I’ve always felt like I belong [in New York City]. Growing up [in L.A.] and having a family here was something that I, of course, adored because I was surrounded with that unit. But from the first time I went over there, I felt connected to the way things move, the pace, the ability to strike up a conversation with anybody. I know that people often say it’s hard to talk to people in New York. I think it’s harder sometimes in L.A. But I like the neighborhood vibe, I like getting on the train and going anywhere with that type of speed, having everything at my disposal. The culture, the pace, all of it. I like feeling like I’m in that concrete jungle.
*Your brain is a web of context and patterns, and it’s too easy to get tangled. All it takes is one weird thought, and the next thing you know, you’ve been staring into space contemplating the inevitable heat death of the universe for the past 45 minutes
*Speaking of context, you can only view things in relation to other things, including yourself. Who are you when you’re removed from your hobbies and loved ones? Who knows!
*You’re really good at remembering general concepts, and can recall vaguely how to do just about anything. This would be super useful, except you can’t remember the details to save your fucking life, so good luck applying it in any remotely practical way.
*“Wow you’re really smart you know a lot about this thing” “Thanks I’ve never studied it a day in my life I literally pulled everything I just said out of my ass based on general knowledge about similar subjects”
*When left to your own devices, you generally retreat inside yourself and start using the information you’ve gathered to predict how events will unfold next. In other words, hello naughty children welcome to o v e r t h i n k i n g H E L L t i m e
*You see an interesting connection between two unrelated things. You point it out to your friends, and everybody laughs at how weird and unexpected it is. You laugh along with them, but you’re crying inside because it wasn’t supposed to be funny, you just thought it was neat.
*Somebody asks you to explain your reasoning. Half an hour later, you’re halfway through your train of thought, and all you’ve managed to do is confuse both the other person and yourself.
*Based on your Superior Web of Previous Experience, you are very confident you can predict The Thing with great accuracy. You fail to predict The Thing with great accuracy. Now you’re forced to re-arrange your entire Superior Web of Previous Experience, plus you also look lame in front of your friends.
Okay, no, seriously though, it really does make me sad that so many people seemed to have no idea what I was talking about when it comes to connecting things for energy transfer.
So, what even is an energy tether?
I personally use the term “energy tether” to describe this type of energy work, but they could be called anything - energy cords, energy feeds, etc. Basically, it’s a metaphysical connection to allow a direct and continuous flow of energy from a source into a target. And I say target, because it doesn’t need to be an inanimate object - it’s possible to do this with yourself too.
That sounds a little convoluted, Richtor; can you break it down a bit more?
Yes, I know, I’m fancy with my words. You’re creating an energetic line between two things, one thing to be used as a battery, to allow energy to constantly flow from the battery into the second thing, keeping it charged / powered forever.
Are you serious?
Why don’t we do this for everything in magic?
Honestly, I don’t know. If you’ve got an understanding of energy work and visualization, it really isn’t even that hard to create one. It can even be done with representational magic if you really wanna go that far, but it’s not that complex when you get down to it.
I’m assuming it’s just a case of, people don’t think about it like that, or, it wasn’t as widespread a thing as I thought it was.
Can’t we just do this with passive charging, like how we charge things in moonlight?
Yes, but objects only hold a limited amount of energy before they become full; once you’ve used up the energy, you need to recharge it again. Creating an energy tether allows a constant flow of energy, so as it is being used up by your intent or goal, it just refills itself.
To me, passive charging is no guarantee that the energy will stick or be absorbed by the object, and that is also why I prefer things that require focusing on the energy yourself (direct channeling), or this method.
What *can* you use energy tethers for, anyway?
Basically anything you want to keep charged for extended periods of time. Optimal for sigils, any sort of charms - hell, you can even connect thoughtforms / servitors this way. But, seriously, anything you want to keep constantly charged with minimal effort, this is a way to do it.
What can you use for “batteries” or power sources?
Anything that produces an almost endless amount of energy. The sun is the first and most obvious one I think of. You can use anything else that produces a lot of energy, though. If you live near a dam, or those electricity windmills, those would work. Power lines and electric generators are awesome, and a great way to incorporate different feels of energy (and tech magic) into your practice. Space, even; like, the entire damn thing. If it produces energy, it can be tethered.
What do you mean about different feels of energy?
This isn’t specific to tethers - all things that have and produce energy have different “feels” to them. The sun is more hot and energetic than the moon, which is cool and calming. Rose quartz is a bit more gentle than, say, jasper, which is hot and fire-y. Tiger’s eye is more solid and stable than clear quartz, which is fluid and mold-able to almost any intent.
We all experience feels of energy differently, however; these are just how I “energetically feel” those things.
(You also don’t need to “feel” anything to still do energy work, but that’s like a whole ‘nother post.)
Can you tether to something that doesn’t have unlimited energy?
Sure, yeah, but you’ll drain it, and then it won’t be fulfilling its purpose anymore.
So, you could use yourself as a power source?
You could, but it’s super draining and I wouldn’t recommend it. That object would constantly be taking your energy away from you, and it could have bad consequences, including physical ones - physical exhaustion is a side effect that can occur when you use too much of your energy, and I see it happen often to people who are not careful about their energy expenditure.
You can create switches for your tethers. As in, you can cinch them, close them off, to stop the flow of energy. Like you can turn on a pipe to get water flowing, then shut it off just as easily - you could create a “modification” for a tether similar in that manner.
Can these energy lines be broken?
Yep, absolutely. You can do it yourself if you no longer want them, someone else could do it if they could sense them, or they can naturally fade over time if you don’t give them proper upkeep and care.
Wait, upkeep? What happened to endless energy?
Yes, upkeep. You’re creating something to funnel energy, with energy. Energy needs to constantly be molded and kept in shape, or else it tends to just drift away. It really isn’t that hard to upkeep, though.
How do you keep your energy tethers safe from other people?
Just program that into them when you make them.
Any disadvantages to using an energy tether?
It depends on how you view the term disadvantage.
I think the thing that energy tethers lack is that bit of personalization that we often talk about being important in witchcraft. For example, you can keep a thoughtform powered by the sun, but it won’t contain your energy, won’t be as personally tied to you as if you charged it with your own energies. That can lose a lot of impact, when you really think about it, especially considering the nature of thoughtforms and the like.
Not to mention, you can overwhelm yourself with energy if you use a tether to connect yourself to an external source that produces more than your body can handle. You know how you can be overwhelmed by external energies, just by walking around? Yeah, now imagine that pumping straight into your body without a natural exit channel. Not fun.
Are there any other applications for energy tethers?
Fuck yeah. Use them to draw energy out of a target, in the form of a curse - literally sap their energies away so they have none left for their daily lives.
You can even connect yourself and another person with energy tethers, if you want to be able to share energy more freely and with more ease. (This is basically what I did with @ashesforeverashes, in a sense.)
Some people don’t like their energies taken without consent, though, and certain witchy protections can even prevent these sorts of tethers from forming in the first place, so keep that in mind.
Okay, all this talk about tethers, are you gonna show us how to make them?
Only if you ask nicely.
Okay that’s better.
It is essentially just a combination of energy work, intent, and visualization.
The first thing you need to do, is have an object you want charged.
Now, pick an energy source. You don’t need to be able to see it, but it can help.
Relax yourself, clear your mind if you can. Hold onto your object in your hands.
If you can, look at your energy source; this is clearly not applicable with the sun, so close your eyes and have your face turned toward it. If you can’t see your energy source, picture it in your mind as clearly as you can. Try to get a feel for its energy as well as you can, too.
Once you are confident with your source, imagine a cord connecting from it and to your object you want to keep charged. A nice visualization for this would be seeing the particles form together out of thin air to form your tether - literally materializing out of nothing and attaching to the source, creating a line that is slowly building down from the source and to your object. This can be done in whatever way you wish - just make it.
Take as long as you need to allow the cord to be build from your energy source to the target - it can take some time, depending on the distance and how experienced you are with energy work.
While you are creating it, focus on any attributes you want it to have - a thick cord that is hard to break, a shimmery appearance so no other magic users can see it, etc. Keep in mind the purpose of the cord, what you want it to do, how you want it to behave, and fuse that into it as it is being formed. If you wish to incorporate a switch, in order to turn on and off the flow of energy, now would be the time to do so - more visualization and intent, and declarations of “I can halt this flow of energy whenever I desire” should do the trick.
Once the cord is in place, you want to draw energy from your source and into the object, through the tether. Make it clear that energy only flows one way through this particular tether. Continue to draw from the energy source and down into the target, until you begin to feel the energy flowing through the tether naturally. Once energy is accumulating into the object on its own, you know the tether is complete.
For the upkeep; about once a week or so, focus on the tether and visualize it still being strong, without any gaps for energy to sift through. See a smooth, clean flow of energy from your energy source and into the target. If there are any obstructions, break them down and funnel them out.
What was this “representational magic” method you mentioned?
As a boost, you can have a representation of your energy source physically attached to the object or target, if you can. So, for example, you could have a tiny model of the sun, connected to the physical vessel for a thoughtform, by a piece of string. This can help keep the energy tether strengthened in a “physical” aspect, especially if you bind the physical to the energetic. Not to mention, just looking at it, you are reaffirmed that the tether is there and the object is charged, and that can assist with the upkeep.
Are there any “modifications” for energy tethers?
Totally. You can change the “material” you make the tether out of. Think of how people can put spikes onto personal shields, or make them have reflective surfaces - it’s sort of like that, but moreso changing the tether itself into something besides a beam of light. It can be a black cord like the ones electronics use; it can be made out of natural rope or hemp; it can be just a metal pipe that the energy slides through. Try to think about how each “material” might impact the flow and/or feel of energy.
You can also have one tether break off and charge many items at once - you don’t need a separate tether for each thing. Just focus on your tether and how it can fork, and imagine another branch coming from it naturally. Or, if you’re adding a separate line after the original tether has been “installed,” imagine a separate line growing or being molded from the first and down to the new object.
And there you have it - my post on energy tethers. Obviously this isn’t complete or all encompassing. This is just my view on these energetic cords, what they are, and how they can be made and used. I wrote this off the seat of my pants, but I think I covered everything I intended to. (And it feels hardcore like the old windvexer posts to me, which I’m not bothered by lol.)
I hope this helps you guys, or inspires you, or whatever. If you have any more questions, I… guess I can open my ask box, as long as y’all behave. Good luck, and have fun!
In Starfinder, the average adventurer looks much different from average party on old Golarion. Understandings have shifted, old disciplines have faded out of vogue, and everyone has friggin’ laser beams.
So while it’s possible to convert some of the old Pathfinder classes, the bulk of adventurers in the Pact Worlds will likely adhere to one of these six new disciplines. Check it!
Envoy is Starfinder’s intrigue and tactics focused class. They possess the most skills out of any class (tied only with the Operative) and their Skill Expertise feature allows them to specialize in certain favored skills; granting them an extra 1d6 insight bonus, and allowing them to perform acts that skill doesn’t usually grant. For those of you familiar with Pathfinder, think of it as a cross between an Investigator’s inspiration feature and the skill unlocks of an Unchained Rogue.
Their main class features are Improvisations; non-magical abilities which allow the Envoy to manipulate the battlefield; they can make enemies Flat Footed, warn allies of impending dangers, or even grant their friends additional actions in a turn.
Play the Envoy if you…
Want to be a social butterfly.
Enjoy using unexpected tactics both on and off the battlefield.
Want to be the undisputed master of a narrow set of skills (without sacrificing other proficiencies).
Mechanics are masters of machines. Unlike the more academic Technomancers, Mechanics aren’t afraid to get their hands dirty working with the futuristic technology of the Pact Worlds. Some even go so far as to augment themselves with advanced cybernetics!
A Mechanic’s best friend is their trusty artificial intelligence; a digital construct they personally designed. At first level, the Mechanic can choose between implanting this AI into a drone (granting them an autonomous robotic ally who can fight alongside them) or into an implanted exo-cortex (augmenting the Mechanic’s cognitive abilities and allowing them access to stronger armor and weapons). As the Mechanic levels up, they can augment their AI (or themselves!) even further. A high level Mechanic can even split their attention between a drone and an exocortex, becoming a cybernetically augmented mastermind with a personal robot honor guard.
When they aren’t trying to turn themselves into the singularity (or just make a really sweet robot), Mechanics are masters of technology in all forms; they’re master hackers, brilliant engineers, and can make that ray gun work really well in a pinch.
Play the Mechanic if you…
Want to play a pet-focused class.
Don’t want to play a pet-focused class, but would love to play a heavily armored ranged combatant with a wide array of skills.
Want to be a master of technology in all its forms.
Want your character to be more machine than person.
Mystics are the spiritual successors of Golarion’s divine and occult spellcasters, and often fill similar societal roles. Understanding magic to be a manifestation of the connection between all living things, the Mystic channels the fundemental nature of the universe to a variety of effects.
Mystics are one of Starfinder’s two spellcasting classes, viewing the fundamental forces of magic through a more esoteric and philosophical lens than their Technomancer colleagues. Their spells tend to be focused more on living things; affecting both the mind and body. Of course, this doesn’t mean they can’t draw upon natural forces as well; Mystics are more than capable of flooding a room with gamma radiation if they feel like it.
All Mystics can establish a link with other creatures, which manifests first as a healing touch, and then eventually evolves into a party-wide telepathic network you can use as a conduit for their other abilities.
Mystics also all have a connection to a force they see as the source of their power; they may choose to be an akashic, empath, healer, mindbreaker, overlord, or star shaman, with each connection changing the lens through which a Mystic views the universe. An Akashic may view their powers as coming from the divine records that govern reality, while a Star Shaman may take a more religious viewpoint. Healers focus on restoring the vitality of their allies, while Mindbreakers focus on crushing the psyches of their foes.
Play a Mystic if you…
Want to play a support focused character with strong healing potential.
Want to be a psychic or similar character.
Want to play a more magical character with minimal scientific influence.
Love enchantment spells like charm person.
Want to have a connection with natural forces.
Want to define your own supernatural tradition (in SPACE).
Operatives live on the fringe of society. More than just simple thieves and assassins, the Operative represents any sort of character willing to utilize underhanded tactics and dogged determination to get the job done.
Every Operative chooses a specialization (daredevil, detective, explorer, ghost, hacker, spy, or thief) which grants them access to unique exploits; similar to the talents of a Rogue or Vigilante in Pathfinder.
Their most unique ability, however, is the trick attack. Unlike the Rogue, an Operative has need to hide in the shadows to surprise their enemies. Instead, they use a skill (usually Bluff, Intimidate, or Stealth, but some specializations can use other skills) to gain an advantage over their enemies; allowing them to deal extra damage and inflict a variety of detrimental effects on their foes. Operatives are also one of the only classes capable of becoming snipers, granting them additional combat options.
Like the Envoy, an Operative is a master of skills. Unlike the Envoy, they lack the same level of focus; the Operative’s edge class feature grants them a bonus to all skill checks (and initiative checks) and they can gain special bonuses to skills in which they’ve taken the Skill Focus feat for. Of course, Operative specializations can grant uses for skills that an Envoy could never hope to accomplish, so perhaps its all relative.
Play an Operative if…
You want to play a character on the fringe of society, like a spy, vigilante, or assassin.
You want to be the ultimate skill monkey.
You enjoy stealth and subterfuge (or dashing derring do)
You love the massive payoff from a perfectly set up attack.
Solarians believe in the power of the stars; that they are the ultimate expression of the powers of creation and destruction. They guide worlds with their gravity and give life with their light and heat, yet can also obliterate with supernovas and black holes. Solarians seek to be agents of this cycle of preservation and annihilation, channeling the forces of their stars themselves in battle.
All Solarians have a mote of fundamental energy or entropy that accompanies them, which can either transform into a lightsaber Solar Weapon, or augment the Solarian’s armor.
In battle, Solarians are one of the few classes who specializes in melee combat (indeed, while they gain access to Advanced Melee Weapons, they lack proficiency in any ranged weapon more complicated than a blaster pistol). To make up for this, Solarians are capable of making more melee attacks than other classes (three in a round, rather than the normal maximum of two) and can utilize the power of the stars for a variety of spectacular at-will effects.
Solarians can choose to attune themselves to either Photon or Graviton energy; each of their powers is connected to one of these two energies, and as they build up their attunement these powers grow stronger. After spending three rounds attuned exclusively to a single type of energy, the Solarian can activate a spectacular manifestation of cosmic force known as a zenith power. Even at level one, a fully attuned Solarian can explode in a miniature supernova, or draw distant enemies closer to them with the power of a black hole. These powers only grow stronger as the Solarian’s experience and understanding of the cosmic balance grows.
Play a Solarian if you…
Want to play a knight attuned to the cosmic forces of the universe.
Want to be a melee focused combatant with a variety of at-will effects that can shift the battlefield.
Want to wield the very power of the cosmos themselves.
Enjoy characters with a more philosophical bent.
If the Solarian is a master of melee combat, the Soldier is a master of combat, period. Heavily armored, proficient in every kind of weapon, and trained in the culmination of thousands of years of tactics, the Soldier’s skill in a fight is unparalleled. Not only do they have access to more combat options than nearly anyone else.
All Soldiers specialize in a combat style to specialize in (arcane assailant, armor storm, blitz, bombard, guard, hit-and-run, and sharpshoot), and can pick up a second fighting style at level 9. In addition, they can pick up gear boosts that increase the effectiveness of their equipment, representing the modifications they’ve made to their favored combat kits. It doesn’t matter if it’s magic or technology; if it can give a Soldier an edge in combat, they’re willing to give it a shot.
Of course, they wouldn’t be the main combatants of Starfinder if they didn’t have access to bonus Combat Feats. Unlike in Pathfinder, combat feats in Starfinder are far more streamlined (requiring at most one other feat and some BAB and ability score requirements to access). This allows Soldiers to gain access to advanced combat options quickly and easily; for instance, a second level soldier could gain Weapon Focus with every single weapon they are proficient in (which is to say, all of them) with only a two feat investment. And since Weapons in Starfinder are capable of a wide variety of effects (including creating beams, cones, and bursts that would make a Wizard jealous), a Soldier can prove to be one of the most versatile and effective combatants in the game.
Play a Soldier if you…
Want to be a bad-ass power-armored space marine.
Want to be a melee combatant but don’t like all that weird cosmic stuff.
Want to modify your weapons and armor to fit your combat style.
Want to combine magic, technology, and martial prowess.
Want to be able to use almost any weapon you can pick up.
Want to have a jetpack. Anyone can have a jetpack, but you’re the best at jetpacks.
Want to take a variety of combat feats while still having slots left over.
In the Pact Worlds, Magic and Science are effectively the same thing; a fundamental set of rules that governs reality. While Mystics and Solarians focus on the esoteric connections between things, a Technomancer’s approach to magic is much more practical. Using a combination of the scientific method, advanced technology, and a bit of old-fashioned wizardry, Technomancers can hack into the very fabric of the universe to achieve a variety of effects.
Unlike the Mystic (who is more focused on connections between nature and living things) a Technomancer’s spells are more focused on interfacing with technology, or fiddling with the laws of physics. They can conjure small technological devices, hit things with logic bombs, bend light to create illusions, and drop fireballs like no one’s business.
What makes the Technomancer unique is their approach to magic; by viewing it as a scientific force, they can break the rules of magic as they’ve been known in the universe since the days of ancient Golarion. They have access to a spell cache, which starts out as a way to bypass the need for a spell slot, and can eventually be used to keep certain spell effects running for 24 hours. They can also fuse lower level spell slots together to achieve higher level effects; the most powerful Technomancers can even fuse two of their 6th level spell slots to cast 9th Level spells like the fabled wish.
Technomancers also have access to Spell Hacks, special abilities focused on manipulating magic, technology, or both. Fueled by spell slots, these magic hacks can modify how your spells and equipment function. You can drain the battery from your weapon to power up a spell, modify how a spell functions, force technology to do things that shouldn’t even be possible, or even fabricate equipment from nothing.
Play a Technomancer if you…
Want to play a dedicated spellcaster.
Like your magic with a healthy side of science.
Want to blend both magic and technology into a single discipline.
Are willing to mess with your class resources to achieve an optimal effect.
“My job is to keep things connected. The sky is the domain of the spikers. It’s not a place where I can battle, but if I keep things connected… as long as I maintain connections… the ace will surely score for our side.”
sometimes I remember the moment the o helga natt clip dropped, and how, for six minutes and fourteen seconds, thousands of people from all over the world were holding their breaths at the exact same time, felt that same nervousness make way for a certain calmness, and contentedness, and safeness at the exact same time, were suddenly so relieved and so happy at the exact same time and it just knocks the wind out of me a little bit, it really does.
something that always struck me as odd about the prequels is how palpatine was able to forge a relationship with anakin in the first place.
this is definitely my biggest problem with the jedi, in relation to anakin: they let palpatine, a middle aged man, get anakin, a child, alone. the fact that palpatine’s even insistent on it at all should be ringing alarm bells. there should be Stranger Danger warnings going off, people! you’re dropping the ball, men!
and i understand that, according to the comics, palpatine threw his political weight around, saying that the senate has total control over the jedi. that you can’t deny the chancellor. but that’s incorrect - the republic is corrupt, but it’s not a dictatorship yet. as anakin’s legal guardians, the council has the full right to refuse palpatine access to anakin - it doesn’t matter who’s knocking at your door, you’re supposed to protect your charge.
but the jedi handed him over. the second palpatine pressed, they folded; and no one tried to curb anakin’s interaction with palpatine, even though it should be clear that an old man wanting to talk with a minor day after day after day is suspicious. especially since the jedi were suspicious of palpatine anyway.
Mikasa meets the cruel world: Attack on Titan in a nutshell
More intelligent people than me have probably pointed this out long before me, but it still amazes me how much Mikasa’s upbringing truly is a metaphor for the entire series.
We start of with this carefree, peaceful family living in this isolated cabin in the woods, distanced from the outside. A comfortable existence, but their family is well aware that beyond their warm home lie problems: the Ackerman clan is still thought to be prosecuted, and Asians are sought by traffickers for their rare appearance and blood–they’re a different race, and this is useful to some.
And then one peace is interrupted: three men break in, destroying comfort and killing innocent people, and they’re there solemnly because of the physical aspects of the family, their rare appearance. Through this experience, Mikasa lost her hope and will to live, and also got to understand the cruel nature of the world she lived in.
And then, a sudden event that changed the course of that day. The young Eren Jaeger barges in, takes out the oppressive intruders, and most importantly, restores hope to her. Just like the kidnappers, Eren came from outside of her world…but instead of bringing her more cruelty, Eren brought Mikasa a way to go against said cruelty–to fight back. The world is cruel and brutal and it crushes the weak–thus, the only way to survive is to fight back against the oppression–and that’s what Mikasa proceeds to do.
This precise event can be translated with total accuracy into the entirety of the story–it’s the exact same thing the walled world went through. The walldians lived in peace and comfort (more or less), isolated from the rest of the world, because the outside meant danger for them. We’ve always known this danger to be the titans–the basement taught us the reality though. The entire outside world has a pre-determined relationship with the walldians–not because of who, but because of what they are. Some see them as danger and want them extinct for safety measures, some see them as useful tools for their own purposes.
Does this sound familiar? Ackermans are prosecuted because they’re a danger to the kings rule, and Asians are sought after because their origin makes them different. Mikasa’s family is a metaphor for all walldians, for all those wanted dead by the world or used as weapons in Marley’s titan army. Their situation is identical too: they live excluded from the outside world, in a pseudo-peace, which is one day interrupted by the arrival of three outsiders (kidnappers, RBA). Through their actions, those outsiders remind the inhabitants of the cruel, oppressive world they find themselves in (a grim reminder). And then, another outsider appears, restoring hope and teaching the oppressed how to free themselves: to fight. This is Eren when he barges into the cabin, and Grisha, originally from beyond the walls. when he entrusts the founding and attack titans to Eren, who would later become humanities hope and, in some way, inspires them to fight back. Both of these stories are perfect parallels.
It’s also definitely not a coincidence that the Eren-saves-Mikasa flashback was included in Isayama’s first draft of chapter 1, in flashback format. All the dialogue about Mikasa being part of a nearly extinct, different race, and Eren telling her to fight back, were there from day one. In the present time she even says that she believes Eren has the strength to overcome the world’s issues and bring hope to mankind–an even stronger parallel between her situation and all of walldia.
Heck, it certainly isn’t a coincidence either that, during ch 14, primordial desire, aka humanities first ever victory against oppression and the first climax of the story, Eren flashes back to that very moment
On one hand it sets up other humans, aka Marley as antagonists, who’re oppressing Paradis due to the blood flowing through its inhabitants. At the same time, it redraws all the parallels mentioned beforehand by straight up comparing humanities struggle to that struggle in the woods.
These two panels really affirm everything I mentioned above–Mikasa’s “origin story” is it’s own microcosm that foretells the entire core struggle of the series: Eldians seeking freedom from oppression. And the fact that such an early scene remains a total metaphor to the story even 90 chapters and a ton of plot twists and revelations later, just goes to show how much of a thought out story attack on titan has been for the longest time.