#For those who may wonder
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I think Maruchan ramen noodles should do a variety pack, but since the noodles are always the same and it’s just the flavor packets that differ, the pack is just several large bricks of ramen with break lines like still-connected Wheaties and then there’s a bag of 20 random flavor packets. Bonus points if the flavors are discreetly labeled so you have the option to totally Russian roulette your ramen selection.
#For those who may wonder#The russian roullete fail for me would be chili flavor#Anything spicy really#On the other hand scoring the chicken would be a win#Anyway I think this would be both fun and hilarious#Where do I go to submit ideas to maruchan#Ramen noodles#river babbles#nightblogging
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High of 81 today. Might attempt to work on the crossroads shrine while the garage is a habitable temperature.
Sawing planks by hand is sweaty work.
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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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In Regards To Your 2024 Summary:
Holy shit it’s been another year????? The hell?????
Also! Your art style is gorgeous and that being found in 2023 and then refined throughout late 2023 and the entirety of 2024 really shows, as does your growth in panel layouts, perspective, and — as you said — experimentation. If you ever post your animation or video game art I’m looking forward to it.
As cheesy as it sounds, being able to laugh at funny comics and look at all the details of your art really made my 2024 brighter, even when things were hard. Including looking at your older art— it doesn’t need to be new to be enjoyable! I’m glad your art is well loved and it’s a privilege to have been here since the (near) beginning. I hope you take care of yourself in 2025 and beyond!
You and your art bring a lot of people a lot of joy never forget that <3
Thank you so much for keeping up with my art journey throughout these last two years! Two years!!! I am baffled at how that feels both too long and too short!
Admittedly, my art summary didn't manage to capture the fact that I did a lot of comic layouts that I'm really proud of. I also drew more backgrounds and made some very detailed works (*Dungeon Meshi spoilers for these examples*).
The growth is lot more evident when comparing my 'best' comics of 2023 to 2024:
Sometimes the growth is vertical, sometimes it is horizontal - and damn, sometimes it goes out of sight into the Z-plane. But it is always happening!
#art summary#ask#The privilege is honestly mine; to be able to create comics and have had people rooting me on since the beginning really means a lot.#To everyone who the potential I couldn't and continues to stick around: Thank you so very much.#I cannot emphasize enough that I do see you. I do notice those who regularly like/reblog/comment.#I notice when people who haven't been around come back and mass like/reblog posts.#There are some people who have only *ever* liked my posts or have only ever lurked! I notice! I am so thankful!#At the risk of also sounding cheesy; I'm honestly happy to give back whatever I can to my audience.#Knowing I have brought people a little bit of joy to their day with my silly comics makes every long night worth it.#I probably make a longer post about it in the future; but last year when I made my first comic redraw-#-was the same day I got the news that someone very beloved to me passed away. I was in such deep grief I couldn't respond to comments.#But I still read them and I mean this earnestly; even though I was smiling through tears -#everyone's kind words truly helped make a pretty dark month a lot brighter. I probably would have crumbled without the support.#What really gets me is this: it was never directed at trying to cheer me up. It was just earnest kindness towards a stranger making comics.#If you've ever wondered 'hey does PD-MDZS know how much I appreciate their silly comics?'#know I have also sat here and thought 'Hey does this person know how much I appreciate seeing them in my notifications?'#Which also includes you! Mina BNHA you will always be associated with the cool person who's been rooting for me B*)#I wish everyone a wonderful new year; may all our creative endeavors be something we see as an exciting discovery.
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well ok i make him in spore
![Tumblr media](https://64.media.tumblr.com/9a4dc5f66483ff1c30ebce35b042c4b9/981a0292371283a4-da/s540x810/c0e7ab17d1edbea333fe39ee184214677f5a5a10.jpg)
#for those who may be wondering i mainly used dark injection and pandoras box spore mods#ultrakill#gabriel ultrakill#ultrakill gabriel#spore
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psst, hey, fellow selfshippers and lovers of fictional characters!! something i want to share and reassure folks on as a person who gets character crushes super easily: don't be embarrassed by whoever's making your brain light up 🥰💖 i see some lovely folks get really in their head about this. perhaps they've always crushed on a specific kind of character, so when they get one who's a little different, they feel like they can't talk about it. maybe they've touted themselves as having one crush and have been super dedicated that whole time, so feel like it's a betrayal somehow, or makes them less of whichever label (e.g., yume, selfshipper, etc.) they've identified with. i'm here to tell you that's all nonsense!! 💖 this is fandom. you're not an influencer and you don't need to keep up a specific 'brand'!! if you see a character who makes your heart all gushy, don't think up an imaginary critical audience who is going to yell at you for not fixating on the 'right' thing. life's too short to deny yourself happiness 🫂
#inspired by seeing too many of my dear friends posting anxiously about 'not showing their love enough' or falling for a new character 💖#i know i joke a lot of the time in a 'i'm so sorry for this one' or 'are you guys gonna throw tomatoes at me' kind of way#but seeing people be unabashed and excited about their fictional favourites - no matter how weird or obscure - is a joy!!!#so if you've been sitting and fretting because you can feel a crush building and don't know how to handle it:#just rush in head-first. don't think about how it will be perceived. your happiness is not clickbait 🔥#and you know - sometimes we like different characters because we want/need different things!!#i may tout myself as a villain/nerd enjoyer but that doesn't mean i'm only allowed to like those kinds of characters. same goes for you 😉#(going to try to hold true to this as there's a crush who'll get me in the next couple of months who WILL be embarrassing to admit)#(but who cares? isn't getting to yell about a character who makes our lives nicer a wonderful thing? 😭💖)#selfship#f/os#oc x canon#blorbos#yume#starleskatalks
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The Medarda Family and the True Goal of Shimmer
Nature has made us intolerant to change, but fortunately, we have the capacity to change our nature. -Singed
For most of s1 the only versions of magic the audience really gets familiar with are visualized through hextech blue and shimmer pink, but we can't trust it to represent what actual magic is like on Runeterra. People from PnZ are incredibly unfamiliar with magic, it was banned for centuries, and they're mostly retracing steps and doing guess work. The best metric to understand how magic works is to look at characters and regions that are actually inclined to magic, and the Medardas may be the best example yet.
When Ambessa accepts the Wolf totem from Lamb one half of dual aspects of death, her body is enveloped in a bright purple transformation before being reforged into a red that resembles the kind her ancestors and the Lamb wear.
It's the same bright purple that consumes Sky in Viktor's last experiment with the hexcore in s1.
![Tumblr media](https://64.media.tumblr.com/4efebd9c88e170c064156029c3f8c5eb/979fe8204519582d-ed/s540x810/6c2afd2e826a07671edc5cb431e3bbb635bba817.jpg)
I think this purple represents magic at its most malleable state, where it can be refined or change others into final products with a proper catalysts. By s1's final scene, we know that Mel possesses magic and likely uses it through her golden armor. We also know it's possible for magic to be a hereditary trait that can be passed down (not perfectly) through family lines, which is prized in Noxus (and Ixtal?).
So if Mel has magic that likely means the Medardas family in general has latent magic that flows through them naturally, but what does this have to do with shimmer or PnZ in general?
![Tumblr media](https://64.media.tumblr.com/0f630fc05e40b7d33fd3510a364a0b56/979fe8204519582d-57/s540x810/f4100c49d015a4945befe9d02a477f8558921950.jpg)
The Medardas are relevant to PnZ because Zaun's leading minds, Silco and Singed, have spent their capital trying to replicate what the Medardas can do!Shimmer doesn't exist purely as a bioweapon, that's frankly secondary to it's point. Shimmer exists as a means to artificially make the users capable of performing magic, or at least shift the user's biology into something that can tolerate magic. Hextech as a solution to the mystery of magic completely sidesteps the relationship between magic and the user by using machinery as middleman, while shimmer takes a more direct route.
Singed can't literally biohack nonmagical people into mages all by himself. Singed instead developed what's essentially a hormone therapy to give users temporary magic abilities by synthesizing shimmer from these mysterious plants that resembles the color of the magic within Ambessa before her deal with the Lamb.
![Tumblr media](https://64.media.tumblr.com/7b0335de5590ef635e967eb94f26c2ba/979fe8204519582d-a8/s540x810/6d38cd0f5e506ae9c632d7412ad167f346ebb52e.jpg)
![Tumblr media](https://64.media.tumblr.com/09f3205df9366a9ecf10547b4e3a1c37/979fe8204519582d-95/s540x810/3bd636651eb4e74973a74bed5df569d92aaae243.jpg)
Why didn't Singed and Silco just give people the magic purple plants directly if it's capable turning them into mages? Sky and Rio might be the best examples for why you don't do that. When young Viktor feeds Rio the purple plants we see Rio immediately lose vigor, as an audience most of us assumed that was simply Rio's pre-existing condition acting up, but the relationship is more simple. When Singed said Rio was dying, he said it with surety because Singed KNEW the exposure to magic was killing Rio. And Sky was DISINTEGRATED upon being exposed to the hexcore's magic.
![Tumblr media](https://64.media.tumblr.com/9ea379e8153a6f2c52102579c11b880e/979fe8204519582d-7c/s540x810/1cd70618f76d886fabedc629b28d50c55eee43ee.jpg)
In that vein, Singed used Rio as a work around. From what we see non-mage humans absolutely cannot tolerate exposure to even base magic, but Rio was able to last longer. Instead Singed and Silco exposed Zaun to a version of those magic flowers that was broken down by Rio's metabolism into a version that non-magical humans can tolerate.
The wild thing is that all this effort is to get non-mage users to Ambessa's UNREALISED state, the purple is just the base magic that exists in mages. Even still, Singed seems to have developed the kind of strain of shimmer that's the closest he's ever come to real magic, and Viktor and Jinx used it.
Viktor's own magical transformation has been facilitated by the hexcore in the same way the Lamb facilitated Ambessa's transformation. Do i think Viktor has essentially created his own Aspect through the hexcore? NO.
But in the same way shimmer is facsimilie of magical ability, so too is the hexcore a subsitute for living magic. And by living magic I don't mean unicorns or mermaids, I mean magic that is given consciousness and shape by being tethered to human concepts. And the hexcore's basic purpose is supposed to be magic that thinks and Viktor has tethered it to the human plane with his blood.
This all begs the question about what could exposure to the hexcore do to long term shimmer users? What WILL it do to Jinx? We all know that's inevitable next season.
You see, power, real power doesn't come to those who were born strongest or fastest or smartest. No. It comes to those who will do anything to achieve it. -Silco
Tldr: Shimmer is a large-scale project to turn the population of Zaun into mages, or magically tolerant, by essentially microdosing the population with magic through shimmer.
#arcane#arcane meta#ambessa medarda#mel medarda#singed#viktor arcane#jinx arcane#a lot of the quotes in s1 one seem to really rearing their heads into the narrative#“power doesn't come to those who are born strongest (magical) it comes to those who will do anything to achieve it”#which very easiliy can be applied to Mel as the possibly the strongest natural born mage in pnz vs jinx and viktor#both of whom may end up artificial mages next season#the more you break down shimmer the more absolutely INSANE it comes off#no wonder silco flooded the streets with this stuff atvworst you get an addict at best you get a new pop of MAGES#there are countries in this literal world that would take the risk#cw flashing#tw flashing#cw flashing lights#tw flashing lights#league of legends
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Crack the whip, Seth. Don't let them grieve, Seth. You use too many big words, Seth. Don't treat them like people, Seth. What challenges, Seth? Isn't it your performance review coming up, Seth? Don't speak, Seth. Don't be uppity, Seth. Accept these gifts with grace, Seth. [Patreon | Commissions]
#insane that Milchick is the way he is and STILL his whole performance review other than almost getting Helena killed was#'that friend who's too woke' MILCHICK was too nice for them????#also. are we??? are we picking up on the illustrated vibes???#severance#seth milchick#bea art tag#Seth Milchick PLEEEEASE get OUT OF THERE!!!!#'I was wondering if you could share with me a little how you felt when you received those paintings because I'm thinking#our experiences here may have been similar in some ways. we face similar challenges and perhaps the paintings#and the somewhat complicated feelings they evoke.'#AAAAAAAAGH!!!! IT'S SO SANITIZED SO MILD SO 'if you could share with me a little how you felt' and SHE CAN'T SHE DOESN'T#SHE DOESN'T EVEN RESPOND TO HIM!!!!#AND HE JUST HAS TO GO 'Yes of course~!!' as if it didn't even happen as if they aren't two people!! WE NEED TO BURN LUMON DOWN#in the end does Milchick ever even actually finish that thought?? doesn't he just sort of trail off??#Mr Milchick is like the most powerful being in the world to the innies but to everyone else we've met at Lumon he's just Seth.#Milchick doesn't even speak THAT differently from any other employee we've seen at Lumon#Ms Huang filing that report bc she's like 13 and petty is funny but Lumon actually parroting it like it has merit is SOOOOO#I'M GONNA KILL THEM !!! Milchick is awful he SUCKS and I'm STILL gonna kill them for him!!!!#'treat them as what they REALLY are' where were you january 6th mr DRUMMOOOOND#severance spoilers
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Tending (Sebastian Solace x Reader)
Notes: I am enjoying this way too much, I have work to finish yet here I am making sure my children are fed.
Credit goes to @/cafekitsune for the borders!
Picking the harvest was probably one of your favorite things this season. The soft sounds of nature that surround the garden as the sun lays its gentle rays upon the earth while picking the fruits and veggies give your mind a wave of peace.
It's absolutely lovely.
Lifting that straw hat upon your head, you swiped off the sweat and dirt that had built up during your time outside. There are still traces of summer well into September, despite the dawns and evenings filling with a slight chill.
Jack Frost sure is taking his time, huh?
There's a sense of pride that fills your very being to the brim as you examine the juicy Brandywine and Roma tomatoes that fill the wicker basket in your hold—not a single blemish or bruise on them, all are perfect! And they seem to be a lot bigger this year than the previous.
A sign of luck, you like to think it. If this year's harvest is bountiful, then the year will be prosperous.
A saying a dear relative always repeated whenever you helped out in their garden.
With a huff, you will your legs to stand straight from your crouched position, several of your joints popping from being in such a crouched stature for so long, heading over to the shaded porch where Painter resided to trade the full wicker basket for an empty one.
And maybe some water, too. Harvesting is time-consuming, and your throat is parched.
"Hey Paints," The basket made a heavy *THUD* causing some of the items on the table to make a small jump from the force, Painter's monitor and tablet being no exception, giving the AI a small startle.
"I'm painting here." With a hiss, their narrowed eyes fixed themselves onto your sweat-riddled frame. You merely gave an apologetic smile, snatching the basket you came for and backing off before the AI started insulting you in various languages. . .
Again.
~~~
Clip. Clip. Clip.
Large scaly fingers gently picked the green beans off the bustling bush they hung from with care to not accidentally crush them, the wicker basket set beside him steadily filling up with the surprisingly immense abundance of the green capsules. He could probably make some carbonda for dinner tonight. . .
It probably won't be on par with Mama's, pero quién sabe?
Hopefully there's enough potatoes ready. . .
A feeling of excitement fills him at the thought of making one of his favorite dishes that he ate with enjoyment growing up and sharing it with you, his favorite person.
He could already imagine your look of delight when you take your first bite of the soup, smiling wide with glee and eyes wide with surprise as you go for your second bite, little hums of delight escaping your lips as you savor the taste.
Readjusting the straw hat that was slowly falling off his head with one of his hands, and slightly pulling back on his esca—grabbing the basket with the second— Sebastian moves on to the next patch in need of harvesting once he deemed there was no more beans to pick anymore—slithering his way towards where the red-potatoes were growing, being mindful to not accidentally smush his tail on any of the plants.
A soft breeze passes by, gently swaying the plants and trees along with it. It also made Sebastian suddenly aware of the sweat clinging to his tank top and hair, grimacing at the uncomfortable feeling of sweat and cloth sticking to his torso.
Though Sebastian is no longer human, he still maintains some of his most annoying human traits.
"Damn this summer heat."
~~~
Painter got a bit tired of the heat, as it was unfortunately messing with their hardware. Nothing too serious, but you wish for your friend to be comfortable, so you placed them back inside by a fan and a window.
Well, now would probably be a good time to get some water.
Swinging open the screen door with your hip, you walk back into the garden refreshed and with a new mission in mind, with two ice-cold glasses of water in hand as you survey your surroundings to find where your lover is in the garden.
It doesn't take much looking, as you spot him slithering towards the back porch with a full basket as he fusses about with his shirt, frustrated mutters slipping out every so often the closer he gets.
With a smile, you call out to him, relishing in the way his head snaps up to meet your gaze, a look of tenderness overtaking his face once he approaches.
"Mi Amor~" Once he was close enough, he used his two free hands to wrap themselves around your waist, settling the basket full of harvest down on the table next to you—nuzzling his face into your hair as he breaths your scent in, the tension that was once present in his shoulders now ebbing away.
You could practically hear the loud purring resonating within his chest the longer he held you, the low vibrations resonating throughout your whole body.
Ah, your little fishy kitty.
Unfortunately, you don't wish to spill the water, so you push him back a few inches with your elbow—though his hands now rest upon your hips, rubbing small circles as he fixes you with a coy smile.
"Hi baby," Standing on the tips of your toes, you press a kiss against his cheek, letting out an exaggerated 'Muah!' before pulling away, handing him his glass, "-thought you would've wanted something cool to drink."
"It's much appreciated, my dear." With a grateful squeeze of his hands, he brings the glass to his lips as he downs the water quickly, Adam's apple bobbing with every swallow; the glass emptied in seconds as he lets out a sound of delight, his tail thumping softly at the wooden floor boards of the porch.
Placing the empty glass on the table beside you, he flashes you with that handsome smile you loved oh so very much, his sharp teeth adding to the charm. Oh GOD DAMN. You could feel the beat of your heart fluttering rapidly within your chest as you looked into his eyes, full of love and adoration.
Those very same eyes looking at you.
Is it getting hot out here, or is that just you?
"Thank you, Starfish. If I stayed any longer out here I probably would've dried up!" He jokes, the corners of his eyes crinkling as he grins, adding to his gorgeous features.
. . .The sudden urge to smother him in kisses is very strong.
Quickly snapping out of your starstrucked spell, you replied with a joking tone as well, "Oh, you poor thing~!" With a playful pinch to his cheek, you give a gentle tug and wiggle before letting go, not without Sebastian sticking his tongue out in playful distaste.
"I'll make sure to water you if that ever happens," Embracing him once again, you nuzzle yourself the best you can into the crook of his neck, breathing in his citrus yet woody musk, "-my Little Froggit."
A few beats of silence pass by, before the both of you laughed aloud at the absurdity of words that has tumbled from your mouth. His shoulders are shaking as he attempts to shush his laugher, hand flying to his mouth to further contain them from slipping out, but it was no use. What felt like hours when it was merely seconds, the sound of laughter finally winded down—the both of you left breathless, only a quiet chuckle here and there could be heard as the atmosphere calmed around the two of you.
The two of you merely stood on the porch as you settled into comfortable quiet as your surroundings filled it with natures tune.
Seconds passed, eventually turning into minutes, then rolling into hours.
The sun hung low in the sky, making it through the last bit of his long trek down as it climbed lower and lower along the welkin, shadows elongating as the colors in the sky changed, the tune of the forest now changing as the sun dipped lower against the horizon—shining his last rays of light upon the soil of the earth before being overtaken by the moon and the stars.
The moon may not have been full this night, but she still showered the land below with her soft light as the woods became alive. The trees echoed with the sounds of the nocturnal, from the hauntingly beautiful howls of the wolves to the playful yips of the foxes. From within the trees, you could see the faint light of the fireflies luminescence bodies within the dark.
With a tired huff, you leaned more of your weight into Sebastian, sleep gently ebbing away at your brain as your eyelids drooped lower and lower. How long were we out here for? You try to think of when the two of you went out into the garden, but it seems to fade away as your mind slowly turns sluggish; craving a long needed rest.
"Tired?" Sebastian voice seems to be a lot closer to your ear, a pleasant warmth filling your mind as if you ate the smoothest of ambrosia and the sweetest of honey, nudging you closer to the land of dreams.
"Mhm. . ."
"Let's get you to bed, yeah?" The sound of movement met your ears as the floor below you disappears, now cradled within his arms as he sneaks into the house.
"But we haven't ate yet. . . or showered" You mumbled a protest as a yawn interrupts your sentence mid-way, attempting to climb out of his arms, but to no avail as he merely held you closer to his chest.
"I'll wake you up to make sure you eat and shower. Okay?"
". . .Mkay."
"Good,"He opens the door to your shared room, "-now let's get you ready for bed." Sebastian places you on the large bed with care as he slithers over to the dresser, picking out a pair of sweats and one of your favorite sleeping shirts before coming back to the bed. With some trouble, he helps peels off your dirty clothes, then handing you the clean ones before tucking you in bed.
Everything is hazy, your eyes are barely open. Your body feels so heavy with exhaustion, muttering out a small 'love you', to your lover before sleep finally took over. Transporting you to the land of dreams.
"Sleep well, cariño." With a kiss to your head, Sebastian slips out the bedroom with caution, carefully closing the door shut once the last bit of his tail makes it through. He listens to any shuffling from your side of the door, and relaxes when he doesn't hear any, only your breathing.
Now, let's make carbonda, shall we?
Last Part, Next Part (?)
#sebastian solace pressure#pressure sebastian#sebastian solace#sebastian solace x reader#pressure painter#painter pressure#pressure roblox#roblox#I'm very thankful to all of those who read my works these past couple weeks#Gives me the motivation to go about my day and get things finished#so thank you ^^^#may you all have the most wonderful of days and luck on your side!!!#literally got distracted so many times when I was writing this because of the disco music I was listening to#slice of life pressure ☀︎
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doodled these guys cuz I was hyped for preorder on the very first zine I worked on-
its my birf pls pre order it for meee
@leblanczine
#miraculous ladybug#miraculous fanart#marinette dupain cheng#chat noir#chat blanc#adrien agreste#lady blanche#ladynoir#ladyblanc#love square#those of you who have followed me for a while may be wondering#haze how the fuck did you get into an adrien zine#and honestly yeah#I feel like the office hand shake meme lmao
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The second fic idea is a what-if scenerio where Jimmy dies in the crash due to and altercation with Curly and how Curly would navigate being Captain once he has to notice the little things and how he and Anya's relationship develop as he adopts an identical view point to hers rather than just keeping the peace.
And maybe i will write it but only time will tell tbh but it's stuck in my brain dome for the time being.
#cause even if it got to Curly snapping and killing Jimmy for the sakes of the crew would you not have that guilt in being responsible for#anothers death espcially with all the responsibility on his shoulder and how he realizes he tried to be reponsible for things and made them#worse like the guilt drives Jimmy insane even if he doesnt admit like imagine Curly who would care so much and wonder if it shouldve#been him not to mention Anya being free from Jimmy but still not his actions and having to navigate still being stuck with the pregnancy an#the shallow feeling because relief doesn't mean happiness like i think shed believe shed be happier that Jimmy cant get to her anymore but#what now that their stuck? That the Captain is faltering and they are stranded for like another 6 months? If they even make it that long?#Like he may be gone but all his damage is still there and thr wounds fresh like its such a good concept i just cant divide my attention lik#that as i am still in college and it is sadly midterms#anyway uhhhh I just really want to write a fic where Curly and Anya can have that hard conversation on how he handled Jimmy constructively#and without him looking like undercooked skirt steak like there would be those moments where it lingers between the monotiny of staying#alive but how would they even address it? what comes first the sorry or the list of why he should be? like Curly places a lot of value on#his use to others and its interesing and subtle and its mostly directed between Jimmy who steers it and Anya who rides along with it#like go the thoughts and ideas i have but not the fuckin time!!!!#mouthwashing#mouthwashing game#curly#curly mouthwashing#anya mouthwashing#also daisuke and swansea are there but like i still have to think of the reflections they have and how to play with their characters in thi#idea world but yeah I want Curly to make amends and Anya to rediscover her autonomy and living outside that fear.
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the fact that megumi was supposed to be the MC makes me giddy as hell. ITS ALL COMING TOGETHER GUYS
#in the context of jjk it feels like the main character and the protagonist are not exactly the same thing#yuuji is the main character who was stripped away of all the things that made him the protagonist#and all the things that made yuuji the protagonist were later given to megumi#megumi is the “chosen one” the one in a million but all those things that normally would make the main character the protagonist#are out of megumi’s control#the story is still about yuuji#the story could only take place BECAUSE of yuuji and yuuji's CHOICES that’s why he’s the main character#yes kenjaku orchiestrated everything about yuuji's birth and role in life but yuuji is still the one who CHOSE to consume sukuna’s finger#yuuji was still the one who CHOSE to#not include himself in the binding vow sukuna made him enter#those are two pivotal points in the story and yuuji was the one who made them#yuuji may not be ”the choosen one” BUT THATS A GOOD THING#that means that even tho kenjaku orchestrated yuuji’s role in life yuuji was and still is the one in charge of his own life and story#he even decided to postpone his own execution wondering “why the heck I have to be executed”#he gets to chose what he’ll do next and NOT FATE#megumi is the one who’s “blessed” he inherited the most powerful zenin ct he’s father was the catalyst that started it all#he’s the one who was#the one in a million chance to be sukuna’s vessels#and megumi didn’t have ANY say in that#because all this time megumi didn’t get to be in charge of his own life#gege really had the fate toy with him just like reggie said to him back then#megumi gets to be the protagonist (or more like have a role of the protagonist) because he let the “fate” dictate his life for him#(unless noooowww he decides to finally take the reins of his life and save himself from his fate)#itadori yuuji#fushiguro megumi#I’m yapping I don’t even know if this makes sense I was caught in a moment skksskks
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Our non-marine heroine Karleeen McQueen
You know what, you already know lots of stuff about Ahti II, I’m now going to tell you about Karleeen the spidergirl, Ahti’s best friend and the protagonist of a story I’m writing! A quick information sheet:
(+ Art reference)
Karleeen (with three e’s)… well, who doesn’t know about Karleeen! Probably not by looks, but you could read all about her on the papers some years back. It’s been a while, you'd hardly recognise her if you saw her now! Especially among the other jolly beachgoers, joggers, shoppers and summertime tourists; Karleeen lives in Naantali after all, with her single father on the coast of southwest Finland. In the summer it's busy, in the winter it's very quiet, all year round it's a very appropriate place for Karleeen, she thinks.
Now in her mid-teens (the Sirpaverse “starting point” is 2021), Karleeen is a most open and jolly girl! She loves socialising and chats with just about anybody she has a chance to interact with for more than five minutes. She’s always planning outings and looking to spend time with her best friends, too! She enjoys being silly, making wordplay and coming up with puns with ridiculous set-ups. Karleeen is a sensitive soul, she feels all of her emotions very strongly and shows them strongly, too. She sometimes has trouble regulating her emotional reactions and has a tendency to spiral. It's very difficult for Karleeen to lie, her feelings will be very clear from her facial expressions and body language no matter how hard she may pretend to feel otherwise. Not that she'd even lie! It would make her feel too bad.
Karleeen has loved nothing more her whole life than making "thingamajigs" — you know, machines, things that move, little inventions! It's so fascinating to her, how pieces that are little more than scrap on their own weave together into intricate creations that are far more than the sum of their parts. When she was a young kid she'd make things out of twigs and rocks and rope, but in her teens she's now moved onto more sophisticated methods, legos and actual robot-building sets. She's also dipping her toes into coding, so far it seems fun and it offers an additional medium for making things (only digitally this time). Karleeen would love to study mechanical engineering when she's old enough to go to a university, but it'll be a while until then! Besides for robotics Karleeen enjoys hiking in the outdoors, climbing trees, basking, collecting fun and/or useless trinkets of various kinds and strawberry-themed items, playing platformers and action-adventure games and doodling.
Karleeen’s a smart girl, but she struggles a lot with languages. Or, well, don’t let me entirely misrepresent her: she does have the achievement of knowing some ASL signs. Still, Finnish is the only language she speaks fluently and it’s her own mother tongue! She can’t quite get anything else stuck to her brain, speaking Swedish or Surish or even simple English feels like a chore. Like stated above Karleeen’s body language is very clear, one of the more common actions Karleeen does when she’s nervous, scared or sad is holding her hands and arms close to her chest.
Karleeen's favourite genre of music is classical, but she can't listen to it casually because it makes her very emotional. She likes pop, rock and soundtracks when it comes to just playing music in the car or with friends. Her favourite animals are elephants, and her favourite fish is the electric eel. Her favourite meal is minute beef steak with seasoned butter and chanterelles, but her actual favorite singular food item in general and favourite snack is wild strawberries. Her favourite drink is tap water. Her favourite flower is fireweed.
(Nowhere else to really mention this but Karleeen is also asexual and biromantic, it took a long while for her to figure out because her relationship with having human connections is rather complicated and unusual but she’s comfortable in that identity and doesn’t really overthink it, she has a lot of love in her heart for so many things so it’s only natural she would have a lot of love for many people too, she thinks)
#i want to point out that karleeen knows a little bit asl for a specific reason and not just because thats a sign language#apparently some people are under the impression that every deaf or hoh person in the world knows asl only?????#it is a specific feature that is unusual in her situation of being a finnish girl who does not interact with deaf people on a regular basis#and it is very intentional!#anyway. i love this girl and may you love this girl also when i actually finish my wips lol#karleeen is one of those few characters who came to me fully ready in a dream — even with a name!#karleen is also like an actual name which is crazy to me because i had no clue. im also coincidentally more used to the misspelled version#now having called karleeen that for years lmaoooo but thats how she was called in the dream UU#baby girl wonderful girl she has never done anything wrong in her life trust :]#karleeen#art#my art#sirpaverse#not fish
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What would be the name of their band?
Road kills? Vergil is driving...
#dmc#devil may cry#who let Vergil drive!#Nero can finally take out his anger by beating the shit out of those drums#is that... Vergil's bike? it has blue lights on it#no way#it's Dante's idea of family fun#blue lights were part of the agreement#wonder how many laws this is breaking#not enough#Vergil's on his way to break a couple more
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(Frankenstein'd two asks together for the sake of previty)
I've been pretty torn between answering this ask and just doing a deep dive re-analysis post about Marineford as a whole (from Crocodile's perspective) because I feel like rereading it now as a Crocodad Truther, I could probably make a whole lot of new observations and/or read into things differently than I did last time I read it (when I was rereading for the purpose of studying the viability of Crocodad) Like there's so much to say about the whole arc and I'd include this line of thought in there anyways... But also, do I really feel like writing a giant essay like that........
I am going to start this by refering to this mini-essay I wrote like a month ago, about how Crocodile seems to have this attitude of "no crying over spilt milk". What's happened has happened, what's done is done, it's your own fault things turned out the way they did, there's no undoing any of it and you just have to continue on. And I do think that attitude would be key here to understanding Crocodile's actions in Marineford re:Crocodad
(Sidenote because this is not relevant to the rest of the post, but the reason this is about Crocodad and not CrocoUncle etc is because if Crocodile was only loosely related to Luffy it would not have the same kind of impact emotionally (for Crocodile; like there is a difference between a nephew and a son). Additionally a part of Crocodad is that it ties into Crocodile's connection with Ivankov in a really important way. If Crocodile was only loosely related to Luffy, him also being trans would kind of be like a random sidenote without being relevant to the two being family, but suddenly if Crocodile is Luffy's other biological parent, him being trans matters a lot more. Also if he's not Luffy's other dad then we'd be still stuck asking who the fuck birthed Luffy to begin with)
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While Sengoku's announcement here would make for a horrific revelation to Crocodile in this situation (a revelation we never see his immidiate reaction to, which continues to be deeply sus), what would it change, really?
The little idiot child who Crocodile had attempted to murder multiple times was his own son. Sure, he might've insantly lost whatever grudge he might've held against Luffy, then what? That feeling would be one-sided, because at this point in the story Luffy hated Crocodile's guts and he knew that too. Luffy has no idea about them being related, and even if Crocodile literally walked up the kid right that second and told him the truth, what would it change? He'd still be the man who nearly nuked a million people off the face of the earth, took over a country and killed Luffy and his friends while laughing about it. Being Luffy's other dad wouldn't make him any less of a horrible asshole (if anything it might make it slightly worse 'cause you get to add shit like "child abandonment" onto his list of crimes).
Luffy came to Marineford to save Ace. Crocodile came to Marineford to kill Whitebeard. He had no reason to interfere with Luffy's quest, and with the help Luffy already was recieving from the prison escapees, the Newkama and the Whitebeard Pirates, what would Crocodile's assistance add to the mix? Would Luffy even welcome him in helping save his brother?
Luffy had his own life, a life Crocodile had not been a part of. He had no right to try to insert himself into it at this point, after all he had done to Luffy. There's no crying over spilled milk. What's done is done, you just have to move on. He should just focus on what he came to do; get his revenge and take Whitebeard's head, as planned.
Deep breaths
...Only to realize that Whitebeard is a dying old man and not worth even killing anymore, because he's not the same Primebeard whom once beat Crocodile and crushed all his dreams. Defeating Whitebeard would not give him the catharsis he came for.
And at that point, the fuck was Crocodile going to do? The revenge he wants isn't there anymore 'cause it went bad a few decades ago. And between the raging war and Doflamingo on his ass it's not like he could just sneak out without anybody noticing. He doesn't have allies (aside from Daz under him) to worry about. He only has his hatred to the World Government.
At that point, he might as well be a nuisance to the Government and assist Luffy. Even if the help wasn't welcomed, even if Luffy hated him and regardless if he knew the truth or not, helping Luffy right then and there would still be better than letting the Government have their way and kill his son right in front of him
#Moon posting#Asks#OP Meta#Sir Crocodile#Crocodad#Part of the reason I may have somewhat wanted to make that deep dive analysis was to see if I could debunk Crocodad (again)#Because my understanding of Crocs character HAS changed massively and I feel like I CAN understand what might be going through his head her#And as much as I am a Crocodad Truther I can't help but to wonder if his Weird Behaviour in Marineford COULD be explained away#And like honestly you could remove all mentions of Crocodad from this post and I still think my explanation to why Crocodile chose to...#...help Luffy would still stand. Like he has nothing else to do after WB turned out to be Not Worth It so might as well fuck with the WG#The only parts it wouldn't explain would be like. Croc's missing reaction to Sengoku's announcement.#And that look of almost horror sinking in on his face while he smokes and faces Mihawk. Like THOSE bother me#Like either Crocodile was pre-occupied thinking about other things (the well-being of his idiot son who hates him etc etc)#Or??? He had a raging hateboner for Whitebeard and had his mood ruined?????????????????#I dunno man my brain rot is bad
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@everestgale called me to drew their human hero (and who could blame em? He's cute :3). So I drew him with my Hera! (I personally headcanon em as cousins)
#mai art#mai doodle#slay the princess#stp voices#voice of the hero#stp au#((they did a piece too but that's for them to post))#((also wondering why my hero has ears? that's for a personal crossover au with Zzz))#((to those not in the know its Zenless Zone Zero))#((and to those who do know and are wondering))#((my Hero's a fox thiren))#((but that's irrelevant to the context or this piece!))
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