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tawnysoup · 9 months ago
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Learning to accept support
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xxplastic-cubexx · 2 months ago
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personal happiness or what the fuck ever
bonus:
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#xmen#xmen comics#cherik#charles xavier#erik lehnsherr#professor x#magneto#jeans here too but ssh#snap sketches#i havent posted anything in what feels like forever and i GUESS i have to remind people i do draw sometimes. whatever.#aka in my brain i have at LEAST a five-page doujin where this gets incredibly nsft but i dont have TIME for that these days do i#so for now we get just. these scribbles. ill be able to make something exemplary again someday i swear <- optimistic#i think im going to close my comms off for the rest of december once i get through the batch i have now#which ... doesnt sound hard since the amount i have will probably take me to the end of december anyway 💀#i just need everyone to believe me i have better visions for yaoifying issue 309 .... the opportunity is right there...#like wdym the dream sequence is gon end on a panel of erik's eyes as he reinforces the idea charles needs happiness like scott and jean's..#call up your ex. right now charles.#what got me peeved about this issue is i have no idea what color eriks outfit could be vjaeLVKEJARK its like.#is he wearing a lab coat over a suit .... i think thats the intention ... or maybe it is a trench coat....#idk shit for me to figure out if i ever get the time to explore this thing again#LIKE UGH IM SCREAMING i have Such Visions that i dont have time to execute and theyre killing me#maybe ill just write them down idfk <- trying to write fanfiction ends even worse for me than trying to draw#anyways. im gonna drive myself mad good night everyone#i have to go to a christmas party tomorrow night. later tonight. whatever.#BYE
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bloodrediscream · 1 year ago
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“ I know you're there…”
@partycoffin
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dosnotoevsky · 1 year ago
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John Steinbeck, Journal of a Novel: The East of Eden Letters
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cckaisen · 10 months ago
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⋆⭒˚. ࣪˖ ִֶָཐིཋྀ @ 𝓜A𝓢TER𝓛IST . . . !
💗 - [n]sfw / check out my rules <3
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ᡣ𐭩 smaus .
little troubles the jjk men babysitting a little terror of yours.
what dignity?
drunk texts from our jjk boys.
ultimate betrayal watching ur fav show without u ! :(
slideshow freak ur lookin a little too good for insta.
warm heart pastry the jjk men with their baker-centric girlfriend.
knocked up, (or not) missed period prank on the jjk men
jealous much? making the jjk men jealous jus because.
just because you're mad at me jjk men reaching out after a nasty argument.
u know what day it iss! they know what day it iss!! (no they don’t) (ur pranking them) (lol)
question asking the jjk men if they’d rather kiss their ex or let you die, bcz ur sweet like that:3
easy mistake 💗 ‘f’ and ‘t’ reallyyy shouldn’t be so close to each other on the keyboard. especially not when u wanna get tucked in!! :/
not quite strangers the (torn up) jjk men when you, (their latest ex), ask to pick up your stuff from their place.
not quite strangers, yet the jjk men finding out you moved on.
wrong person 💗 sending them a naughty photo, only to lie n tell them it acc wasn’t meant for them !! oops:(
typo, oops the jjk men making typo errors since i like to see them suffer, but not like gege <3
cheater (of ur dreams) u had a dream that the jjk men cheated… :( better confront them about it, hm?
'can i tie a bow around ur bicep? asking the jjk men if u can tie a bow around their bicep… pretty please?
ᡣ𐭩 fics .
jezebel , nanami kento. 💗 an indulgence in nanami, his sweet intern, and their shared insanity.
brother fucker , sukuna ryomen. 💗 boyfriend’s older brother!sukuna. while little bro yuji spits up his liquor in the bathroom, sukuna takes care of his girl, finally fucking her like she deserves.
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animeaestheticsthings · 3 months ago
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Define aura.
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thespacecaseace · 2 months ago
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clickity clack down the track, it's lots and lots of [click clack]
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stealingyourbones · 7 months ago
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Never will I stop with the steadfast notion that folks in the DPXDC fandom should interact with at least some form of canon DC media.
There are comics, tv shows, radio dramas both old and new, podcasts, movies, magazines, so much shit that intentionally avoiding the media is simply preventing yourself from spawning new ideas and gaining a new appreciation for a fandom that you’re already in.
The Superman Radio Show has episodes 11 minutes long. A lot of the TV shows don’t have episodes that surpass 30 minutes and most are nearly fully clipped on the official DC YouTube channel. The amount of fan made motion comics is astounding. The amount of fanmade animations is equally as incredible.
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itspileofgoodthings · 7 months ago
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one of the things that continues to strike me on reread is how much the character of Darcy, and Austen through him, finds Mr. Bennet dead. And how much Elizabeth, in growing and changing and discarding her past blindness, has to move past her way of seeing her father and thus of seeing reality, because the two are connected! Darcy’s letter exposes her father’s flaws to Elizabeth in a way she’d never been able to see before. Most especially the way his laziness and neglect of his own gifts have hurt his family and that ultimately he doesn’t. care. Not enough to change. It literally says that she comes home from Hunsford and tries to laugh at her sisters’ and mother’s folly (the way she used to; the way her father has taught her to by example for her whole life) and she can’t anymore! It sticks in her throat. She is grieved by the failures that she sees in him, all the more so because she IS his favorite and she loves him! And the thing about Mr. Bennet is he never changes. The Lydia/wickham situation exposes to him sharply his own conduct and the consequences and he feels it! Because he is neither stupid nor unfeeling. But he, like everyone, has free will. And he chooses not to change when the opportunity presents itself. He even jokes about how quickly his feeling bad will pass and how soon everything will go back to normal, to his laziness and his selfishness. He is set in his ways and he serves as a contrast to Elizabeth’s personal journey because he embodies a version of a person she could have become and was in danger of becoming if her only goal at all times was to laugh at and judge people from the sidelines.
#pride and prejudice#I’ve always loved his character because he IS funny and he is iconic!!! and his love for Lizzy is touching!#he’s not faking it.#but he is so flawed. a man of taste a man of ability a man of judgment.#a man who could and SHOULD have set a different tone for his children and chose not to!#and they SUFFER FOR IT#their house is a divided one. and every child feels the pain of living in a house where the parents neither respect each other#nor are on the same team#there is a crack running through their house for this reason and it’s how Lydia (and Kitty) came to be so neglected!#who is going to discipline them or guide them? certainly not Mr. Bennet!#he’s so important to teach too. because the boys LOVE HIM. of course!#and are always very struck by his failures and laziness once I point it out#and yeah Darcy one of the only people who can expose him. because Darcy is putting in the work a man should be doing#Darcy’s house IS in order. his love is active and protective. he is fulfilling his role!#Mr. Bennet’s gifts are so extraordinary—the wit. the insight into human nature. honestly the capacity for wisdom#but he likes his library. he likes enjoying himself more than he likes doing his duty#as either a father or a husband#he does fail Mrs. Bennet! I have compassion for her there#anyway I love to think about this: something no version I have ever seen has ever fully explored#but man is it on the page#yeah yeah sorry for all the words. teacher off duty etc.
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angelssmvse · 2 months ago
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𝘼 𝘿𝘼𝙉𝘾𝙀 𝙒𝙄𝙏𝙃 𝙏𝙃𝙀 𝙀𝙉𝙀𝙈𝙔
. ݁₊ ⊹ . ݁˖ . ݁ 𝘳𝘢𝘧𝘦 𝘤𝘢𝘮𝘦𝘳𝘰𝘯 𝘹 𝘧𝘦𝘮!𝘳𝘦𝘢𝘥𝘦𝘳 (𝘴𝘮𝘶𝘵 / 𝘧𝘭𝘶𝘧𝘧)
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𝜗𝜚 𝙎𝙐𝙈𝙈𝘼𝙍𝙔 You’re JJ’s sister, part of a close-knit group of friends who’ve been through thick and thin together. But when you discover you have "kook" blood, your whole world is thrown into doubt. Among the chaos, Rafe Cameron becomes a constant source of tension, and despite your differences, your paths inevitably cross. After a violent storm leaves you and Rafe stranded in Morocco, you’re forced to rely on each other for survival. In the midst of uncertainty and danger, you start to realize that maybe, after everything, you’ve both been searching for something in each other all along.
𝜗𝜚 𝘼/𝙉 I happened to dream about Rafe Cameron last night and I HAD to write about him, so here’s a one shot smut (with an interesting plot + enemies to lovers). Enjoy angels <3
𝜗𝜚 𝙒𝘼𝙍𝙉𝙄𝙉𝙂𝙎 smut! minors DNI. This narrative contains mature themes and explicit content, including strong language, depictions of violence, adult situations (smut), and elements of both humor and tenderness (unprotected sex, p in v). Reader discretion is advised.
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You were JJ’s younger sister, a proud Pogue, raised in a violent family but surrounded by loyal, kind-hearted friends. Your tight-knit circle, bonded by years of shared memories, was your world—Kiara, in particular, was your closest friend. Despite being a “half Pogue” by blood (as she came from a Kook family), Kiara was more like a sister than a friend. You never cared about fame or wealth. What mattered to you was living a peaceful life surrounded by the people you considered family. Your brother JJ, always impulsive and reckless, had a knack for getting into trouble. He often acted as though he could simply reset any bad situation, which meant you were left to pick up the pieces and look out for him. His anger issues, inherited from your father, could be unsettling at times, but you always knew he would never direct that anger towards you. Then there was Sarah—once a close friend before the tension between her and Kiara caused a rift. Naturally, you took Kiara’s side, but you were relieved when they eventually reconciled. In your younger years, Sarah was someone you’d spend a lot of time with. You’d visit her house, throw parties, and, inevitably, there was always someone who would find it amusing to tease you. The main culprit? Rafe fucking Cameron, Sarah’s older brother. Rafe had a reputation as a bit of a bully, though it was more complicated than that. He was rich, popular, and undeniably handsome, often using his status to irritate you and your friends. But after everything that had transpired in recent months, it seemed he had bigger problems to deal with—including that new buzz cut.
You were helping John B with some fishing, wrapping up a few chores before taking a moment to relax. “I’m just so glad we figured everything out, you know? Like… the old me wouldn’t even recognize myself. And JJ? I’ve never seen him this happy,” you say with a soft laugh, the thought of your brother bringing a smile to your face. John B returns the smile. “Yeah, I’m grateful for everything,” he says, taking a sip of his beer. The view from the boat was perfect—the calm, glassy water, the fresh fish, the sunset painting the sky, cold beers in hand, and the easy flow of conversation. It was the kind of moment you never wanted to end. Except… a larger boat, definitely a Kook’s, was drawing dangerously close. John B narrowed his eyes, and without a word, he flicked on the motor. “Hey! What the hell do you think you’re doing?!” you shouted, glaring at the other boat. “Hey!” John B added, raising his voice as he tried to get their attention. Then you saw him. “Rafe?” you said, disappointment lacing your tone. “Rafe!” you repeated, disbelief creeping in. He smirked, leaning casually against the side of the boat. “Our property now! Go away, Pogues!” one of his friends yelled, throwing an obnoxious wave in your direction. “Leave, assholes!” They added, flinging their drink at your boat—whatever rich liquor they were sipping splashing across you. For a moment, you just stood there, frozen, as the alcohol soaked your clothes. “John B, let’s just leave,” you whispered, frustration simmering beneath your calm exterior. “What the hell!?” John B shouted, throwing his arms up in disbelief. Rafe’s head appeared over the side of the boat, holding a glass of whiskey in one hand, stumbling slightly as he tried to stay balanced. “Hey, y’all better leave,” he said, his voice nonchalant, though it was clear he was barely keeping it together. With a resigned sigh, you and John B started the boat, silently putting distance between yourselves and Rafe’s crew. It was clear they had nothing better to do than ruin the peaceful moment, but you weren’t about to let them.
A couple of weeks later, you found yourself on the same boat with Rafe—of all people—as he had just saved your asses from the police. Now, you were heading to Morocco, a place that seemed both like an escape and a new chapter of uncertainty. It had been a crazy ride—Sarah was pregnant, JJ was as drunk as ever, and you, well... you almost lost everything. Your property. Your life. You nearly got killed by some random guys, Pope had been arrested, and to top it all off, you had just discovered a truth that shattered everything you thought you knew. Your entire life had been a lie. You were a Pogue, born and raised, yet somehow, you had Kook blood running through your veins. Who would’ve thought? The irony wasn't lost on you. As the group argued over what to do with Rafe, you sat on the floor, trying to block out the noise. JJ, however, had fallen uncharacteristically silent, his eyes fixed on you while he sipped his drink. It was like he was trying to read you, but even in your haze, you could feel the weight of his gaze. He moved closer and sat down next to you, his breath heavy with the sharp scent of alcohol that always reminded you of your non-Dad. "Hey..." he murmured, his voice softer than usual. "Everything will be fine, okay? I’ll figure this out. We’ll kick Rafe off this boat, and—". But you couldn’t take it anymore. You stood up abruptly, pushing him away, the weight of everything crashing down on you all at once. Tears you had been holding back for so long finally spilled over, streaming down your cheeks. You could barely breathe, the pressure of it all suffocating you. "Jesus Christ, JJ, stop it," you said, your voice breaking as you turned and rushed toward one of the rooms, trying to escape from the overwhelming emotions that flooded through you. From his position, Rafe had been watching the entire scene unfold, observing everything from the higher deck as he took control of the ship. He didn’t trust any of you—not after everything that had happened. He knew he was in the wrong too; after all the backstabbing, the betrayals, the lies. He had done everything to gain your groups trust, and yet... despite everything, something about this group still gnawed at him. He had always denied it, but there was a part of him—an uncomfortable part—that felt a strange attachment to you. He hated how much it infuriated him when you talked to other guys, or worse, when they looked at you even for a second. It would drive him mad, make him feel this irrational, burning jealousy he couldn’t explain. Watching you laugh with the others, seeing how they adored you, made him lose his mind in ways he couldn’t understand. He had tried to push it all down, to convince himself that he hated you—that he hated everything about you. But every time he did, it just made him more miserable. When he saw you upset, it twisted something in his chest. He had always hated that about himself.
You woke up groggily from your nap, the boat gently rocking beneath you. Stepping out of your cabin, you made your way to the girls, feeling the weight of the day still hanging heavy on your shoulders. "Hey..." you whispered as you sat down next to them. Kiara immediately pulled you into a hug, her touch warm and comforting. "Are you feeling better?" she asked softly. "We didn't want to bother you." You let out a small sigh, nodding. "Yeah, I’m fine... Where are the others?" You looked around, surprised at how calm the boat felt, especially after everything that had happened. The girls exchanged a glance before the silence was broken by a scream from one of the locked rooms. "Let me out!" Rafe’s voice echoed, the desperation clear. You raised an eyebrow, looking at the girls in confusion. "What’s Rafe doing in there?" you asked, your voice unsure. Sarah sighed, her face tight with frustration. "We went to talk to him... and it didn’t end very well. He was armed. JJ punched him, and that was the only option left." You nodded slowly, trying to process it all. "Mhm. Okay. Okay." You took a deep breath, running a hand through your hair. "I think we should make dinner, huh?" It was the only thing you could think of to distract yourself from everything spinning in your mind. You didn’t want to open up, didn’t want to burden anyone with your problems. Everyone here had their own issues, and you had to deal with yours, quietly.As dinner came together, you prepared a small portion for Rafe. You hesitated for a moment, but then said, "I’ll bring this for him," before carefully picking up the plate and walking towards the door where Rafe was locked up.
You unlocked the door slowly, the sound of the mechanism clicking louder than it should’ve been. There, in the dim light, Rafe was sitting on the floor, his hands tied and drenched in sweat. His eyes lifted to meet yours, and for a split second, you saw something softer in them, something almost vulnerable. "Here," you said quietly, setting the plate of food down on the floor in front of him. You could feel his gaze on you as you stood, awkwardly, unsure of what to do next. He didn’t move, staring at the food without touching it. You glanced up at him again, catching his eye. "I’m sorry. They had no choice but this." Your voice was barely above a whisper, the weight of the words sitting between you both. Just as you turned to leave, you heard his voice, softer, but desperate. "Wait," he said, the word barely escaping his lips. "Just—stay. Please,". You froze, your back still facing him. For a brief moment, you hesitated. If you left now, you'd be an ass—he’d hate you for it. But then again, why should you care? He probably already hated you, right? And staying, talking to him... that felt like a betrayal to your friends, a line you didn’t want to cross. You swallowed the tight feeling in your throat and turned, shutting the door softly behind you. "Hey! Wait!" Rafe’s voice cracked through the silence, louder this time. "Hey!" He shouted, his frustration rising. You heard him begin to violently kick the walls, the sound sharp and jarring. "You’re just gonna leave me in here?!". You could feel the heat of his anger seeping through the door as he threw the food you’d just given him, the clatter of it hitting the walls making your stomach twist. You didn't look back. Instead, you kept walking, your heart pounding in your chest. As you moved away, you couldn’t shake the feeling that there was something more to Rafe’s anger, something deeper. And despite everything that had happened—despite the hatred, the violence, the lies—you couldn’t help but wonder what it was that kept pulling you back to him.
The storm hit hard, howling through the night, throwing waves against the sides of the ship. You could hear the wind tearing at the sails and the relentless crash of thunder overhead. The entire ship felt alive, bucking beneath you as you clung to the nearest railing, trying to steady yourself as everything around you shook. You and John B were doing your best to keep things from spiraling out of control, struggling to keep the ship from tipping over in the chaos. But even with all the work, your mind was elsewhere. Suddenly, a thought pulled you out of your focused panic: Rafe. “Hey!” you shouted over the roar of the storm, trying to catch his attention. "I’m going to see what's going on down there, okay?" you yelled, nodding toward the cabin, your voice barely carrying over the loud wind. He gave you a curt nod, already moving in his own direction. You didn’t wait any longer. You turned on your heel, struggling to keep your balance as you made your way below deck. The floor was slick, waves crashing against the hull, and everything around you seemed to be in a constant state of motion, making it almost impossible to stay upright. You braced yourself against the walls, your heart pounding from the adrenaline, until you finally reached the locked door. “Rafe!” you called, your voice cracking slightly from the strain of the storm. You knelt down, quickly untying the knot that held his hands. You brushed your wet hair behind your ear, glancing up at him as he looked back at you. "Please don't let me regret this," you whispered, the words slipping out before you could stop them. Rafe chuckled darkly, shaking his head.
You both wasted no time. With a quick glance, Rafe took your hand and led the way. He moved with purpose, navigating the ship like he owned it, knowing every creak and groan of the ship better than anyone. You were behind him, just trying to keep up as the ship pitched and rolled beneath you, the storm making everything harder than it already was. Then, as you passed the galley, you both froze. There, sitting on the floor in the middle of the chaos, was JJ. He was slumped against the wall, a bottle of liquor in his hand, his head hanging low. His hair was wet and sticking to his forehead, and he looked like he was barely holding it together. “JJ…” you said softly, your heart aching at the sight of your brother in such a state. You walked towards him, but Rafe stayed a few paces behind, eyes locked on the situation. “Please get up,” you pleaded, your voice barely audible over the storm’s fury. JJ slowly lifted his head, his eyes glazed and unfocused. When he saw you, his lips twisted into a half-smile. "Or what? You got yourself a new boyfriend, huh?" he slurred, his voice thick with alcohol. You winced, feeling a pang of frustration. He was so drunk, so out of it, and it made everything worse. "JJ, please," you repeated, walking closer, trying to help him to his feet. But before you could reach him, he suddenly pushed himself up, swaying unsteadily. His glare was unfocused, but it was still intense. He held the bottle out toward you, but you moved quickly, taking it from his hands. “Enough,” Rafe’s voice cut through the tension. He stepped forward, placing himself between you and JJ. His tone was hard, firm. "Let's just get the hell out of here," he said, his voice quiet but commanding. JJ glared at him, his anger flaring. “You stay out of this, Rafe,” he snapped, his voice rough, but it didn’t have the usual bite. He was too drunk to even stand up straight, let alone fight back. Rafe stood his ground, pushing JJ back a step when he made a move toward you. "Not this time," Rafe said coldly. He didn’t even raise his voice, but his presence alone made JJ take a step back. You looked at both of them, torn between your brother and the strange, undeniable tension that hung in the air between you and Rafe. Your heart raced as you realized just how close everything was to spiraling out of control. The storm outside mirrored the one raging within the confines of the ship. For a long, tense moment, no one moved. You looked between Rafe and JJ, feeling the weight of the situation press down on you. Rafe’s expression softened slightly, but only just enough to show a hint of something unspoken. As you took a step back, you glanced at JJ, seeing the hurt and anger in his eyes, the pain behind the alcohol. “Let’s just get out of here,” you repeated, your voice quieter now. You turned toward the exit, Rafe’s hand guiding you away, as the storm raged on around you. But behind you, JJ’s words still echoed, mixing with the thunder outside, an angry shout that faded into the sound of the storm.
The three of you made your way back to the others, the atmosphere thick with tension as you all sat down around the dining table. The ship’s constant creaking beneath the storm’s fury only made the silence between you all feel heavier, more suffocating. The occasional flashes of lightning illuminated the space, highlighting the uneasy glances everyone was giving Rafe. The looks were silent, but they said it all: they didn’t trust him. And right now, you couldn’t blame them. You sat there, lost in your own thoughts, barely noticing the way the ship rocked violently beneath you. Everything felt so out of control, like you were spiraling, each moment pulling you further away from any semblance of safety. The storm, the tension, the confusion—it was all too much.
Then Sarah stood up, the scrape of her chair against the floor dragging everyone’s attention toward her. “Guys—where’s John B?” she asked, her voice full of panic. The group exchanged looks, eyes widening. The space suddenly felt too small, too tight. “I’ve got to find him,” Sarah said quickly, her voice sharp with urgency. Without waiting for anyone to stop her, she dashed toward the exit. “Sarah, wait!” you called after her, but she was already gone, running through the storm, gripping onto the nearest stable object to steady herself as the ship lurched violently. “John B!” she screamed, her voice barely audible over the sound of the wind and crashing waves. Her words were swallowed by the storm, and for a moment, you thought you might have imagined the way the air grew still around you. But then it happened—without warning, a massive wave crashed against the ship, slamming into Sarah with such force that her scream was suddenly cut short. Her body was swept off the ship, pulled into the dark, merciless sea by the violent water. “No!” you shouted, jumping to your feet, your heart hammering in your chest. You could barely process what you had just seen. The rest of the group scrambled, horrified, frozen in place for a moment. JJ was the first to react. Without hesitation, he dove toward the railing, reaching out for Sarah as she was dragged further away from the ship. "Sarah!" he screamed, but she was too far. His eyes locked onto her, and there was no choice left. He jumped. He didn’t even think, just threw himself into the water, desperate to save her, to pull her back. You stood there, unable to breathe, your eyes wide in disbelief. You watched as JJ disappeared into the waves, leaving you behind. John B and the others had seen it, too, all of you trapped in this horrible moment. Your mind raced, but your body was paralyzed, unable to move, unable to do anything to stop the chaos unfolding in front of you. Your best friend and your brother—two of the most important people in your life—were now lost in the storm, and there was nothing you could do to bring them back.
Tears welled up in your eyes, blurring your vision. You turned around, your chest tight, hoping for some kind of comfort, some kind of clarity. But when you met Rafe’s eyes, the last person you expected to be there, you saw something you didn’t expect: sincerity. His expression was dark, filled with regret, pain, and maybe even guilt. Before you could say anything, Rafe was already there, pulling you into his arms. His embrace was tight, his hands running through your wet hair as the tears you had been holding back finally spilled over. You cried, quietly at first, your body trembling in his arms. “I’m sorry,” he whispered, his voice low and rough, like he couldn’t find the right words, like he was searching for something to say but couldn’t find it. You didn’t know what to say, what to do. You didn’t want to feel this connection to him, not after everything that had happened, but in this moment, his touch was the only thing that grounded you. The storm outside, the storm in your heart—it all blurred together. All you could feel was the weight of what you had just lost. As Rafe held you, his warmth in contrast to the coldness of the storm, you clung to him, your tears soaking into his shirt. The sound of the storm, of crashing waves and thunder, seemed to fade into the background, drowned out by the chaos in your heart. In the silence of the ship, with only the two of you holding on, there was a brief moment where nothing else mattered.
The ship tilted violently, a massive wave crashing into it, sending everything into chaos. You reached for Rafe’s hand, but the wind and water pulled you apart. He grabbed you tighter, but it only made things worse as the ship lurched again, sending both of you overboard. You tried to hold on, but the weight of the water and the force of the storm were too much. The cold sea engulfed you both, dragging you down, your desperate gasps for air lost to the waves. The ship’s creaks and groans faded into the distance as you were pulled under, and just like that, you and Rafe were gone. Onboard, the rest of the group watched in horror, realizing they had lost not two, but four of you. The nightmare was endless, the storm swallowing everything in its path.
You and Rafe, still holding hands, struggled to stay afloat in the violent ocean. Hours passed, each minute feeling like days, until you finally spotted land. The moment you reached the shore, you collapsed onto the sand, exhausted and grateful. "Yes! Finally some land!" you yelled, gasping for breath. Rafe lay next to you, closing his eyes, and you stood over him, still trying to catch your breath. "What?" he murmured, not opening his eyes. "Are you planning to stay here forever?" you asked, hands on your hips. "God, let me take a break," he groaned, finally opening his eyes. "I’m hungry, Rafe." The two of you started a fire and managed to catch some fish after several failed attempts. It wasn't much, but it was better than starving. As the fish cooked, you sat in silence, staring at the fire. Rafe sat next to you, but kept his distance. "We should keep moving—find the others," you said, your voice cold. "I don't even know if my brother's still alive. We barely—" He interrupted you. "Let’s just rest for a bit, regain the energy we’ve lost." You shot him an angry glare, your frustration boiling over. For a split second, he saw something familiar in your eyes—your brother’s fire, your brother’s determination. You were unrecognizable, and it made his stomach twist. "No," you said, looking away, your voice quieter now.
You both set off again, trekking through unfamiliar terrain in search of the rest of the group. Hours passed without any sign of them. The search led you to a village, but you were lost in the maze of unknown streets. There was no trail, no clues. "Let’s just stop for a second and think, baby," Rafe suggested, his voice softer. You spun around, fury rising in your chest. "Don’t call me that!" you screamed, your finger pointed at him. Rafe’s patience snapped. He grabbed your wrist, pinning you against a nearby wall. "Hey, listen to me," he hissed, his voice low but firm. "I’m done obeying. Done doing whatever you're trying to do. You’re blinded by rage, and don't try to deny it. I know exactly how it feels." You froze, the fire in your eyes flickering for just a moment. His words hit harder than you expected. He was right—you were blinded by anger. You softened, just for a second, and his grip on your wrist loosened, giving you space. "Okay..." you whispered, feeling defeated but also oddly calm. "What do you have in mind?" A slow smile spread across Rafe’s face as he pulled a wad of cash from his pocket. "Where did you...?" you asked, confused and surprised. "Just follow me," he said, his grin widening.
The sun was setting as you and Rafe finally found a hotel for the night. The exhaustion of the day hung heavy on both of you, but as soon as you entered the room, your eyes locked on the single bed in the middle of it. You paused for a second, staring at it, then turned to Rafe. Before you could even say anything, he threw his hands up in defense. "It was the cheapest one, don’t blame it on me." You rolled your eyes and shook your head, unable to suppress a small sigh. "Of course," you muttered, rubbing your temples. The day had been long enough without having to deal with this. Rafe just shrugged, a hint of amusement in his eyes. "It’s not like you had any better ideas," he added, smirking. You narrowed your eyes at him but didn’t say anything more. What could you say? You were too tired to argue. Still, the thought of sharing a bed with him made your skin crawl a little. But in the end, you didn’t have much of a choice. "Fine," you said, dropping your bag onto the floor. "Let’s just get through the night.". Rafe gave a half-grin, settling down on the edge of the bed. "Agreed." It wasn’t ideal. But after everything, it was at least a place to rest—something you both desperately needed.
It was late, and sleep refused to come. You sat up, glancing over at Rafe’s face in the soft moonlight. He looked so different—almost innocent, like someone else entirely. He wasn’t the man everyone feared, the violent, unpredictable guy. Maybe he needed to be understood. Or maybe, you thought, you were just too tired to think clearly. You slipped out of bed quietly and made your way to the balcony, craving the cool night air. The breeze hit your skin, and for a moment, you felt a sense of calm wash over you. You leaned against the railing, taking in the view as you let your thoughts drift. You couldn’t help but reflect on your past—how you’d gone from having nothing, to having everything, and then losing it all over again. When would it stop? Just as the weight of your thoughts grew heavy, a voice broke the silence. “The view’s beautiful, mhm?” Rafe’s voice was low, his gaze distant as he stood in the doorway, his eyes turned away. You turned toward him, catching his eyes for a brief moment before looking away. "Yeah, it really is," you said softly, your voice almost drowned out by the sounds of the night. Rafe nodded, clearly trying to find the right words, but they didn’t seem to come. The silence stretched between you, both of you caught in your own heads. You could feel the tension rising, the unspoken words thick in the air. You took a breath and spoke up, the words slipping out before you could stop them. “Hey, Rafe?”—“Yeah?” he responded quietly, turning his attention back to you. You hesitated, then looked up at him. “Thank you. Thank you for saving me.” A smile tugged at the corner of Rafe’s mouth. He gave a small nod. “You wouldn’t be sleeping in a nice hotel if it wasn’t for me,” he said with a light chuckle, the tension in his voice easing for a second. You couldn’t help but smile, a soft laugh escaping you as you lightly punched his arm. "Hey," you teased, trying to break the seriousness that had built between you.
The brief moment of laughter faded quickly, and the air around you both grew heavier. The silence between you two became thick with something else, something unspoken. Your eyes locked once again, and this time, neither of you looked away. It felt like the space between you was closing, drawn in by some invisible force. Your heart raced as you both stood there, drawn together by the weight of the moment. The space between the two of you slowly closes as he kisses your soft lips. The kiss deepens, becoming more and more passionate. His hands roam over your body going to your hips as he holds you tight. You, tip toed, hold him by his neck as he picks you up bringing you to the bed finding himself on top of you now. You look up as you catch his gaze, filled of lust and desire. He begins to kiss your neck leaving love trails all over you, his warm breath makes you arch your back against him—and God knows how much he loved it, how long he wanted this, just to have you closer to him made this man feel complete somehow. A shiver run through your spine as you feel his belt unbuckle, he kisses you before leaning back, staring at you for permission as you nod. And without hesitation he finds his entrance starting to follow a slow and steady rhythm, not wanting to hurt you. You moaned holding tight onto his shoulders, he began to move faster making you moan louder, he smirks, “You like it? Mhm?” He whimpers in your ear as he kept going. You were so close, trying to hold tight miserably. Your legs wrapped around him as he slows his pace teasing you. “Rafe,” you whimper, “please.” Rafe smiles at you as he keeps up to his pace again finally making you reach you climax as you arch you back releasing all that you had left. He keeps going before pulling out and crashing on top for you catching his breath and softly kissing your neck. He loved every single thing about you—the way your hair fell just right, the way your eyes sparkled, the fire in your voice. He loved your stubbornness, the way you never backed down. But that was the problem. He hated the fact that he loved you. It infuriated him, this feeling he couldn’t control—couldn’t fight. You were everything he couldn’t have, everything he’d never deserve. And yet, there he was, drawn to you in a way that made him lose himself, lose the hard shell he’d built around his heart. He hated how much he wanted you. How much he needed you. Because in the end, he knew it would never end well. It never did. But in this moment, as your gaze met his, as your lips met his, he couldn't bring himself to care.
Maybe that was it—maybe all you both needed was each other this whole time. Maybe the answer had always been simpler than you thought. Maybe, despite everything that stood between you, despite the complications and the fear, all you really needed was to be together. To stop fighting it, stop pretending you didn’t care. And maybe, just maybe, it was finally time to admit that, for both of you, this was where you belonged.
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Copyright © angelssmvse 2024 — I own only this story; please do not copy nor translate without permission or proper attribution. I give credit for the character Rafe Cameron from the series "Outer Banks" by Jonas Pate. This is the only platform where I have published the story.
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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eustaceloser · 9 months ago
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do you think my twitter wants me to know about narumitsu tops on the ace attorney account?????
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reunitedinterlude · 11 months ago
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get booped
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