#thats what you meant
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abluescarfonwaston · 3 months ago
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Fuck me its too hot to work.
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aveloka-draws · 8 months ago
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How tall is your lamb? i need it for art purposes
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Messy height chart of the scrunklies, few of the regular followers go over Leshy's height and most are taller than Lamb
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charlottesweetly · 8 months ago
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sorry for bullying charlotte but....
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cerealmonster15 · 28 days ago
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skully (scully??) in his element: alone in a quiet dark room with NOTHING but a single pumpkin and a light inside😌
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dangopango00 · 3 months ago
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KISSES WITH HIM
Giving, Receiving, Misc (General-Beginning-Comfortable)
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Sports Characters x S/O!GN Reader
(Hyoma Chigiri, Kenma Kozume)
A/N: Random late night burst of productivity going crazy rn my heart is so full 🥹 love my long haired sports beloveds they’re both serving that black cat gf vibe but in different ways 
Also the misc is basically bout accessories n stuff; stuff that may or may not apply to you hc as well as yn wise 
Also messy bcos I haven’t slept um. Anyway, im sorry its so biased the thoughts were just flowing into my head my bad ill do better
HCS UTC
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Hyoma Chigiri:
{ GIVING
I swear this dude makes flustering you his personal goal and he definitely likes to kiss you when you least expect it for his own amusement as he likes the surprised face you make 
Life hack to get more kisses is stroke his ego because he will give in 100% of the time even if he knows you have an ulterior motive; his heart just feels so full when you praise him because he knows you mean it AND he’s confident in himself, so he knows it's true too 
Basically an angel during the beginning of your relationship like he’s still him of course but he doesn’t tease you as much and he’s gentler since he doesn’t know you intimately yet– quick soft kisses and a ghost of a touch
I don’t think there’d be a time where he’s really uncomfortable per se in your relationship as he’s already quite bold and I am subscribed to the Hyoma best friends to lovers agenda but I do think he’d be more playful/confident as time goes on and would start messing with you more intimately like nipping your lip a bit when kissing and teasing you more often (he thinks it's funny)
HUGE TEASE but also just a bit clingy in general. Like I said, he likes to fluster you for his own entertainment, so he definitely does fakeout kisses but sometimes he just wants to be close to you. For example, getting impossibly close to you and giving you a smirk vs resting his forehead on yours, letting his eyelids flutter shut are very different moods for him but tend to have the same effect on you
{ RECEIVING 
Will refuse kisses on his face during and shortly after skincare time but you’re allowed to kiss him all you want right before then and once the products have set into your skin (you def do your skincare together); Once he’s had enough gently presses his thumb to your lips and teases you, noting that you seem to be in a lovey dovey mood
Definitely easy to fluster in the beginning of your relationship since he isn’t used to your relationship being intimate and probably gets needy fast if the kiss grows passionate
I just know no matter what he was doing, this dude was always ready and waiting for a kiss; this especially applies if he’s getting ready to leave for a prolonged amount of time like for practice or whatever he may have to do and he keeps looking over checking where you are to see if he will get the kiss he so desires
Once he gets more comfortable, he’d love it if you were cheesier tbh. I think he would find cheesy romantic gestures silly and endearing as he enjoys the simple things. He just likes to know that you love him and that you mean it; ESPECIALLY likes when you put your own personal spin on a classic cheesy gesture like giving him a bouquet of handwritten love notes or books he’d like (Booket booket for my sweetiey 🥹)
Not a big fan of being peppered in kisses especially if you’re wearing lipgloss/stick/balm (sticky and messy) but he really enjoys seeing the way you smile at him– the way any tension in your face absolutely melts after you do it 
{ BONUS/MISC
A HUUUGEEE sucker for you running your hands through his hair as you kiss, it drives him up the wall; contrary to popular belief I really don’t think he would like you pulling on it. Bye. He’d make a face 
I’m not sure how actually committed I am to this HC bc I do in fact have vampire fever rn but just thought of him with slightly prominent canines (little fangies) I think it would be cute; he’d def kiss your cheek then nip it a bit for fun 
His skin is SOOOOOO soft, the most squishable face in the world and that extends to his lips. Feigns irritation when you squish his cheeks and kiss him, but he thinks it's silly; rolls his eyes 
If you have piercings, he would NOT stop kissing them; loves the cold of the metal against his lips, especially if it’s a lip piercing
If you have curly/wavy/coily hair he’d twist your hair around his finger when flirting with you before or after kissing you
If you are muscular or have some chub he’d love to feel you up while you kiss; when it comes to muscle of course he’d love to run his hands over your muscles (namely your chest and back) and when it comes to chub, he’d be a fan of smoothing his thumbs over your love handles (area right before where your thighs start– pelvis bone area)
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Kenma Kozume:
{ GIVING
He’s kinda in his own head so honestly, he probably wouldn’t be the initiator often even if you’ve been together for a while like he straight up forgets he can do that sometimes
DEFINITELY likes when you ask him to kiss you because it makes him feel needed; he’s always the one being needy for you, so he loves when you return the same energy for him because it reminds him that despite everything you do love him
You have to direct him a little bit in the beginning of your relationship bc he’ll just peck you and go back to what he was doing or linger hoping you’ll ask for more at most if you ask him for a kiss 😭 
Can’t stop smiling into the damn kiss once he gets comfortable in your relationship because he’s just so happy to be with you like going about his day is neutral but getting a kiss from you is something special for him 
When he does kiss you, he usually takes it very slow with chaste pecks on your cheeks and around your mouth until finally planting a gentle yet long lasting kiss directly on your lips
{ RECEIVING 
Is like a cat that gets a little overwhelmed at too much attention; scrunches his face if you kiss all over his face for too long, he’s not mad about it but he feels like his head will explode, evident by the wrinkle of his nose and by how tightly knitted his brows appear
Definitely a little insecure about his lips being chapped in the beginning of your relationship and lathers his mouth in chapstick before kissing you if he can help it
He even gets a bit nervous if you kiss him before he can get to it especially since your lips feel so nice to him while his are…meh
When he gets more comfortable in your relationship, he’d love it if you pulled on his clothes while kissing him like for example pulling him towards you by his collar or simply holding onto his clothes while kissing 
Huge fan of you kissing him while you’re both shirtless but it embarasses him so bad he would have a heart attack and a half, so he instead enjoys biting your shoulder from behind while you’re shirtless  
{ BONUS/MISC
I recently started hcing Kenma with like seasonal freckles at least so I think he’d be a big fan of you kissing them as he used to get made fun of for having them and often hid them if he could
Lwk likes it when you sneak up on him while he’s wearing his headphones and give him a kiss it’s like a treat especially if you do it when he’s about to get heated at a game he’s playing
This isn’t really a hc as he does have eyebags canonically butttt I think he would LOVE when you kiss his eyebags it never fails to make him smile and he doesn’t really know why, doesn’t really get why you do it in the first place either, but he enjoys it
If you have long nails, he’d be such a fan of you digging them into him a bit while you kiss (not too hard just enough to feel it)
If you wear sweetly scented smell goods (especially if it resembles the scent of freshly baked apple pie!!) it serves as a reminder that he should kiss you; pulls him out of his head for a bit 
If you wear jewelry, he’d subconsciously fiddle with some of your jewelry while you kiss, like holding your hands and twisting your rings a bit while you kiss or grazing over your earrings with his thumb
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deoidesign · 2 months ago
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Wearing your boyfriend's jacket
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coolnonsenseworld · 1 year ago
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(it's a continuation of previous posts about the calendar)
For March Lance voted to do some tree hugging and grass touching in a constantly busy world of trying to pass exams and earn money and they had a picnic for an entire day. Keith wholeheartedly agreed, but also felt like it’s way too cheesy. Still, Lance didn’t even have to win him over with sushi. Sushi was just a nice surprise. When Lance reports back to Hunk how his Saturday went using the phrase "dancing underneath the moonlight", Hunk opts out of the details. Lance tries to explain it’s not an euphemism, but Hunk just politely reminds him he can keep speaking just. No. Details. (he does that a lot when Lance starts gushing about Keith)
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grechsblog · 26 days ago
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partys cooking headcanons from my brain best to worst:
- bonnie: canonically good cook, proficient in the kitchen, 10/10 no notes
- isabeau: can make a couple of semi-complicated things, although often miscalculates the seasoning. given explicit instructions may be able to cook Very good dishes
- mirabelle: prone to anxiety attacks wherever the list of instructions is given or not. is able to make simple soups or dishes with very little amounts of steps
- siffrin: can successfully boil water on the stove and put/get out something in oven. mostly okay to leave in the kitchen but is Very Likely to mess up the ingredients and/or add some stuff that will make whatever he cooks inedible
- odile:
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hauntingofhouses · 10 months ago
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the face of a man when his fiancee—a GORGEOUS PRINCESS whom he claims to be in love with—stands right in front of him, naked and trying to get him to have sex with her:
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VS
the face of a man looking at his "enemy" whom he wants to kill and who constantly beats him in fights:
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but i don't blame him, because just look at the "enemy" in question:
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that's an angel. a beautiful, murderous angel sweetiepie pookie bear babygirl covered in dirt and the blood of her enemies 🥰🥰🥰
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caligvlasaqvarivm · 10 months ago
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CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
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ganondoodle · 3 months ago
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got this reblog on one of my posts were i talked about being anxious about the future of the zelda series after totk and-
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i even went back and unblocked them just to check my own post and check twice what they meant exactly- but i still dont know how they got to these conclusions
i never said i 'want a good uwu ganondorf' (bc that would mean hes aligned with hyrule bc thats how goodness works!!!!11!1!!!), i also dont think of any of the zeldas as 'whores' (seriously, where did that come from?? neither me nor the addition of someone agreeing with me said anything like that??? did they think bc the addition called tloz misogynistic means we think zelda is a whore????? huh???)
its also funny how they say they want zelda to stay a simple fairytale rather than have 'people like me' bc .. one point i talked about in the og post was how the evil arab thing VS good white people media likes to do so much is so normalized here that its simply seen as a simple harmless fairytale trope instead of a big underlying issue in general media and the writers might not even realize it (which is worse) bc the most 'generic' appeal is to people who dont think of it as a problem in the first place, because it is so normalized
(huh, i wonder about what kind of person that part was about .. hmmmm)
(ALSO funny they mention princess hilda as nuanced villain ... like ... wow they are so nuanced about purple haired people!!- like guess why we want a nuanced/less badly/less flat written ganondorf and what he, in particular, has not in common with other villains! its not his hair color! .... or was that point supposed to mean .. look we have one female character that is a villain, its not misogynistic! idk honestly)
(and the classic, "you just call it this/dont like it bc its not what you wanted !!!!!!!2!"1!112!!")
also funny how its 'never gonna be progressive enough' like asking for the franchise to maybe put a little more thought and nuance into their white divine right vs evil desert man simulator instead of making it worse is already asking too much
(i dont know what the last point has to do with anything??)
(also yes totk is racist, like most if not all of the franchise and a alot of other media as well, shocker- you can still like it though, i and plenty of other people are still fans of it, we just wish they did a little more with their stuff and maybe not make the racism problem WORSE)
(also yes the hyrule monarchy is also evil :))) )
(and also not so secretly so either :)) )
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daily-hanamura · 1 year ago
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lovesickeros · 5 months ago
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☆ de fontaine
{☆} characters furina {☆} notes cult au, imposter au, drabble, gender neutral reader {☆} warnings angst, suicidal thoughts, hurt / no comfort {☆} word count 1.4k
This wasn't fair. This wasn't fair. This wasn't fair!
She thought, for one moment, she could put the mask down and breathe – for one moment of daydreaming, she thought she could just be Furina. She thought she would finally get to live the live she should've had in the first place, the life she threw away to play God to an audience who saw her as nothing but a circus animal, dancing to their whims. Furina just wanted to be selfish for one brief and fleeting moment..and it was gone before she could even grasp it in her hand. A comet soaring past far out of her reach.
She can barely keep her hands from violently shaking as she looks down at them – broken and bloody and more a corpse then a person – and she feels so numb she can't even feel the rain pelting against her back. None of this is fair, she wants to scream, why is it always me? But her voice is silent beneath the torrent of rain. She wonders if the ocean would take her if she sank into it's depths – just for a moment, she wonders how it would feel to finally be able to sleep at ease.
Furina is tired.
But Furina is nothing if not useful, isn't she?
So she forces her feet to move, dragging against the stone beneath her heels, and drags their bloodied body into the nearest empty building, letting the rain do the work of washing away the smeared blood following her path. The smell makes her feel sick, the feeling of it sticking to her hands and gloves makes her lightheaded, but she persists. Because Furina is useful, because Furina won't let them die out in the rain, because Furina won't stand by and just let them rot on the streets like some..pest.
Furina wants to go home. She wants to sleep and she isn't she if she wants to wake up, this time. But she keeps going anyway.
Because it's all she's ever done, and the habit sticks.
An Archon she may not be, not anymore, but the expectations of five hundred years still linger like eyes on the inside of her skull. They watch her, pry and prod at her thoughts, mocking laughter and judging eyes following her as she forces herself to dance to the song they weave with glee. Furina never stepped off that stage – she's still there, she thinks, watching the crowd stare at her in disdain as the curtain call looms above her like a guillotine. She still hears Neuvillette deliver her damnation and salvation with a trembling voice, still feels her hair stand on end when electro crackled like the crack of the whip, Clorinde's blade aimed at her like a loaded gun.
She's trapped on that stage and she never left, not really.
She hates it. She thinks she hates them, but it's not their fault. They didn't ask for this, didn't ask for everyone to turn against them, didn't ask for her to save them. Neither did she..yet here they are, she thinks.
She tries to tell herself she's in control this time, though. She can stop performing her part in this horrible, bloody play any time she wants. It makes her feel better, just for a little while, if she convinces herself she's still Furina, painfully human.
And Furina has always been good at lying.
It's the believing that's the hard part.
There isn't time for her to wallow in her own self pity, though. They're still bleeding out onto the dusty, creaky floorboards of some random, broken down house and she's just standing there as the blood stains the wood. She can fix it – she's good at fixing things. She's done nothing but fix things – try to, anyway – for five hundred years. She can fix a little wound, how hard could it be? Her hands are clenched so tight they ache as she kneels down, wincing at the creak of the floorboards beneath her heels– she hesitates just long enough to wonder if she's making a mistake before she peels away just enough of the outer layer of their clothes to see the deep, bloody gash across their chest. She tries not to think about it – it's deep, too deep, and she feels dizzy just looking at it, but she's handled worse, right?
Furina can fix it. That's what she's good at.
She doesn't feel so confident when she tries to wrack her brain for..something. Five hundred years, and a little wound stumps her? No, she had to have learned something, right? She's decidedly not trying to buy time because she's panicking, parsing through hundreds of years of memories like flipping through a book. Furina isn't made for this, not really – she's running on nothing but adrenaline and she's really not sure what she's doing, but she's trying. And just like before, it won't be enough, will it?
She'll fall short again – she'll be too late to fix it before she's alone again.
Furina was an Archon..used to be. What use would she have for that sort of knowledge? Which makes her predicament all the more harrowing and bleak. What was she supposed to do?
Furina had heard it first hand, that vitriol in Neuvillette's voice. She isn't sure she's ever heard him that..angry before. She's not sure he would listen to her if she tried, either. And that scares her more then anything. All of Fontaine was up in arms about this..imposter, yet here she was, staring down at them bleeding out in front of her, and she was trying to save them.
Why? Why is she throwing away her only chance at normalcy for a fraud? Why didn't she just turn them in?
They were dying – that should've been a good thing, shouldn't it? So why didn't it feel like it?
"Why you?" Her voice breaks as she speaks in harsh tones, grabbing the front of their shirt in trembling, bloodied hands. "Why now?" She wants to scream, to demand answers they can't give, to claw back the reprieve she was promised after five hundred years of agony..and all she can do is sob into their chest, pleading for an answer that will not come. "Why me?"
Silence is their answer, and it hangs heavy on her trembling shoulders as she cries.
Of course they don't, she thinks bitterly, no one has ever answered her pleas spoken in hushed sobs. Not her other self and certainly not them.
Furina has always been alone. Furina will always be alone.
Because Furina never left that stage, never left that moment when she looked at herself in the mirror and took up a mantle too heavy for her to bear. She always finds her way back eventually. There's no one on the other side anymore – she stands alone on a stage, waiting for an inevitable end she isn't sure will come.
"Please," She pleads through tears and choked sobs, clinging to them like they are all that keeps her from sinking. "Please don't leave me, too." The words burn on her tongue – how pathetic is she that she craves companionship from the bloodied body of the imposter? Perhaps she's truly lost her mind after all these years..perhaps she's finally gone mad. She must have.
But their presence is like the first feeling of gentle warmth upon her skin as the sun crests the horizon, like the gentle lap of tides along her heels, the sway of branches and leaves as the wind blows through them like an instrument all it's own. They are the soothing sound of rain against the window as she watches the dreary skies in fond longing, the first bloom of spring as color blooms upon the landscape like paint had been spilled across the hills and valleys.
They are like the faint spark she carefully nurtures and stokes, so fragile even the smallest wind could blow it out like a candle. She cradles it within her palms, pleads with whoever will listen – prays that someone finally listens, because if not for her, then for them.
She's failed to protect too much already, let too many people with so much trust in her fall between the cracks of her fingers like grains of sand. She won't let them go – she can't.
If nothing else, if she couldn't be saved when she begged for salvation from that five hundred year long agony, even if she never got that chance..
Furina will make sure they do.
#sagau#genshin sagau#self aware genshin#genshin impact sagau#self aware genshin impact#genshin cult au#genshin impact cult au#fic tag#furina#so um. looks around. okay look. i know im like THE ts@r1ts@ dealer (censored so it doesnt show in tags. hopefully)#but the moment i saw furi in fontaine the day it released she became my fav even more then the tsaritsa SORRY SHES SO..#this is my love letter 2 furi (making her suffer unimaginable horrors)#open ended kinda in case i decide on making a sequel maybe#furi makes me feel cuteness aggression so bad i start acting like a rabid animal#furina the woman that you are. thats my girlprince meow meow id kill someone for her#playing her part as archon so well but being so horribly irrefutably human in every way..#five hundred years not even knowing what the real plan was. when it would end. knowing if she slipped up it was over.#and in the end almost no one knew what really happened. a select few people know the real weight of her sacrifice.#furina's story was always a tragedy. it was never going to be anything but a tragedy.#and thats one of the most tragic parts of it isnt it? she didnt know how itd end. she didnt know her story was always going to be a tragedy#furina never knew a thing. and still she did it for the people of fontaine and succeeded.#how do you define “yourself” when you havent existed for 500 years?#to be so selflessly human you give up “yourself” to save people who will never know of your sacrifice.#sometimes i think about the confrontation on the stage and have a week long mental breakdown#sacrificing EVERYTHING for fontaine and still. still! the people closest to you turn on you.#heavy on clorinde. she was as close 2 furi as neuvi fight me on this. i bite.#her bodyguard and friend and she ends up staring down her blade wondering if this is it. she failed. she failed them all#because even when faced with the trial. with losing everything. she still thought only about fontaine. oh furina.#do you think she has nightmares. wonders if she was never meant to win this game of g-ds. that her story was always meant to be a tragedy?#do you think she still wonders if she was ever meant to have a chance at a happy ending? a doomed tragedy from beginning to end
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aniimoni · 2 months ago
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ohhhhh i understand kit kat now……
KALLAMAR’S SEVEN WHAT ⁉️⁉️⁉️⁉️
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miitokii · 2 months ago
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ok so imagine if joker killed someone and the guilt stained his hands with blood forever
so he understands why akechi wears gloves all the time lol
btw i traced the hands from an anime called Beyond the Boundary (just search anime bloody hands and it’s like the first result), i wanted to focus more on the effect and the expression
also have some drawings of akechi i did with a different fit. imagine if joker had a dream with akechi in it with phantom thief outfit before akechi revealed his persona to the thieves lol
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ALSO if you want more context for the joker killing someone idea, and an edit i did with these drawings to please the instagram algorithm, please see under the cut
ok so i was thinking about the PT’s plan against Akechi, and a common gripe i see is how the cognitions don’t die like that in other palaces, they just dissipate into black smoke. BUT ALSO other palace rulers don’t really see people as actual people unlike Sae.
so Kamoshida sees people as nothing more dolls/slaves he can use how he wants, hence cognitive Ann just dissipates when sliced (a puppet with cut strings is useless). Okumura sees people as robots so cognitive Haru explodes because she’s a robot. Kaneshiro sees people as ATMs so they just malfunction and break down.
i imagine the cognitions in Madarame’s palace are kinda just like… 3D living statues, just there to admire Madarame’s work, so if they were killed they’d probably dissipate or crumble like Kamoshida’s. and obviously there are no cognitions in Futaba’s palace (apart from Wakaba, who has a whole boss) because she’s a shut in.
anyway, the PT would notice that cognitions have different behaviour even in death depending on the palace ruler, so to confirm the plan would work, they would have to kill a cognition to see what happens in Sae’s palace. Makoto is probably sure her sister still sees people as people so it would work, but she also knows it’s vital they check this. in a way it would ease her too, since it would be confirmation.
and of course Joker being the leader he is would volunteer to do the ‘deed’. so he kills an innocent, harmless, cognitive person, watches them beg for their life as he holds a gun to their head and fires. he knows it’s just a cognition so it’s irrational, but the guilt he feels is all the same, especially as he watches the cognition slump to the floor just like a real corpse and bleed out onto the floor. Unlike other cognitions in other palaces it doesn’t dissipate after a while, it stays there, because Sae, how distorted she may be, still sees people as people, in life or death.
ALSO even when cognitive Ren and the guard dissipate after a while, it’s not because they’re cognitions, it’s because Sae has by then found out the whole thing was a ploy. she now knows both Ren and the guard are very much alive - so then of course the corpses would disappear
leave out the Joker kills a cognition bit (let’s say they were confident enough in their reasoning) and it could basically be canon
lol anyway yeah i wrote that in a fic and wanted to draw it in a sort of quick sketch lol
anyway here’s the edit lol
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todayisafridaynight · 8 months ago
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