How do you think the different primarchs flirt?
How does the different primarchs flirt:
Lion - The lion is the most asexual person to have ever existed and has never been attracted to anyone, but he has thought a lot about it. He secretly wishes he could find that special lord or lady that he can court and spoil and be chivalrous to.
? - Insert the worst kink you could possibly imagine.
Fulgrim - Touch. He will take every opportunity to be close to the person he’s into. And that is in sharp contrast to him since he won't tolerate being touched otherwise.
Perturabo - Gifts. Handmade things that are specifically tailored to what he thinks you like. Will never ask what you actually like.
Jagathai - He will let you ride his motorcycle.
Leman - Food and drink. He will constantly make sure you are fed and warm, and happy.
Rogal - Nothing. He won't make the first move. If you like him, he will wait for you to tell him that. When in a relationship, his love language is acts of service.
Konrad - Art. He will make you an installation of crucified but still living rodents.
Sanguinius - Over-the-top romantic gestures, especially in public.
Ferrus - Big himbo energy. Will flex his muscles and pretend to be dumb.
? - Super vanilla and romantic.
Angron - Will find anyone who likes him to be weird and thinks something is wrong with them and immediately block them on all socials.
Roboute - Time. He is the busiest man in the galaxy and usually delegates meetings and messages to be handled by someone else. But he will always make time for you, to see you, or send/answer a message no matter how busy he actually is.
Mortarion - Flowers.
Magnus - Love spells.
Horus - “Want to fuck?” And somehow, he still has enough charisma to make that line sound classy and irresistible.
Lorgar -
Vulkan -
Corvus -
Alpharius/Omegon - Lovebomb, then ghost. Somehow works every time. I'm a bit stumped about 17-19 since I know so very little about them. I have been asking people for advice and have gotten some great answers. But they really aren't my take, so it feels wrong to add them here. So please feel free to disagree/add/make your own takes to this list :D
by Ivan Klimenko
The labyrinth streaches infront of you. You are lost. Which way do you choose?
Go into the light.
To the weird squeaking from the right.
Is someone there at the left corridor?
…are those whispers?
Venture into the dark.
Stay.
Warning.
Entering the labyrinth can be too fearsome for some people. If you cannot stand dark or tight places please do not go forth. No sounds, mild jumpscares ahead.
by Damir Šnajder
This is where everyone subtly knows that this guy's going to turn the other way.
The betrayer puts on a show for our heroes - kind, compassionate and supporting at first.
it just so happens that the villainthinks the heros are the bad guys.
make them actually likable.emotionally ruin the hero upon betrayal.
whether he had bad intentions from the start or was deceived by others, the betrayer regrets his choices.
when he realizes his mistakes, it's too late to stop the evil, which introduces guilt.
throw the guilt and shame on the character.
even the protagonist can be a traitor! will others forgive him?
this type of traitor will keep the readers wondering whether this guy is truly on your side.
keep your readers guessing. is that an evil smirk or a genuine smile? does he really love drinking, or is he just trying to get the hero drugged?
Snape in Harry Potter is a great example.
The guy can be good or bad - just keep balancing the two
these characters are not entirely betrayers, but horribly misinformed. they can make others appear like traitors - when in truth, they just have it wrong.
pit your narrow-minded narrator against his allies.
these characters are great for misunderstanding plots.
have your narrator do irreversible damage to the hero. would they forgive him?
these are characters, due to their past wounds and trauma, cannot help but betray the group.
they confess the hero's secrets under physical/mental torment and doesn't have the backbone to do otherwise.
these characters can either be pitiful or frustrating would the hero still fight for the betrayer?
you can have the readers know about the upcomong betrayal by switching points of view, building up anticipation to the moment of realization.
on the flip side, you can change povs in a way that the reader doens't see what's happening at the hero's back.
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by Konstantin Void
Any ideas for a dungeon for an all wizard party? Looking for inspiration for a fun one-shot in between campaigns
It’s time to hit the books!
Setup: The party are a group of incorrigible youths attending a magic school (no not that one, another one), who are facing down a big test that may or may not decide whether they’ll be forced to repeat a year. Sadly for the party, they’re not great at school, and their only hope not to be forced to endure the humiliation of being held back is an all-night cram session before the big test.
Cram session, as in “ cramming ourselves into a secret passage we found to the forbidden section of the library, then cramming as many high-magic tomes into our packs and hope that one of ‘em will have a spell we can use to cheat on this test.”
Challenges & Complications:
Step 1: The Heist. Plan out with your party the way in which they’ll circumvent the various defenses of the library, from the insomniac upper classmen ALSO cramming for their exams, to the demonic librarian that patrols the stacks endlessly, looking to castigate any who put a book back where it doesn’t belong. The challenges should seem relatively easy to overcome, so encourage your players to think outside the box and use what their characters would know from their various classes.
Step 2: The Secret Passage. Getting to the Forbidden section of the library is easier said that done, and requires going through a winding series of cramped and forgotten hallways crawling with spiders, alchemically mutated rats, and all manner of other minor threats.
Step 3: The screwup. Things are progressing well trough the heist, with the party having gotten to the forbidden stacks and managed to toss a few promising looking spellbooks into their “study pile”. Then things start to go wrong: the party stumbles across one of their classmates ( the one who may or may not be the chosen one) and her do-gooder friends, Who’ve ALSO decided they need a few books from the library ( likely for worldsaving nonsense) and protest at the party sniping their supply. A squabble between the two groups attracts the attention of a demonic librarian, and the party is forced to flee through the stacks and back through the passage.
Step 4: Study The Maelstrom Tome. Among their purloined parchments, the party discovers a magnificent book that claims to be an invaluable treatise on weather magic. Knowing that one of their proffessors was stressing the utility of such spells, the party begin perusing the book without any acknowledgement that it’s started to rain outside. Messing around too much with the tome ends up releasing a powerful storm elemental, which threatens to blow their tower-dorm down if they don’t manage to seal it back in its book. The party will have to skirmish across rainslick rooves, possibly climbing spires or hitching a ride on one of the castle gargoyles in order to reach their flying foe.
Step 5: The test has been rescheduled due to inclement weather. With most of the roof blown off of the grand hall and the carefully laid out tests nearly washed away by the rain that came sluicing in, the party have miraculously managed to obtain a reprieve from their encroaching deadline.
Future Adventures
If you wanted to use this adventure as a springboard to a larger campaign, have the story pick up some years after the characters have graduated, having moved out of their awkward adolesence on to varying other carriers out in the wider world. Have it be a reunion for old time's sakes and work with each player to figure out the trajectory of their life in the interm period. Eqch of these characters has accued their own problems, but reunited, they might just be able to scheme their way out of trouble as they once did.
Art 1
Art 2
Today’s recent budget commander sleeper is one that made a bit of noise on release with the latest set precons, but ended up drowned in the constant noise of magic these days.
Ramp is good in commander. That’s not news. And it’s hard to come by in white, at least cheaply. Knight of the White Orchid is still the gold standard of white (catch up) ramp, able to fetch nonbasics, and coming on a solid body on turn 2, it’s a white Rampant Growth that sometimes doesn’t work.
This is similar. It’s a turn slower, because it has a tap ability, the land enters tapped and the body it’ll leave behind will end up being a 1/1. However, that’s where the downsides end and the upsides start. Just like Knight of the White Orchid, it can fetch nonbasic Plains, which is even important on a budget nowadays with the two cycles of common typed duals in Kaldheim and Dominaria United.
Scholar of New Horizons also works even if you’re not behind. Granted, it only tutors to hand and doesn’t ramp you then, but hitting every land drop is oftentimes more important than ramping, since you don’t have to spend resources on it. It can also be used cheekily with this with the cycling typed duals (and triomes) to draw a different card. Oh, and the ability can be activated at instant speed which most of the time won’t matter, but will be very appreciated when it comes up that you’re going first and an opponent ramped on turn 3 and suddenly unlocks your own ramp instead of the land draw you’d resigned yourself to.
Beyond that, Scholar, by itself, can be used multiple times for no extra cost, as long as you have counters in your deck, which most decks do, even if incidentally. Have a cathar’s crusade? A Felidar retreat? A luminarch ascension? You’ll have a plentiful supply of counters to feed this turn after turn then, and those are just for mono-white.
In some cases, removing counters might even be an upside, if you expect -1/-1 counters, or, much more importantly, have any saga in your deck. Having the scholar out with the saga allow you to not only keep ramping or making your land drops and keep the saga forever, it also allows you to repeat any chapter from that saga every turn, even the last one should you so wish. It gets absurd with many of them, from Urza’s Saga tutoring every turn and sticking around to the Cruelty of Gix being a free tutor or reanimation every turn. With a Luminous Broodmoth, it’ll make any creature be able to die every single turn and come back.
Don’t get me wrong, this card doesn’t NEED synergies to be good. I’d play it in any white deck as ramp even if no other card in the deck ever had counters, right behind Knight of the White Orchid and in front of Loyal Warhound. On a budget or not. But it does much more than it would in a vacuum, and basically any deck will have some tools to synergize with it. It might actively up the number of incidental sagas I include in white decks just by existing. (But I’m mostly looking for an excuse, I love sagas.)
The card currently retails for under $1 (with the extended art version where you can read the name and artist for half of that), and I’d encourage you to snag one as soon as you find the occasion, in case this doesn’t get reprinted. It’s just staple-level good, much more than any other card that has been featured on here so far.
The Mask of Zorro (1998) dir. Martin Campbell
I said this months ago but I'll say it again: if you're transgender you HAVE TO LIVE