#It has supporting evidence and it's not bad
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hope-for-the-planet · 2 days ago
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I keep reading that 90-99% of the world’s coral reefs is set to disappear by 2050, and recently I’ve read that they’re set to simply go extinct by 2100. Is that true?
Hi Anon!
You've hit on a topic that has really weighed on my heart for a long time. While climate change is a big focus of this blog, the environmental issue that I started my career in, and the one that often hits me hardest, is the loss of species and ecosystems.
To lose an entire species that took millions of years to evolve is a terrible loss—to lose the entirety of one of the most diverse and beautiful ecosystems on the planet is an almost unfathomable tragedy.
While I am extremely hopeful that a lot of damaged ecosystems and species will be able to rebound and adapt with the right protection and support, for a long time I couldn’t see a world where coral reefs would be able to survive—because even in the rosiest emissions scenarios, ocean warming would pass the threshold that they could withstand.
However, recently our understanding of that seems to be evolving. The bad news is that there is probably no future where coral reefs are not irreversibly altered by climate change—we will definitely lose coral species and many reefs as they are now and that is still deeply awful. The good news is there is increasing evidence that coral reefs as an ecosystem can survive in an altered but still biodiverse and beautiful form for future generations.
This study from the Hawaii Institute of Marine Biology created simulated coral reefs containing a variety of common coral species as well as all the other organisms found in reef ecosystems and exposed them to different levels of warming and acidification for two years. Based on prior models and research, it was expected that all the corals would die and the mini reef ecosystems would collapse…but they didn’t. After two years, coral cover was reduced and there were changes in the amount of calcification in the corals, but the altered reef still supported high levels of biodiversity.
There have also been increased observations of coral surviving or even doing well in warming situations where they would be expected to be totally wiped out. Efforts are underway to study those reefs to see if those conditions can be replicated elsewhere, but the big takeaway seems to be pointing towards the idea that if we remove other more immediately controllable stressors from coral reefs—things like overfishing, physical damage, pollution, etc.—some or even many of them will be able to survive the warming effects of climate change.
Our understanding of how to maintain coral in human care and regrow damaged reefs in their natural habitat is also increasing at a very fast pace. This means that there is a good chance that we can keep coral species that would otherwise be driven to extinction alive either in human care or more protected areas and potentially return them to their native habitat once we have controlled other threats.
I don’t want to sugarcoat things—coral reefs are in a tough spot with regard to climate change and many big, iconic reef ecosystems will probably be unrecognizably altered. I do not want to downplay how heartbreaking that is. But life finds a way and the consensus seems to be moving in the direction of coral reefs not being as doomed as was previously thought.
If you want to learn more about this I would highly recommend this podcast from How to Save a Planet:
As well as this recent very cool interview between Hank Green and the executive director of the Coral Reef Alliance, Heather Starck (the interview starts at 2:17):
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morlock-holmes · 2 days ago
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I just cannot say this often enough. DEI, and here I am really specifically talking about self-identified DEI programs, not using the term as a synechdoche, are the result of the incentives that the Republicans have worked incredibly hard to put into place, i.e:
Discrimination is bad, and is and should be prohibited under US law.
Any positive discrimination is synonymous with negative discrimination against excluded groups. A policy that favors hiring of blacks is inherently discriminatory against other races, and so on for any racial favoritism.
Many organizations actually will discriminate in defiance of the law, and most of them won't be stupid enough to write a big memo saying, "Hey we're illegally discriminating" so the government needs to be able to look at secondary effects, like how employees are treated or how diverse the employee pool is in order to check to see if the company is secretly discriminating.
So you end up with the mandate to business and the government being, "Make sure your staff is diverse, but under no circumstances can you hire people just because it would make the staff more diverse."
What on earth else do you think companies will do when faced with that incentive structure?
Like, this is literally what the Trump administration demanded of Harvard. Harvard was to completely cease any ideological litmus test in staff hiring, and then the government would audit Harvard to determine whether diversity of viewpoints had increased.
i.e. "You are not allowed to hire somebody just because they are conservative. Also, if you don't hire a bunch more conservatives in the very near future the government will punish you."
Of course you are going to get these bizarre, roundabout, incomprehensible programs under such a regime, that's the only possible rational response to that set of incentives!
Incentives that the Republicans have systematically put in place through the Supreme Court!
And what drives me crazy is exactly what is revealed by the Trump administration threats to Harvard, which is that the people screaming about the horrors of DEI absolutely do no have another set of incentives that they can offer.
Instead, they just want those incentives to be applied inconsistently and only to their own favored groups. Harvard needs to immediately shut down DEI for Blacks and immediately start up on DEI for Conservatives.
You have this dynamic that frustrates me where the Republicans are hysterically angry at the result of dynamics that they actively and aggressively support. What they want, more and more overtly, is a government that says, "Hey, if there aren't a lot of female executives that's probably because women make choices that don't put them in that career. If Harvard doesn't have a lot of conservative teachers, it can't possibly be that conservatives make choices that don't put them in that career, it has to be discrimination. We just know this."
I just find it repulsively hypocritical. The moment I admit that I suspect that people might discriminate against me because I am white I better damn well be able to extend sympathy to my black countryman who suspects that people might discriminate against him for the exact same reasons and with the exact same evidence.
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axvoter · 3 days ago
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Fusion delusion and HTV confusion
This week, the Fusion Party—whom I reviewed at considerable length and not because I think they are a good option—posted how-to-vote cards (HTVs). Today, they retracted some of them and deleted posts from social media platforms. So, it's going well!
It seems there was very little vetting, with candidates not just free to allocate their own preferences but also with no review or questions asked before the HTVs were posted publicly. It speaks poorly of party processes that evidently nobody said "uhh hey what's going on here?"
Luckily, I saved a couple of the worst HTVs for individual seats, and the Victorian Senate HTV is still up. Shall we have a look? Let's begin with that Senate HTV:
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I will get the obvious dunk out of the way: this is an atrocious design, busy and unpleasant on the eye. The emojis are completely unserious. But, look, HTVs are rarely artistic masterpieces. They should communicate a party's agenda concisely—which this one does not do, there's way too much text—and set out some preference recommendations to aid their supporters.
And hoo boy look at those Fusion preferences: Libertarians in 5th above Labor in 9th and the Greens in 10th. The Libertarians are one of Australia's most loathsome minor parties and they stand against what Fusion claims to be their core values, such as a denial of the reality of climate change that is at odds with the "Planet Rescue" part of Fusion's current registered name. How would you feel if you were a member of Fusion constituent party Vote Planet? I'd assume not great, although I also understand Kammy Cordner Hunt, the Victorian lead Senate candidate above, is from that wing. A penny for her thoughts!
Fusion have been taking some serious flak for this on social media. If you have a Facebook account, here is the announcement of the Senate HTV, with reactions and defensive replies by the official Fusion account and some candidates. People are not happy about that Libertarian preference, and the second candidate on the Vic ticket, Simon Gnieslaw, has been responding at length (hi Simon, I'm sure you're reading; yes I remember you getting upset in my DMs in 2022 because I called your centrism "waffle" and your website "amateurish"). I've screenshotted three choice replies below.
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This is quite silly rhetoric and it seems that some Fusion organisers have been taken in by smooth talk from one of Australia's most distasteful parties. The Libertarians' lead candidate in Victoria is a literal con artist and the party are bad-faith actors. It is little wonder that in private they can make soothing noises of "good will" and massage the ego of Fusion delegates in preference discussions. Gnieslaw's comments (particularly that third screenshot) also evince a naive belief in "compromise" above everything else. Forever seeking compromise rather than sticking to principles is just a way to allow bad-faith actors to drag the Overton window towards themselves. This is delusional stuff.
As for the Greens, they have little incentive to deal with electoral lightweights such as Fusion. The Greens' preferences are certain to be distributed after Fusion is already out of the count, if distributed at all. Unlike the Libertarians, who as a fellow micro-party need all the favourable HTV treatment they can get and will say whatever it takes to get a good placement in the hope it pays off in the contest for the last Senate quota, Fusion are the ones who need to get the Greens to want to work with them, not the other way around. It seems Fusion can't play with the big kids who have built a seat-winning constituency in every state—possibly because Gnieslaw has a personal grievance against them over the Israel–Palestine conflict, as articulated on his candidate page. The HTV above claims Fusion is "the only party with a Tangible Peace Plan for the war in Israel and Palestine" (oh yeah sure you've solved a century-long conflict) and even more ridiculously suggests that Fusion is "already working in the background to deliver this plan" (solving the problems of the world over beers at the pub is not "working in the background"). You can read this Tangible Peace Plan for yourself; perhaps you'll agree with me that would be better summarised as intangible principles.
One more comment on the Senate HTV before I move on to some of the House HTVs: if you looked closely, you would have noticed that among the unnecessary emojis are three other symbols. One, a circle with 3 Rs, indicates support for the Climate Rescue Accord, which Fusion developed through negotiations with the Animal Justice Party, Australian Progressives (contesting this election as part of Fusion), and Reason (now de-registered, with Fiona Patten standing for Legalise Cannabis). It has reasonable enough objectives mixed with the sort of futurism about R&D into technologies that some would dub optimistic and others fanciful. The second is a Khamsa symbol, which indicates parties who have given in-principle support for Fusion's "Tangible Peace Plan". And the third is a symbol indicating support for a Universal Basic Income.
The thing about these symbols is that they mean nothing to the average voter, and although they are explained on the Senate HTV, Fusion has used them on HTVs for seats in the House of Representatives with no explanation. They're simply mysterious icons beside their name and that of some other parties. If you are even mildly inclined to conspiratorial thinking, you might wonder what they are meant to communicate and to whom.
So, let's turn to HTVs for specific seats. Remember, Fusion has recently incorporated the Australian Progressives (who, despite their name, now claim to be in the "sensible centre") and Democracy First (a fringe right-wing org of serial candidate Vern Hughes). It seems candidates had freedom to distribute their preferences however they wanted, and some went... off message.
First, the Fusion candidate in Melbourne, Helen Huang:
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Yes, she is sending her second preference to independent Tim Smith and her third to the Liberals. Smith is not the disgraced ex-Victorian Liberal politician of that name, but a contestant from Married at First Sight who says that "I don’t like politicians" and promotes the "strategic" use of social media outlets like Instagram and Tik Tok to gauge public opinion instead of holding referendums (wait until this guy finds out about constitutional law!). As for why on earth the Liberals are third, above Labor or the Greens, the HTV itself says this is because of Steph Hunt's "credentials in peacebuilding to end wars and bring people together". Yes, Liberal credentials in peacebuilding. Ponder that one!
But the real humdinger is the HTV for McEwen candidate Erin McGrath. See if you can spot the issue among the preferences:
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That's right: Family First is preferenced fourth, above any of the major parties. Yes, the Family First, the party of vile anti-LGBTIQ campaigner and professional eater-of-shit Lyle Shelton. They could scarcely be more at odds with core Fusion values.
But it gets better because people pressed Fusion about this on Twitter and they simply couldn't pick a lane. The original post has now been deleted—it just had some HTVs including McGrath's for McEwen—but if you have a log-in you can view a surviving comment chain here. One reply flagged some of the bizarre decisions, and the official account began by saying that they were made based on personal interactions:
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So, at first, Fusion are fine with preferencing "one guy" from Family First for being "vaguely reasonable". Then, as the negative response grew, they deleted and offered this explanation:
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Yup, apparently this was simply a production mistake. If that is true, it speaks very poorly for the party's internal oversight, because multiple people clearly did not think to say anything when making, approving, or posting the HTV. And when pressed on this, Fusion replied with an absolute gem:
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Things had changed?? It's Family First. WHAT CHANGED.
The party says it is a mistake, but these contortions are worthy of professional gymnasts. It seems the reality is more straightforward. The party's own list of candidates includes a small logo showing which constituent of Fusion the candidate is aligned with. Some, such as Huang in Melbourne, appear to be unaligned, but Erin McGrath in McEwen is aligned with—you guessed it!—Democracy First. She's part of Vern's right-wing rabble. I am far more prepared to believe she genuinely sympathises with the Family First candidate than that "things had changed". The only thing that changed is people noticed this laughable preference at odds with Fusion's own stated values.
We will see what an updated McEwen HTV looks like and if any others are amended. In any case, this further affirms for me that Fusion is not—or at least is no longer—a decent choice, least of all for left-wing voters who might have positive memories of some parties that are now part of Fusion.
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saltminerising · 2 days ago
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I don't actually think a small pet site having a week-long event where users share digital pets themed around a video game franchise is the same as actively monetarily supporting a current boycott target. There are a couple degrees of separation there. FR wasn't announcing a partnership with Microsoft or anything lmao. A staff member was excited about a video game release and evidently was unaware of any related boycotts (and bestie me too, I had no idea).
If the thread had been about a franchise that's permanently stained by its creator like HP? Yeah, sure. But a video game franchise which is otherwise Fine on its own? I think the (granted, very small) number of people I've seen who are accusing staff of actively supporting actual genocide are a little trigger-happy with the language, quite honestly. And you see that everywhere on the internet. Everything is either an unforgivable enemy or a temporary, conditional ally. It's an exhausting way to live.
I know a lot of people are pretty tired and extra sensitive to this stuff this year/these past few years/let's be real every human on earth in all of time has been tired bc of whatever bullshit was happening during their lifetime, but I dunno man. It's a bit much in this *particular* instance, imo.
They deserve criticism for plenty of things but I don't think this instance of a staff member's excitement over a video game remaster combined with bad timing is on the same level as other things.
The internet encourages this kind of instant fiery reaction, in reaction to anything and everything. Everything is either 0 or 100. Once you learn that pattern... I don't know actually, but it's good to be aware of.
Send in tickets suggesting a proper apology/acknowledgement if you think one is warranted, but jumping to "they're guilt tripping us" and "they must actively support genocide, boycott THEM. Condemn THEM" is... again, I feel like there's a few degrees of separation here that need to be taken into account. Not everything is your enemy.
It's also worth remembering that they ALWAYS take a while to write up "proper" apologies/acknowledgements, because *as we well know* the site's users love to extrapolate a lot from very little. And until the "proper" one is ready, they HAVE to make a shorter one to provide a brief explanation. So again, send in tickets if you think a longer acknowledgement is needed, and don't assume mouse mod's currently standing message is the end all be all of it.
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justinspoliticalcorner · 3 days ago
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Steven Beschloss at America, America:
On January 20, Donald Trump mouthed the presidential oath of office to “preserve, protect and defend the Constitution of the United States.” That promise would include the protection and defense of the Fifth Amendment, which states that no one shall be "deprived of life, liberty or property without due process of law.” Yesterday Maryland Sen. Chris Van Hollen appeared on Fox News Sunday to stress how central civil liberty is to the case of Kilmar Ábrego García, who was taken to El Salvador without due process is being held hostage there in its notorious, traumatizing mega-prison. without due process. "I'm not vouching for the man,” said Van Hollen, who met Ábrego García on Thursday. “I'm vouching for the man's rights. His constitutional right to due process." And then he explained why this is so important, not just for Ábrego García, but for everyone living in America,. “My whole point here is if you deprive one man of his constitutional rights, you threaten the constitutional rights of everybody,” he said. And “if you threaten the rule of law for one person, you threaten if for everybody in America."
Meanwhile, the man who uttered the oath to protect our Constitution spent his weekend expanding his fabrications about Ábrego García—determined to persuade the court of public opinion why this allegedly heinous criminal does not deserve due process and fundamental civil liberties. On Saturday, he posted an obviously fabricated photo of a hand with tattoos and, in what looks like a cheap photoshop job, the letters and numbers of the Venezuelan gang on his knuckles: MS-13. “I was elected to take bad people out of the United States,” Trump wrote, mocking the idea that Ábrego García is “such a fine and innocent person.” Yesterday, on Easter Sunday, Trump continued his poisonous diatribe meant to underscore how right he is to keep Ábrego García and others in a foreign gulag. “Happy Easter to all, including the Radical Left Lunatics who are fighting and scheming so hard to bring Murderers, Drug Lords, Dangerous Prisoners, the Mentally Insane, and well known MS-13 Gang Members and Wife Beaters, back into our Country,” he lied.
If Trump were so sure of Ábrego García’s guilt, it would make logical sense that he would support returning the Maryland man to the U.S. and to the judgement of U.S. courts after the government made its case. But not only has Trump worked aggressively to undermine the legitimacy of our court system and flout its rulings, he has worked even more intensely to undermine the capacity of millions of Americans to know what is true and false and to believe his lies over verifiable, evidence-based facts. Remarkably, in an unusually swift order delivered in the middle of the night Saturday, the Supreme Court blocked additional deportations likely headed for the same El Salvador prison without judicial review. This followed an emergency request from the American Civil Liberties Union for the Court to intervene.
[...] As Reagan-appointed Circuit Court Judge J. Harvie Wilkinson III vividly put it Thursday, concerning the government’s responsibility to facilitate Ábrego García’s return, “If today the Executive claims the right to deport without due process and in disregard of court orders, what assurance will there be tomorrow that it will not deport American citizens and then disclaim responsibility to bring them home?”
Permit me to rewind over three decades, to 1989, when real estate developer Trump made clear the depth of his hatefulness toward minorities, his sadistic desire to mete out deadly punishment and his belief in his own judgement over the value of civil liberties. That was when he paid for a full-page advertisement in The New York Times to rant about the failure of the judicial system and the need to reinstate capital punishment to execute the five Black and Hispanic teenagers known as the Central Park Five alleged to have brutally beaten and raped a white woman who was jogging in Central Park. “Bring Back The Death Penalty,” the headline screamed. “Bring Back our Police!” “How can our great society tolerate the continued brutalization of its citizens by crazed misfits?” the text implored. “Criminals must be told that their CIVIL LIBERTIES END WHEN AN ATTACK ON OUR SAFETY BEGINS!” And in a chilling precursor of what was to come from this hateful, unchanged man, he rejected then-New York Mayor Ed Koch’s urging to not respond to the murder with “hate and rancor.” Nope, not for Trump. “I want to hate these muggers and murderers,” he wrote. “They should be forced to suffer and, when they kill, they should be executed for their crimes. They must serve as examples so that others will think long and hard before committing a crime or an act of violence…I am not looking to psychoanalyze them or understand them. I am looking to punish them.”
This Steven Beschloss column on due process and Kilmar Ábrego García is a solid one.
See Also:
Harry Sisson: It Isn’t Just Ábrego García: How Donald Trump Has Gaslit You Into Ignoring The Constitution
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gabersupermurder · 1 year ago
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Do any of you guys have a theory that isn't even BAD? But you hate and any mentions of it with a burning passion?
For example for me I hated the "Mike is The Chapter 3 boss" to the point where I would refer to them exclusively as "The TV fuck" and I'm a lot happier than I should be it was canonically disproven by the Spamton Sweepstakes
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caligvlasaqvarivm · 4 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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noirandchocolate · 1 day ago
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Y’know, it’s always frustrating in a fandom when a regular ol’ fan makes a claim or states a theory and couches it in terms of “the creators meant this” or “the creator said this,” providing zero actual evidence of the creator saying or meaning “this,” and then thereafter other fans who’ve read the post or heard about it through the grapevine just assume that yes, this interpretation is canon, because “the creator said so” or “the creator obviously meant it.”
This can of course also happen without the original poster making a definite claim the creator did something; they can even say, “I think the creator meant this,” and if enough people read and think “oh hey that makes sense” about the post, later on there will still be people who act like it’s not just a fan-theory, it’s canon somehow.
Frustrating when you don’t share what is essentially a headcanon that’s risen to prominence. (Especially when the creator has actually, provably said the exact opposite thing.) But really, it’s frustrating regardless, because like…nobody asks for evidence? Not “what is there in canon that supports this theory” but “upon what extrinsic proof are you basing your claim that ‘the creator said/meant’.”
Plenty of neat fan-theories and headcanons have some support in canon. But if you’re gonna say “this IS CANON because THE CREATOR SAID/MEANT,” you’ve got to do more than just say that!
(Except, I guess you don’t. Because people will just learn to parrot you without evidence anyway.)
#kidk says stuff#fandom#my two big examples in my own fandoms are:#1) ‘Jhonen Vasquez said Zim is 16 in Irken years’#no he didn’t. NO ONE in LITERAL DECADES of this claim being made/parroted has EVER provided actual proof he said that#it’s literally just someone’s headcanon. that got passed around with the ‘Jhonen said’ support for years#until it got enshrined on a fan-made wiki and thus gained even more undeserved traction#Jhonen never said that—or rather it’s never been proven that he said that—and in fact there’s ample actual proof he’s said otherwise#2) ‘Nintendo made the Yiga Clan as a parody of/caution about real life cults’#I literally read the post that started this one when it was made and the writer posited it as a theory#using ‘I think the developers meant it this way’-type language#and yet! despite this wording in the post that started the theory people now present it as a FACT that this was Nintendo’s intention#such that when I made a post saying it’s my headcanon that the clan is NOT a cult#I got multiple people in my notes/inbox informing me that yes they are because Nintendo definitely intended them to be#I have seen no actual proof of Nintendo/the developers etc. saying this. it’s literally based on a regular fan’s post#((no disrespect to that person—like I said they themself wrote it as a theory and it’s not a bad one!))#((I don’t share it/agree but hey headcanons are headcanons.))#((my issue isn’t with the headcanon itself. it’s with others claiming it’s ‘canon’ when it’s not))#((however this post brought to you by me rereading my headcanon posts and getting to the ‘they’re not a cult in my personal verse’ one))#anyway this happens all the time in every fandom and it’s so annoying#edit: lol realized my lawyer shines through when I say words like ‘extrinsic.’ it means ‘outside’ basically#in this case I mean evidence outside of canon. as in. interviews/posts/statements by the actual creator(s) that this was their intent#as opposed to INtrinsic evidence which in this context would be stuff actually stated plainly withIN canon#((e.g. if Zim actually said he was a teenager by Irken standards in canon or the Yiga referred to themselves as a cult))
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cryptidwrestling · 7 months ago
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...Hey, so. Not related to the current match: No Kayfabe, irl, genuine question while I'm thinking about it/scrolling the tag?
Where is everyone getting that Raquel is a Trump supporter? Cause I can't find shit on it beyond her once dating someone who was-supposedly, I didn't look into it cause I was looking at HER-and a joke April Fools tweet?
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sparkspropaganda · 1 year ago
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This isn't me trying to be petty I swear it's a legit question but do gale and astarion have anything like... at all unique in their scenes. Do they have scenes where they flirt with each other and say that they're proud of each other and that they look really hot. I've only ever gotten the "do you like our walks" "yeah in silence" conversation like where's the chemistry I genuinely wanna know
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bigcats-birds-and-books · 11 months ago
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on one hand and as a biologist, i love sharing the planet with so many fascinating creachers, everybody's just little guys doing Our Best and i think that's Neat!
on the other hand and as someone who both is jumpy AND gets itchy VERY easily: i would love to stop finding large little guys flying around the house i live in, most especially after midnight thanks
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daybreakrising · 1 year ago
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HEADCANONS - B.EIDOU'S EYEPATCH
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i've wanted to make this hc post for ages and just. kept forgetting. so, at last, here it is-
THE RUMOURS
there are probably many different rumours and stories about why captain b.eidou wears an eyepatch. most of them, as you might expect, involve daring battles in which the fearless and mighty captain clashed with a great beast and, in the process, lost her eye. others may suggest something far simpler: an accident on the seas, perhaps, as often happens.
the captain herself does nothing to confirm or deny any of these stories. if an adult were to ask her directly, she would merely give them a daring grin and answer: and where's the mystery in that? even the members of her crew are tight-lipped on the subject, and no amount of free drinks can drag the truth from any one of them.
she finds every story (even the 'boring' ones) highly amusing. she even keeps a record of each new tale she hears, marking down the mighty beasts she's said to have faced - and it is these stories in particular that she tells to the children who enquire about her 'missing eye'. who is she to deny them the wonder and awe of these fabrications? did she not seek her destiny upon the sea after hearing similar tales?
THE TRUTH
the real story behind it is, however, rather different. there's no daring tale of battle, no tragic accident. the truth is, the captain has two fully functioning eyes. so why then, you ask, does she keep one covered? is it to maintain an air of mystery, to provoke these whispers and tales? is it a part of her image, an iconic feature of the brave captain?
no. it is entirely for practical purposes.
quick disclaimer: whilst this theory behind pirates (in particular) & eyepatches has been widely debunked and lacks any historical evidence to support it (and indeed has a fair few disadvantages to it), i like the concept & there is a slight advantage / truth to the science of it, so i'm running with it-
she wears a covering over her eye to maintain vision when she switches from above decks to below decks. with one eye near-permanently covered and therefore used to dimmer conditions, it doesn't take as long for her vision to adjust to the transition, allowing her a small, but often very crucial, advantage when it matters.
whilst on an average day there is little need for this advantage, she swears that it has made a difference during various dangers the ship has faced in the past. therefore, there are very few situations where the covering is fully removed (she has even been known to sleep with it on).
her crew obviously know that this is the real reason behind the covering. some of them even follow the same practice (though some have also genuinely lost eyes in battles), though the captain herself doesn't prompt them to do so - after all, keen depth perception is also crucial out on the seas, and the need for a quicker transition from light to dark is not so high as to require multiple crew members to follow this practice (the captain herself has trained hard for years to make up for the loss of vision & depth perception).
due to the rarity of situations where this slight advantage is required, many of the crew have never seen their captain's other eye. it is also considered a ritual for new crew members to correctly guess the reason for the covering - usually via a series of clues that can be gleaned from the longest serving members by asking the right questions. very few have ever achieved the correct answer and typically learn the truth after they have proven themselves loyal to the captain and the fleet.
THE AESTHETIC
and, of course, why wouldn't she also indulge in something that is so iconically linked to tales of pirates? whilst her reason for the eyepatch was always for a quicker transition between light levels, the fact that it leaned into the pirate aesthetic was definitely an added bonus.
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youngpettyqueen · 2 years ago
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🔥
Hawkeye Pierce
I think im stretching this a bit cause it does involve Hawkeye but is less about him and more about cousin Billy and its my hot take that I think Billy wasn't a bad person and what happened was a complete accident
to elaborate on that a bit I see a lot of takes that Billy must've been this horrible evil kid/person and like. ive seen exactly one take like that that ive enjoyed, and that didnt read as forced to me, but for the most part I feel like these weird villainizing takes are just there to make Hawkeye suffer more? im talking specifically about the side of the fandom where theyre like "oh yeah Billy groomed Hawkeye as a kid" like I really. hate that one
I think Billy was probably just a dumb kid who made a dumb choice and pushed his little cousin off the boat thinking it would be funny, and then it wasn't, and when he rescued Hawkeye and brought him back up he panicked and said it was a good thing he saved him cause he didnt want to get in trouble. I dont think he was actively trying to hurt Hawkeye. does that mean the memory is any less traumatic? of course not, he could've literally died, but I dont think its indicative that Billy was like. evil. I think he was just a dumb kid at best, and at worst maybe he was a bit of a jackass. he was probably both! such is the nature of being 13
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kidkubrick · 2 years ago
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no bc like. ok no this is,,,my opinion,,,, but like. i dont think gus killed the entire juarez cartel just because of max. im by no measure debating that him and max were in love, dude that's straight up canon those are my favorite 2 faggots on planet earth, it just,,,,i dont know i feel like theres more at stake for gus.
we dont know a lot of gus' past. what we know is that he was born in poor, rural chile, and at one point moved to santiago, had a wife and kids, met max, put max through school, something really bad happened in santiago, fled to mexico with max, and started los pollos. we dont know in what order or when, just that it happened at some point.
we can assume beyond a reasonable doubt that gus was also involved in the military. and we can assume that the cartel knows about this. we know that the cartel knows about the big bad mysterious thing that happened in santiago. it's implied that the stakes of that incident are greater than the stakes of hector killing max.
we also know gus has a history with being really fucking weird and controlling (the coati).
i just like,,,idk i feel like he killed everyone in the cartel more out of a need to protect himself and his reputation, than a need to avenge max, though you could probably incorporate that in there as well.
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kaijutegu · 2 months ago
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Alligator Bites Might Never Heal, But Doechii Is Good At Holding Alligators
Doechii won the Grammy for Best Rap Album for Alligator Bites Never Heal, but she also should have won the coveted and definitely not fictitious "Best Alligator Handling" award for the way she held Coconut on the cover!
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(Yes, it's this Coconut.)
And the best part? She released a BTS video showing how they shot the cover, meaning that we can see more than just the still image! If a picture's worth a thousand words, video's worth... a lot more. (Sorry if it autoplays I don't think I have any control over that either way)
So, using the photoshoot images and video as evidence, let's take a look at how Doechii handled this alligator very well! I'm going to go into excruciating detail here because I think it's important to know why something is good just as much as it is important to know why something is bad. It's hard to understand alligator body language a lot of the time, so in this writeup, I will address how Doechii's holding the gator and what she's doing right, as well as point out how you can tell from Coconut's reactions that she is not distressed.
Body Support
In the album cover image, Doechii is seated, which is good, because even though she's a small alligator, Coconut is a very strong and powerful creature. That tail is pure muscle! But even in the standing images, you can see that Doechii is giving Coconut great body support and holding her correctly- close to the body, but without grabbing too tightly or being restrained uncomfortably. I think for a gator of this size I would have recommended pinning the back foreleg against her body for a little additional support and movement restriction- but I don't think she had to restrict movement because Coconut seems quite relaxed!
In the seated image, Doechii has one hand under Coconut's chest, supporting her sternum and head. The other hand is on top of her tail, and her knee is under the pelvic girdle. This type of hold lets the alligator feel safe; remember that these are aquatic and terrestrial creatures. An insecure hold that risks dropping them is going to stress them out and make them uncomfortable. By holding the alligator gently against her body and not squeezing, she's avoiding any uncomfortable pressure.
Head and Throat Support
In all of the images, Doechii is bringing her hand under Coconut's neck, creating a cradle with her hand so that the alligator can rest her head. But what she's not doing is she is not squeezing or grabbing the throat. The throat is one of the soft bits of an alligator, and squeezing it too tightly is very uncomfortable for them. But the way Doechii is supporting her gives her several degrees of freedom to move her head if she so chooses.
Body Language
Another indication of good handling is that it's clear that Coconut is not uncomfortably stressed. Alligators express displeasure with being held in a lot of ways, including struggling to get away, hissing, and holding their mouths open. (If you want to know more and see my sources, you can read my post on alligator body language. LOTS of info there, including peer-reviewed ethology sources that explain what alligators do and why they do it! Go get your data-driven answers!)
But Coconut isn't doing that; she's calm and alert. You can see in the BTS video that she's active on set. She's not shut down, and when she wants to walk around, she's not restrained. Obviously the video is an edited timelapse, and it's not the whole story- but when people show alligators in media, they usually don't know enough about them to edit out any uncomfortable body language. So I think that if she had been upset, we would have seen that.
We can also see in the video that Coconut is unbanded, meaning her mouth was not held shut. I thought they might have banded her and then edited the band out for the cover, but no, there was nothing restricting any distress cues. Banding is usually done for public safety, but the facility Coconut's from... doesn't do that, so I'm not surprised she's unbanded. At least it gives more evidence that she's not trying to gape!
One more good indicator that Coconut was comfortable is that she's got her eyes open, which you can even kinda see in the video if you zoom in. Reptiles will often squinch their eyes shut to avoid distressing stimuli or signal distress, and albino alligators have even more reasons to do this. They're much more sensitive to light than their pigmented counterparts. But it looks like her on-set work was completed quickly, meaning that she didn't have to be around bright lights for long.
In conclusion:
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Doechii's album cover is an example of good alligator handling. Yay!
That said, please note that this is only about handling and is divorced from any other issues surrounding this particular alligator. (Read the body language post if you want more on that.) These are not issues I'm touching in this post, because that's not the point! I simply want to point out an instance of good handling and how you can identify relaxed body language in an animal that is notoriously hard to read when posted on social media.
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ms-demeanor · 2 months ago
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Do you have thoughts about the changes to Firefox's Terms of Use and Privacy Notice? A lot of people seem to be freaking out ("This is like when google removed 'Don't be evil!'"), but it seems to me like just another case of people getting confused by legalese.
Yeah you got it in one.
I've been trying not to get too fighty about it so thank you for giving me the excuse to talk about it neutrally and not while arguing with someone.
Firefox sits in such an awful place when it comes to how people who understand technology at varying levels interact with it.
On one very extreme end you've got people who are pissed that Firefox won't let you install known malicious extensions because that's too controlling of the user experience; these are also the people who tend to say that firefox might as well be spyware because they are paid by google to have google as the default search engine for the browser.
In the middle you've got a bunch of people who know a little bit about technology - enough to know that they should be suspicious of it - but who are only passingly familiar with stuff like "internet protocols" and "security certificates" and "legal liability" who see every change that isn't explicitly about data anonymization as a threat that needs to be killed with fire. These are the people who tend not to know that you can change the data collection settings in Firefox.
And on the other extreme you've got people who are pretty sure that firefox is a witch and that you're going to get a virus if you download a browser that isn't chrome so they won't touch Firefox with a ten foot pole.
And it's just kind of exhausting. It reminds me of when you've got people who get more mad at queer creators for inelegantly supporting a cause than they are at blatant homophobes. Like, yeah, you focus on the people whose minds you can change, and Firefox is certainly more responsive to user feedback than Chrome, but also getting you to legally agree that you won't sue Firefox for temporarily storing a photo you're uploading isn't a sign that Firefox sold out and is collecting all your data to feed to whichever LLM is currently supposed to be pouring the most bottles of water into landfills before pissing in the plastic bottle and putting the plastic bottle full of urine in the landfill.
The post I keep seeing (and it's not one post, i've seen this in youtube comment sections and on discord and on tumblr) is:
Well-meaning person who has gotten the wrong end of the stick: This is it, go switch to sanguinetapir now, firefox has gone to the dark side and is selling your data. [Link to *an internet comment section* and/or redditor reactions as evidence of wrongdoing].
Response: I think you may be misreading the statements here, there's been an update about this and everything.
Well-meaning (and deeply annoying) person who has gotten the wrong end of the stick: If you'd read the link you'd see that actually no I didn't misinterpret this, as evidenced by the dozens of commenters on this other site who are misinterpreting the ToU the same way that I am, but more snarkily.
Bud.
Anyway the consensus from the actual security nerds is "jesus fucking christ we carry GPS locators in our pockets all goddamned day and there are cameras everywhere and there is a long-lasting global push to erode the right to encrypt your data and facebook is creating tracking accounts for people who don't even have a facebook and they are giving data about abortion travel to the goddamned police state" and they could not be reached for comment about whether Firefox is bad now, actually, because they collect anonymized data about the people who use pocket.
My response is that there is a simple fix for all of this and it is to walk into the sea.
(I am not worried about the updated firefox ToU, I personally have a fair amount of data collection enabled on my browser because I do actually want crash reports to go to firefox when my browser crashes; however i'm not actually all that worried about firefox collecting, like, ad data on me because I haven't seen an ad in ten years and if one popped up on my browser i'd smash my screen with a stand mixer - I don't care about location data either because turning on location on your devices is for suckers but also *the way the internet works means unless you're using a traffic anonymizer at all times your browser/isp/websites you connect to/vpn/what fucking ever know where you are because of the IP address that they *have* to be able to see to deliver the internet to you and that is, generally speaking, logged as a matter of course by the systems that interact with it*)
Anyway if you're worried about firefox collecting your data you should ABSOLUTELY NOT BE ON DISCORD OR YOUTUBE and if you are on either of those things you should 100% be using them in a browser instead of an app and i don't particularly care if that browser is firefox or tonsilferret but it should be one with an extension that allows you to choose what data gets shared with the sites it interacts with.
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