Fate/Extra has been really enjoyable. Especially with Hakuno’s internal struggle with their identity

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@drezo-art
Fate/Extra has been really enjoyable. Especially with Hakuno’s internal struggle with their identity

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I can’t decide what my next Fate/Extra fanart should be
Something about Alice
Something about Julius
Something about the ending
I have loose ideas for all three, I just can’t decide what I should do first.
(Spoilers for Fate/Extra, specifically the Rin+Archer route)
There’s such a tragic but beautiful conclusion that Hakuno reaches at the end of Fate/Extra. They learn that they do have a body, that they are more than a string of code, more than an NPC turned Master.
Using the Moon Cell they set up all the tools necessary so that they can have a life in the real world, but are dying knowing that the real them won’t remember anything that happened during this war. It’s the fact that they take comfort knowing the real Hakuno will have new people to call friends and family, a new support system, to guide them in the new world they’ll find themself in.
Hakuno looks forward to the world they will get to experience when they wake up, but they know that they won’t get to have that experience. It’s a tad rambly, I’m sorry, but just a character setting up their life for success so that they can walk forward with confidence but won’t remember anything prior is really captivating to me.
Archer specifically was a great first choice because he and Hakuno relate so much to each other. The concept of, lost identity, a forgotten past, and striving for a brighter future all inter-splice with both of them. It just felt great to have someone like Archer to support and build up Hakuno, because he himself relates so much to the fact that at the begging they don’t know who they are, that they lacked a reason to keep fighting.
I could write more about other characters, like Julius and Leo and their relationship to the concept of “being human”. But the ending to this game really has stuck out to me and I can’t stop thinking about it. I’m about to start a NG+ playthrough with Caster doing the Rani route, so here’s hoping I can solidify my thoughts and maybe come to some new conclusions.
If you made it this far, thanks for listening to the ramblings of an art student that couldn’t stop thinking about their new blorbo
Fate/Extra is a perfect game
One of my personal favorite moments
I honestly have never seen a weapon in a RPG that is as funny to me as GUN:GUN.
A gun that does not exist, cannot exist under the laws of physics and probably exists on some sort of meta level where it gets to hack the actual rulebook you play with.
It does exactly one point of damage. Each round. Every round. There are no defence against it. It has future-proofed itself to ensure that there will never BE any defences against it. It doesn't even count as an attack.
It will simply plink away at someone for one HP every turn and there's absolutely nothing they can do about it except try and kill the mech carrying it.
Oh yeah and it's heavily implied to be sentient.
This is the text for another weapon on the same frame - the Mimic Gun. The Pegasus' whole concept is that it is the ontological, meta-narrative concept of gun forced into a physical shape by a bunch of catgirl transhuman hackers.
The "This is not a gun" at the end is the chilling bit for me.
It's also relevant to note that the action you take to force the Mimic Gun to reroll its stats is "PROVOKE." No explanation whatsoever is given as to why this word in particular was chosen.

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Reading Lancer's rulebook and the sheer difference in learning it's rules vs DnD is staggering.
DnD rules were meticulous and expansive but simultaneously so niche and kinda useless, inconsequential to the game overall I guess? Like someone else on here summarised, those rules were there just because the writers felt like they should be there without any actual care for their impact on gameplay.
Meanwhile, every little bit of Lancer's rules I'm reading feel like they have, and certainly will, a major impact on how the game's played. Like, the levelling system isn't something I can half-ass and basically ignore like I have with DnD because fuck XP calculation.
LLs are so stupidly simple, it's great. Complete a mission, level up. Profit.
Lancer fans, I'm really starting understand why you love this game (beyond the cool-as-fuck mechs).
I'm with you there, bud, fucking w h a t
Are you telling me, that by a technicality in Lancer's rules, a Pegasus at the edge of a battlemap could snipe some poor bastard playing Lancer at another table or, god forbid, another TTRPG entirely?
Imagine playing DnD and suddenly the mega powerful Dragon-lich-thing your GM has meticulously planned to be the perfect bossfight just gets obliterated out of reality because some asshole mech couldn't land their shots the next reality (table) over.
Imagine the ramifications of that in a fucking WoD campaign!!
Blaze Bass Marmalade That new Rockstar Blaze looks really cool also @mauricehawkman owes me money
Have been sick these past few days, but being unable to work is depressing so I tried to kill time by making scenes in Foundry for Fabula Ultima. I think the results are turning good so here's a breakdown (as well as links for the ressources and modules used) for people who would be interested. The basis is generaly 2 to 4 tiles to represent the background, as well as a tile used as a roof tile for the character portraits.
The sort of character portraits menu is made of different interface items from Fire Emblem Three Houses. The portraits themselves are easily swappable placeholders, these ones are from Final Fantasy War of the Visions. Each portrait has an invisible tile which opens a corresponding character sheet using Monk's active tile trigger.
The backgrounds come from Fire Emblem Heroes. They all come already separated in several layers, and surprisingly most of them loop perfectly when it comes to overlays (such as dust or smoke) and underlays (ie. clouds, skies). They're an incredible ressource for Fabula Ultima combat screens! To have the skies and overlay move, I used Ripper's Tile Scroll module. It's super easy to use. If you have several overlays (like in the factory scene), placing the moving one between the immobile ones had a sense of depth to the scene with very little effort.
For the rain and the snow, it's simply using ghost'FXMaster module. The FEH backgrounds also have a few panels of snow, cherry blossom petals, flowers, motes of light, etc... I don't think they'll look as good, but some of them can have their use. In a volcanic environment, having motes of fiery lights constantly raising from the bottom of the screen to the top using tile scroll could work to denote heat.
As for the tokens, I simply used the ones made for the quickstart by Tiny-Overlord. Flying Minotaur's portrait maker is also an incredible ressource for this kind of setup. As the name states, it can even be used to make portraits and not just token, so you could make your NPCs with it too.
Have fun saving the world, adventurers!
I am being so serious when I say: if you have the financial and time privilege to get a group of friends together and make an indie project, PLEASE do. Indie games, indie animations, indie comics etc etc
the art industries are kind of in the shitter. It’s not so much because of AI (though that doesn’t help) but because studios just aren’t hiring people and funding projects anymore. People who’ve been in the industry for decades are finding themselves struggling, and once you have a mortgage or kids it’s harder to do something as risky as making something on your own.
completing projects is hard. it takes a lot of time and effort, and most people can’t afford it. so if you CAN afford to make art, even at the risk of no financial gain, I strongly encourage you to be as resilient as you can. We’re at a point where these industries are not going to turn around by themselves, and waiting for jobs to open up again in order to get experience and portfolio work might not be realistic.
people have been making art and telling stories longgggg before we were getting paid for it, and people aren’t going to stop just because no one has hired them to do so.
for everyone else: support indie artists when you can!!!! That person who made that cool indie game or youtube animation or webcomic might be doing this full time! your support might be the only reason they’re able to keep doing it.
and if you have already started an indie project: you’re so brave and I’m very proud of you!!! in fact, drop a link to it in the reblogs if you want! 👇
Lost Programming
After waking up on a shoreline with nothing but a golden pendant and his own name, Seth searches for what his role in his world is. Also encountering visions of a woman he cant help but feel regret over

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Ignition
Everyone has to have some kind of awakening to power right? Seth here is no exception
Portrait of my character for Persona TTRPG I joined recently.
Anti Shadow Suppression Unit 195208, Seth (More of him soon, still gotta remake his turnaround sheet)
To the legend who is the reason why I draw to this day.
Super excited to announce that @gentrigger is gonna be making the mech sprites for Lancer Tactics! I've been a big fan of their work ever since I first saw it here on Tumblr. :)
Hellooo again, friends! It's that time again!Art + SoundThe most exciting update: I'd like to introduce you to Gen (@gentrigger), our new me
Shit, I have like 5 things to post

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DAWN's update β1.3 is out!
This one's pretty big and sports changes to almost every aspect of play, you can see those changes and download it (assuming you own the game) with the following link:
Hello! I was gone a bit as I was participating in the global strike week, but I'm back now with an update, and resuming the weekly one-shots
The unofficial translation of Gensou Narratograph is now available to download!
I know no one ever actually looks at tumblr blogs, but I've made a basic page to hopefully collect information and links in the future.
An unofficial tabletop RPG published by Kadokawa. While the game as a whole is by no means "canon", it includes a full transcript of a game session with ZUN as one of the players, plus new character quotes and location descriptions written by ZUN, so it's worth checking out just for that alone.
Narratograph is largely boardgame-based, played with a selection of 30 characters gathering clues on a map of Gensokyo to progress through objectives and resolve the incident/kerfuffle of the week. However, it is still an RPG, with every scene being roleplayed and the incident also having a proper story to it. Narratively the game leans towards the light and feel-good end of Touhou fanworks, though I suppose it's up to you what you do with it. The book includes two prewritten adventures as examples, one of which I've run for a group to test it out.
It has pretty digestible mechanics, and a very unique danmaku combat system. To help with the number of sheets, figurines, tokens etc. needed, I've made public the Tabletop Simulator mod that I use to run the game myself, together with character figurines. You can use the assets included with the game to try and make it work in some other virtual tabletop of your choice. Or of course, you can also just print everything and play it live, if you can get a group together.
The rules have some quirks, and I'll try to figure out the best way to post my own notes and suggested houserules. As things stand, though, despite having nothing to do with the game officially, after putting a lot of work into it, I'm also curious to hear anyone's thoughts or experiences running it!