Some FNaF stuff I finished up last week
You do NOT have my permission to use, trace, copy, repost or edit in any way

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Some FNaF stuff I finished up last week
You do NOT have my permission to use, trace, copy, repost or edit in any way
How do to a spell
Research what you want your spell to do. For example, I need to do a spell on helping me overcome anxiety. I would research herbs that deal with happiness and joy. Chamomile, catnip, and lavender could all be used for this. If I wanted to add strength to help me stand my ground, I would find some oak. I would also add peppermint to ward of negativity. And because I love bay leaves, I would add them in too. That helps for protection and strength.
I would mash them all up in my cauldron, and mix them all up. I then would go to my crystal collection and pick out amethyst and crystal quartz. Amethyst would be for emotional issues and crystal quartz would be for helping with communication issues.
I would make a satchel, or poppet and stuff my mixture in. I would then light a candle, I’d say white for purification, and say a prayer helping me to aid myself in my endeavor to overcome my anxiety. I would write out the reason for said anxiety be it in point form, poem or bullet form (doesn’t matter how you choose, it’s the intent), and then burn that paper in my cauldron (but making sure all debris is gone).
Blow out white candle (never leave a candle burning. I once scorched my altar as I got distracted upon exiting the room). And then be patient until results appear.
Let it be known that there is not a wrong way to do spells. This is just how I would go about it! There are so many ways to do spells. What is one way you do a spell?
A reprieve from the rabbid posting for more on those other funny guys with guns. No, not the actually popular ones.
So I've shown Poppett and explained her basic kit, explaining her to be the mobile close-range damage specialist of the cast, but when going back to touch it up tonight I think I've ended up making her one of the most technical characters in the cast.
Her basic weapon, the Blitzum Launcher, is simple: it's like a Splatoon Blaster, at least one of the more rapid-fire types, though it still has notable gaps between shots. This can be alleviated briefly with its alt fire, which lets you queue up to 3 shots to fire quickly in much more rapid fashion for a quick burst.
Her accessory, Bubblegum Bomb, is also pretty basic. She throws a gummy explosive that sticks to terrain, then after a short delay it explodes, doing a small chunk of extra damage and applying a sticky muck to enemies that slows their movement for a few seconds
It's her movement abilities that make things get a little nutty. Her basic normal movement ability is Pop Dash, a solid burst of movement that launches her forward, and can be aimed up or down to alter her trajectory. The ability is on a fairly short cooldown and has two charges, but getting a kill will refund one of these charges. The burst of speed is solid, but is lost pretty quickly once you hit the ground... unless...
Poppett has two "passive" movement abilities also enabled by her roller blades: Wall Ride and Roller Slide. Hold Crouch or Jump next to a wall to ride it, sliding along with your current momentum. You can also jump off the wall to gain a burst of speed in the opposite direction. Roller Slide meanwhile is performed by crouching on the ground with significant extra speed in any direction, or down a slope. Roller Slide has the benefit of maintaining your existing momentum, and also lowering your hitbox, while not limiting your ability to perform other actions like aim and shoot. These small mechanics (in theory at least) allow you to take bursts of speed and potentially extend them much farther and more fluidly than other characters.
There's also two alternate roller blade options which augment what her movement is capable of. The Air Riders trade one of your dash charges and the ground slide for a more potent single dash and a double jump that can maintain or alter your midair momentum. Meanwhile, the Heel Boosters replace the sudden burst of movement with a less extreme constant boost to forward movement (including while sliding and wall riding) limited by a meter that recharges gradually when not in use. You can even charge the boost in advance for a Sonic-like initial burst of speed by crouching.
The goal of these small movement mechanics alongside a more conventional burst movement option is to make an aggressive character that can make use of really expressive movement. Lucio Overwatch is (perhaps obviously) a big inspiration here, as his freeform movement is delightful, but feels somewhat wasted on a hero with mediocre damage and passive abilities that promote playing with his team, juxtaposed to a cooldown-free movement ability that encourages going wherever you want as fast as you want. Lucio rollouts are sick, but once you're there you don't exactly. Do much. A pro Lucio can disagree with me, but personally I wanted to give movement like his to a character that not only wants to get close, but outright needs to. Poppett's weapon has a hard limit to its range before the shots explode midair, so she has to get in close to be effective whatsoever. While I think basic big abilities would accomplish that playstyle, I really want the smaller mechanics to add a sense of flow that I think could be really cool and make Poppett one of the most rewarding and interesting characters to play.
This isn't a full character post yet, I didn't go in-depth on her weapon and accessory choices, but just my random late night ramblings that occured to me when refining my notes.