#I wonder who she really is
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sugar-glaze-donut · 1 year ago
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This is the Part 2 of this fic <3
I'm so happy some people liked it :D
TW: Probably OOC characters, OC (not exactly, it's just Aruji-sama), small spoilers of episodes other than episode 1
Life as an Angel from Akuneko - Part 2
You stood outside the cabin with your fist on your hips.
Yeah, you just stood there awkwardly.
Everything's been pretty overwhelming you know? Devil butlers are after your ass (a metaphor btw) and the angels probably already know about your betrayal.
Damn, such a nice way to start a new life in another world, no?
Using the wings on your back, you flutter up to stand on the cabin's roof. The ceiling creaks slightly under your weight but shows no sign of collapsing.
Thank god...
You stare into the distance from on top of the roof.
"Oh hey... isn't that Devil's Palace?"
Indeed it is. Standing in its glory, the Devil's Palace, a.k.a. the abode of the 13 (or 16? You don't know what part of the story it is now) butlers, a cat butler, and a normal human being, stood proudly amongst the tall trees of the forest.
"That does remind me though, the story..." You closed your eyes and scratched your head. "I mean, I know Haures is alive. That means Fennesz and the older butlers are alive too. And... that only squeezes the possibilities to half of the whole timeline..."
God fucking damn it
Running a hand through your really short hair, you sighed once again and scanned the world below you.
But then, at the corner of your eye, you see a bush rustling. Is it Tristia? Or her friend?? Tristia should be in the cabin sleeping right now... and there's no barn or civilization nearby. And from your knowledge, Devil's Palace didn't have a barn either. It wasn't windy too.
You descend from the roof and land on the ground. Cautiously, you approach the bush.
You puff up your wings to get ready to fly off. The thing in the bush gasped.
Huh?
It gasped??
You lunged forward to capture the thing in the bush. It was small. It was fluffy... and it had beautiful wine-red eyes.
"No... it can't be" Your eyes widened to see the feline butler from Devil's palace, Muu, squirming in your hands.
"H-hey!" Muu frantically yelled. "Let me go! Don't erase me!"
"..." In a moment of shock, you raise Muu to the sky (that moment from The Lion King) and hold him tight in your grip. Why was Muu here?
"...Who are you?" you decided to start with that question. In the story, it never showed that the angels had any interest in Muu. It'll be weird for an angel like you to know (or even acknowledge) his existence.
Muu looked as if you grew another head. "How- you can talk!?" Oh yeah, angels aren't supposed to say anything other than ["Die. For life"].
"Muu? Where are you?" There was an unrecognizable voice not that far away from the both of you. It didn't sound like any of the butlers, but Muu seemed to react to the voice. A panicked expression takes over Muu's face. "ARUJI-SAMA! DON'T COME NEAR!"
Aruji-sama...? Isn't that...
At that moment, a humanoid figure emerges from the trees.
It was a lady with long brown hair. They're not that tall, just a bit shorter than you. They wore a beautiful white dress with small flower stitching on the hem. Wow, Flure must've made that.
Aruji-sama (or, who you think it is) froze at the sight of you. They visibly paled and looked like they wanted to run away.
"Let...let him go!" the brunette exclaimed, pointing at Muu.
From your point of view, this seemed like a chance to gain their trust. A chance to gain information about the timeline. And... a chance to perhaps help them.
You must act clueless. They don't know you, but you do. "So... are you the master of the Devil Butlers?"
Just like with Muu, they looked at you as if you grew another head. "Are you another one of the Intelligent angels!?" they stood their ground and glared at you.
"Buddy, I'm flattered that you think I'm intelligent, but I'm not" You dead-panned at the brunette and let Muu down onto the ground. He rushed over to the master and hissed at you. "Don't worry, I won't erase you. Even if I wanted to I have no idea how to"
The duo seemed to relax a bit but the air was still tense. "How can we trust you?" "Why don't we introduce ourselves then?"
You sat on a rock near you and gestured for the duo to come near. They reluctantly go closer, but keep a short distance away from you.
"So then, my name is [Name]" You gesture to them to do the same. "...I'm Akane, the master of the Devil Butlers" The brunette quietly says. "And I'm Muu, Aruji-sama's butler" Muu proudly puffs his chest.
"Alright alrighty," You stretch and crack your knuckles. Nice, the introduction is complete, time to mess with them a bit.
"Is Muu a type of devil?" Akane and Muu looked at each other in silence and you smiled at them amused. "I- I'm not sure? Muu, you're a cat right??" "As far as I know, I think so?"
"How about you Miss Akane?" The girl flinched "Are you a type of devil? Do you have any cool powers?"
Akane fiddled with her fingers and looked down "No, I'm just a normal human being. But I can unleash the butler's powers! And, uh... that's all..."
"Hmm, that's cool." you mused. "I think I've asked enough questions, now it's your turn to ask me some" They instantly perked at this.
You closed your eyes, ready to be bombarded by questions. Akane asked the first question "Why exactly are you here?"
"Well, that's because I wanted a normal life instead of living in the angel's lair" Lie. You were planning on how to spend your life in this world
Muu asked the second question "Do you plan on attacking humans?"
"No. Like I said before, even if I wanted to I have no idea of how to erase people from existence" It's the truth. You don't EVER want to erase anyone.
Akane and Muu look at each other and talk in hushed voices. They're probably talking about what to ask next.
I shift my attention to the lake. It had a beautiful reflection of the sun setting. It must be night soon.
"You said you're not an intelligent angel, right?" Akane suddenly asks, catching you off guard. "If you're not an intelligent angel then... what exactly are you?"
You chuckled lightly. Yes. This is the question you wanted them to ask
"Well to put it simply, I'm a normal angel" You put a pause in between to make a dramatic effect. "But I wasn't an angel in the first place"
Your comment piqued their interest. Akane leaned forward and opened her mouth to ask a question, but you were quicker. You stood up from the rock and put your hand on Akane's mouth to silence her.
"Let's save your questions for another day, shall we? It's getting awfully late" you point to the setting sun.
"Oh yes! They must be worried by now!" Akane stands up and picks Muu up into her arms. "I'll... see you tomorrow?"
"Sure, why not?" you smile warmly at her. "Just don't tell any of your other butlers about me ok? I don't want anyone hunting my ass down"
Akane nods and waves at you. Muu's ears tilted back and his eyes shone. "Bye Miss Angel!"
They both rush through the trees, heading in the direction of Devil's Palace.
Once Akane's flowing dress was out of sight, you returned to the cabin to check up on Tristia.
"Hey Tristia I'm back-" you pause when you see Tristia sleeping soundly on the rocking chair near the empty fireplace.
"Ah," you walked over to a chair near the window and stared at the sky. The moon is out tonight. It's not a full moon yet so Lato doesn't have his trauma breakdowns yet.
The timeline...You know that Aruji-sama and Muu are here, meaning that the main story has started already. And Akane said "Another one of the intelligent angels" when you first met. This means that they had already encountered Seraphim.
"Which means... Haures is going to be demonized soon!" You have to warn them. But how? You can't just straight up tell them! "How should I help them..."
While you were debating and panicking, you didn't notice eyes of Tristia watching you
She was never asleep
She listened
She hoped
And she trusted
Tristia trusted you to save her brother.
Last edited - September 30
Taglist @hamikau - 🍩🔥 @raging-tyrant - 🦀🍜
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deathricedrawn · 5 months ago
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i'm ready to try
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duck-ssi · 16 days ago
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Is there a fic out there were Ra's gives baby Damian to the ghost king aka teenage Danny hoping to gain a super Lazarus pit/ectoplasm powered baby and instead Danny just goes 'welp I guess I'm a teen dad now' and doesn't give him back?
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carolinanadeau · 11 months ago
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"this female character is underdeveloped" TO YOU. I can read subtext and I know all about her backstory and her rich inner life. also she told me personally
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karalovesallthegirls · 6 months ago
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Also have another “first words spoken to you are on your skin” soulmate AU idea where Kara is a journalist assigned to shadow the controversial CEO of L-Corp for the day. It’s a big deal for her to get this assignment, so of course she trips the second she’s near the other woman and tries awkwardly to redeem herself.
The CEO stares at her almost in shock, and then says nothing. At all. Ever, for the entire day.
Kara spends hours following Lena Luthor around trying to fill the silence, but no amount of questions get her to talk. Lena almost seems to be running away at some points - like she’s trying to lose her? - and the few times she’s managed to catch her actually talking to someone she goes silent the second she sees Kara.
She asks around if Miss Luthor is usually like this and everyone looks at her like she’s crazy. Apparently she’s the only one who gets the silent treatment. By the end of her first day shadowing she’s walking away with half a page of observations and not a single quote. Miss Grant is going to kill her.
But that’s okay. It’s fine, this isn’t over. She has four days of shadowing ahead of her and she’ll be damned if she doesn’t finish this with a quote from the woman herself. It’s only a matter of time.
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giantkillerjack · 1 year ago
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Me: hm, I want something to put on the TV as background noise... Huh. Looks like YouTube is recommending something called The Last Unicorn. That's perfect, it's probably some old shitty animation that has aged poorly! I can watch it ironically!
Me, 2 hours later as the credits roll: *crying, cheering, buying the book, composing the songs*
Me, 2 weeks later: So I have compiled all of the quotes from the book that I think could make good tattoos, and also, HOW HAVE I NEVER LEARNED ABOUT HOW THE LAST UNICORN FUCKING SLAPS??? This gay-ass little fairytale fed my soul! Watered my crops! Transed my gender! Can't believe I heard of this story from youtube recommendations, of all places!!
#original#the last unicorn#tlu#peter s beagle#molly gru#schmendrick#schmendrick the magician#two of my favorite characters in anything right there in the center of the story! and I'm glad I saw the film first!#my reading ability has diminished due to trauma disability etc. but it seems like having a visual reference actually really helped!#no wonder i only ever want to read fan fic! turns out reading is not actually Superior to other types of Storytelling. it's just different.#to say otherwise is snobbishness I have been eminently guilty of in my life!#but like it is easier for me to consume tv and movies and that is fine actually. also that's why I'm doing a graphic novel lol#because i wanted to make something i would actually be able to read if i found it at a library. altho the audio book IS gonna be bomb#the audiobook is for visually impaired readers and anyone who wants or needs it! accessible stories for everyone! yeah!!#my gender was already transed but now I've gained an ADDITIONAL gender! which one? I'll never tell 😘#i am so powerful i have so much fuckin gender. my wife has no gender. and she is equally as powerful.#and also she has STUDIED THE BLADE#mostly zoro's blades from One Piece#normally YouTube recommends me shit movies like idiocracy or smth this is like if every day ur cat brought you a piece of rotten food and#then one day it brings you a BEAUTIFULLY ANIMATED TALE FEATURING MY BELOVED TWINK FUCK-UP WIZARD FRIEND AND MY ALL-TIME HOMEGIRL MOLLY GRU#and also it's soft and beautiful and funny and fucking weird!! i wrote melodies to the songs in the books on my ukulele
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star--nymph · 6 months ago
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Vivienne's fear being 'becoming irrelevant' isn't something that's linked explicitly to her pride, no matter what Solas says about her (and the irony of Mr.Pride himself saying that should not be lost on you), it reveals what and who Vivienne truly is.
She's a survivalist.
Because we don't spend as much time in the Free Marches or Orlesian circles, we don't get to experience what being a mage is in these cultures. In Ferelden and Kirkwall, a mage is a lesser being without freedom no matter what they do--but in the Free Marches and Orlais specifically, mages are commodities that are given freedom so long as they play an entertaining enough role. They can explore the world if they have a noble patron, if they catch the right person's eye. They are, in a way, two sides of the same coin--refusing mages agency and forcing them to relay on higher powers. Vivienne lucked out, as sad as it is, when Bastion fell in love with her; she found someone who was contrarian enough to recognize her as a full person and also someone with power that could help her rise through the ranks. This is not to say that Vivienne on her own wasn't an exceedingly talented and intelligent individual--by nineteen she was already the youngest full fledged mage in Circle history and she was skilled enough to make herself an enchanter. But, I can not emphasize this enough, none of that matters if she didn't also play the Game and impress enough people.
Vivienne could have been the most brilliant mage in the history of Thedas and it means nothing if she was overlooked by nobility.
So when Bastion made her his mistress, she gained not just a lover but also a means to an end. Now she can use her magic to protect herself. Now she can roam where she wants and not be question for it because she's Madame Vivienne. Now, she can walk into the Orlasian court and belong there.
And what happens? Celene notices her and makes her the Court Enchanter, a position that has always been the equivalent of a jester. Vivienne took that title, ignored that it was essentially a glorified insult to who she is, and made it a position of power. She made the Court Enchanter into an advisor, a political rank. She had done the impossible and made mages an actual political entity in the Orlasian Court, something that wasn't seen outside of Tervinter (not counting what players can do under very specific conditions if they made mages in DAO and DA2).
All that, however, only continues as long as the court recognizes her as something worth their attention. Vivienne needs to maintain her act as Madame De Fer, The Lady of Iron, the Court Enchanter, The Jewel of the High Court, because the second she just becomes Vivienne, it's over for her. The assassins coming raining in, her name gets devoured by rumors and gossip, and she'll be found dead at bottom of the stair case with a dagger in her back if she's lucky.
So of course when the Circles fall apart during the Rebellion, she clings to that Loyalist Mages to maintain that structure--of course she moves her pieces to the Inquisition, knowing that if the Circle DOES fall, she at least as another place for herself and mages latch onto--of course when she hears that Celene replaced her with a new Court Enchanter that appeared out of no where, she grows to resent Morrigan.
Like, Morrigan literally pops up out of thin air, makes herself invaluable to Celene, and then plants herself in the place Vivienne had to claw her way up to and create so she could survive. Would you not be resentful when your life's work is usurped by some random witch of the wilds because she happened to charm the Empress? Everything Vivienne strived for all whisked away because the court find a gem who glimmers ever so slightly more than Vivienne.
So yes, Vivienne fears becoming irrelevant because the world has made it so that irrelevance for an Orlesian mage means death.
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citrusai · 2 months ago
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taash said "they were doing it" and people ran with the interpretation of an npc that doesn't know solas or the history of the elvhenan even when bellara interjected and said, no, that's not right. that's not how it was for the elvhenan. they formed bonds before they had physical bodies. and people ran to doompost or create weird anti-solavellan shit even though mythal & solas refer to each other as old friends and when she releases him there is no tenderness or love in it. it is the act of unchaining a dog from his post, the stepping down of a general. but to each their own ig.
#let the record show i think love was there. do I personally perceive it as romantic / sexual? no.#mythal's perception of love & care is warped in and of itself#i think they loved each other. but she loved what she could take from him and what he could give in terms of service#not because she was romantically into him#also i wish we knew more about her & elgar'nan. her regret prison form says she holds no love for him anymore#and it makes me wonder when that love soured. was it when she was blighted? before that? was that love also born of duty and companionship?#this is the last post i'm gonna make ab this i think#bc i believe people are too caught up in the modern western ideas of love as thing we give solely to our romantic partners#and we literally have a character go ”our perception is warped bc of the age we live in” and some of you are still being purposefully obtuse#and i think trick saying it's up to interpretation is basically admitting EA had them dumb down the game anyway#if everything ab the rise and fall of the evanuris in game#was condensed to five 2min cutscenes it says enough that whatever the writers wanted#was swiftly cut down by corporate dept. basically saying it's in the fans' court now#also bc it's an easy cop out around new players & non solasmancers who are indifferent ab him / dislike him#as a way to appeal thru a more sympathetic lense of look!! he loved and was led astray#not to mention the clear justinia / leliana parallels#and leliana gets angry if you imply she was romantically involved / in love w justinia#and the romance descr when you remake your inq saying the dread wolf could not predict what it would mean to fall IN LOVE#implying he had never fallen in love before or at the very least experienced a romantic love#also him saying drinking from the well would make you a slave and he gets really upset#yet ive seen takes of ”hes doing this for her cus he dgaf ab lavellan” ?? he got mythal killed when he told her ab the blight#whatever feelings of admiration he had for her have rotted. he is literally burdened by his mistakes and his choice in joining her#i feel like if i were a spirit bound and twisted into a weapon i would need my creator to tell me i am Free. i would need that closure#like when cole says its not abuse to bind him if he asks and solas said thats not always true???#if you perceive her interaction w him in vg third act as#anything more than the way justinia released leliana in inq then im sorry maybe youre just obtuse#solavellan#mythal#dragon age meta
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turtledotjpeg · 7 months ago
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thinking about that "I don't have anyone close to me" line 🤔
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stagefoureddiediaz · 3 months ago
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The Helena diaz of it all has me fascinated. I’ve said for a long while that Eddie’s real issues are his mommy issues and this episode just cemented for me that we’re gonna explore that and deal with it.
Because it’s Helena who forced Eddie to grow up to fast - because her husband wasn’t around much - so she pushed Eddie into de facto parent and husband role ls - selfishly filling her needs and ignoring the damage it was doing to her son (it is a form of abuse in my book).
Eddie then had the audacity to fall in love with and marry Shannon and get her pregnant. It’s why Helena was always so off with Shannon - she was punishing her. She is also punishing Eddie for all of this and his refusal to return to El Paso only cemented further her bitterness and resentment.
Now she does have Ramon back she doesn’t need Eddie any longer to fill that role so she is still punishing him and part of that is tied into her glee over now getting to parent Christopher - something she has always been intent on doing the doppelgänger just gave her the opportunity- as well as allowing her to further punish her son and his love of Shannon.
Her barbed comments about building a pool were all about showing what she can provide Christopher - how she is parenting him better than Eddie - it’s part of her mind games - making Eddie feel like more of a failure as a parent to his son.
The reality of course is that the reverse is true - Helena’s parenting is all superficial, flash and showy - it isn’t the hard day to day parenting when things get tough and you have to be the bad guy. While Eddie has made mistakes, there is nothing superficial, flash, or showy about his parenting. It’s why bucks comments about Eddie being a great dad are so important.
Eddie feel like a failure right now and that he is entirely to blame for everything. But in reality, while he does bear a bit of the responsibility, the truth of the matter is that he needs to learn and deal with the fact that all of it actually stems from Helena and her abuse of her young son - Shannon never stood a chance just like Eddie never has.
#genuinely don’t see how she can get any sort of redemption arc#but this is 911 so maybe they’ll find a way 🤷🏻‍♀️#Helena’s treatment of Eddie is a form of child abuse - it has done so much damage to him psychologically#I do really hope we finally get to meet Sophia and adriana as part of this arc beciase I think it might be very revealing#I am also wondering if Ramon had a stache in the past - and that is what Eddie is subconsciously trying to mimic#and that is about him trying to regain his mothers affection - trying to fill that husband role she forced him into#and that shaving it off is a part of his dealing with that and choosing to free himself from her clutches#and in doing that - standing up for himself etc - it will be the trigger that v ring schristopher back#the catholic guilt and Eddie’s queerness is also all tied up in this - the church reinforces and condones Helena and her actions#the Catholic Church has a long history of abuse of children in all it’s horrendous forms#so Eddie seeking solace in that direction think it will help him find away back to Helena’s good books only for it to open a few doors he#has bolted shut#as for the queer aspect - forcing Eddie to grow up too fast and fill this role of husband to his mother and parent to his siblings means#Eddie never got the chance to learn who he actually is - to explore his sexuality and all that goes with that - at the age one normally#would - as a teenager and into your 20’s. it explains so much around his relationship with Shannon and dealing with the helana of it all#and the queerness of his identity - ​will also allow him to actually let Shannon go#Eddie’s arc is going to be incredible - heartbreaking and gut wrenching - but incredible#Helena diaz it’s on sight - she is evil and cannot be redeemed in my eyes!#911 spoilers#Thinky thoughts#eddie diaz#911 abc
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thesmokinpossum · 4 months ago
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If My Body Could Speak, Blythe Baird | The Godfather, Mario Puzo | My Father's House, Sylvia Fraser | To The Daughter Who Secretly Longs For Her Mother’s Affection, Lynne Shako | Storms from Jupiter, Wanda Deglane | DO NOT REPLY, @filmnoirsbian
#connie corleone#carmela corleone#the godfather#web weaving#this is...quite negative towards carmela i guess#so i just want to make it clear that i actually really love her as a character and i actually can understand how she became who she was#she was a woman born in the late 19th century raised not just in a patriarchal society but a CATHOLIC patriarchal society#who therefore grew up learning that she was primarly defined by her relationship to her husband and her capacity to be a 'good wife'#so i totally understand why she would take some type of sick pride in knowing that her husband never 'had' to hit her#but like...that entire part of the book was legit hard to read and Carmela was really not that much better than Vito there#so it's kinda hard for me not side eyed the shit out of her when she blame Connie for being a neglectful mom#like geez Carmela I wonder why your daugther might be struggling I'm sure it has nothing to do with anything you did or refused to do...#i'll say that she did end up being concerned for Connie and trying to help so she definitely deserves some points here#unlike Vito's dumbass who was just like 'it really hurts me to know that my daughter is being hit all the time but i can't do anything :('#'I'll tell her it's all her fault and that she deserves to be hit that will surely help somehow'#Vito really spent the entirety of this book being like 'nothing and I mean NOTHING matters more than blood (conditions very much applies)'#domestic violence mention
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odetojupiter · 4 months ago
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i see you saying that it’s heartbreaking that wymack set up the foxes to help people with trauma but couldn’t help his own son and i raise you: wymack saved kevin before kevin left the nest, without even knowing. kevin never would have left the nest if he didn’t have somewhere to go, and wymack - with the media attention he garnered with the foxes - became such a trustworthy figure in kevin’s mind that he didn’t doubt for a second that wymack would take him in and keep him as safe as he could. wymack did help kevin, before they had even met each other, by being such a strong beacon of hope that kevin was drawn to him despite the fact that he was raised and abused in a cult and probably found trusting anyone difficult, let alone someone he hadn’t met.
something else to consider: the foxes are still a newish team (if i remember correctly seth’s year is their first year, dan is their second, meaning neil is their fifth), and jean tells neil that kevin only found out wymack was his dad a few years ago when neil is in the nest. this means that kevin will have been aware of who wymack was - outside of wymack having played the sport prior to coaching - and would have seen the type of person he was before he knew they were related. he’d have witnessed from after wymack fighting tooth and nail to support his foxes despite all the mess, the tragedies, would have seen him staying firm in his belief in second chances BEFORE he found out wymack was his dad.
think - kevin saying to jean imagine having that. jean would say it’s a publicity stunt, it’s not real, those types of people don’t exist and kevin would agree and say they’re a shit team anyway, but something about wymack always rang true to him. maybe after that conversation he didn’t bring it up - other than to say i think my mother would’ve liked dan wilds when it’s announced she’s the new captain. but he still sees wymack’s actions in his periphery, and it’s enough to build up a picture of him as someone who is real. and then he finds out it’s his dad
imagine how that would have been for kevin - going from living in a cult, cut off from any family he may have had after kayleigh’s death to suddenly being told he has a dad, and that dad is the type of person who would have risked himself if he knew what was happening to kevin.
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bet-on-me-13 · 11 months ago
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Reincarnation AU but it's not Danny
So! In basically every single Reincarnation AU I've seen, it's always Danny who gets reincarnated as a DC character. Sometimes it's Jazz, other times it's his Friends, but it never really strays from them. And I think we've been ignoring some people...
The Ancients! Danny is always reincarnated as a "Vacation" from his Ghost King Duties, so why not give the same courtesy to the other Ancients?
Specifically, Fright Knight.
Fright Knight has been a loyal servant and Knight of his Master for Millenia. Ever since he first formed as the Autumn Spirit, the Embodiment of Fear, the Fright Knight, he had declared his Servitude to the Ghost King, whomever it may be at the time. And he stayed in that position, through the passing of the Crown, through the Violent Coups, through every single Ghost King who had taken to the mantle. He was their Loyal Knight. Never Wavering. Never leaving their side.
Until Pariah Dark, but that situation was different. No previous King had even tried to take the human world before.
Thankfully, Pariah had only taken the Throne for a mere 5000 years, so he had not had to put up with him for long, and much of that time was with him stuck in his Coffin. That was the first time Fright Knight had ever left his Masters Side.
Then, that insolent Halfa he had met before came into the picture and Fright Knight had a new master.
King Phantom was...different.
Perhaps it was his remaining Humanity poking through? Or was it was the influence of the Human Realm that he still regularly visited? Or maybe he was simply just a Good Person, and there was no deeper meaning behind it?
Either way, Fright Knight noticed that he cared for his subjects in a far deeper manner than any previous king had. He had personal connections with as many Ghosts as he could, and often called the Ghosts he ruled his, Friends. It warmed his Long Frozen Core to see a King valuing his Subjects as much as he did.
He did not realize that the kindness Phantom extended to his people, also extended to himself.
One day, Phantom had been discussing his Human Life with some of his friends. Not his First Life, but his most recent Vacation. Over the Eons since he had taken the Throne, Phantom had been encouraged to take a Vacation every once in a while. It was not healthy for a Ghost to work non-stop like he did, especially for a Halfa.
It was not an uncommon practice in the Realms, many would take a break from the Endlessness of Death to embrace Life once more through Reincarnation. Although, many were too weak to retain their memories upon their second Forming. Mostly, it was Ancients or Kings who would use this as a Vacation, rather than a New Beginning.
There came a break in the conversation, and King Phantom turned his attention to his Knight. "Frighty, when was the last time you Reincarnated? Pandora did so recently, and it got me thinking."
"I have not taken leave of my post for thr Eons since my Forming, My Lord" Replied the Knight with Pride.
"What? You haven't taken a Break since you formed!? Frighty! That's not Healthy!" Exclaimed his King.
This lead to a whole conversation about how unhealthy his lifestyle was, which was another quirk of his Master. He cared for his Sunjects beyond their happiness.
"Fright Knight, as your King and as your Friend, I implore you to take a Vacation. It doesn't have to be forever, just a simple Human Lifespan, but please take a break, for your own Good."
And how could he refuse a request like that? One based in the kindness that his Majesty always showed his Subjects.
It took a few more years to finally iron out the plan for his Vacation, but what are a few years in the face of Eternity?
Finally, it came time to take his leave to the Mortal Realm, and to Life itself.
"Farewell, my Leige." Bowed Fright Knight, "I thank you for this opportunity."
"There's no need to thank me. Now go, and have fun, My Dark Knight."
...
That day, in Gotham General Hospital, a baby was born.
"What will you name him?" Asked the Doctor.
"I think I'll call him..." Began the need Mother, "...Bruce. Bruce Wayne."
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caligvlasaqvarivm · 3 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.
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.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
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. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
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 earnestness, which is not always well-received. 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. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
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, capable of cutting through to the core of other peoples' interpersonal issues. 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 a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
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 for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
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 and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can 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 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; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
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, and vulnerability often brings with it pain; 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.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
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.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
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.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
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. 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 - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. 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. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
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 grasp that their natural inclinations are bothersome to others, 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; 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 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.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
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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kawaiichibiart · 11 months ago
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Hello, yes, I need more cards where the characters interact with their younger selves.
I want more of this please:
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starry-bi-sky · 8 months ago
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tales of the passerine - danny fenton being bruce wayne's first kid
okay okay. so this is like a continuation/elaboration of my oneshot/prompt i wrote about the idea that Danny was the first batkid. We have a lot of aus where he joins the family after the rest of the bats do, right? So hey! Lets shake things up a bit. Danny is the first to be adopted by Bruce Wayne.
Danny's parents and unfortunately Jazz die shortly after the events of TUE -- how so? I was gonna say an ecto-filter explosion, that would call back to the TUE explosion and trauma behind that. But lets do something new! Carbon-monoxide poisoning.
It's not too unexpected for something to break in the Fenton house, especially with the Fenton parents' questionable understanding of proper weapon handling and lab safety. The water heater broke from a stray shot by one of the weapons, and was promptly MacGyver'd incorrectly. Danny went to stay with Tucker for a guys' night, and came back to a dead silent house.
(Danny's neighbors got a very unfortunate shock when he ran to the next house over in hysterics.)
There was a lot of shuffling around with CPS, the police. People had to be called in to handle the equipment in the lab, and the GIW was rumoring to show up in aid to clearing the scene. When Danny heard of that, he immediately went and dismantled the ghost portal to the best of his abilities. He burned the physical blueprints of all his parents' inventions, their blueprints on the ghost portal, and their most dangerous weapons were destroyed beyond recognition. Anything to prevent the GIW from getting their hands on his parents' tech.
It opened up another investigation, but he was not under the list of suspects. He was placed in the care of Vlad Masters, where they then went back to the rebuilt castle mansion in Wisconsin. Danny, terrified of the future that has once passed and may do so again, shuts down in his grief. Inadvertently, he ends up somewhat repressing his ghost half. Something Vlad, who is grieving Madeline but relishing in Jack's demise and his custody of Daniel, is not very happy with.
Vlad's... gone into a bit of a mental health spiral. He's becoming increasingly possessive over Daniel, the final remnants of his friends and a liminal being like him. He doesn't like that Danny's repressing his ghost half -- both out of genuine concern as a ghost, but also because of his desire to control Danny and groom him into the perfect son. If you ever had a phase where you read Dark SBI found family fics, first off; me too bro, and second off; those are the vibes I'm thinking of.
Danny's mentally shut down from grief! And fear. He's dropped into a bad depressive state -- paralyzed with grief and the terror of the inevitable. Clockwork saved his parents because he believes in second chances, but what's the point of that when his family ended up dead anyways? Danny doesn't wanna believe that he's destined to become evil, and he's holding out onto that hope, but it's a thin line, and he feels utterly hopeless and trapped. He hasn't used his powers or ghost form since he trashed the lab, and Vlad has alarms set up to prevent him from trying to escape.
He's also unintentionally cut off Sam and Tucker -- both of whom are so scared and concerned for Danny too, and are trying their damndest to reach out to him. He keeps ignoring their texts. Danny basically haunts Vlad's manor. He goes out to eat if he has to, attends parties Vlad drags him to, and stays in his room all day if he can.
At parties, Vlad doesn't allow Danny to leave his side, or really talk to anyone -- not that Danny wants to. A product of Vlad's increasing possessiveness. Well, he almost doesn't let Danny leave his side. Danny has a habit of slipping off to hide somewhere for the parties whenever he can, and Vlad reluctantly allows it so long as he stays alone.
This becomes an advantage when eventually, Bruce Wayne returns to Gotham after missing for years, and holds a bright charity ball to celebrate the return. Vlad has been chomping at the bits to get his hands on Wayne Industries, and with the return of its owner there is no better opportunity to wipe out his rival. He goes, and he as normal, brings Daniel with him.
Vlad thinks Wayne will bleed his little heart out for Daniel's poor orphan sob story -- he's a fellow orphan himself, after all. He's not wrong; Wayne's little heart will bleed, just not in the way that benefits him.
Bruce sees Vlad and Danny approaching before they're even close enough to introduce themselves - and like with many of the children he will soon come to care for, it's like someone set a mirror into the past right in front of him.
Danny Fenton's suit is tailor-made for him, and despite the fact that it's his perfect size, the sag in his shoulders, the ducked down head, and the way he hunches into himself all pictures the image of a child in shoes too big for him. There's a far away, glazed over look in his eyes and grief marble-cut into the lines of his face. There's not enough makeup in the world that will hide the dark circles under his eyes.
("My nephew, Daniel Fenton." Vlad's hands are possessive on Danny's shoulders. Bruce immediately notices the way the boy tenses under his touch. "His parents passed recently, and as his godfather I was designated his guardian.") ("I'm so sorry, the loss must've been terrible.") ("Yes, carbon-monoxide poisoning caused it. Daniel was out with friends, when he came home... they had already passed.") (Bruce immediately dislikes that Vlad shared the details of their death unprompted -- he likes it even less when Danny flinches at the reminder and hunches into himself.)
Danny runs off at some point earlier into the charity. At this point, parties are still being held at Wayne Manor (because iirc google search mentioned that was a thing at first before it was changed), so he disappears and hides in one of the empty rooms nearby. It just so happens to be the same room Bruce Wayne hides in when he needs a break from all of the socialization.
Thus begins a long, long process of trust. Bruce can't reveal his hand as being smarter than he looks, but he can be compassionate. Kindness needs no measure of intelligence. He keeps Danny company for as long as he can before he runs the risk of being found.
Rinse and repeat. Vlad insistently wants Wayne Industries, and he'll go to as many Wayne parties as he can to get his hooks into the man. The problem is that Bruce Wayne is never alone, and getting him alone is impossible. Finding him too. It's like the man never stops moving. Always talking to someone, always circling somewhere. He orbits around the room as if he isn't the sun of the Gotham Elite's solar system.
Danny's had such repetitive behavior that Vlad never thinks to believe that Bruce Wayne is disappearing to go talk to him. That "Vlad's" son is even interacting with him at all. Danny never gives him a reason to think so, and neither does Bruce.
Danny doesn't actually acknowledge Bruce until a handful of parties in, where he hands Bruce a small slip of paper he smuggled in that says; "don't trust Vlad". Danny's face stays carefully blank, but he's so tense that his hands are trembling, and he's purposely looking away from him. Bruce plasters a smile onto his face, slips the paper into his pocket, and tells him "okay".
(he's been busy with his own goals with the mafia, but he sets aside time to investigate Vlad Masters. He was holding off. Until now.)
Danny does eventually start speaking to Bruce, he's starting to really like the guy. He's starting to see a little hope, even as Vlad is starting to get more and more agitated with him the more he refuses to use his powers.
He reaches out to Sam and Tucker again, and starts trying to reconnect with them. Vlad has spyware on his phone, and he limits the amount of times he can talk to them. A weird parental control lock of some sort that leaves a time limit on how long he can talk to them for. 30 minutes. Danny doesn't tell them anything about Mr. Wayne.
Danny, slowly, wants out of here, and he's slowly gathering the motivation to do it. Vlad is genuinely scaring him -- and Danny wonders just how truthful the past-future Vlad was when he told him that Danny wanted his ghost half separate. He starts trying to come up with an escape plan.
Vlad has anti-ghost wards everywhere around the mansion, and while they're always on, they boost to full power at sunset. The doors and windows are always locked, all main exits have alarms set on them. The only reason it's not super extensive is because Danny hasn't tried leaving at all yet, so Vlad hasn't had to tighten anything.
At night, Vlad locks the door to his room and puts up an anti-ghost ward around the room. The mansion is on the outside westward side of Madison, more entrenched in rural Wisconsin. The closest town is a four-way stop sign with one house on three corners, and an open bar on the fourth. Not much to go.
He refuses to go to Sam and Tucker; Vlad would look there first. It's too dangerous. Vlad would sound alarm bells and have a manhunt looking for him, Danny can't risk going just anywhere. Too much risk of being found, sold out, or caught. There's really nowhere for him to hide.
Until there is. Bruce is telling Danny about the history of Wayne Manor, and says, as casually as saying the weather; "The manor has dozens of empty rooms, I'm sure Alfred wouldn't mind filling another one if he could." And quietly, hesitantly, Bruce places a careful hand on Danny's shoulder, unrestrictive and gentle; "He wouldn't mind getting one ready for you if you need one."
And there it is. There's his out.
Danny, just as quietly, replies; "I'll keep that in mind."
The ball starts rolling.
Now I've been trying to summarize this au as much as possible for length convenience, but Vlad has been steadily growing more and more controlling. More emotionally manipulative. More agitated at Danny for not using his powers.
He wants Wayne Industries under his thumb but he's been steadily growing more and more concerned with Danny. He's started grabbing him, yanking him around, shaking him; trying to goad him into using his powers. He gets angry when Danny doesn't react, or tells him he doesn't want to use his powers. He hasn't outright attacked him, but he's getting there. This has been happening over the time it takes for Bruce to indirectly offer Danny sanctuary at his home.
It all comes to a head when Vlad stops going to parties at all -- something Danny has to pretend he isn't upset about -- because Vlad doesn't want him around other people anymore. Vlad rarely goes now without him, and only leaves to go to a Wayne function or to handle something at VladCo.
Danny can't wait for Vlad to leave long enough to escape. So he leaves during the night of a big storm. Vlad's locked him in his room, but Danny doesn't bother trying to go for it; he goes to the alarmed window instead. Danny's been repressing his ghost half so long that he can't access his powers immediately anymore -- he can feel it, he knows its there, but he can't quite reach it.
He breaks the lock by hand.
Immediately the alarm goes off through the entire castle, filling the room with red, and he scrambles for the rope the Wisconsin Ghost left for him a few months back. Danny's already out and climbing down the side of the castle before Vlad even reaches his door -- the only good thing about the entire room being ghost-proof is that Vlad can't get in that way.
The rope ends before it reaches the bottom, and he's still twenty feet in the air. It won't kill him if he lands it right. Danny takes his chances, and drops. He breaks his ankle, but he survives.
And he fucking books it to the back garden. He hears Vlad shrieking over the thunder and rain.
I'll save the full experience for a future oneshot, but Danny makes it out into the nearby woods and forcibly experiences what it's like to be in a horror game, trying to hide from the thing that's hunting you. There's only one thing going through his mind; "i'm going to die"
I have this mental image for this scene. Very stereotypical horror imo. Where Danny is hiding behind a tree, with a hand over his mouth, and Vlad is a few feet away from him, glowing ominously red through the trees, trying to search for him.
Danny doesn't get away from this unscathed, but he does get away alive. That's all he could ask for. He gets away by getting his ghost half awakened long enough to transform into Phantom and fly to Gotham.
But he gets to Wayne Manor, he gets to Bruce. Or, at least, Alfred answers the door from his insistent pounding. Danny's just in tears and Alfred gets him in the living room, wrapped in a towel, with ice on his swollen leg before he has to step out and alert Bruce.
Bruce already breaks multiple traffic laws on a nightly basis. And that's just with the sheer existence of the batmobile itself, not including the speeding and military artillery attached. He breaks double the amount trying to speed back to the cave and get out of the suit.
Right off the bat: Bruce will know, at least before Dick enters the picture, about danny's powers. He'll figure out something considering the fact that Danny traveled from Wisconsin to New York in a single night. That'll be a bit of complicated affair, but I've already got something in mind.
Actually it'll probably be very soon after Danny joins the family, because Bruce tries to offer to fight for custody for Danny - the state Danny was in at arrival is clear enough evidence for a trial. But Danny immediately shuts it down, says it's not going to work and then Vlad will know Danny's with him and he won't be safe. He tells him that Vlad cannot know Danny was with Bruce.
Danny's biggest regret was not telling his parents he was a halfa, and while he doesn't want to tell mister wayne (yet), he does tell him about Vlad being one. He needs to know why Danny can't be seen with Bruce. So he tells him, and Danny's current plan is to just hide out from Vlad until he turns 18. That way, he has no more legal jurisdiction over him. After that? He's not sure.
And to wrap this up, since this has already gotten very long and I can make more posts about this au later; I've thought about it, and I'm going to say that Danny does become a vigilante before Dick enters the scene. He goes by, as you probably guessed; Nightingale. "Gale" for short.
#dpxdc#dp x dc#danny fenton is not the ghost king#dp x dc crossover#dpxdc crossover#tales of the passerine au#i dont want to overemphasize how much vlad sucks but also i dont want to downplay it. but also i didn't wanna make this post too long#i didn't emphasize enough on vlad's possessiveness but i wanted to make this post as general enough as possible for the au.#for some more wiggle room in the future if i make more posts about this au.#the consequences for Danny repressing himself was not a concern i was focused on for the post but i am thinking about it and mulling it ove#i'll be blunt my main specific reason for why this occurs shortly after tue is bc it means dani doesn't exist yet and it means i dont have#to include her in the continuation of this au. i love that girl but she's a dead weight. i dont wanna come up with an elaborate reason as#to why she's not in the picture when i can just say 'she never created in the first place' instead. i don't have anything for her to do#I don't want to risk giving her a poor plot line just so that she exists in au.#sometimes i really hate just how long my posts get. i feel like it kills my engagement. but i also don't want to make posts that have#a part 1 and part 2 just because I think it got too long.#i feel kinda bad for having Danny take the spot of 'first partner' from Dick. But that was part of the reason i was inspired to make this a#i've already got the skeleton of a reasoning for danny becoming a vigilante being made in my head.#He can't go by Phantom since that risks drawing Vlad's attention -- a new vigilante showing up in Gotham. a place the visited frequently#who goes by the name Phantom? He'd be on that faster than chickens on meat. and nightingale has familial meaning behind it due to being#part of an ancestral name. it follows robin's theme of using it to honor his parents while still having its own unique enough lore to stand#on its own without feeling like a cheap copy. plus the bonus meta reason that it follows the bird theme. which personally is vital to me#my other alternative to Nightingale is Sparrow. mostly because it has good phonetic structure for a hero name. not too many syllables#a good balance of consonants and vowels. dont want a hero name with too many syllables or unbalanced consonants. or worse; both.#my reasonings is that hero names should be easy for a civ or teammate to yell while still being understood. max amount of syllables before#it threatens to become too wordy is 3. If it goes over 3 it should have a balanced consonant-vowel ratio. Wonder Woman is a good example#some things got cut here that were in the initial oneshot. like danny giving bruce his physical ghost core and showing up bloody.#the first son au
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