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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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👊👊💥💥!!
#jake park#dbd#dead by daylight#my art#i was tweaking this last night for way too long that i cannot process this image in my brain anymore 😂🥴#so i decided to stop messing with it and just post it since it was meant to be a quick thing anyways aksjdfh#and it REALLY didnt end up being a quick thing aksjdhf
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☆ de fontaine
{☆} characters furina {☆} notes cult au, imposter au, drabble, gender neutral reader {☆} warnings angst, suicidal thoughts, hurt / no comfort {☆} word count 1.4k
This wasn't fair. This wasn't fair. This wasn't fair!
She thought, for one moment, she could put the mask down and breathe – for one moment of daydreaming, she thought she could just be Furina. She thought she would finally get to live the live she should've had in the first place, the life she threw away to play God to an audience who saw her as nothing but a circus animal, dancing to their whims. Furina just wanted to be selfish for one brief and fleeting moment..and it was gone before she could even grasp it in her hand. A comet soaring past far out of her reach.
She can barely keep her hands from violently shaking as she looks down at them – broken and bloody and more a corpse then a person – and she feels so numb she can't even feel the rain pelting against her back. None of this is fair, she wants to scream, why is it always me? But her voice is silent beneath the torrent of rain. She wonders if the ocean would take her if she sank into it's depths – just for a moment, she wonders how it would feel to finally be able to sleep at ease.
Furina is tired.
But Furina is nothing if not useful, isn't she?
So she forces her feet to move, dragging against the stone beneath her heels, and drags their bloodied body into the nearest empty building, letting the rain do the work of washing away the smeared blood following her path. The smell makes her feel sick, the feeling of it sticking to her hands and gloves makes her lightheaded, but she persists. Because Furina is useful, because Furina won't let them die out in the rain, because Furina won't stand by and just let them rot on the streets like some..pest.
Furina wants to go home. She wants to sleep and she isn't she if she wants to wake up, this time. But she keeps going anyway.
Because it's all she's ever done, and the habit sticks.
An Archon she may not be, not anymore, but the expectations of five hundred years still linger like eyes on the inside of her skull. They watch her, pry and prod at her thoughts, mocking laughter and judging eyes following her as she forces herself to dance to the song they weave with glee. Furina never stepped off that stage – she's still there, she thinks, watching the crowd stare at her in disdain as the curtain call looms above her like a guillotine. She still hears Neuvillette deliver her damnation and salvation with a trembling voice, still feels her hair stand on end when electro crackled like the crack of the whip, Clorinde's blade aimed at her like a loaded gun.
She's trapped on that stage and she never left, not really.
She hates it. She thinks she hates them, but it's not their fault. They didn't ask for this, didn't ask for everyone to turn against them, didn't ask for her to save them. Neither did she..yet here they are, she thinks.
She tries to tell herself she's in control this time, though. She can stop performing her part in this horrible, bloody play any time she wants. It makes her feel better, just for a little while, if she convinces herself she's still Furina, painfully human.
And Furina has always been good at lying.
It's the believing that's the hard part.
There isn't time for her to wallow in her own self pity, though. They're still bleeding out onto the dusty, creaky floorboards of some random, broken down house and she's just standing there as the blood stains the wood. She can fix it – she's good at fixing things. She's done nothing but fix things – try to, anyway – for five hundred years. She can fix a little wound, how hard could it be? Her hands are clenched so tight they ache as she kneels down, wincing at the creak of the floorboards beneath her heels– she hesitates just long enough to wonder if she's making a mistake before she peels away just enough of the outer layer of their clothes to see the deep, bloody gash across their chest. She tries not to think about it – it's deep, too deep, and she feels dizzy just looking at it, but she's handled worse, right?
Furina can fix it. That's what she's good at.
She doesn't feel so confident when she tries to wrack her brain for..something. Five hundred years, and a little wound stumps her? No, she had to have learned something, right? She's decidedly not trying to buy time because she's panicking, parsing through hundreds of years of memories like flipping through a book. Furina isn't made for this, not really – she's running on nothing but adrenaline and she's really not sure what she's doing, but she's trying. And just like before, it won't be enough, will it?
She'll fall short again – she'll be too late to fix it before she's alone again.
Furina was an Archon..used to be. What use would she have for that sort of knowledge? Which makes her predicament all the more harrowing and bleak. What was she supposed to do?
Furina had heard it first hand, that vitriol in Neuvillette's voice. She isn't sure she's ever heard him that..angry before. She's not sure he would listen to her if she tried, either. And that scares her more then anything. All of Fontaine was up in arms about this..imposter, yet here she was, staring down at them bleeding out in front of her, and she was trying to save them.
Why? Why is she throwing away her only chance at normalcy for a fraud? Why didn't she just turn them in?
They were dying – that should've been a good thing, shouldn't it? So why didn't it feel like it?
"Why you?" Her voice breaks as she speaks in harsh tones, grabbing the front of their shirt in trembling, bloodied hands. "Why now?" She wants to scream, to demand answers they can't give, to claw back the reprieve she was promised after five hundred years of agony..and all she can do is sob into their chest, pleading for an answer that will not come. "Why me?"
Silence is their answer, and it hangs heavy on her trembling shoulders as she cries.
Of course they don't, she thinks bitterly, no one has ever answered her pleas spoken in hushed sobs. Not her other self and certainly not them.
Furina has always been alone. Furina will always be alone.
Because Furina never left that stage, never left that moment when she looked at herself in the mirror and took up a mantle too heavy for her to bear. She always finds her way back eventually. There's no one on the other side anymore – she stands alone on a stage, waiting for an inevitable end she isn't sure will come.
"Please," She pleads through tears and choked sobs, clinging to them like they are all that keeps her from sinking. "Please don't leave me, too." The words burn on her tongue – how pathetic is she that she craves companionship from the bloodied body of the imposter? Perhaps she's truly lost her mind after all these years..perhaps she's finally gone mad. She must have.
But their presence is like the first feeling of gentle warmth upon her skin as the sun crests the horizon, like the gentle lap of tides along her heels, the sway of branches and leaves as the wind blows through them like an instrument all it's own. They are the soothing sound of rain against the window as she watches the dreary skies in fond longing, the first bloom of spring as color blooms upon the landscape like paint had been spilled across the hills and valleys.
They are like the faint spark she carefully nurtures and stokes, so fragile even the smallest wind could blow it out like a candle. She cradles it within her palms, pleads with whoever will listen – prays that someone finally listens, because if not for her, then for them.
She's failed to protect too much already, let too many people with so much trust in her fall between the cracks of her fingers like grains of sand. She won't let them go – she can't.
If nothing else, if she couldn't be saved when she begged for salvation from that five hundred year long agony, even if she never got that chance..
Furina will make sure they do.
#sagau#genshin sagau#self aware genshin#genshin impact sagau#self aware genshin impact#genshin cult au#genshin impact cult au#fic tag#furina#so um. looks around. okay look. i know im like THE ts@r1ts@ dealer (censored so it doesnt show in tags. hopefully)#but the moment i saw furi in fontaine the day it released she became my fav even more then the tsaritsa SORRY SHES SO..#this is my love letter 2 furi (making her suffer unimaginable horrors)#open ended kinda in case i decide on making a sequel maybe#furi makes me feel cuteness aggression so bad i start acting like a rabid animal#furina the woman that you are. thats my girlprince meow meow id kill someone for her#playing her part as archon so well but being so horribly irrefutably human in every way..#five hundred years not even knowing what the real plan was. when it would end. knowing if she slipped up it was over.#and in the end almost no one knew what really happened. a select few people know the real weight of her sacrifice.#furina's story was always a tragedy. it was never going to be anything but a tragedy.#and thats one of the most tragic parts of it isnt it? she didnt know how itd end. she didnt know her story was always going to be a tragedy#furina never knew a thing. and still she did it for the people of fontaine and succeeded.#how do you define “yourself” when you havent existed for 500 years?#to be so selflessly human you give up “yourself” to save people who will never know of your sacrifice.#sometimes i think about the confrontation on the stage and have a week long mental breakdown#sacrificing EVERYTHING for fontaine and still. still! the people closest to you turn on you.#heavy on clorinde. she was as close 2 furi as neuvi fight me on this. i bite.#her bodyguard and friend and she ends up staring down her blade wondering if this is it. she failed. she failed them all#because even when faced with the trial. with losing everything. she still thought only about fontaine. oh furina.#do you think she has nightmares. wonders if she was never meant to win this game of g-ds. that her story was always meant to be a tragedy?#do you think she still wonders if she was ever meant to have a chance at a happy ending? a doomed tragedy from beginning to end
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I think applying tropes commonly found in Sonadow fics to other sonic ships is very funny
Like today I saw the cute posts by Blu-ish about how hedgehogs circle and headbutt eachother when courting and how Sonic and Shadow would do that and I agree.
However I think the implication that mobian hedgehogs do this is HILARIOUS when applied to ships that only involve one hedgehog.
Like Silver starts circling around Espio one day and lightly shoving him with his hip or his shoulder and Espio is like: ???? What are you doing??
Or even Blazamy like- Amy keeps circling Blaze and the less Blaze reciprocates Amy does it more to try to get Blaze to react. Blaze eventually just tries to politely tell Amy to stop cause it’s hard to hold conversation while she’s moving all around.
But later Blaze talks to Silver and is like: “I have no idea what she is trying to do…perhaps she is finding a weakness in my stance? Should I fear her hunting me for sport???”
And Silver is like: uh. Well. I think she’s hitting on you? It’s a hedgehog thing.
And Blaze just freaks out because WHAT DO YOU MEAN AMY WAS FLIRTING WITH HER
#silver would hold that over Blazes head for way too long#cause for the FIRST TIME HE KNEW SOMTHING SHE DIDNT HAHAHA#honetsly another Sonadow trope that I think would be interesting to see with other ships is the paw thing?#like yes some Sonadow fics are very strange about it I’ll admit#BUT#I really like the idea that the gloves are a culture thing it’s just very fun to think of how mobian culture would differ from human culture#like ofc I’m an espilver trigger so my brain goes there like#I love the headcannon that Espio reads romance novels#but I also feel like on Mobius a lot of romance tropes would be things usually done by mammals#since just like in real life I headcannon that mammals are commonly seen as cuter than reptiles even in Sonics world#so Espio gets a little self conscious about such things (cuz he’s a teenager and worries a lot)#he doenst ahve soft fur to cuddle or ears to flick or paw pads#but I feel like if he were to show silver his hands silver would not even care about such things#because silver just loves Espio cuz he’s Espio#looking back on my tags and noticing typos is so embarrassing lmao#like uh I meant to write espilver truther above….not trigger#Aw well whatever#silver the hedgehog#sth#sonic the hedgehog#shadow the hedgehog#espio the chameleon#amy rose#espilver#sonadow#blaze the cat#blazamy
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at first i was like mmmmmmm idk about this new scrappy skinny scrawny Jim Kirk but as I think about it as resident JTK expert (Phd) I am coming around to the accuracy of post-Tarsus massacre Commander Kirk desperate to embrace the fleeting impermance of happiness by embodying compassion (towards Uhura and La'an) and appreciation for transient silly pleasures (like cookies or hotdogs) AS WELL AS being actively hypervigilant towards his own & other's safety (La'an, The Enterprise vs the Romulans, Uhura) as a trauma response towards the horrors of genocide he experienced first hand.
Also his devil-may-care mien & deep respect towards command in TOS is replaced by a somewhat less likeable ambition to succeed in SNW... another off-shoot to this trauma. We see he has a desire to climb towards rank (for control & protection) yet does not fully embody the ability to handle it with the grace needed to become the legend just yet.
also I've ended up liking the inversion of TOS physical physique that SNW gives us with a more muscular/appearance-oriented (anxious) Spock & a small scrappy (traumatized) Jim ... it appears to be well thought out & a stepping stone to their eventual comfortable self-actualizations in TOS.
#strange new worlds#jim kirk#james t kirk#spock#spirk#star trek#teeny waif jim and buff spock a whole new dynamique to their decades long relationship#im like wow i didnt think i could like them more but here i an#am#the idea of them relaxing their paranoias over time and becoming who they are comfortable and strong and sharp#alongside their crew#👌#relaxing exhausting standards of perfection and learning safety and security#👏#it really speaks to how much they meant to one another
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get you a girl who can give you everything
this started a long long time ago when I made a joke about how sega should put ringo in more dresses, and then my friend reminded me that oh yeah!! I can do that instead!!! and then one thing led to another and we joked about punk ringo and I drew that too. using ringo like a dressup doll is so cathartic it's kinda crazy
some bonuses (original designs, timelapse) under the cut bc I like these designs!! I might do some more with them!! please disregard the band poster in the first second of the timelapse that's something else!!!
#everyone look at my girl isnt she so pretty#puyo puyo#ringo ando#my stuff#please look at the timelapse it nicely packages a week of suffering into a minute :)#you cant tell at all from the recording. but all those teeny tiny scallops on ringo's dress? i drew all of those by hand#because the scallop brush i downloaded didnt look right. it never does why do i have that#plus the lace cutouts on the bottom i also drew by hand because i wanted them to look kinda like bunches of apple seeds#but thats not really a thing you can search for- 'lace brush that looks like apple seeds' is wildly specific#there's probably an identical brush to what i painstakingly drew by hand but dont tell me about it i want to think i did that for a reason#punk ringo on top was a lot less work on the lineart bit except for that godforsaken guitar#i had to make sure it looked right and it took forever#but what punk ringo gave me the most trouble with was posing#i knew i wanted an arm out to mirror lolita ringo but thw initial draft was meant to be her holding the guitar the opposite way she is now#(as in her hand was gonna be backwards)#and do you know how hard it is to balance a guitar like that. i had to grab my guitar and do a photoshoot to see what was most natural#while still having leg up arm out#this was fun to do even if i had about three crises in the middle of it#i tried doing my old rendering style again after a while and it was fun too#lolita ringo gave me a bit of trouble in the fact that my brain couldnt handle the dress being shaded but the apples being flat#but we got it lmao. i dont know if ill ever do this again it took too long#but maybe half of the time was because suddenly halfway through everybody needed my help for something or other that required me to leave#anyway wow thats enough rambling. i should go to bed now
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New game interest unlocked
(crow in bottom right belongs to @patchwork-crow-writes)
#ramarl#phantasy star online#long tag warning lol i rambled#so i was introduced to phantasy star online#i think its safe to say i really enjoy the game#thank you mr crow for showing me this game :D i have new creatures to scribble now#there shall be more of these doodles#i promise you that#meant to post this wayyyyy earlier today but uh#my car broke down :') ....again :')#last week it wouldn't turn on and the headlights weren't working so we were like ''ok this is a battery issue and i need a new one''#because jumping the car didnt fix it#so we took my old battery to a shop and they tested its charge before showing us which new one we should get#but the battery had charge???????? so we went back home to troubleshoot#and then found the hooks(?idk what they're called) that connected the battery to the car had something corroded on them#so we grabbed a can of coke and scrubbed away#hooked the battery back up and bam car was working#so the issue was those hooks#until two days ago when my car didnt work again#looked at the battery again and the hooks came loose; tightened them up and bam car working again#and now at this point I'm scared to go anywhere cause what if i get stranded on my own??#so this morning i said ''alright I'm gonna drive myself to church just to be sure that my car works''#AND WOULD YOU GUESS WHAT HAPPENED#at this point i just wish the damn battery was dead and that i could replace it and move on from this#i know they're a bit pricey but jesus this is exhausting#but i can't just buy a new battery if im not sure that's the actual problem because then I'd have a battery and nothing to do with it#i hate having a car sometimes i just want a bus system#or a jeep#but preferably a bus system#sorry rambles thats a long way of saying i didnt post this earlier because ive been working on my car lol
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not-yet-dead-person
silly comic of a conversation in-game i thought was too funny not to make something proper for instead of a doodle ww
(timelapse + wip images (thus silly process commentary in read more if you like artist commentary :3)
i think the sketch looks silly and goofy and funny so i find it important to share with you the mere presence of the faces i drew on it. i drew it on top of the boxes without staying inside its borders because i find my proportions can get wonky if i draw them cropped in a restricted space. and I feel trapped otherwise and i will draw BAD!!! give me spaceeeee to go wild!!!!
the head circles are there for emotional support
very low res speedpaint because truth is the canvas was much bigger than the space where my comic was placed. i didnt account when exporting my timelapse in 720px that that tiny space would look so pixelated ... but it's able to be percieved, so its okay.
(i will now comment on my process and it is not brief sorry)
usually i would try to clean up my sketches and figure out what goes on top before jumping into linework, but since there are multiple panels and drawings i chose to jump into inking right away for the sake of brevity. i just went in with a brush that uses pen pressure and drew what was needed. i added extra line thickness and contrast in areas around the face because it helps direct your eyes there more easily that way.
according to her equipment rei has a chain belt but i only remembered it existed once I was going to color, and i did not like that discovery... I chose to ignore it to maintain my peace. i already have the color palettes for these characters figured out, and i didnt really want to think about a new element at the moment www I tend to overthink those things a lot so i skipped it
the rest is rather straightforward! not that anything else wasn't, but in here i could turn my brain off and sing. linework and sketching require mumbling so i cannot turn my brain off. just block in the characters with a solid color so i can have a mask (something along those lines,) where the color can stay inside. then just color in !!!
Base colors just had slight cell shading on the skin, and for the hair i airbrush a bit of the skincolor in low opacity near the forehead... I'm not sure what it means, but i can look at the faces easier with it somehow. i like the gentle subtlety it adds even if you cant really tell. it makes things look nice.
background was just me blocking in the color of the wall and floor, shade the wall a bit, then slap a noise and free use wood texture on top. work smarter not harder ! yet it took a bit to make it look stylistically fitting with the characters, and even now i think bottom middle panel looks odd. whatever!!!
for the middle panel i thought itd be funny if the background was a solid silly and colorful one to contrast the next panel's sketchy black one. a contrast to how the word widow is seen. on that note my handwritting is not pointy. i gaslighted my hand into thinking that it was indeed pointy in that moment so i could write "not-yet dead person" in letters that didn't seem cute. my hand did not fall for it but it complied anyway
that's basically it! I'm not sure what else i could say that doesn't feel barebones because it really is that straightforward. if you're curious I used clip studio paint for this. only special brush used was for linework (a brush named Lemon Brush), the rest used were just the default. my computer gets the least credit. it was trying to convince me a 20mb file was going to nuke it all the time and hardly let me save multiple times so i do not appreciate it
#re:kinder#fanart#sayaka re:kinder#rei re:kinder#OH I ALREADY RAMBLED IN MY POST WHATEVER SHOULD I TALK ABOUT NOW IN MY TAGS UEEEEEEE😭😭😭#oh yeah do you want to know a fun fact about this drawing#i started it yesterday. i wasnt meant to I DID NOT HAVE PERMISSION...FROM MYSELF... i was meant to be on break#i self imposed a one week break from doing any rekinder related project after the transcript to avoid accidental burn out#NOT THAT I GOT TIRED OF IT AFTER THAT TRANSCRIPT NOT AT ALL#but jumping straight into more hours of creativr work after over 30 hours of it is asking for disaster. it is asking for burn out#yesterday was the last day . 12 hours were left but i was going to die if i didnt draw anything it would have been OVER#(aka my period started recently so i got very gloomy and depressed so i needed to run to my favorite stress relief...drawing rekinder☺️)#(on that note seriously what the fuck please explain the evolutionary advantage to getting horribly depressed every month)#(like hello?!?! rant real quick— i get enough flashbacks everyday i DONT need them to last longer and have me more msierable ?!?!?)#(periods are so dangerous to my mental health for no reason can i get a restriction order on them or some shit what the fuck)#(anyway thats enough of that break of character DONEEEE :3333)#SO YEAH I DIDNT EVEN LAST 7 WHOLE DAYS i even played a new game in between those 6 days youd think itd het my mind of rekinder. WRONNNNGGG#not even another devastating rpg horror gamr could divert my attention for long i hsd to draw rekinder😊#using the newfound power of mt transcript i was decided on drawing rei because i dont draw her enough for how high she is on my fvaorites#i was initially doodling random lines but then i stumbled upon this interactkon and it doesnt really fit into my usual expression sheets#so i thought hey lets do it asife#i thumbnailrd it and from there i was like hey lets do it in comic format isntead of separated messy doodles in tint canvas#and the rest is hisotry .... aka i spent the last two days doing this instead of doing MY HOMEWORK!!!!!#on my defense when i wasnt drawing i was horribly depressed i had no other choice#(seriously fuck off periods WHAT what do you mean i need to be distracted 24/7 to not be struck by crippling meltdowns LEAVE ME ALONE?!?!?)#(they should be banned we as a society should find like a . cure to them it dont do me good to have a whole week where i cant function)#these tags have been more of a weird rant im sorry IVE BEEN FEELING PEEEVEDDD LATELY SO YOU GET. STRANGE DROTTER LORE ????
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Stampede aka another episode of luffy turning haters into dick riders just with his kind and big heart
#i might understand all the robin law fanfare... its been 26 minutes of stampede......#frobin reigns supreme imo still.....#VICEADMIRAL MOMONGA TOCAME LA PORONGA??? HELLO#THE LOG POSE TO LAUGH TALE???? and hancock arrived ❤️❤️#usopp saving luffh omg.....#blonde buggy..... why are we doing this to out beautiful women...#fujitora is on his own frequency... here you go a meteorite.. whatever happens to all of you and our troops happens goodbye#mihawk intervened bc zoro couldn't do it omg.... nami keep watch he is going to end it all tonight jesus#also persona following mihaw for a second movie ajdjaks.... i love them together honestly#brosalino is the kuma guy's uncle????? nepotism......#calling this guy the heir of the demon.... taking blame off ace akdjsksn.... you know whats funny in movies garp is very like thoughtful and#comprehensive of others peoples issues and then you get to how he raised luffy and like.... wouldn't that have been good there....#and with ace too lmao.... i mean he didnt have abandonment issues but just wait and see to a 10yo asking if he is worthy of living idk...#i get the meaning of it and what he meant but we all know ace didnt get that at the time until luffy got there#usopp.... see how when oda writes the movies it feels different.... first steong world with namo and now stampede with usopp...#the relationship moments really hit.. i was gonna comment about zoro and the cursed sword but that was just focusing on him#well this one wasnt written by oda but supervised i will take it....#hina taking the kids aldjakskal...... smoker and hina best straight ship behind frobin imo..... baby 5 x sai number 3 spot#sabo....... actually thank you bc smoker thinks he can take anybody#hancock and buggy AJSJAKAKLQQ omg usopp dont cry....... luffy will KILL that guy for making usopp feel like that lmao YEAAAH!!!!!#law smoker sabo the luffy lover squad..... each in their own way lmao#hancock its been so long how are you <3 omg law what are you doing here <3 my brother sabo hello.#crocodile made the plan of course.... luffy lover member too#usopps bullets omg....#sanji and zoro against lucci omg..... YEAAAHHHH#wait a second straw hat crew costume by uniqlo design team??? THE DRIP!!!#luffy seeing ace beside luffy with the fire goodbye.... he is EVERYWHERE#talking tag#watching one piece#watching one piece movies
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spent the first hour and change at work deleting some old files and am having a grand ol time laughing at myself for not realizing i was a lesbian sooner
#vulnerable tag rambles ahead please be kind abt them i didnt intent to ramble this much but i dont wanna delete it eitehr#me to every single man i have ever dated after 6mo-1y: yeah hey this really isnt working out i dont really know why but i really hate mysel#and i dont want to blame you because i dont think you did anything inherently wrong here; i think this is something about me but i need#space to figure out why im feeling this way [every single one reacted by telling me No i wasnt allowed to leave btw]#i hold very complex feelings about these relationships esp bc of them ending in very violent/chaotic ways most of the time#but its interesting to look back at it all and realize ive left every man for the same reason (which is that ive hated myself Every Single#Time ive dated a man) and its funny bc i recognized the self hate pretty early on w/ cishet men but when it came to queer men it was#much more confusing (esp w/ nto knowing Any lesbians at that point in my life). im so happy im a lesbian tbh#i have a lot of issues w/ the racism fatphobia and transmisogyny present in lesbian groups#and also coming out as a lesbian really truly saved my life. before i met my wife i was quite literally in a 3yr abusive relationship that#definitely would have died in if i hadnt realzied i was a lesbian and ran from him#its also weird seeing liek the hard evidence of the things that happened to me btween 2016-2020 tbh#cause that was such a bad time of my life. i truly dont know how i survived it but im so glad i did#like the three major relationships in my life b4 meeting my wife was: guy who was in college when i was in HS who stalked me when i left;#guy who was a year younger than me who cheated on me the entire time while telling me he was being victimized (he wasnt; this was very mess#guy who saw the very messy toxic ldr i was in and helped me dump my ex then decided that meant we were in a relationship [insert 3 yrs here#and admittedly all 3 years with him werent the same level of abusive but it was definitely unhealthy from the start considering I Didnt Kno#we were together until he wanted to celebrate vday and got mad i didnt know our anniversary - and like this isnt including the other stuff#that happened between those Relatonships[tm] (cause ive never been monogamous; these were just the Major Relationships)#like i genuinely think if i hadnt come out i'd be dead rn given just how dangerous my relationships were/continued getting#i am also so tired now that ive seen all this cause like. fuck i can barely believe it and i not only lived it but have PTSD about it#i should write about my life sometime. i feel like it'd be cathartic to try and make a tangible timeline and stories from the years ang stu#anyway yeah. be nice about the tag rambles. dont message me with pity or curiosity or anything about this. i dont usually talk abt this stu#publicly bc i hate the ways ppl start tryign to baby me when they realize my life has been extremely fucked up until only a few years ago#n im still working on accepting kindness from others bc of [insert life traumas here] but its a long process so pls respect my need for jus#being heard rn w/o too much pressure< 3 (but ig if u do read this can u like it cause i feel a little crazy seeing all the evidence of the#stuff i experienced now also cause fuck ik logically it was but also i cant believe it was all real still yk)
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You mentioned how actually endearing and compelling Justine/Verity and John/Shaun's bond is, and BOY I so agree with you. I don't see people talk about them often sadly, but I genuinely think it's one of the strongest parts of the game and its narrative (in particular John's character development itself, despite that he appeared pretty late in the story, his involvement in the final sequence was really tasty. "If I kill someone for revenge I'll end hurting people dear to me, so it all will be pointless" hmmm if there isn't a certain samurai guy in another game who needed to learn this as well... but I digress)
Prosecutor's Gambit's parent/child theme is a pretty heavy handed topic, but it's not like there aren't some really amazing parts in this whole deal! I kinda don't even care about the mastermind as much as I care about John (and Kate Hall for this matter)
THEY ARE SO IMPORTANT TO ME!!!!!! I think much of their appeal comes from Justine's shift in personality after her connection to John is revealed (like her joking about smashing Edgeworth's evidence with her gavel), but also every interaction of theirs is so sweet and lovely.
I love how protective they both are of each other, and it makes all the more sense when you take into consideration that Justine wasn't much older than a child herself when she decided to adopt him. I love how they take care to show that, yes, to an extent, they both do look after each other, but Justine is still very much his mother, and she does her job well. The scenes where she's strict with him are so deeply important to me. You know she studied parenting books and did everything she could to prepare herself for this life. And yeah, John is such a great kid!! Genuinely one of the best parent-child relationships in the series to me.
I found it kind of funny how every other relationship in AAI2 involved a dad HAHA It was so much, but I get it. They really wanted to make sure you got what they were going for, and hey, most people seem to like it. I really liked Gregory's segments, which was a welcomed surprise. I didn't expect to love him as much as I did. And, yeah, the mastermind stuff did not work for me. It's probably because I didn't trust Simeon from the moment I met him (their heavy handedness worked against them in his case for me. They were pushing the idea of him being meek and unassuming too hard; I clocked it immediately as a red herring); but even the overall reveal and final confrontation were, like... eh. okay, then. HAHA The best parts of the game for me were those character interactions with the side character. Wasn't really paying attention to whatever was going on with Simeon and the president, but John, Justine, Sebastian, Katherine, Gregory, and Raymond? My actual world.
Also taking this opportunity to share all the screenshots I took of John and Justine <3 :
#i feel like some people have misinterpreted what i meant by 'telling' in the original post. i didnt mean to imply the father relationships#were badly written just that i resonate more with mum and child relationships whdisgdk#asks for the notebook#thank you for the ask!! idk what to say about justine and john because like. everything about them is wonderful. just look at them. how can#you not adore them. they're everything.#i feel like aai2 kind of tries to do too much personally. im not big on the twist villain who was planning everything from behind the scene#this whole time they come across very cartoon character to me (and simeon is definitely like that. i dont find him interesting or menacing#at all he kind of bored me sorry simeon fans) and i think it would have benefitted from having fewer characters or threads they were trying#to follow. i think the point was to feel like everyone and every interaction was importnat but it felt more like they would bring up whoeve#was convenient to bring up when the situation called for it to me. but i still really enjoyed my time with it. the writing for the side#characters was very fun i had a good time <3#freya talks aai2#justine courtney#john marsh#verity gavelle#shaun fenn#<- tagging so i can find my screenshots#long post
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i drew silly gijinkas of my dogs
the dogs in question
#doodles#uhhh ill tag this oc even though its just my dogs lmao#oc#anyways#for the record about their personalities#dakotas very much a grumpy old lady. shes pretty quiet and when she has something to say its not very nice#vyse used to be a little menace!! but hes mellowed out as he got older#and orpheus is a menace!! he loves annoying people its his favorite hobby#he doesnt try to be destructive he just does things he thinks will be cool without thinking and causes massive damage in the process#hes the kid who went WANNA WATCH ME DO A BACKFLIP OFF THIS WALL??? without knowing how to do a backflip#hes like 15 and he was on his schools football team but then one summer everyone came back really buff and he did not#so he doesnt play football anymore#and hes covered in bandages from all the stupid things he does#anyways in terms of designs. i had a vision for dakota and orpheus and none for vyse#dakota specifically i thought should have a long braid and one of those fucked up canadian hats. and orpheus should look like-#-a teenage boy who cant dress nice!! also his hoodie says hellhound on the back#the neon shorts are DIRECTLY ripped from the ones i got from when i did wrestling. theyre so fucking comfy btw#dakota is mostly just cold and comfy. she REFUSES to dress lighter#vyse i didnt have any real ideas for again. i wanted to make him look a bit like his namesake vyse skiesofarcadia but i wasnt sure how#in the end he got that red scarf. which i think does make him look a bit more mischevious since so much of his face is hidden#anyways theyre like a fucked up little found family!! vyse would murder for dakota and orpheus. and dakota probably does too#probably. you can never be sure if she does actually like him#oh also this is mostly irrelevant. but vyse and dakota were meant to be like later 30s (dakotas maybe 38 and vyse is 34? ish?)#and also theyre russian. vyse and dakota i mean. idk if it comes across for vyse but one of my friends guessed it with dakota so!!#idk siberian huskies. theyre russian. россия or whatever
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I'm gonna get into a brawl with my mother one day don't be surprised when I get on the news
#long rant incoming lol but#so my birthday is in like 2 weekends from now and my mom asked me for a list of things i want#so i compiled a list of six things with like 2 $10 options 2 like $17 options and one $25 and $60 option#and i wanna be clear i dont really care to make one but she gets pissy if i dont and its meant as more an ideas list#i dont need everything on there and its meant for my entire family#or ignore the list! i don't care!#FREAKED OUT on me saying i was being selfish/too expensive and im like....i never expected all of this stuff epseically from one person...#i am happy with one of the $10 options or a gift card or something else entirely so like#it kinda feels bad to get asked for a list of stuff i want and then get called selfish for it and then for her to talk behind my back about#me to my sister lol#also asked me if i was available for a bday celebration on a certain day and i was like yeah i got a thing in the afternoon but i can#still make it#get yelled at AGAIN bc she said oh u can leave that early and i was like...uh...no i cant lol im sorry....i paid to go to this thing already#and its like why ask me if u are gonna get mad if im unavailable (which im not even lmao)#idk it's just it's always been an ideas list in my family so i dont get why she's freaking out on me and acting like im asking for so much#espcially cause she just changed out all of her kitchen appliances and redid all of the landscaping in her front and back yard like 😭😭😭#truly didnt think a $10-20 gift was like crazy if u did wanna get me a gift lol#not really looking forward to it now ngl#chen.txt#rant post
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Oh, man, am I obsessed with you— strawberry soda in a dream, I want to give your coffee cream, I want to toast to you and do a little movie scene. You don't know what I mean— I mutter to you all the time beneath my breath pathetically. I speak to you in reverie, I'm animated and sublime, and you are laughing, too. The corner of my view, the window into joy, you are— you're all things pleasant, interesting, worthwhile. I yammer, draw, and sing and explicate serene, bizarre things freely as they come. I ask you where you're from and where your home is, really, now— still here? You're one thrill-seeking man, experienced traveler. How can the universe I know allow you really to exist? In truth, you're made of mist and I am only on cloud nine. I decorate it like my room and spray the couches with perfume I really don't wear, but it's mine— and you, beloved guest, you know I am obsessed but you approve it. I'm no threat— I love, and I am right to love. I'm caught in the illusions of embarrassments comfortably set on trays for me to eat. You're simply just too sweet.
"Musings" - a poem written 5/18/2024
#i've been making more creative work this month ive been meaning to post and not posting#and that i really do wanna post bc i feel like i always ULTIMATELY forget the things i really like that ive written#been doing that a lot lately not just this month. i dont know. ive been writing more things i like again#im incomprehensible. dont listen to me. im yammering#and you reader. i dont even imagine you as a handsome man right now. sorry if you are one#i dont imagine you as one. reader. reader youre no better than me thats how i view you#im sorry that is to say i dont imagine you very highly. very sorry#2024#poetry#poem#sestets#iambic meter#iambic tetrameter#iambic trimeter#form poetry#poets on tumblr#rhyme scheme#stream of consciousness#didnt have it in me to make a pretty image from this one but frankly it's just too long and it's too late#i meant to post more of my work this month today but i was home alone for more than twelve hours so i spent it all w my dog#dickens and i were reading cymbeline#crazy saturday night
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re: last anon i definitely think it comes from the uhhh whole threatened thingy. Since most of y3 is. Well. Uhm. Daigo Coma Hours we spend a lot of time w/ that guy in a threatened state. Hence the more “violent” interpretations bc. Well. his sillyguy’s in a coma. Though I’ve definitely seen Mine’s more… stressed (for lack of better words) state being misinterpreted as his natural state and I can see how that would lead to more frequent violent kirinmine takes etc. (Hopefully this is coherent I am soooooooooo tired rn)
for Last Anon
#snap chats#even throughout y3 tho mine's generally calm even when we know he's probably stressed out internally#he's very level-headed despite it all- it's only the end with kiryu where he really loses it and we see How stressed out he is#like of course there's the plane That Was Unnecessary but its with kiryu where he gives a verbal outburst and he's at his wit's end#we know what im saying ? like even under presumed stress mine still presents as calm and as if he knows what to do next#the plane incident was mine acting 'in defense' of daigo not wholly an act of stress (tho he could have been as well)#like once mine stabs the man he's done and over with it and calmly goes back to his seat. he's very 'careful' in how he acts#he doesn't do more than necessary and has restraint. for the most part#it takes a lot for him to be skittish or 'pressed against the wall' so to speak- like with kiryu calling him out#we see this 'calm visage' break when he shoots at kiryu and yells- and we KNOW this was done out of stress because he misses#Shit Shot Mine jokes aside he can aim when he wants to as shown by rggo- he was really just In The Shit in this moment mentally#also with 'violent mine' takes Personally i think its just funny JVLEKJVAEKL like pl e a s e relax.. ... it is not that serious mine...#and theres little else much cooler than seeing a giraffe god start stomping people and how else to do that but through violence#honestly i feel like ive actually seen more depictions of kirin mine be gentle and just Chilling.....#BUT thats /my/ internet experience. Long Unnecessary Ramble over sorry i didnt meant to write a thesis#i just like thinking about mine...
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forced my new friend to draw tony with me >:3c
#my art#ok i didnt actually force her to#she used to draw tony all the time a few years ago#so i thought it was funny that she was the only other person i knew that drew him almost as much as i do#extra important context: she's the first irl friend ive made in a really long time so#it was meant to be#being a tony stan the best thing ive ever done#for once my autism is NOT a disability yippee#/hj#nopixel#artists on tumblr#Tony Corleone#art#double meme
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