sfw
nsfw

Результаты поиска по запросу "can live any more"


Библиотекарь, что бы это ни значило
@сЩ_Ьу
Вопрос (риторический) - А почему трансы лезут в женский спорт - а в мужской не лезут? Ну сущ.женского пола, осознающие себя сущ.мужского пола? Может ты не транс-женщина, а просто пидор-неудачник?,twitter,интернет,трансы,спорт

Отличный комментарий!

Не вижу сложности делать для каждого свои соревнования. Женщины с женщинами, мужчины с мужчинами, боевые вертолёты с боевыми вертолётами, олени с оленями. Честно недоумеваю
просто этих боевых оленей и вертолетов, тем более спортсменов не так уж много, вот и приходится к нормальным людям подселять, хотя по сути раз они орут что гендеров больше то нужно реально разделить соревнования по гендерам и пускай эти трансы с трансами там соревнуются и к нормальным бабам не лезут, пидоры блядь
Приравнять небинарность к допингу и послать их из спорта нафиг.

Orktober 1st: Introducing the Orks…

The first day of Orktober is here at last! We’ve got stacks of cool and exciting stuff to show you and talk about over the coming weeks, but before we get ahead of ourselves, we thought it only right and proper to formally introduce the Orks to those who may not be familiar with this fan-favourite, belligerent, green-skinned race.


Let’s take a look…


Ever since Mankind first set forth across the stars, it has been subjected to war and death on a scale previously undreamed of. Yet of all the myriad xenos races responsible for this relentless warfare, the Orks are in a class all their own. A crude and warlike breed of hulking brutes, the Orks love nothing more than a good scrap – so much so, in fact, that in the absence of a suitable enemy to take their aggression out on, they will readily fight amongst themselves just for the sheer joy of it. As such, any attempt to reason or negotiate with Orks is doomed to failure.


Orks have been encountered in every corner of Imperial space, and due to their unique biology and the incredible rate with which their populations replenish, they are all but impossible to eradicate. Even the most ruthless purge of Ork numbers seldom earns little more than a temporary respite. The question of how to rid the galaxy of the ‘greenskin menace’ has vexed Imperial scholars and agents of the Ordo Xenos for thousands of years. To this day, Orks remain one of the most bitter enemies of Mankind, responsible for the loss of countless trillions of lives, vast tracts of territory and once even threatening Holy Terra itself.


Ork populations in their infancy form crude and barbaric societies founded on the notion of ‘might makes right’. Due to a quirk in their physical development, the most aggressive and dominant of their kind grow, accordingly, into the largest and most powerful of their tribe, which in turn is led by its strongest member. As their numbers increase and their encampments develop, rival tribes are conquered or otherwise subsumed into larger groups. It is at this stage that Orks begin to emerge who have an innate knowledge of how to push the growing mob to its next evolutionary step, and they are known collectively as Oddboyz:

(Big) Meks:

Ingeniously skilled mechanics with the ability to create deadly weaponry and war machinery from little more than scrap and scavenged parts, Meks provide the ‘teknology’ that Orks rely on to spread carnage and destruction across the galaxy. More often than not, these guns and contraptions shouldn’t function in the conventional sense, but that never seems to stop them and has baffled millennia worth of Tech-Priests and Imperial scholars.

,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,Wh Песочница,фэндомы,Wh News,Orks,Orcs, Орки,Miniatures (Wh 40000)


Weirdboyz:

Sometimes referred to as Warpheadz, Weirdboyz are latent psykers who channel the cumulative energy given off by large exuberant Ork hordes into suitably impressive and deadly pyrotechnic displays, from green lightning to giant, stomping manifestations of their deities’ feet! The more Orks there are nearby, the more powerful these manifestations can become.

,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,Wh Песочница,фэндомы,Wh News,Orks,Orcs, Орки,Miniatures (Wh 40000)


Painboyz:

Named for their callous lack of patient care or bedside manner, Painboyz are surgeons who are able to patch up traumatic injuries, or work alongside a Mek colleague to graft mechanical replacements onto missing limbs, to get maimed Orks back into the fight.

,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,Wh Песочница,фэндомы,Wh News,Orks,Orcs, Орки,Miniatures (Wh 40000)


Runtherdz:

The handlers of the Orks’ diminutive Grot cousins, the Runtherdz have an instinctive talent for goading their charges into doing something useful in battle, be it swarming the foe or bodily clearing a minefield. Runtherdz also serve as the cultural history keepers of the Orks, for they are born with an ancestral memory of past events and the deeds of their clan – not that anyone listens to them.


You can’t learn about Orks without learning about the Waaagh! Ork tribes and clans are unrivalled in the swiftness with which they can develop, rapidly changing from a warband of savages armed with scavenged and improvised weapons into a deadly, space-faring invasion force able to bring whole planetary systems to their knees. Once the population has reached a critical mass, its (now towering) Warboss will launch a Waaagh!, named after the ferocious Ork war cry that has terrorised the armies Mankind on battlefields beyond counting. The Orks will mobilise and unleash total war on their nearest prey, taking to the stars aboard flotillas of crude ships once they have scoured their current location of everything worth fighting.


Sometimes referred to as the ‘green tide’, the bigger and more successful a Waaagh! is, the more Orks it attracts, sometimes from systems away. No one is certain exactly how this occurs or by what means other Orks find out about a Waaagh!, but it appears to take place on a subconscious, even instinctive, level. Buoyed by this steady stream of reinforcements, once a Waaagh! has begun, only the most horrific losses will deter its advance. More often than not, this will be due to the Orks losing their enthusiasm for the fight rather than ‘losing’ in the conventional sense. This is sometimes the result of the death of their leaders and the subsequent in-fighting, and sometimes they just get distracted or find a better fight. In any case, entire worlds or even star systems will have usually been destroyed by the Waaagh! before enough forces can be mobilised to inflict a meaningful defeat against it.


In battle, Orks fight in the simple manner of their gods – the cunning brutality of Gork and the brutal cunning of Mork. More often than not, this sees them perform various types of headlong charges into their intended victims either on foot or on the back of sturdy transport vehicles. After all, the only thing that Orks enjoy more than firing guns, blowing stuff up and racing at dangerously high speeds is fighting in combat. War allows them to freely indulge in most – if not all – of these favourite pastimes, which is why they love it so much!
Since the emergence of the Great Rift, the wars that have erupted across the galaxy in its wake have seen the Orks in their absolute element. One of the largest conflicts has emerged on Vigilus, with Warlord Krooldakka’s invasion giving rise to a Speedwaaagh!, a Genestealer Cult insurrectionand, more recently, an Aeldari invasion as well. The escalating conflict has seen more and more Orks drawn to the sector in search of a good bust-up.


That pretty much covers an overview of the Orks for the moment. Over the coming weeks, we’ll be investigating the six major clans of the Orks and their respective kulturs in greater detail, as well as the ancient legend of the Brainboyz and even more besides.

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отсылко на предыдущий поход в качалку (как же похорошела рисовка при собянине)
позволь ПР6АСТА-вить теве соседку
по ДОМУ. ПРОСТО
соседку по дому.,Living With HipsterGirl and GamerGirl,JaGo,Смешные комиксы,веб-комиксы с юмором и их переводы

Tell Me Why

В Microsoft Store раздают Tell Me Why: Chapters 1-3
Для того чтобы забрать, выставьте в региональных настройках Windows страну United States и скачайте ее из приложения Microsoft Store. Или добавьте в аккаунт через сайт(нужно открывать американскую версию сайта и отказываться переходить на версию для вашего региона).
P.S. В Steam ее тоже раздают для США, но Стим сложней убедить что ты американец

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The Six Principles of Global Manipulation




The Six Principles of Global Manipulation


What is Globalization? 
In the 20th century the human race was confronted with such a natural phenomenon as globalization. Globalization can be defined as the process of concentration of power over all the mankind in one person or a small group. This process has been under way throughout the whole human history and is now near completion. Centuries ago Ancient Egyptian priests became aware that globalization can be controlled. They have worked out the overall principles and patterns of controlling society to achieve their own goals, and headed up this process. Let us take a look at how globalization process is being controlled now.

Principle 6. Weapon of War.
“War is the continuation of politics by other means”  Karl von Clausewitz
The oldest and fastest way of controlling people has always been the war. The object of any war is the conquest of territories, wealth, human resources or complete elimination of enemy. World history has witnessed a great number of brutal wars. Global evolution has been creating more and more elaborate and sophisticated weapons of destruction and enslavement. At present the human race has found itself trapped by the need to spend a constantly increasing amount of resources on the endless arms race. And ultimately it has created a weapon which along with the enemy can destroy the entire civilization.

Principle 5. Weapon of Genocide.
“All the crimes on Earth do notdestroyso many of the human race, nor alienate somuchproperty, as drunkenness” – Sir Francis Bacon
The next step in the process of globalization was the transition from “hot wars” waged by ordinary weapons to “cold wars” waged through the so called “cultural co-operation”. It’s possible to completely eliminate or subdue a whole nation to one’s own will by means of such genocide weapons as drugs, alcohol, tobacco, several types of vaccines and genetically modified foods. Yet to keep people unaware of the destructive nature of these weapons they have been disguised as superficially harmless means of relaxation, stress relief, amusement and acquiring immunity to disease. This idea is being inculcated in the minds through culture, mass media, and specially planted proverbs and tokens. In reality these substances are dangerous poisons undermining the genetics of the human species, destroying the human being both morally and physically, wiping out the existing and future generations. Russia annually loses more than 700 thousand human lives due to the effects of alcohol consumption only. Is it a conscious and free choice of every person? Negative! This is an artificial and false option imposed on us through culture. It suggests that from the very cradle a person is to pick either a lie number 1 – ‘take dope moderately’ or a lie number 2 – ‘take as much dope as you please’.

Principle 4. Economical.
“Give me control of a nation'smoneyand I care not who makes the laws” – Mayer AmschelRothschild
Globalizers see no point in destroying nations completely. They are better off leaving a part of the slaves’ population alive having subdued its economics to their narrow clannish interests, but also in such the manner that a nation hasn’t the slightest idea of what is really going on. This can be done through universal money and the institution of credit, by means of usurious interest rates that allow the bankers’ clans to receive skyrocketing profits from credit interest without creating any values for the society, while other people, their families, entire nations have to spend their lives paying off debt and essentially become slaves. The realization of this mechanism requires more time, because in the first place it is critical to instill the inconsistent economic science into the society. But the payoff is really huge. The reason is that regardless of whether people take credits or not, whether they understand these instruments or not, the whole society has practically fallen into economic dependence on a small social stratum of bankers and is now powering this system like batteries.

Principle 3. Factual.
“There are no facts, only interpretations”– Friedrich Wilhelm Nietzsche
A whole nation or separate social classes can be ruled much more efficiently after being brainwashed with various ideologies, religious dogmas, sociological doctrines and mass media. Some are subconsciously inculcated with e.g. the theory of Karl Marx, the second with “Allah Akbar”, the third with “Christ is Risen”, the fourth with “Live Fast, Die Young”. And if need be at some point in time people start being collided by activation of inherent contradictions using some special techniques such as provocations, assassinations, scandalous news articles, caricatures or deliberate mistakes, which seem to be accidental from outside. For example, we are now witnessing the attempts to set the traditional Islam and Biblical Christianity against each other, despite the belief shared by quite a number of world religions that God, the Creator, the Almighty is One for all creatures of the Earth. One of the most powerful means for brainwashing is television. Despite common beliefs, the mass media are actually programming reality so as to form people’s attitudes to various events rather than reflecting the objective reality. Nowadays the terrorist attacks happen on such a scale only because they immediately get broadcasted on every TV channel. In this case the mass media essentially act as informational sponsors of terrorism, providing it with billion budgets and huge audience.

Principle 2. Chronological.
“Look behind in the past more often to avoid big mistakes in the future”– Kozma Prutkov
It is common knowledge that one who has forgotten the history of his Motherland is like a tree with no roots. But what would happen if a whole nation forgot its history or accepted some historical myth imposed on it by external hostile elements. To quote George Orwell, “Who controls the past controls the future. Who controls the present controls the past”. Rewriting of a nations history inevitably leads to alteration of its future. For this particular reason the arrival of a new regime has always been marked by the rewriting of history, though the rulers themselves have been unaware of being manipulated ‘blind’. This situation has showed up very clearly in the former soviet republics that have broken away from the USSR. Therefore one should always remember that history teaches nothing but only punishes for not learning its lessons.

Principle 1. Ideological (worldview).
“If you want to defeat your enemy bring up his children”– oriental wisdom
Conquest of a nation will become most steady, effective and almost irreversible if one manages to somehow alter its worldview nationwide, so that the nation willfully serves the interests of the invaders, considering them a part of their normal life. We can now see the mass media, movies, pop and film stars, trying to persuade us that alcohol, tobacco, drugs and sexual perversions are ‘normal’ phenomena of the modern Russian society. The perfect example of influence on a worldview is the India’s caste social system, whereby the transition from one caste to another is practically impossible. About 300 million of India’s population classified as the caste of "untouchables" or "little people" live in extreme poverty and believe it is their only possible mode of existence in the society. This example shows the extent to which a worldview can determine the lives of numerous generations over the course of history. Nowadays there are two main types of worldviews that dominate in the society: kaleidoscopic worldview is typical of the people who are unable to find their place in life within the endless flow of events. Every new event just creates more chaos in their perception of the world just like a new splinter of glass put into a kaleidoscope changes the whole picture. People with mosaic worldview perceive the world as whole and undivided, where everything is causally determined, and where accidental events can not exist. So any new fact or event contributes to this worldview making it clearer just like a new fragment added to a mosaic. Unfortunately the modern culture generates the predominance of kaleidoscopic worldview.

“This world a hollow pageant you should deem;All wise men know things are not what they seem;Be of good cheer, and drink, and so shake offThis vain illusion of a baseless dream”
Omar Khayyam

Before now all of these control mechanisms have been concealed and known but to the few initiates. But today due to the effect of the objective law of time, all the secrets become known and anyone can find the truth if they wish. Now the very same obscure hand has revealed itself, as well as its master who once invented all of these mechanisms and would skillfully trigger them off in the course of the global historical process. Former society did not even have a term to describe the existence of such master. This objective social phenomenon has been termed as ‘conceptual power’ and the mechanisms of warfare and controlling the society were identified as the generalized instruments or principles of mass manipulation used by the conceptual power. When applied within a single frame of society they can be deemed as the generalized instruments of its control, but when exercised by one group against another – as the weapons, i.e. the means of warfare in most general sense. Nowadays, the awareness of these mechanisms can enable a person to stand against the external impact of all the above principles. Besides they are given the conscious choice: either to stay a slave or set oneself free and become the Human Being.

Коала: Следуй за мной, я покажу тебе эвкалиптовый рай

  Сегодня речь пойдет о совершенно дурных существах. Милости просим — коалы. Начнём с того, что невероятно безразличное выражение никогда не слезает с морды лица этого мохнатого дурачка. В его глазах сразу читается вся глубина презрения ко всему окружающему миру. Кажется, что животина только что бахнула целый ингалятор веселящей травки и теперь пытается хоть немного сфокусироваться на этом слое реальности.
  А чего вы ожидали? Постоянно жрать ядовитые для большинства видов животных листья и побеги эвкалипта — дело нелёгкое. Но хавать всё подряд животина не станет. В видах эвкалиптов коала разбирается. Потому для покушать наш гость выбирает конкретные растения. Тормознутые движения, смахивающие на слоумо из «Матрицы» — результат как необычной диеты, так и замедленного метаболизма.
  Помимо монодиеты мишка коала отличился необычным строением передних лап. Что-то вроде клешней, состоящих из трёх пальцев на одной стороне ладони и пары пальцев на другой. Пальцы заканчиваются острыми когтями. Детёнышам они помогают держаться за мамку, а взрослым особям карабкаться по деревьям и ковыряться в носу. Задние ноги у них почему-то нормальные...
  Кстати говоря, коала-то вовсе и не мишка, как полагают многие. Он — сумчатый. На сегодняшний день он является единственным представителем семейства коаловых. Наш новый пушистый друг — близкий родственник вомбата, знаменитого своим параллелепипедными какахами.
  Кстати о них... Дети этих невероятно прекрасных животин часто подъедают кал за своими мамками. Это связано с тем, что мелюзга пока ещё не выработали достаточное количество микрофлоры для переваривания целлюлозы и яда, содержащегося в листьях эвкалипта. Родительские какули уже подвергнуты обработке кишечными бактериями. Подъедая их, дитё создаёт собственную микрофлору.
,коала,Книга животных,Реактор познавательный,длиннопост
  Ну и, конечно же, размножение. Пикантная особенность этих милых зверушек состоит в том, что половой орган у самца раздвоенный! Дамы также осчастливлены дабл-влагалищем. Пацаны-коалы трутся грудью о деревья, оставляя метки с резким запахом, и орут, как дурные, привлекая 3-4 самок. Акт любви происходит у них всего раз в 1-2 года, а в результате появляется, как правило, всего один малыш. Такие скудные темпы размножения и привели к опасно малой и постоянно сокращающейся численности животин.
  Продолжительность жизни коалы обычно составляет 11-13 лет, но в неволе срок годности сумчатого увеличиваются на 5-7 лет. Но даже столь короткий срок не мешает ему спать около половины или даже двух третей всей своей жизни. Знакомо, не так ли?
  За копрофилию и различные сексуальные приблуды мы, конечно же, не осуждаем. Но помните, что даже за самой милой моськой может скрываться отъявленный извращенец.

Аспекты. Часть I.

Перевод каноничных описаний Аспекта из каноничного теста( http://hs.hiveswap.com/ezodiac/index.php ), честно помещённый сюда с разрешения автора. Наслаждайтесь каноном. 


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Those bound to the aspect of Time are fighters, full stop. Their lives are often marked by struggle, not so much because fate has it in for them, but because they are fundamentally incapable of just accepting things as they come. They value action over passive acceptance, even if that may not be the wisest or safest choice. Don't try to tell a Time-bound to sit still and look pretty. They are very goal-focused, and tend to value the destination over the journey, and you won't find them making that journey in any traditional sort of way. To quote cheesy posters found on many a guidance counselor's wall-"impossible is just a word". If you need a miracle, they are who you call. At their best, the Time-bound are empathetic and relentless problem-solvers. At their worst they are ruthless, defensive, and impulsive. 

Временники – прирождённые бойцы. Их жизни зачастую полны борьбы, не столько потому, что их невзлюбила судьба, сколько из-за их фундаментальной неспособности принять естественный ход событий. Они предпочитают действие смирению, даже если это - глупый, или даже опасный путь. Не пытайтесь заставить Временника успокоиться. Они сосредоточены на цели и ценят итог больше пути, да и сам путь они вряд ли пройдут по протоптанной тропе. Их девиз можно найти во многих кабинетах профориентации – «Невозможно – это всего лишь громкое слово». Если вам необходимо чудо, вы зовете Временника. На своем пике они сочувственные и неудержимые, способные решить любую поставленную проблему, в худшем же их проявлении игроки Времени - безжалостные, импульсивные и неспособные принять критику. 

Muse
pjoi,Homestuck,MS Paint Adventures,фэндомы,Hiveswap,the Extended Zodiac,Аспекты,длиннопост


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Those bound to the aspect of Space are, as the name suggests, concerned with the big picture. They are patient, masters of the art of 'wait-and-see', and are inclined to take things as they come. That isn't to say that they're pushovers or willing to let injustice lie-they just choose their battles wisely, understanding that sometimes you have to let something burn to the ground in order to build it back better and stronger than before. To this effect, they tend to be innovators, concerned with creation and redemption. Catch them recycling the old to make the new, the fresh, and the beautiful. For the Space- bound, the journey is as, if not more, important than the destination; how they do something is as important as what they do. At their best, they are steady, impartial, and creative. At their worst, they can be detached, apathetic, and vague. 

Игроков Пространства интересует вся картина в целом. Они терпеливы, как и истинные мастер искусства "ожидай-и- наблюдай", а потому склонны принимать вещи какими, какие они есть. Это не значит, что они трусливы или готовы оставить несправедливость неотмщённой — они просто с умом выбирают свои битвы, понимая, что иногда лучше всё сжечь и переделать заново, но лучше и прочнее, чем было. Этому способствует их предрасположенность к инновации, а также заинтересованность в созидании и восстановлении. Их зачастую можно поймать за переработкой чего-то старого в новое, во что-то свежее и потому прекрасное. Для игрока Пространства путь так же, если не более, важен, чем цель; им важно не только что они делают, но как они это делают. В лучшем своем проявлении они спокойны, независимы и изобретательны. В худшем же они бесстрастные, апатичные и неопределенные. 

,Homestuck,MS Paint Adventures,фэндомы,Hiveswap,the Extended Zodiac,Аспекты,длиннопост


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Those bound to the aspect of Heart are very concerned with their favorite subject: themselves. It wouldn't be a stretch to call them 'self-obsessed', but not necessarily in a negative way. They simply want to understand the one thing we all are stuck with for our entire lives, i.e. our own minds. Forging an identity is extremely important to the Heart-bound, and every decision and action goes toward building a coherent narrative of their own story. That isn't to say Heart-bound don't care deeply for their friends and allies; they just have a tendency to assume that everyone is as concerned with identity as they are. They are excellent at putting on and taking off masks as the situation calls for them. At their best, they are competent, imaginative, and steady. At their worst they can be overbearing, inflexible, and cold.

Игроки Сердца очень сосредоточены их любимой теме: на самих себе. Они практически "одержимы" собой, но не обязательно в плохом смысле этого слова. Они всего лишь хотят понять то, с чем каждому из нас приходиться возиться всю свою жизнь — свой разум. Создавать себе образ чрезвычайно важно для игроков Сердца, и каждое действие, каждый выбор был и будет сделан ради построения собственной своей истории. Это не значит, что игроки Сердца не ценят своих друзей и союзников; они просто считают, что все так же сосредоточены на своей личности, как и они. Они прекрасно снимают и надевают маски, наиболее подходящие для конкретной ситуации. В лучшем своем проявлении они компетентны, спокойны и обладают прекрасным воображением. В худшем же - высокомерные, жесткие и холодные. 

Muse
pjoq,Homestuck,MS Paint Adventures,фэндомы,Hiveswap,the Extended Zodiac,Аспекты,длиннопост


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Those bound to the aspect of Mind are-you guessed it-the universe's great thinkers. But don't for a second think that means that they have all the answers. They are very concerned with remaining rational, and they have such a firm hold on the constant conjunction of their thinking that it's easy for them to see the multitudes of the choices laid out before them, which often leaves them frozen and unable to act. That said, when a Mind-bound finally launches into action, they can execute a plan with unbelievable grace and precision. Their identity is fluid-it can change from day-to-day, from thought-to-thought, from interaction-to-interaction. Remaining logical is more important to them than building up a solid foundation of "self." At their best they are great innovators, architects, and creators. At their worst they can be nasty, inflexible, and indecisive.

Игроки Разума, как несложно догадаться, великие мыслители, но не думайте, что у них есть все ответы. Они стремятся сохранять рациональный взгляд, и настолько контролируют постоянный поток собственных мыслей, что запросто могут оценить всё множество выборов перед ними, что зачастую делает их нерешительными и неспособными к действию. При этом, когда игрок Разума наконец начинает работать, он исполняет свои планы с невероятной грацией и точностью. Их личность размыта, она изменяется с каждым днём, с каждой мыслью, с каждым разговором. Мыслить логически для них важнее, чем иметь строгое чувство "себя". В лучшем проявлении они великие новаторы, архитекторы и творцы, в худшем же они мерзкие, упрямые и неспособные сделать выбор. 


Lord
9snp\[,Homestuck,MS Paint Adventures,фэндомы,Hiveswap,the Extended Zodiac,Аспекты,длиннопост


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Those bound to the aspect of Hope are driven first and foremost by their convictions. They do right for right's sake, and are quick to come to the aid of anyone they deem to be experiencing injustice. That said, their views of the world can be quite black and white, so what they see as the "right" thing may not always be the universally accepted view. They put great value in the power of the imagination, the ability to dream up a better and more beautiful future. If anyone could dream a better world into existence, it would be one of the Hope-bound. They may sound like all sunshine and rainbows, but they aren't adverse to a little destruction, especially if they think they can replace it with something better and more just. At their best, Hope-bound are positive, caring, and warm. At their worst they can be narrow-minded and selfish. 
Игроки Надежды ведомы, прежде всего, своими убеждениями. Они творят добро ради добра, и сразу готовы помочь тем, кого считают угнетаемыми. При этом их мировоззрение бывает весьма чёрно-белым, и то, что они считают "благим делом", не всегда сходится с общепризнанными взглядами. Они очень ценят силу воображения, способность выдумать прекрасное будущее, и если кто-то может воплотить такие мечты в жизнь, то это игрок Надежды. Хоть они и звучат очень добро и позитивно, они не прочь разрушить то, что считают несправедливым, особенно если они думаю, что способны заменить это чем-то лучшим и более справедливым. В лучшем проявлении игроки Надежды позитивны, заботливы и теплы, в худшем — узколобы и эгоистичны. 


pjoi,Homestuck,MS Paint Adventures,фэндомы,Hiveswap,the Extended Zodiac,Аспекты,длиннопост


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Those bound to the aspect of Rage are bringers of chaos. They posses great contempt for lies or false ideas, including the stability that false ideas can impart. To them, the true is far more important than the good; they would tear down a system just to destabilize it if, by their reckoning, it is built on faulty premises. Often the Ragebound prefer anarchy to any of the alternate forms of civilization, which they believe to be riddled with lies and foolishness and obedient masses. They are bringers of confusion and doubt, and they can be frustratingly difficult to convince otherwise when they have attached themselves to an idea. If they sound dangerous, they are. The Rage-bound tend to be most volatile and unpredictable of the aspects. At their best they are original, revolutionary, and fearless. At their worst they are cruel, uncompromising, and vicious.

Игроки Ярости несут за собой хаос. Они презирают ложь и то спокойствие, что несут с собой ложные верования. Для них правда гораздо ценнее добра; они готовы свергнуть систему лишь за то, что она построена на ошибочных принципах. Зачастую игроки Ярости предпочитают анархию любым другим формам цивилизации, которые, по их мнению, существуют для распространения лжи и контроля масс. Они наводят сомнения и смуту, и если уж они нашли себе идею, то их удручающе сложно переубедить. Если они звучат опасными, то только потому, что они таковыми и являются. Игроки Ярости обычно самые вспыльчивые и непредсказуемые из всех аспектов. В лучшем проявлении они оригинальны, бесстрашны и революционны. В худшем же они жестоки, бескомпромиссны и полны злобы. 

Lord
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(Конец I части.)
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