
She/Her đłď¸ââ§ď¸ - 21 - Taken - Twitchy Camarilla(Tzimisce)
118 posts
The Classic Betrayer

The classic betrayer
This is where everyone subtly knows that this guy's going to turn the other way.
The betrayer puts on a show for our heroes - kind, compassionate and supporting at first.
it just so happens that the villainthinks the heros are the bad guys.
make them actually likable.emotionally ruin the hero upon betrayal.
The remorseful traitor
whether he had bad intentions from the start or was deceived by others, the betrayer regrets his choices.
when he realizes his mistakes, it's too late to stop the evil, which introduces guilt.
throw the guilt and shame on the character.
even the protagonist can be a traitor! will others forgive him?
The Double Agent
this type of traitor will keep the readers wondering whether this guy is truly on your side.
keep your readers guessing. is that an evil smirk or a genuine smile? does he really love drinking, or is he just trying to get the hero drugged?
Snape in Harry Potter is a great example.
The guy can be good or bad - just keep balancing the two
Unrealiable narrators
these characters are not entirely betrayers, but horribly misinformed. they can make others appear like traitors - when in truth, they just have it wrong.
pit your narrow-minded narrator against his allies.
these characters are great for misunderstanding plots.
have your narrator do irreversible damage to the hero. would they forgive him?
Tragic betrayers
these are characters, due to their past wounds and trauma, cannot help but betray the group.
they confess the hero's secrets under physical/mental torment and doesn't have the backbone to do otherwise.
these characters can either be pitiful or frustrating would the hero still fight for the betrayer?
Play around with pov
you can have the readers know about the upcomong betrayal by switching points of view, building up anticipation to the moment of realization.
on the flip side, you can change povs in a way that the reader doens't see what's happening at the hero's back.
If you like my blog, buy me a coffeeâ and find me on instagram! đ¸
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More Posts from Post-maester

The release of Werewolf: the Apocalypse 5th Edition has evoked a sense of urgent inspiration in me. I found the news inspiring because it marks the launch of a new product that rings so close to the original game in which its new premises instantly evoke a lost-world setting perfect for new players to uncover through revelation. And with it, a sense of urgency that a large chunk of the gameâs horror pathos and cultural representation will be lost in lieu of chronicles centered around direct action, high entertainment, and transactional resolution.
First and foremost, I applaud the efforts of anyone wanting to excise Werewolf: the Apocalypse, and itâs fandom, of itâs toxic player base that has festered far too long. Anyone taking that on isnât blind to something that is both wonderful and incredibly problematic, and it requires a collaborative effort to address meaningfully. It means being willing to internalize hard and profoundly uncomfortable truths.Â
When I look at the prior editions, I consider its inherent value and feel that the things that made the original editions of Werewolf so special to me donât entirely align with a large portion of itâs old player base. This is not for those players. In some ways my aim with this is small, with the understanding my target audience is also small, and this space exists for them.Â
Werewolf: the Essentials is a project culminating my 25 years of entertaining and horrifying players. This is a carefully curated gaming experience tailored to Queer tabletop audiences primarily, although I am confident it will resonate with many others as well. This started as something I was working on alone but quickly has grown to include a pack of other avid Players and Storytellers who have felt left behind by the current direction of the gameline. I am laying out every little trick, twist, and ounce of Storytelling experience I have acquired over the years. In many ways, this is the quintessence of my inclusive World of Darkness, and a passion project that I hope those who read this may too come to appreciate.
In the first and second editions of the various splats published across the World of Darkness, the Storytellers Handbook gave Storytellers the raw narrative tools to convey the world to their troupe of players. As time has progressed, the sourcebooks to follow have greatly expanded to include Garou society, their relationship to Gaia, and to each other. As the editions expanded what they made available to Storytellers and Players, some of the original content of earlier editions was left out. By the time the 20th Anniversary Edition was being written, many of the edits were made to cut back a bit on the roughage and âget to the meat and potatoesâ of mechanics crunch. In that way, the edits were a complete success, but something important was lost.
The earlier ST guides laid out explicitly that the World of Darkness is first and foremost a horror game. Essays within their pages provide advice on using textural descriptions and different modes of storytelling to lure in players and make the hairs on the backs of their necks stand on end. These remarkable essays are now lost to those who donât possess the older editions. They serve as a toolset that could be applied across any RPG, and not just Werewolf alone.
W20 fell short of delivering a fully serviceable RPG to itâs Storytellers, however well-intentioned. It had all of the main bones of the setting and stats but no guidance on how to turn it into a game for oneâs players. Taking it a step further, some of the writing in this new edition only managed to alienate modern audiences.Â
The use of in-character narration to express setting information in prior editions seems an attempt to convey the horror and pathos of the world that would be difficult to get across in stats alone. The information contained in that first-person text is among the most important parts of the setting, but it often fails to convey the true horror of the world of Garou. In many ways the World of Darkness was intended by those who created it to be a place of genuine terror and horror, and not merely âsavageryâ for its own sake. Horror is a very complex basal guttural emotion that sits in the ganglia, ready to tug the emergency brakes on your body in the presence of what it believes to be a tangible threat. There are many complex higher emotions, but when it comes to the lizard brain, it takes considerable effort to trick it into getting spooked. Invoking a sense of horror in a horror chronicle is a complex enough endeavor that, by and large, these efforts fell short of delivering that experience.Â
Werewolf: the Essentials is to serve as a masterclass in using those old tools to introduce new players not just to Werewolf and the World of Darkness on the whole. It gives these important storytelling tools to new and future storytellers in any game, that they might continue genuinely terrifying their players for many more years to come. The passages found in this series can add narrative value to not just Werewolf, or even Vampire and other World of Darkness tables, but also horror writing on the whole. Furthermore, this project aims to streamline the availability of that information and provide guidelines for Storytellers wishing to conduct research using the labyrinthian older editions.
Every sourcebook in this series will grow with your tables, providing increasingly more powerful stats, guidelines for making more powerful NPCs and PCs, and serve as a continuation of the legacy gamesâ metaplot. Some elements youâll be reading will, for older players, be surprising at times. Some historical events are shifted further in the past, and others eliminated entirely. This project aims to make the presentation of the game a little more timeless, so itâll hold relevance to tables now, as much as it will 20 or 40 years from now. The World of Darkness is now something far too large for any one person to fully comprehend while providing enough tools for one to explore deep lore that holds the most relevance to their tables.
Werewolf: the Apocalypse has a long history of problematic and exclusionary elements, both in itâs fandom and, sadly, often in itâs published work. Despite this, I see more value in this game than the literature would have you believe at face value. This project is an attempt to increase the inclusivity in this game I love while also helping introduce new players and Storytellers to this world. This is a glimpse of something absolutely beautiful, horrifying, and unique, contributed to by a group of equally passionate artists and writers. Even if the best time to plant a tree was ten years ago, the next best time is today. If you can listen critically, and take the lessons between these pages, then maybe you too can come to find the Glory, Honor, and Wisdom within the depths of our darkest fears.
Book 1: Cliath launches October 31st, 2024 on Storyteller's Vault

Cultural Quirks for Fantasy Country đ
Once a year the community gives the oldest person to the forests as tribute to preserve the community. They then hold a happy festival with the soon-to-be-deceased as the guest of honor
The community believes that the world beyond the towns borders does not exist. It is a dream realm that one can become lost in if you stray too far. Any creatures or people coming from the dreamlands are welcome to pass through but cannot stay.
They believe that all spells to revive the dead must have a dove present while the ritual takes place. The dove carries soul back into the mortal plane and withoutit the wrong soul could find its way into the body.Â
Every single home must have a living firefly inside their vase It is said that itâs the only thing protecting the death force from stepping inside their home at night
Lies are punishable by death. As a result of this, down through the years the definition of âlieâ has been clouded. Now everyone habitually speaks every through that comes to their mind.Â
Hundred of years ago, ther was a plague in the region and the people used a certain type of flower as an amulet against it. Now these flowers are farmed here in spring, made into wreaths and given as gifts.Â
If you like my blog, buy me a coffeeâ and find me on instagram! đ¸
How To Write Good Dialogue (Part 1)

I'm gonna start this by saying I'm not trying to sound like a know-it-all. I am just tired of posts like these being absolutely fucking useless. I am aware this is basically me screaming into a void and Iâm more than okay with that.
This guide is meant for intermediate screenwriters, but beginners are also absolutely welcome. :)
(about me)
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I've noticed a rise in film students who want to make films that have no dialogue. Probably after your professor showed you Doodlebug, right? Fuck that.
I'll make another post about writing a short film, but all you need to know is: Don't waste the audienceâs time. Most of these no-dialogue shorts have very little substance and take way too long to tell the shortest possible story. Not a good idea.
Useless Dialogue
Plain and simple, don't write useless dialogue. Useless dialogue is dialogue that just doesn't fucking matter. Dialogue matters by having â¨subtext.â¨
What is subtext? Subtext is the meaning behind the action. That's it.
If I tell you that I love you and I got big doe eyes while I say it, it means I love you. If I tell you I love you through a clenched jaw without looking at you, I don't necessarily love you right now.
Simple, right? Great.
Now think about the subtext behind every line. Does your character mean what they're saying? Are they doing it to get what they want? What is going through their mind as they say it? As long as you know your character, youâll have these answers ready to go. If you donât, youâll figure it out eventually. Just keep writing.
When you write your character walking into a Starbucks and saying, "One venti iced coffee," does that do something? Why do I need to see someone's boring Starbucks order? Do I need to know that your character's boring? Why are you writing a boring character? [Of course, in the rare situation where this is some revealing clue to the massive crime investigation, then it makes sense.]
Useless dialogue is any dialogue that has no meaning or purpose in your script. Delete and move on. You don't need to write entire conversations or scenes that bore us, just write what we care about.
I took a class once where my professor called a version of this "trimming the fat." Get us into your scene and out of your scene in as little time as it takes to have it achieve its full purpose in the script.
[P.S. You donât âinjectâ subtext into your lines. Idk who started that vernacular in subtext teachings but I hate it.]
Show vs. Tell
I remember a glorious fight I got into with a Redditor last year about show vs. tell⌠TL;DR: Dialogue is âshowâ if you write it with intention and subtext. If someone says that dialogue is inherently âtell,â theyâre wrong and can go fuck themselves.
Dialogue that is âtellâ is expositional dialogue. But, hot take: Exposition isn't just in dialogue. Itâs also those annoying clichĂŠs that make you roll your eyes in the theater (which we just call clichĂŠs and not exposition). Iâm sure every professor Iâve had will disagree with this and then get me into a long conversation about it, but letâs ignore that for right now.
Have you ever seen a movie where a character rubs an old, worn-out photo of a young girl while looking depressed? That's exposition. That character has a dead daughter. No shit.
ClichĂŠs are incredibly annoying. We all know that. Assume that any clichĂŠ you see - in this context - is exposition and try your best not to write it. (Tropes are different and sometimes necessary, so Iâm not talking about that.)
Point blank: When you have subtext in your lines, they are "show,â not âtell.â
Before moving on, I'll bring up that while technically the dead daughter photo is subtextual, it is as close to the character saying âMy daughter is dead,â as you can get. Don't treat the audience like we're fucking stupid.
The First 15
If you donât know what the Inciting Incident is, please look up â3 Act Structureâ before reading this.
The first 15 pages of your script is the part that comes before the Inciting Incident. This is the part you want to get right because, although people probably wonât leave the theater, they will absolutely find something else on the streaming service theyâre using. The people making said movie will also just toss your script in the trash before itâs even produced, so it's best to get it right.
Dialogue in the first 15 generally follows the same rules, but carries a heftier additional rule. All dialogue in the first 15 minutes must, must, must tell us something about your character.
Remember when I talked about that boring Starbucks order? Why is your character boring? Donât write that. Donât write nice characters. Or pleasant characters. Or friendly characters. No one cares.
You want empathy. This does not mean ârelatable.â It means âempathetic.â There is a difference.
I personally relate to Vi in Arcane, but I empathize with Theo in Children of Men. Both are excellent, but one personally resonates a bit more with me. You cannot write a character that deeply resonates with every single person, it is impossible.
With each line of dialogue, you must be saying something about your character that generates the empathy. Instead of telling you how to do this, Iâll direct you to a movie that will do better than an explanation: Casablanca.
Watch how Rick interacts with the world. What kind of man is Rick? Watch what he does, what he says, and how he treats people and himself. Watch that empty glass on the table. Watch his contradictions. Everything. Those things matter and itâs what makes you want to watch Rick for the entire duration of Casablanca.
âRealismâ
This is maybe more directorial, but make your characters human enough, not too human.
Too human is when youâve tried your best to capture all those little life-like speech patterns. You know, the ones that no one fucking cares about.
If your character coughs, theyâre sick. If they clear theyâre throat, theyâre uncomfortable. If a bruise isnât going away, theyâre going to die. Simple.
Every moment on screen matters. Everything the audience sees is meant to lead them to a conclusion. Not the conclusion, just a conclusion.
The realism you want is in the choices your character makes, not how many times they say âUh,â in a sentence.
Conclusion
Dialogue matters and should not be treated lightly or without care. Once you have this all engrained in your mind, dialogue should become effortless.
If you want an excellent way to think about this, Robert McKee's Story has an excellent chapter that helped clarify this all for me. Here's an excerpt and the context.
Warning, spoilers for Chinatown.
"If I were Gittes at this moment, what would I do?"
Letting your imagination roam, the answer comes:
"Rehearse. I always rehearse in my head before taking on life's big confrontations."
Now work deeper into Gittes's emotions and psyche:
Hands white-knuckled on the steering wheel, thoughts racing: "She killed him, then used me. She lied to me, came on to me. Man, I fell for her. My guts are in a knot, but I'll be cool. I'll stroll to the door, step in and accuse her. She lies. I send for the cops. She plays innocent, a few tears. But I stay ice cold, show her Mulwray's glasses, then lay out how she did it, step by step, as if I was there. She con-fesses. I turn her over to Escobar; I'm off the hook."
EXT. BUNGALOW-SANTA MONICA
Gittes' car speeds into the driveway.
You continue working from inside Gittes' pov, thinking:
"I'll be cool, I'll be cool ..." Suddenly, with the sight of her house, an image of Evelyn flashes in your imagination. A rush of anger. A gap cracks open between your cool resolve and your fury.
The Buick SCREECHES to a halt. Gittes jumps out.
"To hell with her!"
Gittes SLAMS the car door and bolts up the steps.
Story by Robert McKee, pg 156
The context of this page is McKee's way of explaining how to write characters. I found it very helpful.
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Thanks for reading! I probably forgot something, so I made this a âpart 1.â
I hope this helps someone since Iâm really tired of finding short films on YouTube that are all fucking silent. The few who have done it well have been copied to death, so please write some dialogue. I promise you itâs so much better if you do.
Asks are open! :)

đŞ˝đGood Traits to bad
Our perfect imperfections make us imperfect perfections.
Nice <> passive/unassertive
Strong-willed <> stubborn
Sensitive <> easily upset
Honest/communicative/trustworthy <> insensitive/brutal
Loyal/devoted/faithful <> tolerates bad behaviour from others
Perfectionism <> Never beign satisifed
Generosity <> Being taken advantage of
Being dependable <> People always depending on them
Protectivenss <> Overprotective, obsessive
Cautiousness <> Never risking anything
Ambitiousness <> Coming off as ruthless
Tidiness <> Obsessive and compulsive
Assertiveness <> Coming off as bossy
Pride <> Not accepting help
Being realistic <> Being seen as pessimistic
Innocence <> Being seen as naive
Optimism <> Not realistic
Diligent <> not able to bend rules
If you like my blog, buy me a coffeeâ and find me on instagram! đ¸
đąď¸References
https://townsvillepsychologist.com.au/personality-traits-can-be-positive-and-negative/
https://www.pinterest.com/pin/9359111719786856/
After starting Fem HRT I am much more aware of smell and it has an effect on me. Before, all I knew was "bed bath and beyond is a headache zone, avoid at all costs", but now I have a candle that smells like "English Pear" and I smell it OFTEN in order to calm down. AND MY HUSBANDS ARMPITS SMELL SO GOOD WHEN HES SWEATY IT MAKES ME MELT. He smells so sweet. He thinks it's icky. Silly man đ¤Śââď¸