#I will be able to understand the rules and mechanics of all the things I want to know and struggle with
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EDIT: if this post has made you think about whether or not you are autistic, im really glad! i hope you get some better understanding of yourself and are able to find community and support
however before you go and tell a therapist and seek an official diagnosis please read this thread and consider the points made therein:
autism is highly stigmatized. be fully informed about what you gain and what you lose from having an official diagnosis before seeking one.
EDIT OVER ENJOY THE POST
people do correctly identify that laios is autistic fairly often but a lot of the reasoning begins and ends with his special interest and social difficulties, but honestly it goes far deeper into the build of his character than just those two things
his pain tolerance is wildly inconsistent, unable to tolerate a drop of hot oil (or any heat) but able to shrug off both his leg being bitten off and it being reattached
hes sensory seeking in the extreme. he rubs the bat bones against his face, pets and fluffs the shapeshifter tail.
his desire to eat monsters comes from three very autistic places. 1) the rules for why monsters are not okay to eat but animals are are arbitrary to him so he cannot follow them easily: he cannot understand the 'feelings' argument others make. 2) this too is a sensory seeking behavior. he wants to experience these new things, new flavors and new textures. 3) it completes his knowledge of the monster in question to also have data on its edibility. because he cannot draw that arbitrary line around all monsters, he wants to evaluate them case-by-case and see if real patterns emerge. butchering and eating the monsters improves his knowledge of them greatly and highlights their importance in their ecosystem, as well as making him a part of that same ecosystem
he cannot emote the way others expect him to. he compartmentalizes his feelings (to an unhealthy degree) because he needs a pragmatic solution. so as long as there is a problem to solve, that matters far more than evaluating his emotions and allowing himself to experience them. while this is also a coping mechanism for ptsd, it is a trait found in many autistic people regardless of trauma, as we have trouble sorting the feelings we have and often need time to think about what we feel, so it becomes easier to simply not do it and pretend we dont need to. laios emotions certainly affect him, with or without his processing them, but others do not see what they expect to see and thus dismiss that he is feeling what they would feel
he is incredibly gifted with pattern recognition, observation, and analysis within realms he understands. to understand subjects that dont come easily to him, he must filter them through his established schema (his special interest--this is why they are so special! they help us sort the world). when he isnt sure about the social cues and details hes observed in the shapeshifter arc, he filters it through the lens he understands best: monsters. he was making correct observations about his friends all along, but he could not be confident in that the way he was about their behavior when it came to his interest (chilchucks caution, senshis passions, and marcilles carelessness)
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New to witchcraft? Awesome! Here's some things you should pursue.
An understanding of sympathetic magic: Correspondences, their metaphysical and theoretical framework, and their derivation.
Magical systems that incorporate the entire gender spectrum.
Energy work that isn't based on visualization.
The means of manifestation: How, where, and when spells affect physical change. The physical mechanisms through which witchcraft manifests beyond just willpower/intent/wishes/etc.
The history and subsequent influences of, and on, popular contemporary practices like Hermeticism, "Ceremonial Magick"/Golden Dawn, Wicca, and New Age/New Thought/LOA/Reiki.
How to approach and practice magic with critical thinking skills.
Influence of consumerism on contemporary practices.
Divination as systems: all methods of divination beyond tarot, their statistical applications, and their different methods of use.
The anthropology of medieval Arabia, Europe, Near East, and Asia relative to the magical or occult publications of the era. What is purely religious, parareligious, or syncretist and what does that mean for the interpretation of the text?
The genuine limits of our knowledge of the ancient world, what's possible for us to know and what can't we know?
Conversations with practitioners of closed or semi-closed practices and perspectives of POC when it comes to what the western world would label as "witchcraft".
The differences and similarities between superstition and the practice of witchcraft.
An understanding of the influence of colonialism on modern witchcraft and the language used to discuss magic.
Critical Race Theory (CRT), Queer Theory, and systems of oppression.
Botany and herbology: An understanding of the physical and medical properties of plants.
Building a personal lexicon for modern and/or colloquial terms used in and by the witchcraft community to describe and discuss practices.
Spell design: What makes a spell a spell? What is the smallest or slightest action that can be considered a spell and why? What are the most important and influential elements of the design and application of a spell?
Altars: Their use, design, and potential; whether or not an altar would benefit your practice or goals for practice.
A critical approach to spirit work and astral projection, being able to discern between personal narratives and probable experiences.
A safe and solid community to become a part of. One that does not allow the influence of personal narratives (Without addressing them as such), doesn't allow for the mixing of adults and minors, and with established and enforced logical and reasonable rules.
Collect and cross-reference correspondences from as many sources as possible, then start to create your own.
Try to find a STEM subject that interests you and study it through any non-dogmatic avenues available to you.
The items highlighted in blue are things I highly recommend!
Here is a list of things to avoid.
This is, of course, not an end-all-be-all list of possible responsible and healthy pursuits.
You can learn more about me, find my master-post, check out my Patreon, and suggest content here.
#witchcraft#beginner witch#baby witch#baby witch tips#witchcraft for beginners#begginer witch#witchcraft community
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POV: Deuce's very first kiss from his crush
(Click for better quality)
I'm finally officially introducing my Yuu/OC x canon/Yumeship here! (✿◕‿◕) Writing this post took me forever, but I'm super happy with it!
Reblogs are super appreciated hehehe
Please be kind & DO NOT take inspiration from this ship. ^^"
(While Allen isn't me, I'm calling them a Yumeship because he's based on my younger self/me when I first started playing TWST & because the ship gives me a ridiculous amount of comfort!)
Allen x Deuce (aka Spade of Storms) is my ultimate comfort ship and they mean a ton to me.
These two are best friends who become lovers and closely mirror each other. Deuce is the delinquent with rather bad self-control who tries to be a model student, while Allen is a former honor student who's now a very lowkey delinquent with stellar self-control and a mature attitude.
Due to the fact that Allen and Deuce are so similar and yet the opposite of each other, they're able to excellently understand and support the other, and they help each other accept themselves.
Their ship blog: @spade-of-storms (facts, drabbles & more est. May 2024)
Now why exactly are these two perfect for each other? Well...
LONG TEXT AHEAD!
♤♤♤♤♤♤♤♤♤♤
Deuce:
Allen supports Deuce with all his heart. Instead of believing that someone "as stupid and temperamental" as Deuce could never become an honor student, Allen fully believes in him and encourages him. In comparison to when other people say it, these words actually have an incredibly strong impact on Deuce and are believable to him because he knows that Allen has similar experiences and speaks from them.
Allen doesn't think that Deuce is stupid in the slightest and views him as genuinely smart. To Allen, intelligence isn't determined by grades or academic abilities, but by morals, attitude, logic, and willingness — all of which Deuce has.
Allen doesn't try to change Deuce. Rather than turning Deuce into a full-on honor student and role model, which he isn't by nature, Allen prefers for Deuce to stay true to himself and work towards his goal while not suppressing any aspect of who he is — Allen knows exactly that forcefully becoming someone you naturally aren't would cause more issues than it would fix. In order to assist Deuce with staying true to himself while working towards his desired self, Allen does several things:
Allen lets Deuce be his 100% authentic self when they're together. Deuce tries extremely hard to always be polite and serious in order to maintain his reputation and not resort to old habits, but Allen, being very impulsive and easily angered himself, knows just too well that suppressing one's feelings and true nature isn't the way to go. When they're together, Deuce can openly rant about topics, use insults towards the people who angered him, and show his emotions without having to worry about how others perceive him or about how it might mess up his reputation — Allen would never judge Deuce nor share his secrets with others. This way, Deuce can be himself without restraints while also maintaining the way he wants others to perceive him.
Allen allows Deuce to be a delinquent in a safe, harmless way. If Deuce ever feels like doing something forbidden without breaking rules or staining his reputation, Allen (a very lowkey delinquent) has just the ideas for him. This provides a comfortable space for Deuce to live out his tendencies without falling back into bad habits.
Allen is able to introduce Deuce to a wide range of healthy coping mechanisms that work for him. Allen is a much angrier person than Deuce and is equally impulsive, but has stellar self-control due to the methods he uses, and passes them down to Deuce. As a result, Deuce doesn't feel the need to immediately lash out at others anymore and manages to become calmer and much more mature, taking steps into his desired direction.
Allen helps Deuce channel his "negative traits" into positive/helpful ones. With Allen's assistance, methods, reassuring words and unique view on things, Deuce learns how to use the qualities that he used to hate about himself to his advantage. Suddenly Deuce's anger is no longer a hindrance, but a source of energy and motivation.
Allen admires the things Deuce hates about himself. While Deuce wishes he wasn't as hot-headed, Allen views it as an amazing trait and sees the passion and longing for justice behind Deuce's fiery attitude. Additionally, Allen is able to help Deuce see the positive side of these traits, and aids him in channelling them into something good to use to his advantage (see above).
Allen is the only person to fully get through to Deuce. Due to them essentially having the same experiences, opinions, wishes and morals, Deuce felt comfortable trusting Allen with every last bit of his heart (in comparison to other friends) — not to mention that the way Allen was able to help Deuce so intensely and actually talked to him the way he needed it also played a role! Allen has his way with words and knew exactly how to talk to Deuce from the beginning.
Deuce can genuinely open up about his self-esteem to Allen. It's been heavily hinted at in the game several times that Deuce thinks incredibly lowly of himself, but this topic is usually cut short and he doesn't talk about it further with the canon Yuu. With Allen, however, Deuce can open up all he wants to. He knows that Allen has similar experiences and struggles with self-worth related issues himself, therefore not only not judging Deuce, but also fully understanding him.
Allen perfectly understands Deuce's past. Having been feared, avoided and known to be a delinquent/bad kid himself, Allen even understands the details extremely well. Neither of the two ever had a proper friend until they met each other on their first day at NRC.
Allen successfully helps Deuce with his studies despite hating school. Seeing how Deuce needs help, Allen (the "gifted kid") gladly volunteers, even though he's no longer interested in class and has sworn to drop the "honor student" facade himself. Due to Allen's easy explanations, methods, photographic memory and capability to catch on quickly, Deuce actually manages to improve his test results by 1-2 grades.
Allen's study methods are unique, which helps Deuce & is necessary for him. Being a slow learner (I also hc him to have some sort of intellectual disability), Deuce requires rather unique approaches to topics. As Allen is well-versed with both studying and psychology and also keeps Deuce's exact issues in mind, he's able to perfectly tailor methods and mnemonic bridges that actually work out for Deuce.
Allen makes sure that Deuce's desire to be a model student is & stays healthy. A fair part of Allen's trauma stems from being an honor student himself and having unrealistically high expectations regarding grades and attitude shoved down his throat by everyone at school (including himself), so he pays a lot of attention that the same doesn't happen to Deuce.
Allen respects Deuce a ton. Not only is Deuce determined, passionate, loyal, honest and eager, but he has the same core values as Allen, too. In Allen's opinion, finding someone with these traits is not only rare, but immediately makes them endearing to him.
Allen is patient with Deuce. He understands that Deuce occasionally has a difficult time processing and understanding things, and he isn't bothered by it in the slightest. This means even more when you consider that Allen is generally a very impatient person and is only able to be patient with those he truly loves and trusts.
Allen fills Deuce in when he doesn't understand something. Due to Allen being able to catch on extremely quickly, he can immediately explain things and situations to Deuce, helping him out and allowing him to get everything right from the beginning.
Allen indirectly protects Deuce. Known for being intimidating (in a good way), quick-witted, sly and a skilled schemer, most people — including those who enjoy picking on Deuce — shy away from Allen and avoid getting in trouble with his friends.
Allen stops Deuce from getting into fights. Whenever Deuce is about to get into a fight anyway, Allen gently but sternly reminds him of both his goal and the healthier coping mechanisms.
Allen understands that Deuce dislikes being picked on. Allen, being a sensitive person, hates it himself, and he actively tells off everyone who dares to make fun of Deuce or call him "Loosey Deucey". At times, Allen even gets snappy because of the inappropriate nicknames or insults directed at Deuce.
Allen inspires Deuce. Him being skilled at a variety of things and just logical in general gives Deuce the motivation to achieve the same. Deuce doesn't compare himself to Allen, either, and views him as an inspiration. If Allen can control himself and get positive things out of his negative traits, so can Deuce, right?! Not to mention that Allen is extremely tough and pulls through no matter what despite his mental and physical state...
Allen's maturity subconsciously wears off on Deuce. Even outside of the fact that Allen helps him grow and improve a lot through all the ways mentioned before, Deuce sometimes also subconsciously copies his boyfriend's mature attitude or asks himself what Allen would do in certain situations.
Allen is an advisor to Deuce. Deuce struggles with planning ahead, and Allen — a big-time overthinker who's extremely competent at scheming — is able to assist him. As a result, Deuce makes less bad decisions.
Allen loves blastcycles. Deuce can rant about them to Allen for hours, and the two often go on blastcycle dates together. Nothing is more fun than clinging onto your partner while driving at full speed!
Allen values Deuce's company like no other. Deuce regularly feels like a nobody, and Allen takes that feeling from him due to how much he connects with him and likes having him around.
BONUS: Allen is not only beautiful but also has an incredibly strong personality, drive, and determination and hasn't given up despite everything that happened to him. Deuce is a massive simp and his humongous crush on Allen has always been obvious due to how Deuce just can't shut up about him.
Allen:
Deuce loves and accepts Allen's body. As we have seen through his interactions with Azul and Epel, Deuce is very protective of people who don't fit the norm, and Allen is another such person — an intersex boy who was bullied for his unconventional body. Deuce has not only sworn to protect Allen from any possible discrimination, but also loves his body dearly and thinks he's super hot.
Deuce gives Allen a sense of stability. Allen's life was all about short-lived fake joys and prevailing negativity prior to coming to Twisted Wonderland, which made him feel disconnected from many things and people and gave him the feeling that everything is temporary anyway. However, Deuce's fierce loyalty and the strength of their relationship prove Allen wrong — yes, there can indeed be things in life that last forever.
Deuce's utter affection warms Allen's empty heart. Allen was never loved by anyone but his parents, who he thinks only love him because he's their son. Other than that, he never experienced love, affection, ... or even mere friendship. He was alone... until he met Deuce, who he somehow immediately connected with. It was as if their friendship was predestined by the universe... and with every day, Deuce's affection for Allen only grew.
Deuce genuinely admires Allen. Seeing how Allen always does his best, works hard, has ambitions and aims to improve impresses Deuce a ton. This is extremely healing for Allen, whose efforts were never properly recognized or rewarded before and who thinks that he needs to perfect at everything in order to be "someone".
Deuce makes Allen feel useful and resourceful. Allen often believes that he has no worth and could never make a change for the better no matter how much he tries, but seeing just how much he's able to help Deuce with a wide range of things proves Allen wrong — he's indeed capable of a lot of things. Not to mention that Deuce even passes some of Allen's tips down to Epel!
Deuce's honesty is refreshing to Allen. After being lied to and tricked by about anyone Allen ever knew before coming to Twisted Wonderland, Deuce's natural honesty and loyalty are an unfamiliar but utterly wonderful experience for Allen.
Deuce makes Allen feel understood. Allen often believes that others would view him as a monster if they were aware of his secret anger and opinions, but Deuce shares many of them. These two can openly talk about their values together and Allen feels extremely understood because of it — a feeling he barely ever experiences with other people.
Deuce helps Allen enjoy the moment. While he has some overthinking tendencies himself, Deuce is much more spontaneous than Allen and tends to act more on impulse. As a result, he can show his ways to Allen, allowing the overthinker to finally relax and think about his problems a little less.
Deuce doesn't hesitate to stand up for Allen. The fact that Allen was bullied for something he can't change in the past saddens and angers Deuce, and he has sworn to himself that he'll always protect his boyfriend. If there should ever be another situation where Allen gets bullied, Deuce won't hesitate to absolutely throw hands — this is not being a bad person and picking fights, it's standing up for an innocent person whose life was ruined by malice. Deuce wouldn't regret it in the slightest anymore, especially since Allen has helped him learn than anger isn't a bad thing.
Deuce helps Allen with becoming a proper mage. When Allen first gains magic during the final quarter of the school year, he has absolutely no control over it and is partially even avoided due to being a "walking health hazard". Deuce, however, sees this as the perfect time to pay Allen back for helping him study theory and decides to assist Allen with practical things. Through Deuce's determination and belief in him, Allen is able to improve much quicker than he would've without Deuce's help.
BONUS: Deuce is the warmth and honesty that Allen needs in his life. The boy's mere presence lights up Allen's day and Deuce's careful physical affection makes him feel like the most cherished person in the universe.
What else is there to them? (examples)
Both are extremely close with their families.
Due to being so similar and sharing many personality traits, loving each other so deeply allowed them to realize that they can easily love and accept themselves, too.
Deuce's previous incarnation had a crush on Allen's, who died way too early. In this life, the regrets of the past are being fixed.
Allen's the brain, Deuce is the brawn.
They're both extremely cuddly with each other.
LOTS OF COMPLIMENTS (from both sides).
Deuce often gifts Allen plushies.
Allen and Deuce are basically inseparable by now.
If you hang out with Deuce, you have to suffer through at least one tiny ramble about Allen.
...and much more that can be found on @spade-of-storms!
♤♤♤♤♤♤♤♤♤♤
Thank you so much for reading! I hope you like the art & ship and are looking forward to more of them! (✿◕‿◕)
EDIT: Please do not take inspiration from this ship. ;-;
#twisted wonderland#twst#twst art#twst fanart#deuce spade#twst deuce#yuu twst#yuu twisted wonderland#twst yume#yumeship#oc x canon#my art#twisted wonderland fanart#twst mc#twst yuu#twst oc#oc twisted wonderland#allen alagona#yuu x deuce#spade of storms#deuce x oc#allen x deuce#twisted wonderland yuu#twst writing#twst drabbles#twst ships#twisted wonderland oc#twst comic#deuce fanart#twst prefect
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Heyy! May i request gallagher, sunday and boothill with a reader who is like furina?
(hiding her problems and fears while acting happy and quirky)
~🎀
I absolutely love this idea, especially because it's about Furina, who I also love, hehe!! I also made this into a teen reader, which I hope you don't mind, anon!! I'm just craving some platonic stuff lately. So thank you for this request, Anon, and I hope you like my post!!<33
Content: Platonic relationships, teen reader, angst, hurt/comfort, manipulation/brainwashing for Sundays part, father figures hsr men, sfw
Reader has no set pronouns!!
((Not proofread))

》GALLAGHER


Gallagher saw through your facade with ease yet didn't dare push you to reveal your true self to him for a multitude of reasons. He mainly, however, didn't want to overwhelm you, figuring that you hiding your true self was just a coping mechanism for a darker past you were desperately trying to keep away.
And so he let you prance around the bar in your fake grandiose personality, whilst he kept his eyes on you at all times just in case. He knew you'd break eventually, and not because he necessarily wanted that to happen. He just knew that a young kid like you couldn't hold out forever.
Whether you do finally let the facade drop one day or not is up to you in the end, however. He makes it clear indirectly that he's there for you no matter what. And even if you never reveal your darkest fears to him, he'll always watch over you anyway as well.

》SUNDAY


Sunday also immideatly notices that your rather loud and proud personality was all a facade to hide a dark past even he had yet to discover. And unfortunately for you, he doesn't shy away from confronting you for your own good. Some may say that it was a little harsh or maybe even reckless, but Sunday always believed to know better.
This most likely leads to you having to drop your mask and tell him the reasoning behind your fake smiles and quirky behaviors. Whether through your own will or his own is up to you to decide, although he also sees no shame in either. If it helps you, then he'll stop at nothing to make you feel better.
You can get angry at him, you can cry to him, you can also bury your face into his shoulder and let yourself get comforted by his sweet, soothing voice as well. He doesn't mind it. Even if some of it is influenced by his tuning ability. But you can't blame him for using his power on you, right? You understand that it is for your own good, yes? He just wants to help you.

》BOOTHILL


It takes a bit for Boothill to realise that your personality is fake, mainly because he sometimes finds himself doing the same thing at times. He only notices that something is amiss when you suddenly burst into tears, overwhelmed by your hidden emotions at last. And it all suddenly clicks in his head, that he couldn't help but knock on it in self-disappointment.
He's not good with emotions, but he likes to think that he was once good with kids. He'll pull an arm around you, pat your head, tell you that it's all good and to just let it alllll out to your old man Boothill. He doesn't mind your tears staining his steel, an old memory of him soothing a young toddler coming to mind when he allowed you to cry into him.
He knows that as galaxy rangers, you should be independent from him, fully able to be on your own and deal with your emotions as they come. But he finds himself simply making you promise to be yourself from then on as you continue on your journey together. He may be breaking some rules... but it's all good in his book, If you're happy with it, too.

Alrightttt... I hope this was okay Anon!! And thank you again for the request, I loved it!!<33
#honkai star rail#honkai star rail fanfic#honkai star rail x reader#honkai star rail x you#hsr x reader#hsr gallagher x reader#hsr gallagher#sunday hsr#hsr sunday x reader#hsr boothill#hsr boothill x reader#gallagher x reader#gallagher#sunday#sunday x reader#boothill#boothill x reader#hsr
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Do you have any tips or guides on how to draw transformers (ur art is so good btw)
thank you so much!!
honestly I don’t put together a lot of tutorials or pointers or things like that because all things considered I genuinely don’t think I am /that/ good at drawing robots/mecha/etcetera (I’d love to be better!) but I can give you a few things I try to keep in mind:
unfortunately, one of the most valuable skills you can have is at least a rudimentary knowledge of robotics and the inner workings of machines. after an understanding of human anatomy, being able to recall and eventually even freehand mechanisms like joints and believable machine guts will take you a long way, both in the planning and execution of robot art!
if that sounds scary, a great place to start is just getting your hands on a model—transformer, gundam, whatever works! (honestly I tend to prefer model kits and other non-transformers because, while the functional transforming elements can be informative, most model kit figures are attempting to look more “believable” or “screen accurate.” besides, assembling them yourself means you know exactly what’s in there!). pay special attention to how the parts move and how the mobility is limited by the mechanisms. You can bend the rules, but it helps the verisimilitude if your figures are bending in a plausibly mechanical way.
You can stick very rigidly (literally) to rudimentary machine anatomy (I believe people call g1 style transformers “stacking boxes”) but what I like to do, counterintuitively, is find ways to work around the limits of machining to make my bots feel more organic. Instead of a straightforward hinge joint, I’ll try to replicate the interlocking shape of an elbow, and include physical adductor muscles and other more organic-looking elements (here’s an example of some robot guts from a scrapped comic:)

my point being: don’t forget to get creative with it! find some references of artistic renditions of machine innards and use your understanding of their function to inform your drawing. your robots will stand out if you’re constructing them with an idea of how they work in mind!
I know this was more conceptual than direct, but I hope this helps regardless!!
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Hey I think I asked you about your Detroit become human au before a bit ago but I love the idea so much! I know you’re super busy but if you can I would love to see more about it!
Sorry for asking about it again I’m just really interested in it. 😭🙏
No please don't be sorry I love to talk about it whenever I'm not creatively bankrupt!! I'm just sorry it took so long for me to actually think of new stuff to add
I had some of these doodles already prepared but never really finished them up until I came up with a cute little idea
I didn't think of where to put in Flapjack until I remembered that android animals existed, and then I had a brain blast moment where I realized that Hunter can still talk to Flapjack! They are little android buddies, they can interface and talk and be friends!! I think it would also help to make him feel a bit more comfortable with his identity as an android to be able to have his little buddy to have fun private conversations with. Camila introduces them (maybe he had gotten hurt by a previous owner and she found him and let Gus fix him up) and Hunter is a bit tentative about it at first, but Flapjack is adorable and sweet and quickly wins him over
I just now had the idea that Gus, since he's super into android stuff, would probably be a big resource for software and hardware difficulties. Oh, you fell and your arm is working kinda wonky? Call up Gus, he'll crack you open and take a look. The dude doesn't mind in the least, he freaking LOVES going down mechanical and coding rabbit holes to better understand how androids work. I like to think that if Hunter ever got hurt and chose not to accept help because of body/species dysphoria, Gus would be a really good resource for him to try and feel as normal as possible while he's getting fixed. Gus is his brother and he loves him and they're just good to each other okay? Gus would probably crack some jokes or something to get Hunter's mind off it, or infodump about android organs or something (and Hunter would be begrudgingly interested because they are nerds, and Hunter is interested in androids too underneath all the problems he has with deviancy. Like dude they're robots, what's not to love?)
Also some Gus being so over Hunter's "androids can't feel love" phase featuring Vee and Masha being very adorable and very obviously in love :) Hunter is a very silly stupid man. He will find any way to make literally everyone exempt from the terrible rules Philip fed him, except for himself
I'm trying to think of a potential situation that would parallel Hunter's possession, and I think it would probably be basically the same thing that happens in Connor's deviant path (when he deviates and joins the revolution as an ally) where Amanda (a separate AI in his programming that's basically how CyberLife keeps him in check) takes over Connor's programming last minute to try and put a stop to the revolution.
So my current thought is that Philip is basically using Hunter as a trojan horse. His main programming is to act and believe like he's a normal human but similar to Connor, he's basically a sleeper agent without knowing. I imagine that once Hunter gains access to his software (thanks to Vee and Gus), he starts finding programs and files that are labeled as pretty scary things. He shouldn't have to know the most efficient way to shut an android down or incapacitate a human.
If and when Philip finally goes looking for Hunter and sees the first android he's seen in Gravesfield besides Hunter (aka Vee), he's not going to take that well.
I haven't drawn anything for it but so far I'm thinking that he takes control of Hunter's programming, maybe through some taking advantage of his interfacing system, and locks him in his own head a la Connor and Amanda to sic him after Vee and Flapjack (assuming that Philip's main goal, similar to both canons, is to eradicate deviants). It's likely that his friends will try to apprehend him, Vee or Gus will try (and maybe fail a couple times) to delete the programming while Camila deals with Philip. The guy is old and decrepit and Camila would absolutely whoop his ass with the ease of swatting a fly.
Things will be fine; Vee is all good and they manage to delete whatever programming screwed with Hunter's control, but that kid is going to be HELLA anxious about interfacing again from then on since he's afraid of 1) losing his own control and 2) potentially passing the virus onto someone else. It could go two ways at that point: Hunter could either kill Flapjack since Flapjack is technically a deviant android and therefore a target, or we can be nice and let Flapjack live to help him heal from this brand-new trauma.
So yeah hopefully that sates some curiosity! I'm glad you're interested in it because I honestly really love to think of new stuff whenever my brain decides to work hahaha
#the owl house#toh au#toh dbh au#hunter toh#gus porter#camila noceda#toh hunter#digital art#toh fanart#fanart#my art#ask#doodle#flapjack#flapjack toh#gus toh#toh gus#vee noceda#toh masha#vee toh#philip wittebane
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hello! feel free to ignore me if this is slightly outside the boundaries of this account, but i'm a tabletop roleplaying game (ttrpg) designer looking for opinions on mechanics for disability in games.
my game specifically covers a lot of themes that, while not about disability, would make me feel remiss to not include some explicit mention of how physically/mentally disabled characters fit into the greater picture of the game. it has a specific focus on telling stories of diverse characters, for one, and on fighting the unfair capitalist systems that harm these marginalized groups.
my issue lies in how, exactly, to both treat this topic respectfully and make the characters not feel out of place or unbalanced. i've considered several options, and was curious to hear from a physically disabled perspective how to proceed (i am mentally ill & neurodivergent, but to my knowledge not physically disabled).
option one: mention that disabled characters of all kinds are encouraged, and talk about roleplaying them or provide resources for how to handle them respectfully, but don't apply any specific rules with hard mechanics or numbers to them. this option is least likely to be inadvertently misconstrued or written poorly on my part, but may make disability feel like a "flavour" side note.
option two: provide examples for some common disabilities on the mechanical effects (such as a low vision character rolling less dice on rolls to notice visual details) without any "counteracting" mechanics. this one gives mechanical weight to disability, so it feels less like an afterthought, but may discourage people from playing disabled characters as they would be more likely to fail than other characters.
option three: the above, but with mechanical incentives for roleplaying in a way that acknowledges the character's disability. a "benefit", but less "giving a blind character echolocation" and more "gain XP for showing your characters disability and any aids they use" (similar mechanics exist for following your character's goals/personality traits). this would make disabled characters be more on par mechanically with other characters, but i fear it may come across as... viewing disabled characters as not worth it without some sort of benefit, i suppose?
apologies for the long rambling message, but i'd love to hear which of these options (or another suggestion) you'd be happiest to see in a game written by someone who isn't physically disabled! this is far from the focus of my game, but it's still an important part of the greater theme that i'd love to be able to get right. thanks! (similarly, if there are any groups not covered in the "underrepresented but common disabilities" post from your FAQ that you'd want to see in a game, i'd also be happy to hear those!)
Hello!
First things first, thank you so much for thinking about this! This isn't something that most TTRGs consider and, as a massive nerd who plays DND, Pathfinder, and other tabletop games, this has always been a big pet peeve of mine since making a disabled character is always unnecessarily hard to do with the game mechanics and rarely works out well.
Most of the time, I have to talk to my GM about how to make it work in their game and, unfortunately, I'm often told they won't allow it because it's "too much trouble".
This is all just to say, I really love the idea here and the fact that you're actually thinking about these things and wanting to do well by them is great!
Now, taking a look at the options:
Option One
One of the unfortunate things that I see a lot is people that are too scared to get something wrong with representation (Or social justice on a broader scale) that they don't try to do it at all. With this current era of cancel culture and people's reactions to what they deem 'offensive', it's understandable to be a bit apprehensive but if you're approaching the subject from a place of respect and you're receptive to learning and improving, most people will appreciate the effort.
While this option does sidestep the main issue you've identified, I do think it sidesteps the attempt at making disability part of your game as well. You can encourage people to make disabled characters all you want but without any real content for them in the game, it won't do much.
If you do go with this option, I'd strongly suggest including some information on the culture of your world and how it relates to disability, both to provide more substance to the content and to give players a bit to go off of when making a disabled character.
Option Two
I like this option much more than the first one, though I do agree that it may discourage people from choosing to play a disabled character.
Within the game mechanics, I think it makes a lot of sense to have these kinds of effects but I would encourage you to include more variety with it. Disability isn't 'one size fits all' and two disabled people can have different needs, strengths, and experiences -- even if they have the exact same disability. Instead, I'd suggest going for a slightly different model that includes more choices.
For example, a character with low vision may:
- Roll lower on perception checks involving vision
or
- Have disadvantage with ranged weapons/attacks
or
- Have lower rolls/less success in dim lighting
Do you see where I'm going with this?
Having more options for how the character's disability affects them allows players to make a choice for how they want to play the character while also encouraging them to think more about how their character's disability might affect them and impact their life.
The examples given are all reflections of how blindness can affect somebody. Blind spots or blurry vision can make it more difficult to notice certain visual changes, severe nearsightedness can make it difficult to aim/focus on things that are far away, night blindness can make it difficult to see in the dark or in dim lighting, etc. That being said, there are dozens of other ways to go about this (Though I'd advise sticking to five options per disability at most to avoid overwhelming people).
Option Three
Personally, I like this one and the second option the most. Although I understand where your concerns are coming from, it feels less like it's implying that disabled characters have to be 'worth it' and more like it's just balancing it out.
Like with the second option, I'd suggest going for more of a choice model here where the player can pick what 'benefit' (For lack of better word) that their character has -- or even to choose no benefit at all.
Many physically disabled people develop our own skills or tools to compensate for where we struggle, whether this is an intentional decision or just something that happens.
For example, my boyfriend is paralyzed from the waist down and uses a wheelchair full time. As a result, he has kick-ass upper body strength from it.
Similarly, many deaf and hard of hearing people are more observant when it comes to visual cues and many blind people are more sensitive to other senses (Though, of course, the whole 'super senses' thing is a myth).
While this isn't true of all disabilities or all disabled people in general, it is something worth considering.
That being said, if you do decide to implement this option, make sure that the benefit makes sense for the disability or is related in some way and isn't just something random being tacked on -- that would make it seem more like a 'disabled characters need to be worthwhile' thing.
As a few extra notes:
If you go with the second or third option, I'd suggest separating the different stat effects into different types of disabilities. You don't need to go too into specifics with it but something like 'low vision/blindness/vision loss', 'deafness/hearing loss', 'limited mobility', and 'chronic illness' would work. While disabilities are more nuanced than this in real life, setting it up this way would keep it pretty simple and allow players to tweak the mechanics slightly for their own characters.
If you go with the first option, I'd probably avoid discussing how to roleplay disabled characters. Because roleplay and character development is much more open than stats and game mechanics are, showing one or two 'proper' ways to play a disabled character is more likely to reinforce stereotypes, dismiss certain experiences that disabled people have, or just come across as more of a 'lecture' than anything. The same goes for including information on what to avoid. I'd stick to providing information about your world and how disabilities are seen in them instead of giving instructions here.
I'd suggest including ways for players to bypass the mechanics of disability if they'd like to, even if their character is disabled. That would allow for a bit more freedom with how they portray their character and would also ensure that they aren't being 'penalized' (For lack of a better term) with their stats for playing a disabled character. As a bit of an example of what I mean: A character in DND could have been a criminal growing up without necessarily taking the Criminal/Spy background.
In general, I think as long as you're approaching this respectfully (Which you are!) and reaching out to physically disabled people for their input (Which you are!), you don't have to worry too much about misrepresenting it.
Cheers,
~ Mod Icarus
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Any way you could recommend some sort of intro guide to fantasy for dummies to me?
I'd like to have a couple of magic related elements in my fics sometimes, but I'd like to sort of, sidestep the world building part if possible.
So is there some kind of bare bones universal structure I could borrow from as a reference point for like, a magic system? I don't want to embarrass myself by showing i know so little of the rules I'm breaking them all over the place. And I know tons of people have fun figuring out how things work mechanically, so I'd love being able to outsource from them so to speak because that's not what up my street at all.
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Hah! There are so many versions of "fantasy". Right now, I'm brainstorming for a very elaborate secondary world fantasy that's heavily inspired by wuxia but not claiming to actually be wuxia. I'm trying to figure out what Western elements I want to work in and how I can come up with names that don't make me cringe.
There is no one bare bones guide and there cannot be because different subgenres have nearly nothing to do with each other. In fact, even calling it collectively "fantasy" and thinking that these subgenres belong in one category together depends on location and era.
If you want to know about magic systems... oh dear... I'm going to have to recommend... you all know it's coming... Brandon Sanderson's lectures. There are some on Youtube.
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But before you go look at a guide, I think it's important to understand the parameters and discourse around this subject. Sanderson is the poster boy for unnecessarily complex systems that appeal to the kinds of guys who fill out wikis of canon minutia and complain that the grain harvest and export policies don't make sense in derivative fantasy doorstop #57. This kind of fan annoys the bejesus out of people who care about theme and allegory. Also the many people who've noticed that Sanderson's books would probably be better at 200k than 400. >;D
Sanderson himself is much less of a dumbass about the topic, thankfully. He talks about how there are systems that work like real world science: put in X grams of magic thing one and Y grams of magic thing two, and you get a predictable potion result. But there are also systems that are more numinous. In the same book, you may find magic that's your most boring physics homework and magic that's essentially a religious experience where strict categorization and the logic of the laboratory have no place. There can also be systems that are unknowable and systems that your characters don't understand but that the audience grasps are perfectly logical to an expert.
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If you're using magic as set dressing in fic, decide what the vibe is and pick a system that supports that. Don't bother going full Sanderson.
Fairy tale: Magic works on feels. Twu wuv will revive dead people for no reason, and you do not need to justify anything as long as it feels right. Hanahaki fic rarely bothers to explain the science. We all know it isn't about that.
Harry Potter: Unholy mix of fake-science and rule-of-funny. You should probably pick only one to copy. If it's fake science, just write about the characters half remembering chemistry class and replace all the words with technobabble.
For another example of rule of funny, check out The ABCs of Spellcraft by Jordan Castillo Price, a gay romance series where all of the magic is puns and stupid wordplay and the general tone is extremely silly. In book 1, a villain tells his magically compelled goon to take the hero outside and "pound" him. The hero takes one look at all those muscles and is like "You know, that instruction can be interpreted multiple ways!"
Some systems are full of stupidass levels out of a video game with actual numbers. This gives fans of stories about leveling up a massive boner, but it is undesirable in most fic. Instead, treat magic like intelligence or learned skills: You know some people are naturally smarter and some people have learned more, but measuring it with a precise number is both impossible and obnoxious.
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Decide if your magic is hereditary or learned. Western fantasy is full of hereditary magic, including magic with a simple on-off setting: you're either magical or you're not. Eastern fantasy tends to go with highly variable natural aptitude but systems that anyone can theoretically learn.
Decide if your magic is extremely literal and science-y, even if the characters don't know how their laptop works, or if it's more of a metaphor for love or social forces or if it's just a witchy aesthetic because who doesn't love a coffee shop with a punny name and pentagrams on the cups?
A lot of backdrops for shippy fic are vibes-based only. They don't stand up to the world building police, and they don't need to.
Just don't tag the fic as 'magical realism' unless you actually know what that means and are actually writing that.
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Can you do Harbinger Headcannons for a reader who has a hard time with being social and recharges by being held? For example: they get overwhelmed after being out and about all day but have a very hard time asking to be held because they don't have the energy to communicate it. (Oddly specific but it's what I deal with)
A/N: I chose these by generating random numbers 1 through 11 and then choosing said harbinger by their rank. It’s purely by luck and I’m happy that Scaramouche and Arlecchino randomly got picked.
Also I had a very hard time finding anything about Pulcinella’s personality or what he’s like since we only saw him in the winter's interlude so if you’re reading this from the future and I’m wrong then I’m sorry. I tried my best.
Harbinger headcanons for a reader who has a hard time with being social and recharges by being held
Scaramouche
- Isn’t thrilled with physical affection but he does understand having your social battery being drained so you both compromised so no one would be uncomfortable and you got to lay your head on his lap while he ran his hands through your hair until you were ready to interact with others. Sometimes he also used your want to escape and get away from social gatherings because he doesn’t like them on a good day.
- Eventually he does come around and grow more relaxed about the whole thing, going as far as to hold you in more ways that you’re both comfortable in and have tea brought for the both of you. You will have to specify if you want a sweeter tea because he’s having his bitter as usual.
Sandrone
- Sandrone completely understands and often has her mechanical puppet use it’s hands to shield her from others so she’s “alone” in a sense. She is debating on making a hollow chamber in it’s chest so a person can rest in there comfortably and safely. You’re treated no different and if you aren’t sitting with her or on some part of the puppet (which almost never happens unless she’s in a harbinger meeting or called to see the Tsaritsa).
- You’ll never hear complaints or declines from her and you quickly taken somewhere else to recharge in her arms like how her mechanical puppet shields her with her arms or simply moving to another room. She’ll take you in her arms and let you rest against her chest, running a hand through your hair and cuddling with you in the hollow warm chamber if you ask.
Childe
- If it were any other person then he’d say pushing your limits is how you should live however this is someone he deeply cares about and knows that when you speak up about needing to be alone and recharge you mean it. You’re always a priority to him and fighting is a second but if he has harbinger work then he’ll do his best to cuddle with you till you’re alright. Childe will bring you along if he has easy missions that he thinks won’t injure you and make sure that you can be comfy but also safe while he balances you and his work.
- He is the best at cuddling and sis very attentive however once he’s has you in his arms you’re staying there for at least an hour or too. So I hope you don’t have anything important soon because even when your social battery is charged he’s going to be very happy with snuggling with his lover and being able to not think about work for once.
Arlecchino
- At first you’re scared to ask her at all since she’s very intimidating but since she’s very observant and perceptive it’s only a matter of time before she’ll talk to you about it. Arlecchino is very loving and soft when it involves you and she’d do anything for you. Pretty much anything that doesn’t break her rules. When you tug on her sleeve and discreetly glance at her with a tired shy expression the knave will excuse herself from the public conversation she’s having. You’ll be lead to an empty room hand in hand and placed on her lap as she runs her fingers through your hair or drawing circles on the top of your hand while you recharge.
- You both made a sign for when you feel like this and she respects it without any question and when she put the pieces together she cupped your face with no judgement at all in her expression. Kissing you softly and resting her forehead on yours. “Try to not be scared of telling me your worries or wishes because I love you no matter what, darling. Now do you want a signal to let me know or would you rather be held now and think about it later?”
Pulcinella
- You don’t need to ask him because he’s going to insist that you never need to ask for permission about anything that’s bothering you or making you uncomfortable and simply guiding you to a small empty room so you can recharge with him. He can also almost know when you’re running low on your social battery if he’s with you and ask you, normally he’s right 99% of the time. If he needs to do harbinger work then he will work on some of it but you’ll be sitting next to him in a hug or leaning your head on his shoulder.
- He’s rarely called for on missions and so you don’t interact much with anyone but him but when you do it’s usually for galas and formal events that makes it hard to sneak away to get away from socializing. He makes it work though, easily slipping out of the conversation he’s in and making an excuse of an agent calling for an urgent message while guiding you to a small isolated part of the room where almost no one can see the both of you. You cozy up to him and he’ll talk you quietly about meaningly topic if you want to be distracted or remain silent if you want it to be quiet.
#genshin impact#genshin impact x reader#genshin x reader#scaramouche x you#scaramouche#scaramouche x reader#genshin scaramouche#wanderer x reader#wanderer#childe tartagalia#childe x reader#childe genshin x reader#genshin childe#arlecchino#arlecchino x reader#pulcinella x reader#pulcinella
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Kink as a Coping Mechanism with ASPD
Important opening notes:
• I'll have to mention that this post contains content more suitable for 18+ audiences and while I can't stop minors from reading it, it is recommended to reach a certain level of emotional and physical maturity before you engage with kink
• the act of engaging with kink needs to be properly negotiated and its not something to do lightly, as scenes can be emotionally charged and physically demanding! I probably won't go too far into topics like aftercare, researching kinks before you try them and other etiquette, so please be aware that theres more to the topic and that you should be looking out for that.
• this post is also not meant to sexualize ASPD or claim we're all into kink or whatever! different people like different things!
• also kink doesn't inherently have to be sexual!
When you encounter posts about sex and ASPD, those are usually either dealing with risky sexual encounters being a way in which impulsivity can present in ASPD, or its posts written by the people who romanticize ASPD and claim that "psychopaths/sociopaths are all good in bed" and while I'll happily take the compliment, thats of course not inherently true.
What being good at sex means, is highly subjective and often comes down to confidence, communication and practise.
Something I have noticed, as a sort of "trend" though, is that many ASPDers I've talked to/seen posts of, express an interest in kink, be that practising it themselves, or being able to appreciate elements of it. This doesn't mean that liking kink is an ASPD symptom, far from it, but it does beg the question, as to what may be the reason for this interest.
The following reasons are of course, just my personal opinion and may not apply to everyone!
1. Finding comfort in something society deems "abnormal"
The types of comments that kink enthusiasts and people with personality disorders get from the larger part of society are actually pretty similar. Its often believed that kink relationships and encounters are by definition abusive and harmful, that its coercion, manipulation and/or simply "morally wrong". People with PDs also see themselves confronted with such sentiments regarding their symptoms & relationships and may find comfort and support in those communities because of that. Shared stigma can make you feel like you belong, like you're not abnormal and like you've found people who may understand what you're going trough at least a little bit. Theres also an enhanced understanding for "abnormal" desires, as kink shaming is largely frowned upon.
2. Being able to consensually act on urges & thoughts
Some people with ASPD have evergrowing desires, urges and thoughts to cause suffering to other people, be that emotionally or physically. This is rarely something that can be acted upon in ethical ways, but kink dynamics actually provide a clearly regulated space for such acts. The person receiving the emotional or physical pain has well defined boundaries in place, clear signals as to when they want to stop (safe words/gestures) and actually wants & enjoys the pain they're about to receive. This allows the person inflicting the pain, to not have to worry about being seen as a monster or a bad person. They can give their symptoms and desires an outlet that is valued and liked by both parties and don't have to hide who they are & what they want.
3. Giving away and taking control
The trauma that ASPD usually stems from, may have left the ASPDer with a need to stay in control at all times, or with problems giving the control away/ problems with feeling safe while they do so. Kink dynamics are often, tho not always about a power exchange and provide an environment in which ASPDers can meet their needs regarding this. An ASPDer that needs to be in control and thrives on having people do what they want and play by their rules, will find that submissive leaning partners may be a good fit. An ASPDer that hates their own need for control and/or really needs a break sometimes, but has problems letting go of said control, may benefit from this highly negotiated and thus pretty safe dynamic that a dominant partner could offer them.
4. Working trough trauma
K*nk dynamics and play sessions can intentionally be negotiated and build up to resemble situations, that have contributed towards the ASPDers trauma. They can use this to take back their power and live trough it again, but this time with the knowledge that they hold all the strings and that they can end this if they want to. Especially those who have gone trough sexual trauma, may tend to find this helpful sometimes, as they know they can trust their play partner to take care of them and respect their boundaries. Its also a great way to take controlled steps towards sexual encounters and touch overall, if the whole topic is triggering to a person (tho with this point, open clear communication is especially important).
5. Clear rules and expectations
It can sometimes be hard with ASPD to really tell what partners need, where their boundaries lie, how much you are allowed to jump over those at times, what type of consequences there are for which breach and so on. While this should absolutely be present in non kink relationships as well, the communication just really tends to be better and more clear in kink dynamics. For both or more parties, theres clear limits communicated, theres talks about whether they like having to take that control forcibly or whether they want it surrendered, theres possibly behavioral rules and encouragements, as well as a possible reward/punishment system. This can work great for some, to be more confident while they navigate a dynamic and to possibly get a space in which they learn new social skills and/or practise the ones they have in a safe environment.
6. "Ethically impossible" things are still talked about
Theres some kinks that one just cannot engage in without that being a criminal charge, even if both (or more) parties consent to it. Since those things are usually on the more "extreme" side of kinks, they are also topics that society doesn't want anyone to talk about and prohibits any mention of in many spaces. In kink communities though, you will often still find blogs, accounts and websites that let you write about your fantasies and find people who share the same desires as you. Its not demonized there as often, even if its illegal. Instead its treated as a valid thing to want and like, while still upholding consent and boundaries as the most important thing. Thats the type of vibe, we need, surrounding stigmatized topics and while the kink community isn't perfect, they do provide a pretty good example there and ASPDers can utilize those spaces to feel like they are surrounded by more likeminded people.
7. They can teach you respect and a regard for others
Its a known thing, that some ASPDers may struggle with respecting other peoples boundaries and having any type of regard for other peoples safety and feelings. Those things just often tend to clash with what the ASPDer wants and needs (or wanted/needed in the past). One should not engage in k*nk dynamics until one is 100% able to respect another persons boundaries and safe word (seriously, otherwise thats SA and/or ab*se), but spending time in online kink spaces and talking to people who participate in it, can teach you a lot about how you can get your needs met, while still respecting other people and their boundaries, as well as how to communicate your own needs and listen to the other person. Its simply an environment where thats very valued and where you can learn a lot about healthy relationship dynamics.
8. Submission as a form of impulse control
If you are an ASPDer that struggles with impulse control, following rules, keeping yourself safe, being resonsible, etc. having someone else enforce that, can be really helpful. The system can be developed in a way that fits your needs, but knowing that theres one more wall between you and whatever may ruin your life or hurt you, is a win. You slowly learn to regulate yourself, be that to receive rewards, or to avoid punishments, you learn to ask for help and communicate that you need them to step in, you learn to be more aware of the ways in which you casually impact yourself negatively and you have someone who works trough this with you in the exact way in which you require that.
Other possible effects:
• reducing selfishness
• working on deepening a bond with trust & time
• learning to apologize and make up for things
• learning to go inwards and ask yourself what you want & don't want, what you value & don't value, etc.
• being more in tune with your feelings
• substituting other more dangerous habits
• finding ways to let go of immediate aggression and/or let it out
• rewalking development paths and relearning how you should have been treated
• practising accepting and giving comfort
• having an outlet for lies and manipulation within play and/or working on reducing that
• etc.
Kink has a really big potential as a sort of coping mechanism and/or lifestyle choice when you have ASPD (or ofc also other trauma based conditions) as it provides learning opportunities and outlets for a lot of the issues that come with this condition.
It does require you to have a certain readiness to engage with what you're presented with though and it does require you to always make sure, that the other person is alright with whats happening. While kink can greatly help you, unhealthily/harmfully practised kink can increase issues and contribute towards worsening symptoms.
Thats why I said in the beginning, that its not something to engage lightly in. Sessions can reinforce your trauma, poorly negotiated kink can leave you with new trauma, you can cause irreversible physical and mental harm and so on! Communication, negotiation and a certain level of trust are pretty much mandatory in order to keep the dynamic healthy, but when it is, it can be a great balancing tool and method to confront, work through and redirect symptoms.
first posted on my instagram (same @)
#actually aspd#aspd#mental health#mental health education#antisocial personality disorder#aspd awareness#actually cluster b#cluster b safe#cluster b#this can ofc apply to other disorders too!#just focused on aspd cus thats my thing#aspd safe#aspd feels#k!nk content#k!nk talk#k!nk#k!nk community#personality disorder
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Hello! Sorry for the basic question (double sorry it’s a d&d 5E question), but what do you think are the key hallmarks of a dungeon that D&D mechanics want to interact with? Like what absolutely distinguishes a dungeon from an “encounter” (sorry for the d&d language) and makes one work whilst the other fails?
I want to get confident at GMing, and have only ever GM’d one thing for one session (it was 5E but we didn’t really use the mechanics at all…), but everyone at my nerd shop/in my friend group only wants to play 5E and I’ve basically only ever played d&d, and I feel like to get them to play anything else I’ll have to run 5E for them to get them to trust me first. (It’s also unfortunately the only rule set I have real mastery of bc reading the rules of games just doesn’t translate into understanding a game to me, I assume for mild learning disability reasons)
I really believe you (and other women) when they say that d&d wants to be doing dungeons, but I feel like I don’t really understand what is is *about* a Dungeon that D&D is suited for. (If anything? Maybe 5E isn’t actually suited for anything). Sorry if that doesn’t make much sense. The vast majority of the d&d I’ve played has been 5E modules that are not interested in dungeons, and I have felt the game fighting the module, but I don’t really understand what (if anything) the game wouldn’t be fighting against.
Oh, this is a really fun ask!
First of all, I don't think D&D is bad at "encounters." In fact D&D pretty much codified the term. What I am on about when I complain about "encounters" is a terminology issue: the term isn't neutral and carries a lot of implications specific to the genre of games that D&D is a part of.
I've also previously complained about the idea that encounters are something that is planned and constructed ahead of time: like, putting a bunch of guys in a room and then writing "this is the Combat Encounter with a Bunch of Guys Room" in your notes already creates an expectation in your mind about what should happen.
Anyway, onto the subject: D&D as a game, regardless of edition, cares about a few things: first of all, it's ultimately a game of resource management and attrition. During the course of an adventure there is a clear arc where characters will slowly lose resources and in general won't be able to recover to full until they return to a place of rest. (Note: my phone wanted to say "return to Islam" and like hell yeah, I think D&D characters should return to Islam.)
Secondly, D&D, all editions, is ultimately a challenge game. It's not a game that cares about exploring a character's emotions or morals (although those can give the game some added spice!) but a game about characters going into Situations and Overcoming those Situations. A lot of the time this translates to combat, but not all the time. Characters have, at their disposal, a lot of tools that can potentially turn a potential combat encounter into a different type of encounter or even allow them to avoid encounters altogether.
And finally it is a game that cares about space. A lot of RPGs, especially of the trad variety, care about space in the sense that distance and position are usually at least somewhat important to them, but sort of built into D&D's DNA is the idea that the space of the dungeon or the battlefield or the world map itself is valuable.
Anyway so dungeons are pretty much a good microcosm of that. First of all, the very act of going into a dungeon builds a barrier between the "safe" world where characters can rest and recover and the dangerous world where there's random encounters and monsters, so the moment the characters leave the safety of their town the resource management mode is on. Second of all, there are a lot of Situations characters can get in both on the way to dungeons and therein. And finally the space of the dungeon itself is important and meaningful since it contains Situations but also the very act of exploring the dungeon figures meaningfully into the resource management minigame (if the characters push further will they still have enough resources for a return to safety?).
Now, a D&D game doesn't really need much more than a dungeon to be satisfying provided:
The dungeon is a place in the world that ties into the setting and has some context beyond just being a place with monsters and treasures in it.
The space of the dungeon is built in such a way that characters can make meaningful, informed decisions about which route to follow, how far they are willing to push, etc.
The characters have a reason to go into the dungeon.
That last bullet point is pretty much moot in older editions, because in those editions the act of going into the dungeon really is its own reward: that's where the gameplay is and where the rewards are. But since modern editions tend to de-emphasize the need to just loot treasure and grow in strength you might want to give the characters an extrinsic goal for exploring a dungeon. While I personally prefer the intrinsic reward of just exploring a dungeon as its own satisfying gameplay, I think it's entirely valid to give characters other objectives to pursue within the dungeon. Heck, if you can tie them into character motivations, that owns.
Anyway, I hope this wasn't too rambling. I am kind of having a tired and depressing day, but this ask was fun to answer so thanks for that. And if you have any further questions or you'd like me to elaborate on something, don't hesitate to get in touch again! :)
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alright with wild life ep. 4 coming out soon it's time for me to start talking winner predictions. in order to understand my bet, let's first understand why past winners won—and, for bonus effect, why another player who I think really had a shot ultimately lost.
GRIAN. The traffic crown typically falls on the head of whichever player is most able to bend and break the rules to their advantage. 3rd Life, as the archetypal Life Series with the fewest rules to manipulate, was won by the man who understood (and broke) them best—their inventor. Throughout the series, I think Impulse demonstrated a similar cunning and could have been able to pull off a win. His error was failing to establish trust with his allies in a series that was defined by its faction loyalty.
SCOTT. With the introduction of the Boogeyman, Last Life demanded a winner with a level head. With favorable relationships paving the path to regaining lives, there was very little wiggle room for more aggressive, risk-taking players, making this season favor players with high survivability. Continuing the trend of rule breakers, Scott was the only player to weigh the odds and refuse to act on the Boogeyman curse—which ultimately paid off for him. Similarly calculating and loyal is Etho, who lost this win by aligning himself with a volatile group that failed to lend him the stability Scott had throughout the series.
PEARL. It was so, so much easier to die in Double Life than any other series, and so its winner was the player who proved to be able to survive without a soulmate at all. The thing about Life Series gimmicks is that they are always, always the thing that kills you—as such, refusing to engage with them as intended elevates one's chances of victory. Such is the case with Pearl. Cleo also failed to engage with the Double Life mechanic as intended, but lost (ironically) due to her ability to forgive and the endgame belief that aligning with her soulmate was the wisest move.
MARTYN. Limited Life introduced the ability to live longer by killing, and as such encouraged players to pursue maximal violence with minimal risk through traps (namely, falling TNT minecarts). If playing by these rules led to a win, the victor would have been crowned on Skynet. Instead, Martyn broke the season-long strategy and a few series expectations along the way to opt for an absolutely brutal PvP win, which he pulled off by being the only one crazy enough to try. A good few other risk takers had a solid shot of winning this season—namely Joel. Unlike Martyn, however, Joel was unwilling to gamble with the permanent death of his teammates, and this soft spot led to his demise.
SCAR. On the surface level, Secret Life's gimmick asked its contestants to be good at the game—to be good at keeping their mouths shut, good at following directions, and good at reading other players. The kicker with all of the tasks, however, is that the gimmick is the thing that kills you, and what the tasks actually asked was for players to be bad at the game in one way or another. This made earnest attempts at success by far the most risky path forward (especially once yellow names started being able to guess tasks), and as such, Scar's continually baffling behavior worked in his favor. Similarly incomprehensible, Skizz's playstyle lent itself well to this series—however, he was simply too likable. The secretive nature of the tasks in this season brewed a hostile atmosphere in which trustworthiness made one a threat, and the Heart Foundation painted a target on him that he was unable to shed.
So. Who do I think is winning (and almost winning) Wild Life?
GEM. Of all the players in the Snailpocalypse, Gem was the only one to doggedly refuse to fear and avoid her snail. Wild Life is designed to breed uncertainty and chaos in its players, and her refusal to give in to this makes her a good contender for the crown. However, other players have begun to notice this, which could place her in hot water. My second winner pick is BigB—although more willing to engage with the wildcards, BigB has always thrived in the strange and peculiar, making him less outright afraid of them and putting him in position to potentially rise above them down the line.
#wrote this while genuinely feverish and saved as a draft to verify coherency later but#I have woken up still feverish. so I guess this is meant to be a little incoherent#yippeeeeeee#life series#trafficblr#wild life smp#overrainylyzed
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I don’t know man. I loved how tonight was emphasised throughout Sinners. It was so subtle, like going in blind to watch it and not realising it was only going to be the one night where they all live to feel free even just for a moment. How being free for Black people meant only having to experience that when no one else can really see.
And having the night to be able to experience that because a lot of us consider the night time to be a time, a place where you are not judged for anything. Not your mannerisms, your skin colour, how you talk because it’s still, slow. The emphasis on night (tonight) was, to me, foreshadowing how you are only ever going to get the chance to feel like nothing’s wrong. I also feel like it has to do with the fact that the night, that night in particular was hiding something they all didn’t know was going to happen.
I researched about it more and came across an excerpt from Freedom in the Night Antebellum Slave Life After Dark (Smith, 2017). There was a different way that slaves practised their nightly activities than during the day. There was a lot of rules, they could not really socialise with anyone else and, obviously, seen as less than so they don’t have the privilege to promenade, share stories, or laughter.
The ruling class, whites, made sure they didn’t get to experience a lot of goodness during the day. And how the day was a time where you couldn’t be how you wanted to be. So little things like Pearline getting eaten out, Mary being able to be in a space where integration was welcomed (in the dark), and her relationship with Stack. They blossomed into something that would’ve never happened if it was day time.
It also applies to the scene of Sammie singing I Lied to You, how every culture from past to present to future was pulled into one space. Being able to practise it without the watchful eye of the white man. The song also plays a role in how activities in the dark are essentially lies. It gave slaves a sense of serenity, but that wasn’t going to last long. The famous lyric that goes, “Somebody take me in your arms tonight,” (there’s that word again!); singing it at night, the atmosphere enveloping everyone who worked and had a fake persona during the day by force into its arms. It was basically telling them that you’re safe and free to do as you please tonight, but only tonight.
(I’m annoying, but I have so many theories these are just few) And fire being a huge part of how the night plays out. Fire was seen as a form of rebellion. I thought of it as a cleanse of being able to be a human being during the night, but also being able to experience some form of warmth (sunlight) and still feel free at the same time. “By perusing the available narratives of the formerly enslaved, I found many harnessed the natural light from fire as a mechanism for resistance or protection (song sequence with Miles character, Sammie). But it was also seen as a form of violence too. The play with fire in this movie is incredible because fire cleansed them of Remmick, of their souls finally being free and released to rest by the sun.
I just think Ryan Coogler is a visionary who understands how to symbolise something at the right time. He’s pretty much prompting us to read more, which I’m all for because I love it hence this terrifyingly long essay of word vomit that people won’t pay attention to, but the observation I did of it. It’s so stellar.
References
A Meditation on Natural Light and the Use of Fire in the United States Slavery
Freedom in the Night Antebellum Slave Life After Dark
#sinners#sammie moore#ryan coogler#sinners 2025#ryan is a fucking genius man#⊹ shut da fuck up#IDKK i hope this makes sense#i’ve watched this movie 3 times & going on 4 this weekend and i couldn’t get it out of my head#this took me a minute i have adhd
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What are your thoughts on the magic system, both how JKR has created it in canon and also how you have tried to deepen or change it in Lionheart? In a lot of fanon/other series there’s more clear rules surrounding use of magic and magical strength or talent than it seems like JKR developed in canon.
Current fantasy publishing has trended hard towards hard magic systems, i.e. systems with clear rules, limits, and costs, because those systems make it really easy to establish stakes. Sanderson's books are a great example of hard magic used well, because his books are really interested in how societies built around magic would use them to solve problems.
Soft magic, in contrast, doesn't operate on clear limits. But that doesn't mean it's bad, it's just a different kind of worldbuilding. In his article, Sanderson points out that while hard magic systems thrive on getting the reader invested and scheming with the characters, it de-mystifies the "magic" of it all; it basically becomes technology. Meanwhile, soft magic systems are great at mustering awe and wonder. The risk of a hard magic system is you make your world feel mundane. The risk of a soft magic system is you make your stakes feel irrelevant. Neither of these are necessarily true, they're just risks you need to manage when you're writing. And good authors can manage them. For soft magic writers, you need to be really careful to show that your universe has problems that magic can't solve, even if you don't break down why it can't solve them. Martin and Tolkien are great examples of this. Why can't the eagles fly everyone to Mount Doom? I dunno, but I know they can't! And I trust that a world with his richness and verisimilitude, things happen for reasons, and those reasons, if explained to me, would be satisfying. When Tolkien tells me the eagles aren't a viable solution to the problem of the Ring, I just trust him. Because he's put in the work to make this world believable. Do I need him to invent some fictional rule about eagles being, like, physically unable to cross over that mountain range? What would that accomplish? The thing about magic being soft is you can just accept that sometimes It Doesn't Work, and you're fucked. So there's still a sense of tension and stakes for your characters, because they can't always depend on magic to get the job done. Another way around this problem is just to make the stakes of your series rest on something that magic can't solve, like emotional conflict, or a mystery. This is actually most of the Harry Potter books, in my opinion; they have pretty good stakes that almost always stem from human beings in conflict with each other, which isn't something that you can wave a wand and make go away.
Rowling's magic system is somewhere between hard and soft, whereas you can do X and reliably expect Y magical outcome, but also, it's pretty soft where the limit is. I don't mind this, because I'm pretty willing to handwave glitches in the magic system where it improves the story — so long as it's not a glitch that opens a plot hole, I'm fine not understanding How or Why Exactly a given piece of magic was executed. Dumbledore's escape from the aurors in fifth year, for instance. I don't know how he did that! Doesn't bother me. Because plot-wise, it doesn't make a difference. Because whether or not Dumbledore uses a mechanic I'm familiar with doesn't change the impact of the scene or my understanding of his abilities. The point is that he's super powerful and it would take way more than four aurors to nab him. Cool! Got it. No problem. But if Dumbledore was able to cast a spell that made Umbridge resign? I would be pissed. I don't want magic to fix that problem! I want the characters to develop and emotionally respond to challenges! Don't fuck with my stakes, man!
What also bothers me is when the books introduce technology that does work like straight-up hard magic, i.e., Time Turners. There is no reason a Time Turner should ever fail. It doesn't have a cost; it doesn't have a limit. This is insanely OP, and Rowling has admitted that it kind of fucked her worldbuilding. So I took it out in my fic, because I didn't want to be assed. I've peppered in a few limitations of my own on some things; I've hardcore nerfed Apparation, because I like travel sequences and I think teleportation is boring. The nature of the resurrection magic used by Voldemort seems big enough that there frankly should be a cost, so I'm thinking about that as I'm writing Book 6. Same with the horcruxes. In general, I think the nature of "dark magic" wants more explanation, so I'm trying to get into that more in the future. Plus also Lily's blood protection, and the horcrux/soul-splintering thing, and basically What All Went Down, Magically Speaking, With The Potters—? I'm interested in that. It implies the existence of much older and weirder magical mechanics than we've seen in the rest of the series. How can you do magic unintentionally? Was it unintentional? Much to figure out.
The spell system in general I don't mind, although I think Avada Kedavra is a terrible idea. you have this beautiful unbounded combat system that could be so creative and then you just. gave every wizard a gun. Sad! Also, I really like the idea in the last book of "you have to mean it," with respect to the Unforgivables, which ties in with how the Patronus requires an emotional component; it implies something about intention and willpower that seems like a potentially interesting mechanic.
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Hey does anyone wanna hear my thoughts about how Madarame and Fujieda's routes are essentially the same thing but in a different font????? Huge spoilers for the true route of Slow Damage.
Once I started playing Fujieda's route it struck me how it pretty much followed the same story beats as Madarame's:
Towa is confronted with a relic from his past > Something about it nags at him so he starts poking around > He remembers something from his past > He comes to terms with some aspect of his identity > Confrontation with the Takasato asshole that's been causing issues
But aside from that, both Madarame and Fujieda reflect different aspects of Towa's character. Both of their routes revolve around the idea of meeting someone so similar to you that they might as well be a mirror and the understanding that's born from that. The main difference is what they reflect and the traits they bring out in each other.
Madarame essentially reflects all of the things that Maya made Towa into. When they're together, they reflect and amplify the rougher edges of each of their personalities. Towa's apathy, his recklessness, his impulsivity, and his masochism are the things Madarame considers to be Towa's "true self". They're the parts of Towa that he sees reflected in himself; the parts of them that operate on instinct rather than the norms of society. Madarame loves Towa in his own way, and accepts the "roughest" version of himself, but these aspects of his character are things that Towa became because of Maya's abuse. It ultimately works for them and they find their version of happiness, but the more instinctual Towa that Madarame sought out is a version of Towa who is ruled by his coping mechanisms and survival instincts. To find this happiness (a happiness found in pain and danger), Towa must first be broken and regress back into his trauma. Madarame and Towa reflect each other in a way that enables the worst of their behavior.
Fujieda, on the other hand, reflects everything that Towa is DESPITE Maya's influence. (There is still that aspect of mirroring each other through their trauma and their shared scars is one of the big reasons they begin to connect, but it's more than that.) They reflect each other in their resilience in the way they choose to keep living and their refusal to let their trauma further define them. Both Towa and Fujieda suffer from survivor's guilt and consider suicide, and yet both of them make the difficult choice to keep living to some degree because of the other's influence. They reflect each other in the memory of the girl who gives them both the strength to carry on; someone they loved and lost. They reflect the ugliest and truest parts of themselves, showcased in their negative first interactions early in the game and the literal/metaphorical scars they share. Yet, despite how scared they both are at being confronted with someone so similar, they see the beauty and humanity in each other where they struggle to see it in themselves. Because Fujieda's character mirrors Towa's so closely, he's able to relate deeply to Towa and understand how much of his behavior is an attempt to regain his autonomy and recognizes that he could have very easily ended up the same way. Fujieda loves Towa for who he's managed to become despite Maya's abuse, and it's this mutual understanding that allows them to support each other so thoroughly. Fujieda and Towa reflect each other in a way that ultimately supports a journey to healing and recovery.
Anyway, if you actually read all of that I would love to hear your thoughts because it's been rattling around in my brain for too long!
#i would like to clarify that this is NOT madatowa hate.... i think they're fascinating and i have a deep respect for toxic yaoi#slow damage#towa slow damage#madarame kei#fujieda ryo#surodame#nitro+chiral#analysis?? sorta??#really just me rambling but oh well#edited to better flesh out a few thoughts. also wanted to make it more clear that despite my fascination with the madatowa dynamic#i think towa deserves better and that ultimately if madarame got hit by a bus it would probably be for the best <3#is this conflicting with my earlier statement that this is not mdtw hate? Yes and No. i dont hate mdtw! but i do. but i rlly dont. but i do#idk someone ask me about it i have a lot of conflicting thoughts and emotions
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Rook's Hobbies
I've been tagged in so many amazing Rook games that I decided to make one!!
For this, I'm going to tag @rooks-dagger @dancing--lights @trashwithvariety @justanecho94 @herald-divine-hell @razzberrydazz and @zombiefishgirl. No pressure! I would love to learn more about what your Rooks enjoy 🥰
Obviously, the tag is also open to anyone else who would like to try it! Please let me know if you do!
Rules: Post a few of your Rook's hobbies and write an explanation (however long you'd like) describing why they enjoy them. Then, tag some other people to play!
Lydia Thorne
Reading
A lifelong hobby of hers, Lydia enjoys nothing more than getting into a good book. Surprisingly, she mostly engages with historical or magical texts. She's always looking to advance her magic, or learn something new, or understand something that unsettles her. It's uncommon for Lydia to fall into a storybook, but not unheard of. When she does find herself getting engrossed in a story, it's usually the sappiest romance she can find. Or, it's something action-packed and high-stakes. Reading is the only hobby Lydia has that she would hate to have interrupted. Honestly, she'll ignore the culprit at best, and throw something at worst. Her favorite book of all time is The History of the Grey, which, as the title suggests, is about the history of the Grey Wardens. She first read the book when she was a kid, and she ended up stealing it from the Circle library when the tower fell. She keeps it with her even at the lighthouse.
Writing Poetry
Lydia keeps a few secret journals for poetry. This isn't a hobby she tends to share freely; instead, she's a bit embarrassed by it. That being said, she goes to lengths to keep this part of herself hidden. Lydia bought her first journal for her 24th birthday, her first birthday after joining the Order. She initially bought the journal because its design caught her eye, and she put it to good use! She would make bullet point lists about how she was doing, or what she was thinking (much like regular journaling). These eventually turned into lists about her surroundings, or recent events, and how they made her feel, and what they made her think and remember. She would also write about things she wanted to be able to reflect on in the future. From there, she slipped into the habit of writing poetry whenever she needed to process something. It was a great coping mechanism while she dealt with deep depression in the Order. Lydia will also write about her magic use or about her friends. Then, when she starts crushing on Neve, she writes about Neve. A lot. Likeee a lot a lot. And Davrin, a lot, after he dies.
Nature Walks/ Running
Lydia needs to be outdoors a LOT. Years of growing up in the circle made her less than a fan of being in enclosed spaces, especially for long periods. During those 7 years she spent living at home with her parents, after the Circle and before the Order, Lydia could often be found outside. She would hang around the farm, but she also had her little areas around Crestwood, which would be her refuge. She also enjoyed sleeping outside, which she would do as much as possible (as weather and parents allowed). Being in the Fade is...weird? It looks outsideish enough for Lydia to feel comfortable, but she still prefers not to sleep in her own room. She spends a LOT of time in Harding's room, actually. Davrin's "touching grass" trips are super helpful for her. In that same vein, Lydia really enjoys running. She's fast and has great stamina. She loves the rush she gets during and after a good run and loves the feeling of fresh air filling her lungs. She'd definitely be the type to sign up for multiple marathons a year. Lydia has definitely also challenged some (all) of her friends to races. Neve smokes her every damn time (seriously have you ever panned the camera up while running around with Neve in game? She's fast as fuck).
Baking Bread
This is a lesser-known hobby of Lydia's because she doesn't get to do it very often. Her father grew up working for his family's bakery (more of a flour mill that also baked and sold bread), so he's an expert at baking bread. Her mother has the skill, too. Baking bread was one of the ways Lydia's parents bonded with her when she came home from the Circle. It was a calm task with enough personal care put into it that Lydia could handle it without becoming overwhelmed. Lydia doesn't talk about this hobby because it reminds her of her parents, and she doesn't like to think about them. Baking bread becomes a happier hobby once she finally reunites with them. By extension, Lydia also enjoys cooking. Nothing is better than a hot and hearty dish, though she can slap a suitable meal together with whatever's lying around. She doesn't get much kitchen time, though, because Lucanis tends to cook nearly every day.
A Nice Game of (Drunk) Darts
Another one of Lydia's lesser-known hobbies, Lydia enjoys a nice competitive game of darts. As the section title suggests, it's even more fun for Lydia if she's had a few drinks. Lydia started playing darts during her time in the Order -- it was one of the games she and the other recruits would play to bond. Lydia is an alright shot on the regular. Drunk Lydia is either phenomenal or horrible, depending on the night. She's been known to throw the darts too hard or insist on getting an extra turn if she misses. She has also, on several occasions, gotten worked up enough over being heckled by other players that her magic has sparked. Unfortunately, my girl is competitive as all hell. She'll create extra challenges or rewards/punishments to make the game more interesting. She's not always a sore loser, but she can be! When she is, she's getting into shouting matches, or talking shit, or storming off in a huff. Still, she claims that the game relaxes her! Losing her favorite elemental orb in a match once has also taught her not to gamble.
Thank you for reading this (not so short) post! Can't wait to see what your Rooks enjoy <3
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