I'm honestly saddened that one of the best characters wildbow has ever made will probably never appear outside of the receiver doc.
I am considering writing fanfic about it.
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I'm honestly saddened that one of the best characters wildbow has ever made will probably never appear outside of the receiver doc.
I am considering writing fanfic about it.

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i have only ever had one good idea for a Path but i think it was pretty funny
The year is 2028. I am accepted to a new game of PactDice on the Parahumans Official Server, PD: Jivetown. It is a new Awakening game, as is standard. After the V3.0 draft, which takes 36 hours to complete, I spend my 7 white marks on a full set of the big three, four additional backgrounds, and a secret family in another city. There is one black mark, but the 3.0 rules negate this automatically. I select Immaterial x Conjure x Fundamental (Time Crisis Crybaby). My nine dabbling are assigned, each of which grants me an Unbound Collaborator Other who I may siphon remotely for power or clues as per 3.0 rules. After selecting a preset character template, the first session begins. I awaken, incurring 5 passive abilities as I declare my association to the pillars and items. Immediately the local 4 Judges, Lord of Japan (singular), and a Wild Hunt Lord appear before me, each granting 3 related Clues. After 10 hours of discussion, the session ends, and I immediately use my school’s innate passive to activate 9 additional downtimes. Using these, I put together my 18 new Clues and 8 free background books to cobble together a set of Epic tier Lore practices from the Intel grid that allow me to glimpse the answer to Hazel’s mystery. Remotely siphoning power from my Unbound Collaborators, I project my presence onto the Deep Paths and pull the lever of the universe which Excavates the plot premise out of existence retroactively. For this, I am made a Fugitive of Time, but the campaign has already ended. Smiley attempts to log the session and crashes.
Ran a ttrpg session last night where the party was in a dorm building trying to help a goblin escape a wizard, and the power spontaneously went out. The right answer was to leave the electricity off (the wizard was using it to fuel his magic) and pull some sort of fire alarm and get everyone out of their rooms so that the wizard wouldn't be able to use his abilities with Innocents around
instead, the players decide to fix the electricity, so they go down to the breaker room, and roll like absolute garbage, starting an actual fire
problem solved!
The real issue with pactdice is that my brain is broken in the same, loves fiddly little systems, way that wildbow's apparently is.
So I start thinking about how I'd run an other-verse game, decide to look at the pactdice docs, and then spend 3 days falling down that rabbit hole of subsystems he's thrown out for every conceivable type of practitioner.
Shame cuz the magic in pact/pale really lends itself so well to a rules-light, highly interpretive style of play.

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8 drawings of practices listed on the Pactdice fields document + a bonus… uh oh
Every time I think I might want to run a pactdice game I open the character creation rules and read them until the desire has been beaten out of me
ok my big question is why does pactdice exist? like i think you wouldn't need to work that hard to run the Otherverse in Mage: the Awakening because they're settings that use magic in very thematically similar ways. Obviously you'd have to make spellcasting more about the Practices than pre-written spells and probably do away with the Paths and Arcana all together but I think this is way less of a challenge than. creating an entirely new framework that doesn't even work with the series