1. Connie is the Amy Santiago of the office, Dorothy is OBVIOUSLY Jake Peralta, Portia is Gina Linetti, Henry is the Rosa Diaz, Alex is the Terry Jeffords, Treville is Captain Holt. Monty can be Charles Boyle.
2. Dorothy and Henry always lean in too hard on creating false identities for a case. Their storyboards often take up much of the whole office, until Alex puts the kibosh on it with a limit of “write out only the top twenty personal details, the rest should just be improv”.
3. Anne, a flashy and heroic Lieutenant promoted to another department, is Dorothy’s idol, much to the chagrin of her more cool and collected Captain Treville; until Dorothy realizes how Anne’s playing favorites, love of public attention, and muddying the ethical waters to achieves success has poisoned her legacy and caused problems for people like Alex, who are responsible for cleaning up the messes she made on her way to fame and glory.
4. Portia womans community outreach, public safety campaigns, and holiday parties for the station. She works hard for Treville’s much-sought-after approval, usually with Monty’s assistance. Several of her campaigns focus rather heavily on Henry for a time–he’s just too dashing in uniform, perhaps?
5. Dorothy falls in love with Connie the first time she sees her cleverly trick a perp into unloading his entire scheme while on videotape. She then falls a little harder ten minutes later when she sees Connie left the last powdered sugar donut on her desk hidden under a napkin. <3
This insectile construct skitters around on metallic legs, its manipulators clacking and glowing eyes searching.
XP 3,200
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 75 (10d10+20)
Fort +3, Ref +7, Will +5
DR 5/adamantine; Immune construct traits
Weaknesses sunlight dependency
OFFENSE
Speed 40 ft., climb 20 ft.
Melee 2 claws +15 (1d8+4/19–20 plus grab)
Ranged spark +12 touch (2d6 electricity)
STATISTICS
Str 19, Dex 14, Con —, Int 17, Wis 10, Cha 11
Base Atk +10; CMB +14 (+18 grapple); CMD 26
Feats Improved Critical (claw), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Acrobatics +12 (+16 when jumping), Climb +22, Knowledge (engineering) +13, Perception +10, Stealth +12
Languages Common; shortwave 100 ft.
SQ rebuild
SPECIAL ABILITIES
Rebuild (Ex) Aballonian machines are capable of improving and adapting their designs. Each Aballonian starts out with one of the abilities listed below. For every two additional abilities it possesses, its CR increases by +1. Aballonians may also add the customizable abilities of animated objects, increasing their CRs by +1 for every 2 Construction Points spent in this way. (They are already considered metal.) Aballonians may adapt of their own volition, but it takes 1 day to add each additional ability beyond the first, and they must also possess the rare materials necessary to make such improvements. An ability can only be gained once unless stated otherwise.
Gain a plasma cutter that deals 1d6 points of fire damage on a melee touch attack.
Gain advanced treads that increase base speed to 60 feet.
Modify chassis to gain a burrow, climb, or swim speed of 60 feet. This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type.
Add a radar dish that grants blindsight 120 feet.
Gain an additional claw or slam melee attack (1d6 damage).
Lengthen arms to extend reach by 5 feet.
Gain the rend special attack (2 claws, 1d8+6).
Add armor plating to gain a +4 natural armor bonus to AC.
Harden systems to gain resistance 10 against a single energy type (acid, cold, electricity, or fire). This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new energy type.
Shortwave (Ex) An Aballonian can communicate with nearby Aballonians via invisible waves. This functions as telepathy 100 ft., but only with other Aballonians. In combat, if any allied Aballonians within range can act in a surprise round, all of them can.
Spark (Ex) As a standard action, an Aballonian can launch an arc of electricity at a nearby creature. This attack has a range of 20 feet with no range increment. In addition, whenever an Aballonian makes a check to maintain a grapple, it can use its spark attack against the creature it is grappling as a free action.
Sunlight Dependency (Ex) Aballonians gain their energy from light. In areas of darkness, they gain the sickened condition.
ECOLOGY
Environment Aballon
Organization solitary, pair, or network (3–6)
Treasure standard
Aballonians are intelligent, self-modifying constructs.
The stat block presented here represents only the most basic type, with much larger or smaller variants taking the form of gargantuan excavators, gliding solar-powered flyers, ribbon-like serpent creatures, disembodied processor intelligences, or stranger designs.
for the ask thing about ships do Henry/portia from a4o
Henry/Portia:This one was hard bc they had a lot of chemistry in the beginning of season 1 that I didn’t feel like I saw as much of in season 2. Henry was a jerk in season 1, with the minimizing of Portia’s feelings, encouraging her to play into stereotypes that made her uncomfortable, and coercing her into being a part of things she didn’t want to do.
Then in Season 2 I feel as though we hardly got to see Henry’s thoughts and feelings bc he was with Treville on the “other team”. Portia was clearly still upset and didn’t trust them, but we never got to see why Henry would want to still be with HER despite being on the opposite side and clearly upset enough to be VP against her. And so their big kiss and secret sexytimes rang a little hollow, since there weren’t many moments earning that feeling of “well, of course they can’t let each other go!”