#I hope this answered something for you
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omg-hellgirl · 11 months ago
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Any truth to the actress Rae Dawn chong (Tommy Chong's daughter) hooking up with Mick Jagger when she was only 15? She said it was consensual but does one miss that. maybe Mick had a thing for young teenage girls like other rockers then?
So, about Rae, I only had contact with two biographies of Mick. Jagger Unauthorized (1993) and Mick: The Wild Life and Mad Genius of Jagger (2012) both by Christopher P Andersen. In Jagger Unauthorized she denies having sexual relations with Mick saying: "Sex is the nature of both Mick's and my personalities," admitted Chong, "but we were never romantically or sexually involved."
In the 2012 biography there is only a small mention of her and nothing relevant. There may be details somewhere that I haven't read, but a few years ago she admitted to sleeping with Mick when she was 15. She said he didn't force her into anything, but he didn't ask her age. She also does not place herself as a victim, classifying the 70s as a different time. I don't know more about them two specifically, but I don't think she's lying.
About Mick hanging out with teenagers...it's mentioned often. To name a few, Natasha Fraser (daughter of Antonia Fraser), Nenna Eberstadt (she was 16), Cornelia Guest (she was 18), Gwynne Rivers (she was also 18) and Mackenzie Phillis, daughter of John Phillips from The Mamas and the Papas. This Mackenzie says she also had an incestuous relationship with her father, and I don't know the details of that story, so I'm not saying I believe it or not, but it's good to tread carefully on the things she says about Mick.
In short, Mick has had a lot of sexual contact with teenagers since becoming a rockstar. And while we can't be sure if he actively pursued them for this reason, I think it's safe to say he didn't care about age (to be fair, none of them cared). Although, according to Mick: The Wild Life and Mad Genius of Jagger, Jerry:
was convinced that he was flaunting his affairs with ever-younger women in a calculated effort to humiliate her.
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just-null · 3 months ago
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Do you ever do requests? If so, do you ever plan on drawing some Yandere with the Hantengu clones? :D hope you have a good day/night!!!
Mentioning an unfamiliar name
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yes!! I love yanderes.. and these guys.. these guys are such good material...... nods nods..
I'm not sure about requests..I assume you mean drawing requests? I suppose if it REALLY catches my interest enough, I'd do it, but it'd probably just be line art/sketches.
#null rot#yandere kny#yandere demon slayer#kny#kimetsu no yaiba#demon slayer#hantengu#hantengu clones#sekido#karaku#urogi#aizetsu#midori306#YOU ALREADY KNOW THE ANSWER TO THE YANDERE QUESTION MY BELOVED CULT MEMBER#uwaa and i recently checked back on their designs.. THEY HAVE LONG SLANTED EARS DUDE WHAT THE FUCKKK THATS LIKE THE CUTEST EVER#i tend to shitpost and focus on the dere than the yan but thats my mistake!! im sorry cult members.. I'll need scarousal#when calling sekdio. he pretends to ignore you but you can tell he heard you when his ear twitches#He's flabbergasted that you met someone else to begin with. who let you go out without one of them?!#hes too shocked and angry to even properly get upset!!#Karaku loves everything you have to say. less so if its positive abt someone else. still listens tho. listening carefully for details..#he doesnt mind others eyeing you. youre perfect in his eyes. who wouldnt? still.. thats not gonna fly well.#Urogi loves when you seek him out but mentioning someone else... is bc you want to feed him right? ofc! you want to benefit him!#its cause hes your favorite! yeah! youre so sweet!!! ofc he'll get rid of someone for you both!!#Aizetsu's bashful. he feels put on the spot when calling him but hes always hoping you give him affection of some kind. always ready for yo#mentioning someone else was NOT what he wanted and now hes sad.. youre making him sad.. whats so important you had to bring that up?#The thought of anyone else makes him feel so exhausted already.. wont you comfort him instead? he needs you now.. atone for your mistakes#uwaa expressions.. uwaaa aizetsu releasing some of the tension in his brows when hes feeling upset towards you uWAA#i CANT RAMBLE ENOUGH IN THE TAGS SO WAIT FOR THE POST I HAVE IN THE BACK BURNER FROM SOMEONE ELSE WHO ASKED FOR SOMETHING SIMILAR!!!!!!!
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xxplastic-cubexx · 3 months ago
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Hi!! Your Cherik is so good and gorgeous 🤩🤩 If you don't mind wanna try to draw some Fall of X Cherik please?
thank you so much !!
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i have a couple of ideas relating to the fall of x period specifically since theres. A Lot i wanna play with, so i hope this lil thing may be a satisfactory start :]]
and the obligatory bonus:
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#xmen#xmen comics#fall of x#cherik#charles xavier#erik lehnsherr#erik magnus lehnsherr#max eisenhardt#professor x#magneto#snap sketches#for clarity on of this tag ramble im calling magneto max OK ok#sorry it took me a while to answer- ive been busy this week !#but yah like i said theres a lot of Fall Of X moments i wanna poke at#one i really wanted to doodle around was max's time with the shadow king from Resurrection of Magneto#the third issue is prob my fave in general if im so tbh .... but i wont prattle bout that ill go back to my previous prattle#i dont think i have a comic in mind prob just a doodle with shadow charles....#i mean if im devious enough i can def turn it into a comic but for now i just know i wanna do something with that#honestly even this moment i might revisit when i have more time to draw something. a lil better#i dont hate this its a sound start- but i THINK i wanna draw a smooch. a lil kiss. idk we'll see#cause im cheeky like that. 'will this be the last time i see you' 'girl idk we can kiss about it though' etc etc#god not to get off topic but im so curious what will happen with these two ... but thats for a diff post i guess#honestly if you guys have any runs i should read lemme know !! i just finished way of x and bar that ive just been reading the 60s issues#i have a couple on my list i wanna check out but im always excited to look into recs if yall think theyre worth it !!#but ya. thats all from me for now#my time is so finite this week i hope i can draw these sillies again soon .. i have a lot of ideas i fear#maybe i can sneak in one more doodle tonight ... <- doubtful
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userautumn · 28 days ago
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#something something instead of being her replacement abby is the one who mentored maddie when she started working at dispatch.#they became friends outside of work which is how maddie and tommy meet. long after abby leaves los angeles maddie and tommy remain friends#maddie is there when tommy comes out. tommy is there when maddie gets kidnapped#(and personally gives howie his endorsement. he's a good guy and he thinks he's perfect for maddie)#but somehow his path doesn't really cross with buck until after everything with doug. maddie's in the hospital and tommys lingering outside#her room and sees this kid sitting on the hospital floor. he's shaking and crying and doesn't look like he's aware of either of those thing#he's all bloodied up and tommy *aches*. so he goes over and sits next to him. doesn't say anything. just sits and offers support to this#person who is technically a stranger but who *feels* familiar#and buck holds it together for five seconds more before he's leaning toward tommy and sobbing on his shoulder.#it's one of those intimate moments with strangers that are supposed to happen and then become a memory.#neither of them are supposed to see the other again and they don't think they will because they don't exchange names or anything.#but then there's a welcome home party for maddie and chimney at bobby and athena's house and tommy sees him across the room#and it's like magnets pulling them together. they're inseparable for the rest of their lives after that#tv: 911#otp: eye of the storm
can we please have more of this?????? i am on my hands and knees. i am begging. even if it's just bullet points. it's soooooooooooooo.
you asked so nicely, i will give you anything. <3
so. as i was saying. tommy sees buck across the room, and he doesn't... really know how to react. that memory of him, of them, sitting together feels like something precious. it's something he holds in the palms of his hands and looks at during nights when he's feeling fragile and alone and he doesn't really understand why. or. well. he kind of does. no one has ever... needed him for things like that. no one's ever really needed him at all, but no one's ever sought him out for comfort. no one's ever thought he was made of gentle things, that he could be a comforting presence.
so seeing this kid across the room feels... disarming. it also, irrationally, feels unfair. because tommy was so caught up in his feelings about the memory that he almost forgot it's a memory he shares with someone else.
someone who, apparently, can just show up in his life whenever they want.
he ducks away before the kid can see him. they're outside on the patio. he touches maddie's arm - gently, because he can't shake the sight of her in a hospital bed - and nods toward the house where the kid is still visible through the glass doors.
"who is that?"
her brow furrows. she follows his line of sight and the way her face breaks open into the softest, most loving smile tells him everything he needs to know.
"that's your brother," he says before she can.
"yeah." she turns toward him. "wait, have i never introduced you guys before?" tommy's eyes widen as she waves a hand. "buck, come here."
"oh." tommy is panicking. "oh, we don't... we don't really have to do that."
"hush, it's fine."
and that's all she's able to say before buck appears at her side. tommy clocks the moment he recognizes him. it happens the minute buck lays eyes on him. his face turns this beautiful shade of pink that has tommy's heart practically wrenching in his chest. he swallows, his hand tightening around his soda can.
"tommy, this is my little brother. buck, this is tommy." she looks between them. "it's kind of weird how you guys have never met before."
and all tommy can think of is the weight of this kid against his side. the smell of his cologne twining with the copper stench of blood. the protective arm tommy had curled around his shoulders as if daring the world to try to pop the bubble they'd built around themselves.
"yeah." tommy's laugh is thin, brittle. "weird."
buck recovers first and far faster than tommy himself. he holds out a hand. "evan."
tommy shakes his. "tommy."
maddie raises an eyebrow but before she can ask, her attention is being called away by someone or something else. evan nods his head toward the house, and tommy follows. it's quiet inside, everyone except the kids crammed out onto the cement and grass.
here in the kitchen, alone, it kind of feels like their bubble has made a return. it makes the atmosphere far too close, far too intimate for someone tommy's only shared a combined total of fifteen minutes with.
his breath catches in his chest when evan looks at him.
"so," evan says.
"so."
evan ducks his head. oh, he's shy. without the barrier of maddie's kidnapping looming over them, evan is awkward, and so damn sweet he could rot right through tommy's teeth. his heart twists again.
"yeah, so, listen, about the other day..."
"we don't have to talk about it, if you don't want to." evan looks up, eyes wide and surprised. did he think tommy was going to make him? "i mean it. we can just forget about it if you want."
"no. i-i mean, i don't... want. i mean." evan huffs in a way that's supposed to be a laugh but falls flat and circles around to uncomfortable, unsure. "it's - my captain, bobby, he's... he wasn't answering his phone that day. and he's... he's more than just my captain, he's like... he's kind of like my dad, i guess. and he wasn't answering his phone. eddie wasn't answering his phone. my sister almost died -" his tongue trips over the word even now "- and i... i needed somebody. and you were there." he looks up at tommy and meets his gaze head-on, and it's at that moment that tommy learns that evan is, was, and always will be braver than he will ever be. "so, thank you."
tommy's soda can has gone warm in his hand. he knocks back the rest of it, if only for want of something to do, and sets the empty can on the counter.
evan watches him throughout the entire thing.
"i don't - i mean - it was nothing. i was just... doing what anyone else would do."
evan turns his head, a little half-shake like it's an argument he wants to have but won't. together, they look out toward the patio. howie sits beside maddie, his arm thrown over her shoulder, her hand on his thigh. they treat each other so gently, like they're both fragile things that deserve to be cradled. it's beautiful. tommy wants that one day.
when he turns, evan is already looking at him.
evan nudges his shoulder with his knuckle. "well, thanks, is all i wanted to say."
tommy shakes his head before the words are even finished leaving his mouth. "you don't ever have to thank me for that." it scares him how much he means it. "but, thank you for..." for letting me hold you, for letting me take care of you, even if just for a moment. thank you for letting me be the type of person i've always tried to be. tommy clears his throat. "just thank you."
evan's mouth turns up into a tiny little smile. he changes his voice to mimic tommy's and says, "you don't ever have to thank me for that."
tommy laughs. oh this one's sweeter than pure sugar, isn't he?
they look back out over the party for only a moment before bobby peeks his head in.
"cake time," he says before he disappears back outside.
cake time it is, then.
tommy gestures for evan to go ahead of him and, halfway to the backdoor, evan turns to make sure he's still following him. how silly. of course tommy's still following him. he's starting to think that this is becoming a recurring theme in his life. evan will march somewhere, and tommy will follow close behind. he winks and gives him a small smile, one that evan returns before he turns around again.
the cake is half-chocolate, half-vanilla, quite literally split in two because maddie and howie are the same in all the ways that matter and vastly different in all the ways that don't. evan hovers at his back and takes a paper plate when tommy offers it. they stick to each other's sides like saran wrap until the evening blends from dusk to nightfall, barely speaking to one another but never straying far from each other's orbits.
it's the damndest thing. years later, tommy still won't be able to explain it. when asked, the only word he comes up with is magnetism, something fundamental and cosmic that always, always pulled them back to each other.
they're the last to leave at the end of the night.
tommy watches from the driveway while evan hugs bobby and his wife goodbye, and then they're alone. it's not awkward, it can't possibly be when they've shared so much yet so little. but it feels... weighted. warm. heavy and scary, like holding a ten pound weight while balancing at the edge of a cliff. one wrong move, and you fall, and fall, and fall...
evan leans against the side of his jeep and faces him. "well."
"well."
"it's getting late, i guess i better leave."
"i guess so."
neither of them move. in both of their hands are tupperware full of cake and enough food that tommy won't have to cook for at least two days. having his hands full is not conducive for what he wants to do. what he wants to do is lean in, breathe evan's air, drag his nose along the line of his neck, and jaw. press his lips to evan's to see if they really are as soft as they look. but. well. he can't kiss someone he's just met.
can he?
"listen." tommy finds his mouth moving without his own permission. "i work down at harbor. you should come by sometime, i would love to show you around."
evan's eyes brighten. "really?"
"yeah. maybe i can even take you up in the air."
"i - yeah. yes, that sounds awesome, i -" he softens. "i would love that."
tommy swallows. his heart hammers in his chest. he clears his throat. "so, ah. it's a... it's a date then?"
evan's cheeks flush that lovely pink again.
"yeah. yeah, i - i guess it is."
a beat passes. tommy really does have to go. his hands are cramping from holding his goodies and he's got work in the morning. but before he can say as much and take his leave, evan swoops in. he presses a quick, barely there kiss to his cheek and then steps back. his eyes are wide, like he's surprised by himself, but he looks giddy. mischievous. precious.
he nods his head back toward his jeep. "okay. i'm going to go now."
tommy nods. his face is on fire. "okay."
"okay. i - bye."
tommy's face softens into a smile. "bye, evan."
he steps back while evan wrestles with his car keys. evan all but tosses his goodies into the passenger seat and then waves goodbye. tommy watches as he backs out of the driveway, watches as evan waves again before he pulls off. and then tommy's left in the still silence of a los angeles night, a feeling in his gut like something is pulling, tugging, drawing him toward the brake lights at the end of the street.
something like magnetism, isn't it?
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caligvlasaqvarivm · 12 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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hisui555 · 3 months ago
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Cooking commentary
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Or, as my grandma would say : "That's a dish traditionally enjoyable by two people : one to distract the cook, the other to throw it out the nearest window."
Bonus :
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(Had the idea to have Hero try to comfort him with kind words, only to accidentally finish him - "Don't worry I mess up vivariums too sometimes and then I can't house the beetles I catch" - with Assok laughing their fabric ass off but... meh, long enough already.)
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poorly-drawn-mdzs · 7 months ago
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Hi! Sorry to bother, but could you please tell me why you refer to Little Apple as her? When I looked up the wiki page, they used the it pronoun, and novel translations into my native tongue all use male pronoun. Is it audio-drama exclusive or something? P.S. I really love your art and appreciate you sharing it here! <3
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Never ask a donkey her pronouns.
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luna-loveboop · 6 months ago
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'I've never been in a dungeon before' and 'Who's Ganon?' have literally made some of the BEST reaction panels in Lu I just-
They are very similar conversations- where a Link is pointing out/asking about something that the others have experienced and they haven't. Which is really cool to compare and contrast but they all just freak out about it
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Genuinely some of the best conversations in Lu
The lesson here is that apparently the Links will always be freaked out when one of them has missed out on one of the Zelda Fundamentals™
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Art by Jojo @linkeduniverse au :)
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darkdragon768 · 1 month ago
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Various doodles of the Dorito Twins.
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I just like to play with them like dolls and put them into situations.
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#woo dragons art be upon you#gravity falls#the book of bill#bill cipher#pyramid steve#have fun decoding! won't give the answers in the tags cuz that's taking the fun away#anyway. anyone wanna hear some additional thoughts of mine to the images? of course you do.#[IMAGE 1: originally i also wanted to do a ''mom said it's my turn'' but decided against it then. also. they are playing#Super Battle Siblings™ for the BoxBox64.™ ''but op. the n64 didn't exist in the eighties yet'' do i look like I fucking care.]#[IMAGE 2: i struggled pretty badly with those darn shoes. the shoes too big for the goddamn hes. anyway.#i also had to change the color of bill cuz he looked fucking sun burned.]#[IMAGE 3: if bill fucked our mom it's just fair that steve fucked our dads. i also always had this one tumblr post in mind that goes like:#''is the opposite of 'forgive me father for I have sinned' 'sorry daddy for being dirty'?'']#[IMAGE 4: actually no additional thoughts. squish the cat.]#[IMAGE 5: I once saw a drawing that had the steve equivalent to 'universe is a hologram. reality is an illusion. buy gold.' but all I -#remember is that it said 'eat copper' at the end. i also used minecraft ingots pngs cuz it's funny]#[IMAGE 6: the alpha twin title belongs to the silly ones. I don't make the rules.]#[IMAGE 7: :) ]#[OTHER: there's something else I had planned for this but I thought too much about it so now it's gonna be a comic.#hope i can finish it til next Wednesday]#have a lovely day everyone :]
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thetoyboxs · 3 months ago
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hi! Will you continue the tiny links drawings one day?
(Also. Love the art style BTW)
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To properly answer this: I am actually actively drawing them! It's just I took a step back and decided to give them an active story. And I am just very bad at writing an actual story (And doing comics, I really really don't know how to format a comic)
I wish I could post some of these sketches I have of these tiny guys, but they're mostly just a growing doodle page
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fursasaida · 1 year ago
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Hi! Just wanted to ask. How can I give my students assignments that are chat-gpt proof? Or that they won't just copy the answer without at least doing some editing?
Hi! So, I don't think anything is ChatGPT-proof. You fundamentally cannot stop people from using it to take a shortcut. You can't even stop them from copying the answer without editing it. However, I think you can work with this reality. So, you can do three things:
Don't be a cop about it.
If you make your objective "stop the children from using the thing to cheat," you are focusing on the wrong thing. You will be constantly scrutinizing every submission with suspicion, you will be accusing people of cheating--and some of them will not have cheated, and they will remember this forever--and you will be aiming at enforcement (which is trying to hold back the sea) instead of on inviting and supporting learning whenever and wherever possible. (I'll come back to this under item 2.)
Regarding why enforcement is holding back the sea: It is fundamentally rational for them to do this. We, who "love learning" (i.e. are good at what our academic system sees as learning, for various reasons have built our lives around that, happen to enjoy these activities), see everything they might cheat themselves of by doing it, because we know what we got out of doing this type of work. Many students, however--especially at the kind of school I teach at--are there to get the piece of paper that might, if they're lucky, allow them access to a relatively livable and stable income. The things that are wrong with this fact are structural and nothing to do with students' failings as people, or (tfuh) laziness, or whatever. We cannot make this not true (we can certainly try to push against it in certain ways, but that only goes so far). More pragmatically, chatgpt and similar are going to keep getting better, and detecting them is going to get harder, and your relationships with your students will be further and further damaged as you are forced to hound them more, suspect them more, falsely accuse more people, while also looking like an idiot because plenty of them will get away with it. A productive classroom requires trust. The trust goes both ways. Being a cop about this will destroy it in both directions.
So the first thing you have to do is really, truly accept that some of them are going to use it and you are not always going to know when they do. And when I say accept this, I mean you actually need to be ok with it. I find it helps to remember that the fact that a bot can produce writing to a standard that makes teachers worry means we have been teaching people to be shitty writers. I don't know that so much is lost if we devalue the 5-paragraph SAT essay and its brethren.
So the reason my policy is to say it's ok to use chatgpt or similar as long as you tell me so and give me some thinking about what you got from using it is that a) I am dropping the charade that we don't all know what's going on and thereby making it (pedagogical term) chill; b) I am modeling/suggesting that if you use it, it's a good idea to be critical about what it tells you (which I desperately want everyone to know in general, not just my students in a classroom); c) I am providing an invitation to learn from using chatgpt, rather than avoid learning by using it. Plenty of them won't take me up on that. That's fine (see item 3 below).
So ok, we have at least established the goal of coming at it from acceptance. Then what do you do at that point?
Think about what is unique to your class and your students and build assignments around that.
Assignments, of course, don't have to be simply "what did Author mean by Term" or "list the significant thingies." A prof I used to TA under gave students the option of interviewing a family member or friend about their experiences with public housing in the week we taught public housing. Someone I know who teaches a college biology class has an illustration-based assignment to draw in the artsier students who are in her class against their will. I used to have an extra-credit question that asked them to pick anything in the city that they thought might be some kind of clue about the past in that place, do some research about it, and tell me what they found out and how. (And that's how I learned how Canal St. got its name! Learning something you didn't know from a student's work is one of the greatest feelings there is.) One prompt I intend to use in this class will be something to the effect of, "Do you own anything--a t-shirt, a mug, a phone case--that has the outline of your city, state, or country on it? Why? How did you get it, and what does having this item with this symbol on it mean to you? Whether you personally have one or not, why do you think so many people own items like this?" (This is for political geography week, if anyone's wondering.)
These are all things that target students' personal interests and capabilities, the environments they live in, and their relationships within their communities. Chatgpt can fake that stuff, but not very well. My advisor intends to use prompts that refer directly to things he said in class or conversations that were had in class, rather than to a given reading, in hopes that that will also make it harder for chatgpt to fake well because it won't have the context. The more your class is designed around the specific institution you teach at and student body you serve, the easier that is to do. (Obviously, how possible that is is going to vary based on what you're teaching. When I taught Urban Studies using the city we all lived in as the example all through the semester, it was so easy to make everything very tailored to the students I had in that class that semester. That's not the same--or it doesn't work the same way--if you're teaching Shakespeare. But I know someone who performs monologues from the plays in class and has his students direct him and give him notes as a way of drawing them into the speech and its niceties of meaning. Chatgpt is never going to know what stage directions were given in that room. There are possibilities.) This is all, I guess, a long way of saying that you'll have a better time constructing assignments chatgpt will be bad at if you view your class as a particular situation, occurring only once (these people, this year), which is a situation that has the purpose of encouraging thought--rather than as an information-transfer mechanism. Of course information transfer happens, but that is not what I and my students are doing together here.
Now, they absolutely can plug this type of prompt into chatgpt. I've tried it myself. I asked it to give me a personal essay about the political geography prompt and a critical personal essay about the same thing. (I recommend doing this with your own prospective assignments! See what they'd get and whether it's something you'd grade highly. If it is, then change either the goal of the assignment or at least the prompt.) Both of them were decent if you are grading the miserable 5-paragraph essay. Both of them were garbage if you are looking for evidence of a person turning their attention for the first time to something they have taken for granted all their lives. Chatgpt has neither personality nor experiences, so it makes incredibly vague, general statements in the first person that are dull as dishwater and simply do not engage with what the prompt is really asking for. I already graded on "tell me what you think of this/how this relates to your life" in addition to "did you understand the reading," because what I care about is whether they're thinking. So students absolutely can and will plug that prompt into chatgpt and simply c/p the output. They just won't get high marks for it.
If they're fine with not getting high marks, then okay. For a lot of them this is an elective they're taking essentially at random to get that piece of paper; I'm not gonna knock the hustle, and (see item 1) I couldn't stop them if I wanted to. What I can do is try to make class time engaging, build relationships with them that make them feel good about telling me their thoughts, and present them with a variety of assignments that create opportunities for different strengths, points of interest, and ways into the material, in hopes of hooking as many different people in as many different ways as I can.
This brings me back to what I said about inviting learning. Because I have never yet in my life taught a course that was for people majoring in the subject, I long ago accepted that I cannot get everyone to engage with every concept, subject, or idea (or even most of them). All I can do is invite them to get interested in the thing at hand in every class, in every assignment, in every choice of reading, in every question I ask them. How frequently each person accepts these invitations (and which ones) is going to vary hugely. But I also accept that people often need to be invited more than once, and even if they don't want to go through the door I'm holding open for them right now, the fact that they were invited this time might make it more likely for them to go through it the next time it comes up, or the time after that. I'll never know what will come of all of these invitations, and that's great, actually. I don't want to make them care about everything I care about, or know everything I know. All I want is to offer them new ways to be curious.
Therefore: if they use chatgpt to refuse an invitation this week, fine. That would probably have happened anyway in a lot of cases even without chatgpt. But, just as before, I can snag some of those people's attention on one part of this module in class tomorrow. Some of them I'll get next time with a different type of assignment. Some of them I'll hook for a moment with a joke. I don't take the times that doesn't happen as failures. But the times that it does are all wins that are not diminished by the times it doesn't.
Actually try to think of ways to use chatgpt to promote learning.
I DREAM of the day I'm teaching something where it makes sense to have students edit an AI-written text. Editing is an incredible way to get better at writing. I could generate one in class and we could do it all together. I could give them a prompt, ask them to feed it into chatgpt, and ask them to turn in both what they got and some notes on how they think it could be better. I could give them a pretty traditional "In Text, Author says Thing. What did Author mean by that?" prompt, have them get an answer from chatgpt, and then ask them to fact-check it. Etc. All of these get them thinking about written communication and, incidentally, demonstrate the tool's limitations.
I'm sure there are and will be tons of much more creative ideas for how to incorporate chatgpt rather than fight it. (Once upon a time, the idea of letting students use calculators in math class was also scandalous to many teachers.) I have some geography-specific ideas for how to use image generation as well. When it comes specifically to teaching, I think it's a waste of time for us to be handwringing instead of applying ourselves to this question. I am well aware of the political and ethical problems with chatgpt, and that's something to discuss with, probably, more advanced students in a seminar setting. But we won't (per item 1) get very far simply insisting that Thing Bad and Thing Stupid. So how do we use it to invite learning? That's the question I'm interested in.
Finally, because tangential to your question: I think there's nothing wrong with bringing back more in-class writing and even oral exams (along with take-home assignments that appeal to strengths and interests other than expository writing as mentioned above). These assessments play to different strengths than written take-homes. For some students, that means they'll be harder or scarier; by the same token, for other students they'll be easier and more confidence-building. (Plus, "being able to think on your feet" is also a very good ~real-world skill~ to teach.) In the spirit of trying to offer as many ways in as possible, I think that kind of diversification in assignments is a perfectly good idea.
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canisalbus · 9 months ago
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Sorry if this is comes of strange, but I sort of love how Machete is always cleverly “censored” with your more intimate works involving him. Obscured might be a better word for it!
(And I’m curious if that’s always been the case 👀)
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twinliches · 6 months ago
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hi would you say the barrier of entry for sailing is very high?
my family had a house near the beach so i spent every summer in the sea so i absolutely ADORE IT and wanted to learn how to sail recreationally but it's always seemed so expensive + hard to get into
advice or opinions are greatly appreciated if you have any to offer<3
btw i love ur blog ty :)
i would absolutely encourage you to try sailing out and i think it's a great sport to get into! i have introduced dozens of people to sailing so far and almost all of them hit the ground running. the learning curve is steep and even just joining for the first times without touching anything is exhilarating so no moment learning is wasted. strong motion sickness or a paralyzing fear of the ocean notwithstanding, i truly think everyone can learn the ropes (haha) and that quickly! we always joke that it is very easy to get a boat sailing and very hard to get it sailing fast, but you have the rest of the life to figure out the latter and even if you don't you will have a grand time on the water.
you did not specify if you want to get on a sailing yacht (that you can sleep and do long tours on) or a smaller dhingy so i will answer both and i hope it is helpful!
SAILING YACHTS:
when it comes to sailing yacht, the real challenge is not sailing but owning a boat, and that is where the financial barriers come in. i will not lie to you - owning a boat is really expensive, and i am talking 5 to 6 figures a year expensive for a middle-sized sailing yacht including mooring, fixes, equipment, utilities, tools, and everything else. you can absolutely find cheap boats sold at every coast line - but buying a boat is not expensive, having a boat is. (guy who just bought a rope for 600 human dollars voice) heed my warning.
THE GOOD NEWS: you absolutely do NOT need a boat to learn sailing on a yacht. everywhere there is a marina there is people looking for crew, and many sailing clubs have programmes for beginners to get you on a yacht and try it out! there are also many summer programmes to join on larger tours and learn sailing. i would encourage you to bring a friend or two because it's much easier to flounder around on a new ship in groups, but it is absolutely worth trying out and again - even being on a boat is exiting, and you learn by doing!
now. sailing is not a dangerous sport and this is my heightened sense for safety of a sailing instructor speaking. but! if you join on a boat even as a visitor please think of that sailing tumblr blog in your life and tell the captain that before you go out of the water you would like to know: 1) the number for local search and rescue, and 2) the position of the fire extinguisher, the lifeboat/life ring, and the emergency shut-off and 3) that you want to wear a life vest unrelated to weather conditions. if they make jokes about you being a worry-wart, take them in stride, but if they refuse to do any of this, you tell them that they are irresponsible and leave. things rarely go wrong but they can and i want you to know what to do. okay? sailing is not scary but being unprepared is. okay PSA over.
DHINGY SAILING:
dhingy sailing is the most fun, the closest to the water, and the fastest way to learning sailing because you are together with one other person max facing the winds. yes you will most certainly get wet, but it is very safe, close to shore, incredibly fun and exhilarating, teaching you self-reliance, reflexes, trains your sense of balance and gives you abs. it's the perfect sport. can you tell i teach dhingy sailing
if you want to learn dhingy sailing, again, do NOT immediately buy a dhingy. while they are far less expensive they are still a hassle and setting up the mast without knowing your way around a boat will discourage you from sailing forever. instead, again, join a sailing club or a short course to learn dhingy sailing!
many places can give you intensive courses and certificates that qualify you to lend out dhingys afterwards our you join a sailing club with their own dhingys (which there are a lot of everywhere!). most offer weekly or even daily sailing lessons and group sailing and faster than you know you will flying over the water. the financial barrier here could be the course cost as they vary widely (my students pay 50 euros a year but some places will cost you that or more an hour it's hard to gauge). apart from that, you will have to invest in a neoprene suit and a sailing west, but that's the extent of it.
all in all, give sailing a try! it is the most rewarding hobby i can think of and my heart aches for everyone who lives at the coast and doesn't best the waves one way or another. and again, i cannot stress it enough: being on the water is half the fun. everything else will happen in due time. the ocean waits for you! happy sailing!
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greensagephase · 3 months ago
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More Mafia Miguel x Oc 🤭🥹🫶🫶🫶
OMG, POOKIE SO THIS IS WHAT YOU WERE COOKING WHEN YOU SENT ME THIS A WHILE BACK!!!! I’m eating this up OMG, I LOVE THEM SO MUCH!!!
No, you don’t know!! I’m giggling and kicking my feet rn at the way Miguel is smiling at Kira while she has that grumpy look on her face!! 🤭I must know what they talked about!! Also, when you say mission, um, what kind of mission? Is Kira not Spider-Woman here anymore, or does Miguel already know her true identity? GIRL I NEED TO KNOW!! Also, the little heart by Miguel and Kira’s symbol!! Miguel is already in love with her while Kira seems to have some conflictive feelings already, maybe?? 👀👀🤭
But then RAHHHHH, 3 YEARS LATER THEY’RE TOGETHER!!! No, I’m actually so happy for them rn!!
Miguel… The way he’s holding and kissing her… I’m gonna go lay down on the interstate, brb!!
Seriously though, these sketches ARE SO SO SO AMAZING!!!! Thank you (I say this every time but fr) for sharing your sketches with me and everyone else!! 🥹 THANK YOU, POOKIE!! Also, I hope you're having a wonderful day/night!! 💕💕
Alondra❤️
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buwheal · 10 months ago
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Man although I can't send this and have Spamton see the image (cuz it would be text instead) I'll send it to you and you can give me your opinion about it.
What do you think...
...about...
...snowy Spamton?
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IT SNOWED YESTERDAY YESS!!!
(this was on a car btw, which made it even better)
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god-syndicate-if · 3 months ago
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Oh, Hey. That's a lot of you.
So just a general update since this is a milestone. The only scenes I need to finish up are the hang-out scenes. Which for a prologue I know they're not really needed but I wanted to add them. I've mostly been editing though, so word count is still about 80k. All of the hang out scenes, aside from Rebel's, are practically done. I'm going to assume with how things are going the entire prologue is going to be abbbooouuuttt 90k, but that could change, don't believe anything I'm saying until you all actually have it. I'm not one to really care about word count so it's whatever.
I'm going to try and finish everything very soon and give you all a date for it to be released. The stuff I gave my friends really made me feel good about the demo, and I hope you all will like it when it comes out!
And thank you so much for following!
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