$LAYYYTER
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macklin celebrini has autism
Doug Jones
Noah Kahan
The Bowery Presents
occasionally subtle
Cosmic Funnies

Discoholic 🪩
Sweet Seals For You, Always
Monterey Bay Aquarium
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hello vonnie

Jar Jar Binks Fan Club
Interview Vampire Daily
RMH
Xuebing Du
The Stonewall Inn
noise dept.

Andulka

seen from Brazil

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@spekulatiusmuffin
Now let's play "shut up and let Vlad study" 🥰
DP x DC: The Most Dangerous Card Game
Ok so Danny has essentially claimed earth as his. And he is fully aware that there are constant threats to the planet. Now he can’t stop a threat that originates on earth (that’s something he’ll leave to the Justice league) but he can do something about outside threats. Doing some research on ancient spells, rituals, and artifacts, he cast a world wide barrier on the planet to protect it from hostile threats so they cannot enter. This will prevent another Pariah Dark incident. However, barriers like this come at a price. You see, there are two ways to make a barrier. Either make one powered up by your own energy and power (which would be constantly draining) or set up a barrier with rules. The way magic works is that nothing can be absolutely indestructible. It must have a weakness. The most powerful barriers weren’t the ones reinforced with layer after layer of protective charms and buffed up with power. Those could eventually be destroyed either by being overpowered, wearing them down, or by cutting off the original power source. No, the most powerful barriers were the ones with a deliberate weakness. A barrier indestructible except for one spot. A cage that can only be opened from the outside. Or that can only be passed with a key or by solving a riddle. So Danny chooses this type of barrier and does the necessary ritual and pours in enough power to make it. And he adds his condition for anyone to enter.
Now the Justice league? Find out about the barrier when Trigon attempts to attack, they were preparing after he threatened what he would do once he got to earth. How he would destroy them. The Justice league tried to take the fight to him first but were utterly destroyed, so they retreated home to tend to their injuries, and fortify earth for one. Last. Stand. Only when Trigon makes his big entrance…he’s stopped.
The Justice league watch in awe as this thin see-through barrier with beautiful green swirls and speckled white lights like stars apears blocking Trigon and his army’s advance. The barrier looks so thin and fragile yet no matter how hard the warlord hits, none of his attacks can get through and neither can he damage said barrier. That’s when Constantine and Zatanna recognizes what this barrier is. Something only a powerful entity could create. For a moment, the league is filled with hope that Trigon can’t get through yet Constantine also explains that it’s not impenetrable. And clearly Trigon knows this too for he calls out a challenge.
And that’s when, in a flash of light, a tiny glowing teenager appears. He looked absolutly minuscule compared to Trigon and yet practically glowed with power (this isn’t a King Danny AU though).
And that is when the conditions for passing the barrier are revealed. And the Justice realize that the only thing stopping Trigon and his army from decimating earth. The only way he can get through….is by beating this glowing teenager in a card game.
Not just any card game though. The most convoluted game Sam, Danny, and Tucker invented themselves. It’s like the infinite realms version of magic the gathering, combined with Pokémon, and chess. And Danny is the master. So sit down Trigon and let’s play.
(The most intense card game of the Justice league’s life).
After Danny wins, this happens a few more times with outer word beings and possibly even demons attempting to invade earth, yet none have been able to beat the mysterious teenager in a card game. Constantine might even take a crack at it and try to figure out how to play. He’s really bad though. Every time this happens, the Justice league worry that this might be the time the teenager looses. Yet every time, he wins (even if only barely).
Meanwhile, Danny, Sam, and Tucker have gotten addicted to the game and play it almost daily. Some teachers might seem them playing the game are are like ‘awww how cute’ not realizing this game is literally saving the world. Jazz is just happy they aren’t spending as much time on their screens playing Doomed.
My brain:
It’s time to DDD-DDD-DDDUEL!!
I have done it…I actually went and made the rules to this game plus a few card ideas. If you wish to spare yourself, DO NOT READ FURTHER! I have tried to simplify it as much as possible and make it a possible game. Or if you want to just skip the boring rules and go straight to the chaos, then just skip to where it says runes.
This is the board that the game is being played on.
But imagine that within each of those white lines are black runes making a path. Almost like stepping stones. There is also a rune everywhere the white lines intersect. Each of those three circles with symbols in them are one of 5 sections on the board. They can be cut into diamond/triangle shapes.
Basic rules:
There are 2 players (although more players can be added. 5 at most) and each have 2 decks (all cards belonging to one player must be put into different colored sleeves compared to your opponent). One deck is the graveyard where all ghost cards start out, and the other is their normal deck. Each player starts out with their portal on the field in one of the top 5 sections of the board. The goal of the game is to either capture all your opponents ghosts or destroy their portal. Each portal starts out with 10,000 health/durability. (Portals are a whole card that you take out at the start of the game. Only one in each deck)
Start by drawing 5 cards. You may only play 1 of each type of being per turn, and 1 location. but as many effects or other types of cards as you wish. Every being played must start at the ghost portal. You may move up to 3 cards under your control per turn (not counting moves done by other cards abilities or natural portals).
Only beings and the portal can move unless stated otherwise. You may move your cards in any combination you wish whether that means moving three seperate cards or moving 1 card three times. All movements of the cards must be done in a straight line per move. However you may stop on any rune you wish along that line. Movements can be done at any point during your turn.
You may also move 2 thermoses per turn.
When your turn begins, draw a card from your normal deck. Unless the majority of your beings are on the grave rune. Then draw from the graveyard.
Beings may attack other beings or the portal. To do so, the card must be in their line of ‘sight’. This means that the card must be on the same line as the attacking card. However, if an object is in the way, such as a dud, a natural portal, or certain locations, then the attack will only go through if it is ranged. Attacks may also land if both cards are on corresponding runes and the attack is ranged. (A ranged attack can happen if it is a ghost ray or you have a gadget/artifact that gives you that ability.) (strategies to counter rune attacks are to place duds on certain runes as most dud block a card from moving past them) When a being attacks, they have an attacking value and a heath value. Once the health value reaches 0, that being is defeated. Damage counters will be placed on the being card to track how much damage they take (or write it down on paper).
Humans naturally have only one form of attack but for ghosts and halfas, you must roll a dice to determine which attack/ability will be used that turn (the number of attacks they can use range between 2 and 6, if the number rolled does not match a numbered ability, nothing happens). This must be done before anything and you must declare each ability out loud and place a token on them to determine which ability they have.
Beings cannot attack anything behind another being unless they have a ranged attack.
When you use up an item or effect card or a card is destroyed, it is sent to the graveyard, then shuffle your graveyard. When a human is defeated. Send them to the graveyard. Then shuffle your graveyard. When a ghost is defeated, take their card out of play. Write their name on a piece of paper with the name of the person they belong to and put it in a thermos, then place the thermos where the card originally was on the board. When all cards in the normal deck have been used up, your graveyard becomes your new deck. Go through it and take out all remaining ghost cards and put them into a new graveyard. Shuffle both decks. Any cards used up from then on go into the new graveyard.
When an opponent lands on the same space as a thermos. They can choose to release the being inside. That card now comes back onto the field in place of the thermos with half their original health.
When placing a location or dud. You may choose anywhere on the board to place them. There must be at least 10 duds in every normal deck.
At the start of each player’s turn, the player must spin for 5 natural portals to be opened up using 3 spinners. The first determines which of the five sections the portal will be placed in. The second determines which of the 18 lines in each section the portal will be placed on. The third determines which rune the portal is placed on. There are 5 portals per player so if there are 2 players, then there will be 10 natural portals. If there are 3 players, there will be 15 natural portals.
If a portal lands on a card, that card will move locations to a random place on the board. This is determined using the 3 spinners. Finally, you roll a dice afterwards. If even, you remain where you are. If odd, then next turn you must repeat the process and change to a new location on the board, even if you move that card this turn. The process will continuously repeat until eventually, you roll even. A portal landing on your space will make this happen automatically however someone can choose to use a natural portal by moving into it. It is impossible to move past a natural portal without getting caught in it. You must either go around or wait for the portal to move next turn. Only ranged attacks may work if a portal is in the way.
Basic cards:
Being:
Human: includes name of card. health, species symbol, picture, card type, Will, Damage dealt, card ability, compatible symbols. Number of gadgets equipped.
Ghost: includes name of card. health, species symbol, picture, card type, Will, Damage dealt, card ability, list of powers (often includes base abilities such as intangibility, flight, ghost ray, and possession), compatible symbols. Start out in the graveyard.
Halfa: a card split in half with a human version and ghost version. Includes everything from both card types but switches between human form and ghost form each turn. In human form they are unable to access ghost abilities but also unable to be targeted by ghost specific attacks. When in ghost form, unable to use any equipped gadgets. A halfa can start in either your graveyard or your normal deck. It is the player’s choice. But they count as ghosts that must be captured in order to win the game. However they can only be captured in ghost form. If they are beaten as a human, they are shuffled back into the graveyard.
Item:
Gadget: an invention. Can either be equipped to a human/halfa or if it is a stationary gadget, can be placed anywhere on the board. A gadget can be equipped immediately from the hand but while on the board, they can also unequip it. Only one new gadget can be equipped per turn. However, as many gadgets as you wish can be unequipped at once.) If unequipped, the gadget then is placed in a rune adjacent or next to the original card it was equipped to. A being must walk over that card to equip it but you must wait one turn before the same card that originally had it can re-equip it again. (When possessed, beings can be forced to unequip all gadgets.)
Artifact: an item that may boost or debuff the abilities of a being. Can be equipped to anything. Start out in the graveyard. An artifact can be equipped immediately from the hand but while on the board, they can also unequip it. (Only one artifact can be equipped to a being at a time). If unequipped, the artifact then is placed in a rune adjacent or next to the original card it was equipped to. If a being walks over that card, they equip it but you must wait one turn before the same card can equip it again. You also must wait 5 turns upon equipping before this card can be unequipped unless stated otherwise on the card. (When possessed, beings can be forced to unequip an artifact.)
Object: random objects with various abilities or debuffs. Can be equipped to anything. Most objects cannot be unequipped. However if the object can be unequipped it does not drop and can only be transferred to another card you control on the board. (You can leave an object equipped to a possessed being and then that object now belongs to the other player’s cards once that being is unpossessed.) Not all objects are good and some can be given to the opposing player’s team as a debuff.
Effect:
Power: an extra power guaranteed to work and can be equipped for that turn in addition to whatever power the being rolls. Only one new power card may be equipped to a being per turn.
Special ability: a permanent power added to a being (ghost/halfa). These double as power cards so only one new card may be equipped to each being per turn. However, because unlike normal powers, these are permanent additions, you may add a new power or special ability to the same being next turn.
character effect: something that effects a specific character.
Area effect: something that effects one of the 5 sections or the entire field.
Permanent effect: a card that remains in play after it is used.
Curse: a debuff added to a being or area.
Location card:
A card that can be placed anywhere on the board you choose but cannot be moved or destroyed afterwards. When a card passes through or remains in a location, follow the description on that card for its effect.
Dud card:
A card that can range anywhere from a random object, a plant, an animal, or something else. They take up space. Beings cannot move past, or land on a dud (but a thermos and portal can). They block paths. Some have abilities. Some don’t. These cards can be destroyed and explain the way to do so in each card’s description.
What being cards contain:
Health: How much damage a being (or portal) can take until they are defeated/destroyed.
Will: The resistance to mental attacks and possession. A dice is rolled to see how the attack/possession is to work and it must roll higher than the will. This can be lowered or raised depending on certain cards.
Damage dealt: How much damage a being does with their attack. Every being has a basic damage but this can be increased with items or lowered by items and curses.
Card symbol: each being card has 1 of three symbols. Human, ghost, and halfa. Some cards can only affect one of these types.
Compatible symbols: These tell whether an effect/item, or other card can be used with this card.
Powers (natural powers): Ghost and halfas have a list of powers that range between 2 and 6 with those abilities numbered. The first three are usually basic ghost powers while more powerful ghosts have varied abilities to fill the extra spaces. Every turn, you may roll a dice. If the number rolled is listed next to one of the powers, the ghost/halfa uses that this turn (must be done at the beginning of the turn for all ghosts/halfas) if the number rolled is not listed, then the ghost gains no extra damage to their natural damage dealt and no extra power that turn. (The Danny Phantom card has so many abilities, you must roll 2 dice or the same dice twice.)
Number of gadgets equipped: Gadgets can only be equipped to humans and halfas. They contain a number that determines how many gadgets each human card can equip at a time. Artifacts are unaffected by this number.
Base ghost abilities (the abilities you can roll for ghost cards):
1. Intangibility: turns a ghost intangible/tangible. No one can attack the ghost unless they are intangible or have a special gadget/artifact.
2. Flight: if someone attacks, roll a dice. If even, you dodge any damage dealt to you.
3. Ghost ray: add 20 extra damage and range to your attacks.
4. Possession: if on the same space or adjacent to another being: flip a coin. If heads, you now control that card. Every turn after, the opponent can choose to flip a coin/roll a die. If heads/even, the person is free. Note: you may not use the ghost card or any of its abilities while possessing someone. You can technically chose to make the possesses being (if they are a ghost or halfa) go in a thermos if you wish, however, you will lose the card possessing it as well. Some cards have Will. This determines if a card can be possessed or not. You must roll a dice. If the numbered rolled is higher than the Will, you possess them. If the number is equal or lower to the Will, the possession failed. If a possession succeeds, then every turn after, the possessed being may roll a dice. If even, they are no longer possesses. If odd, then the possession remains.
Rare ghost abilities (things you can roll for more powerful ghosts):
Freeze: ranged attack. Adds extra 10 damage and your opponent’s card can not attack, dodge, roll a dice, or move for the next turn. Basically cannot do anything.
Copy: make a copy of your current card and it’s abilities. Lasts for 1 or maybe 2 turns.
Wail: ranged attack. Deals an extra 50 damage to all opponents in line of sight. Ranged attack. OR, destroy all opponents in exchange for half of the wilder's life/ 50 damage done to them/ reduced personal damage to 10.
Shield: creates a shield that blocks all damage done to the ghost this turn.
Time (rewind): allows you to undo a move your opponent just did and replace it with a move of your own.
Sleep: flip a coin. If heads, your opponent is now asleep.
Runes:
The runes line the inside of the white lines of the board as well as where the lines intersect. Every rune has a different effect and meaning when you land on them. Following the rules of chess, once you land on a rune and take your hand off the card, that counts as one move and you must follow the instructions of the rune.
Grave rune: when a majority of your being cards are on this rune, you draw from the graveyard instead of your normal deck.
Tri rune: if some of your cards have combinations that can only happen if they are together, then if all of them are on a tri rune, they can activate those combos according to the conditions on the card.
Alpha rune: you can skip your opponent's next turn.
Delta rune: shout delta when you land on this rune. Or you lose the game.
Omega rune: your turn stops and gets skipped. It is now the opponent's turn.
Defense rune: unless the being is directly next to the card it’s attacking, then it cannot attack that card for one turn. Not even with a ranged attack.
Skull rune: skeletons can only spawn from this rune if summoned.
Trap rune: if a being lands on this rune then if the opponent yells trap, the rune activates and you roll for a debuff. They also cannot move from this rune for the rest of the turn. The Skulker card is immune to this rune.
Buff rune: if a player lands on this rune and calls out buff, then for one turn, they roll for an extra buff. (Even if they move again, the buff remains.)
Chaos rune: take all the being cards from each player and follow the steps of a natural portal to relocate them all randomly on the board.
Chicken rune: if you land on this rune you must stand up and do the chicken dance or choose one of your being cards to be destroyed. If no being cards are on the field then you must do the chicken dance or lose the game. (The card will automatically start playing the necessary music).
Half rune: cut your deck in half and put the bottom half on top.
Garbage rune: shuffle a card from your hand into the graveyard.
Peace rune: nothing happens.
Lancer rune: you must name a book title at the start of every turn. Also, you are now cursed to only curse in book titles. If you say any other curse during this game, all your being cards become immobile for one turn. To lift the curse you must land on a curse breaking rune.
Curse breaking rune: there is only one of these in the whole board. Any curse afflicting your being gets broken
Ghost shield rune: no ghost can attack a human while they are on this rune. The human must move from this rune during their next turn.
Truth rune: upon landing on this rune, you must reveal all the cards in your hand to your opponent.
Pet rune: if there is an animal or pet in the area, you must pet them. If there is a pet or animal card on your side of the field, they are moved to your location. If there is neither a pet in the area or a card that can be moved, your card must lose all their will power for this turn.
Space rune: if you land here you are asked a space related question about the Milky Way galaxy (your opponent must look up a space question). If you answer correctly, draw an extra card.
Speed rune: you gain 2 an extra movements for the card that lands on this rune.
Black hole rune: all cards within ‘sight’ of this rune or in a line next to it will all move to this location. There is only one of these runes in each of the 5 sections.
Light rune: shine a light (a bright ecto ray or a flashlight) on the card this rune lands on. So long as the light is on that card, they cannot be affected by mental attacks. Lasts for as long as the light is shining on the card. Note: if your arm gets tired and you stop shining the light, then the opponent uses a mental attack, and THEN you reshine the light, the mental attack still hits. The light only protects the card if it is already shining when the attack hits.
Darkness rune: you can take a card from your opponents hand and place it in the graveyard. You cannot look at the cards though. This card deactivates the light rune.
Reverse rune: you may undo one action your opponent did last turn.
Lyric rune: you must sing the entirely of the ember song or all your ghosts lose the ability to attack this turn.
Boxed rune: this rune can only appear at a corner. your being is now trapped and cannot move. The only way to free them is for some of your other beings to go to the other corners and make a complete shape. Whether triangle or 4 sides does not matter as long as it makes a shape. Your being is now free.
Wisdom rune: your willpower gains +2 this turn.
Battle rune: you can attack 2 beings within your sight.
Visibility rune: if a ghost or halfa is intangible, they automatically become tangible if they are
Invisibility rune: your being is now invisible and cannot be attacked or targeted by cards this turn. Must move from this rune your next turn.
Summoning rune: you may try to move a ghost or halfa from somewhere on the board to your location. roll a dice. If the roll is higher than their will power, the summoning works. If not, nothing happens.
Ice rune: your character is frozen this turn. If they do not move next turn, they get frozen again.
Fire rune: take 5 damage if you land on this rune.
Sleep rune: roll a dice. If the number rolled is higher than your will, your character is now asleep. They will wake up next turn. Remaining on this rune does not put you to sleep every turn.
Lightning rune: take 2 damage and and no gadgets will work as long as you remain on this rune
Earth rune: all attacks do 10 less damage but an artifact will not work as long as you remain on this rune.
Victory rune. Only one of these runes exist on the board. So long as your being remains on this rune, they cannot lose. Their will power and damage dealt become infinite (so they can one hit kill anyone they attack) and if they were meant to die, instead they come back with 10 health. However, they must move from this rune next turn and a player must wait 5 turns before being able to land on it again.
Oprah rune: you must play opera music for 3 turns.
Funny rune: you get one chance to make your opponent laugh. If you succeed, their portal’s health is cut in half.
Card ideas.
Overflowing filtration: I equipped to the opponent’s portal. Has 50 health. if not removed/destroyed within 5 turns, it will either destroy the portal or cut it’s health in half (still deciding which).
Ghost shield: prevents ghosts of the opposing team from attacking the card it’s attached to unless destroyed.
Infinity map: and artifact. when equipped a being can move to any spot on the board but if attacked. Flip a coin. If heads, the attacker can steal and equip the map.
Guys in White: super weak beings. Only 10 heath. However, if you have 2 or more on the field, then if all but 1 GIW isn’t taken out then you may add another GIW at the start of your next turn. They cannot open thermoses or equip more than one gadget though.
Misfire: character effect (a card that has Jazz on it.) It makes it so if you are about to capture a creature in a thermos, the opponent captures one of yours instead. And if the creature was about to be defeated, it remains in the field with 10 life and can be moved to a new location.)
No bullies: a special ability for Pointdexter. It allows him to choose to possess someone if he passes them without having to roll for it.
Pointedexter: a being. 70 health. ability allows him to automatically possesses someone regardless of willpower. Special ability allows him to possesses anyone who passes him. As in anyone that goes on the same space as him or a space adjacent.
Wulf: a being. 250 health. special ability allows him to move to a location of his choice anywhere on the board at the beginning of his turn. (Or he just moves to a location of one of his Allies.)
Fetch: if Cujo is on the board, he can jump to the location of one of your opponent’s beings or steal one of the opponent’s gadgets which you may equip to one of your beings.
Flour Child: object. equip it to one of your opponent’s beings. The being with this card cannot attack. However, next turn they have the option to move the card to another being under their control.
Blood blossom: a ‘dud’ or flower card that can be placed anywhere on the field. Cannot be moved once placed. Any ghost or halfa that passes over this spot, even just to pass through it in a straight line, must take 20 damage.
Which trials: location. Any human female that passes through will get stuck in that location and cannot move from that spot.
Ghost writer’s library: location. Passing through this spot allows you to draw one card. If ghost writer passes through you can draw two cards. As long as ghost writer remains in this location, his attack power Gaines 10.
Keyboard of creation: an item that can only be equipped to ghost writer. As long as this item is equipped to him, ghost writer cannot die.
Pop quiz: if willpower is below a certain point, then all those cards become immobile for 3 turns. However, nothing can deal damage to them either. (Possession can still happen though 😏)
Dragon necklace: artifact. Any being equipped with this gains the abilities of the ghost dragon card. And a boost to attack by 20.
Spectra: a being. Her ability allows her to lower the will power of any being within her sight.
Far frozen: location. Any being that passes through gains 10 life back from their damage. Remaining in this location recovers 10 life every turn.
Frostbite: a being and his ability allows him to heal 10 damage to one being on his side per turn.
Pariah’s key: an artifact. Required to gain the crown of fire. Allows beings on your side to enter Pariah’s keep
Ring of rage: an artifact. Any ghost equipped gains increased will power and can no longer be influenced by mental attacks.
Pariah’s coffin: an item required to gain the ring of rage. Can only be put in play and activated within Pariah’s keep. A being must be in the same space as the coffin to activate it.
Crown of fire: artifact: any ghost gains plus 30 damage they deal. Can only be put in play if a being under your control is on the same space as Pariah’s coffin.
Pariah Dark: if both the ring of rage and crown of fire are on the field, you may search your deck for Pariah Dark (cannot summon him even if he’s in your hand unless both artifacts are on the field). His ability allows him to summon one skeleton warrior for every being on your opponents side of the field (they are weak though. Only 20 health). The skeletons can only come into play on a skull rune.
Pariah’s keep: blocks a path unless one of your beings is equipped with the key.
Goodbye kiss: permanent effect (remains in play) if spectra, Ember, and Kitty are all under your control, then if Ember and Spectra lose their ability to attack this turn, Kitty may automatically take out every guy in her section of the board field. (They are split into 5 sections. Each diamond/triangle shaped.) if this attack is used again, all guys will be taken out of the field and all ones formerly out will be brought back into play. (Or this happens if Ember, Spectra, and Kitty are all on the same space/next to each other or all on the tri rune)
OK that’s all the ideas I have for now. If anyone has any ideas for runes or cards, please feel free to tell them!
First of all, Yugioh was harder to understand, add more rules :)
Second of all, the wording makes it sound like runes can move/be placed at the beginning of the game
Third of all, in this blurb, how do the enemies get their decks? And are the rules explained to them?
Ideas for more under the cut
So you see the board? Imagine each of those white lines are cut up into small squares that are just glued together to make a line. And each square is a rune. These are the places that cards land on. They cannot be moved or changed. The board is permanent. (Unless you get a whole new board with different rune placements.) Essentially, when a card (or portal) moves, they have to go in a straight line. Like a rook on a chess board. But each rune are the individual squares on those chess boards so while the card/rook can go straight from one corner to the other, they don’t have to go to each corner (a ‘corner’ for this game is where the white lines intersect. Essentially when the card has to stop and ‘turn’’ of course, if the line still goes straight past a corner then they can keep going as far as that line goes. Circles are considered one line). The cards can stop on any of the ‘squares’. Every ‘square’ has a rune. So it is physically impossible for a card to not to be on a rune. Whether the card is in the middle of a line or at a corner. Think of it as if there was a rune on every square on a chess board and wherever you stop to let your chess piece rest activates that rune and you gain an effect. That’s what makes them so difficult because you need to remember what all the runes do. Moreover, you can do combinations. For example, if you have a speed rune and a buff rune on the same line, you can use one movement to hit the speed rune (to give you two extra movements), go back for the buff rune (using one extra movement) then come back forward to the end of the line using the second movement and now you are in the line of sight of another player and can attack. Sorry about the wording. I can see how that might be confusing. It’s hard to describe without visuals.
Also, trust me, there are a lot more rules but I’m trying to give the basics. If I did an overview like this for Yugioh I would essentially be saying that you draw 5 cards, summon monsters. Sacrifice monsters to summon stronger monsters and use them to try to defeat your opponent by either attacking their monsters or the player themselves. Each player has a total life value and once that reaches zero, you win. You can also use trap card or spell cards to increase your chances. Trap cards can be played face down so your opponent has to guess whether it’s worth activating them or not as they can cause buffs or debuffs. Spell cards can be activated by the hand to affect the monsters on your field. And this explanation? While technically true does not nearly explain Yugioh properly. It does not count for cards like monster reborn which can revive creatures or pottery of greed. Or even Toon Town. What makes Yugioh so great is the combinations you use with the cards And how these cards bounce off each other. Just like chess has such simple rules where each piece can only move a certain way on the board and you have to take out the king to win. Yet chess games can last four hours depending on how you play. That’s what this game is designed to do. It WANTS to be dragged out as long as possible. Because Danny has designed it to buy time. He’s essentially unbeatable but in the off chance he does lose, he wants to give as much time for earth to prepare for an invasion as possible. (Also, every invader has to play so if an army invaded, every single soldier would have to beat Danny to enter. The leader can’t just beat him to gain access for his followers. And every invader has to wait for a previous game to stop. Then Danny gets a 3 day rest period where no challenges can happen between each game.)
If there are any ideas you have to improve the game or make it more chaotic though I would LOVE to hear it! I love the idea of goon cards. I think I was just intending for Pariah to be a really strong ghost with lost of health though. If I do make a requirement to defeat him then it would include ancients and halfas since Danny and Vlad played a role in his defeat. I don’t think a rune scrambling card can work since the runes are permanent. But what about a card that can change some runes to have an opposite effect? So like the victory rune, everyone loses when you are on it. Gaining Will runes instead decrease Will, debuffs become buffs. Or runes that pull something in instead scatter it away? Thinks like that? There could be a whole new book on what the runes effects are when the opposite card comes into play. I’m not sure I understand the multiple stats though. Could you explain that a bit more?
As for how opponents gets the rules, I was thinking that the barrier is designed for hostile entities (so like astronauts or green lanterns won’t trigger it but Trigon or the Reach would.) When it’s triggered, Danny gets an alert. (So it doubles as a warning when a hostile being enters). Danny can either challenge someone or wait to be challenged. Once a challenge is initiated, Danny gives the invader a rule book along with a book detailing every card in the game. After that, the challenger may begin the game whenever they wish after reciting a phrase in the 4 languages used for this game to show that they know the required languages. (Technically if they ask then Danny is required to give them a book on how to learn the languages but he doesn’t have to tell them about that part. He’s fully willing to let them struggle to learn the languages on their own. The rule book just includes the starting phrase and that these languages will be used in the game.) technically speaking, the invader can just skip the rule book and go right to saying the phrase (it’s on the first page) but that’s not really wise. The phrase that begins the game? Is a binding oath. It’s basically like one of those contracts that says ‘yes I have read all the rules and agree to follow them’ and it binds both Danny and the challenger in a soul contract that basically acts like a referee for the duration of the game. It prevents cheating from either side. After the phrase is spoken (and Danny returns it, sealing the contract) then Danny creates the board and provides every card and gives the opponent as much time as they need to build their deck. Once it is done and they have their deck ready, the game immediately begins.
So you have will and attack stats. I was suggesting adding a bunch of odd stats that only work for a few cards. Maybe a crime rating for Walker, just anything to add more to keep track of.
A Clockwork set of cards that force your opponents cards to go backwards.
And Pariah makes sense as a powerful card, I was thinking if him like a Exodia with a time limit, myself. So you have let's say six rounds -amount of players (so a 5 player game has Pariah last 1 round) to get rid of Pariah before he wins
... we could totally add in more references to ancient Egypt too! Because Tucker helped make the game.
“Maybe a crime rating for Walker, just anything to add more to keep track of.”
ooooh. I LIKE that! How about a crime token. I need to figure out what could be considered a crime. Maybe something like ultimate wherewolf where there are some cards or strategies you try to lie through. Like maybe lying what kind of rune you land on or maybe a system that allows something similar to the trap cards in Yugioh? Face down cards. Something that involves lying and if you get caught in the lie, you gain a crime counter or something. Walker can then either collect crime counters to add to his power, or send those with crime counters to his jail if that location is on the board. Or maybe Walker can make fake crimes. Like When Walker is on the field, the player may make a new list of rules per Tuen that must be followed. The rules cannot interfere with the game mechanics but if you do not follow those rules and are caught doing so, you get a crime counter. (This way, the rules can change each game).
as for clockwork, I have So many ideas of him. Some of his abilities allow him to reverse an action by another player as if it never happened (even bringing beings back to life) and then adding future sight that allows him to look at the opponent’s cards, or inside a thermos, or your own deck.
I was thinking that Pariah was like exodus but I don:t think I’m going to put a limit to how long he’s on the field for 2 reasons. 1, because of the very long process to get him on the field. And two, because he’s a ghost and must be captured to fulfill one of the requirements of the game (although I will also add something where if you capture pariah’s coffin (which will be treated as an item) then it counts as capturing him without actually awakening him.
I do like the ideas of adding some Egyptian lore but I think we should limit it to language, poetry, hierarchy, or some possible new ghost cards. I mostly want this to lean into the show with hints towards Sam and Tucker. So like, I can at most add some ghost versions of the Egyptian gods but they won’t be nearly as powerful as the Egyptian god cards in Yugioh.
Hmmm, I’m kind of tempted to add a version of trap cards now but I can’t think of a good way to do it.
Maybe "reaction" cards that can only trigger on certain circumstances? Like a human card that let's you call a similar named card out (GIW Agent Q, A, B. Ect.) But they can only be placed at intersections or something?
Or perhaps each being can be sacrificed to use a effect that they normally cannot? Example could be Frostbite healing the portal directly, Wulf opening natural portals, Jack Fenton adds five Equipment cards directly to hand, ect.
What about if duds are placed face down? And you never know what kind of effect they have until you land on them or attack them? It could just be a a way to clock the path or it could be a trap. Some duds might not even do anything and actually be a power up for other characters. Like there are plants that can be placed on the board and for every plant, Overgrowth gains strength proportional to the plants (so the more plant duds you have the stronger he is so other beings have to destroy those plants).
If any cards can be sacrificed, it will be the ghost cards because you have to capture them to win the game (Or destroy the portal) and sacrificing them will just send them back to the graveyard where they could be summoned again. Prolonging the game. (Lol, maybe a strategy could be that if a ghost is about to die, you sacrifice them for their ability instead so they end up in the graveyard.
OOOH! I just had an AMAZING idea! So what if there was an energy rune on the board? Every time a being card lands on that rune, you gain 1 energy for that card. Then in order to sacrifice something you must have the necessary energy to use up and do so. That way a ghost won’t just be outright sacrificed to escape their fate). (So maybe I can have humans be sacrificed too or maybe there could be a system where if beings of the same side are on the same space or next to each other, they can give energies to each other so humans can still collect energies or you can decide which being you want to sacrifice.) But energies can be used for two other options as well. One way is that if a card with an energy lands on the same space as the portal they control, they can use up their energy to heal the damage done to the portal. AND there might be certain spells that can be activated (or even make a whole new card type called traps that use energies to activate. Or just give an option to play some cards faced down if you wish) and you can use as many energies from any of your cards to pay the necessary amount for a face down card, then you place these spells/traps face down on the board wherever you wish (but intersections would probbaly be best stragedy wise or in front of a location you won’t want anyone to go to). Or maybe you can use two energies to either activate a trap (which must always be placed face down on the field until activated) or you can place a normal spell or even a being card face down using two energy. Spells would cost 2 energy (or maybe they have an extra thing at the bottom of each card to see how much energy they cost if you want to play them face down) while for beings, the energy cost is equal to their will. Face down cards cannot be moved or have any cards added to them (so no equipping items) nor are they affected by status effects. but they activate whenever a being lands on the card or the card is attacked. Not even the original player can activate their own card though once it’s faced down. They would literally have to make one of their beings land on it to activate it. (And they know which card belongs to who because of the colored sleeves).
Maybe I can just make a new category of spells called curses. These can only be activated face down through energy and always have a nasty effect of the opponent. But other cards can be played face down to fake out your opponent or even hide one of your ghosts in plain sight to prevent the enemy from capturing them all (you might have to name the number of ghosts/halfas you have at the beginning of the game so you know how many you need to beat to win.)
Also, I think I really like the idea Of Walker creating rules. I mean every game he could make a new rule and it could be something like the opponent has to tap the top of the deck before drawing or if they land on the chicken rune, must start the game facing left and go counterclockwise. Or they must say the word ‘rah’ every time they move a ghost. Small little rules that keep piling up every turn. It’s designed to make it hard to remember so Walker can keep collecting ‘crimes’ and it makes the overall game more difficult when 2 walkers are on the field because there could be a condition that as long as Walker is on the field, any rule made by a Walker (even an opponent) must be followed or they can be called out. So then they have to remember both sets of rules and those rules can change every game. Possibly another ‘crime’ could be calling out the wrong rune. As long as the rune doesn’t have a condition like ‘if you don’t do this, you gain a negative status or lose the game’ then you can fake out a rune for something else, like replacing a debuff for an energy rune, or exchanging a buff for extra movement. If the opponent can call out that the rune was wrong, then the player’s card gets no added effect, not even the original one from the rune (unless it was a debuff, they still get that) and if Walker is on the field, they gain a crime counter, but if they don’t call it by the time the card moved from the rune, then that person can get away will a buff, or extra movement, or an energy instead of a debuff.) this makes the opponent have to pay attention to where all the runes are, plus remember which thermoses contain which captured cards, and all the Walker rules. (So many things to remember and keep track of). And with all the dice rolls it’ going to be heavily influenced on luck, plus strategy on how you move your cards, which cards to use, and in what combinations.
Wow…Just where we are right now, this game is going to be so painful to play. I kinda feel bad for Constantine.
I'd say to add one more card type, Realm. Only 1 per turn. Flips the board to the other side. Runes have different meanings on the Ghost and Living Realms.
Not quite an inverse but stuff like Trap runes only catching the same type if being (because intangiblity), the GZ has a Castle rune that is in the same spot as the Victory on the Living Zone.
Cause, we are playing with portals
Can you explain the realm once more? Would it be like a card or would a being need to stand in the same spot as their portal to activate it? And should we add an energy cost to activate that ability (like use up some energy to instead change the realm location rather than heal damage on the portal) or should it just be something that can activate naturally upon a being standing on the portal? (And should it only happen if it’s a portal they control or any portal?)
I do like the idea of the runes changing their meanings depending on the realm. What if some runes don’t become activate except in one realm over the other? This could also make the lying more believable if they choose a rune with a meaning that works in one realm over the other. Or they choose a rune that was inactive and try and gain an ability.
Maybe the victory rune remains the same but it changes so if it’s in the living world it only works on humans and if it’s in the ghost zone, it only works on ghosts? Like a home turf advantage?
To change Realm you would need a Being on a portal you control, with no card. Or am enemy portal but you need a Card and has an energy cost. And the Victory rune change sounds great
I gotta read this sometime. But that sometime is NOT today. Or right now anyways.
Gotta love tumblr! Where else would we create a fictional card game for a writing prompt?
Every single individual that wants to come through the barrier has to beat him, too. It's not enough for the commander of the army to win, every single sentient being has to beat Danny at the game before they can pass through.
Someone finally wins a game (by absolute sheer dumb luck, they have no idea how they do it), and the watching heroes stare in horror. After so many of these challenges, there's only a few still sticking around to watch it through to the end.
They scramble to ready Earth's defence, convinced that this barrier has now fallen and everyone is going to be able to attack again, only ... the barrier snaps back into place the second the winner passes through its membrane.
The board resets.
Danny calls forth the next challenger (he also didn't realise that this would happen, and is internally panicking, outwardly trying to act so nonchalant about it). While the winner is still confused and working out what just happened, one of the watching heroes flies up and incapacitates them.
Danny laughs, and the sound travels hauntingly through the armada. No-one steps forth to meet the challenge.
DP x DC: The Most Dangerous Card Game
Ok so Danny has essentially claimed earth as his. And he is fully aware that there are constant threats to the planet. Now he can’t stop a threat that originates on earth (that’s something he’ll leave to the Justice league) but he can do something about outside threats. Doing some research on ancient spells, rituals, and artifacts, he cast a world wide barrier on the planet to protect it from hostile threats so they cannot enter. This will prevent another Pariah Dark incident. However, barriers like this come at a price. You see, there are two ways to make a barrier. Either make one powered up by your own energy and power (which would be constantly draining) or set up a barrier with rules. The way magic works is that nothing can be absolutely indestructible. It must have a weakness. The most powerful barriers weren’t the ones reinforced with layer after layer of protective charms and buffed up with power. Those could eventually be destroyed either by being overpowered, wearing them down, or by cutting off the original power source. No, the most powerful barriers were the ones with a deliberate weakness. A barrier indestructible except for one spot. A cage that can only be opened from the outside. Or that can only be passed with a key or by solving a riddle. So Danny chooses this type of barrier and does the necessary ritual and pours in enough power to make it. And he adds his condition for anyone to enter.
Now the Justice league? Find out about the barrier when Trigon attempts to attack, they were preparing after he threatened what he would do once he got to earth. How he would destroy them. The Justice league tried to take the fight to him first but were utterly destroyed, so they retreated home to tend to their injuries, and fortify earth for one. Last. Stand. Only when Trigon makes his big entrance…he’s stopped.
The Justice league watch in awe as this thin see-through barrier with beautiful green swirls and speckled white lights like stars apears blocking Trigon and his army’s advance. The barrier looks so thin and fragile yet no matter how hard the warlord hits, none of his attacks can get through and neither can he damage said barrier. That’s when Constantine and Zatanna recognizes what this barrier is. Something only a powerful entity could create. For a moment, the league is filled with hope that Trigon can’t get through yet Constantine also explains that it’s not impenetrable. And clearly Trigon knows this too for he calls out a challenge.
And that’s when, in a flash of light, a tiny glowing teenager appears. He looked absolutly minuscule compared to Trigon and yet practically glowed with power (this isn’t a King Danny AU though).
And that is when the conditions for passing the barrier are revealed. And the Justice realize that the only thing stopping Trigon and his army from decimating earth. The only way he can get through….is by beating this glowing teenager in a card game.
Not just any card game though. The most convoluted game Sam, Danny, and Tucker invented themselves. It’s like the infinite realms version of magic the gathering, combined with Pokémon, and chess. And Danny is the master. So sit down Trigon and let’s play.
(The most intense card game of the Justice league’s life).
After Danny wins, this happens a few more times with outer word beings and possibly even demons attempting to invade earth, yet none have been able to beat the mysterious teenager in a card game. Constantine might even take a crack at it and try to figure out how to play. He’s really bad though. Every time this happens, the Justice league worry that this might be the time the teenager looses. Yet every time, he wins (even if only barely).
Meanwhile, Danny, Sam, and Tucker have gotten addicted to the game and play it almost daily. Some teachers might seem them playing the game are are like ‘awww how cute’ not realizing this game is literally saving the world. Jazz is just happy they aren’t spending as much time on their screens playing Doomed.
All it Takes is a Kiss
Okay hear me out, au where Danny is rounding up champions to join his ghost army upon their deaths, kind of like valkyries for Valhalla. Except the only way to make it work is to get their consent while they are still alive and to plant a kiss on their person. On the lips if they are to die after the age of 24 and on the forehead if they are to die anytime before that.
And Gotham? There are just so many ripe for the taking! How can he refuse?
Jaybin: (whilst busting into the Batcave, running from a very enthusiastic Danny) B! B! HELPPPP
Bruce: (turns to see Danny chasing his son through the cave) King Daniel, you’ve already claimed me, go back to your realm.
Danny: Oh no, I’m here for lil Jason!
Bruce: Come back when he’s an adult. You can kiss him then.
Danny: I’m actually here for his forehead
Bruce:
Danny:
Bruce: WHAT
Can you imagine Pariah Dark doing this in his younger years? Young ghostling Pariah hunting down people for his really cool glowing skeleton army
"hold still peasant and let me give you the kiss of eternal servitude"
Aaannnnnd another DP merch to add to the collection.
fanfic where some poor aspiring serial killer type schlub tries to murder Danny as his first kill, only for Danny to pop up the next day walking around like nothing happened. Wait. What? What the hell?
(Hell is right.)
So he tries again
and again
and again
and it never fucking sticks.
Guy is wondering if he's the American Psycho and it was just all a crazy dream, and maybe he's fixated on Danny because oh shit what if I'm gay? Gets into therapy. Turns his life around. (But still fantasizes about murdering Danny every so often and yeah this is definitely a crush what the actual shit dude-)
Danny, meanwhile, is just watching this jerk lose his whole bag of marbles while he's sipping on a smoothie, rubbing at a few already mostly faded scars. He's sitting at the cross street of amused and annoyed because, "you can't kill what's already dead, loser."
"College is going great by the by, thanks for asking Jazz. Hey do you have any tricks for getting blood out of dorm room carpet that won't get me on an FBI watch list? Because pretty soon people are going to start wondering if I'm the serial killer around here."
Serial killer does some research and chatgpt tells him in a nice reassuring voice that "Everything is totally normal, he's just a gay guy with a list of fairly rare kinks. But there are much weirder things to obsess over than blood, knives and guns. It's nothing to worry about"
fanfic where some poor aspiring serial killer type schlub tries to murder Danny as his first kill, only for Danny to pop up the next day walking around like nothing happened. Wait. What? What the hell?
(Hell is right.)
So he tries again
and again
and again
and it never fucking sticks.
Guy is wondering if he's the American Psycho and it was just all a crazy dream, and maybe he's fixated on Danny because oh shit what if I'm gay? Gets into therapy. Turns his life around. (But still fantasizes about murdering Danny every so often and yeah this is definitely a crush what the actual shit dude-)
Danny, meanwhile, is just watching this jerk lose his whole bag of marbles while he's sipping on a smoothie, rubbing at a few already mostly faded scars. He's sitting at the cross street of amused and annoyed because, "you can't kill what's already dead, loser."
"College is going great by the by, thanks for asking Jazz. Hey do you have any tricks for getting blood out of dorm room carpet that won't get me on an FBI watch list? Because pretty soon people are going to start wondering if I'm the serial killer around here."
my fav sibling duo. brains and brawn Host and Ghost
I had a lot of fun painting this one~ That classic celestial gold and blue combo just can't be beat. I love Agott's character growth though the story, like the phases of the moon, ever changing 🌒🌓🌔🌕🌖🌗🌘🌑
Of all the main characters, I think there's only Olly left to be brimmed haha.
Tim: I know you feed on emotions.
Danny: I beg your pardon?
Tim: I know you feed on emotions. You're an ecto-being, known as Phantom, and you're hiding in Gotham from the government. Your real name is Daniel Fenton.
Danny defeated: Who are you working for? How did they find me?
Tim: Don't worry about that. I'm the only one who knows. Listen, I need your emotional eating abilities. Robin died a few weeks ago, and Batman is losing it. Could you eat his sorrow? Help cut through his fog of grief?
Danny: I- ugh I never tried that?
Tim: Well, now is a good chance to try. Pack your bags, you're moving into Drake Manor as my uncle, and we're going to save Batman.
Danny: Okay?
Tim: You seemed confused. Do I need to explain the plan again?
Danny: I'm not confused. I didn't expect this when I opened the door to a seven-year-old.
Tim: I'm thirteen.
Danny: I'm so sorry. Are you not being feed?
Tim: Everyone blooms at their own time!
Danny: Sure, buddy.
Tim: You-! You will actually do really well at posing as an annoying uncle. You're on thin ice, though. So watch it.
Danny: I'll take that threat more seriously when you can reach my chin.
Tim: How dare you.
And with reach my chin Danny means stand on your toetips and stretch your fingers up as high as you can. Because Danny got his fathers genes and grew into a giant.
"Mom, Dad's Evil Again!"
Dan and Elle end up in the DC universe. They do not realize they are stranded for a while. When they do realize they go looking for ecto rich areas.
They first go to the LOA but when they realize its corrupted and covered in assassins they leave.
They then try Gotham but they see the Territorial limanals and leave.
They eventually find Lex's Kryptonite vault and try to steal it. They are caught but Lex is Vlad's counterpart so they do not immediately flee.
Dan is living with a redeemed Vlad so they don't really see him as a threat.
Lex first believes they are clones that are hidden from him until he realizes where exactly he caught them. Ellie pulls the dad card on Vlad all the time to get out of trouble so that's exactly what she does to Lex. He's very confused about that until Dan and Ellie start yelling at each other about whose fault it is they're stuck in this dimension.
---------------------------------
Misunderstandings that can occur:
- people thinking that clark is female in there dimension because they call danny mom
-jl believing that lex and a fem clark sleep together enough to have 2 kids due to Dan and Ellie
- Dan making a joke about lex and Clark That they must have gone through a very messy divorce and them thinking that's what happened on their end.
Omg I love this!
Imagine Danny coming for his babies in all his giant Eldritch glory, sending out sonic sounds that are just his calling Dan and Ellie’s names in ghost speak. Just imagine the reactions of everyone, especially Lex and Clark(who I do ship, blame Smallville) and the JL to Ellie and Dan running happily to a giant Eldritch horror calling him “Mama”. And the thought of the two eagerly telling Danny that Dad(Lex) is evil again is hilarious, just imagine Lex sweating. Just imagine!
Lex mentally tailing up his exes, before he went bald, and realized: “Oh, I hit that.”
Clark trying to build up an case article on Lex, and be massively confused: “A oh what-”
I'm sorry I couldn't get the idea of Lex straight up looking at a literal eldritch abomination and personified concept of life, death and green and going,
"I probably would, yeah."
Much to the confusion, shock, horror and whatever else of whoever had the misfortune of hearing him in that moment. It's so freaking funny to imagine, I'm so sorry.
John Constantine is in the background just nodding along sympathetically despite his dislike for Lex Luthor.
After lots of hours I've finally completed my DP illustration! I'm glad I got to include a lot of my favorite ghosts!
Close-ups!
Prints will be made soon!
Miscellaneous bad news
The background scene in the sketch was very different—a bit more horror-
I had an idea of a school hallway like background with a couple of dead students (maybe Dash or Wes there) looking like the creatures from *The Last of Us* and in contrast to that horror scene, Sam decorates Pau's hair with blood blossoms while she is in shock
But I’m too lazy... Still, I kept that slightly creepy Sam vibe as queen poison ivy
Camp Halfa
DPXPJO
It started with a late night ghost fight followed by a pre-dawn bus ride.
We'll technically it started with a Birthday gift. It came late as his parents always were with anything not ghost related. An admittance fourm for space camp and a bright orange NASA hoodie.
Fast forward a few months and an exhausted Danny was on a red-eye to New York. He was also still healing a few burns from Skullker's newest weapon.
So can anyone really blame him for sleepily following the first teen he heard mention Apollo wearing the same bright orange as him? Who else would be talking about a spacecraft while wearing such a garish colour if not a fellow camper.
He has a few fuzzy memories about the other teens asking if this is his first year at camp and worrying about how tired he was. How oddly understanding they had been when he 'joked' about a late night fight taking the life outta him. Something about a weird tree and sinking through a not green ghost shield like jello.
Next thing he knows he's awkwardly staring down a centaur in the most aggressive camp circle he's ever seen.
"Well this isn't space camp..." Danny muttered.
"How did you get through the barrier? What are your intentions?" The half horse demanded.
"It's always "Who are you?", "What are you doing here?" And the screaming and the weapons..." Danny whined with a sigh, "Can't it ever be, "Hey there fellow non human, you look like you could use a nap and some food"... No one believes in wholesome hospitality anymore..." the teen trails off.
"Apologies for the weariness, we have never had our barrier respond like that before. Usually you either ARE a halfblood or you AREN'T."
"Oh well I'm definitely half something." Danny snorted. "I don't suppose we can chalk this all up to a 'whoopsy daisies' and let me meander my way to space camp..." Danny bargained while backing up to the weird not ghost shield. He pouted once he hit a solid force instead of the jelly surface he had just gone through.
"Sadly once you are though the barrier, the only way out is to be given a quest or return home at the end of summer." The centaur explained.
"Oh, that's fine! I'm on a quest! A quest to get to space camp!" Danny declared and tried once more to sink through the barrier, even going so far as to try his intangibility. However he only managed to warp the barrier about a foot before he was flung back a few meters. There was a green sticky note on his forehead when he sat up.
There will always be time for space camp. Have fun with your new relatives SON. :)
~CW / Kronos
"Yeah... that smile is a threat." Danny Mumbled as he looked up to the field full of whatever half bloods were. Some were obvious, like the half goats and the half horse, the leafy people were probably half plant. He couldn’t be sure about all of the human looking people though.
He watched as all of them lowered their weapons and seemed to pale, even the previously unamused man with a diet cola can. They were all staring at him like he'd just kicked a box of kittens into a well. Some kept glancing from him to just above him and back in awe.
Hesitantly Danny looked up to see a neon green hourglass glowing above his head. An hourglass filled with grain and embossed with a scythe.
"He's been claimed by Kronos!" Someone exclaimed.
"How is that possible?" Another muttered and suddenly the shocked silence was broken and the crowd was all talking over one another with questions and denials.
Danny glared from the note to the glowing hourglass. "YOU OWE ME! If your sticking me with your messed up family for the summer, this had better be the BEST space camp of my life!" Danny yelled to the sky.