#“no stop that's not what we meant”
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quadrantadvisor · 16 days ago
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Thinking about DP x DC Jason Todd being a revenant again. Here's my scenario. Jason gets called that by some ghost. He's like "what the fuck is that supposed to mean?" He's heard the term before but he doesn't know any actual lore. He googles it. He scrolls past the Leonardo DiCaprio bear movie. He opens the wiki. Sees the words "animated corpse" and gets a chill diwn his spine. He starts reading the first section.
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He closes Wikipedia.
That night he has a nightmare that his family buried him, again, this time with precautions. He wakes up in his own grave, full of stones, too heavy to move, to scream.
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onlydragonsmaychange · 1 year ago
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Nature developed humans, and look how well that turned out.
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xxplastic-cubexx · 19 hours ago
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me Omw to annoy you about more Francesca content 😼😼
you and my entire inbox my friend strap in everyone this is gonna be The Francesca Mega Collection. part one The Bed Collection ft You HAVE To Click/Tap To Read Anything ESPECIALLY The Asks
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thank you for joining me for the Francesca Bed Collection im going to pass out
#xmen#xmen comics#cherik#charles xavier#erik lehnsherr#professor x#magneto#francesca the cat#snap sketches#OK HI HERE been tryin to posts this for ten asks now cause i severely underestimate the speed of my inbox once it picks up#ironically my sis dropped her cat off for the weekend so. i have much fran inspo LMAO she loves doing the bed thing i confess..#i will be candid and say right now that like. two(? maybe just one) of the asks in this post arent fran related#theyve been sitting in my inbox for weeks but they were used for inspo in this post SO IT COUNTS IM POSTING IT TO FEEL LESS GUILTY OK !!!!!#these arent meant to be a cohesive story or w/e but i mean if you try it can prob be. at least the last two#i was gonna try to knock out all my fran asks today actually but 1.) i underestimated how slow i draw#2.) i got to the thirdv (i made it first in this list but i mean he cutie in the third too..) comic and my brain decided i drew erik too ho#and ive decided to dedicate the rest of my night praying for forgiveness for my lascivious thinkings <- they will continue#but yeah like i said i have all the comics and the sort sketched out buuut i might redo one of them#its kinda nsft flavored (but still cute + sfw) and thats not usually a prob but the asks themselves are wholesome i felt awkward jerLJLK#maybe ill repurpose the beginning panels ... or hell maybe ill just finish them and post them as is#spoilers its more Superhero Roeplay bullshit so it can def be posted on its own without fran.. idk ...#we know how my brain goes Thats Why We're In This Sitch once im given an inch i run a marathon and i dont stop#i be having such intense visions im gonna throw up. anyway wtf was i saying i forget. oh well thaat means EnjoYWAIT I REMEMBER#im tempted to close my inbox for a bit just until i clear out all the asks i wanna draw and ik i dont HAVE to draw them#but as ive said i get visions so easily ...... and i must see them realized ... but then id miss talking to everyone :(#so we ball is simply the answer. ok fr enjoy now LMAO BYYYYEE im gonna go redraw some old stuff i think to wind down#maybe ill touch one more asks cause . cause like Many Of Them its got stuff ive been wantin to draw all week ... heh ...#ok bye we'll see what happens im not checking over these if theres a mistake then by god theres a mistake BYE
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claraoswalds · 6 months ago
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It's racist, my dear, to be blunt. People come from outside, they think we're all witches and druids. For God's sake, child, you walked into a piece of string!
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casualavocados · 2 months ago
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I'm not finished yet. ...[🎶!]
KISEKI: DEAR TO ME Ep. 13
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caligvlasaqvarivm · 10 months ago
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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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firefly464 · 5 months ago
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Because you are love
Version without text under the cut!
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anglerflsh · 1 year ago
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get Apollo'd idiot @sheerunfilteredhubris
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aq2003 · 1 year ago
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really love how throughout a lot of smith and jones martha is really skeptical and apprehensive towards ten (+ one of my favorite exchanges between them - "what, people call you 'the doctor'?" "yeah?" "well, i'm not. far as i'm concerned, you've got to earn that title."), not taking everything he says at face value, even doubting the fact he's an alien until over halfway through the episode.. And like. i really truly think the thing that wins her over isn't him kissing her or any of the other insane mixed messages he manages to send, it's this scene here, where he /earns that title/ in her eyes:
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(+ david's bit in the commentary, where he says: "[the doctor] has actually sacrificed himself, and - i would say, that that final act of selflessness is what finally, eventually, welds martha to him. [...] and she now returns it. she returns that act of selflessness.")
this is what their relationship is built on. it isn't about martha being the second-best replacement to rose or a rebound or whatever. bc it isn't really about rose. it's about doctor-in-training martha meeting someone (quite literally, "the doctor") whose ideals she aspires to, and doing her best to be the same person to him as he is to everyone else. it's about ten in return admiring her intelligence and inquisitiveness and how she cares for human life, recovering his compassion, letting himself lean on her for support - and then remembering at the most inopportune moments that he's supposed to not need anyone and be on his own forever. And around in their little nightmare loop they go where they save each other over and over until one of them breaks
i've seen ppl look at martha and go "why she does she admire/why is she so in love with ten if he acts like that to her?" or something along those lines and like. it's not just the fact she's in love with him (in fact i'd argue she actively tries to push it aside post-gridlock). it's the fact that she knows he's the kind of person to put everyone else's lives/well-being over his own. she trusts him to save her when she's in trouble even though it's been like two days at most that they've known one another bc she recognizes that same "deep all-encompassing drive to help others" in him. and she also recognizes, much much earlier than him, that he needs someone to save him, especially when he's unwilling to save himself. and yeah for a bit she thinks he returns her feelings and is just playing hard-to-get, but she realizes pretty early on that this probably isn't the case, and i think that realization fully solidifies here:
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(this is when she's listening to ten talk abt gallifrey). And idk it might just be me but i think this expression isn't just her empathizing with his loss. it's also guilt, for wanting something from him that he's clearly unable to give when he's wracked with so much grief. (and you see it in the next episode, where tallulah asks if they're together and martha says for certain that they're not, and that he doesn't know about her feelings for him. she keeps everything to herself bc she now knows that when he shut her flirting down at the end of 3x01 it was the genuine reaction of someone who a) isn't interested and b) is scared of getting close with someone else again)
freema described their dynamic as "she's keener than him" and i think about this all the time. martha doesn't really take what ten throws at her. what she does instead is constantly poke holes in his already-failing front of "i will show someone the wonders of the universe so i can ignore what is wrong with me". what she does is stand up and fight him when he tries to go off on his own. what she does is put aside her well-being in favor of helping someone - just like what she saw him do for the people in the hospital when they first met. tldr, that's the doctor and his doctor and rip martha you would've loved who's gonna save u now by rina sawayama
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necrotic-nephilim · 5 months ago
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there is not enough femslash in batcest circles. the girls deserve to be just as weird about each other as the boys are. if BruDick gets to be weird father/son/brothers/lovers/friends/rivals/soulmates then it is only fair that Babs/Cass get to be mother/daughter/sisters/lovers too. Something about that deep intrinsic but undefinable love that is born out of trauma, especially if you consider Cass not knowing what healthy love looks like in the first place. i think it's fun and deserves just as much fandom content.
besides that, you can get even more niche with rarepairs like Helena/Steph. Huntress/Spoiler: Blunt Trauma is already a fantastic comic and even though it's their only real canon interaction it has so much potential. very comparable to TimJay in how Helena tries to get Steph to understand her morals and the corruption you could play with it.
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batman: huntress/spoiler: blunt trauma (1998)
that comic also highlights on how both Steph and Helena are outcasts of the Batfamily and don't have the approval of Bruce to be doing what they do in "his city". I think there's so much Potential in Helena taking Steph under her wing because Bruce won't let her in and it becomes a weird codependent toxic sapphic mess. I think the protectiveness Helena feels over Steph from the get-go is so clear and the way she wants to look out for Steph, wants to make sure Steph understands the real world? I love them. Helena should be allowed to steal Steph, actually. I think it'd be fun.
there are a lot of other possibilities too like Babs/Steph or even getting weird with Helena Bertinelli/Helena Wayne and the existential question of "is it selfcest or not." But these two specifically live in my head rent-free, especially Helena/Steph and one day I'll convince everyone else to ship it too.
#batcest#necrotic festerings#how do i tag ships that are almost non-existent#helena bertinelli x stephanie brown#cassandra cain x barbara gordon#as resident huntress fan my answer to the is helena w/helena b selfcest depends entirely on which version of helena wayne you're using.#pre-crisis!helena wayne/pre-flashpoint!helena bertinelli? yes i agrue is selfcest adjacent at least#because helena bertinelli was meant to be an adaptation of helena wayne#if it's jsa (2022)!helena wayne then it's *not* selfcest because they co-exist in the same universe#and according to current lore helena wayne was named after bertinelli and took the name huntress in her honor#which is a *choice* for sure but that's a different post#i still think shipping them is super fun in a “don't meet your heroes” sort of way with helena wayne time travelling#and then potentially running into bertinelli and realizing she's not what wayne thought she was and it being weird toxic shit#as for new-52 helena wayne. i do not acknowledge her and will not comment.#*god* I hate new-52 huntress.#(imo it would be selfcest tho bc they tried to make helena wayne a bertinelli clone. so. there's that.)#i'm going to write a helena/steph fic some day and none of you bitches can stop me#yeah yeah we have stephcass but y'all have sanitized the fuck out of that to convince yourselves it's not batcest and that made it boring.#and helena/babs is neat and all but i prefer helena/zinda when it comes to BoP ships#i should've included panels for cass/babs but it's been a while since i read batgirl (2000) so none immediately came to mind#i have a *lot* more helena/steph thoughts but no braincell to word them. know i will talk about them again.#they got one whole comic and now i won't let them go#also cass/helena is fun for combating morals and the complicated batgirl mantle#cass wears the batgirl suit *helena* made y'all think i can't make that romantic bc i can and will#if we have robin pile then give me batgirl pile#babs/helena/steph/cass hell throw in bette too.
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bmoreisapunkrocktown · 3 months ago
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"Children should be dragged kicking and screaming to school and the doctor's office and grandma's house and the park" is not and never will be a pro-child opinion.
If your kid doesn't want to go to school so much that they throw a temper tantrum and scream until they go hoarse, and your response is "shut up because you have to go" the problem is still you ignoring your kids needs and you're a shitty parent.
#I always remember a fight I got into on Reddit about this woman complaining that her kid hated broccoli#Because SHE had power and her 4 year old did not this meant that every meal had to feature broccoli#So literally every meal was a fight with her 4 year old and she called it a “power struggle”#Ma'am he's 4#The complaint was he's manipulative and awful and bratty because when he started crying his dad would say he didn't have to eat the broccol#She literally described her own toddler as spoiled#Anyway we as the audience were supposed to side with her against her indulgent husband since she was a SAHM and knew everything#My comment was obviously stop trying to make him eat broccoli?#Her response was that children HAVE to eat vegetables and I wouldn't understand bc I didn't have children#If she didn't force feed her toddler vegetables the vegetable police would shoot her or something#When I said yes but there are dozens of types of vegetables why can't he eat a carrot?#I was informed that she controlled what he ate and he needed to eat what she fed him#Like the only person causing a fight is you#You are unhinged and that child should not be in your custody#But somehow I was crazy for saying that if your kid doesn't like something don't feed them it?#I was told children have to be force exposed to things they don't like especially if they don't like them#So they don't grow up to eat limited diets which is apparently more embarrassing than your kid crying so hard he throws up#And refusing to eat any food that you prepare#But I'm the crazy one!
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camzverse · 8 months ago
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made their suit designs + them out of suit and some doodles in the middle Yaayyyy ilove spiders
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tumanaa · 21 days ago
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I actually enjoyed The Substance. I think it did what it needed to do. I feel like the people who didn’t like the movie were looking for something else. Some happy straightforward story of a woman who learns to love herself and punishes the men responsible for having her believe otherwise. But real life isn’t like that, simple and easy, and women aren’t passive victims. The movie is about the beauty industry and how it affects women predominantly. So the movie is about women. The audience isn’t stupid, we know the role men are playing and the movie makes it clear: the men are vulgar, old and gross; they leer at women half their age and half naked; Harvey (which could be a play on Harvey Weinstein 🤷🏻‍♀️) literally says something along the lines of ”I made her to be perfect” when talking about Sue. They are the ones who stand to profit, and while Harvey and Elisabeth appear to be close in age, Elisabeth’s career is ending, whilst Harvey’s is as good as ever, so long as he can produce another young beautiful thing. There’s no need to say “men are bad” for us to know that they are villains. Yes there are pornified scenes bc the movie itself is vulgar and obscene, it’s meant to evoke strong emotion; it’s satirical and absurd. At times I was at the edge of my seat, or with my hands covering my eyes, or bursting out laughing. All in all, the two hours flew by bc I was immersed. I get that not everyone has the same tastes with regards to such sensitive topics, but this is just one way of making a social criticism. Finding it tasteless and vulgar does not mean it’s misogynistic or that Fargeat is a misogynist, I believe she was clever and bold. And it’s so obvious it’s satirical lmao. Finally, women are active participants of the beauty industry, so yes, just as women inject Botox, Sue was injecting bone marrow to make herself beautiful. She couldn’t stand Elisabeth, the same way many young women can’t stand the thought of aging. That doesn’t mean Fargeat is blaming women for the way society views older women, but rather a representation of the many ways women react to a society that is hostile towards women aging.
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vaguely-concerned · 11 days ago
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I don't know what I love more, the fact that as rook you can make a statement in NO uncertain terms that you are NOT responsible one way or the other for the theological implications of the shit you're discovering in the 'regrets of the dread wolf' memories. not my jurisdiction. quite simply none of my business. not my chantry circus not my chantry monkeys. irrelevant to the matter at hand here we'll kill that god if we get to him he can get in line. or if the best thing about it is seeing the lone little 'lucanis approves' that pops up right after choosing it. corvid with a knife about to commit deicide keeping it real and sensibly, pragmatically, wilfully agnostic with me here in this magical lighthouse today
#we do not see it. we cannot read all of a sudden.#rye having war flashbacks to watcher conferences and firmly going 'we are *not* getting derailed by the metaphysics here folks'#rare stern moderator/dad hat moment from ingellvar lol. he's Seen Some Shit in his time (debates that raged over the multiple#and not always concurrent life times of the participants involved. ain't no academic rivalry like watcher academic rivalry#because watcher academic rivalry doesn't stop even when everyone involved is dead. and the rest of us have to live with it)#I. do not think the way I'm getting this quest is how it's meant to be experienced so I'm a bit at a loss as to how to pace it out#I've been an annoying little completionist so I have ALL the statues and could just marathon it out#but that does not feel like the best way for the story and upcoming reveals to work. hm. how to do this#I'm supposed to go fail to save weisshaupt right around now I can't be having study group with all of you rn as much of a delight as it is#rye is nominally an andrastian as mainstream nevarrans generally are but as I gather is the case with many of the watchers#what he *actually* believes in is the grand necropolis itself haha#(and the philosophy of history memory death and relationship (as well as responsibility) between the past and the present#and indeed the future that it represents. we have a duty. to what has been to what is and to what will come after us. good shit)#the nevarran/mortalitasi element just makes their lack of care or respect for chantry orthodoxy *mwha* that extra bit special#the nevarran lack of concern bordering on quiet condescending disdain for official chantry doctrine and policy my beloved#dragon age#dragon age: the veilguard#dragon age: the veilguard spoilers#dragon age spoilers#poor harding really is living through the most relentless 'if this is the maker testing my faith he sure be testing me' gauntlet of all tim#good news: god might be real! bad news: god might not even be a real thing but more like a magical accident or vibration or something#honestly tho. if we could get full lovecraftian incomprehensible to human conception the maker -- He is a particle and a wave style --#that's the only way I'd be cool with him or them actually answering the question of his existence. that'd be kind of sick#'yes. but no. but maybe. depends on how you define god. and exist. and he. and does.' *ingellvar sets of the METAPHYSICS!! klaxon#that's a time out folks good game but easy on the jargon and navel-gazing definition of terms next round#rye and lucanis have some slightly differing views about at what exact stage of a problem murder becomes a valid solution#('well you just kill them and then I'm the one who has to deal with the next much longer part')#but they're surprisingly kind of vibing on a lot of other stuff lol. good for them <3#oc: Ellaryen Ingellvar
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crash-bump-bring-the-whump · 6 months ago
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Psst this is just some advice from someone who grew up with the Wild West version of the internet but:
Just don't engage with mean spirited asks or people.
They want attention. Don't give it to them. Delete it, block em, scroll away, take a deep breath, and move on. They want to waste your time, so waste theirs instead.
They came into your house and tried to start shit in probably the most milquetoast way possible, so just block, delete, and move on. Don't even mention that you did. It'll be a fun little thing that you know and they know but no one else knows, and that's so much more satisfying.
Nothing you can say will "win" the conflict or change their mind. Just put them in time out by deleting their ask and you'll feel much better. :)
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lorepossum · 9 months ago
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….y’all do realize that GBA isn’t just going to tell you how Bastards vs Zombies is going to go right?
Like…?
Theory crafting is one thing (but also you don’t need Geeb to confirm/deny your theory for it to have legitimacy and be fun for you), but some of y’all are just straight up asking him to spoil so much of the intrigue of a series with only 3 parts so far.
Become comfortable in having questions. It is by design that we don’t have answers yet. We’ve barely even started this story.
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