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#we contain multitudes people
caligvlasaqvarivm · 3 months
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CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
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messiahzzz · 5 months
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When I came across that "joke" from Tav to Quill and Z'rell's comment (plus Halsin), I had to take a minute to process what happened. Gale might be a bit silly and eccentric but he's the kindest, sweetest and most passionate character in that party. No wonder the poor man has deep insecurities to solve, so many people reduce him to an easy target! Ofc one of the side effects would be overconfidence and ambition as a defense mechanism. He's obv lonely; only Tara and Morena ever loved him for him.
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his eccentric nature might be a part of it. he is loquacious, outgoing, and doesn’t see the point in hiding his enthusiasm. he is considered to be the weird one. naturally, wizards in general being seen as somewhat squishy and physically weak might also add to it.
personally, i really don’t like the implications of the (widely considered) autistic-coded character being the one who faces the most ridicule by far by other characters and fans (and larian) alike.
some might disagree with me on that, but i don’t find it funny by any means either. mostly it just makes me feel bad. “he deserves it. cocky, arrogant, hubris-ridden wizard needs to be taken down a peg” like he isn’t… y’know… already at his lowest. it also disregards the fact that much of his bravado is part of his carefully curated Great Wizard of Waterdeep™ persona that he has skillfully adopted to mask his general feeling of being defective. being fiercely proud of your skill and knowledge and being doubtful of having something truly worthwhile to offer are mindsets that can coexist. according to fandom, gale is either secret hubris incarnate that is only waiting to be unleashed upon the world or pure baby that can do no wrong. instead of a character that is just as flawed and traumatized as all the others, but no less deserving of genuine love.
to me, the constant ridicule just reads as further feeding into his deep-rooted insecurities and his belief that he (as gale, the person) isn’t someone who holds inherent worth. it really, really doesn’t sit well with me.
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welcometoteyvat · 11 months
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jing yuan and yanqing are giving zhongli and xiao if the latter’s canon relationship was Actually fanon’s made up father figure/adopted child dynamic
#idkkkkkkkkkkkkk who looks at zx and is like 'you know what. this is a healthy parent child relationship'#like girl by fitting them into father son boxes you are actively making their relationship imbalance Worse#if you do that and dont shy away from it i respect that but if you say dad/son makes their relationship more wholesome or whatever like WHY#now i wont deny shippers might do that too but i see the dad son version so much i think im just averse to it by default#also because i think father son makes people actively Try to make their relationship something that its not and it erases a bunch of subtlet#subtleties in it. it's the nuanced r/ship -> entirely unproblematic and flavorless r/ship that i hate#also the number of people who'll block if you ship zx. like damn thats crazy you guys really think theyre father son (fake)???#at their peak they're like. 4000 year old guys who have too much history and repression and some weird entanglement of 'nah im bothering him#too much' and 'gotta protect him w my life' complexes. and then this devolves into theyre never gonna kiss until 3000 more years have passed#listen they just Contain Multitudes idc if you dont ship it just dont make it into dad and son and we will be so gucci#jing.yuan and yanqing are like different i think mostly bc yanqing is actually like a minor and jing yuan is also a normal ish person#plus the light cone and the abouts?? yeah this is an actual like adopted parent/child thing#also good or bad news i caved and am now playing hsr. the plan is to pull yanqing and then go on infinite hiatus in the game 👍#JWKFLJWEK i dont think theres really any draws for me besides him. personally neutral on turn based combat and the open world isn't giving#the only saving grace i have rn is 1) ive gotten to the part where bron.seele is real and man theyre gay 2) trailblazer trio 3) tall female#mc 4) everyone has way better emoting abilities than genshin 5) su.shang's really cute <3#the story doesnt really interest me though its like cool but not mindgrippingly interesting#tbf i think genshin is the same way storyline wise (at the beginning) but the difference is that turn based combat isnt really my thing LMAO#ramblings!#zhongxiao#if you want to filter it out ??
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brookheimer · 1 year
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yes they’re all evil and horrible yes they’re all human and sympathetic yes none of this is new information yes people are inexplicably acting like it is yes it’s annoying to see such surface level takes like ooohhh people have nuances yes it’s even more annoying that apparently that’s necessary to clarify even at this point four fucking seasons in yes i am going to kill myself in the head
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desertsportshipping · 4 months
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The first time Wes pulls off his gloves around Leon, it reveals the dozens of small scars on his fingers and hands.
Leon: What are these from?
Wes: Motor and Sidecar tend to bite if they don't get their food fast enough.
Leon: Is that why you wear gloves?
Wes: No, it's so I don't leave fingerprints.
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allegorism · 9 months
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it's kind of funny to see fanart in which dan heng is being possessive of blade because that's literally the absolute opposite of their relationship in canon. like, dan heng's reaction to blade is literally going "that's no longer my man, someone take him away from me" while blade is making the third weekly attempt on his life. "he wouldn't say that" but in the funniest possible way
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corrodedcoughin · 11 months
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you 🫵 are a delight to be around, even if that includes being a little evil
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pussypopstiel · 1 year
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You can be a rude bitch and goofy and social when youre drunk just ask me and castiel
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myhoneymydaisy · 2 years
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Every person you argue with has loved. Every person you disagree with has smiled. Every person who hates you returns home to a family member or best friend or lover with a cat video to show them. Everyone who bullies you still giggles whenever they see a cloud in the sky that has a funny shape. People are not all black or white, but they have the capacity to contain multitudes, because they are human. Remember that in how you treat and feel about them.
Every person who hurts has been hurt, and every person who is ignorant has time to be educated. Every person is a person – complex, deep, happy, tragic, with the possibility to have good and bad in them. Everyone can change, everyone can be redeemed. Every person was made in God's image, and Jesus died for every single one of them. Pray they come to believe that, forgive their cruelty, and pray for their peace and blessings.
Love changes people. So even when they hurt you, make you angry, or are straight up wrong; love them anyway.
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zmediaoutlet · 1 month
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🛼 🧃
(Thanks for the ones you sent me! Hoping to get to them after work tonight 🤞)
(thank you, too! what's the point of the bluesite if we aren't high fiving each other!)
🛼 describe your latest wip with five emojis
Uhh. Let me pull up the Windows+. keyboard and stare into the distance for a few minutes...
🏚️🥃☠️😭🛫
🧃 share some personal lore you never posted about before
[that feel when you've been on here for a decade+ and have to remember all the shit you've blabbed about in that time]
When I was little I sometimes went to boy scout troop meetings with my brothers, because my dad was traveling for work just about every week and my mom had to take them to the meetings instead, and I was too small to be just abandoned all night on a Tuesday. My mom had this horrible blue Chrysler van and would ferry like 6 boys 'into town' (we grew up very rural) for the troop meetings. This was the non-Mormon troop in town, which a) meant that they actually did camping and learning instead of just churning badges to Eagle, and b) these kids were fuckin' degenerates, lol. There were lots of pranks and assholery and vicious games of shirts-vs-skins pickup football and also good-natured teasing and showing up for each other and trying their best, sometimes, or trying at all if their best wasn't possible. A scout is trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean, and reverent. I don't know if they hit every marker -- I know for a fact that some of those boys didn't grow up to be the best men -- but it was a good thing in their lives, for a while, and sitting in the back of the meetings playing or reading or boredly watching was a good way to learn about the way that boys are. Plus there's this all-time quote, from my mother, after she bought Taco Bell for the neighbor boys and for some reason let Eric get an enchirito: Eric, if you fart one more time, I am throwing you out onto the highway!
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drewsaturday · 1 month
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obviously different people say different things and you can support something existing while still complaining about things not being to your taste as long as you don't comment it on actual creationssss
but sometimes it does get mentally chaotic seeing posts saying you should be allowed to write whatever you want and bad art is okay etc etc and then i scroll down a little more to see people having incredibly high expectations for things that people make for fun and for free in fandom spaces and it's like...
i think there is a gap between seeing our tumblr peers tm as people and creatives having fun, but ourselves as consumers expecting perfect content. you are demanding perfection from those same people you claim to want to support.
???
#txt#i really wish fanfic dot net weren't dying because lowkey.#although the etiquette over there is abysmal i kinda feel like the expectations for fics posted to ao3 is weirdly high#obviously i have my own personal standards but it really does get on my nerves sometimes#to see such a clash between 'uwu two cakes theory!!!' posting and then 'god this trope in fic/this art style/this vidding style#etc etc is sooooo annoying/tired/overdone/bad/ETC'#again it's not always from the same people and we do contain multitudes or whatever i am sure im hypocritical too and#there are things that do deserve discussion and you can have your own preferences as long as you don't make it a creator's problem#and to be okay posting the things you make publicly anywhere you need to understand there#will be people coming at it from both angles i am just#mostly confused about how prevalent those clashy mindsets are within the same spheres i guess#support creators and reblog things etc but only if they're not being cringe haha#and what is cringe changes depending on the month instead of being grateful people are making things at all#as usual i need to remove myself from caring and start creating things#rather than scrolling through so much of these discussions i forget that oh right making things#is supposed to be fun actually and that's what outweighs those negatives#but alas i am here#making nothing and wishing fandom felt more like a community the way it used to for me#instead of finding ways to cultivate that myself lmao#at least having minimal free time excludes me from the content mill grind for now : )
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simptasia · 1 month
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mum and i were almost not able to buy our house because a real estate lawyer heard us casually say i'm autistic and alarm bells went off in her head, because she believed that meant i wasn't mentally capable of understanding what i was signing up for
#and she demanded a doctors note. which not how any of this works#theres no policy that works like that AND gps are not the people who are like#''yup this person sure is a person alright''#she just had heaps of prejudice and she let it affect her job#so a lady from one of those places that advocates for ND and disabled people tore her apart#she lost the 4000 dollars she was gonna be paid. and she got fired#and everybody else from that company that we spoke to was either appalled or pretending to be appalled about this#either way it worked out#i was so upset at the time because it was literally a week before it was time to move???#and i was so afraid of us losing all our progress#plus. yeah i was hurt by the insinuations and the attempted disrespect to my agency#also even if i was cognitively disabled... i think cognitively disabled people deserve to own houses too#i was a fucking adult and i managed to get to every gosh forsaken appointment to sign forms#and then do it all again because what i was signing didn't match what was on my birth certificate!#...not my fault - turns out the nurse wrote my fucking name wrong#anyways. i was exhausted but i did it damn it. so that bitch trying to rob us of our home??? fuck her#6 years later and the house is now 100% mine instead of 50%#and im gonna assume that bitch never got a job in real estate again#she was totally cool with me until she heard the word ''autistic''#and clearly pictured somebody... how do i put this... somebody with vacant eyes who smacks the side of their head when they're upset#not a bad thing by the way! hell i've been that flavour of autistic plenty of times. we contain multitudes!!!!#don't mean we don't deserve to own property. we live in a society!!! let us be a part of it#but yeah that was the most serious case of me being dehumanized due to what i am
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doctorwhoisadhd · 2 months
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I was going to reblog that post you made about RTD being a positive influence on UK politics, but I didn't want to risk you getting slammed so I'm doing it this way instead. RTD is not on our side.
He's already offered a role to Helena Bonham Carter (who defended JKR aggressively for her terf views) for the upcoming season. He wrote terf-lite dialogue into Star Beast. CORR is full of antisemitism. And he hushed up Noel Clarke and John Barrowman's sexual harassment and assault on set. There's probably more if you go looking but these are the ones I remember most reliably.
I'm not saying any of this to be a cunt, if you want to ignore this then go right ahead. But I am so tired of seeing the fandom lose themselves in nostalgia and forgetting that he got booted for a reason. People refuse to work with him for a reason. Nostalgia is not a good enough reason to ignore everything he's done, and everything he's still doing.
He's not here to save anyone. He's a showrunner, not a superhero.
true and real, his fatphobia is awful also, and huh i didnt know the helena bonham carter thing. im def not much for rtd nostalgia bc there are many things about his writing that suck, and i do agree for sure i was just enjoying that i called the trans stuff lol
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ptolemia · 3 months
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“Love itself is revolutionary and if you can’t see that then you should replay the game” oh yeah it’s pretty blatant and obvious I mean a fucking blind mole could see it. There’s a difference between playing it and understanding the message and then playing it through a shipping lense in order to make up shit that never happened so you could make mid fics + art while also ignoring the character’s actual traits.
Some people just like to frollick through media cuz the characters are hot and they need some masturbation material.
… yeah? Life is short I hope everybody who wants to frollick and jack off has the opportunity to do both as often as possible.
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scattered-winter · 11 months
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i feel like romantic love is so overused cause people think they need it so they force themselves into it and thats why so many people are unhappy, and then because community living has been made inaccessible so many people who arent willing to go through the pain/annoyance of a bad relationship (platonic/familial/romantic, aro/ace/straight/etc) just end up "alone" in a sense because their friends and family put so much pressure on it. maybe im insane idk
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yeah no you're so right. and there's also the added element of all the friends and family members inevitably getting romantic partners of their own and essentially leaving aspec ppl behind because like. I may be a good friend or whatever but the way society kinda frames romance makes any romantic partner automatically the Most Important Person in my friend/sibling's life so even if we've known each other our whole lives there's still the expectation that they'll treat their romantic relationship w someone they haven't known as long as more important than their friendship with me. and this has happened sooo many times growing up and its only happening more and more as I get older and my friends and siblings all start getting married off and idk. there's loneliness in that because I'll never have someone who I'll be the Most Important Person to. but if anyone even IMPLIES that me being aro means I'm gonna be lonely and sad because I'll never get married I'm ripping their throat out lmao
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cryptojuice · 6 months
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take this with a grain of extremely drunk but at this point I'm my journey? now? I'm like literally the idealest person in the world and I think everyone else has something wrong with them
#is it autism? is that why people don't just fuckin communicate with me?#my autistic superpower is im TOO GOOD at communicating and everyone else is behind me.#im already in the 'so how do we meet our needs' stage when other people are in the avoidance stage or the self awareness stage#idk. idk. fuckin tired of it#tired of games tired of excuses tired of IMMATURITY#tired of being more grown than people in their mid 30s. tired of being more grown than my parents in their mid 50s#tired of being the ONLY person i know ACTIVELY working on their flaws and making progress#maybe others are just working on things i dont notice and maybe others dont notice what im doing. but idk. people have seemed to notice.#is it because im becoming buddhist? am i like more fucking enlightened or something?#i would hope that wouldn't be the only thing causing such a disconnect cause that sounds fucking pretentious#im drunk cause i was upset. remember yhis if you're reading these tags#im not upset anymore cause i got drunk. and made a really good omelette#but yeah i feel so different from other people. so much better and also so much worse. hashtag paradox#best communicator deepest thinker most compassionate soul. also most horrible awful sinner#↑obsessed with the concept of sin in a fascinating way for someone who doesn't Believe in it#yes im a sinner yes im a real sex demon from hell no hell doesnt exist yes reincarnation is real yes i am buddhist yes i believe in ghosts.#i contain multitudes#anyways#i was supposed to *** ** ***** *** today and i didn't so I got grumpy i guess#i really need to practice the principles of detachment#I've gotten a lot better at patience and calm and meditation but i still care so much about inconsequential shit. enough to drink it away i#i should sleep i was trying to fix my sleep schedule the last two nights#but i don't want to. i want to drink and have fun and maybe cry#we'll see#doubt anyone is gonna read this it's mostly for me#gonna tag this#therapy#so i can find it if i need it#i just miss my girlfriend man. but she stood me up again without a word and it's disrespectful#and i know I'm gonna forgive her
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