#tradesperson
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Umber drill
Last piece I did featuring Umber, really following those workplace safety laws.
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If you really want to turn me on remodel my bathroom 🫦
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Tradesperson 1 – Welder at Geita Gold Mining Ltd
Tradesperson 1 – Welder at Geita Gold Mining Ltd
Job Description ABOUT GEITA GOLD MINING LTD Geita Gold Mining Ltd (GGML) is Tanzania’s leading gold producer with a single operation in Geita Region. The company is a subsidiary of AngloGold Ashanti, an international gold producer headquartered in South Africa, with operations in more than ten countries, in four continents. The mine is situated in the Lake Victoria Gold fields of Northwestern…
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Cookie slightly altered redesign idea (Betina and Flips are also here because I love drawing them).
#rayman#rayman the animated series#fanart#redesign#as a tradesperson I just like him looking more like a handyman#especially since he’s handy in the show
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“Have a nice day!”
Eddie doesn’t hope he has a nice day. The guy was a dick and tried to short him on credits, despite being so obviously well off. Like, c’mon, man. Not even trying to hide the Nabooian silk robes? Or the Coruscanti accent? Offhandedly mentioning that his girlfriend was a senator? Just because he works in the middle of a shit ship-port on Tatooine doesn’t mean he’s thick. He wipes the grease off his hands onto the already-dirty rag, but there’s no use in using precious water on a midday clean. Instead, Eddie dabs the sweat from his brow, and contemplates buzzing his hair short again.
Nabooian. Silk. Thousand threaded, cool-to-the-touch, Eddie’s-favourite-colour, Nabooian silk. The guy had to be taunting him. Had to be. In this heat? In Eddie’s port? With his favourite colour?
(Does it matter that it wasn’t his favourite colour until a certain someone had shown him in-colour holos of the fields? No. No it does not).
And then he had some wannabe bounty hunter from his block try and threaten him to fix his ship, which? Hello? Does Mr Blonde Mullet really think that threatening Eddie is gonna make him want to fix his shit faster? I’ll break your hand if you so much as put a scratch on her. It’s not like he can even do anything to hurt Eddie. A broken hand slows down the work, as does a fractured leg, or a black eye, or a concussion, or a blaster burn, or a vibro-wound, or a—
Ah. You get the point. All bark and no bite, and, dank farrik did he have a stupid amount of bark. Enough bark to fill the entire four hours it took to fix his hunk of junk.
So, really, you can’t blame him for the mood that he’s been in all day (or, you could try, but if your engine takes a little bit longer to retune, or your fuel is a little more expensive than normal, well. Have fun trying to trek your way into the shitshow of the other side of town), when he turns to find the stupidly shiny Naboo royal starship spluttering its way in. Because, seriously? What the hell has he done to the people of Naboo to deserve this?
Eddie thumps his head against the makeshift table, shouts before the ramp has even extended to let whoever-the-fuck out of the rich ship, “We’re closed!”
The sharp click of heeled boots grate on Eddie’s brain, and is only dulled when he watches the way they sink slightly into the ground through his curtain of hair.
“I don’t need any work done.” Rich Naboo Man says, and—
He knows that voice.
“I just need a place to park for a little while — I’m visiting a friend around here, actually.”
Eddie lifts his head, peeks up at the person in front of him. The person who is very much Naboo royalty, who is wearing those stupid bright red robes, and the stupid headpiece that he said was too heavy and impractical, with makeup that he said highlighted his broken nose too much, is shuffling out of the starship. His head is held high, and there’s a crease in his brow that’s been the same since they were stupid foundlings with Eddie reading out the aurebesh on the flimsi that their teachers handed them.
No. Fucking. Way.
“Steve?”
“Eddie?” His head moves so fast that the jewels dangling from the headpiece almost whip him in the face. And then Steve is shuffling forwards, back straight and face smoothed to a soothing smile, before he’s already apologising. “I’m sorry that I didn’t make it on time. There were duties that I had to attend to, and they ran longer than—”
He bolts from his seat, taking long strides in his ratty grey jumpsuit before he’s caught Steve around the middle twirling them around, because he’s waiting fifty-seven rotations for this. Fifty-seven. If Steve says one more damned apology Eddie is quite literally going to explode. The laugh that Steve lets out is so hearty and so full — warmer than both of Tattoooine’s suns — and, Force, if Eddie has to go another almost-two-months without seeing him, he is quite literally going to overthrow Naboo.
“Hey! It’s okay, Hop. You can put the blaster down.” Steve places his hands onto Eddie’s shoulders and— did he hear that right?
“King Harrington—”
“—Please, Hop, not while I’m off-duty—”
“Steve, the guy ran at you and hauled you up.”
Steve turns around, and Eddie feels like, then. His royal robes create a silhouette of patience and strength, and tower over Eddie, if you count in the headpiece. There is a part of Eddie that whispers how he should very much be letting go of Steve, because his guard still has his blaster aimed at the only bits of him that stick out from behind Steve’s ornate dress. But it’s been so long, and there’s a larger part of his soul that says that he never wants to let go.
“Hopper,” Steve says, and Eddie can just feel the commanding tone of voice bleed through his usual casualness. “This is who I was meeting.”
Eddie lifts his head over Steve’s shoulder, and ignores the small huff he gets in return for the grease he undoubtedly just smeared across Steve’s very expensive, thousand thread Nabooian silk robes. Maybe it’ll finally give him a reason to change out of them. Hopper lowers his blaster, shoves it into the holster with too much and too little force without-a-capital-F all at once. If Eddie was a lesser man he would have snorted. Or, if Eddie was a lesser man he would have let the guard hear his snort.
“This is the guy you’re courting?” “Force, you make us sound old.” Eddie sighs at the same time Steve full-heartedly responds “Yes.”
The guard — Hopper — just pinches his brow and adjusts the hat on his head. “Well, I can’t say anything for your taste in men, but at least he has a respectable job. And he gets paid.”
“Stevie’s still dealing with the Naboo’s Royal Pocket Money?”
“Don’t remind me.” Steve says, moving a swift motion so that he holds Eddie’s hand underneath one of the long red sleeves of his gown.
When Eddie turns to look at Steve, he’s already turned. There’s a mellowed out look on his face that Eddie reads as is your work finished? Let’s clean up and lie around and do nothing but be near each other. And who is Eddie to deny such a request?
“Well,” Eddie says, in all the hospitality that a man from Tatooine can muster, “We best not keep you any longer.”
Hop hums in the way that Wayne used to when he knew that Eddie was just trying to weasel his way out of things. Maybe it was just one of those sixth senses that fathers-who-aren’t-biologically-fathers gain when their children start dating. Or maybe Eddie’s just obvious.
“I can give you a rundown of your ship in the morning. I think you’ve dislodged something in your engine — I could hear it rattling before you even landed.”
Steve tugs on Eddie’s arm, lip quirked up at the corners, and crows feet showing through ornate red and white makeup. “Eds, there’s nothing wrong—”
“Stevie, I love you, but you’re terrible at lying.”
#stranger things april aus#pov the only thing i take from the 1st april tradesperson au prompt is that eddie is a mechanic#welcome to the start of my star wars steddie miniseries that follows @designatedgrape 's april aus#yes. steve is basically padme.#no eddie is not anakin#steve harrington#eddie munson#steve x eddie#steddie#eddie x steve#steveddie#stranger things#if you saw me accidentally post this three times no you didnt
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here's an odd and vague one for the poll career series
I don't even really know what i mean by outdoorsy
#litg#love island the game#litg polls#once again i think there is a definite answer but yall may surprise me#hazeem maybe should be under tradesperson but incase i run out of room there hes here#love putting in Nicolas and Pete knowing theyre getting no votes 😂
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Travelling back home tomorrow hoping for a smooth groove
#i did have a really nice week last week but now im back to everything feeling busy#(its not really that busy)#and oh i miss being slow like idk ever since i was a literal child doing ONE excursion weekly#for an hour#always felt like such s draining burden#and tbh i would like to know why thst is because while it's easy to see as poor habit as an adult reinforcing itself#as a kid i was always made to do things. see people.#i did a summer camp every year at least during the day#i did sports i went hiking in forests#but i remember so distinctly like an age where i stopped asking my parents to try new things#because i would get so excited!!!! but then every week it would become this overwhelming presence#despite being something that i actively enjoyed#and it eventually felt so awful i was like okay no more wanting things you dont use them wisely#like ouch yeah actually that's a big one. wanting things usually wraps back#around to shame or guilt just about always#anyway how is this relevant to travelling?#it's just that i have to travel tomorrow and i have a doctors appointment Friday i have to go to in person#ive changed beds ive slept in 3 times in 5 days#and all i can say at the end of it is that even these little things are JUST enough to be on edge#to feel like im putting my hands over my ears and closing my eyes and pretend nothing bad is gonna happen#even thougu DEFINITELY something bad is going to happen#but of course it doesnt because this is all benign stuff ive done a trillion times before of no note#crazy how complicated it can be to be a person#it is why i dream of living in a small village where i am an apprentice tradesperson and i live simple house#and the house you can walk to anywhere you need to anywhere you need in an your#but no one is that urgent about anything anyway.#beautiful little place that has never actually ever existed for anyone in anytime#but i am still wanting to scream and pull my hair out just asking why why cant everything slow down and be smaller
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Love how NIMBY fucks say “not in my backyard” when they really mean “not in my municipality”
There is housing densification occurring DIRECTLY ACROSS THE STREET AND NEXT DOOR TO ME AT THE SAME TIME
I haven’t slept in weeks but please cry harder about the mental health facility going up in your downtown centre 15 km from where you actually live
#mailing every conservative an eager fresh faced tradesperson with a jackhammer#I’m glad we’re getting more housing but hoo boy does it suck to live here right now
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freeing my oc from my head please be nice
#this is for a post-apocalyptic/waterworld-esque farming sim im making in my head lol#she’s one of the romanceable charas tho i dont have a name for her yet#but she’s essentially the tradesperson in the community#i’ll just tag these as#oc art#queue
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with bg3 coming out idk if i want to make kimiko a dnd verse specifically but i do like fantasy-adjacent verses in general so fire mage/rogue kimiko tohomiko... what if
#❪ if i loved you less i might be able to talk about it more ❫ / ooc.#traveller who is also a craftsperson/tradesperson but who does adventuring/adventure jobs here and there sometimes???#probably part of a guild but nothing bound to any particular place
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(via How do builders & sub-contractors survive this coming recession?)
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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.
#homestuck#classpect#classpects#just my own opinions obviously#feel free to disagree#this is also more meant to examine the actual text of homestuck or serve as a reference for fanworks#i dont actually vibe that much with classpecting actual real people#because unlike fictional characters we contain multitudes#still i cant STOP you if thats what you want to do hahahah
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extremely dangerous for me to be getting back into magic: the gathering as a grownup with Tradesperson money
#i'm supposed to be saving for a house not buying shock lands and hate bears#hopefully my playgroup doesn't mind proxy decks lmao#mtg
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Deciding this deserves to be out of the tags actually
MR FIRES?
STUPID IDIOT MOTHERFUCKING MR FIRES GOD DAMN FOOL FACTORY COLLECTING NIGHTSOIL EATING BAT OLD BASTARD SHITHEAD IDIOT MASTER OF THE WHORE BIGGEST CLOWN IN THE BAZAAR LAUGHED OUT OF LONDON COWBOY MOTHERFUCKING MR FIRES
STOP [Scandal is rising…] ME WHEN I TALK ABOUT MR FIRES I HATE IT SO MUCH WHY DOES IT HAVE SO MANY FUCKED UP FACTORIES WHY DID IT DECIDE TO FUCK AROUND AND FIND OUT JUST GIVE THEM WORKERS RIGHTS IS IT DEAD IS IT A BASTARD BAT HAS SUCH A VISCERAL AFFECT ON ME NOT EVEN IN THE ROOM NEVER SEEN THIS BATS FACE AND I KNOW IT HAS THE WORLDS SHITTIEST BEARD GET AWAY FROM ME
if I wanted to get across the river and the boatman said mr fires is waiting on the other side i would piss on the sun just for the sole purpose of getting sent back across
if i have to deal with mr fires speaking one word in person on voice at my lodgings not only will i close the door I will delete my address out of spite and have to break out of new newgate and start new in london again for the experience of being able to skip all the times when it is mentioned or alive
i dont even know why i hate it so much. it collects OSHA violations but i am just mad because i am angy
it better have some fucked up backstory to explain this if it’s just some rich shithead whos a fan of union busting and wanted the irl version ill go ham
BETTER have had a correspondence plaque to make it kill a man cuz if it didnt im going to make it
echobazaar.com/IFuckingHateMrFires
railway projects not even about it. vaguely mentioned what is supposed to maybe be its factory holdings and I lost it
where the fuck is mr fires if its still alive im going to so deeply wish it wasnt
crusty old man
ill bite fires and its sad frail old man twig bones will simply flake apart under my epic huge replica Vake teeth and it will disintegrate until all thats left is one final factory invoice it kept on it at all times simply titled Now You Fucked Up in ancient Second City hieroglyphics
im not breathing im hyperventilating at this point
i hope theres a date given for when fires died or will die so i can make it a reminder on my calendar
everyday once a 1899 i will see it and do anything but pay respects to the bat who had so many fucked up and unethical factories
#the relationship between April and a tbal player who was a tradesperson on the surface is something that can be so special actually#april slamming this down on the meeting table while Furnace nods vehemently and Hallowrove fails to keep from laughing
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"circle sewn with fate": more evidence that they are meant to be a "coven true"
-Agatha didn't think they'd be able to open the Road together because "only a true coven can open the door." And yet they did open the door together. They did something only a true coven can do.
-Agatha talks about the "Covenstead Rule" and it's kind of wild to me as a bit of symbolism. This whole time--all these long centuries--and wherever she is there have been people around her she could have connected with, made community with. It takes work and it's not easy, but it's there for her. As a metaphor about community it's pretty powerful? And, as Teen puts it, "beautiful."
Notable that she says it's "definitely not" beautiful in response. There's something here, about the spell/delusions she was trapped within and then her overall incapacity/unwillingness to see that's right in front of her face (adamant in 1x04 that the song says "coven TWO" when it's obviously "coven true"). You don't see it until you're ready to. There's people all around us at any given time we could connect with, but are we ready for that? Are they?
The next part is even more pointed, if we think of it as metaphorical about human relationships and community overall:
-And then the real kicker - Lilia's magical gift determined the group's members. And when she got the names she also got "Three of Pentacles," a really positive card that the show has released with a special design meant to represent the coven.
Here's the show merch Three of Pentacles design and the Smith-Waite classic design:
Its meaning is really positive for what this group can be to each other:
Apprenticeship, learning, studying, growing, hard work, commitment, building on success, collaboration, teamwork, determination, goals, dedication, quality, attention to detail, tradesperson, achievements, recognition, reward, hard work paying off, effort, motivation (source)
And the core takeaway in the card as something given by a reading (as Lilia says it to Agatha imo) is this:
"Each person has an important role to play, and when they come together as a team, they can create something much more significant than if they were to undertake the project on their own. So, when the Three of Pentacles turns up in a Tarot reading, take it as a sign to collaborate with others, creating synergies to achieve big results. The Three of Pentacles represents the value of different ideas and levels of experience in collaboration. The architects respect the specialised knowledge of the stonemason, and the stonemason appreciates the wisdom and experience of the architects. Even though their backgrounds, experience levels and expertise are very different, they can come together to share their insight in a way that creates synergy and improves the finished product. There is no ‘us and them’ or any sense of superiority. Instead, each person has something to offer and is willing to learn from the others involved in the project. Everyone is getting the job done collectively and contributes to the group through active listening and sharing. As you work on projects with others, acknowledge the value that each person brings to the table. You will also learn from each member of the team when you see his or her unique contribution." (source)
I truly think this season is the story of how Agatha gets a "coven true" again, even though it is the last thing she thinks she wants. There's so much symbolism and references to it! Even passing "joke" moments like the "Chief of police" starting to say "teamwork makes the dream work" and Agatha cutting in with "eat my ass." Of course, if she rejects what the magic (the Road's magic, Lilia's divination magic) is telling her, she could face the Three of Pentacles reversed:
Not learning from mistakes, unwillingness to learn, lack of growth, poor work ethic, lack of commitment, mistakes, lack of effort, lack of teamwork, apathy, no determination, no goals, no dedication, no motivation, poor quality work
It's her choice. And the choice of her coven too, if they want to walk the road (both literally the Witches' Road and metaphorically the road of life) with her despite what a huge pain in the ass she can be lol
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Fox · the Courtly Charmer
❥ Orientation: (f/m) demiro/demisex ❥ Possible Identities: Tamsin/Thomas, Henrietta/Henry, Lucia/Laurence
Suave, charming, devoted—the perfect lady or gentleman. It is evident they know who you are, and they seem intent on capturing your heart. Tread carefully, they will do their best to sweep you off your feet and into their arms.
Rabbit · the Flustered Ingenue
❥ Orientation: (f/m) demiro/demisex ❥ Possible Identities: Tamsin/Thomas, Henrietta/Henry, Lucia/Laurence
Gentle and kind, hoping and hesitant. All they’ve ever wanted is to love and be loved. Can they trust you to be their one and only?
⚑ Butterfly · the Mysterious Rake
❥ Orientation: (f/m) grayro/omnisex ❥ Possible Identities: Edith/Edward, Henrietta/Henry, Lucia/Laurence
Darkly alluring and dangerously seductive. To you they are a closed tome. To them you are an open book. It is unwise to be reckless when you catch their interest, lest you succumb to their hunger.
⚑ ??? · the Uninvited Guest ❥ Orientation: (?) aro/pansex ❥ Possible Identities: ?
How refreshing you are to them.
⚑ Edith/Edward Egerton · the Loathed Betrothed
❥ Orientation: (f/m) ❥ Romanceable In: Every masked route ❥ Possible Identities: Butterfly
You’ve never so much as spoken a word to them and yet they’ve asked for your hand—circuitously. They are the only tradesperson said to match your father’s ruthlessness and wealth.
Tamsin/Thomas Baker · the Returning Friend
❥ Orientation: (f/m) ❥ Romanceable In: Every masked route except Rabbit's ❥ Possible Identities: Fox, Rabbit
Your childhood—and only—friend. Who was once your treasured confidant is now a near stranger, and the distance between you can be measured by their once easy smile devoured by sad lonely eyes. They’ve worked in your family’s gardens since they were able to hold shears, and were promoted to head gardener when the last overseer perished.
Lady Henrietta, Countess/Lord Henry, Earl of Great Northrope · the Reclusive Deviant
❥ Orientation: (f/m) ❥ Possible Identities: Fox, Rabbit, or Butterfly
The host of the fabled Bacchanal, and the only child of the most influential peers of the ton: the Duke and Duchess of Thornwall, Earl and Countess of Great Northrope. Their austere and reserved manner is betrayed by their reputation for glutenous depravity. Despite this they are hunted by debutantes and widows alike for their status. They seem in no hurry to shed their singlehood.
Lady Lucia, Baroness/ Lord Laurence, Baron of Oxburn · the Affable Socialite
❥ Orientation: (f/m) ❥ Possible Identities: Fox, Rabbit, or Butterfly
The inextricable bosom friend of Henrietta/Henry. Where their friend is a pall upon the room they are a source of light. Their amiable company draws everyone to them like moths to a flame, and it’s easy to quit their company feeling quite blessed by their attentions.
#interactive story#interactive fiction#interactive novel#twine if#twine wip#twine story#twine game#twine#if game#if wip#ro: all#ro: fox#ro: rabbit#ro: butterfly#ro: ???#ro: edith#ro: edward#ro: tamsin#ro: thomas#ch: henrietta#ch: henry#ch: lucia#ch: laurence
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