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#slime dividers
slime dividers
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requested by@kiruyeen - find more here
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elfbar-baby · 1 year
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.・゜-: ✧ :- Text Dividers -: ✧ :-゜・.
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a few dividers I made. feel free to use just like or reblog! ♡
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graphics-cafe · 2 years
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made transparent blinkies from the iconic blood/slime dividers :D
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webatrocities · 6 months
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[38]
small assortment of EVIL found family and other silly doodles
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wolfwideweb · 5 months
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internetburial · 1 year
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little-inhuman · 2 years
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Undertale soul dividers!!
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Top: 7 human souls
Bottom: monster souls
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teledyn · 9 months
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He hid, hoping against hope I’d leave: how a cockroach changed my mind about killing insects | Insects | The Guardian
Years ago I had an apt downtown and a roach problem (so kept everything in plastic containers they now want to outlaw) One evening there was one on the counter, it was late, so I put a wine bottle over it intending to escort it elsewhere in the morning.
But I forgot. Days went by, maybe a week, I saw the bottle and recalled why it was there. I lifted it up… and the cockroach SCREAMED at me (more of a hiss) then ran away.
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caution/nuclear waste symbol dividers
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*୨୧┄┈୨୧‧⁺̣˚̣̣*̣̩⋆̩·̩̩ A𐌾𐌾n𐌼 ·̩̩⋆̩*̣̩˚̣̣⁺̣‧୨୧┈┈୨୧
requested by anon
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prokopetz · 6 months
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Your long and arduous journey has led you to this, the final confrontation. You thought you knew what to expect, but just as you struck the final blow, your ultimate foe's eyes gleamed with unnatural light as they proclaimed…
THIS ISN'T EVEN MY FINAL FORM
A game for 4–6 players
Introduction
This Isn't Even My Final Form is a GMless tactical minigame for 4–6 players. You'll take on the roles of a party of heroic adventurers nearing the end of a world-spanning quest to defeat a great evil, the Final Boss. Unfortunately for them, each time they think they've won, the Final Boss assumes a new, even more horrifying form, and the struggle begins anew. Is there any end to this conflict? There's only one way to find out!
What You'll Need
This Isn't Even My Final Form requires a dozen six-sided dice, as well as a way of keeping track of a few important numbers – a shared text document or some scrap paper will suffice.
Update 2023-10-30: Print-and-play card decks are available here:
http://penguinking.com/this-isnt-even-my-final-form/
Character Creation
Choose two of the following actions to be your Party Member's Class Actions: Strike, Heal, Buff, Debuff. If you'd rather determine this randomly, roll on the following table.
1. Strike, Heal 2. Strike, Buff 3. Strike, Debuff 4. Heal, Buff 5. Heal, Debuff 6. Buff, Debuff
Give your Party Member's Class a name which suits your Class Actions. Also give your Party Member a name; it is traditional but not obligatory for your Party Member's name to have exactly five letters.
Playing the Game
Play is divided into a series of Phases. During each Phase, one player takes on the role of the Final Boss. That player's Party Member does not participate in this Phase; they're trapped, lost, incapacitated, or otherwise separated from the party or unable to act for the duration of the Phase. All other players take on the roles of their Party Members.
The Final Boss player's first order of business is to describe what the current Phase looks like. The Final Boss player can roll 1–3 times on the following table (re-rolling duplicates) to decide on a theme, or use it as inspiration for their own theme. To use this table, roll a six-sided die twice, treating the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66.
11. Beasts 12. Bells 13. Blood 14. Bones 15. Chains 16. Chaos 21. Cubes 22. Eyes 23. Fire 24. Flowers 25. Food 26. Games 31. Gears 32. Glass 33. Gold 34. Hands 35. Holes 36. Ice 41. Iron 42. Light 43. Mazes 44. Meat 45. Mirrors 46. Music 51. Orbs 52. Order 53. Plague 54. Shadow 55. Slime 56. Space 61. Spikes 62. Teeth 63. Time 64. Trees 65. Weapons 66. Wings
Once the Phase has been defined, set the party's Momentum to zero. Momentum is a value which will increase or decrease over the course of the Phase; it has a minimum value of zero, and no particular upper limit.
Play proceeds in a series of rounds, as follows.
The Final Boss Attacks
The Final Boss always goes first in each round. Roll one die:
1–3: The Final Boss chooses one of the following actions. 4–5: The Final Boss chooses two of the following actions. You may not target the same Party Member twice; however, you may use the same action on two different Party Members if you wish. 6: The Final Boss does nothing this round. On its turn next round, it does not roll and instead uses its Ultimate Attack.
Wound: Inflict the Critical Condition on a single Party Member. If the chosen Party Member already has the Critical Condition, it's replaced with the Down Condition and the party loses one Momentum.
Imprecate: Inflict the Cursed Condition on a single Party Member.
Envenom: Inflict the Poisoned Condition on a single Party Member.
Bewilder: Inflict the Confused Condition on a single Party Member.
Counter: If you're targeted by the Strike or Debuff actions this round, after resolving that action, perform the Wound action on the Party Member who targeted you. You may counter any number of actions in this way.
Dispel: Remove the Buffed and Protected Conditions from any number of Party Members.
Enrage: The Final Boss rolls two dice and takes the better result on its next action. The party may cancel this benefit with a successful Debuff action; doing so removes the extra die instead of forcing the Final Boss to roll twice and take the lower result.
Ultimate Attack: This action can only be chosen by rolling a 6 during the previous round. When the Final Boss uses this action, choose Cursed, Poisoned, or Confused: you may perform the Wound action AND inflict the chosen Condition upon any number of Party Members, in that order. (i.e., Wound each targeted Party Member, THEN Curse/Confuse/Poison any who remain standing.)
The Final Boss player describes the outcome of the chosen action(s) in as much or as little detail as they like; control then passes to the other players.
The Party Acts
After the Final Boss has attacked, each Party Member who doesn't have the Down condition chooses one of the following actions, in any order the players wish. After choosing any action other than Defend, the player rolls their dice pool, which is a handful of six-sided dice constructed as follows:
Start with a number of dice equal to the party's current Momentum (initially zero, though it will grow over the course of the Phase)
Add one die if you're performing one of your Party Member's Class Actions
Add one die if your Party Member currently has the Buffed Condition
Add one die if your Party Member currently has the Critical Condition
Roll all of the dice together, and find the highest result. Ties for the highest result have no special significance; for example, if you rolled four dice and got 1, 3, 5 and 5, your result is 5. If you'd ever end up with zero or fewer dice for any reason – either because your dice pool was empty to begin with, or because some effect obliged you to discard every die you rolled – you receive an automatic result of 1.
If an action requires you to target a specific Party Member or make other choices, you can wait and see the result of your roll before making those decisions.
Strike: You attack the Final Boss. Roll your dice pool:
1–3: Nothing happens – either the attack misses, or the Final Boss turns out to be immune to whatever you just did. 4–5: The attack strikes true. The party gains one Momentum. 6: Critical hit! The party gains two Momentum.
Special: If you roll triples or better (i.e., at least three of the same number) on a Strike action, the Final Boss' current Phase is defeated, and you move on to the next Phase. It doesn't matter what number comes up triples.
Heal: You attempt to restore the party's strength. Roll your dice pool:
1–3: You may remove the Critical Condition from a single Party Member. If no Party Member has the Critical Condition, nothing happens. 4–5: You may remove the Critical Condition from any number of party members OR you may remove the Down Condition from a single Party Member. 6: You may remove the Critical and Down Conditions from any number of party members.
Buff: You attempt to bolster a party member. Roll your dice pool:
1–3: You may grant the Buffed Condition to a single Party Member OR remove a Condition of your choice other than Critical or Down from a single Party Member. 4–5: You may grant the Buffed Condition to a single Party Member AND remove a Condition of your choice other than Critical or Down from that Party Member, if they have one. 6: You may grant the Buffed Condition OR remove a Condition of your choice other than Critical or Down to any number of Party Members. You may choose a different option for each targeted Party Member.
Debuff: You attempt to weaken the Final Boss. Roll your dice pool:
1-3: Nothing happens – it turns out the Final Boss was immune to that effect. 4–5: The Final Boss rolls two dice and takes the lower result on its next action. 6: The Final Boss rolls two dice and takes the lower result on its next action AND the party gains one Momentum.
Defend: You may grant the Protected condition to a Party Member of your choice. Do not roll.
Based on the outcome of your roll (if applicable), describe the outcome of your action in as much or as little detail as you wish.
Once each Party Member has acted, return to "The Final Boss Attacks" to begin the next round.
Ending the Phase
As noted above, rolling triples or better on a Strike action results in the immediate defeat of the current Phase. Alternatively, if all Party Members simultaneously have the Down Condition, the Final Boss player's Party Member suddenly breaks free or arrives on the scene and rescues everyone in a stunning deus ex machina; this also ends the Phase, but does not count as defeating it.
In either case, reset the party's momentum to zero, remove all Conditions, and move on to the next Phase. The role of the Final Boss passes to a different player, with preference given to those who haven't yet had a chance to be the Final Boss; the previous Final Boss player resumes playing their Party Member.
Continue until the party has defeated a number of Phases at least equal to the number of players, or until mutual agreement has been reached that all this has gone on quite long enough.
Conditions
Some actions can impose Conditions upon the individual Party Members. Conditions can be positive or negative, and last until specific conditions for their removal are met.
Buffed: Your strength has been boosted. When rolling your dice pool, you roll one extra die.
Confused: You've lost your wits. When the party acts, your action is determined by rolling a d6 – 1: Strike; 2: Heal; 3: Buff; 4: Debuff; 5: Defend; 6: do nothing this round AND remove this Condition. This Condition is also removed if you gain the Critical Condition while under its effects. You may choose targets normally if the rolled action requires them. Confused Party Members always act before their un-Confused peers; if there are multiple Confused Party Members, the Final Boss decides the order in which they act.
Critical: You are badly wounded. Desperation lends strength, and so this Condition adds one extra die to your dice pools; however, if you suffer the Critical Condition a second time, it becomes the Down Condition instead.
Cursed: You've been afflicted with misfortune. Discard your highest result after rolling your dice pool, but before applying your chosen action's effects. If there's a tie for the highest result, discard all of them; for example, if you roll four dice while Cursed and get 1, 3, 5 and 5, your result is 3. If the Condition causes you to discard your only set of triples of better on a Strike action, the Phase does not end.
Down: You are incapacitated by injury or foul enchantment. When the party acts, you may not choose an action; your action remains lost even if this Condition is removed before the end of the round. When you gain this Condition, remove all other Conditions, and the party loses one Momentum. (This is not in addition to the Momentum loss noted by effects which inflict this Condition – those are just reminders.) You may not gain other Conditions while this one persists.
Poisoned: You're afflicted by a poison, plague, or death-curse. If you have the Poisoned Condition after resolving your action for the round, you gain the Critical Condition. If you already have the Critical Condition, you instead gain the Down Condition, and the party loses one Momentum.
Protected: The next time you would gain any Condition other than Buffed, remove this Condition instead. You also remove this Condition if you take any action other than Defend on your turn.
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ask i got a long time ago:
"hi, i have an outfit suggestion but i dont have an agere account, so if its ok could you not tag me in the post if you make it, or if not just dont make it thats ok too.
the request is for a kirby themed outfit, specifically sleep kirby(with the nightcap)"
sorry it took so long.. i hope you actually see this
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sleep kirby outfit ☁️💤✨
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paci by @ thelittleswitchshoppe on ig: 💖
divider: ⭐️
slime: ☁️
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heartfullofleeches · 4 days
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This is purely out of curiosity but what if slime reader was sliced in half? Would there be two of them or would they just immediately merge back together? What if I sliced them a lot of times and they ended up being mini-sized slime readers?
I think a bit of A and B. Cut them in half and they'll be a two, but if the two halves make contact they'll merge back into one. They still have the same "brain", but I imagine they can function independently from each other to some degree.
All that said - please, don't slice up slime reader. Just ask them to divide themselves and they'll probably do it. I doubt they can feel pain from sharp objects, but it's still mean :(
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"Doctor? Why, why are there two of those slimes now?"
Yan Scientist, hugging a slightly shorter slime reader in each arm: It's none of your concern
"I see... Could we possibly study one while you keep the other?"
Yan Scientist, holding the slimes closes to them: They are still of one mind at the end of the day. Keep your disgusting hands away from my spouse or I will break every single bone in your body.
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cack1e · 2 years
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when i get more motivation i think i’ll make a divider using all the slime rancher slimes
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roadhogsbigbelly · 5 months
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my issue with "ipad kids" discourse is not that i don't think that giving your 11 month year old an ipad and than leaving them alone for 11 hours ISN"T possibly unhealthy, even considering the fact that while previous forms of entertainment like books, radio, or tv were also criticized for "rotting children's brains" they're at least like. a bare minimum of quality in terms of what's being consumed. a 6 year old watching nothing but nickelodeon or cartoon network is still probably getting more out of it than a 6 year watching ai generated elsa spiderman slime videos. so like yeah spend more time with your kids or at least show them like. pbs shows instead of youtube kids.
my actual issue with the discourse is how it's framed through this really obnoxious "generational war lense" specially how like self proclaimed "gen z" zoomers are talking about millennials in the exact same way boomers were talking about "iphone's turning millennials into brain dead zombies" 10 years ago that everyone thought was lame and outdated until 20 year old tiktok influencers started saying it so it's woke or and based? like i'm not even saying zoomers are wrong, but are we also gonna agree that boomers were right all along, or was the only thing people took away from dumbass generational divides was "old people are lame and young people are inherently correct and progressive" and not "generations were made up by marketers to sell us shit and arent' a good way of measuring progressiveness or anything really"
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piived · 5 months
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𝐃𝐏𝐱𝐃𝐂 𝐏𝐫𝐨𝐦𝐩𝐭 — 𝐃𝐞𝐚𝐝 𝐨𝐧 𝐌𝐚𝐢𝐧
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Danny gets stabbed on his way home from campus, caught unaware and doesn’t have time for a reaction other than reflexively lashing out after he feels the pain and ends up knocking the thug out with one hit (barely remembering to pull his punch enough not to actually brain the guy). He’s not too worried about the wound and the knife is even still buried in his side (which, score, he’s building up quite a collection) so he’s ready to just pull it out and continue on his way home (laundry is going to be a bitch and he’s debating if he should just use this shirt as a rag now and buy a new one later) when fucking Red Hood drops down from the sky and nearly makes Danny involuntarily turn invisible (like he’s 14 again and doesn’t know how to use his powers, like come on dude pull yourself together).
Red Hood takes a look at this guy who he just saw get stabbed and punch the lights out of a thug at least three times his size and is thoroughly impressed and also strangely worried because the kid doesn’t even look phased (which like, it’s Gotham, he knows most residents are fairly desensitized to crime but being stabbed normally warrants a stronger reaction from even the native Gothamites). And then he catches sight of the wound and even in the dim light of the alley they’re in he can tell something is wrong and suddenly he’s seeing the same green the guy is bleeding tinged around the edges of his vision and fuck. He hasn’t had a Pit Episode in a while and he really really hasn’t missed the boiling, festering rage.
Meanwhile Danny is wondering wtf is going on and if Red Hood is going to say anything or let him go, when he gets the worst Ghost Sense he’s had since leaving Amity but it’s not normal; it’s too intense and makes his stomach whirl in nausea and everything in him is screaming WRONG WRONG WRONG —
— and then the pieces slot into place and he realizes that it’s stemming from the vigilante in front of him who has green seeping from behind the eyes of his helmet and Danny feels such an ache of sorrow and fierce protection that it makes his breath catch and he knows he has to help this guy who is so clearly like himself but not quite right.
He invites Red Hood back to his apartment after calming him down and making the vigilante furiously curious and thrown off by, well, everything about Danny (who casually pulls the knife out as they walk as if it’s an afterthought that he forgot about and not a gaping wound on his person).
And they go from there, getting to know each other and helping Jason clear out the last of the Pit and come to terms with the whole ghost concept, etc, etc…
Divider Credits:
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green line divider from @/kitsunecafe
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green slime divider from @/magicalboything
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