ambiguator

 did a quick tally of OVW “representation!”

  • WHITE - 8 characters
    • Mercy, Soldier 76, Reinhardt, Torbjorn, Tracer, Zarya, Junkrat, Widowmaker (purple is not a race jsyk)
  • BLACK - 2 characters
    • Doomfist, Lucio
  • LATINX - 2 characters
    • Reaper, Sombra
  • MIDDLE EASTERN - 2 characters
    • Pharah, Ana
  • EAST ASIAN - 4 characters
    • Genji, Hanzo, D. Va, Mei
  • SOUTH ASIAN - 1 character
    • Symmetra
  • AMBIGUOUS - 2 characters
    • McCree, Roadhog
  • NON-HUMAN - 4 characters
    • Winston, Orisa, Bastion, Zenyatta

SO there you have it! when fucking ROBOTS have more representation in your game than literally any race/ethnicity other than WHITE, maybe there’s an issue, yeah???

anonymous asked:

Hey, how would you feel about a todobakudeku piece? Super fluffy and? Its cool if not but i just would love to see them in your style? Xxx

Aw, I have trouble drawing shippy stuff of things I’m not invested on, best I can do is draw platonic and let people interpret as they want, so I’m sorry but I don’t think I can draw that :<

A love that...

venus in Aries- you have to fight for in a never-ending war

venus in Taurus- makes you feel warm, safe, and adored

venus in Gemini- keeps you talking until the sun comes up

venus in Cancer- feels like coming home

venus in Leo- makes you feel like the most special person in the world

venus in Virgo- appreciates all the little thoughtful things you do

venus in Libra- is richer, smoother, and sweeter than swiss chocolate

venus in Scorpio- destroys and remakes you a thousand times over

venus in Sagittarius- sets you free

venus in Capricorn- you’d be happy to grow old with

venus in Aquarius- extends to everyone in the world

venus in Pisces- is too good to last, which makes it even more beautiful

i see so much of Julia Burnsides fanart revolving around the line “this chair smells like Grandma’s” and it upsets me because when i was listening to the ep i heard it as “this chair smells like grandmas”, which implies not that Magnus built a chair that reminded Julia of her grandmother but that Julia thinks lavender smells like grandmothers, in general, and honestly i think that’s a far more accurate description of a woman who would marry Magnus Burnsides

2

It’ll all work out in the end, I won’t leave your side

the red soul

(undertale spoilers)

each fallen human has a specifically coloured soul associated with them. these colours can be seen on the coffins in new home, asgore’s soul containers, and the photoshop flowey boss battle. little is known about these souls, but what can be inferred is that each soul colour represents a unique trait. accessing this information requires multiple rounds of “ball game” in the snowdin forest. if the game is completed fast enough and the red flag is obtained, the following message appears.

however, red soul’s trait is never mentioned. or is it?


determination is not a trait

before exploring the red soul’s trait, it’s time to explain why determination is not the red soul’s trait. while it is a popular choice, it ultimately does not work for a few reasons. unlike the other traits, every human soul has determination. 

rather than being a trait, determination is more akin to willpower or resolve. it’s a power that gives human souls “the strength to persist after death.” furthermore, this determination is extracted from the six human souls and injected into a golden flower, bringing flowey to life and giving him the power to control the underground’s timeline. this same power is what gives the humans the power to save and load.

unlike all the other traits, determination is inherently inside all humans. furthermore, “determination” is never mentioned in the ball game. it’s also never specifically linked with the red soul nor is it ever written in red text. the word “determination” is only written in white or yellow. 

there is nothing that suggests determination is an exclusive trait to the red soul. it is merely a component in all the coloured human souls.

» read more: determination is yellow


the ball game

the different soul colours each represent their own positive traits according to “ball game.” the first time the red flag is achieved, the following message appears.

these are the positive traits of all the souls besides the red soul. when the ball game is won a second time in the conditions for the red flag, a new message appears.

it’s important to note that the ball game can only be played as long as snowdin is not cleared of monsters. if genocide is successful in snowdin, then the snowball will be gone, rendering the ball game useless. this is the only time the ball game cannot be played. in the neutral and pacifist routes, the game can be played even after reaching snowdin or after defeating papyrus.


the mirrors

from the red flag, the phrase “be yourself” is important. the idea of “being yourself” is seen repeatedly throughout the game, so long as the genocide route is not in motion. if frisk is still on the neutral route, frisk can look into the mirror in toriel’s home, and the following is said:

in new home, frisk can look into a second mirror and see the following:

this text appears in every route, except the genocide route. whether this is a reflection of frisk is up to interpretation.

in a pacifist route, after defeating asriel, frisk can look into the mirror in home once more to see this:

one of the most important elements of the pacifist route is the reveal of the protagonist’s true name, frisk. it highlights how frisk’s identity, or even their true self, is only revealed at the end of a pacifist route.

in contrast, the genocide route makes it clear that frisk is not themself from the start.


the red soul’s trait: being yourself

ultimately, the ball game holds the most important clue. the statement seems rather vague, until the one-word limitation is removed and the trait is seen as a phrase.

“being yourself” is seen in two ways in the context of undertale. the first is more obvious, with the phrase referring to how frisk is only themself in the neutral route and pacifist route. once the genocide route is in motion, frisk is no longer in predominant control – chara is. interestingly enough, when chara is in control during the genocide route and the snowdin forest is cleared, the ball game is unavailable, perhaps highlighting the fact that frisk is no longer truly themself.

the second way the virtue of “being yourself” is used in game is by its definition. “being oneself” means to be genuine, honest, or true to one’s character. along with determination, it is what allows frisk to keep going, especially in the pacifist route. sans alludes to this when he judges frisk in the last corridor.

“so as long as you do what’s in your heart” can be seen as another way to say “be true to yourself.” there is another reference to this trait in sans’ judgment should frisk have killed any monster.

while subtle, sans stresses the importance of being true to "yourself,” even in the face of committing a terrible crime.

“being yourself” may seem synonymous with integrity, but there is a difference. integrity is defined as “the quality of being honest and having strong moral principles.” while both are a quality of being honest, there is a difference to what that honesty is towards. those with integrity are righteous, fair, and of good character. however, integrity is not needed to be yourself. being yourself is to stay true to who you are, regardless of what that may be. perhaps a word for this could be “individuality,” “nonconformity,” or “sincerity.”

conclusion

while the other soul virtues are clearly defined by their colour coded trait, the red soul remains much more ambiguous. perhaps this is because frisk, chara, and the player persist as such different individuals despite being intrinsically linked, therefore the common trait between them can only be just that: their individual “true” self.

How to Be a Pirate (You will be remembered, my dear)
  1. If it is the ocean that sings to you, or the thrill of Aztec treasure, or other kingdom’s riches, know that you cannot go back. Once you set sail, the saltwater will haunt you even if you retire to a desert. There will never be enough golden coins or golden islands that will satisfy you. The life of a pirate is a thirsting life, and it is common knowledge that saltwater does not quench.
  2. Kiss your mother and father’s graves goodbye before you set sail. If the ocean will not be your grave, the gallows are too far from the churchyard to comfort your spirit. Keep your farewells frugal. Better yet, disappear without a word. Legends are not borne out of nostalgia.
  3. Turn a blind eye to the third mate whose hair is bunched into their hat and keeps their chest wrapped tightly under their bleached tunic. Her hands may be small, but they will build callouses just like yours once she scrubs the deck long enough. Bad luck is not the fault of a stowaway woman, and the storms are not her doing—after all, the crew had thrown Jonah into the sea to calm it. You’d be better off watching out for the storm that is the woman. She will put you to shame when she sets fire to your enemies to fight tooth and nail for the freedom she earned.
  4. Treat a mermaid gently if one accidentally gets tangled in your fishing net—comb the hooks out of his hair and don’t curse if he bites your fingers. Offer him your hat to shield his eyes from the sun and answer his questions when he asks in panic why his fingers are wrinkling. If you must chuckle, try to do so silently, so that he does not think are laughing at him. Mermaids are born singers—their egos are easily bruised.
  5. When a man goes overboard in the midst of a storm, throw the rope to him. If he cannot cling onto it, lower yourself in a rowboat to help him from the bobbing waves. But remember to never jump in after him, if he turns away and rides the waves into the deep. Do not blame yourself. You could hold your breath forever and still cannot rescue a drowning man who swims away from a lifesaver.
  6. Whistle while you work. The songs that your mother used to sing you to sleep with are not a curse just because it is from the past. And melodic tales about purple mountains and golden cornfields will stun your mermaid guest—he will ask you again and again how fast horses run, and how do flowers smell like. He will test your patience, but even pirates enjoy basking in Scheherazade’s glory. We all like to be heard other times than when we’re shouting orders.
  7. There is little use in envying your legendary predecessors. Madame Ching and Blackbeard’s skin peeled under the sun just like yours. Legends never feel like legends when their shoulders ache.
  8. You will lose your hand along the way. Some lose their eye, others their foot, others aren’t as lucky and lose their hope. It is all part of chasing the impossible. When the time comes—and it will come, when you are least prepared—there is no shame in weeping. There will never be enough saltwater. Let your mermaid guest dress your wound and see your tears. He will miss your tender palms, and you will miss that sense of safety. But let him treat you; his fingers are nimble and cool to the touch.
  9. When he sings to you the songs of his world and people, do not be overwhelmed—there will always be a part of the ocean that you will never see. The greatest pirates will never know what lies beneath their hull. Most hurl a mermaid out of their sight for fear of deception, and never lit a candle for him to see a dancing flame for the first time, cautioning him to keep his hands to themselves.
  10. Keep your plank short and sturdy—no one wants to walk to their death with shaky knees. No captain can avoid a mutiny, but that does not mean that you did not do something wrong. Which is why without a doubt, when your second mate plunges blindfolded into the sea, your heart will sink right down with him. But a captain is expected to root out betrayal and never betray themselves. Careful—if you catch yourself calling him name when you call all hands on deck, your crew might suspect that you regret it.
  11. Buried gold can afford bejeweled, decadent hooks for where your hand had once been. The richest of pirates can afford hooks of pure gold and a diamond cuff whose reflection can almost replace the spark in your dulled eyes. But they will only ever be hooks, and your mermaid will gasp in pain every time you cut his skin, even if you try to be gentle. He knows that you can’t help it, but don’t get cross if he shies away from you when you come too close. Mermaids are not quite used to love which makes them bleed.
  12. Pirates are not heroes. They kill in order to avoid the gallows. They maroon rather than forgive. All who sail past you will assume the worst of you, and point their cannons at your sails without consideration. It may be easier to live up to their expectations and take up your sword. It is far more exhausting fighting for your nobility.
  13. Your mermaid guest cannot stay for long. The sun scorches his skin, shrivels his scales, cracks his voice. The explosions of your ship’s cannons and your musket rounds piercing the Royal Navy shake him to their core. You can beg all you want, but your hook only hurts him when you try to hold on to him. He will wait until it is nighttime to quietly throw himself overboard. Two of your mates will hold you back from diving after him. They know that they could not save you if you did.
  14. Do not be alarmed when you find yourself under the starlight missing home. Any captain of a loyal crew will be desperately lonely when sailing alone in the wide, treacherous expanse that is one’s own head. I’m afraid, however, that it is too late now to turn back. Your lost hand, or cold, nimble fingers would not be there home waiting for you even if it wasn’t.
  15. Understand that you will never be remembered. Even if your name is emblazoned with fear in every queen’s heart, even if the tales of your terror make every captain shudder. They will not remember the songs you hummed under the moonlight. They will not remember your careful fingers loosening hooks from their hair. Legends are not borne out of love.