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10 Female Written Short Stories Everyone Should Read
I have seen a post circulating for a while that lists 10 short stories everyone should read and, while these are great works, most of them are older and written by white men. I wanted to make a modern list that features fresh, fantastic and under represented voices. Enjoy!
1. A Temporary Matter by Jhumpa Lahiri — A couple in a failing marriage share secrets during a blackout.
2. Stone Animals by Kelly Link — A family moves into a haunted house.
3. Reeling for the Empire by Karen Russell — Women are sold by their families to a silk factory, where they are slowly transformed into human silkworms.
4. Call My Name by Aimee Bender — A woman wearing a ball gown secretly auditions men on the subway.
5. The Man on the Stairs by Miranda July — A woman wakes up to a noise on the stairs.
6. Brownies by ZZ Packer — Rival Girl Scout troops are separated by race.
7. City of My Dreams by Zsuzi Gartner — A woman works at a shop selling food-inspired soap and tries not to think about her past.
8. A Good Man is Hard to Find by Flannery O’Connor — A family drives from Georgia to Florida, even though a serial killer is on the loose.
9. Hitting Budapest by NoViolet Bulawayo — A group of children, led by a girl named Darling, travel to a rich neighborhood to steal guavas.
10. You’re Ugly, Too by Lorrie Moore — A history professor flies to Manhattan to spend Halloween weekend with her younger sister.
I LOVE THIS POST!!
I’d like to add:
11. Good Country People by Flannery O’Connor
12. The Yellow Wallpaper by Charlotte Perkins Gilman (this one is my favorite short story of all time)
13. The Lottery by Shirley Jackson
14. Where Are You Going, Where Have You Been? by Joyce Carol Oates
15. Désirée’s Baby by Kate Chopin
16. The Story of an Hour by Kate Chopin
17. Impressions of an Indian Childhood by Zitkala-Ša
(I wanted to put little summaries for each of them, but I’m afraid I’d spoil the whole story if I did!)
adding a few more! all by women of color, & the first four were published within the last few years
18. “My Dear You,” Rachel Khong — love, loss, & absurdity in the afterlife
19. “The Husband Stitch,” Carmen Maria Machado — a feminist retelling of the folklore story “The Green Ribbon”
20. “Inventory,” Carmen Maria Machado — one woman’s retrospective list of her life’s sexual encounters
21. “Boys Go to Jupiter,” Danielle Evans — what happens after a white college student poses for a photo in a Confederate flag bikini
22. “Drinking Coffee Elsewhere,” ZZ Packer — a Black woman attends Yale University
Raúl Castillo for TV Guide Magazine’s TCA 2019 portraits. 📸 Maarten de Boer.
We give up what we want when we want power.
Those links for all asking Deadly history of women using perfume as poison -Girlhood, medusa and female rage -The allure of gothic horror -Essays and thoughts on girls in horror -Why girls get hungry in horror -Mothers and witches -Women in horror -The female poisoner -female werewolves -Monstrous women - Catherine Lundoff -Female cannibals and consumptive horror -Horror films directed by women -Women, killer plants and annihilation -Female identity within the gothic genre -Women in horror - the vvitch -the vvitch, female sexuality in horror -Angela Carter - The beast is female sexuality -Body horror/monster reading list -Consumptive horror
List of Elemental Abilities
Air/Wind
Aerokinesis -manipulate the air, wind, and gas.
Aeroportation - teleport using air/wind currents.
Air Mimicry - transform into a cloud of gas, fog, or mist.
Atmokinesis - manipulate the weather by mixing water, fire, earth, air, and lightning/electricity.
Deoxygenation - suck up all the oxygen from a place.
Lung Adaptation - breath anywhere
Wind Generation - create blasts of air.
Divine Winds Manipulation - create and control heavenly winds.
Dark Wind Manipulation - create and control eerie winds.
Earth
Geokinesis - control, manipulate, and reshape the earth at will.
Atmokinesis - control and manipulate the weather by mixing water, fire, earth, air, and lightning/electricity.
Crystallokinesis - manipulate minerals and crystals.
Ferrokinesis… manipulate metal at will.
Fraxikinesis - manipulate burnt matter.
Geo-Thermokinesis - manipulate, control, and create lava, magma and volcanoes.
Golem Creation - make golems out of inanimate materials like rocks, wood, plants, magma, etc.
Granulation… can turn things into sand.
Halokinesis - control and manipulate salt.
Hyalokinesis - control and manipulate glass.
Koniokinesis - manipulate and control dust particles.
Plassikinesis - manipulate and control all forms of plastic.
Psammokinesis - can control and manipulate sand.
Terrakinesis - control, manipulate and alter/reshape the surrounding terrain and landscape at will.
Terraportation - teleport via the earth and earth-based materials.
Sacred Earth Manipulation - Create, manipulate, control, reshape divine earth minerals.
Black Earth Manipulation - Create, manipulate and control tainted and evil earth minerals.
Fire
Pyrokinesis - create, control and manipulate fire, flame and heat.
Atmokinesis - control and manipulate the weather by mixing water, fire, earth, air, and lightning/electricity.
Fire Breath - breathe out flames.
Geo-Thermokinesis - manipulate lava, magma and volcanoes.
Heliokinesis - manipulate and control the sun and sunlight.
Hell-Fire Manipulation - Generate and control flames of hell.
Holy Fire Manipulation - Generate and control flames of Heaven.
Inflammation - burn things.
Melting - heat molecules to melt things.
Plasmakinesis - can control plasma.
Pyrotechnics - create fireworks.
Self-Detonation - explode self and reform.
Thermokinesis - create, control and manipulate heat.
Water
Hydrokinesis - manipulate and control liquid water and mold it into any desired shape or form.
Aquatic Adaptation - adapted to underwater living.
Aquatic Respiration - breathe underwater.
Atmokinesis- control and manipulate the various aspects of the weather by mixing water, fire, earth, air, and lightning/electricity.
Dehydration - absorb water.
Hydroportation - teleport across short or long distances through liquid water.
Water Mimicry - turn into liquid water.
Holy Water Manipulation - create, manipulate and control graceful waters.
Dark Water Manipulation - create, manipulate and control evil and dangerous waters.
Darkness
Umbrakinesis - can manipulate and control darkness or shadows.
Animated Shadow - Animate one’s shadow.
Light Absorption - block out light in an area.
Night Vision - see in the dark.
Sacred Darkness - create holy darkness.
Shadow Camouflage - be unseen in shadows.
Shadow Mimicry - become a shadow.
Umbrageous Teleportation - teleport via the shadows and darkness.
Electricity/Lightning
Quintessence Force -Can generate whitish-blue lightning that also contains pure life energy.
Electrokinesis - control, generate or absorb electric fields and shoot lightning bolts.
Activation & Deactivation - turn stuff on and off.
Positron Manipulation - control positrons, the antimatter counterpart to electrons.
Electrical Absorption - absorb electricity.
Electric Mimicry -transform entire body into a lightning-like being of pure electrical energy
Electrical Transportation - teleport with lightning.
Divine Lightning Manipulation - create and control the brightest lightning.
Black Lightning Manipulation - create and control the darkest lightning.
Energy
Dynamokinesis - manipulate existing energy.
Energy Blast - create blasts of energy.
Energy Emission - release energy.
Quintessence Force - create and manipulate unique form of electrical and life energy.
Mana Manipulation
Chi Manipulation
Electricity Manipulation
Energy Manipulation
Ice
Cryokinesis - control ice, snow and other forms of frozen water.
Freeze Breath - freeze things in solid ice.
Freezing - lower the temperature in kinetic atoms to freezing temperatures.
Frigokinesis - control snow either as precipitation or already on the ground.
Ice Beam - shoot beams of freezing energy.
Ice Generation
Light
Dark Light Manipulation - create the darkest light in existence.
White Light Manipulation- create sacred light from the divine.
Photokinesis - create and manipulate pure light.
Force-Field Generation - create protective shields of solid photons.
Invisibility - be unseen.
Laser Emission - bend light wavelengths to create lasers.
Light Absorption -absorb the light around you.
Light Generation - emit blinding light or glow in the dark.
Light Mimicry - take on the traits of light.
Photoportation - Teleport by using photons.
Projective Invisibility - turn other things invisible.
Evil Banish - Rid and banish all spirits of evil and black magic.
Light Manipulation
Weather
Atmokinesis - manipulate the various aspects of the weather by using water, fire, earth, air, and lightning/electricity.
Atmokinetic Resistance - immunity to all weather-based abilities and effects.
Atmokinetic Sensing - sense the future weather patterns.
Other
Aether Manipulation
Cosmic Manipulation
Gravity Manipulation
Nether Manipulation
Space-Time Manipulation
From Superpower Wikia. See their complete list of superpowers HERE.
Another helpful list for developing your OC’s!
Alternatives for 25 overused words in writing
1. Interesting- note worthy; thought-provoking; fascinating; attracting; appealing; attention-grabbing; captivating; gripping; invigorating; engrossing; engaging; electrifying.
2. Beautiful- striking; stunning; magnificent; lovely; charming; gorgeous; radiant; dazzling.
3. Good- acceptable, wonderful, exceptional; positive; brilliant; first-rate; notable; stellar; favorable; superb; marvellous; prime.
4. Bad- awful; lousy; poor; unacceptable; crummy; dreadful; rough; inferior; substandard; atrocious; appalling; dreadful; defective.
5. Look- glance; fixate; observe; stare; gaze; peer; scan; watch; study; browse; eye; glimpse; review; inspect.
6. Nice- lovely; superior; pleasant; satisfying; delightful; likeable; agreeable; correct; adequate; swell; fair; okay; approved.
7. Very- extremely; exceedingly; exceptionally; immensely; tremendously; abundantly; particularly; remarkably.
8. Fine- satisfactory; worthy; respectable; exquisite; suitable; well; imposing; decent; admirable; praise-worthy; decent.
9. Happy- cheerful; delighted; pleased; content; amused; thrilled; elated; thrilled; ecstatic; on cloud 9.
10. Really- genuinely; truly; honestly; actually; undoubtedly; certainly; remarkably; incredibly; downright; unquestionably; extremely.
11. Sad- miserable; gloomy; devastated; down at heard; distraught; distressed; dispirited; sorrowful; downcast; feeling blue; desolate.
12. Big- massive; huge; giant; gigantic; enormous; large; colossal; immense; bulky; tremendous; hefty; sizable; extensive; great; substantial.
13. Shocked- taken aback; lost for words; flabbergasted; staggered; outraged; astonished; astounded; stunned; speechless; appalled.
14. Small- tiny; petite; mini; miniature; microscopic; minuscule; compact; pocket-sized; cramped; puny; undersized; limited; meager; modest; minute; pint-sized.
15. Angry- irate; enraged; touchy; cross; resentful; indignant; infuriated; wound-up; worked-up; seething; raging; heated; bitter; bad-tempered; offended; frustrated.
16. Know- understand; comprehend; realize; learn; perceive; recognize; grasp; sense.
17. Change- alter; transform; replace; diversify; adjust; adapt; modify; remodel; vary; evolve; transfigure; redesign; refashion; advance; transition; shift; adjustment.
18. Old- aged; ancient; matured; elderly; senior; veteran; decrepit; seasoned; venerable; past one’s prime; doddering; senile.
19. Think- ponder; reflect; conceive; imagine; contemplate; consider; determine; realize; visualize; guess/assume; conclude; envision.
20. Funny- comical; ludicrous; amusing; droll; entertaining; absurd; hilarious; silly; whimsical; hysterical; joking; witty; facetious; slapstick; side-splitting; knee-slapping.
21. Go- move; proceed; advance; progress; travel; walk; journey; depart; exit; flee; make one’s way; clear out; get underway.
22. Give- grant; donate; hand-out; present; provide; deliver; hand over; offer; award; bestow; supply with; contribute to; send; entrust.
23. Get- acquire; obtain; receive; gain; earn; gather; collect; buy; purchase; attain; score; secure; take possession of; grab.
24. Easy- effortless; simple; clear; smooth; straightforward; uncomplicated; painless; accessible; apparent; basic; plain; child’s play; facile; elementary; cinch.
25. Fast- agile; brisk; rapid; nimble; swift; accelerated; fleeting; high-speed; active; dashing; winged; hurried; turbo.
random thing but i realized it might be helpful for some people so uh. theres this thingy where you can upload an image and it gives you a color palette based on it !
heres an example
and it also gives you the hex code values for them too its p neat !
here’s the link to the website !
For fucks sake
every writing tip article and their mother: dont ever use adverbs ever!
me, shoveling more adverbs onto the page because i do what i want: just you fucking try and stop me
May I add something, because I will never shut up about this book (Writing Tools by Roy Peter Clark):
Verbs are your volume (said, shouted, shrieked), but adverbs change the pitch (gruffly, hoarsely, delightedly).
so remember that worldbuilding website, notebook.ai, that was goin around and everyone was so excited, but it turned out you had to pay a (frankly outrageous) subscription to access any of the best tools?
well i have exciting news: World Anvil.
here’s what you get for free:
yeah. all of them. double what notebook.ai offers for pay. yeah baby.
i’ve only been using this site for like half an hour, but i am in LOVE. please check it out and consider supporting the creators if you can!
I personally use Obsidian Portal for this stuff, but wow this is really neat! I may have chosen this if I wasn’t hundreds of pages deep on OP already.
Here you go, whoever needed this.
God, will this be handy. At the very least it will clear up my desktop
[The older generation of writers who had established the rules for modern fiction under the assumption that their experience was “universal”] gained the ability to write stories where they could “show” and not “tell" … They had this ability not because they were masterful stylists of language or because they dripped with innate talent. The power to “show, not tell” stemmed from the writing for an audience that shared so many assumptions with them that the audience would feel that those settings and stories were “universal.” (It’s the same hubris that led the white Western establishment to assume its medicine, science, and values superior to all other cultures …) Look at the literary fiction techniques that are supposedly the hallmarks of good writing: nearly all of them rely not on what was said, but on what is left unsaid. Always come at things sideways; don’t be too direct, too pat, or too slick. Lead the reader in a direction but allow them to come to the conclusion. Ask the question but don’t state the answer too baldly. Leave things open to interpretation… but not too open, of course, or you have chaos. Make allusions and references to the works of the literary canon, the Bible, and familiar events of history to add a layer of evocation—but don’t make it too obvious or you’re copycatting. These are the do’s and don’ts of MFA programs everywhere. They rely on a shared pool of knowledge and cultural assumptions so that the words left unsaid are powerfully communicated. I am not saying this is not a worthwhile experience as reader or writer, but I am saying anointing it the pinnacle of “craft” leaves out any voice, genre, or experience that falls outside the status quo. The inverse is also true, then: writing about any experience that is “foreign” to that body of shared knowledge is too often deemed less worthy because to make it understandable to the mainstream takes a lot of explanation. Which we’ve been taught is bad writing!
— Cecilia Tan, from Uncanny Magainze 18 (via violetephemera)
Helpful things for action writers to remember
Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll.
Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast.
Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention.
Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them.
Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently.
ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face.
Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone.
A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way.
If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword.
ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters. (CLICK ME)
If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability.
People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot.
Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME)
If you want a more in-depth medical chart, try this one. (CLICK ME)
Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here.
How to apply Writing techniques for action scenes:
- Short sentences. Choppy. One action, then another. When there’s a lull in the fight, take a moment, using longer phrases to analyze the situation–then dive back in. Snap, snap, snap. - Same thing with words - short, simple, and strong in the thick of battle. Save the longer syllables for elsewhere. - Characters do not dwell on things when they are in the heat of the moment. They will get punched in the face. Focus on actions, not thoughts. - Go back and cut out as many adverbs as possible. - No seriously, if there’s ever a time to use the strongest verbs in your vocabulary - Bellow, thrash, heave, shriek, snarl, splinter, bolt, hurtle, crumble, shatter, charge, raze - it’s now. - Don’t forget your other senses. People might not even be sure what they saw during a fight, but they always know how they felt. - Taste: Dry mouth, salt from sweat, copper tang from blood, etc - Smell: OP nailed it - Touch: Headache, sore muscles, tense muscles, exhaustion, blood pounding. Bruised knuckles/bowstring fingers. Injuries that ache and pulse, sting and flare white hot with pain. - Pain will stay with a character. Even if it’s minor. - Sound and sight might blur or sharpen depending on the character and their experience/exhaustion. Colors and quick movements will catch the eye. Loud sounds or noises from behind may serve as a fighter’s only alert before an attack. - If something unexpected happens, shifting the character’s whole attention to that thing will shift the Audience’s attention, too. - Aftermath. This is where the details resurface, the characters pick up things they cast aside during the fight, both literally and metaphorically. Fights are chaotic, fast paced, and self-centered. Characters know only their self, their goals, what’s in their way, and the quickest way around those threats. The aftermath is when people can regain their emotions, their relationships, their rationality/introspection, and anything else they couldn’t afford to think or feel while their lives were on the line.
Do everything you can to keep the fight here and now. Maximize the physical, minimize the theoretical. Keep things immediate - no theories or what ifs.
If writing a strategist, who needs to think ahead, try this: keep strategy to before-and-after fights. Lay out plans in calm periods, try to guess what enemies are thinking or what they will do. During combat, however, the character should think about his options, enemies, and terrain in immediate terms; that is, in shapes and direction. (Large enemy rushing me; dive left, circle around / Scaffolding on fire, pool below me / two foes helping each other, separate them.)
Lastly, after writing, read it aloud. Anyplace your tongue catches up on a fast moving scene, edit. Smooth action scenes rarely come on the first try.
More for martial arts or hand-to-hand in general
What a character’s wearing will affect how they fight. The more restricting the clothes, the harder it will be. If they’re wearing a skirt that is loose enough to fight in, modesty will be lost in a life or death situation.
Jewelry can also be very bad. Necklaces can be grabbed onto. Bracelets also can be grabbed onto or inhibit movement. Rings it can depend on the person.
Shoes also matter. Tennis shoes are good and solid, but if you’re unused to them there’s a chance of accidentally hurting your ankle. High heels can definitely be a problem. However, they can also make very good weapons, especially for someone used to balancing on the balls of their feet. Side kicks and thrusting kicks in soft areas (like the solar plexus) or the feet are good ideas. They can also (hopefully) be taken off quickly and used as a hand weapon. Combat boots are great but if someone relies more on speed or aren’t used to them, they can weigh a person down. Cowboy boots can be surprisingly good. Spin kicks (if a character is quick enough to use them) are especially nasty in these shoes.
If a character is going to fight barefoot, please keep location in mind. Concrete can mess up your feet quick. Lawns, yards, etc often have hidden holes and other obstacles that can mess up a fighter. Tile floors or waxed wood can be very slippery if you’re not careful or used to them.
Likewise, if it’s outside be aware of how weather will affect the fight. The sun’s glare can really impede a fighter’s sight. A wet location, inside or outside, can cause a fighter to slip and fall. Sweat on the body can cause a fighter to lose a grip on an opponent too.
Pressure points for a trained fighter are great places to aim for in a fight. The solar plexus is another great place to aim for. It will knock the wind out of anyone and immediately weaken your opponent.
It your character is hit in the solar plexus and isn’t trained, they’re going down. The first time you get hit there you are out of breath and most people double over in confusion and pain. If a fighter is more used to it, they will stand tall and expand themselves in order to get some breath. They will likely keep fighting, but until their breath returns to normal, they will be considerably weaker.
Do not be afraid to have your character use obstacles in their environment. Pillars, boxes, bookshelves, doors, etc. They put distance between you and an opponent which can allow you to catch your breath.
Do not be afraid to have your character use objects in their environment. Someone’s coming at you with a spear, trident, etc, then pick up a chair and get it caught in the legs or use it as a shield. Bedsheets can make a good distraction and tangle someone up. Someone’s invading your home and you need to defend yourself? Throw a lamp. Anything can be turned into a weapon.
Guns often miss their targets at longer distances, even by those who have trained heavily with them. They can also be easier to disarm as they only shoot in one direction. However, depending on the type, grabbing onto the top is a very very bad idea. There is a good likelihood you WILL get hurt.
Knives are nasty weapons by someone who knows what they’re doing. Good fighters never hold a knife the way you would when cutting food. It is best used when held against the forearm. In defense, this makes a block more effective and in offense, slashing movement from any direction are going to be bad. If a character is in a fight with a knife or trying to disarm one, they will get hurt.
Soft areas hit with hard body parts. Hard areas hit with soft body parts. The neck, stomach, and other soft areas are best hit with punches, side kicks, elbows, and other hard body parts. Head and other hard parts are best hit using a knife hand, palm strike, etc. Spin kicks will be nasty regardless of what you’re aiming for it they land.
Common misconception with round house kicks is that you’re hitting with the top of the foot. You’re hitting with the ball. You’re likely to break your foot when hitting with the top.
When punching, the thumb is outside of the fist. You’ll break something if you’re hitting with the thumb inside, which a lot of inexperienced fighters do.
Also, punching the face or jaw can hurt.
It can be hard to grab a punch if you’re not experienced with it despite how easy movies make it seem. It’s best to dodge or redirect it.
Hitting to the head is not always the best idea. It can take a bit of training to be able to reach for the head with a kick because of the height. Flexibility is very much needed. If there are problems with their hips or they just aren’t very flexible, kicks to the head aren’t happening.
Jump kicks are a good way to hit the head, but an opponent will see it coming if it’s too slow or they are fast/experienced.
A good kick can throw an opponent back or knock them to the ground. If the person you’ve hit has experience though, they’ll immediately be getting up again.
Even if they’ve trained for years in a martial art, if they haven’t actually hit anything before or gotten hit, it will be slightly stunning for the person. It does not feel the way you expect it too.
Those yells in martial arts are not just for show. If done right, they tighten your core making it easier to take a hit in that area. Also, they can be used to intimidate an opponent. Yelling or screaming right by their ear can startle someone. (Generally, KHR fans look at Squalo for yelling)
Biting can also be used if someone’s grabbing you. Spitting in someone’s eyes can’t hurt. Also, in a chokehold or if someone is trying to grab your neck in general, PUT YOU CHIN DOWN. This cuts off access and if they’re grabbing in the front can dig into their hand and hurt.
Wrist grabs and other grabs can be good. Especially if it’s the first move an opponent makes and the character is trained, there are simple ways to counter that will have a person on their knees in seconds..
Use what your character has to their advantage. If they’re smaller or have less mass, then they’ll be relying on speed, intelligence, evasion, and other similar tactics. Larger opponents will be able to take hits better, they’re hits may be slower depending on who it is but will hurt like hell if they land, and size can be intimidating. Taller people with longer legs will want to rely on kicking and keeping their distance since they have the advantage there. Shorter people will want to keep the distance closer where it’s easier for them but harder for a taller opponent. Punching is a good idea.
Using a person’s momentum against them is great. There’s martial arts that revolve around this whole concept. They throw a punch? Grab it and pull them forward and around. Their momentum will keep them going and knock them off balance.
Leverage can used in the same way. If used right, you can flip a person, dislocate a shoulder, throw out a knee, etc.
One note on adrenaline: All that was said above is true about it. But, in a fight, it can also make you more aware of what’s going on. A fight that lasts twenty seconds can feel like a minute because time seems to almost slow down while moving extremely rapidly. You only have so much time to think about what you’re doing. You’re taking in information constantly and trying to adjust. Even in the slow down adrenaline gives you, everything is moving very rapidly.
Feelings will be your downfall even more so than adrenaline. Adrenaline can make those feelings more intense, but a good fighter has learned not to listen to those feelings. A good fighter may feel anger at being knocked down or in some way humiliated - their pride taken down. Yet they will not act on the anger. Acting on it makes a fighter more instinctive and many will charge without thinking. Losing control of anything (adrenaline rush, emotions, technique, etc) can be a terrible thing in a fight.
Just thought I’d add in here.
YES. YES.
Just wanted to add some stuff!
- You don’t clash swords edge-to-edge like they do in movies/anime/whatever. That’s a good way to chip your blade or get your blades stuck together (which admittedly would be cool to see characters deal with). A good swordsperson would block with the flat of the blade.
- Trained fighters, whether empty-handed or with weapons, circle their opponents and move at angles to gain an advantage. Use this! It can make things more dramatic.
- Trying to block a knife with anything but a some sort of shield is a Very Bad Idea. If you’re trained, you can try to redirect it but even then it’s a crapshoot if you’re not trained in knife fighting. To get an idea, try knife sparring with someone (with training knives obvs unless you like to live dangerously). Shit’s hard to block and KNIVES ARE FAST.
- If people are both armed and in a knife fight and there’s no escaping, both WILL get cut unless one is a total moron with a knife. Again, KNIVES ARE FAST.
- Wristlocks are very effective, but if you got two people going at it with all the adrenaline pumping, trying to lock the wrist or arm right off the bat probably won’t fly. These are most effective when done out of a flow, like doing punch combo into a wrist lock or blocking an opponent’s attack and pulling their arm into a lock.
- Dirty fighting! If you got characters fighting for survival, have them go for the eyes! Punch the neck! Grab a fistful of hair to control your opponent’s head! Stomp on feet! Break body parts! GRAHHHHHHH
- Elbows hurt. Don’t forget elbows.
- Also knees.
- And shins. Getting a full-power round kick with a shin is pretty intense.
- Fighting from the ground! Just because a character is on the ground doesn’t mean they can’t still swing their weapon at their standing opponent. It’s a thing we’d train in kali! Also if both fighters are on the ground, they can grapple and do cool shit like leg locks.
- Headbutts are a thing! But don’t have them headbutt with their forehead because owie. Top of the head or top-side-ish of the head is best.
- Grabbing someone’s clothes. It can be very effective in controlling your opponent if you’re trained. Check out BJJ with gi!
detailed writer prompts
what sociocultural factors of your own life do you think influenced your choice of character and how you play them?
what is more important to you, narrative or style? if so, why, and how do you think you portray that in your writing?
what iconography (symbols/images/motifs/etc.) do you associate with your character and why? how do you portray this in your writing?
without using your fc, describe your character physically - not just looks but also movement, posture, etc.
do you think your chosen fc could play your character the way you write them? if not, what changes do you think would have to be made?
let’s say someone else was going to write your character - what are the main points of their personality that you would tell the other writer to focus on? what about outside of that? images/symbols/moments in their life/etc.
what sort of medium do you think your character is best suited for (literature/film/graphic novel/etc.) ? if they are a canon, do you think there’s a medium that fits the character better than their current one?
what writers influenced the way that you yourself write? how so? are there any that influenced you negatively?
when you see a partner’s response to a thread, what are common misconceptions/assumptions you see other characters making about yours? is that purposeful?
how do you think your character fits into your view of society? do you see them as a social critique? a celebration of certain societal values?
what mythic deity do you think best embodies the core values of your character? how so?
what is your character’s ideology? what beliefs and values are most important to them and how do they impact their decision making?
how has your character’s socioeconomic background influenced their ideology?
do you see your character/their narrative as allegorical? if so, how do you attempt to portray this through your threads? if not, do you think that the lack of allegorical symbolism says anything about their metaphorical meaning?
for canons: do you think your character is a foil for another character? how so?
for ocs: what does your character metaphorically represent to you? what is their symbolic value as it pertains to you as a writer?
This past week I’ve been judging Writers of the Future. Most of the stories come to us electronically, so much of my day is spent opening files, taking a look at them, and then putting in a r…
Nice article about why story submissions get rejected. Pretty useful things to keep in mind for writing fanfics and stuff! These are the sorts of things that make me just close the fanfic and move on. Haha.
Color Palette Generator
I’m not sure why I just found out about this but….amazing! So fast and simple!