Team E-scope plays 'What If?', becomes unstoppable
During their morning jogs, Izzy starts making a habit of playing 'What if?' Neither Eva nor Noah take it seriously at first since they think she's just spouting off random questions. So she decides to turn it into a more involved 'What would you do?'
It starts off simple enough for Izzy.
She asks Eva "What would you do if I bit you?"
"I'd throw you into a tree."
"Cool!" says Izzy, as she immediately bites Eva. Eva commits to her promise. Noah's not quite sure what either of them expected.
It goes from things Izzy can quickly do to hypothetical scenarios. She refuses to leave the subject alone until at least one of them engages her. They also start going from 'what would you do' to 'what would we do'. It's more fun because it makes it more likely that Eva and/or Noah will start playing along. These hypothetical scenarios include:
What do we do if a zombie apocalypse hits?
What do we do if one of us might be an imposter?
What do we do if one of us is forced into villainy?
What do we do if one of us wants to go into villainy?
What do we do if we wake up with no idea where we are?
What do we do if we all turn into worms?
The next thing any of them know, they're coming up with actionable plans for these scenarios. Izzy comes up with out of the box plans, Noah comes up with clever plans, and Eva makes the plans simple so they're actually doable.
Zombie apocalypse? Izzy's the Scout, Noah's the Medic, Eva's the Heavy Hitter. Imposter? They each start developing two different code phrases to confirm who they are depending on who's asking. Villainy? Start a riot if it's forced, and start a different kind of riot if it's not. Transported? Go to high ground, kick ass as needed. Worms? Vibe.
They even start coming up with legitimate plans for how to take each other down if need be. Izzy and Eva have a plan for how to take down Noah. Noah and Izzy have a plan to take down Eva. Eva and Noah have a plan to take down Izzy. And each of them has a plan for how to take the other two out individually and together. They extend this courtesy to their other friends. Not out of maliciousness. Except for Justin and Alejandro, those ones have a good amount of maliciousness. It's mainly just because it's fun, and you never know if you might need it. Izzy even finds a safe house for some of their plans.
They develop so many plans that Eva's having a hard time keeping track of them. She's no Izzy or Noah who can just memorize things quickly. One thing that does help her concentrate is her music. So she starts associating plans with songs.
She won't admit to it at first because she's a bit self conscious about the intelligence gap. And that frustrates her. And that never goes well.
It's not until she accidentally hums a song under her breath during the creation of a plan that one of the others notices, and she confesses it while doing her calming exercises so she's not yelling at them for being know it alls treating her like an idiot.
Noah and Izzy just look at her because holy shit, that's a great idea, and they're rolling with this now. Having songs for each plan means that if they ever need to actually use them, they can say something like 'Track 34'. They'll immediately know what to do, and no one else will be able to catch on. If they need to be more subtle, then they can just hum the song or play it out loud.
They need to know how Eva's playlist works now, and they might end up suggesting some of their own songs for newer plans. They won't mess with her current playlist. It'd be a dick move to force her to unlearn her own associations when she came up with the idea in the first place.
Eva's definitely not tearing up for having supportive friends. Shut up. She's punching a tree now.
And that's how Team E-scope solidifies themselves as an unstoppable force of nature when provoked. Through the power of actually making plans, and unbreakable friendship.
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(Image description below 'read more' line.)
[Image ID: A four-by-four alignment chart on a white background with text descriptions to the left and to the top of the squares.
The top left description reads, "seems like they'd be good at parenting." The top right description reads, "seems like they'd be bad at parenting."
Then, from the top down, to the left of the squares, the other set of descriptions reads: "excellent child rearing instincts," and "never trust them with a child in your life."
Each of the four squares contains an image of a different character. At the top left is an image of Lan Wangji of the Mo Dao Zu Shi donghua. He sits between the descriptors "seems like they'd be good at parenting," and "excellent child rearing instincts."
In the top right square sits an image of Wei Wuxian, also of the Mo Dao Zu Shi donghua. He sits between the junction of "seems like they'd be bad at parenting" and "excellent child rearing instincts."
In the bottom left square is an image of Xie Lian from the Tian Guan Ci Fu manhua. He occupies the square with the captions, "seems like they'd be good at parenting" and "never trust them with a child in your life."
Finally, in the bottom left square, sits an image of Hua Cheng from the Tian Guan Ci Fu manhua. He occupies the junction between "seems like they'd be bad at parenting" and "never trust them with a child in your life". /End ID]
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I didn't want to hijack/derail countessofbiscuit's post about opinions regarding Codywan, but another thing for me--and this is actually much less about Codywan than it is about certain writing choices in clone/Jedi ships--is that I like seeing clones as the heroes of their own story, as actors who effect change for themselves without needing to appeal to a more powerful person as though they're helpless to do something themselves. I understand that there's some amount of fulfilling the wish for a more ideal world/a monumental righting of wrongs in writing something where a Jedi is made to understand 'slavery = bad' through their relationship with one of their soldiers, then becoming an unrelenting moral crusader on behalf of all clones, but a lot about that dynamic really does not do it for me. (I could probably articulate why but it might take me a few days to separate out all the threads of that tapestry.)
Come to think of it, a reason I like Republic Commando so much is that it very much does not do that. The decisions our characters make don't have a sweeping impact that upends the entire system--they don't have the power to do that individually--but they do make their own, meaningful choices with what they do have the power to do, even if it's just on the level of "throw my dress blues into a trash compactor and walk off base never to be seen by the wider world again."
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