the game that the player can receive is unique.
1f. Weapon Triangle
The weapon triangle in Genealogy of the Holy War is generally similar to in other Fire Emblem games. However, it is notably stronger; units gain Hit/Avo ±20 for advantage/disadvantage. Additionally, there is a magic "triangle", which functions similarly.
The weapon triangle is Swords>Axes>Lances>Swords
The anima magic triangle is Fire>Wind>Thunder>Fire
The interaction of light and dark magic with other varieties is Light=Dark>Fire/Wind/Thunder
1g. Experience Gain and Class Change
Units gain experience based on their level in relation to the enemy's. The lower their level is in comparison to the enemy's, the greater their experience gain. Class changes don't affect level; you will gain equal experience as a level 1 Knight Lord and a level 1 Troubadour.
Class changes can be performed once a unit reaches level 20, if they are not already a promoted class. They can be performed using the Class Change option at one's home castle. There is no reason not to promote as soon as possible; all classes have a flat level cap of 30.
The stat caps for each class are each class' stat bases plus 15, excepting HP which caps at 80. There is data out there on the base stats; however, I won't go into it here.
1h. Weapon Level
If you've played Engage, you'll be familiar with this, but if not: weapon level is inherent to the class a unit occupies, and can only be changed by class change or personal modifiers (more on the latter in the Genealogy section.) So, if your paladin has B swords, he will never have A swords, even if other paladins you encounter might have the latter.
1j. Enemy Reinforcements
Reinforcements generally do not spawn on the map as in other Fire Emblem games; they will almost always appear from the mouth of a castle. If you defeat all of an enemy commander's allied units and said commander is capable of movement, they will return to the castle they came from, enter it, and 1-2 turns later exit it with a squad of new units statistically identical to their previous squad.
1k. Saving
At the start of each turn, before you have moved any units, you can save in the map menu (i.e. the menu that appears when you press A on the map.) It's highly recommended to keep at least two saves; one save every turn, and one save after you capture a new castle. You can set the game to save automatically each turn in the Options menu by scrolling down to Autosave and selecting a slot (1 to 4).
Section 2. Main Objectives
2a. Seizing Castles
Chapter progression is made by seizing enemy castles after defeating the boss standing on them. Theoretically, castles may be captured in any order that you like; in practice, in most cases the way ahead to the next castle will be blocked until you capture the previous castle.
When you seize a castle, a short cutscene will play and the enemy units whose allegiance lies with that castle will disappear (allegiance can be checked in the second page of the unit menu; this same page contains skills and weapon level). At the start of the next enemy phase, the "[Name] castle seized" map events will trigger; formerly neutral castles may turn red, enemy and ally units may spawn, and terrain may be changed (for example, a bridge may be lowered or raised, a path may appear through difficult terrain, a gate may be opened, etc.) Keep an eye on castles you have not yet seized due to this.
Allied (green) and neutral (yellow) castles cannot be seized, and may lack some amenities of allied castles upon entrance.
2b. Losing Castles
Any enemy unit who reaches the entrance of a castle (that is not their own) will capture it. Allied and neutral castles will become enemy castles when this happens, and can be recaptured by your own units; however, player castles will be pillaged and will no longer be able to be recaptured.
If the player's home castle (the castle where you start the chapter) is captured by the enemy, it's game over, and you'll have to restart from your last save.
Section 3. Finances and Resource Management
3a. Unit-Specific Gold Pools and Trading
Unlike in every other Fire Emblem game to date, units in Genealogy have their own specific gold pools. They cannot trade gold with other units, unless those units are their lovers; if so, they can use the Give Gold command to give their lover all of their money.
Units also cannot trade with each other. In order to exchange items, they will have to sell them off at the Pawn Shop in the castle menu, where another unit may rebuy them for twice the sale price. Therefore, it's best to think carefully about who should defeat enemy units when a droppable item is in play. The money cap in the wallet is 50,000 gold; if you're reaching that cap, consider spending it on something so you don't waste any new money you earn.
3b. Thieves
Thieves are an exception to the above gold rules. Though they still can't receive gold from just anyone, they can attack enemy units to steal all the gold in their wallet. Additionally, they can give gold to any unit in the army.
3d. The Arena
Each chapter, beginning with Chapter 1, has an arena. This arena consists of seven opponents per chapter whom, upon defeat, will give the unit who defeated them experience and 1000-4000 gold (beginning with the weakest and increasing by 500 until the strongest is reached.) All units can enter the arena as many times as they like until they've reaped all the rewards- each and every unit in your army may face and defeat the seven opponents, rather than just one. If your unit's HP hits zero in the arena, they won't die, but their HP will be reduced to 1. However, winning a match in the arena restores a unit to full HP.
It's recommended to challenge the arena each chapter with all the units you intend to use, but you don't have to in order to complete the game. So, if you start getting tired of it, you can skip it... but it might be best not to.
Section 4. Skills
4a. What are Skills?
Skills are abilities that a unit can activate- generally in-combat, though sometimes they have out-of-combat effects. Various skills have various chances of activation (some are guaranteed, some rely on specific stat thresholds), so be aware.
4b. Skill Types
There are two different skill types- "Class Skills", those granted based on a unit's class, and "Personal Skills", those a unit has innately. All skills can mechanically either be class or personal skills- though most skills are only personal. Class skills, however, apply to every unit that is a member of the class- including faceless enemies. So watch out, and check out the skills present on the unit menu to make sure you do not meet a dire error.
4c. Skill List
(Note: Attack Speed is here abbreviated as Aspd.)
Pursuit/Follow-Up: Allows a unit to strike again after an enemy counterattack (or twice in a row if the unit themselves is counterattacking). Trigger: Unit's Aspd > enemy unit Aspd.
Critical: Allows a unit to perform a critical hit in combat, doubling their attack before enemy defense. Trigger: Skl%.
Adept: Allows a unit to attack twice in a row. Trigger: (Aspd + 20)%.
Accost: Triggers another round of combat upon the completion of the prior round. Trigger: [Unit Aspd - enemy Aspd + (unit HP/2)]%.
Pavise: Negates all incoming damage for 1 hit. Trigger: (Unit Level)%.
Steal: Takes all of an enemy's gold upon hit and adds it to the unit's personal wallet. Always activates.
Vantage: Unit attacks first when enemy unit initiates combat (treats it as if unit initiates combat). Trigger: Unit HP ≤ (50% of unit's Max HP + 1). When conditions are met, always activates.
Wrath: Unit always performs a critical hit (if unit hits). Trigger: Unit HP ≤ (50% of unit's Max HP + 1). When conditions are met, always activates.
Astra: Unit performs 5 attacks in a row. Trigger: Skl%.
Luna: Unit negates enemy defense for 1 strike. Trigger: Skl%.
Sol: Unit recovers HP equal to damage dealt. Trigger: Skl%.
(Note: Only one of Astra/Luna/Sol may activate at once. Additionally, they are only usable by infantry sword units.)
Nihil: Prevents the activation of Astra, Luna, Sol and critical hits against this unit. Always activates.
Bargain: Shop prices for this unit are reduced by 50%.
Charm: Hit and Avoid +10 to allied units within 3 spaces.
Dance: Grants another action to all adjacent allies.
Miracle: When unit HP is ≤10, increases unit's Avo by [(11- Unit HP)*10] points.
Paragon: Double's unit's gained experience.
Renewal: At start of turn, unit recovers 5-10 HP (random).
Section 5. Side Objectives
5a. Villages
Visiting a village gives a unit 5000 Gold and may also grant an item. Bandits will attack villages; a village will be destroyed when a bandit attacks it for 10 turns, and every turn that a bandit attacks it will subtract 500 Gold from the total that a unit will gain from visiting it.
5b. Combatant NPCs
NPCs ("green units") that have normal classes will grant items when spoken to by certain units of yours. Their status screen will tell you who they should talk to.
5c. Civilian Rescue
NPCs who do not have normal classes (i.e. their class is Civilian) will grant 100 EXP when interacted with.
Section 6. Genealogy
6a. What's All This About Children?
Like Gaul, Genealogy of the Holy War is divided into two parts... Er, it seems I've misread my notes. Gaul is divided into three. Nevertheless, Genealogy takes place over a long period of time- 24 years, in fact. As the characters you recruit at the beginning of the game are in the prime of their lives, it's only natural that, over such a long period, some of them will marry and have children. However, the latter half of the game takes place over two decades later than the beginning- the characters that you've recruited back then, such as Edain, may be in their forties by that point. By no means can characters in their early middle ages not fight in the early middle ages, but this IS an anime- the timeskip calls for a new cast of teenagers, the children of your early units all grown up.
6b. Can Love Bloom on the Battlefield?
Units can only have children if they become lovers. Some units will be- or become- lovers automatically, such as Quan and Ethlyn. In this case, their children will always be theirs. Some units do not- take, for example, Edain. She will not automatically take a lover, and you'll have to get her to fall in love with another (male) unit in order to have children. (Evidently, Jugdral has not yet invented magic that allows for cloning or IVF. Sad.) Even if she doesn't fall in love, however, you'll still have the same number of teenagers fighting for you later in the game- two of them will simply not be the child of any of your own units, and will be "substitute" characters with their own backstories. However, the children of early-game units will have some gameplay advantages, which I'll explain in a bit. Either way, each potential mother has two associated children, one of which will take after her to a greater extent and the other of which will take after her lover to a greater extent. No male unit has any associated children without falling in love.
As for how units fall in love, it's quite simple. Units have a certain number of "love points" with each other- all of them start with a certain number of points shared with each other unit. Once a unit reaches 500 love points with another unit, they become lovers, and can have conversations, gameplay interactions, and children. Units gain +5 love points per turn from standing next to each other, as long as they are the only two units standing next to each other; there is a bug that can cause units to gain love points meant for other units if they stand next to another unit who is standing next to that unit's prospective lover. There is a more detailed explanation, but it would involve some spoilers, so I'll leave it at that for now. Units also gain a certain number of love points by being on the same map together; this can be as low as 1 and as high as 10 per turn for a given pair. Finally, units gain love points by having conversations with each other- conversations between unrelated men and women often come with love points attached.
Perhaps this explanation has been tiresome, and I haven't convinced you you shouldn't just toss up your hands and go for the substitutes. Well, there are many gameplay benefits to kids, starting with the following...
6c. Holy Blood
It's hard to miss, considering how constantly it's talked about. Some of your units are descendants of the Twelve Crusaders, who destroyed the darkness about a hundred and twenty years ago. This has numerous story implications. However, it also has gameplay ones!
If you open up a unit's Holy Blood menu (press A on the unit menu) you'll see a circle showing all twelve of the Crusaders' weapons and their names. Some of these will have green dots next to them; when a green dot is next to a Crusader's weapon, that means that the unit has Minor holy blood of that crusader; when the green dot is glowing (there's a yellow light surrounding it) that means that the unit has Major holy blood of that crusader.
Minor holy blood boosts a unit's rank in the associated weapon by 1 letter grade. For example, Troubadours naturally have a B rank in swords, but because Ethlyn has minor Baldr blood, she starts with an A rank. Meanwhile, Major holy blood boosts a unit's rank in the associated weapon to the maximum, and allows them to use the associated holy weapon if they can get their hands on it. For example, because Sigurd has major Baldr blood, he can use any sword in the game (excepting other holy weapons), including Tyrfing. This isn't just a nice bonus- most holy weapons give a total of +30 to a character's stats, spread out across a varying number. Some give more or less, or have other special effects (for example, Mystletainn grants the Critical skill), but they are universally extraordinarily powerful. A unit with holy blood can turn the tide of battle on their own, in both gameplay and story.
Holy blood also increases a unit's growths. Depending on which holy blood they bear, various stat growths are boosted; a list is shown below. Note that minor blood cuts these boosts in half.
Baldr: Associated with swords. HP+20%, Str+10%, Skl+10%, Lck+10%. Od: Associated with swords. HP+20%, Skl+30%.
Dáinn: Associated with lances. HP+20%, Spd+30%.
Ullr: Associated with bows. HP+20%, Lck+30%.
Bragi: Associated with staves. HP+10%, Mag+10%, Lck+10%, Res+20%.
Thrud: Associated with thunder magic. HP+20%, Skl+30%.
Fjalar: Associated with fire magic. HP+20%, Mag+30%.
Hoðr: Associated with swords. HP+20%, Str+30%.
Njörun: Associated with lances. HP+20%, Str+10%, Spd+10%, Def+10%.
Nál: Associated with axes. HP+20%, Def+30%.
Naga: Associated with light magic. HP+10%, Mag+20%, Res+20%.
Forseti: Associated with wind magic. HP+20%, Spd+30%.
Children will inherit their parents' holy blood, but only partially; both children will inherit minor holy blood, if it is held, but only the child which most resembles the parent will inherit major holy blood. The other child will again receive minor holy blood, unless both parents share a holy blood type, in which case they will both bear major holy blood. This is the case even if both parents' holy blood is minor.
6d. Weapon and Skill Inheritance
Units will inherit the weapons and items of the parent they most resemble, but only if they can use them in their base class. The exception to this is Holy Weapons, which will be inherited even if the child unit can never use them.
Both parents' personal skills pass on to both of their children. However, their class skills do not. Check carefully to see that the skills you want to pass on actually belong to the unit innately!
6e. Growth Rate Inheritance
Child units' growth rates are equal to 100% of those of the parent they resemble most + 50% of those of the parent they resemble less. Therefore, all child units will be equally or more competent in battle than their resembling parent.
Section 7. Recruitments
7a. From Enemy to Friend
Units in Genealogy of the Holy War won't always be on your side from the start. Oftentimes, they'll start out as green allied units, or even enemy units. While talking to enemies to recruit them is common in Fire Emblem games, Genealogy has some more esoteric methods on its hands. Therefore, a list of (non-automatic) recruitment methods and chapters (without mentioning unit names) is below.
7b. Spoiler-Free Recruitment List
Chapter 1.
-Speak to the swordfighter with your lord after seizing Genoa.
Chapter 2.
-Complete all seven Arena matches with any unit.
-Speak to the princess with your lord.
-Speak to the free knight with anyone holding more than 10,000 Gold.
-Speak to the pegasus with the bard.
Chapter 6.
-Speak to either the axe fighter or the axe knight with the lady swordfighter.
Chapter 7.
-Enter Dahna castle with the cavalier who worries for it.
-Speak to the mage girl with the other mage.
Chapter 8.
-Speak to the archer with the thief.
-Speak to the sage with your lord.
Chapter 9.
-Seize Luthecia while the general still lives.
-Talk to the general with the cleric from Luthecia.
-Talk to the wyvern knight with the prince.
-Talk to the wyvern knight with your lord.
Epilogue.
-Speak to them with your lord after seizing Velthomer.
Section 8. Conversations
8a. Communication is Key
Though supports weren't introduced into the Fire Emblem series until Binding Blade, that by no means that units did not talk about their past and present with each other prior to it. Units in Genealogy of the Holy War can talk to each other on the map for lore, love, stats, and items. The "Unit" section of the map menu contains a list of all units who can speak to each other on page 4 ("Personal Data"). It's highly recommended that you utilize this; though all units will have who they can talk to listed on the second page of their unit screen, it's easy to miss conversations without this.
Conversations have several triggers, but the most common one is the seizure of a castle. A list of all conversations between allied units, triggers, and results (things obtained from said conversation) is below. Initiator of the conversation is listed first, who they speak to is listed afterwards, trigger conditions third, and rewards fourth.
8b. List of Conversations, Conditions, and Results
Note that all events that can cause love point gain will not occur if either participant in the conversation already has a lover.
Prologue:
Azelle->Sigurd, Azelle recruited Lex->Sigurd, Lex recruited Ethlyn->Sigurd, Ethlyn recruited Quan->Sigurd, Quan recruited
Chapter 1:
Quan->Finn, from start of chapter, Finn gains +1 Str/Skl/Def Sigurd->Edain/Aideen, Edain recruited Midir->Edain, Edain recruited and Azelle has not spoken to her, +100 love points Azelle->Edain, Edain recruited and Midir has not spoken to her, +100 love points Edain->Ethlyn, Edain recruited, Ethlyn gains Return staff Quan->Ayra, Ayra recruited Dew->Edain, Genoa seized, 50 love points + Edain gains Warp staff
Chapter 2:
Deirdre->Ethlyn, from start of chapter, Ethlyn gains Light Brand Dew->Raquesis/Lachesis, Lachesis recruited, +50 love points and Lachesis gains Thief Sword Quan->Finn, Heirhein seized, Finn gains Brave Lance Sigurd->Lewyn, Lewyn recruited Beowulf->Lachesis, Anphony/Infini seized, +100 love points and Lachesis gains Str+2, Skl+2, Def+1 Alec->Sylvia/Silvia, Infini seized, +100 love points Silvia->Sigurd, Silvia recruited Fury/Erin/Erinys->Sigurd, Erinys recruited
Chapter 3:
Lex->Ayra, from start of chapter and Chulainn has not spoken to Ayra, +100 love points and Ayra gains Brave Sword Holyn/Chulainn->Ayra, from start of chapter and Lex has not spoken to Ayra, +100 love points and Ayra gains Brave Sword Ethlyn→Quan, Sylvale seized, Quan gains Gae Bolg Sigurd -> Brigid, Brigid recruited Edain→Brigid, Brigid recruited, Brigid gains Yewfelle Midir-> Brigid, Brigid recruited, +100 love points Claud->Sigurd, Claud recruited
Chapter 4:
Taillte/Tailtiu->Azelle, if the two are not lovers, +100 love points and Azelle gains HP+5 Sigurd->Claud, from start of chapter Edain->Midir, if the two are lovers, Midir gains Brave Bow Edain->Jamke, if the two are lovers, Jamke gains Brave Bow Edain->Azelle, if the two are lovers, Edain gains Rescue staff Silvia->Claud, Thove/Tófa seized, +100 love points Lewyn->Sigurd, Silesse seized Erinys->Lewyn, Silesse seized, +290 love points
Chapter 5:
Edain->Brigid, from start of chapter Claud->Edain, if the two are lovers, Edain gains Rescue staff Sigurd->Ayra, Lubeck seized Lex->Azelle, Lubeck seized Dew->Jamke, Lubeck seized Tailtiu->Azelle/Claud/Lex, if the two are lovers and Phinora seized Erinys->Lewyn/Arden/(Noish/Naoise), if the two are lovers and Phinora seized Silvia->Claud/Lewyn/Alec, if the two are lovers and Phinora seized Lachesis->Beowolf/Naoise/Dew, if the two are lovers and Phinora seized Ayra->Lex/Chulainn/Arden, if the two are lovers and Phinora seized Brigid->Alec/Jamke/Midir, if the two are lovers and Phinora seized
Chapter 6:
(Scathach/Ulster)/(Roddlevan/Dalvin)->Larcei/(Radney/Creidne), from start of chapter, Larcei/Creidne gains Lck+1 Lester/(Dimna/Deimne)->Lana/(Mana/Muirne), Lester/Deimne recruited, Lana/Muirne gains Lck+1 Oifey->Seliph, Oifey recruited Lana/Muirne->Julia, Julia recruited, Julia gains Mend staff Fee/(Femina/Hermina)->Seliph, Fee/Hermina recruited Arthur/Amid->Seliph, Arthur/Amid recruited Julia->Seliph, Isaach conquered, Julia gains Nosferatu tome (recommended) Julia->Seliph, Sophara conquered, Julia gains Aura tome Seliph->Lana/Muirne, Sophara conquered, +100 love points
Chapter 7:
Shannan->Patty/Daisy, from start of chapter, +100 love points and Shannan gains Balmung Oifey->(Dermott/Diarmuid)/Tristan, from start of chapter, Diarmuid/Tristan gains +1 Str/Skl/Def Seliph->Shannan, from start of chapter, Seliph gains +1 Skl Larcei/Creidne->Shannan, from start of chapter, +100 love points and Larcei/Creidne gains +2 Skl Patty/Daisy->Seliph, Yied/Aed is seized, +100 love points and Seliph gains Brave Sword Leif->Seliph, from start of chapter Diarmuid/Tristan->Nanna/Jeanne, from start of chapter, Nanna/Jeanne gains +1 Lck Ares->Seliph, Ares recruited Lene/Laylea->Seliph, Lene/Laylea recruited (Tine/Tinni)/Linda→Seliph, Tine/Linda recruited Finn→Nanna, if he is her father, Nanna gains +5 Spd Finn-> Lana, if he is her father, Lana gains +5 Mag Finn-> Larcei, if he is her father, Larcei gains +5 Skl
Chapter 8:
Julia->Seliph, at start of map, Seliph gains Lck+1 Arthur/Amid->Fee/Hermina, from start of map, +100 love points and Fee/Hermina gains +3 HP Finn->Leif, from start of map, Leif gains Str +3 Faval/Febail->Seliph, Febail recruited Seliph->Tine/Linda, Connacht seized, +100 love points and Tine/Linda gains +3 HP Nanna->Ares, Connacht seized, Nanna gains +2 Str/Def Ced->Seliph, Ced recruited with Lewyn as his father, Ced gains +3 Lck Fee/Hermina->Ced/Hawk, Ced/Hawk recruited, Fee/Hermina gains +1 Lck
Chapter 9:
Febail/Asaello->Patty/Daisy, from start of map, Patty/Daisy gains +1 Lck Patty/Daisy->(Coirpre/Cairpre)/(Sharlow/Charlot), Coirpre/Charlot recruited, +100 love points and Coirpre/Charlot gains +3 HP Seliph->Hannibal, Hannibal recruited Lene/Laylea->Coirpre/Charlot, Hannibal recruited, Coirpre/Charlot gains +1 Lck Julia->Seliph, Grutia seized, Seliph gains +3 Res Finn/Hannibal->Altena, Grutia seized, Altena gains +3 HP
Chapter 10:
Lester/Deimne->Patty/Daisy, from start of map, +100 love points and Patty/Daisy gains +3 HP Nanna/Jeanne->Leif, from start of map, +100 love points and Nanna/Jeanne gains +3 HP Shannan->Seliph, from start of map, Shannan gains +3 HP Febail/Asaello->Lana/Muirne, from start of map, +100 love points and Lana/Muirne gains +3 HP Oifey->Seliph, Chronos seized, Oifey gains +3 HP Leif->Altena, from start of map, Altena gains +1 Lck Seliph->Fee, Rados seized and Lewyn is her father, Fee gains Str +5 Seliph->Lene, Rados seized and Lewyn is her father, Lene gains Def +5 Seliph->Tine, Rados seized and Lewyn is her father, Tine gains Mag +5 Coirpre/Charlot->Altena, Miletos seized, Altena gains +5 Res
Epilogue:
Arthur/Amid->Tine/Linda, from start of map if neither has a lover, Tine/Linda gains Lck+1 Tine/Linda->Seliph/Ced/Hawk/Leif, if the two are lovers, Seliph/Ced/Hawk/Leif gains Mag+3 Patty/Daisy->Seliph/Shannan/Lester, if the two are lovers, Seliph/Shannan/Lester gains +3 HP/Spd Daisy->Deimne, if the two are lovers, Deimne gains +5 HP Jeanne->Leif, if Edda is seized and the two are lovers, Leif gains +5 HP Muirne->Asaello, if Edda is seized and the two are lovers, Asaello gains +5 HP Nanna/Jeanne->Seliph, if Edda is seized and the two are lovers, Seliph gains +3 HP Nanna->Ares/Leif, if Edda is seized and the two are lovers, Ares/Leif gains +3 Def Lana/Muirne->Seliph/Scathach/Dalvin, if Dozel is seized and the two are lovers, Seliph/Scathach/Dalvin gains +3 Res Lana->Febail, if Dozel is seized and the two are lovers, Febail gains +3 Res Larcei/Creidne->Seliph/Iuchar/Iucharba/Shannan, if Dozel is seized and the two are lovers, Seliph/Iuchar/Iucharba/Shannan gains +3 Str Fee->Oifey, if Friege is seized and the two are lovers, Oifey gains +3 Skl Fee/Hermina->Seliph/Arthur/Amid, if Friege is seized and the two are lovers, Seliph/Arthur/Amid gains +3 Skl
Section 9. Sticky Situations
9a. Large, Progressive Maps
Portions of the maps in Genealogy open up as you progress through them and seize castles. While this does lead to some impressive storytelling, it can also lead to you being caught in an unfortunate situation because you're halfway across the map for where some new event is happening. I call this a "sticky situation", and have provided hints for dealing with them below.
9b. Hints for Sticky Situations
Chapter 1. Leave a unit to guard your home castle. The young man won't attack the woman he saved, but his fellows will.
Chapter 2. The northeast passage will open when your lord is in the least convenient location for it. Consider preparing for the worst beforehand, and sending a particularly moralizing young artist home ahead of time.
Chapter 3. Be prepared for sneak attacks from the west and the north, again when you're in the most inconvenient location for them. Think of the feelings of your recently-recruited units about the ones closest to them- maybe communication is the answer.
Chapter 4. If you like money, don't abandon the northeast entirely when duty calls elsewhere. Just don't leave your best units there. It's only provincial. Thieves can pick any lock, even when it's that of a drawbridge. If one were to be raised, they could lower it in no time.
Chapter 5. Units will automatically equip plot-relevant weapons. Even if they're broken.
Chapter 6. Better movement options don't necessarily result in a better outcome. Weigh all the pros and cons first.
Chapter 7. Your unlucky number is one greater than the number of Crusaders. Get a move on! Pegasi are broadly applicable to understaffing situations.
Chapter 8. Just because someone doesn't have Pursuit doesn't mean they won't attack you twice. Use more reliable methods. Thieves work in exactly the same way when they're your enemies.
Chapter 9. Never trust convenient roads that you didn't ride in on. Keep your guard up at home.
Chapter 10. If you're not willing to abuse critical hits and avoid stacking in the face of insurmountable odds, you'll have to either make sacrifices or count tiles very precisely. Consider sending winged beasts as close as you can to the cliffs east of your homeland before arriving there yourself.
Epilogue. Keep the one who inherited a blessing they knew not of until recently close to home. If you give a sage a magic ring and the right tools to use it wisely, you might be able to minimize your distress from enemies who mirror their abilities in the final stages of the war. Beware movement ranges.
Section 10. Secret Events
10a. What Is A Secret Event?
Secret events are events that the game does not outright inform you will occur if you perform certain actions. Some of these events are meant to be easy to infer (the Not-So-Secret-Events) and some a player would only figure out by looking them up in the manual (the Truly Secret Events). The Not-So-Secret Events are highly recommended for all players to prioritize due to their notable gameplay impact, and are difficult to miss if you read every conversation. The Truly Secret Events are fun, but if you wish to stay as unspoiled as possible, consider skipping them.
10b. Not-So-Secret Events
Chapter 4: After seizing Silesse, have its heir enter it. They will receive an important item.
Epilogue: After seizing Velthomer, have the most recently recruited character enter it. They will receive an important item.
10c. Truly Secret Events
Chapter 1:
A. Have Lex wait on the marked spot with an Iron Axe equipped. A conversation will occur, and he will receive a Brave Axe.
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Chapter 2:
A. Have Arden wait on the marked spot. If he does not have a lover, a conversation will occur, and he will receive the Pursuit Ring.
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B. After capturing Heirhein, have a male character wait next to the neutral soldier just north of Evans castle for a conversation to occur.
Chapter 3:
A. Have Dew wait directly in front of Bragi Tower and he will receive the Wind Sword.
Chapter 4:
A. Prior to seizing Tófa/Thove, if neither Silvia, Lewyn, or Erinys have a lover, a conversation will occur if Silvia waits next to Erinys. Silvia will gain a large number of love points with Lewyn, while Erinys will gain a smaller number.
B. Have Silvia visit the second-most right-hand village on the map. An event will occur, and Silvia will receive the Safeguard/Defense Sword.
Chapter 5:
A. Have Arden wait on the marked spot. If he has a lover, he will gain 5 points of Skill.
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Chapter 6:
A. Have Seliph visit the village directly northwest of Isaach castle, and a different conversation will occur than usual.
B. Before conquering Ganeishire, Lester, Deimne/Dimna, Diarmuid/Dermott/Delmud, or Tristan can speak to the neutral soldiers of Sophara or Isaach castle.
C. If Deimne enters Isaach castle, a conversation will occur, and his Strength will increase by 5 points.
D. If Johan/Iuchar or Johalva/Iucharba waits next to Radney/Creidne for 10 turns, a conversation will occur, and Creidne's Strength and Luck will increase by 2 and 3 points, respectively.
Chapter 7:
A. If Laylea visits one of the villages south of Leonster, a conversation will occur, and she will receive the Barrier Blade.
B. After the boss of Ulster castle has been defeated, if Daisy waits next to Shanan, a conversation will occur, and Daisy's Skill and Speed will increase by 3 points.
C. After Melgen has been seized, if Tristan and Roddlevan/Dalvin are both below level 10, having them wait next to each other will cause a conversation to occur and both of them to gain Strength +2 and Def +1; Tristan will gain Speed +1, while Dalvin will gain Defense +1.
Chapter 8:
A. If Fee waits on the marked location before the character guarding Munster castle is recruited, a conversation will occur.
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B. If Linda waits on the left-hand marked spot, a conversation will occur, and she will gain Resistance +3. If Amid waits on the right-hand marked spot, a conversation will occur, and he will gain Resistance +3.
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C. If Asaello visits the village northwest of Connacht, a conversation will occur and his Strength will increase by 3.
D. After Connacht has been seized, if neither Seliph nor Muirne/Mana have a lover, and if all characters recruited from chapter 6 onwards have survived so far, have Seliph wait next to Muirne. A conversation will occur, and Muirne will gain Luck +5.
Chapter 9:
A. If Hawk enters Luthecia, a conversation will occur, and he will gain +3 Magic and Resistance.
B. After Grutia is conquered, have Charlot/Sharlow wait next to Hannibal. A conversation will occur, and he will receive the Berserk staff.
C. If Femina/Hermina or Janne/Jeanne visits one of the northwest villages, a conversation will occur and she will gain +3 Defense.
Chapter 10:
A. If Seliph defeats the boss of the final castle and before seizing it waits next to the water on the beach below, something will happen.
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usafphantom2 · 7 months
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The McDonnell Douglas AV-8B Harrier II was a joint project between the US and UK to develop a new generation of Harrier. The UK initially left the project in 1975 only to re-join it after the aircraft made its first flight on November 5th, 1981.
@AirrecC via X
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1918 07 16 Franz Ray 16th victory - Mark Postlethwaite
Although the SPAD VII flew its first combat mission in August 1916 and Albatros D Ills began reaching frontline units four months later, both were still in service at the time of the armistice in November 1918. Even at that late date French escadrilles de chasse generally consisted of 12 SPAD Xllls, the spur reduction gear of whose Hispano-Suiza 8B engines were still prone to problems, and a 'backup' contingent of six direct-drive SPAD VIIs. SPA161's MdL Emile Vieil (one of the unit's original members from its formation on 5 January 1918) was flying a dawn patrol in one such SPAD VII when he went missing in action on 16 July 1918. His was apparently the SPAD credited as downed near Tahure at 0545 hrs by Ltn Franz Ray, commander of Jasta 49, an Amerika Programm unit that still had yet to receive Fokker D VIIs at that late stage of the war. Forced to settle for whatever was available, Ray preferred the OAW-built D III over the Albatros D V, D Va or any other fighter type short of the D VII Germany had to offer. This, Ray's 16th of 17 victories, may well have been the last encounter between these old, yet not quite outdated, adversaries.
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aquarian-queen · 7 months
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My thoughts about 8x08 “Iron Tiger” Under the cut: it’s a bit long and I tried to add all my thoughts on what I remember.
The writers: playing on our nostalgia and it’s working
I think because the writers are focusing on nostalgia and the past NOW that yeah it's nice but also these retcons just make it feel so empty and on surface level. Some things were bs and made no sense. It’s like the writers are trying to prove, see we did watch S3 (which is overall praised) but then they bend it to make Troy this bad guy but also not because he has a kid now so it’s more complicated than that. But I have seen that in general those that liked S3 liked that for example Luciana had a bigger role, she reunited with Daniel, but also the callback to earlier seasons. But even addressing things like Charlie killing Nick and Madison’s reaction to it.
The OG gang reunion
Also, the reunion between Madison and Luciana... wtf was that? Or between Daniel and Luciana and the others. I don’t know, the whole gang is together, but it didn’t feel as emotional? Also Kim’s acting (no comment) but whoever liked it. Glad you did.
Jeremiah Otto: I don’t give a shit about my old man
The mention of Troy not giving a shit about his father. Like, can we acknowledge that Troy has a complex relationship with Jeremiah? He cried for him, while Jake just looked by staring in shock, and yes Troy did cal; him a drunk. I think at that point he was confused, angry, sad, and everything in between so his feelings are multifaceted. Now, we can say he got over it after all these years, but we as the audience have to fill in that gap.
Tracy: Troy’s daughter
Now about his daughter being named after his mother. PHEW. I know Troy has mommy issues, but just NO. Again, it’s like the writers are like, look at how we can tie this S3 fact to the current storyline without making that deep dive. I know I am giving them too much credit, but still. I can demand that. Ya’ll are the writers and directors. In what world would Troy name his daughter after the woman who was supposed to love him but still didn’t when he was the only one who took care of her and was still hated. We know his mental state is peculiar, but WHY. Even Madison taunted him with is mother and Troy was ready to slit her throat (also because she was just taunting him and undermining his authority) for it. In what world would this make sense? I did love how Troy went from dark, ruthless leader to worried and frantic father in a flash. I am curious how Troy raised her. He was raised pretty militant so I wonder what he took from his childhood. Tracy snuck out to see a tanker truck cause she’d never seen one before, so she’s probably aso been raised sheltered? I mean, the kids were kept in separate safer place in the hotel and also Troy kept infected in cages. Just to spite Madison though, lol.
Troy’s wife / Tracy’s mother
Troy and his supposed SO. I’ve given it some thought. I knew they were going to go this route when it was revealed his daughter was named Tracy. Do I like it? I’m still 50/50 on it. We might or might not get more or she will just be a nameless phantom. Either way, I would not feel any type of way about it if I am being honest. I agree with the fanfic type, because I think most of us who write for Troy and go by S3 canon in some way and wanted him to live had this in mind. And also a lady being his saving grace and making him this better man (a lot of guesses) or she could have been the same as him? But then why would she save a strange man drifting in some water after the Dam exploded. But yes, I do agree it’s a gap with the Troy we got in S3 knowing what we know, but it could’ve been a slow burn guys and given that we got 2nd chances hammered into us in 8B that’s what we have to take from it. It’s up to us to fill in those gaps more so because we have like 3 episode with Troy left (since the next on is focused on Dwight and Sherry and their codependent relationship). If she will remain nameless and faceless more for us to fill in.
Troy and Madison
I liked their dynamic and how they played the game and Daniel and Kim together is electric. I did cringe at certain things like her not being out of breath fighting his ass surrounded by smoke and who knows what. It’s so convenient. I do wonder what we will get. From spoilers these two will work together to save Tracy from Padre. So either Madison sacrifices herself to save that little girl so Troy can get his happy ending with his daughter?
Troy and Alicia
I don’t think Troy is lying about this? Troy’s daughter makes a comment that she saw Alicia in the horde. I know people have this hope that she is coming back or secretly filmed something. I hope we get that question and Madison puts her down. I do wonder if in the same episode where we get Troy and Madison working together, he will share more details about Alicia’s last moments no matter how bad or villain-like they made it.
Other thoughts:
Daniel and Troy’s back and forth is hilarious. Him threatening Troy and Troy just looking at him right, alright old man. But Ruben Blades said Daniel would something big in the finale… if they kill Troy that’d be the biggest cop out Strand… what is his role? I feel it’s played out Sherry and June going to ask Dwight for backup against Troy I liked the Trick friendship mention and Troy being sad about it Charlie’s death. I wasn’t as attached to her, but the actress did a good job knowing the shit she’s been getting by fans since she killed Nick. I thought its sad they brought her back to kill her again to simply drive Madison and Daniel’s story and vengeance against Troy
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copperbadge · 2 years
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No pictures of the bathroom cleaning this morning, but I have confirmed that Scrubbing Bubbles works best for cleaning tile, and Barkeeper’s Friend really has no equal for cleaning out a tub. I scrubbed the shower tiles, fixtures, and tub, then took down the grimy old curtain liner and my beloved CTA shower curtain, threw out the liner, and hung up the curtain and a new liner with new curtain rings. I had a little time left over once the shower was done so I hung some shelves above the kitchen doorway and moved some of my more photogenic drinkware to the shelving. I know it looks a little uneven in that photo but I promise it’s just the camera lens. I do have “rehang smoke detector” and also “putty and paint drywall gaps” on my list for later.
This morning’s podcasts were “The Hidden Market For Your Location Data” by The Indicator, “Meta’s Metaverse Mess” by The Journal, “Cook County’s $8B Budget” by City Cast Chicago, and “The Mississippi Roots Of Chicago Barbecue” by Gravy, roughly 70 minutes total. The Indicator and The Journal are regular listens for me but they’re not generally anything extraordinary; I do strongly recommend City Cast Chicago if you’re in Chicago and interested in local politics, and Gravy if you’re into food and cooking, particularly traditional foodways -- their focus is on the American south, but they tie a lot of other food traditions into it. 
And then I made myself a softboiled egg and some oat-bread toast for breakfast, and now I am enjoying Morning Couch Cuddles, very necessary since all the cleaning in the bathroom is really upsetting poor Deebs. 
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[ID: Top, two images; one is of a kitchen doorway with no door, above which are two shelves hung on either side of a smoke detector. The shelves hold several tea pots, mugs, and souvenir cups, including one from Disney World and one from Chicago Dogs baseball concessions. Second image is two slices of toast on a plate bearing the Chicago flag, next to which is an egg cup holding a single brown egg, with a shell-cracker next to it. Bottom image shows Dearborn the tortie lying on the Second Best Blanket, gazing into the distance with a faintly anxious expression. Really she’s just annoyed I stopped scratching her chin to take the photo.]
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spottylightning · 6 months
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Dexter Dias-Sherwood
Introduction
Full name: Demétrio Dias-Sherwood Nickname(s): Dexter, Dex, Dexy, Dexterino, Sexy Dexy, Sherly Gender: Male (he/they) Nationality: Brazilian Place of birth: Rocinha, Rio De Janeiro, Brazil Age: Mid to late twenties Callsign: Spots Sexuality: Pansexual Occupation: Fighter aircraft Squadron: VMFA-211 "Wake Island Avengers"
General Information
Personality: Dexter is a very upbeat and excitable individual, desperate to be the centre of attention and the life of the party at all times. Wild, flamboyant, rebellious and a huge flirt, he can be a little brash at times, though he generally doesn't mean any harm by it. But for his outgoing nature, Dexter surprisingly isn't much of a natural improvisor and will become quite flustered if someone does something he doesn't expect. He's known to be a persistent troublemaker, though this has gradually lessened as he has matured. Hobbies/Interests: Soccer, yoga. Likes: Partying, dancing, causing mischief, attention, chocolate and other sweets, Lance's cooking. Dislikes: Swimming, people pointing out his height, being ignored, large bodies of water where he cannot see the ground: oceans, lakes, etc. Voice: Dexter's voice has changed quite a lot over the years, though voice cracks have always been an issue whenever he raises his voice a little too high. He also has a strong accent.
Physical Characteristics
Species: Fighter jet Model: Lockheed Martin F-35B Lightning II Eye Colour: Amber Shape/Size: Dex is certainly on the smaller side compared to most other F-35s. No one is sure exactly why his growth was stunted so significantly. Notable Features: Vitiligo on his nose and underside, becoming more solid the further back it goes. Interesting Facts: • He is bilingual, able to speak fluently in both English and Brazilian Portuguese. • He has got quite the foul mouth and generally isn't someone to think before he speaks. • Likes the colour pink, especially since it goes well with his grey livery. • Has a huge sweet tooth. He'll be your best friend if you buy him something with chocolate in it. • He is quite ticklish, particularly on his chest and stomach. • Favourite sleeping position is on his back with all three landing gear splayed out in different directions. • He is incredibly flexible compared to most other aircraft, hence why he took up yoga as a hobby.
Mental Characteristics
Strengths: Bold, enthusiastic, entertaining, friendly. Weaknesses: Sensitive, easily bored, unfocused, poor long-term planner. Fears: Dex has thalassophobia due to past traumatic events. He struggles greatly with feeling like he's worth something to someone, craving validation that he's good enough. MBTI: ESFP "Entertainer"
Relationships
Parents: • Daniel Sherwood (F-35A) • Juliana Dias (AV-8B) Siblings: None Children: • Jesse Griffiths (F/A-18C x F-35B) Friends: • Mônica Reis Relationships: • Thiago Carris - former • Emeline Ravenhall - former • Lance Griffiths - current
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chromee23 · 1 year
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UPPER GARESSA Entering the mine complex itself may yield treasure, but a band of thieves has broken in first. While many have entered into the mines, none have left... what awaits inside? What caused the rioting amongst the residents, and why would they have abandoned the safety of the first floor for the lower levels?
While I am still going strong creatively for dungeon23, I definitely feel that my first drafts are in dire need of proofreading. I also am definitely going to abandon the current way I am typing up room descriptions- I am finding my plans too wordy to legibly fit in an image, and formatting the text on Dungeon Scrawl is not as easy as I had thought. I will instead be putting the descriptions solely on Tumblr under a read-more; hopefully this works better!
8. SECURITY CENTER 8a. Pit Trap The entry hallway has a 20 foot pit trap spanning its entirety. One of the looters left their familiar here to pull a lever to drop anyone following into the pit trap. The familiar will retreat after fulfilling its mission. 8b. Guard Post The guard post has a number of controls for the entry hallway- at the northern window a large crank to open the entrance door and a lever to activate the pit trap; at the southern window a large crank to open the door to the great hall and a smaller lever that opens the secret door on the southeast wall for access. The lever to the pit trap can also twist to swing a scythe trap when lowered. There is also a rune on the ceiling that, if a group of people without a security badge enters the post, will warn that they lack the requisite badge, and then will summon constructs to attack. This warning gives enough time for the intruders to leave if approaching from the hall, but not if they are entering from the pit. The summoning trap can activate once per hour, 3 times per day. The weapon racks have been mostly looted but they have crossbows, bolts, and various reach weapons. 8c. Barracks These bunk beds once housed twenty guards. The residents had to retreat further into the mines without returning for belongings, which a good investigation will reveal; a thorough search of the trunks reveals personal belongings; the guards were paid in scrip so there are no coins, but one of the trunks  a golden locket worth 10 gold.
9. GRAND ENTRANCE HALL This large 60 foot tall hallway has always had a few stalls for bartering between residents and visitors and vice versa. When refugees arrived many more stalls and even larger semi-permanent buildings for valuables to be traded for necessities. Most stalls have been looted of valuables but 4 of them still have some valuables on them-  each requires either a thorough investigation (which has a 25% chance of alerting the enemies in room 11 or 12) or a very good check. The stalls with valuables have 10d4 gold, or an equivalent amount of gems.  9a. Tailor This structure was recently made when a tailor capitalized on the new demand for new or repaired clothing after many displaced people arrived with only the clothes on their back. The owner trapped it when the residents retreated further into the mine, then the looters tripped said trap when they entered. all that remains is an exploded door and an opened safe. 9b. General Supplies Another recent structure, this building was a stall that expanded to accommodate the influx of visitors. This building was also trapped- the roof has a number of large stone blocks that will collapse loudly in when the building is entered (75% chance of alerting the enemies in room 11 or 12. There is at least 1 or more of any common supply, including 19 dried rations. The safe under the counter has not been opened, but it requires a very good check to open. Inside is 190 gold, 5 random valuables, and a magical ring. 9c. Smithy This building is one of the more permanent structures in the hall- one of the residents was a smith who could craft magical tools, weapons, and armor using the metals and gems acquired in the mine, and it drew in a lot of trade when the mine still ran. There is a rune carved above the doorway that will radiate a blast of energy when the mantle is crossed without the owner's keys within 30 feet. This rune can activate every 12 hours. Inside the shop is a number of usable pieces of armor weapons, and mining tools. There is also an enchanted pick that cannot be damaged, as well as a magically enhanced shield. The owner hid a large lock box inside the counter- it can only be found with a good check, and can only be opened with the owner's keys or with a good lock-picking check. inside is 220 gold and a few pieces of valuable metals.
10. MEETING HUB This room was where residents could socialize. There are benches lining the walls, which are intricately carved with motivational designs of miners, and there is a large statue of the individual who founded Garessa. 10a. Trap The short corridor connecting the Entrance Hall to the Meeting Hub is trapped with a magical tripwire- when triggered, an alarm sounds in the lower levels and a weak jolt of electricity hits everyone in the hall. This can trigger once an hour. 10b. Barricade The western corridor was once blocked by tables and beds, but it has since been pulled apart. There are blood smears where bodies were dragged from beyond the barricade down to the stairs to the lower levels.
11. ASSEMBLY HALL While this room was once used for entertainment, addresses, and speeches. Now it is filled with tents to house refugees. The tents have the clothing and bed rolls for roughly 150 people in cramped quarters. There are signs of mass panic throughout. One of the looters was chased in here by the spectre from room 12, slain, then reanimated as a weakened spectre. She now haunts the hall and will attack whoever enters. There is nothing of value amongst the refugee's belongings aside from some trinkets. The looter has a magical staff and a pack with 3 random scrolls and 5d6 gold.
12. DINING HALL This long room was the mine worker's cafeteria. It has a vaulted ceiling that raises up 30 feet at its highest point and at the southeast corner there is a window to the kitchen (12a) for cooks to distribute food to diners. 2 of the hall's 6 tables were used for the barricade in room 11 and the remaining tables have been used to make a secondary barricade, which has broken. Throughout the hall are signs of violence, and there are a few bodies that have been left to rot. When the mine was taken over by force many of the occupants resisted and were struck down but one of them, the head guard of the mine, rose as a spectre to haunt the hall. He regards anyone passing through as those who killed them and will attack. Any humanoid killed by the spectre will rise as a weakened spectre like the looter in room 11. The head guard's corpse has a badge to pass to the lower levels, and his corpse still clutches his enchanted flaming blade. He also has a  coin pouch of 8d4 gold. 12a. Kitchen This kitchen has been completely emptied of anything edible; all that remains has already spoiled. The insurrection among the occupants took everything down to the lower levels. Only tools for cooking remain.
13, LIVING QUARTERS These quarters housed the miners, janitors, and cooks. Each of the rooms has bunk beds to house 28 workers, though some of the bunks were dragged out to make the barricade. All the workers were paid in scrip, so the only valuables are trinkets worth 10 gold each. There are 5 trinkets in the western quarters and 3 in the eastern. It would take an hour to search each room, but a good check may yield a trinket quickly. 13a. Restroom Piping redirects water to this room from the river above the mine. The showers on the north wall have a guards corpse in it, but the looters already took the badge and other belongings. The privies on the south wall have a constant stream of water flowing below them to flush waste, but it has backed up and begun to flood. The blockage is actually a sentient slime that will emerge and try to digest anything that enters a privy.
14. STAIRWELL The stairs are carved into the stone and revolve around an elevator. They descend 200 feet. There are controls on the elevator and a lever that will call the elevator up. 14a. Door The door is magically locked and above the doorway is a rune that functions near identically to the one in 8b, but summons more powerful constructs. Both the lock and the rune can be bypassed with a guard's badge.
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mallmarrdlc · 4 days
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Rapunzel met up with Dylan for a quick study session in the library.
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Agents: original concept vs current design
(Design notes below!)
Agent 3 - Prima
The mint character was supposed to be my Agent 3 named Mint. Now Mint is Prima’s little sister and Prima was designed to be her older sis and Agent 3. Prima’s design hasn’t changed much except she seems to be much fiercer and more muscular/petite. Mint is based on choco mint, Prima is based on prima apples.
Agent 4 - Terry
Not much design change, change in chaps actually looking more accurate + style change. Eyelashes drawn in mostly inspired by 90′s animes, Cream the Rabbit, and some Splat idols. Generally more youthful aura. Inspired by mango graham floats.
Agent 8a - Vanessa
Drastic hair change. Default ink colour change. Hairstyle roughly inspired by Motoko Kusanagi from the Ghost in the Shell series. Bangs were a bit on a whim just to make her design stand out as well as conceal a certain feature of hers. Wears masks 80% of the time now. Slightly inspired by Cherry Blossom from Sk8. Inspired by grapes and wine type drinks.
Agent 8b - Nate
Drastic hair change, eye colour/style change, added a burn mark on his shoulder. Default ink colour change. Heart motif from his face shape on one of his design transitions is now reflected in his bangs and tentacle suction cup shape. Burn mark is from his attempt to escape from being fully sanitized. Hairstyle is inspired by a fusion of Noriaki Kakyoin and Trish Una’s hairstyles (JJBA series). Inspired by pastel sweets, like cotton candy.
Agent 7 - Kane
Not much design change, more like art style change (similar to Terry). Design changed accordingly to how his personality has developed from original concepts. Headband no longer drooping down by the side of his face. Inspired by bamboos, pandas, and green tea treats.
Neo Agent 3 - Ezra (and Little Buddy Masu)
Some key concepts have stayed, but from Inkling he became an Octoling with Inkling genes (to honour his original inkling concept). Face becomes far more relaxed when not in battle as opposed to original concept. He is also a Splatana user now. Masu is drawn with more personalised designs now, and is more pinkish to reflect his cherry salmon variant. Highly inspired by Megaman Zero and Cloud Strife. Inspired by hot food (maybe. for Ezra) and cherries (Masu).
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what-the-dogfish-saw · 5 months
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A beach comb for the beach comber !
8B
These aren't my local beach but from Bournemouth beach which is a heavy tourist area. It's both the messiest beach after the summer and the 'cleanest' because there are both dedicated people who clean it...and they also re-rake the sand with trucks after the summer, so rubbish generally gets buried. It's kind of where my beach cleaning began because the amount that gets left is shocking.
But I will say there are more people getting involved in cleaning it since I was in the area.
Duckie and Octopus hung with me until I eventually donated them. All unbroken toys I find always make their way to a charity shop eventually.
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verbalverbal · 1 year
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Dusty Ol’ Library
Thank you for taking the time to check out my fan comics for Obey Me. I’ve become fairly obsessed with the game and these are the results. I hope in some way these comics brighten your day, or bring some strange to it. MC switches between human and sheep a lot in the comics, as a way to express comedic emotions or if I just feel like it. Cheers!
Status: Updates every other Saturday.
Original Order:
1a , 1b , 2a , 2b  , 2c , 2d , 3a , 3b , 4a , 4b  , 5a  , 5b , 6a , 6b , 7a , 7b , 8a , 8b , 9a , 9b , 10 , 11a , 11b , 12a , 12b , 13 , 14 , 15 , 15b ,  16 , 16b ,  17 , 17b ,  18 , 18b ,  19 , 19b ,  20 , 20b ,  21 , 21b ,  22 , 22b ,  23 , 23b ,  24 , 24b
Recent Uploads:  25 , 25b
Character Specific Comics:
Lucifer:  2a , 2b , 2c , 3a , 3b , 13 , 14  , 15,  18 ,  18b ,  21b
Mammon:  4a , 4b , 10  , 13 ,  14 ,  17 , 17b ,  24 , 24b
Levi:  5a , 5b , 10 ,  14 ,  18 ,  19 , 19b
Satan: 6a , 6b ,  14 ,  21 , 21b
Asmo:  7a , 7b ,  14
Beel: 1a , 1b , 2d , 8a , 8b , 11a, 11b,  14 ,  20 
Belphie: 9a , 9b ,  14 ,  20  , 20b
Diavolo: 12a , 12b ,  14  , 23 , 23b
Barbatos: 14 ,  22 , 22b
Solomon: 14 , 16 , 16b ,  25 , 25b
Simeon: 14 , 15 , 15b,
Luke: 14 , 15 , 15b, 16 , 16b
Specials:
TrickOrTreat (4 Pages): 1 , 2 , 3, 4
**Sorry if any links are broken, I didn’t realize tumblr changed how links are generated so I had to go through and manually change each one. (;_;)
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moonstone27ls · 23 days
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Chucky season 3...
Warning...
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Spoiler warning....
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After this I'm done warning....
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I warned you.....
Sooo quite a bit happened. Some of it felt crazy, maybe it was rushed. But considering they went through a writers' strike, etc. And its Chucky in general, I kinda let some of it slide. It was still a decent season. And I'm hoping they'll give it a fourth season. Especially since it ended on a cliff hanger.
Ep 6 was pretty decent. I mostly felt sorry for Henry, poor kid was manipulated so badly and all that he saw. He's gonna need a lot of therapy.
I almost can not get over that out of all the things Chucky wanted he wanted to blow up the North Pole, just to ruin the kids belief in Santa. In fact his last words were "Fuck Santa".
Bigger picture wise (yes I know its a horror/comedy but I still have a right to nitpick 8B)... I am a LITTLE surprised that the military did not even remotely question the "President"'s orders to blow up those designations. You would think one would be "Uhh... sir why the North Pole?". I mean you'd think one person would question whats happening the moment they hear him go "Abort" later that it should been a big red flag to turn EVERYTHING off.
And also.... though its the North Pole and climate change in all.... still feel there should have been some effect from blowing up the North Pole oO;. What I dunno. I'm not a scientist but still should have done something.
Ep 7: Feel like the Underworld was a nod/or inspiration from Beetlejuice lobby scene. And I dunno if its because they're all "ghosts" still... a bit confused why Chucky's victims were there with Damballa. Since you know they assuming didn't worship him.But I enjoyed the scene still.
I really did enjoy his banter with his god. Lol Damballa's own surprise to hear he killed the President. And he's "Oh well of course I wasn't paying attention, YOU cheated on me with other gods".
Though... and yes I'm nitpicking. Chucky's other chance... Damballa said he needed to kill without a body. I thought it was already achieved when he killed the three people at the seance... but I guess Jake's killing in the next ep still counted? Or maybe that was just an ad on for "kill counts". And as confused as I am where G.G. stands (good/or villain wise). I did like the message they left their mother
Then we get onto the finale... as much as it was interesting to see world of the dead/limbo, etc (I dunno). It honestly felt a bit obvious it was a trap. Why... because as much as Jake kept stressing there was "good chucky".
That was technically brainwashing. Brainwashing that was never really proven/or even successful. Cause... they did that in what in a couple of days. That can take weeks or months, maybe years. Not to mention all the other Chuckys. I dunno don't think thats how death works. But this was probably more fun I guess.
Did enjoy Jake's scene with him forgiving his dad. Though I do feel they missed a good opportunity for him to make up with all his family. His uncle, aunt and even Junior. (cousin) Junior I think especially considering, Junior died with no resolution between his animosity with Jake. Yes, yes I know Lexy "love". Butt doesn't scrape off the kid died with issues. He murdered his father (whom he had daddy issues). He spent his last days either bullying/or hating his cousin. Whom from I can see Jake didn't hate him, it was like his dad. He just hated how he was being treated.
But oh well, maybe they couldn't reach the actors/or didn't have time.
Not entirely surprised the CIA group would bomb the house to "cover up things". Would be shocked/or sadden by the medium Timmy dying... but he was only there two eps. The impact isn't as strong/or surprising. Did enjoy Pyrce was somewhat haunted by the ghosts before he died. I dunno feels almost poetic. Though it was cute Grant saw the ghost of his father holding hands with his baby brother Joseph... felt so sad/or bittersweet.
Then there's Tiff's escape.... uhh don't get me wrong I was okay. She's practically part of Chucky's entourage. And I'm not shocked she'd get out/maybe even reunite. Its just the continual luck that baffles me. I mean again this Chucky, so I went with it. But still lol.
She was so adamant about having those dolls. Making it implied she needed them or her spells wouldn't work(though I always find it strange her "dolls" influence feelings is a stretch). But literally they all come to her without even touching them. And if its the case they're all acting odd, you'd think someone family/or staff would notice oO. And I'm not buying that a random convict is that good of a shot at killing a sniper. Lol but I guess Chucky's gotta have his kill count.
And also how DID Tiffany know to come RIGHT to Wendell's house or that he'd be there oO. Had they been talking about that plan and when? But oh well. They brought back Chuck/Tiff which I'm okay with. There aren't that many "horror" couples and I feel they just kinda fit. Like a horror verse of Dr Girlfriend/Monarch.
I admit it was cute they actually tried to make these two like normal parents. And were nostalgic about G.G and wished to hear from them.
Then we have Caroline.... guys I'll say it again I have mixed feelings with her. And I'm gonna give fair warning, this is MY observation. I know I don't speak for a whole community. This is just from what I HAVE seen and read from other commentators on such topic.
Now bigger picture. The evil kid trope is not shocking or even unheard of. Same for killer kid trope. And if done right, they become icons like Children from the Corn, Rhoda Penmark, Sadako, and Damien (young Damien). And no just to make obvious, I'm not expecting Caroline to be an automatic icon.
To explain better... its that she's been hinted to be autistic. And for that matter her automatic switch to evil while its not completely out of the blue... feels problematic. Again I am NOT autistic and I know I shouldn't get on a pedestal and rant about something I'm not a 100% familiar with. But I bring this up for one reason, (there might be others but this is the only one coming to mind) The Predator made in 2018. Several people were not fond of how the portrayal was used. Furthermore making her a killer/or would be killer felt like it was going with a bad trope/stereotype. Again this is my understanding.
Do I think Mancini did this on purpose? That he's being an ableist following a stereotype. I ... don't think so. But even good creators can make mistakes. I think for the most part... this feels bad because this came out of no where and had no development. From all acounts Caroline was a normal, sweet kid. That judging by the writing was struggling to be understood by her family.
Yes that part I got. Cause I can imagine its tough for parents with a child thats most likely autistic, while the other one isn't (Lexy). Yes she ignored some of Chucky's violent stuff. But with no REAL development you can chalk it up to she's just a kid. Orr yes they'll just go "oh she's autistic".
In all honesty her going to the "dark side" was more of a plot twist for season 2. HAD we seen actual signs or development it'd be different. Show Caroline showing a big interest in dissection or tormenting animals. Have her be actual violent. We've seen Chucky influence children. They could have done that, SHOW Chucky telling her how to think. Show her enjoying it/or even questioning before giving in. But up until then we had NOTHING.
So her abandoning her family because Chucky told. So her "thats why I never fit in" and "this is who I am now". While I don't think Mancini meant to bring a bad representation. But without real development or something. It just looks like "oh she was evil cause she's autistic". That this is who I am moment just feels like a BAD allegory for autism. Sooo.. yeah have mixed feelings on Caroline.
But all my griping aside. Thats not to say I didn't love this show. No it was still good. The effects were great, you still had feels for the First family. Anddd we still had everyone alive. And although I'm sure some were hoping we'd get Andy and Kyle. I'm okay with it. Because it means they're still alive. And thats all I want. I want the originals to still be alive. If Mancini wants them to retire and let the new kids handle evil, thats also fine. Just don't kill off the original kid heroes.
Then we have the unknownnnnn.... SEASON 4!! Will we get it? Hope so cause that was a cliffhanger and I hate cliffhangers, lol.
Is there anything I want for season 4 if its greenlighted. Uh... I dunno. I'm okay with Chucky getting away (I'm sorta use to it from watching Elm street and Jason movies). Killer dies, comes back or you get a clear hint of sequels but heroes are still alive so you can be happy.
I know there are rumors? or confirmation Mancini was given a greenlight to make another Chucky movie. But as the show, if he wants to continue it I'm all for it. I would just like one episode to have Robert Englund. Cause I heard rumors of a Freddy/Chucky crossover. And while I don't know if it'd work for a movie. I think its a great chance for a season/or at least couple of episodes. Get Englund and Dourif together before I dunno they get/or feel too old to voice the roles again. Yes I said voice, cause I can imagine 76 yearold Englund might not wanna go through that make up process again. I dunno get a double to wear it and let him voice act. Fiona did her dad's "younger self".
Keep Tiff/Chuck together. Let Andy and Kyle live. I would like to see G.G. just at best to know what are they? Evil? Good? Good but you can't poke too much cause they'll go Norman Bates on you. Let Nica... let Nica get therapy oO;;. Poor gal couldn't win this season.
I don't have much aspirations for our new gen of heroes. They're okay but most of their conflicts feel resolved (aside from cliff hanger)... so yeah I guess skip them. Though I do wanna know what they did with their bodies. For that matter Tiff's ... no Jennifer to go back to her old body... so does that mean she just died?
Figure out... what the heck do they plan to do with Caroline. The rant I just wrote aside... what is there to do? Kill her off? Send her to a home for delinquents? No seriously I dunno.
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