#Also it feels like a cop-out for people
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9ofspades · 2 years ago
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One of these days I’m actually going to go on my soapbox about how calling the wizard books “mediocre” is ignoring the point and doing more harm than good, the same way that if you called Chik-fil-A sandwiches “generic cardboard crap”, it doesn’t help solve the actual issue.
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daisybell-on-a-carousel · 2 months ago
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Being someone who read Under The Red Hood and came out with the firm belief that, for Jason, it's not about killing Joker, it's about Jason wanting proof Batman would choose him over the Joker (bc shelia chose the joker). Makes seeing any other media where it's all about just wanting the Joker dead is a teeny bit frustrating. to be honest
Jason could've killed the Joker himself, really, really easily. Jason kidnaps the Joker before the confrontation. I can't open my comic for a reference right now, but it felt like he had the Joker for quite a bit before the confrontation. He had him. He beat him up with a crowbar. He had every single opportunity to kill the Joker himself, but he didn't because that wasn't his goal. Make no mistake, he did plan for the Joker to be dead by the end of it, but do you see what im trying to say here
Edit: If I knew this post was gonna get 1000+ notes I would've tried to word it better or something, this was a rant I made on the way to the grocery store 😭
It's not about making Batman kill either. When Batman says he won't kill, Jason adjusts and goes, 'Let ME kill the Joker or kill me to stop me' instead. The test is all about Batman choosing him. The whole final confrontation is Jason's first death again. The parent, The Joker, and the explosives. It even ends with Jason unable to move as a bomb goes off right next to him again because the parent didn't choose Jason. And instead tried finding an option that'd benefit them and (consequencely) letting the Joker walk, again, lol, lmao <-in agony
#the final confrontation was basically his first death again#and YES he Does want the Joker dead#and it would've been really really nice if Batman was the one who did it#but when batman made it clear he wouldn't kill the joker. Jason easily switched to saying “LET me kill the joker��� to accommodate#because he Wanted batman to pass his test#he gave a test to dick too. and technically tim but it wasnt the family test it was a different one so it doesnt rly count#AFTER utrh and the reveal and the batarang you can go hog wild about it. i care less about it then#granted i do believe they make jason more scared of the joker after it at some point#i guess because hes a bit too willing to kill the joker and ive heard jason wasnt meant to live after utrh#my watsonian explain for that is he was so fixated on his plan he cpuld override his fear. or maybe the pit. either work#i prefer the fixation bc i dont like the explanation that the pit was the /only/ reason he could get all plan together and done#BUT THATS UNRELATED!!!#dc stop putting the joker in jason stories im begging you please please please. lock him in a vault for the next 20 years or something#it Cpuld be good and i understand. but also. after so long of people that dont know or go for jasons need for family and parents#that love him and he can trust#the joker starts to feel like?? hm. words. a cop out? oh haha its that guy that killed him woagh hes here#i bet you dont even know that jaybin got beat until unconsciousness by an angry mob#while asking batman to save him only for batman to have to walk away#anwya. where was i going with this#i think i got off topic#jason todd#dc comics#batman#ADDED AN EDIT. SORRY. this post has been haunting me it keeps me awake. what if people misunderstand#they cant read my tags where i ramble more depth. thisbis the only option#EDIT EDIT: hiii#removed the sentence abt jason having the joker for several days bc i misremembered some things#go read its-your-mind 's addition instead also#ok no more i wont edit this post anymore i promise
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caligvlasaqvarivm · 25 days ago
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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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citrusai · 2 months ago
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taash said "they were doing it" and people ran with the interpretation of an npc that doesn't know solas or the history of the elvhenan even when bellara interjected and said, no, that's not right. that's not how it was for the elvhenan. they formed bonds before they had physical bodies. and people ran to doompost or create weird anti-solavellan shit even though mythal & solas refer to each other as old friends and when she releases him there is no tenderness or love in it. it is the act of unchaining a dog from his post, the stepping down of a general. but to each their own ig.
#let the record show i think love was there. do I personally perceive it as romantic / sexual? no.#mythal's perception of love & care is warped in and of itself#i think they loved each other. but she loved what she could take from him and what he could give in terms of service#not because she was romantically into him#also i wish we knew more about her & elgar'nan. her regret prison form says she holds no love for him anymore#and it makes me wonder when that love soured. was it when she was blighted? before that? was that love also born of duty and companionship?#this is the last post i'm gonna make ab this i think#bc i believe people are too caught up in the modern western ideas of love as thing we give solely to our romantic partners#and we literally have a character go ”our perception is warped bc of the age we live in” and some of you are still being purposefully obtuse#and i think trick saying it's up to interpretation is basically admitting EA had them dumb down the game anyway#if everything ab the rise and fall of the evanuris in game#was condensed to five 2min cutscenes it says enough that whatever the writers wanted#was swiftly cut down by corporate dept. basically saying it's in the fans' court now#also bc it's an easy cop out around new players & non solasmancers who are indifferent ab him / dislike him#as a way to appeal thru a more sympathetic lense of look!! he loved and was led astray#not to mention the clear justinia / leliana parallels#and leliana gets angry if you imply she was romantically involved / in love w justinia#and the romance descr when you remake your inq saying the dread wolf could not predict what it would mean to fall IN LOVE#implying he had never fallen in love before or at the very least experienced a romantic love#also him saying drinking from the well would make you a slave and he gets really upset#yet ive seen takes of ”hes doing this for her cus he dgaf ab lavellan” ?? he got mythal killed when he told her ab the blight#whatever feelings of admiration he had for her have rotted. he is literally burdened by his mistakes and his choice in joining her#i feel like if i were a spirit bound and twisted into a weapon i would need my creator to tell me i am Free. i would need that closure#like when cole says its not abuse to bind him if he asks and solas said thats not always true???#if you perceive her interaction w him in vg third act as#anything more than the way justinia released leliana in inq then im sorry maybe youre just obtuse#solavellan#mythal#dragon age meta
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rmbunnie · 9 days ago
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Something kinda tasteless about the way that alongside the concerns of "Batman needs someone to rein in his aggression/edginess" (mostly a meta concern,) "Robin is a symbol of undying hope right alongside Batman, Superman, and the police system," and "now that the thought's crossed my mind I think being Robin would be pretty sweet actually," one of Tim's points for why he should be Robin at the end of A Lonely Place of Dying is "we need to show the criminals of Gotham that they can't just kill Robin and expect to get away with it!" Because. They can. That's exactly what happened.
Using that line of reasoning, Tim makes the claim that the idea of Jaybin's life as disposable and inconsequential is heinous and bad, his killing something impermissible, but instead of disproving said idea they allow it to become true and devote their energy to making sure it doesn't become widely known as such. By covering his death up, they actually are permitting his murder to go unaddressed and deeming it acceptable, even taking away the opportunity for it to be consequential to anyone outside of Bruce's inner circle by not spreading the news. As much as we say "oh Bruce was a great dad because losing Jason crushed him" and "he almost considered trying to kill the Joker one time," he in all tangible areas did not do anything about Jason's death. Setting aside the question of killing the Joker or not, it's still shown in Batman Year 3 that Bruce's reaction to Jason's death in the time til Tim showed up was to hide away everything Jason owned and carry on with business as usual, a little angrier. Bruce didn't make any changes or actually evaluate anything in a significant way after the warehouse and Jason's death didn't warrant any tangible consequence, that's evident from reading the comic. I know some may disagree, and I acknowledge the room for interpretation, but in order to discuss Tim's reason we have to concede that it is explicitly written into this specific comic as something Bruce and Tim both recognize as fact, because it serves as the foundation that this reason is built on: there is good reason for the criminals to believe there would no punishment for killing Robin based on the actions Bruce did or didn't take in response. The concern about the public realizing there are no consequences for killing Robin wouldn't be reasonable if it wasn't true, if there actually were.
While they recognize that Jason's death came to pass largely without consequence, the fact itself is less of an issue to both Bruce and Tim than letting criminals actually find out that it doesn't have consequence. They know it's unjust, the notion that Jason can be killed without repercussion (and in making an effort to minimize his murder confirm it to be true,) but their concern isn't for what actually happened to Jason or the lack of proper response. At least on the vigilante side of things, the problem is public perception and continuing to uphold an image of Batman as just and diligent while permitting him to ignore injustice against those close to him. There's no efforts taken to actually disprove the idea that killing Robin would lack impact, what Tim proposes is just making it harder to prove right.
I think the best way to word what comes across tasteless for me here (aside from the side commentary on the unstoppable might of the institution of police and how it's an exemplar of heroism) is that beyond Tim's victim-blaming of Jason during his stint as Robin, (discussed in more depth by people who can word it better than me,) in the base text of a Lonely Place of Dying, it is foundational to the initial premise of Tim as Robin that part of his motive for being Robin hinges on accepting what happened to Jason as something that cannot be allowed in their pursuit of justice or go unaddressed for reasons completely unrelated to the actual harm, and then intentionally erasing the event and the way in which it was allowed and did go unaddressed. No matter how much it's claimed in later comics that Bruce was faultless and Jason doomed himself, Tim's Robin came to be at least in part (in-universe) as a cover-up for the lack of action taken about Jason's death, and by extension as an effort to overwrite his time as Robin and an individual entirely. And thought it wasn't the way his character viewed it, Tim wasn't passively complicit in it or going along with a poor grieving man, the intentional and deliberate erasure of Jason as a murder victim and the injustice of his posthumous treatment was part of his opening pitch.
#truly just “we can't let them think we do the thing that we do” at its core#because the thing that we do is bad and not fair like we want to look fair and would have consequences we don't want. so they can't know."#i see too much of people saying Jason took Dick's mantle so he shouldn't be mad at Tim when 1. he wasn't mad at Tim for it. didn't happen#and 2. Jason became Robin because Bruce was lonely and Jason was homeless and Tim became Robin in an effort to minimize Jason's death#Jason worried Dick wanted his job back (implying he would give it up if he wanted) and Tim shamed the dead kid he was hiding the murder of#can we spot the differences?#you can't really say Jason's gripe of “my death changed nothing” was off-base#when one of tim's first points on panel was that they should be giving the consequences of his murder the landlord special#i feel like all of the ways in which they made tim “more likable” were just leaning back into the status quo they branched out from#like “Jason doesn't like cops and believes they fail victims? well Tim thinks they're the good-hearted models for what a real hero is”#“Jason has conflicting opinions about cases with Batman? Tim is trying to bring back the true Batman who works exactly like he always did”#“Tim is nice and sweet and comes from a good family and has been there from the start. he respects what Batman is”#he's nice enough but his character is (meta not in-universe) rooted in a return to the safe classics that bring us good sales#idk why fanon props him up as the sad shunned outsider of the batfam when he is fr designed to maintain the norm and not rock the boat#also it's immensely funny to see Bruce accuse Jason of being needlessly violent over his emotional state as Robin#when not only does Bruce do exactly that and only that when Jason dies but he was doing it BEFORE too!#Oh No! he went from brutal to criminals and forgoing proper investigations to being brutal to criminals and forgoing proper investigations!#jason todd#batman#bruce wayne#robin#dc comics#discussion of tim drake#again not using the character tag because this isn't the most nicies#but i honest don't hate him that much
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bacchuschucklefuck · 8 months ago
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riz gukgak is SO distressing to have as a favourite character I can never funckign rest out here
#not art#smthing abt his character being motivated so equally by truth and fear#and he keeps looking for an institution that'd both help him seek the truth and assuage his fears#with him first being a PI bc his mom was a cop and then a junior agent with blessings from his dad#and hes like on that precipice of realising that its not just the people in the seats its the concept of it from the ground up thats fucked#so hes inclined towards conspiracy thoughts and an end-justifies-the-means pattern of action#like. man. hes just so fucking filled with anxiety. he guards the things that make him happy with ferocity#and the thing is! the world encourages this! every time hes paranoid he turns out to be right#that paranoia that already came from having very little control over a world thats unkind to you#honestly all the bad kids were prime radicalization/cult materials in freshman year but I feel like riz is even More so#theyre so fucking lucky they ended up together like that. there are so many things you can promise a kid#who already had plenty of things taken from and kept from him. a kid with an overworked mom and a missing babysitter#if riz didnt run into the bad kids it would be childs play to isolate him. gods. head in hands I cannot fuckign be here dude#this is why the ''small'' comic I tried to sketch ballooned up to almost 30 panels lmao needed to stuff someof this somewhere#but also skip is my favourite from ASO so maybe I just like experiencing hardship and challenges in daily mental exercises
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kil9 · 4 months ago
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sorry ive been a yaoihead my whole life i can try to change but i will only lie to myself. my true nature will always be sexy neko boyz
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frogaroundandfindout · 7 months ago
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Nightwing tells Batman he’s going to be a cop and Batman wonders what more he can do as Bruce Wayne (Detective Comics #725)
#officer Grayson#I don’t really like that he’s going to be a cop#but I do like the continuation of his thought process surrounding the seperation of him and his vigilante persona#in the way that he doesn’t think there is any#there’s just him and his desire to help people because it’s the right thing to do#any differences stem from him trying to keep his identities secret#so that others aren’t found out through him#and while him being a cop isn’t my favorite choice#I don’t think it came out of nowhere either#there was a lot of talk about how haven is different than Gotham#and hiw it’s harder for dick to act as a hero when there are no Jim Gordon’s around to take on cases#that arent 100% solved already with diffinitve evidence for conviction already found#or DAs that’ll go against haven’s big fish#so dick is probably going to try and be that person#it would be interesting if he gets a reputation for being associated with Nightwing like Gordon is associated with Batman#wonder how the identity stuff will work out there#dick grayson#dc#nightwing#dick and Bruce#ALSO#I adore how Bruce blatantly uses dick’s lack of seperation between his identities as a source of inspiration to do more as Bruce Wayne#and figures out he can help more if he uses his Civ identity in this situation#it really makes it feel like he respects dick and his thoughts on things#without outright saying it#like he reflected on what dick was going to do!!! he thought about it! he drew inspiration from it!#so ill about them 💕#aftershocks
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pyrosomatic-metamorphosis · 2 years ago
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thinking about the elections tonight... bad, cellbit, baghera, and forever are four candidates who are devoted to the island- more specifically, to the residents of the island. They care for the eggs, and they care for each other, and the way they exhibit that care through their primary presidential strategies is fucking fascinating.
Bad is who I watch the most, so I know him best. He's a classic mother hen. He doesn't like to take risks with the eggs, and he likes to prepare. If there's any sort of variable that could hurt an egg then he wants to control it. They have a stable relationship with the federation right now- it's not great, but they know the parameters. Don't trust cucurucho. don't follow cucurucho. send the eggs to NINHO every time there's a threat. the time of day changing means you need to run. Other than that they're p okay and roughly safe. But adding a president could potentially change everything. What if the president makes a rule that makes it easier to kill the eggs? And what about the way a president could cause tensions between the players to rise even higher? The dynamics of the island could change drastically. It's safer to neutralize that threat before it ever becomes a threat. It's easier to stop a war before it can start.
Baghera's primary concern is the way the election is designed to pit the residents against each other. All of them know that the Federation is a threat and she, like Bad, is focused on not letting them hurt more people. But, unlike Bad, she's less resistant to change. If the power is spread to multiple players rather than just one, it will be harder for the Federation to corrupt any one of them. Each time before the Federation has gotten to someone it's done so by isolating them. Felps, Cellbit, Jaiden- they've all spent a lot of alone time with Cucurucho. A council isn't just to consolidate the ideals of the island; a council would protect the players themselves. Sure, there might be disagreements and arguments, but they've had those before (and they're having them now!) and there's no reason to think they wouldn't be able to get through them again.
I hit a bit of a wall with Forever and Cellbit's pov here. Everything I know about their plans are from the debates and paraphrased discussions that have been translated here on tumblr, I'm going to talk less about their explicit plan and more about what the result will entail- a single president who takes responsibility for the island. It seems to me like they've recognized the presidential seat as the powerful opportunity that it is, and they want to take advantage of it. Here's some extra personal speculation but, adding rules, adding or removing mods, proposing public works, enforcing laws- those are just the abilities that are listed. Those are incredible opportunities to make the Federation take action, which is more than they've had before. We've seen before that the Federation isn't perfect; the Federation makes mistakes.
By working with the Federation, by making them take action (in a semi-controlled, semi-predictable way) you open them up to more opportunities for them to fuck up (while benefiting you). And, maybe, one of those fuck ups will be the key to taking them down. Maybe they could reopen ender chests. Maybe they could open the nether. Maybe they could learn why the Federation is holding an election in the first place. It's possible to do all these things with Baghera's plan, sure, but that's not a guarantee and, if someone like Bad is on the council, there's absolutely no way to be sure it would get done. And, if there's a council, then that opens up everyone on the council to the Federation's wiles. If there's just one president, then that's where the Federation's focus will be. By using a single person to build a relationship with the Federation, they only risk that single person. By electing ministers instead of a council, they can ensure that the island residents' needs are being heard while placing the federation's focus on that one person. A point can be made that they've done that before- with varying results. like kidnapping. selling your soul. etc. But! overall, I think they've gained more than they've lost by singling out one person. Because of them, we know that Cucurucho can't be trusted. We know that the Federation has a series of tunnels underneath the island. We know that the Federation not only has some sort of cryo technology, but had some unknown reason to use it. We know that there was another person working with Cellbit to take care of Felps (theorized to be ElQuackity), so we know there's at least one more Fed that isn't Cucurucho + blank-faced workers. There's been risk, but there's absolutely been rewards. This is just a very long meandering way to say that their plan to sacrifice Forever to the presidential seat reminds me very much of Cellbit's plan to sacrifice himself to the federation. They're saving their friends by potentially damning themselves and I, for one, think that is cool as hell.
they all care about each other so much. bad's plan means taking on no more risk. baghera's plan means spreading that risk evenly to stand strong together. and cellbit and forever's plan means taking the risk onto themselves so they can reap the rewards for others. am i reading too much into things? no this is tumblr and this smp is about LOVE and i really genuinely think that their election plans are a fantastic example of just how much they love each other
#qsmp elections#qsmp#qsmp analysis#again i haven't been following cellbit and forever's exact plan too closely but i've gotten the sense that their pushing of public works is#just to get people to vote for them and the true reason they want forever to be president is to infiltrate the federation#if that's not it tho feel free to let me know i'd love to know these cubitos reasonings#but with my interpretation i like the silly little extra headcanon of mr cell “sold his soul to the cops” bit#subconsciously sacrificing forever to the feds and pushing him into corruption#which ALSO makes the forever-killing-cellbit-to-kick-him-out-of-the-running plan Even More Tasty#'what if i let you kill me. what if destroying me destroyed yourself. what if i have already destroyed you on purpose and you forgave me#now what if i dont mean it when i do it again'#if anyone wants to examine the other candidates (or these same ones) and figure out how their election strategy is an example of their love#please do#i don't know enoguh about the others#but i know that gegg is love-turned-grief burn-the-world-down#and foolish is love for Item. love for cloud. love for being a silly#i don't know etoiles' plan for if he gets elected but i know he also deeply loves the island and the residents#him and his security <3 and the care packages for new players <3 and the way he Craves Violence but absolutely refuses to hurt anyone who#doesn't deserve it. most guy of all time#personally i want foolish to win because i think it would be really fun#but i think that any of them (even the candidates i don't know) would be a Fantastic president#we're going to get some good roleplay any way it goes so ill be happy :3#the only mechanic thing i want is for them to open the nether but that feels like a given for anyone so im not worried about it tbh#ty for coming to my tedtalk#hello if you're reading this tag. i see youre just as un-normal about these characters as i am. or you just like to read. respect either wa
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mikakuna · 11 months ago
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no actually acab includes dick grayson, hope this helps <3
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autisticcassandracain · 2 years ago
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I dunno man I feel like most statements along the lines of ‘Batman isn’t REALLY x, he’s y’ don’t hold much water because usually, there’s a pretty good chance a number of writers over the years have written him as x, you just didn’t like it or think it doesn’t count for some reason.
For example ‘Batman isn’t REALLY a good parent, he’s actually a bad parent’, when Batman has been written as a good parent by a number of writers, and has, in addition, been written as realizing that he’s screwed up with his children and resolved to fix it by even more. At the same time, stating ‘Batman isn’t REALLY a bad parent, he’s actually a good parent’ is also incorrect, because Batman has been written as a bad parent by a number of writers, either intentionally or not; in addition, the pattern presented by the tug-of-war between writers who believe he should be a good parent and writers who don’t has, over the years, created an unintentional pattern that strongly resembles that of an abusive relationship. So, stating he is a good parent is inaccurate and dismisses a bunch of his canon writing, but stating he is a bad parent also dismisses a bunch of his canon writing and the intentions of the authors that wrote him.
The secret here is realizing that Batman has had so many writers over the years that it’s practically impossible to find a universal truth about him beyond the basic premise and maybe very, very basic characterization keystones. Writers with different beliefs about both the character and the world at large have written him in accordance to their worldview, and sometimes that worldview will align with yours, and sometimes it won’t.
Like, at this point, Batman is more an idea than he is a character. He is the bare-knuckled fight against injustice, but what ‘injustice’ is depends heavily on your worldview, as does what ‘bare-knuckled’ and ‘fight’ mean. Batman has been interpreted in dozens of different ways over the years, and singling out a few of those as the True Batman is largely arbitrary and dependent on your personal taste and belief in what the character should be. The only ‘objective’ measurement you could apply here are the old Golden Age comics, and I think most fans can agree that measuring modern Batman comics by how faithful they are to the Golden Age comics is, more often than not, a little ridiculous.
For the record, I do think that arguing about what Batman should be matters; if right-wing assholes use the character as a mouthpiece for their worldview we can and should critique that, but not because it’s ‘OOC’, but because the worldview espoused by those right-wing assholes is harmful and shitty. Batman should be a good parent, not because it’s ‘OOC’ for him to be a bad parent, but because having your paragon of justice be a child abuser is pretty shitty. Etc.
I don’t really have anywhere specific to go with this, I just think it’s a little strange when people try to view Batman as a character with a clear-cut characterization, rather than a concept that many people have approached in different ways over the years. Can that concept be mishandled? Sure. But it’s usually mishandled for reasons a bit more substantial than ‘a previous writer wrote it differently’.
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vixscribs · 10 months ago
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despite benrook being a decently popular ship I can't seem to get behind a lot of fan content I see. Those are coworkers. There's no way they're snuggling and shit that's highly unprofessional.
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genekies · 7 months ago
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tag vent
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#i have to move back to my hometown due to a mistake. a misunderstanding. and being too trusting in others ideas#and my boyfriend is moving an hour away as well. neither of us have been able to get a car or license yet due to money and i dont know when#we can see eachother again after we both move. since we started dating weve been sleeping in the same bed because we were/are roommates#just being gone for the weekend in my hometown is hard because i cant stand to be here but its worse because hes not in my bed every night#ive grown so used to falling alseep in his arms that i dont know what to do at night. i dont feel safe without his arms holding me#ive never felt safe where ive lived before. ive never felt safe in a relationship. ive never felt loved for who i am. that was until him.#now i feel safe in our home. i feel safe in our relationship. i feel loved for who i am. and now we have to be so far apart.#ive done long distance before but this is going to hurt so much my cat loves him she is super cautious and scared around new people but#she loved him since the start. not to mention shes my esa so that really mattered to me. he wants to move with me but it isnt happening#he got definite housing an hour away for super cheap in a town where he knows everyone and i have possible in a town where im surrounded by#people i know but am terrified of. im scared to move back here but have no choice. unless i make that terrifying choice of going with him.#the apartment he is getting is a two bedroom. id only have a studio. hes offered for me to come but im scared to move that far away again#i want to be with him but im scared to move to a whole new town with him. i know hes an amazing guy but we'd be moving away from my friends#and family. i already have to move away from all my friends if i go back to my hometown but this would be a different story.#moving to a whole new town with a guy that i only started dating 2 months ago? like yes. i lived with him previously and knew him for longer#than we dated but im still scared. i think rightfully so. but still.#but there are some pros to moving with him. hometown has no music scene and his town does and thats really important to me.#we'd also be close to his family. but farther from mine. hed be around friends and id have none no matter where i go.#idk im just rambling but i really needed to vent. i lost my best friend recently to the point of them siding with strangers almost and they#helped them break and enter into the house to intimidate me and bf and then a few days later came with cops after saying repeatedly that#they were an anarchist and acab but only when they dont use them apparently. because i guess morals/values only matter when its convenient#im so tired though but i cant sleep so i might write some cringe poetry and try to chill out before going on a late night/early morning walk#tag vent#vent in tags
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piningpercussionist · 1 year ago
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Im going to be completely frank with you all... and admit that I read these options and wasn't sure how to take this chart,,, so uh. Under the cut is Another Version. I'd apologize but I've given you the option to keep scrolling ¯\_(・・)_/¯
(If you notice characters missing on Kim's side, I probably figured she doesn't know who they are lol)
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For the record,,, if they *wanted* me to pull their hair-- *is shot several times before I can continue*
Uhh Matthew is here because I have been converted fully on he/him or enby lesbian Matthew I think. He lives in my brain rent free now, very gender. I'd pull his hair but also I think he mostly just deserves to have it played with nicely.
And Scott's here because 1) I enjoy trans Scott, 2) Kim Pine Brain Rot possibly, 3) idk he's like,, the exception. God damnit, I've fallen for the inexplicable Scott Pilgrim Effect. What the fuck--
I did think about doing this chart like everyone was actually applicable to my tastes, but even if they were I think the ones I didn't put up would have to fall on the caress side bc I just don't feel that way abt them lol.
Again, not to say that's the case for the gals over on that side,,, I just think I would want to be gentle w them shxkdjsdhbd with the exception for Lynette who probably deserves to have her hair pulled, but again I fear she would Hurt Me,,, but maybe in a fun way,,,
Anyway No One Look At Me....
(,, also,,, Ramona is so far over bc I think she would enjoy it,, otherwise she'd be closer to Kim in that section. Same thing w Roxie)
If anyone actually looks at this version, I'm not opposed to doing a version like this for Kim btw! Just ask for it so I feel like I'm not just Dropping This and scurrying away
#sp comic#meme#kim pine#id tag more people but i Do Not Have The Strength....#also i like Living and I think the idea of more people seeing the suggestively taken one makes me want to Die a little#(not to say you cant reblog this or whatever im just being dramatic shdjejsdhdhgdd I am generally a fairly Reserved person)#for the kim chart- i based my other scott placement on the interaction theyve had here! i think if they interacted for real or more often +#+ he'd end up definitively in the Pull Roughly suggestion with most people#ooc#he maybe if i finish edits for everyone i could try this w the au stuff. kit's thoughts might be different here...#hey*#also let me know if i forgot anyone??? i thought abt including the robots but. no hair. and gideon the cat has Fur so. on technicality-#but like barring parents and peter i think i got most people#i guess if lainey was here she'd go somewhere in the middle or right? w/out knowing what she'd be like#FUCK I DIDNT MEAN TO POST THIS. I MEAN IT'S HERE NOW SO IM NOT REMOVING IT BUT I AM S C R E A M I N G I WASNT READY#ah i forgot crash and the boys actually. thats why i wasnt supposed to post this yet#uhhhh Pull Roughly for like all of them. except trasha. trasha gets head pats and a juice box#except for on Kim's chart. on Kim's chart she's in the pull roughly section I can't lie to myself. she hates that kid 😭 also on that note +#+ knives should probably be in the middle section. like she wants to pull it for her having copped her style and being stupid abt scott.#but I didn't put her there bc I feel like even if she wants to she wouldn't ya know? knives is a Precious Angel after all
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paging-possum · 6 months ago
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3.5 hours of sleep does crazy things to ones brain and by that I mean. Murderbot gender thoughts
#I need to sleep so I can actually DO THINGS tomorrow#[I typed some stuff here but I hated it and deleted it]#and also (like as an it/its user) its very refreshing to see a character who’s gender is just like. don’t care.#and have the lack of care be a tangible stated thing#like its definitely GOOD to have books with trans/non-binary charactwrs where gender is discussed more explicitly#but they always just make me feel vaguely uncomfortable lmao??#so it is nice to have a character who is STATED in the text not to have a gender#but to not have it be a whole big elaborated upon beating dead horse gender discussion#it doesn’t care. that’s it. it uses these pronouns because it does not feel any connection to human gender and doesn’t WANT to#I’m definitely not analyzing this as deeply or as well as other people can for many reasons (one being. I am on 3.4 hours of sleep at 1am)#but just as a genderless person it feels very natural and comfortable to read#it’s the sort of thing where yes if it got discussed more plainly in text then maybe it wouldn’t get misgendered#but 1) it is already so obvious and 2) it won’t even talk about it’s FEELINGS#it explicitly says it doesn’t care about gender at ALL. in what world is MB going to have an in-depth talk about it’s identity like that#also idk I think it’s interesting to have it humanized in ways other than ‘we gave it human gender’ you know. feels like a cop out.#have it fuck up big time like an actual person
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genshin-projection · 8 months ago
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i don't think i can be normal about Sunday guys
#hsr#hsr spoilers#i haven't even FINISHED it yet but his ideology is so warped. i cheered when i thought Gallagher had killed him for real#im not upset he's alive though i do think it's a bit of a cop-out . but. ouhghhhh something is so wrong with his mind (/positive.)#it's successfully looped back around to loving his character though. when there's a fucked up guy in a story i either#1) get very hostile towards them because i feel like they aren't being portrayed enough like the villain i see them as#or 2) become Obsessed with them forever because they are just so fucking . Wrong. like .#ayato genshin impact falls into both of these categories simultaneously like a fucking electron.#but sunday. he has wholeheartedly landed himself in the second category. i need to dissect him and maybe like. idk. give him a cake (?)??#Come Experience The Joys. Idiot. and also maybe listen to your sister.#honestly i REALLY like robin i think she's super super great and has good ideas#i really really love the like. the.#the contrast between his like. his horrible pessimistic nihilistic ideology. and robins optimistic harmonious one.#like robin seems to kind of... not be able to understand that sometimes nihilism is the only way to survive and that it's a balance#survival is good but hard to break out of... you need to survive enough to be ABLE to live. she seems to idealize living in opposition to it#whereas sunday is like. there are people who can ONLY survive. sometimes living isn't an option because the world is cruel and we don't all#get that choice. sometimes surviving is all you can do. why not embrace that? why not build a place where people can postpone death?#if fulfillment isn't possible... then why not accept placation even if it is a poison to the soul? surely joyful prison is better than death#if all that awaits in the world is suffering then why not let the bird live the rest of its days in its cage... even if it is unfulfilling?#HE'S SO . RHGHHGHGHFHGHHVGJF#he feels like he's on the brink of a misanthropic suicidal breakdown to me. someone fucking help him (but not really)#(i don't think anyone should be subjected to his brain. but i would like to see him get better. actually i think robin is trying for sure)#anyway. very curious how this quest is going to end. i want to rip him limb from limb and then stitch him back together again after#my posts
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