#as it is a skill many of these people utilize while not at all 'role playing'
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single-malt-scotch · 2 years ago
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idk how to say it but i feel like ppl dont know the difference between lore, roleplay and improv when it comes to mcyt stuff. and some of this may be subjective but-
lore is kind of what lore is in loads of other media right? the world, history, story, concepts... for mcyt that may be lore simply from people's description of their bases (Pearl's base in s9- but its something she sets up and describes OOC), the worldbuilding set up in someone's entire season for themself (ex. Ren with Gigacorp, or the story and ideas built in s8 with Ren & Doc - both of which are contained to just the creators), or some other long term continuity brought through a server/season on purpose that everyone abides by (ex Evosmp's portals and evo signs for the series concept, Shadow of Israphel's world).
roleplay is pretty blatant and I am sure many people get it. servers like Empires are obviously roleplay, for example. In the modern nerd definition it is someone playing a character. For mcyt it may be a whole new name and self, or a variant of their default self playing out some kind of story or something that isn't just their normal content creator self. They may also make their own lore to fit with it, but not everyone goes into carrying a big bag of lore for their roleplay- sometimes its just a simple idea of a character in whatever server theyre in. It could be as simple as Impulse saying hes a dwarf but not providing any actual roleplay as a character, or it could be more concrete but loose (not constantly in character) situation like Mindcrack's B Team mafia, or its as wild as the lore and characters Ren & Doc put on in s8 despite them still openly acting as content creators through many parts of their videos.. Empires, Shadow of Israphel, Witches SMP are examples of more blatant RP focused series with little character breaking that also often have lore created for the worlds, but not all rp actually has to have lore in order for it to happen.
improv refers to the act of acting in the moment or whatever situation is provided. improvising with what is currently going on. roleplay can be seen as a form of improv. i think its important to separate the term from rp though, because not all improv is rp. People coming up with random fantastical line in the moment or acting impulsively to create a moment we all call back to is something that was improvised based on the situation. Bdubs' "he loves me" and grian's replies were not lore or roleplay, it was improv. (and we as fans can certainly do more with it- whether its ship content, making fics that make more to it, etc- but as its 'canon' it is nothing more than improv.) bdubs and grian were not roleplaying characters, there was no lore that made it happen (lore as a term just does't apply here). these people are great content creator and comedians, and that is because they are great improvisors. recognizing when theyre improvising these moments and using the term improv is important to me, and still credits them w the recognition they deserve without confusing people with with 'roleplay' when its not.
make of this what you will, i guess. i just keeping thinking about it not bc i think its annoying or that i am mad at ppl getting this wrong (on my thought of how i feel these terms are defined). but i feel like lore is the One term being thrown around and always applied to a number of scenarios that arent "lore".
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caligvlasaqvarivm · 1 year ago
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CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
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synergysilhouette · 5 months ago
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"Batman: Caped Crusader" review
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Binge-watched this show, and I wanted to be one of many people to share my thoughts on this--plus I was spurred on by getting a wish of mine granted from the show. Make sure to check out the show if you can!
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The animation is beautiful--I know this is a weird comparison, but soemthing about the animation reminds me of 2010s Scooby Doo animated films, and I kind of adore that.
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The voice acting was...fine--I can't tell if it was poor performances or poor direction; Hamish's Bruce Wayne sounds too raspy/rugged some of the time, like he's still playing Batman, and many of the other actors felt like they were just reading lines rather than performing lines, not enough emotion. IDK if they're more used to live-action work, but voice-acting is a different ballgame, since your voice is all you have to convey the character. A lot of performances fell flat for me, but it wasn't 100% unbearable, just underwhelming. I have some people I'd recommend instead (both familiar to the role and otherwise), but I don't wanna start anything.
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LOVED Harley (but not her costume)--Jamie Chung had one of the better performances in the group, and I really LOVED the angle they did for Harley; I feel like the media often flanderizes her as the goofy crazy chick, so seeing her actually utilize her psychology skills (like I've been asking for!) is so satisfying. That said, the outfit has GOT TO GO. Gold and black is gorgeous, but it ples in comparison to her black and red look. And a weird nit-pick; when I first saw the stills, I was under the impression she was wearing a carnival-esque mask rather than face paint, and I find that idea a lot creepier. I wish we'd gotten more of Harley's antics--and even seeing her get close to Bruce in the way she did with Barbara and Renee--before revealing her as a big bad to the public. And I appreciate that she isn't 100% evil; she is doing what she believes is a noble cause, just doing it in an illegal and unethical way. I needed a backstory!
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Not enough Batman--Maybe it's just me, but it definitely felt like there were some episodes where Bruce and Batman were supporting characters and more focus was on the GCPD. While I don't mind it too much, I enjoy superhero shows for the superheroes, not the heroes; this is why I had a love/hate relationship with "Gotham."
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Batman (and Bruce) isn't quite likeable enough--In earlier incarnations, Batman was more kind and caring before becoming more emotionally closed off with time, but here he's that way from the get-go. Not to mention that Bruce Wayne puts on a facade around everyone, even people he trusts (he probably did that anyway; I can't remember), and his session with Harleen really frustrated me because I don't expect his walls to come down immediately, I don't expect them to be this high this early. I wanted him to be a bit warmer and transparent, rather than curt and cold like he's usually seen in the show. I feel like this is an issue often seen in comics, too; people prioritize Batman's "coolness" and thus push his feelings to the wayside.
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Using underrated and familiar villains--I'm sure the real experts are gonna chew me out for this one, but as someone who got into comics in the 2010s and didn't catch up on the acclaimed 90s series, it was fun to see villains I loved and villains I didn't know; one of the best things a popular property can do is use underrated characters, since it helps the show feel original and fresh (thus why "Teen Titans" is so enjoyable; the whole franchise is underrated).
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Too modern for the 1940s--I can't put my fingers on it exactly, but the vibes feel too modern; I assume the 1940s was for aesthetics, but since everything else feels updated (from the way people talk to Harley and Renee seemingly being open about their feelings for each other), I don't think it was a wise choice to have it both ways. I see no reason not to have it in modern-day, but I suppose you'd have to get more creative with technology.
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Barbara and the Robins--First off, I should've gambled with someone that Jason would be a redhead; I'd have made SO MUCH money. Secondly, I'm not crazy about how all four kids are orphans; If I recall correctly, both Carrie and Stephanie's parents were alive when they joined the Batfamily. In any case, I'm confused on why Barbara is significantly older than them when they're all supposed to be within the same age bracket (I think; someone has told me otherwise since posting this, so I could be wrong). Not to mention, a part of me worries that because of the quartet's young ages and Barbara getting so much screentime as a lawyer, we won't get any of them as Robins or Batgirls unless something drastic happens, and/or we get a time jump.
Overall, I think my biggest gripes are the voice acting and how Batman/Bruce Wayne is written. That said, I enjoyed the show overall. IDK why HBO Max dropped it. Hopefully season 2 will introduce Poison Ivy, Catman, Tim Drake, Ghostmaker, and Gardener, since the finale already showed us a certain someone who IS coming to Gotham.
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emblemxeno · 1 year ago
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Tbh I don’t quite understand the sentiment that Engage doesn’t have good or any worldbuilding at all, like tf is up with that. First instinct would be “them 3H fans again!!!” but other long time FE fans also consider it lackluster and idk I don’t agree. 
Each of the four nations all have surface level distinctions, but in-depth internal layers, such as...
Firene values peace, gratitude, and its harvests, tea, and medicine. It’s the kingdom that would usually be taken advantage of, but the reason it maintains its peace is through aggressive policy done by its leaders, currently by Eve and very notably followed up by Celine. Medicine and health is taken seriously cuz the last king died from an illness, the same illness which the current and well loved prince is suffering from. The Firene retainers are all nobles sans Louis, who is noted to have gotten his role because of his domestic skill in tandem with his martial prowess; this implies a sort of status quo, one that’s maintained to keep things peaceful, though not overly enforced to the point of oppression. 
Brodia is wealthy and martially strong, yet prideful. The nobility is noted to take advantage of the constant wars on Elusia, as it fuels economy, which in turn fuels more wars. The wars against Elusia themselves are partly an extension of Brodia’s pride: aggressive expansion done in the name of “keeping a wicked nation in check” and to further Brodian way of life. Because strength is valued, the Brodian retainers are all common folk who proved themselves, sans Citrinne, who develops a complex about her strength because of it. Mining is the primary income source after warfare, something that Diamant wants to shift towards to the dismay of war benefitting nobles.
Elusia is the kingdom of knowledge, and as such, is the only nation noted to have a major place of education. The arts and the leisure seems to be highly valued here, due to an author, an artist, and a native to a hot spring centered village being recruited. Retainers, like in Brodia, are decided by strength or capability; after all, you don’t often have a Crown Princess’s servants be a former assassin and a former prince without skill and knowledge being paramount in the decision making. Hyacinth has too much love to go around, and so has a wife as well as many mistresses, and many children as a result. Knowledge begets avenues of possibility, which means one can use said knowledge to selfishly get ahead (such as the Elusian court where backstabbing and fake platitudes to appeal to the King and Queen were common place) or to benefit the world around you (Hortensia using her intellect and talent to help war victims, and Ivy utilizing Elusia’s creativity and innovative practices to better the public’s wellbeing). Seeking knowledge, however, can entrench one in dark practices, which is why the worship of the Fell Dragon went from notable to beligerent and dangerous.
Solm values freedom, and is notable for being a strict matriarchy. Only women take the throne, Merrin’s village is only ran by women, and Panette and Pandreo’s family church was headed by their mother. While open minded and easy going on the surface, Solm having its own elite vigilante group and having spies throughout the continent means that the queendom takes measures to ensure freedom very seriously; these actions are similar to Firene, which is brought up in Celine and Fogado’s support, and the two themselves are indicative of each of their nations cultures. Unlike the other nations, there’s no strict basis for who becomes a retainer, since you have a chef, a priest, and two runaways. The people of Solm live their lives how they want, and its culture is more open to entertainment and large gatherings than other nations.
And this is just what I whipped together from memory. I’ve no doubt that there’s tons of other minute details that, when pieced together, form more descriptions of the nations as a whole. This, to me, is on part with how the GBA games and Echoes built their worlds. Very solid in depth readings, with surface level broad strokes to entice the player in should they choose to put more hours into learning the ins and outs. And that isn’t even getting into the artistic directions of each nation and the characters (like outfits, seasonal representations, food/ingredients, etc.). Hell, the entirety of Elyos is shaped like a ring for crying out loud! It’s screaming “yeah the rings are this central to this world, enjoy your stay.”
I like that. Engage knows what it is and what it wants to present. No more, no less.
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asp1diske-art · 9 months ago
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Your technical skill with lineart and shading is amazing in itself, but it's your ability to convey emotion and atmosphere in your work that is trademark to me :) its incredible how you can show through gesture and body language just what these masked, expressionless characters are feeling, and how the environment itself conveys that. Your lurien comics, especially the one that ends in something along the lines of "I return to the kingdom you abandoned" are I think the spark that made Lurien go from Some Guy to Deeply Interesting for me, and your use of color pop and shaky line contributed so much to the feeling in those comics. You are one of the artists whose skill at evoking emotions I aspire to <3
Oh wow, I've been reading and re-reading this for the last 20 minutes this is amazing.
So, emotions!
If there is one thing I'm proud to have accomplished during my time in Hollow Knight, it's the skill of expressing tone. Because here's the thing, facial expressions are just one of the many components of tone. (I even wrote about this in another ask some time ago.) Colors, gestures, camera angle, lighting, paneling, lines and narration - all of these come together to convey the mood of the scene.
Check out these wips from the Watcher and the Watched comic, for example.
You can see that color played a huge role in setting the atmosphere in the comic. It shows that this comic is taking place in the Watcher's Spire, but it also gives a dark, subdued feeling that wouldn't come from idk, a yellow background. The backlight emphasizes the ominous tone of the last page. As does Lurien's pose - coupled with the butler looking up and Lurien looking down, it makes it look like Lurien is looming over his butler (and the reader). All this builds up to deliver Lurien's lines with maximum impact.
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So yeah, a lot goes into conveying tone in comics, and I'm very happy to hear that it was recieved well!!
The Lurien, Dreamer comic. It's almost 2 years old now but it's still one of the favorite comics I drew about him. Together with the City of Tears comic, it's the epitome of my interpretation of Lurien. My characterization of Lurien's relationship with the Pale King was quite different from the usual fanon at the time (I don't know how it is now, I haven't gone into the tags in years haha) and I wasn't really sure how people would take it. So I'm glad to hear that it got you interested in Lurien!
It's the one that took the longest too lol. Usually I draw comics in a single setting, but that one took 3 days. Besides Two Ghosts (which was an 18 chapter+@ comic that was over 50p and took about 2 months), no other comic has broken this record. I put in a lot of care into it, and it still holds a special place in my heart.
Honestly half the reason I use messy, sketchy lines is that I suck at drawing clean lines lmao. But I like to think that I've made the best of it and utilized it as an art style. In that comic especially, because the whole thing takes place in the dream realm and I wanted to give a rough, unreal feel to it.
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I'd show breakdowns of this one too but the file is so big it keeps crashing lol. (Pro tip - draw your comic pages in separate files. Don't be like me and draw 300dpi 10p comics with 30 layers in each page in a single canvas. It will crash and you will be sad.) But drawing the White Palace was a interesting challenge because I usually draw in highly saturated colors whereas the Palace is, well, white. So I had to work out a way to color this without making everything looking grey, while also making it recognizable as the palace. iirc I used a lot of overlay & burn & dodge layers along with a few difference & subtract layers to give the white a slight yellow tint to stand out from the dark blue. (I'm pretty sure they're the culprits crashing the file.)
Sorry this got long, I really took this as an invitation to ramble about my art hkfsldjkflj
Thank you for all the compliments! It's an honor to hear that my art could be someone's aspiration, and I'm very happy that all my Lurien art got someone else into Lurien. I hope you have a nice day :D
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r0ug3pri5m · 1 year ago
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The Apocalypse au
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🔲 General background:
The story takes place in a chain store built by Freddy Fazbear's Pizza in a city in country A. The usual activities are daytime and nighttime stage performances. In fact, each play only has three characters, because in this AU, like the original work, the sun and moon share the same body, which can be converted according to natural light. Bloodmoon is an individual, and Eclipse have his own entities.At first, the daycare center did not have Bloodmoon, Eclipse played the villain before Blood Moon arrived. He was originally quite versatile, proficient in physical exercises and using swords and spears, but after Blood Moon arrived, playing a new script reduced his fighting role, so his abilities became increasingly rusty. As the commuting time on weekdays decreased during solar eclipses, he used his free time to self-study divination (he loved all mysterious and supernatural factors). In order to cater to the children's preferences (which may be a more reasonable excuse from someone), Blood Moon was invited to replace the villain position of Eclipse. In the script, he played the cruel and unruly king, with Sun and Moon being soldiers and archers who were ordered to assassinate the tyrant. They were very popular among children and even nicknamed (Smiley Knight/Frost Moon Archer). Of course, there are also some children who like Bloodmoon, which is why after Blood Moon began his tyranny in the later stage, he would prefer the term 'Sir Bloodmoon' instead of 'king'. This is the honorific title given to him by his children who like him. He wants to make his subjects feel close to the people while exercising his tyranny, in order to further utilize it. He does not have much hostility towards the children, Perhaps he thinks this group poses little threat to his plan, and he likes to scare them for fun.On the evening of Bloodmoon's seventh performance, Moon first realized something was wrong with Blood Moon (or perhaps he had been pretending to be too perfect). Out of long-term interests and a bit of his own quirk, Blood Moon left a mark on Moon's face (which is also the origin of the scars on Sun/Moon's face)
🔲 Timeline:
prophase
↓ (Blood Moon Arrives)
mid-term
↓ (Rebellion and Change)
later stage
↓ (Destruction and Conquest)
Genesis
↓ (Prosperity)
The Apocalypse
🔲 Main Role:
🗡 Sun/ 🏹 Moon/ 🍷 Bloodmoon is a new batch of electronic toys designed with paint color changes based on the original Sun/Moon model. In this AU, 🔮 Eclipse has entities.
🗡 Sun:
Body color (including performance clothing): Mainly red, orange, yellow, and blue (there are too many colors on his pants, giving a rainbow like feeling).
•He has good swordsmanship. Whenever he performs, you will see him carrying his Western sword and shield with him. The sword is a performance tool, so it cannot cause substantial damage.
•He always squints and smiles, even when facing enemies. He wants to leave an impression of a brave and confident sunny boy.
•The scar Bloodmoon left on his left eye made him feel more like a tough guy. He secretly liked it, but it couldn't stop him from disgusting Bloodmoon.
•Character: lively, optimistic, brave, humorous, competitive, outgoing, and talkative.
• Hobbies: Interacting with children, practicing swordsmanship, covering Moon like a brother (but in fact Moon has a more mature mind), sharing daily updates with Moon, beer (not good but fond of drinking), keep himself clean and handsome.
🏹 Moon:
Body color (including performance clothing): Mainly in blue, purple, and beige.
•He is skilled in archery, with a shooting rate of not 100%, but close to it. Although he knows he is an actor and has low expectations, his perfectionism drives him to do his best, and he also has a vague premonition that he will come in handy one day.
•He has good accuracy and using a good gun is not a problem for him, although he has not had any contact before in the later stage.
•He is not suitable for close combat, and if he is discovered by the enemy and is very close, he has little ability to fight back.
•Character: Brave, cautious, astute, introverted, and steady.
• Hobbies: keep a diary , watch the children play and fight at a high place, watch the outside world through the glass, snow, Gingerbread man, Eggnog, and tell the children about the legend of Christmas.
🍷 Bloodmoon:
•Body color (including performance clothing): Mainly red, white, black, and gray, seemingly symbolizing something.
• He is skilled in using all kinds of firearms and has a good sabre technique.
•He likes to look at others with a smile on his face, full of malice. Sometimes his ferocious smile combined with his blood red eyes can make people feel creepy.
•His performance prop is a royal scepter, although it is simulated, he does not dislike it, just look good. Before the later stage, the small bag around his waist had always been a place to hold knives. Before the later stage, he often carried two knives, one was a simulated dagger used for perfunctory performances, and the other was a Malay sword.
•In an inconspicuous corner of his room, the wall was filled with traces he had carved to calculate the date. He calculated everything so meticulously that he had already properly reserved the rest place the first time.
•When he first arrived, the solar eclipse had a partnership with him,He is calm and skilled in disguise, always carefully observing everything around him. He is very concerned about Sun and Moon, and also closely monitoring their every move.
•Character: arrogant, ruthless, hypocritical, stubborn, suspicious, trustworthy, cunning, and rebellious.
• Preferences: Tequila, billiards, gambling, pranks, tasting the expression of the enemy's pain and despair, torturing/playing/challenging the enemy, wandering around for fun.
🔮 Eclipse:
• Body color (including performance clothing): Mainly red, yellow, and black
•He played the only villain role before the arrival of Blood Moon, and even if he had some malice towards Sun/Moon off stage, he would not take the initiative to trouble them unless they met on a narrow path. Compared to this, he is more focused on his own affairs.
•He doesn't like the vast majority of children, feeling that they are too noisy and difficult to discipline. Most children run away when they see him, and there is no opportunity for communication. He won't do anything to children, and he is very gentle towards those quiet and obedient children.
•The tobacco he smokes has a refreshing fragrance that is harmless to the human body but can create some illusions.
•Character: pragmatic, independent, shrewd, withdrawn, and gentle.
• Hobbies: Alone, quiet and enclosed small space, smoking a special type of tobacco, studying theology and metaphysics, meeting his guardian every day and chatting, playing chess, decorating his own room.
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kuruna · 15 days ago
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What was the first thing you decided on, the character's name, appearance, personality or their role in the story? For Xanthos!
I've actually already answered this one, but since I'm very skilled at Rambling, I will simply elaborate further >:D
I actually DID have a personality figured out for Xanthos in the beginning in addition to his role and name, but the personality he had in the beginning is Very different from what he ended up with! 😭
I knew from the beginning I wanted him to be a Complex figure rather than someone who was wholly good or bad, but his personality at first was someone very confident, intelligent (though in a different way from his brother), and somewhat cold and conniving. Someone who was far more interested in Legacy than what was happening in the here and now.
My ideas about Xan began to change as my ideas about AZ himself changed 😱 I see AZ as someone who embodies a lot of contradictory traits. Simultaneously selfless and selfish. He was definitely seen as unusual for treating Floette with such love during a time period where that was seen as odd, but the fact he continued to do so and it's become part of what he's known for historically implies a sort of weird confidence. Someone who is capable of both great gentleness and terrible violence! Someone who is so sad and self loathing but too stubborn to give up. I also like the idea that anger issues are something he's struggled with all his life, rather than just in that one moment.
Xanthos is meant to be his brother's Opposite in many ways (though they're more similar than they realize), so I flipped a lot of the traits i see in AZ as I developed him, or otherwise utilized them in a different way.
Xanthos is more selfless than he is selfish, but is similar to his brother in that he runs himself ragged giving too much of himself to people. However, unlike AZ, Xanthos has so little confidence that he's willing to let people walk all over him. Put simply, he's a people pleaser!
Xanthos is deeply insecure, and terrified of rejection - so while deep down he loved Floette dearly, he would not allow himself to show this love openly. Like AZ he is capable of both gentleness and violence, but Xanthos is much more human about it, more mundane. His incredibly low self esteem would show itself in the ways he disregards himself, and the fact that he sees himself as being uniquely terrible even long before the war. And while Xan is prone to the occasional angry outburst, this too is something he expresses in a very human way, rather than AZ's god-like rage.
Oh! Almost forgot to say 😭 at first I didn't want to utilize jealousy (despite it being mentioned in canon) bc it didn't seem like an interesting motivation to me in the beginning. But as time went on... Xanthos became incredibly, INCREDIBLY jealous as a result of his insecurity. While AZ is characterized by his rage, Xanthos is definitely characterized by his jealousy 😵
He sees his differences from AZ and it makes him feel More insecure, because he couldn't possibly do the things AZ is capable of. He sees himself as weak for it. He sees himself as useless(!) for it! And he can't tolerate feeling that way about himself.
To summarize, he became a little brother who idolized his older brother so incredibly much that for a very long time it harmed his ability to form any sense of identity. 😔
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Who is the most powerful version of tails in the sonic franchise?
Hmmm
I wish I could give a better answer, but unfortunately I have not yet consumed the bulk of the Sonic franchise, so I will do my best!
To me, the answer depends on your criteria. Personally, I think my criteria for "most powerful version of Tails" depends on a couple things.
How much innate power he has (and how well he uses it)
How well he balances his fighting prowess and his technological/menanical/strategizing skills on the battlefield
And if he does obtain any extra power (usually through usage of magical artifacts or the chaos emeralds or what have you), how well does he use them?
Using this criteria, I'll start with Nine as an example (as I do see him as one of the more powerful and efficient versions of Tails).
Innate power: He's not some secret chosen one or overflowing with chaos energy or anything. He does have some baseline innate physical power, given that he *can* spin dash, but he largely utilizes his mechanical tails or other external devices he has control over to do damage. So he ranks lower on the innate power scale, but not the lowest (let's say ehhhh 2/5?)
Balance: Nine is one of the versions of Tails that is better at this. Though we don't get to see him fighting personally for the bulk of the runtime of Prime, we have evidence that he can play the role of fighter and strategist. Even though Sonic was holding back, his backstory, the way he fought Sonic physically those few times he did, and moments such as in S2 where he dismantles a number of eggforcers guarding him all imply that he doesn’t prefer to fight, but he can and will fight on his own (and do a good job of it) if driven to it. Plus, even when Nine does hang back and play strategist, there are still many moments where his vantage point still allows him to fight (like when he directs Sonic's movements so he can blast Chaos Sonic in S2). I'd place him higher on the balance scale, but not the top (closer to a 4/5).
Extra Power: I hate to do this to him but like...2/5 at best. I love him. He's great. Unfortunately, despite having a large goal, he didn't have much of an idea of what executing the goal in question looked like. So when he had time to spend on his "perfect home", he didn't add much to the Grim aside from a lab for him and some palm trees for Sonic. And when he finally obtained the paradox prism, despite his large shows of power with the thing, he largely used it to protect the Grim or to persuade Sonic to give himself over. So when he was more fully utilizing the kind of power the Prism can give, it was earlier in S3, while he largely just used these shows of power to get to Sonic. He messed with gravity and projected his head across shatterspaces, but the former he only took as far as he did while believing Sonic would save the people and only as long as Sonic hadn't surrendered, and the latter he pretty much did (yes as a show of power also) largely to keep contact with Sonic so he could convince him to give in. Essentially, at his most mentally sound and well rested, he used the prism for easy and low stakes shows of power, or only as much as he needed to win over Sonic (and while keeping the danger level manageable), so he hardly was using it to its full potential. In the beginning too he made very few robots. Then, as the battle waged on to a climax and everything was on the verge of falling apart, he pretty much just used the prism to keep the Grim together and to protect it. So he just...made a bunch more robots (ironic, given his "all that power at your disposal, and all you could think to do was build a bigger robot" in S2). Point is, Nine has the potential to wield great power well, but unfortunately during the events of prime, he didn't much do that (which is largely because of his lack of visualization in terms of what his "perfect world" actually looks like, and his tactic of doing the bare minimum of messing with the other shatterspaces so he can get what he wants and isolate himself again).
Now, another example is Archie Tails.
Innate Power: Wow. Okay, if not for the inconsistent handling of his character, I'd put him at a 5. He gets a 4.5 by virtue of his chosen one powers and the fact that he generally cleans house when he becomes Hyper Tails. However, as I said, he loses .5 for inconsistencies in his character. There are times in which he utilizes his raw strength to fight or to assist in battles, but these moments are few. Kind of like early Sally, when Tails isn't in his chosen one form, his physical prowess varies based upon what the narrative demands. So sometimes he's just some kid who no one lets fight and needs to be saved a lot. Sometimes he can fight side by side with Sonic, but he can't hold his own. Sometimes he proves that he has some genuine strength but is benched as the strategy and technology guy afterwards.
Balance: Ehhhh 2.5, largely due to the inconsistencies in his character, the fact that earlier depictions of him are benched due to his age or the writers keeping him at a "stay back at the base" role without also characterizing him as more useful back at the base, and that later depictions of him place him in the "guy who can provide strategy or help back at the base who is good with technology" more often than putting him in the middle of any given fight. Essentially, he stays back at the base more often than not, and it was well into the comic before he was even given the "smart kid who's good with technology" trait. I'm being a bit generous with the 2.5 given that there are times he decently balances the whole technology prowess thing with fighting in the field.
Extra Power: 4/5. He ranks so high because he doesn't come into this kind of power incredibly often, but when he does so he generally handles it well. It's a bit cheating I suppose since usually he and Sonic (at the very minimum) fight together while in super forms, and they both have epic fights with the current bad guy when they do utilize power rings or chaos emeralds together. However, as with Nine, this is quantified less by potential and more by the examples at hand. The only reason I didn't rank him higher is because (at least as I remember) he doesn't really use power rings or the chaos emeralds for anything other than fighting a bad guy (usually with Sonic) or for powering his devices. This is to say that there is more room there for him utilizing higher powers (that aren't innate) to their full potential or experimenting with them.
But, anon, if you're still reading, by now you're probably looking for an answer. My personal answer to your question "Who is the most powerful Tails?" is, surprisingly enough...classic Tails?
Sure, classic Tails doesn't really have any inate chosen one power or anything, but during classic era games he's decently balanced out as the technology guy and the guy who can fight in the field. He can fight alongside Sonic and has gone on more than one solo journey. He apparently can be trusted enough on his own that he went on vacation alone (the only classic game I remember off the top of my head where you explicitly have to save Tails)?? In fact, Superstars best shows off the balance criteria, as Act Tails depicts Tails as proficient enough to mess with Eggman's tech while he fights badniks alone (at least, I assume alone). I guess my point is that (despite any innate chosen one power or anything), he fits the balance category well (I personally think about equal or better compared to Nine), and the Extra Power category pretty decently (in this case, I'd say about the same as archie Tails in one of the examples).
So yeah classic Tails turned out to be my answer! 😂
Although I'm curious what other people think
Thanks for the ask, anon!
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tbkenvs3000w24 · 1 year ago
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My Dream Role as an Environmental Interpreter
Growing up, I loved opportunities to go on camping trips to various provincial parks in Ontario. I remember visiting Balsam Lake, Sibbald Point, Six Mile Lake, Killbear and Wasaga Beach Provincial Park. I loved exploring these natural areas and discovering new landscapes and environments within Ontario. 
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A picture I took at Cape Breton Highlands National Park in Nova Scotia. 
 My ideal role as an environmental interpreter would be as a park interpreter at a provincial or national park within Canada. My role as park interpreter would involve assisting visitors to explore park trails and swimming areas while providing informational programs safely and respectfully. I would love to run programs such as nature journaling, biodiversity hikes or games such as Wolf Prowl which allows kids to take on roles as animals in an ecosystem. I would also like to help run evening programs that permit visitors to safely explore the trails in the dark which they might not do on their own. As a park interpreter, I would like to focus some programs on establishing people's relationships with nature and sustainability.  
The job of an environmental interpreter would require a variety of skills to deliver effective and meaningful interpretation. The skills I first thought of included plant and animal identification and knowledge of ecology, geology, and environmental stewardship. Additional skills in mapping, GPS, and first aid would also be crucial in a role as a park interpreter. Skills in these areas will allow me to be a reliable source of information that visitors can trust with their questions regarding the natural heritage of conservation areas. These areas of knowledge and skills I have listed are essential for environmental interpretation, however, I do not think they are the most important.   
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A picture I took of a Japanese beetle (Popillia japonica) on a hike on the Brook Trail in Uxbridge.  
Before having the opportunity to work in outdoor education and to read the textbook, Interpreting Cultural and Natural Heritage: For A Better World, I thought knowledge of the environment would be the most important skill to have as an interpreter. However, you could have all the knowledge of nature possible but if you cannot communicate with individuals then you will not be able to effectively share the beauty of nature with others. As described by Beck et al. (2019), communication is the core of cultural and natural interpretation.  
In an environmental interpreter role, I would need to be skilled in applying different learning theories and styles to communicate natural surroundings to a diverse group of people. Having the ability to use the Cognitive Development Theory through numerous interpretation forums will allow me to interact with different age groups (Beck et al., 2019). Also, having skills working with multiple intelligences will allow me to connect with a variety of people who learn in different ways (Beck et al., 2019).   
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A photograph I took in British Columbia at a Natural heritage site. 
As an outdoor education intern, I saw many kids with different interests and ways of learning. Some kids connected better to lessons involving games such as Predator-Prey where they got to run around but still learnt about ecosystem functions. Other kids preferred to explore ecosystems through nature journaling or nature photography programs. All kids were able to leave the outdoor education center with new knowledge and new feelings toward the environment through different pathways. 
By utilizing my knowledge of the environment with communication and teaching skills I could succeed as an interpreter at a natural heritage site such as provincial or national parks. Communicating my understanding of different environments and sharing my passion for nature would allow me to guide people to form their own connections and ideas of nature. 
References  
Beck, L., Cable, T. T., & Knudson, D. M. (2019). Interpreting cultural and natural heritage: For A Better World. Sagamore Publishing. 
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hollowsart · 2 years ago
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Cryptid Crawler Spiderverse info master post
Rogues Part 2 🔮⚡🤠
getting creative with a few since I didn’t have the info already written down for some of the rogues gallery, but that’s fine. that’s kinda what this is for.
Long post once again!
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==[[Mysterio]]==
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Worked for years in the movie industry as a professional in the field of special and practical effects. a HUGE movie buff, has seen and collected many movies and posters over the years and knows all the ins and outs of various tricks and gadgets and all that has been used in movies from the first film pioneers to modern day movie makers. Working in movie production has been his job for years since graduating out of university in a different state (he got an idea later on from a guy he knew from university that was doing a study on fear).
Upon his sudden firing from his job as the times were changing and the higher ups deemed special/practical effects to be unnecessary with the rise of CGI being the new big thing. Safe to say.. he didn’t take it kindly. Luckily for him, though, he overheard the same people talk about a new superhero movie, but they didn’t have a villain yet.. Oh, so they need a villain? He’ll give them one.
Lives in a relatively small apartment, pays rent. It’s not the best living conditions, but it’s home to him. Like with everything, he makes do with what he has.
He may be stupid.
Great with robotics/engineering as well as chemistry and math. Created his own special gases and gadgets that he utilizes during his "performances" as Mysterio. He also used some when he was still doing movie work, but to a far lesser degree. He had a talent for it, but it sadly went underutilized during that work... at least now he's able to earn a decent enough pay for all the work he puts in and is able to do what he loves as well.
Outside of his Mysterio persona, Quentin Beck works a few spare jobs here and there for extra cash. One of which is a small restaurant favored by Acedia coincidentally. He never uses his real name while working these jobs as well his real identity has been kept unknown from the public. Still, it's best to be extra safe than sorry.
During one escape stunt away from authorities he encountered Phineas Mason, The Tinkerer, in hiding as well but for a different reason. Ever since this little encounter they’ve become an odd sort of duo, friends with similar technical skills they can bond over. Mason helps him with hiding out for limited periods of time by staying at his place while he relocates his theatrical lair. Mason helps out a lot with mass producing whatever little new gadgets he requires in exchange for his mathematical aid on his own projects.
Becomes a sort of fun uncle in a way to Mason’s granddaughter.
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==[[Electra]]==
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Maxine Dillon
Just a regular civilian trying to make a living. Never had a real chance to go to college. She works as an electrician and is very knowledgeable about the field, she is rather down to earth and mellow and looks up to a speedy red superhero in a distant city, definitely a role model.
She’s only had a few previous relationships, none ever lasted very long, she ended up being the one to break things off. I want to say around 3? 2 from her teen years and 1 during her college years.
She’s given up on putting herself out there since, focusing more on her job and being a little more at peace until the accident.
With how she is now, it’d be very difficult for her to have a relationship with someone. Doesn’t do much with her feelings of loneliness and isolation.
When unconscious her electricity is put in a “powered down“ state and her appearance reverts back to normal. When enraged her light glows even brighter and hotter and her electricity is far more erratic.  Likewise, when deeply saddened her light dims and you can see her appearance through the electricity much more clearly.
Maxine accepts her fate and becomes ok with it after awhile, but she has her moments and does eventually get a cure to stop the electricity and help her return to a normal life again after so so long of needing to get used to a life with her electrical disability.
After all, it’s not very fun at first and then it’s only so fun for so long until it just becomes tiring and frustrating to constantly be conducting electricity.
She can’t control her appearance, unfortunately, so whenever she’s conscious her electricity sparks back up. To be safer to others she appreciates the electrical suit she was given to confine the electricity. Utilizing the gloves and hood/mask when she isn’t feeling too great or just wants to try and be normal again.
..Or when she just really needs a hug.
It takes some time, but she does forgive Shocker for what he did and for what happened to make her what she is today. She’s become friends with him and sometimes visits and hangs out at his bar.
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==[[Shocker]]==
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Real name: Montana Shultz
He makes a decent amount of cash doing what he does, but most of it goes to keeping his billiards bar in as good condition as it is. He lives a modest life, however, living in a small quaint apartment.
He created the shock gauntlets himself, took him a year to figure out and make and another of practice to get so good. The gauntlets sit in specially made holsters that rest on his hips from his belt. He can easily and quickly dip his arms in to pull them up and shoot them off as though they were like guns in an old spaghetti western.
Takes on some odd jobs being paid to perform acts such as sabotage and theft and the like. He’s good at his job, but he does have his own struct moral code to which he lives and works by. If anything involves direct physical harm to anyone innocent he is not going to be happy and will deny taking the payment. This.. leads to an accident with Maxine. She was innocent and fell victim as a side effect to him being paid to sabotage the Connors Lab, destroying the electrical breaker and cutting all power.. Caused a circuit breaker inside to explode and well.. He has many deep regrets about that. He does what he can to atone and make it up to Electra. He considers himself blessed with a miracle that she understood and forgave him.
He, along with a fair number of others, want to seek revenge on the likes of Norman Osborn and has joined The Vulture’s “Sinister Six” alongside Mysterio, Rhino, Sandlady, and Electra. He keeps the morale and order.
While Montana may have eventually become friends with Electra he is also kinda like a father. Him, along with his enforcer friends, Ox and Fancy Dan, they’re all like fathers to her once the other two are introduced and learn about her. She has 3 dads now. 3 dads and 3 friends all in one triple package.
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tokenlauncher · 6 months ago
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Escape the Rat Race: Attaining Financial Freedom at a Young Age through Memecoins
Introduction
Many people dream of escaping the rat race and achieving financial freedom at a young age. The traditional approach of working long hours, saving diligently, and investing in conventional assets may appear slow and challenging. However, a new investment opportunity has emerged in recent years that claims to offer the potential for rapid wealth creation — memecoins.
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Talking Points:
Exploring the Rat Race: The rat race refers to the never-ending cycle of working to earn a living, only to find oneself trapped in a perpetual pursuit of material wealth. Many young individuals aspire to break free from this cycle and attain financial independence.
The Rise of Memecoins: Memecoins have gained significant popularity as a unique investment avenue that offers the possibility of quick riches. These digital assets are often supported by online communities and known for their exuberant growth.
Thesis Statement: This article aims to delve into the potential of memecoins as a pathway to achieving financial freedom at a young age. It will explore various investment strategies and key considerations specifically tailored to young investors.
The Rise of Memecoins: A New Frontier in Investing
Meme coins have emerged as a fascinating investment opportunity within the cryptocurrency realm. These coins, often viewed as speculative assets, have gained significant popularity due to their potential for rapid wealth accumulation. In this section, we’ll explore the surge in popularity of memecoins, their origins, and how they differ from traditional cryptocurrencies.
Understanding Meme Coins
Meme coins represent a specific category of cryptocurrency that resonates strongly with enthusiasts but lacks substantial intrinsic value. Typically backed by online communities, these coins are renowned for their rapid growth. Unlike conventional cryptocurrencies such as Bitcoin or Ethereum, which derive value from technology advancements and practical applications, meme coins heavily rely on social media trends and viral marketing.
Examples of Success
Two prominent examples of meme coins that have garnered immense attention are Dogecoin and Shiba Inu. Initially conceived as a joke based on the “Doge” internet meme, Dogecoin’s value skyrocketed following endorsements from influential figures like Elon Musk. Similarly, Shiba Inu, inspired by the “Doge” meme and positioned as a rival to Dogecoin, has piqued investor interest due to its ambitious plans and robust community support. For more insights into Shiba Inu’s potential trajectory.
These examples illustrate how early investors in meme coins have reaped substantial profits. However, it is crucial to acknowledge that not all meme coin investments yield such remarkable returns.
Unique Characteristics
Meme coins possess distinct qualities that set them apart from traditional cryptocurrencies:
Value Source: While conventional cryptocurrencies derive value from technological advancements and utility, meme coins hinge on social media trends and community involvement.
Volatility: Meme coins exhibit more pronounced price swings compared to established cryptocurrencies due to their dependence on public sentiment.
Risk Level: Owing to their volatility, investing in meme coins carries increased risk and necessitates careful consideration.
In the next section, we’ll delve into how young investors are shaping the memecoin market, exploring the opportunities and challenges they encounter within this exhilarating yet unpredictable landscape. To gain a comprehensive understanding of meme coins.
The Role of Young Investors in Shaping the Memecoin Market
Young investors have become key players in shaping the memecoin market, using their tech skills and social media power to drive the success of these unique digital assets. In this section, we’ll look at how young, tech-savvy investors are making a big impact on memecoins through social media and online communities. We’ll also explore the opportunities they have and the challenges they face in this volatile market, with a focus on managing risks.
1. Influence through Social Media
Young investors are using social media platforms like Reddit, Twitter, and TikTok to gain influence and support for memecoins. They create interesting content that gets their followers excited, building a sense of belonging and making everyone believe in the potential of these meme-based cryptocurrencies. Their ability to quickly spread information and get people talking has been a major factor in bringing memecoins into the mainstream.
2. Driving Innovation and Adoption
The tech know-how of young investors has led to new ideas and improvements in the world of memecoins. They actively contribute to making better features like decentralized finance (DeFi) and non-fungible tokens (NFTs), which make these assets more useful and versatile. By embracing new technologies and pushing boundaries, they are shaping what memecoins can do in the future.
3. Risk Management Strategies
While memecoins offer big opportunities for profit, they also come with big risks. Young investors understand this volatility well and take active steps to protect their investments. They spread out their money across different assets, set realistic goals, and keep up with what’s happening in the market so they can make smart choices. They also use online communities to share ideas and learn from each other’s experiences.
“Young investors have played a crucial role in shaping the memecoin market. Their technological expertise, social media influence, and risk management strategies have propelled the success of these assets. However, it is important for young investors to remain vigilant and continue to educate themselves about the risks involved. By doing so, they can navigate this volatile market and potentially achieve financial freedom at a young age.”
1. Understanding the Potential: How to Identify Promising Memecoin Projects
When it comes to investing in memecoins, it is crucial to have a clear understanding of the factors that contribute to the growth and success of a project. By conducting thorough research, you can identify promising memecoin projects that have the potential to generate significant returns. Here are some key steps to help you evaluate memecoin projects effectively:
1. Community Support
One of the essential factors for the success of a memecoin project is strong community support. Look for projects that have an active and engaged community on social media platforms like Reddit, Twitter, and Telegram. A vibrant community indicates that there is a dedicated following and potential for widespread adoption.
2. Innovative Features
Memecoin projects that offer innovative features like decentralized finance (DeFi) functionality or non-fungible token (NFT) integration tend to attract more attention and have higher growth prospects. These features can provide unique value propositions and contribute to the long-term sustainability of the project.
3. Project Fundamentals
Evaluate the fundamentals of the memecoin project, including its whitepaper, development team, and roadmap. Read through the whitepaper to understand the project’s goals, technology, and tokenomics. Research the backgrounds and expertise of the development team to ensure they have relevant experience and a solid track record. Additionally, assess the project’s roadmap to determine if it aligns with your investment timeline.
4. Market Trends
Stay informed about current market trends in the memecoin space. Monitor popular social media platforms and online communities to identify emerging trends and potential investment opportunities. Keep an eye on news articles, industry influencers, and reputable sources for insights into market sentiment and investor behavior.
By following these steps, you can gain a deeper understanding of promising memecoin projects and make informed investment decisions. Remember that thorough research and due diligence are essential to mitigate risks and maximize your chances of success in this volatile market.
2. Seizing the Opportunity: Strategies for Profitable Memecoin Trading
When it comes to memecoin trading, there are different approaches you can take depending on your investment goals and risk tolerance. Whether you prefer short-term speculation or long-term holding, here are some strategies to consider:
1. Short-term trading
This strategy involves taking advantage of market sentiment and price fluctuations in the short term. It requires active monitoring of the market and making quick buying and selling decisions. Some common techniques used in short-term trading include:
Technical analysis: Using charts and indicators to identify patterns and trends in memecoin prices.
News and social media monitoring: Staying up-to-date with the latest news and social media trends related to specific memecoins can help you identify potential opportunities.
Stop-loss orders: Setting predetermined levels at which you will sell your memecoins to limit potential losses.
2. Long-term holding
If you believe in the long-term potential of a memecoin project, you may choose to hold onto your investment for an extended period. This strategy requires patience and a strong belief in the utility and adoption potential of the memecoin. Some considerations for long-term holding include:
Fundamental analysis: Evaluating the underlying fundamentals of a memecoin project, such as its technology, team, community support, and partnerships.
Dollar-cost averaging: Investing a fixed amount regularly over time, regardless of the current price, to mitigate the impact of short-term price fluctuations.
Portfolio diversification: Spreading your investments across different memecoins can help reduce risk and maximize potential returns.
It’s important to note that both short-term trading and long-term holding come with risks. Short-term trading can be highly volatile, while long-term holding requires careful research and due diligence. Ultimately, it’s crucial to find a strategy that aligns with your risk tolerance and investment goals.
Note: The memecoin market is highly speculative, and it’s essential to conduct thorough research and stay informed before making any trading decisions.
3. Navigating the Risks: Volatility, Scams, and Regulatory Challenges
As with any investment, memecoins come with inherent risks and challenges that investors need to navigate. Understanding and managing these risks is crucial for protecting your investments and maximizing your chances of success.
Here are some key points to consider when it comes to risk management and investor protection in the world of memecoins:
Price Volatility: Memecoins are notorious for their extreme price volatility. Prices can skyrocket or plummet within a matter of hours or even minutes. It’s essential to be prepared for this volatility and have a clear strategy in place to handle sudden price fluctuations. Setting stop-loss orders and using trailing stops can help protect your investments from significant losses.
Liquidity Issues: Some memecoins may suffer from liquidity issues, meaning that it can be challenging to buy or sell large amounts without causing significant price movements. It’s important to research the liquidity of the memecoin you’re interested in and ensure that there is sufficient trading volume on reputable exchanges.
Scams: The unregulated nature of the crypto space makes it a breeding ground for scams. It’s crucial to exercise caution and conduct thorough due diligence before investing in any memecoin project. Look for red flags such as anonymous development teams, unrealistic promises, or lack of transparency. Research the project’s whitepaper, website, social media presence, and community engagement to assess its legitimacy.
Portfolio Diversification: One of the most effective ways to mitigate risk is through portfolio diversification. Instead of putting all your eggs in one basket, consider spreading your investments across different memecoins with varying levels of risk and potential reward. This way, if one coin underperforms or crashes, you won’t lose everything.
Due Diligence: Before investing in a memecoin project, it’s crucial to conduct thorough due diligence. Research the project team’s background, their track record, and their vision for the coin’s future. Look for partnerships, endorsements, or other indicators of credibility. Assess the project’s roadmap, development updates, and community engagement to gauge its potential for long-term success.
By being aware of these risks and taking proactive measures to mitigate them, you can navigate the memecoin market more effectively and protect your investments. Remember that no investment is entirely risk-free, and it’s important to invest only what you can afford to lose.
The Future of Memecoins: Passing Fad or Here to Stay?
The future outlook for memecoins as an asset class is a topic of much debate and speculation. While some skeptics dismiss them as a passing fad, others believe that they are here to stay and will continue to play a significant role in the cryptocurrency market. To provide a balanced perspective on the long-term viability of memecoins, it is important to consider potential regulatory developments, evolving investor sentiment, and even broader trends in the Future of Cryptocurrency.
Regulatory Developments
One key factor that could impact the future of memecoins is the Regulatory landscape.As governments around the world grapple with the rise of cryptocurrencies, including meme coins, there may be increased scrutiny and regulation imposed on these assets. This could range from stricter guidelines for initial coin offerings (ICOs) to more comprehensive regulations governing the trading and use of meme coins. Such regulations could affect the liquidity and accessibility of these assets, potentially dampening their popularity.
Evolving Investor Sentiment
Investor sentiment towards meme coins is another crucial element in determining their future sustainability. Currently, many investors are attracted to memecoins due to their potential for high returns and the excitement generated by online communities. However, as more people become aware of the risks and challenges associated with these assets, sentiment could shift. Negative experiences such as rug pulls or scams can erode trust and cause investors to become more cautious or skeptical about meme coins.
Potential Scenarios
Considering these factors, there are several potential scenarios for the future of memecoins:
Continued Growth: If memecoins can navigate regulatory challenges effectively and maintain positive investor sentiment, they may continue to grow in popularity. This would require ongoing innovation, community support, and clear utility beyond being mere meme assets.
Market Consolidation: Alternatively, we may see a consolidation within the memecoin market where only a few projects with strong fundamentals and genuine use cases survive. This would weed out the less promising meme coins and lead to a more mature and stable market.
Decline in Popularity: It is also possible that memecoins could lose their appeal over time, especially if regulatory pressures increase or investor sentiment turns negative. In this scenario, meme coins may fade into obscurity, with investors seeking more reliable and regulated investment opportunities.
The future of memecoins remains uncertain, as it is heavily influenced by regulatory developments and evolving investor sentiment. While they have the potential to generate significant wealth quickly, it is important for investors to approach memecoins with caution and conduct thorough research before investing. As with any investment, diversification and risk management strategies are crucial for long-term financial success. Only time will tell whether memecoins will continue to thrive or eventually become a relic of the past in the ever-evolving cryptocurrency landscape.
Embracing Financial Freedom: A Holistic Approach for Young Investors
Achieving financial freedom at a young age goes beyond just investing in memecoins. It requires a holistic approach that includes financial education, goal setting, and exploring alternative income streams. Here are some key points to consider:
1. Financial Literacy
It is essential for young investors to have a solid understanding of personal finance. This includes concepts such as budgeting, saving, and managing debt. By educating yourself about these fundamentals, you can make informed decisions about your investments and build a strong financial foundation.
2. Goal Setting
Setting clear financial goals is crucial for attaining long-term wealth. Whether it’s buying a house, starting a business, or retiring early, having tangible objectives can provide direction and motivation. Break down your goals into smaller milestones and track your progress along the way.
3. Diversification
While memecoins may present attractive investment opportunities, it’s important to diversify your portfolio. Explore other asset classes such as stocks, bonds, real estate, or even starting your own business. Diversification helps spread risk and increase the potential for consistent returns.
4. Entrepreneurship
Consider exploring entrepreneurial ventures alongside your investments. Starting a side business or freelancing can provide additional income streams and enhance your financial stability. It also allows you to develop valuable skills and gain experience in various industries.
5. Network and Learn
Surround yourself with like-minded individuals who share similar financial goals. Join online communities, attend webinars or workshops, and engage with experts in the field to expand your knowledge base and stay updated on market trends.
Remember that memecoins should be viewed as one piece of the puzzle rather than the sole path to financial freedom. By adopting a holistic approach that combines Financial Literacy, goal setting,Diversification, entrepreneurship, and continuous learning, young investors can build a solid foundation for long-term wealth generation.
“Financial freedom is not just about having enough money, but also about having the knowledge and skills to make smart financial decisions.” — Anonymous
Conclusion
Financial freedom is within reach, especially for young investors eager to break free from the traditional confines of the rat race. Memecoins offer a unique pathway to achieving this goal, presenting unprecedented opportunities for wealth generation and financial independence. However, it is crucial to approach memecoin investments with prudence and foresight. Caution and responsible investing practices should always guide your decisions in this volatile yet promising market.
As you navigate the landscape of memecoins and emerging technologies, remember to prioritize your long-term financial well-being above short-term gains. Embrace the potential of blockchain, decentralized finance (DeFi), and other innovations while maintaining a balanced perspective on risk and reward. By integrating these principles into your investment journey, you can harness the power of memecoins as a stepping stone toward lasting financial freedom.
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vampirae · 2 years ago
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Yeas babe about the stellium post...
People always think that you're a solid person you know what to do, you're determined and have strong boundaries but in fact on the inside you feel just like a misfit who's struggling between two personalities always from one extreme to another... You always have self-dubious tendencies but at the same time you're actually know yourself better than anyone does... And like your idea is I guess really a fact that all your life feels like focused on just a specific area for me it's the 10th house... And everything both the bliss and the curse occurs in 10th house themes. So much empty houses and sincerely you be feeling like "why can't I share the same preferences and interests with others?! Why does it have to feel like I'm in a tunnel vision like all the time??". Nevertheless, I love this edginess and polarity🖤🖤🖤
My sweetheart knows everything about me 🖤🖤🖤 Yes, I always feel like I'm juggling two personas, and I'm always having an identity crisis, but I also believe that only I understand myself better than anybody else, regardless of how excellent others are at reading other individuals. Furthermore, while it is true that you should not overidentify yourself with your natal chart, the fact is that many individuals study and utilize their natal chart superficially. The idea is that many individuals do not live their houses to their full potential. The signs are very simple to understand and to relate, but houses are far more convoluted. In the sense that you are born to master the houses in which your planets reside, it is not as natural as having the characteristics of a sign. This is why empty houses aren't an issue because you already know how to navigate them, but occupied houses are challenging to use in your favor. This is why people with a stellium in a house have such internal struggles; they understand better than others that they must put in a lot of effort to master and use the themes to their advantage; if you're not willing to work through it, you'll feel like you're drowning and being overpowered by the house themes and events. This sense of isolation and lack of connection with people can be bothersome at times, but at the end of the day, I'm used to obsessively caring about only a few topics in my life, which can be exhausting at times.
About 10th house stellium:
A stellium in the 10th house frequently signifies a strong desire and purpose for professional accomplishment. Individuals that are extremely driven to attain their objectives, earn recognition, and make a big influence in their chosen industry may be highly motivated. A stellium in the 10th house indicates a natural drive for leadership roles and the urge to exercise power or influence in one's work. These people may have excellent leadership characteristics and succeed in managerial situations. The 10th house stellium indicates that the individual values their public image and reputation. They may be worried about how others see them and try hard to establish a beneficial reputation. This stellium can imply a variety of abilities and skills depending on the planets involved. Individuals with various interests or who excel in several areas may be more versatile in their professional options. A stellium in the tenth house might represent a great desire for achievement and recognition. These people are frequently extremely driven, concentrated, and eager to put in the required work to attain their objectives. While a 10th house stellium might bring tremendous prosperity, it can also bring obstacles. As their employment targets might absorb a significant amount of their time and energy, the individual may be motivated to perpetually prove themselves and may struggle with work-life balance.
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m-myrddin · 2 years ago
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Laurence “The Hound” Everick
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Roles: Member of The Council - Head of Investigation
(He/Him)
Patron Deities: Earth
When Laurence was first appointed to The Council, his title was very nearly “The Banshee.” This idea was scrapped in favour of the much more fitting title of “The Gods Bloodhound” or simply “The Hound.” A title that derives not only from the shape of his soul, but also from his strong sense of smell and tracking capabilities. Before joining The Council, Laurence was known within the Clan for being able to quickly find monsters while on The Hunt. When groups would head out to clear the area near the Clans home, they would often ask Laurence if he was available to come with them to make it easier, assuming that he himself was not already out on The Hunt. 
Because of his simple title, Laurence has garnered the reputation for being the weakest and least intimidating member of the Alzanar Clans Council. A reputation that does not at all reflect the true nature of things. However, it works in his favour. People do not expect for him to have the skill he has in a fight, nor do they expect to feel the chill of fear that runs down their spine during his pursuit of them. Laurence, like many of the rest of The Council, is relentless. It is a trait favoured by their Disciple, and reflected in her (and the Gods) selection. 
Likes: 
His own cooking (no one else agrees)
Keeping strange things in his pockets (once pulled out a live rat and handed it to the person he was talking to because he “didn’t want it there anymore.”)
Fashion
Swords
Dislikes:
Sparrow meat
Rats
Being alone
Physical Description:
6′1
Out of all of the members of The Council, Laurence is the most well groomed. He loves to dress nice, and can often be found in clothing that is as close to modern day High Fashion as it gets. It’s not uncommon to see Laurence utilizing things that would often be seen on field or herding dogs. One of his most beloved accessories is a necklace designed after the anti-wolf collar. 
Laurence himself is incredibly sharp looking. There is not an inch of him that is round or soft. Many people are a bit intimidated by the intense look in his eye that he carries around with him on the day to day. He keeps the stubble on his face just as well groomed as the rest of him, though his boyfriend, Damien, often complains about the scratch of it. 
Despite his strength and powerful build, Laurence has the appearance of a lanky man with little meat on his bones, a fact not helped by his habit of wearing clothes slightly too big for him that accentuates his height and the unusual length of his limbs.  
Laurence is one of the lower ranking members of The Council and doesn’t have as many piercings to boast as others. 
Right eyebrow piercing
Vertical labret
Septum
Lobe
Helix and mid helix 
Industrial 
Because of his lower ranking, Laurence may not wear large jewelry during traditional or formal occasions, despite his preference to do so. Instead, he wears smaller spikes, studs, and hoops in his piercings and makes up for their lack of flamboyancy by shining them until they are perfect and commissioning them to be made in bright colours. 
Laurence has a surprising lack of scars compared to many other Hunters. Many people wonder just how he managed to avoid the beatings that everyone else takes, which he attributes to dumb luck. The fact of the matter is, nearly every single one of his scars are located somewhere that makes it very easy for him to cover them up. 
Large claw marks in the center of his back
Precisely four stab wounds in a near perfect circle on his left shoulder
Another stab wound on his stomach 
A large skin graft on his right thigh, slightly paler than the rest of him
A burn mark in the perfect shape of a hand on his right side 
A slash starting from his left hip bone approximately 7 inches long
Fun fact: Despite the fact that Hunters spend a lot of time out on the road and cooking for themselves, Laurence is horrendous at it. Most people outright refuse to eat anything that he cooks for them out of fear of falling ill. However, Laurence believes himself to be a fantastic cook, and often prefers his own cooking over anything else. Those around him believe that he has simply eaten so much of his own cooking that his tastebuds have shriveled up and died. Some even joke that his cooking was so horrendous it gave him enough brain damage that it tricked itself into thinking it was good. Whatever the cause, Laurence eats every meal he cooks for himself like its the best thing he has ever tasted. 
Want to get a general feel of his vibe? Here are a couple songs from his playlist to get started:
Shut Eye - Stealing Sheep 
Way of the Triune God - Tyler Childers 
My Name is Bocephus - Hank William Jr. 
See the Light - Ghost
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myhicalintrovert · 2 years ago
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The Sims 4 Adaptation of 100 Baby Final Hope
Sims 4 100 Baby Challenge Final Hope (Originally Sims 3 100 Baby Challenge Final Hope by XSimSugar and Sims 3 Symbiote) *Trigger Warning Description of Fictional Illness* Backstory of the Challenge: In the year 2020, a virus named “Bloody Frost” almost drove mankind to extinction. Bloody Frost took its victim swiftly commonly unaliving the victim within a week. Those with Bloody Frost appeared to have the skin color of someone who suffers from being dangerously cold, blood seeps into the lungs, and those inflicted with the disease had frequent coughs and often suffocated. By the time the Bloody Frost was finished only 6% of the world’s population remained. Those that survived Bloody Frost were immune to the virus. It took a short while for the leaders of the world (politicians, military command, rich people) to gather together and come up with a solution to repopulating the planet. The first thing the founders and leaders of Final Hope did was gather all remaining sims and evaluate them. Once the survivors were evaluated they were either sterilized and exiled or received treatment to increase fertility and put into compounds throughout the world. The ones sent to compounds are called Life Contractors; most of the Life Contractors were moved into cities and fewer were dispersed elsewhere. The women who were the most fertile and gave birth to the most healthy offspring were given precious prizes (almost always cash)   -The Challenge Rules- Move the founder sim to a lot with no houses or apartments, this will start out similarly to legacy challenges. Keep in mind your founder will be able to build their own house after the birth of the first child. For every child born perfectly healthy, your sim will receive 25 simoleons. Every time a child ages up with the unlocked achievements your sim will receive 25 more simoleons a child. For infants, it would be gaining all of the infant achievements, toddlers gaining at least level three in all skills, and children + teens age up when they get an A in school. However, if a child does not pass the requirement to receive the simoleon the child never qualifies again.   I will list an online spinning wheel to decide if the child was born healthy or not (I do not know if the link will work) https://wheeldecide.com/index.php?c1=Baby+is+born+perfect+and+healthy+&c2=Baby+is+born+healthy+even+with+the+rocky+birth&c3=The+Baby+is+fine+and+the+birth+was+worrying+for+a+bit&t=Sims+4+100+Baby+Challenge+Final+Hope&time=5  Supernatural sims are allowed though the scientists may select them for testing and there may be consequences to the testing. https://wheeldecide.com/index.php?c1=The+scientists+found+nothing+wrong+you+keep+the+child&c2=The+scientists+found+something+wrong+you+do+not+keep+the+child+%28it+dies%29&c3=The+scientists+are+suspicious+and+are+keeping+a+closer+eye+on+the+family+%28to+determine+if+other+children+have+an+anomaly%29&c4=The+scientists+change+something+about+the+child+%28I+will+leave+that+up+to+you+to+decide+what+they+change%29&c5=The+scientists+want+to+keep+an+eye+on+the+child+and+keep+them+for+a+few+days+for+observation+%28roll+again+after+a+couple+days%29&t=Sims+4+100+Baby+Challenge+Final+Hope%3A+The+Offspring+Had+an+Anomaly+Detected&time=5 If you have the University Pack your sim is allowed to go as long as they have the money to go to university, they live at home to have children, they maintain the best grades, and they are going for a degree that would be utilized at home. Think of it as Final Hope training sims for their roles. It is up to the Life Contractors to raise the children. Final Hope seeks to have the most healthy and perfect children with minimal or no undesirable traits. You must randomize the traits. Too many neutral traits and the sim would be undesirable, and one undesirable trait would make the sim be classified as undesirable according to Final Hope. This includes but does not limit deformities and genetic issues. Once the children reach young adulthood Final Hope will process and sort them. If the children are deemed “undesirable” they must be “gotten rid of”, and the children deemed acceptable will have to be moved out like young adults in the normal 100 baby challenge. Other than the already listed rules this will pretty much follow the traditional rules for the 100 baby challenge. -List of Traits According to Final Hope- Desirable  Active Cheerful Creative Genius Romantic Self-Assured Geek Maker Perfectionist Child of the Islands Dance Machine Freegan Loves Outdoors Neat Overachiever Recycle Disciple Bro Family-Oriented Good Insider Noncommittal Outgoing Party Animal Proper -Neutral- Gloomy Goofball High Maintenance Unflirty Art Lover Bookworm Foodie Music Lover Ambitious Animal Enthusiasts Cat Lover Dog Lover Child of the Ocean Childish Green Fiend Kleptomaniac Lactose Intolerance Materialistic Slob Snob Vegetarian Loner Loyal Paranoid Self-Absorbed Socially-Awkward -Undesirable- Insane/Erratic Hot-Headed Adventurous Clumsy Glutton Lazy Squeamish Evil Hates-Children Jealous Mean If you have custom traits in your game it will be up to you if the trait is desirable, neutral, or undesirable. -Recommendations- I do not recommend playing on a short lifespan. Mods are allowed as long as they do not speed up skill-gaining or violate the rules of this adaptation of the original challenge. MC Command Center and Wicked/Wonderful Whims would be good for this challenge. With Mc Command Center you can go into the settings and sims could have up to 6 babies at a time. Mods are really up to your discretion. I recommend playing with Growing Together, Parenthood, and Eco Lifestyle though they are not required. 
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blogbyp122 · 1 year ago
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Numerous ways to “make money online”
make money online overview :
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paperanddice · 2 years ago
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These dreams of the forest are relatively benign in comparison to many other manifested creatures. While they are less aggressive and hostile upon sight, they still have dream logic dictating their decisions. They seek to protect the rainforest in which they live, but what's seen as a threat can be unpredictable to other creatures that don't have a deep insight into each particular shaman's pattern and routine. Some trees are acceptable to cut down, while others aren't. Some animals can be hunted, but not others. The specifics build up over time, and to most people living near one of these shaman is far more trouble than its worth. Those few who can make it work however have a great ally at their side, with the shaman employing its innate magic to support them.
Outside of Dreamblade, the rainforest shaman is probably some kind of humanoid, though be very careful utilizing it in that role in your game. This sort of being is very easily used in a stereotypical and offensive manner. Originally from the Dreamblade base set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Rainforest Shaman Medium aberration, unaligned Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., climb 20 ft. Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 15 (+2) Wis 18 (+4) Cha 14 (+2) Skills Animal Handling +6, Athletics +4, Nature +4, Perception +6 Senses passive Perception 16 Languages any two languages Challenge 3 (700 XP) Actions Multiattack. The rainforest shaman makes two attacks. Club. Melee Weapon Attack: +4 to hit (+6 to hit with shellelagh), reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh. Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. Spellcasting. The rainforest shaman casts one of the following spells, requiring no material components and using Wisdom as the spellcasting modifier (spells ave DC 14): At will: animal friendship, animal messenger, druidcraft, entangle, jump, pass without trace, shellelagh 1/day each: haste, plant growth, thunderwave
13th Age
Rainforest Shaman 3rd level leader [aberration]  Initiative: +6 Magical Club +8 vs. AC - 8 damage. Natural 16+: One nearby ally gains a +1 bonus to attack rolls until the end of its next turn. R: Poisoned Dart +8 vs. AC (one nearby enemy) - 4 damage plus 4 poison damage. C: Grasping Vines +8 vs. PD (1d3 nearby enemies in a group) - 4 damage. Natural Even Hit: The target is also stuck (save ends). Natural Odd Hit: The target is also hampered (save ends). Limited Use: 1/battle. Energize: 1/battle, as a standard action, the rainforest shaman can allow one nearby ally to recharge one limited use attack or ability, or to regain 2d8 hit points. AC 18 PD 14 MD 16 HP 42
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