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#collectivized from ig
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zindezin · 3 months
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First day of the leap month
happy black history month. we here to create so ig its time to do that.
I hate giving outlines cause you'll know whats up when its over - but I've heard its necessary n I want to leave a traces of my original intention from the start.
im starting this page to discuss fashion, share thoughts on arts, and maybe society. I'm not interested in centering or decentering on the whole, at least not right now...all Im discussing is what Im up to, what Im learning, and how I see things as of right now.
i started this post watching Aachon Wol's vlog down below. u cant talk fashion without mentioning the Sudanese girls. realest most creative people you might ever meet, if u ever lucky enough to be friends with em, cherish it
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I always love Copenhagen fashion week because I think it always has some of the best street wear of any season. I've seen a few good looks here. link not posting but heres the looks.
https://x.com/muglare/status/1753152681894355354?s=20
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there's this Chinese saying that roughly goes wherever there are people, there are rivers and lakes. the idea is that people gather into a variety of streams that intersect and overlap. hopping off from that I realized that there had to be some sort of organization or community of couturiers responsible for protecting and preserving Paris' fashion primacy. I was already reading Valerie Steele's books, Paris, Capital of Fashion, and Paris Fashion, A cultural history. Both books pointed out the existence and importance of fashion organizations in Paris, like the guilds, La Chambre Syndicale etc., and their role in collectivizing and shaping parisienne fashion. from there I've been drawing mainly from Veronique Pouillard's article "Managing fashion creativity". I'm going through the citations now to see what I can find.
and one photographer I just came across is Wanda Wulz. when i look deeper, I'll go deeper.
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and i will keep you guys posted on my finds.
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radfemblack · 4 years
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Collectivized from @maleexclusionary (ig is giving me issues with tagging accounts :/) ~ The first post of my new theme 🦀. I had no idea so many people found the small checkered pink/black backgrounds difficult to read on :| ~ I’ve been thinking a lot about this “rEdUcinG wOMen tO vAgiNaS” talking point (my least favorite TRA ‘argument’, even worse than the ones comparing black women to men 💀) and I realized (as other RFs already stated) that in addition to being fallacious and self-defeating, it’s actually very basic, crude misogyny LARPing as rebuking it. I could type an entire essay dissecting this, but imma keep it short and simple. TRA’s + (their) handmaidens try to cast it as “hypocritical” in some reaching-ass way to say that women have vaginas, and women are more than vaginas... they are logically saying that possessing said genitals means someone can’t have anything else in addition to that. Which means they are casting femaleness and humanity as mutually exclusive. Roundabout way to the same old patriarchal narratives, of course 🥱🍵 Idek if TRA’s think shit like this is a real burn, or if they’re just coping and playing dumb. Kindergarteners have superior logic. If these talking points were applied to literally any other group or identity — race, religion, disability, etc — people would rightfully call it bullshit, but when it comes to women, all of a sudden stating group characteristics/criteria is “reductive”. Not fucking falling for it. Ooo, black people put so much importance on our hair and skin, but beg white supremacy to not reduce us to those things (spoof of a post I commented on) 🙄. Get a grip. Imagine if people appropriated “I am not my hair, I am not my skin” in order to erase our identity like this. This is what these mfs sound like. They can see that acknowledging/celebrating the features that distinguish us as black isn’t treating us like skinsuits or “reducing” us to hair. But somehow women are dehumanizing ourselves by saying that an objective set of traits makes us women?? Damn I didn’t mean to ramble, this entire shit is just fucking gross and dumb and it ticks me off. https://www.instagram.com/p/CDKBJMLhFZZ/?igshid=k86aires4v5y
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Profession: The Clerk
“We live in and by the law. It makes us what we are: citizens and employees and doctors and spouses and people who own things.“ - Ronald Dworkin
Soon after society realized that abandoning everyone who pisses us off in the wilderness to die was not a sustainable practice, the institution of law was invented. Like any institution, the law is only as good as its experts, and in any society, the Legal Occupations are filled with some of the most well-trained experts around. In the modern court room, lawyers, judges, and court reporters keep the system honest and accessible to all.
Combat: Clerks rely on their intense Fury to power their attacks and prevent enemies from acting. A high Dexterity helps them use guns, and a high Acuity synergies with their professional skills.
Adventuring: As a debuff-based profession, clerks like to work with more defensive classes, like businessmen, educators, or craftsmen, and high damage classes like scientists and mathematicians.
Alignment: In the modern day, the struggle between different alignments is more likely to happen in the court room than on the battlefield, so there are clerks of a wide variety of alignments. Court reporters tend towards collectivism, as their work centers on keeping the public knowledgeable on legal developments.
The Clerk
HP: 5/level
PP: 7/level
Bonus Skills: Two of: Acting, Body Language, Current Affairs, Diplomacy, Forgery, Intimidation, Linguistics, Research, Trivia, Writing
Physical Attack Bonus: Profession level.
Mental Attack Bonus: ½ Profession level, rounded down.
Proficiencies: Unarmed, voice, books, guns, pre-modern, pajamas, formal
Powers: Clerk powers are governed by Fury.
Professional Abilities
Level 1: Field of Law - The clerk learns a skill they don’t know, and then chooses a skill they do know, which can be the newly learned skill. They receive a bonus to that skill equal to their Fury, and can spend 1 F before the skill roll to double this bonus for that roll.
Level 2: Cease - Whenever the clerk makes an attack against a character, even if that attack misses or deals no damage, they may spend 1 PP or 1 F to have that character delay their next turn to just before the clerk’s next turn. Like always, the clerk cannot spend more PP in one turn than their level.
Level 3: Clerk Specialty - The clerk chooses one of the three clerk specialties: lawyer, judge, court reporter. Once chosen, this choice cannot be changed.
Level 4: Desist - Whenever the clerk makes an attack against a character, even if that attack misses or deals no damage, they may spend 3 PP or 1 F to have that character become slowed and dazed for 1 round. Like always, the clerk cannot spend more PP in one turn than their level.
Level 6: Pound the Table - The clerk may spend 1 F to reroll a mental attack roll. Whenever the clerk spends Fury to reroll any attack roll, they add their Fury to the attack and damage rolls.
Level 8: Gag Order - Whenever the clerk makes an attack against a character, even if that attack misses or deals no damage, they may spend 5 PP or 1 F to have that character become deafened for 1 round and unable to speak for 8 hours. Like always, the clerk cannot spend more PP in one turn than their level.
Level 10: Binding Contract - The clerk can write magically binding contracts by using magically active inks (MSRP $177). Once the contract is signed by all parties, the clerk seals it with their personal seal, putting the contract into effect. The contract must specify what happens to the offending party when the contract is broken, and can include any combination of:
The contract ends for everyone
The contract ends for everyone, and the offending party takes 12d12 anger damage. If this damage reduces them to 0 or less HP, they crumble into dust.
The offending party is incurably nauseated, and suffers 1d4-1 crush damage from retching each day. Both of these effects end when some condition is met, which is usually either a resumption of compliance or the payment of some amount of money. 
Some object weighing 12 pounds or less that’s present during the sealing of the contract teleports to a pre-arranged location.
Other effects of similar power, as decided by the GM.
In addition, the ability to provide this service earns the clerk $1000 times their character level each month in profits.
Specialty Abilities
Lawyer
Level 3: Lawyer Powers - The lawyer may learn Officer powers as if they were Clerk powers whose power level equals their Officer power level.
Level 5: Off on a Technicality - The lawyer receives a bonus equal to their Fury on any skill check made to break the law, and to any skill or Profession check made to help a character with 1 or more PP (including the lawyer) get away with a crime.
Level 7: Professional Demeanor - As long as the lawyer has 0 F, attacks they make deal additional anger damage equal to twice their Fury.
Level 9: Case of the Century - Once, the lawyer frees a high-profile (and usually political) person from prison, by either convincing the government to issue a pardon, winning an appeal, successfully challenging the legitimacy of the law under which they were imprisoned, or some other similar antic. This has two permanent effects:
The lawyer may change their alignment to match that of the person they freed.
The lawyer receives an ability based on their alignment
ILF: The Sheriff - The lawyer adds their Fury to attack rolls with guns and artillery, and the critical threshold of such attacks is lowered by 2.
ILE: The Messiah - Whenever the lawyer spends Fury, they recover 1d12-1 PP.
IGF:  The Liberator - The lawyer can end the effects of being slow as a major action and stand up from being prone as a minor action.
IGE: The Egalitarian - The lawyer chooses one of their lowest attributes. That attribute and Fury both increase by 1.
CLF: The Governor - Whenever the lawyer spends Fury, they and all allies within 20 yd recover 1d6+1 HP.
CLE: The Activist - Whenever an ally within 20 yd deals damage to an enemy with an attack, the lawyer may spend 1 PP. If they do, they move that enemy up to 1 yd and the enemy falls prone.
CGF: The Emissary - All enemies within 20 yd of the lawyer have the critical threshold of all of their attacks increased by 2.
CGE: The Revolutionary - The lawyer and all allies within 20 yd receive a +1 bonus to initiative checks. Whenever the lawyer or ally deal damage with an attack to an enemy that has not had a turn yet this combat, they deal an additional 1d12 anger damage.
Even if their alignment changes later, the chosen ability stays the same.
Judge
Level 3: Judge Talent - The judge receives a +1 bonus to defense rolls, and additional HP equal to their level.
Level 5: Judgement - The judge can act to prevent a certain class of crimes. As a full-round action, they can roll twice on the following table and choose to put one of the two laws into effect for one hour. This ability affects any character as long as they remain within 20 yd of the judge. They can only use this ability once an hour.
Abusive Language - Prevents characters from taking anger, sorrow, or ennui damage
Battery -  Prevents characters from taking cut, crush, or pierce damage
Environmental Degradation - Prevents characters from taking poison, electric, fire, or water damage
Bomb Threat - Prevents characters from taking explosion damage
Adulteration - All characters are immune to nausea
Reckless Burning - All characters are immune to immolation
Outraging Public Decency - All characters are immune to outrage
Loitering - All characters are immune to distraction
Medical Malpractice - No character can recover HP or PP
Usury - No character can spend PP
Securities Fraud - Protection from damage has no effects
Contempt of Court - Attacks against judges are made at disadvantage.
Level 7: Supreme Judgement - When using their Judgement ability, it only takes a move action, and the judge instead rolls three times and chooses one of the three laws to put into effect. As long as the judge is under the effects of one of these laws, they receive a bonus equal to their Fury to damage rolls of attacks they make.
Level 9: Jurisprudence - The judge becomes proficient with tools and receives an enchanted gavel.
Gavel
Item, Weapon, Tool
Cost: -
Item Level: Same as judge’s level
Kind: Physical: F v. F
Range: 1
Critical Threshold: 7
Damage: 2d8+1 crush
When used by the judge, this weapon deals additional anger damage equal to the judge’s level - 9. On a critical hit, it deals double damage and curses the target for 9 rounds.
Court Reporter
Level 3: Court Reporter Powers - The court reporter may learn Entertainer powers as if they were Clerk powers whose power level equals their Entertainer power level.
Level 5: Stenography - The court reporter devises a magical cipher, which they can then teach to anyone they want as an hour-long action. This cipher has both a written and spoken form, and seems completely innocuous to onlookers. Breaking the cipher requires powerful magics.
Level 7: Voice Writing - The court reporter receives a bonus equal to their Fury to attack rolls with their voice, and such attacks deal an additional 1d6 damage.
Level 9: Sketch - The court reporter can, once a day as a full-round action, create a perfect sketch of their field of vision. If the sketch is centered on one character, the court reporter gets a +2 bonus on attacks and damage rolls against that character. In addition, the court reporter may, as an hour-long action, enter the sketch. After entering the sketch, they remain inside of it for up to one hour. Upon leaving, the sketch is destroyed. Entering the sketch cannot change the past, but may reveal important information. A court reporter can only have one sketch at a time, and cannot use this ability inside of a sketch.
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