understanding things from a distance

anonymous asked:

Hello! I really enjoy your blog and was wondering if you could tell me how a session with a Seer of Hope, Rogue of Heart, Mage of Rage, Witch of Time, Knight of Space and an Heir of Life would go.

Alright! You have an even amount of active/passive players, a Time player, and a Space player which is great so far. The Knight of Space will be on duty of frog breeding along with the Witch of Time for assistance.

The Knight of Space is a useful player for they are inventive, highly skilled in many arts, and act as the jack of all trades. They would be excellent at creating things for the team, even with limited resources. They would understand spacial distance and be good with constructing things from pieces. They would use these strengths for everything, not just attack. They show great leadership skills and have great potential. They could change the mass of their weapon, swinging it when it’s light and then giving it more mass (and force) just before it hits their target. With their ability to think outside the box, they would breeze through coming up with weapon designs and plans for your team’s success. With their hardworking attitude and creative mind, I would make them the leader of your team.

The Witch of Time is another useful but dangerous player. They would be able to manipulate timelines, erasing them or changing them completely to their liking. They could create doomed timelines in the blink of an eye without you knowing anything has changed. Keep an eye on this player and make sure they aren’t plotting your teams downfall in the shadows. You don’t want to have another Damara on your team. They’re rebellious and stubborn by nature. They break the rules of their aspect, meaning they would be able to speed up or slow down time, perhaps out of impatience. Like all Time players, they sometimes have questionable morals and slowly come to terms with the inevitability of death. Don’t ever doubt them or else you might find yourself ceasing to exist within the hour. In battle, they’re powerful and usually take matters into their own hands. They could slow down time for their enemy, making it a piece of cake taking them down. It would also give them enough time to dodge an attack or move out of the way from a bullet. They could also speed up time for themselves, catching their opponent off guard and not knowing what hit them, kind of like super speed.

Mage of Rage. Yikes! Mages experience their aspect in their own unique way, so they might have schizophrenic hallucinations, hear voices, or have rage fueled black outs. A common misinterpretation with Rage players is that they’re all violent antagonists. That’s completely false. The Rage aspect is not only anger but fear, anxiety, and skepticism. The Mage of Rage is knowledgeable when it comes to those traits from experience. They’re used to feeling knots in their stomach along with the constant feeling of paranoia that lingers in the back of their mind. A traumatic experience could have triggered the arrival of these feelings, labeling the Mage of Rage an expert in what it feels like to be hurt and lash out. They would understand their teammates when they feel that way and help them deal with the pain. In battle, they would know all their opponents fears and use it against them, possibly having the ability to conjure up that fear. I would pair the Rogue of Heart with them in times of distress.

The Rogue of Heart would be able to steal the emotions and personalities of others. They can strip a player of a positive emotion they possess and give it to another player who lacks it. In battle they can trade their opponents negative traits for positive ones so they pose no threat to their team. I would put them in charge of any drama or emotional complications.

A Seer of Hope would be able to see through every belief and what they hold. They could also perhaps see every positive impact that will affect the session. Hope players are what keep teams sewn together, so they would act as the team’s motivator, egging everyone on with reassurance.

And last but not least we have the Heir of Life; the team’s healer. Keep this goofball protected at all costs and you won’t have to worry about the death of your teammates. This player will be a bit of a hassle to control though and will need a babysitter. They might get your team in deep trouble and stir up a world of problems. They’re reckless, stubborn, childish, and spit in the face of restriction. If they get too wild and out of control, sic the Rogue on them.

Your team is a little unstable in terms of your players. It’s up to the Knight, Rogue, and Seer to fix problems that the Witch, Mage, and especially Heir might cause. With the Seer motivating your team, the Knight providing plans and weapons and protecting the Heir, the Rogue making sure the team is emotionally stable, the Witch using their powers for good, the Mage getting intel on your opponents, and the Heir healing your players, your session will likely succeed!

uh ok the Gloria Steinem fandom is gettin real rowdy in my inbox so let me make something clear: When you hear shit about white feminism it isn’t a blanket condemnation of feminists who are white, it’s just a way of being critical about the brand of obliquely racist feminism that always comes from upwardly-mobile white ladies. “white feminism” is code for “casual racism from white feminists.”

one of the most enduring criticisms of white feminism is that it’s myopic and only serves to benefit white ladies. if u don’t understand why that’s such a bad thing, lemme put it this way: from a distance, there’s not a whole lot to distinguish white feminism from white supremacy. okay?? ok?????