#Lol you are getting such a good deal
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I've already had some DNA health testing done for Arthur. I think he needs one more thing done for that that wasn't included on Embark. He's clear by parentage for everything, but I did the generic testing anyway. Then this year I can do the OFA thyroid panel and patellas. I'm hoping to go to the next local eye clinic. Kinda holding out hope for a BAER clinic to pop up, but that doesn't seem common. There is one vet locally who can do it though. Clinics are just way cheaper. I'll have hips, elbows, and spine all done together after he turns 2. That's gonna be super expensive haha but I have savings for it. He'll need his eyes checked yearly. Then at some point if he passes everything, I probably should have sperm count and what not done.
So many things to be done for the CHANCE that my dog might be bred lol. But the people who breed dogs without doing all the health testing? Irresponsible. Horrid. It's a lot, sure, but you have to.
#I'm not even gonna be involved in breeding other than potentially taking his girlfriends for the weekend so he can do his thing#Which will be weird lol#Anyway by my math it might work out to roughly $4800 to 'produce' a stud dog. Including the cost of the dog + health testing#Plus all the money that goes into food and routine vet care and grooming supplies and showing to championship and all that#So yeah when people complain about puppy prices it's SO FUNNY#Do you know how much that puppy cost to produce#Lol you are getting such a good deal#Also btw as a stud dog owner you might get stud fees but you will never 'recoup' all the costs you put into your dog probably#But you don't do it expecting to
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tarpit site.
#personal#delete later#for context a tweet i made in the middle of the night blew the fuck up and brought the attention of anime fans who've been#harassing and hassling me about my big factual blunder for an entire day straight#“ok i'll apologize” “bro it's not that serious.”#“you're right it's not that serious“ ”why won't you just admit that you're wrong and apologize!“#i'm not going crazy right. i feel like i'm getting manipulated into thinking i must've been wrong#it's crazy how twitter hate will trick you into believing saying something someone else disagrees with is a moral failing#sorry i haven't seen frieren i guess but what's it to you. i wasn't making a claim or statement#also because nobody has gotten this in the original post i wasn't talking about the quality of animation i'm talking about solid drawing#which is a very specific principle of animation. dandandan has really good solid drawing wherein all the characters are animated#with realistic and proportional 3d depth. newsflash but trigger doesn't prioritize solid drawing in their animation and that's fine#it's an aesthetic choice and has ties to production limits. none of this is a big deal. this is all so stupid lol#i've dealt with worse and more annoying weebs though it's fine i'll put on my clown nose twitter needs their stupid guy for the day#oh btw at the end of the day this doesn't matter. it'll be over by tomorrow. all that's happening is petty angry emotions.#so please don't involve yourself by jumping into the argument and prolonging this shit#i'm about to go on a date with tulli after being apart for a month this is the furtherest thing from my mind rn
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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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Almost
#zutara#atla#zuko#avatar the last airbender#katara#zutara fanart#Wip#First page of three is done!!!#Won't be sharing until I have the whole thing but I'm. So. Close!!!!!!!#It's been ages since I started this project omg#But it's worth it#Hopefully I'll get the chance to finish it tomorrow... Won't be making any promises tho#I've missed you guys and I can't wait to share this with you#Anyways I know it's ZK month (and all the content has been WONDERFUL so far) but I won't be participating. Sorry about that.#Working with prompts is such an amazing creative exercise but I know myself good enough to be certain that I'll never get past the first...#... prompt without coming up with seven different AUs and I can't deal with more of those right now lol#Like I've got this Blue Spirit! Katara and Painted Lady! Zuko AU on the works since last week or so. And more lore for the og BS/PL spirits#And also this S3 canon divergence AU... And another one... And another one...#And I need to work on them at my own rhythm otherwise I'll go nuts#So uh#Yeah#Love u all and I hope I'll get to share this one soon (if only to start on yet another comic. I've got ideas for two of them. Yay)#Dema out#(Sorry for the rambling I'm just anxious)#(Don't know why but I stopped caring a long time ago)
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Hello, Spamton!
How's life? Also, do you have any opinions on the Addisons? (Pink, blue, orange, and yellow)
If so, what do you think of them?
#raaughhh ruhhh i am immediately going tyo bed ive been working on it. almost all day so if you see mistakes NO YOU DONT#[you've got mail!]#spamton#spamton g spamton#deltarune#deltarune spamton#deltarune chapter 2#still frame asks on regular in exchange for animated ones is a pretty good deal i think#rruuhahahah#Now this is the point where id say why you pissed him off but id be lying becaus he isnt#And i like the asks about the addisons despite people forgetting that they are indeed a topic lol#i would just say that askihin him on HIS opinions on them will get you a slew of censored brackets and a largely irritated guy#Im sure eventually youll figure out a good question that will get him talking in a way you want but for now its either : youre flatout#ignored or insulted..... or he only answers whatever else you put in there. which counts as being ignored. mu ha ha#at least for the “your opinion” ones but i do like this ask#as per usual the tag paragraph#eat well my disgusting bug horde im going to bed even though i had other plans
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Family for day 6 of SpeSilverWeek! Edition uuh found biological and crime I guess...
#this was the first one I completed tbh and I'm not vibing but it was rly good warmup and tbh working lineless is so much easier...#I get lazier and messier concerning anatomy esp and stuff but I have fun...#spesilverweek#pokespe silver#pokespe blue#pokespe#my art#the thing about this is. I have so many thoughts about this one very specific rocket au where they aren't dex holders but find Giovanni#instead but he still goes missing and they still kind of hate team rocket bc the whole mask of ice thing still happened so they try to fuck#shit up from within now that giovanni is gone even though they also rly just kinda want him to return and deal with stuff himself#and the admins have these rly fun roles of all being in disagreement on what to do#like the boss might be dead his kids should take over or we Must find the boss or lol no boss my team rocket now#and then the dex holders get mixed in too and it's Fun bc everyone is fighting everyone#also sorry Giovanni for making you look like that#it's like 5min til day 6 technically but my laptop is being a butt so in case it won't turn on tomorrow here it is now#I will not wait 5min for midnight I got a new pillow for christmas and I wanna SLeep on it noW! hell yeah !!#pokemon
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okay ill bite why do u hate kaoru sakuraba sidem aside from the fact that they went from hokuto as a main blue to downgrade to kaoru. to make it less awkward that I’m asking abt sidem on ur osomatsu side blog, what sidem idols would u assign to each matsu ?
i think sideM should collab w osomatsu-san and put them all in Beit so they can all get JOBS!!!!!!
anyways i hate kaoru from idolmaster sideM. i need all my osomatsu-san side blog followers to know that i hate this man. "i need a lot of money fast to pursue an extremely niche medical research track, which is why i quit my stable and high paying job as a surgeon to become an idol while having no soft skills, physical strength or stamina, or interest in getting along with people" are you Stupid??
he's not even using his idol clout to spread awareness of the rare disease he's trying to cure (like SEM does) so it can secure funding, he sees it 100% as a job and refuses to have fun, he is actively unpleasant and uncooperative in every interaction with his coworkers because he's trying to "rise to the top". it seems like the only thing he has going for him are his looks and that he kind of liked to sing when he was a kid. why not become a model at that point when you have the personality of a wet tree trunk. or better yet why not STAY A FUCKING DOCTOR!!!!!
also, i don't like meganes, so write that down.
#context for oomfiematsus: idolmaster sideM's gimmick is that all the idols were other things before becoming idols#Beit is the unit whose gimmick is that all their members have part time jobs (baito)#others are like. lawyer -> idol; pilot -> idol; pianist -> idol; rakugoka -> idol; etc#finding out the backstories/previous lives of these idols is like the main appeal of this branch#a lot of times it's like trauma and stuff that causes them to switch careers. like there's a pair of twins who were former soccer pros#but one suffers a career-ending injury and it's sad. and theyre like well we were pretty good at PR and stuff though so let's be idols#(the other twin follows him because yknow twinsies <3 cant be apart)#and this guy is in the main unit so you meet him and he's just a fucking dick the whole time and he just seems to fucking hate being an ido#so the whole time youre like what's this guy's deal#(note i experienced this through the anime cuz all the games are EOS lol)#and then like 3/4ths into the anime in you finally get his backstory#and it's that his sister died of a very rare disease so he needs money to fund research to find the cure but no one will fund it#but instead of staying a doctor he decides the best way to do this is to BECOME AN IDOL?!!!?!?#like sure i bet the top idols do make more than an average surgeon? but it's like do you want a .01% chance to make a $2 million salary#or an 100% chance to make a $300k salary BECAUSE YOURE ALREADY A SURGEON!!!!#and it'd be another thing if he was like. kinda having fun with it. kinda being jovial#like there's literally another guy in the teacher unit who became an idol for the exact same reason (heard it was lucrative)#but then after he finds out being an idol actually isnt all that much cash#so he just decides to have fun being an idol instead!!!!#this guy NEVER GETS THERE. he's always a SERIOUS RUDE STICK IN THE MUD who is NEVER FUN TO BE AROUND BECAUSE HE'S LIKE#I'm Here For Work. I'm Here To Be The Best Idol. I Don't Want To Make Friends#LIKE GET REEEEEEEEEEEEEEAL DUDE YOUR COWORKERS ARE 10 YEAR OLDS IN ANIMAL COSTUMES AND 30 YEAR OLD MEN IN PINK TIGHTS.#anyways everyone likes him i guess he's supposed to be the “cold guy eventually opens his heart” kind of guy but he has always just come of#as very annoying to me. and also DUMB AS FUCK i cannot stress enough how STUPID OF A CAREER CHOICE THIS WAS#so i cant take him seriously when they try to play him up as this cool all-knowing guy when he's the STUPIDEST PERSON AT THIS COMPANY#INCLUDING THE 9 YEAR OLDS
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finally watched hannibal in the year of our lord 2025. a life altering experience. it's everything to me. top 2 fav tv shows
#it's PEAK. CINEMA#that ending????? this is what open endings should be#THIS is how you do a satisfying open ending#it was left ambigous but not in a confusing way. you can interpret it however you want depending on what you think of will's development#i think they both survived cause like logically speaking with they way they fell hannibal wldve suffered more.. water impact#and if HE survived then so did will bc he was on top of him so that involves a degree of attenuation?#and also narratively speaking idk i feel like this is a package deal ''can't live with him can't live without him''#double suicide in the river lol rip dazai you wouldve loved nbc hannibal#okay on that note THIS is how u execute toxic yaoi as well#like their dynamic was SooOooooo toxic but the good psychological manipulation kind and again ...veryyy ambigous#every time they backstabbed each other i was giggling and kicking my feet like YEAAAH🥰🥰🥰 u go girl#s3 was a bit meh bc of that stupid cringe dragon plot god i couldnt stand that bitch every time he appeared on my screen#no class or charisma whatsoever just a buttnaked lunatic who never got over his furry phase get him OFF my screen. ugh#but anyways im glad they killed him together <3 it was v poetic#watch hannibal if you haven't you dont know what youre missing out on#10/10#would ve given it an 11/10 but that bitch grunt dragon pissboy really killed the vibe#hannibal#i have no where else to ramble about this tumblr is my safe space teehee huhu
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I know I’m posting a lot of like. semi-bitter stuff and especially posts with frustration towards the Democratic Party and the liberals who refuse to look anywhere but themselves when it comes to why they failed, as well as acknowledging the fear and anxiety that comes with what we’re about to go through. But I want to say, that despite all of that and the awful feeling in my chest, I have so much compassion for the world. I still think we can fight for a better future, that it’s not over. We got this. It’s bleak but it was going to be no matter what, and we can make it. The results have inspired me to get even more active and try even harder, and I know there’s a lot of people that feel the same. We’ll all support each other, and we will make it. It’s going to suck, and I don’t want to put down the very real fear and danger folks are in— but I also don’t want to give in to that feeling of hopelessness and doom. There are so many people all over the world facing similar plights, or worse, and the least we can all do is keep fighting and supporting each other! Again I don’t want to step on the very real anxieties and fears and sadness from the results of this year’s election, I just feel some encouragement is in order amidst all the fear. For every person that refuses to turn on each other and continues to stand with all those who suffer just like us in our own homes and all over the world, we will be stronger for it. Take care of yourself, and take plenty of time to cry and fear of course, that’s not wrong, but don’t forget it isn’t over. There’s still a lot of love in this world!
#current events#us elections#election 2024#palestine#don’t give up.#I’m putting tags on this but I’m bracing for some idiots to find this#if you are one of the liberals who still thinks this wasn’t entirely the democrat’s own grave and that it’s somehow third party voters#or minorities or whateve: kindly scroll. I do not want to deal w ur rabid fear-crazed asses rn and tbh you will regret saying these things#btw if you voted for Kamala it doesn’t automatically make you one of the people I’m annoyed with. it depends on how you did it#if you did it acknowledging she sucks and is condoning genocide but were acknowledging your acting out of self preservation?#ur good you understand where you’re coming from. as long as ur not blaming anyone other than Kamala and the Dems themselves#and the people who were allowing them to step all over them without vying for our leverage#not to mention the alt republicans. like they’re getting blame here too obviously lol
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I've watched Inception and The Wild Robot for the first time today. I'm fine! No, truly, I'm fine!
#i didnt Cry but i was p close for both LOL#i was actually trying to watch twr last night but#it was late .#i fell asleep .#like constantly#i was waking and sleeping waking and sleeping waking and sleeping#incredible movie though holy shit#roz ras and ra's i love u all now <333#raine's rambles#the wild robot#inception#inception was pretty cool#incredible visuals and the twist was insane ...#they rlly were just stacking dreams on dreams on dreams#speaking of dreams i got my first and only dreamzzz set today but that aint matter#tbh for inception i think my only issue was there was a part where it rlly just Drags for a bit to me at least .#its not that big of a deal tho#the scene w fischer getting that false idea planted in was so good it was such a nice resolution#it leaves you in two minds about the whole thing#on the one hand the heroes succeeded ! yeah !#on the other they have completely altered the course of Everything for this guy via a false notion#he may be happier but it was never true ...#and the thing w the spinner at the end. ..#ohh my god#can i just pretend i got the happy ending instead AUGHH...#good day for me today actually !#might have been my best one in a while...#not me YAPPING in the tags when i have a project to finish WHOOPS !!!
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i might just be pulling this out of my ass but i feel like terezi and gamzee really did a lot of damage to how people see pitch relationships
and i get it, terezi and gamzee’s relationship was basically everything people say about pitch relationships. it was abusive, horrible, and enabled by everyone around them
but they’re also not the only pitch relationship we see in the comic, or even the only pitch relationship we see terezi get into
and they’re not even the only abusive and/or toxic relationship we see by far, and plenty of those weren’t pitch
#idk i feel like a lot of the arguments i see for why pitch romance is toxic apply to terezi and gamzee specifically#and not really to anyone else#and it kind of ignores the fact that homestuck is a comic filled to the brim with terrible relationships#say what you will about vriska (she got way too much hate)#but vriska and tavros was an abusive situation#and even if they were all over the place when it comes to quadrants#ultimately vriska wanted him red and it was red feelings she was dealing with#similarly dirkjake is red#say what you will about that shit too#and whether you think they can patch that up or not or who was at fault or whatever#i’m not asking for a five page essay on how dirk was perfect or how dirk was the devil lol#but they were a mess#and they were also very much red#aranea and jake#vriska and meenah#meulin and kurloz arent dating anymore but were red#honestly there are too many examples with the dancestors you get what i mean by this point#there are so many examples i can list#and also examples of good or at least not toxic pitch relationships i could list#but these tags are already way too long#i think ultimately#hussie probably just likes the drama of a bad relationship#so there are tons of them#which is fair lol
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I don't know what I love more, the fact that as rook you can make a statement in NO uncertain terms that you are NOT responsible one way or the other for the theological implications of the shit you're discovering in the 'regrets of the dread wolf' memories. not my jurisdiction. quite simply none of my business. not my chantry circus not my chantry monkeys. irrelevant to the matter at hand here we'll kill that god if we get to him he can get in line. or if the best thing about it is seeing the lone little 'lucanis approves' that pops up right after choosing it. corvid with a knife about to commit deicide keeping it real and sensibly, pragmatically, wilfully agnostic with me here in this magical lighthouse today
#we do not see it. we cannot read all of a sudden.#rye having war flashbacks to watcher conferences and firmly going 'we are *not* getting derailed by the metaphysics here folks'#rare stern moderator/dad hat moment from ingellvar lol. he's Seen Some Shit in his time (debates that raged over the multiple#and not always concurrent life times of the participants involved. ain't no academic rivalry like watcher academic rivalry#because watcher academic rivalry doesn't stop even when everyone involved is dead. and the rest of us have to live with it)#I. do not think the way I'm getting this quest is how it's meant to be experienced so I'm a bit at a loss as to how to pace it out#I've been an annoying little completionist so I have ALL the statues and could just marathon it out#but that does not feel like the best way for the story and upcoming reveals to work. hm. how to do this#I'm supposed to go fail to save weisshaupt right around now I can't be having study group with all of you rn as much of a delight as it is#rye is nominally an andrastian as mainstream nevarrans generally are but as I gather is the case with many of the watchers#what he *actually* believes in is the grand necropolis itself haha#(and the philosophy of history memory death and relationship (as well as responsibility) between the past and the present#and indeed the future that it represents. we have a duty. to what has been to what is and to what will come after us. good shit)#the nevarran/mortalitasi element just makes their lack of care or respect for chantry orthodoxy *mwha* that extra bit special#the nevarran lack of concern bordering on quiet condescending disdain for official chantry doctrine and policy my beloved#dragon age#dragon age: the veilguard#dragon age: the veilguard spoilers#dragon age spoilers#poor harding really is living through the most relentless 'if this is the maker testing my faith he sure be testing me' gauntlet of all tim#good news: god might be real! bad news: god might not even be a real thing but more like a magical accident or vibration or something#honestly tho. if we could get full lovecraftian incomprehensible to human conception the maker -- He is a particle and a wave style --#that's the only way I'd be cool with him or them actually answering the question of his existence. that'd be kind of sick#'yes. but no. but maybe. depends on how you define god. and exist. and he. and does.' *ingellvar sets of the METAPHYSICS!! klaxon#that's a time out folks good game but easy on the jargon and navel-gazing definition of terms next round#rye and lucanis have some slightly differing views about at what exact stage of a problem murder becomes a valid solution#('well you just kill them and then I'm the one who has to deal with the next much longer part')#but they're surprisingly kind of vibing on a lot of other stuff lol. good for them <3#oc: Ellaryen Ingellvar
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these frauds
#my art#caseybug#something about how casey is good at faking customer service smile but never means anything affectionate she says cuz she rarely feels thin#things like that/has trouble forming emotional attachments so her words are all empty#pathological liar..masking savant..lol..this is why i think it takes so stupid long to process her feelings for nell#a lot of times in the alternate universes we craft she doesnt even process them at all#vs nell whos a very sentimental romantic person underneath all those layers of repression and autism#but keeps it locked away out of fear of getting hurt or hurting others but if you were actually emotionally INTELLIGENT.. you might SEE it#that everything she does comes from the core of an extremely loving person#but sadly casey has such low empathy and so little experience dealing with other people on a deeper level than work meetings she doesnt#see the extent of her feelings#which suits nell fine. cuz she doesnt want to be perceived.#but ultimately it causes their relationship to be hashtag doomed in canonical ending#where they never discuss their realtionship on a deeper level and nell dies thinking casey will be fine without her#and casey only realizes after shes dead how much she meant to her#um anyways#long ramble abt their relationship under this picture. goodbye#nell
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see i absolutely despise jimmy (and curly) as a character(s) but as a literary freak i can appreciate the way hes used as a story device with his relationship to curly. i could type this more eloquently but currently ive had a glass of champagne and i havent drank in like 6 months so my tolerance is low so forgive my writing but. jimmy cannibalizing curly. yeah.
theres multiple messages here, theres the message that jimmy is doing what curly (assumedly) did to get into his position and, employing another metaphor, taking the "dog eat dog world" saying to heart. and literally. devouring his competition. or maybe curly didnt do that. and thats what jimmy thinks curly did and so he aims to do the same. choose whichever one you like more they're both interesting storywise.
theres the message where jimmy "consumes" curly in some twisted expression of love. devouring curly so that he remains a part of him, an expression that he is the gold star captain and something to aspire to. admiration for something he'll never be and so he chooses to consume him in order to potentially absorb some of his skill or become more like him.
and then there is curly sitting there helplessly being devoured. its something he has no say in, not something that he chose to happen to him, its something hes become swept up in. he becomes devoured by jimmy in the literal sense of cannibalism, but also in the sense that he became so absorbed in his friendship w/jimmy he ignored his wrongdoings and ultimately led to anya's assault as well as the death of the whole crew.
curly and jimmy intertwined so that one is always consumed by the other. curly in a literal sense, jimmy in a more psychological one. i mean like its really quite crazy they did the "im consumed with thoughts about this guy and want to be him so i must literally consume him" thing quite well. when examining mouthwashing's narrative you find new things to admire every time. each little story element has a place in creating a wonderfully complex and heartbreaking story. its very well done and honestly something to aspire to from the perspective of someone who enjoys studying/writing literature.
all of this is to say i think that there should be more art of jimmy covered in blood and engaging in this cannibalism like the stupid little leech he is
#spacie spoinks#only post i will ever make about curly or jimmy btw. i genuinely hate the both of them with a burning passion#i think im just. projecting too hard but i just cant enjoy them. i have tried it doesnt work. and thats okay#my life experiences just affect me too much for that lol#this is all they'll ever get from me lmaoooo#i will enjoy art others make tho#im mostly saying this just so people dont ask me for any curly and jimmy stuff skjfskf you wont get it smiles politely#you can enjoy these characters if you wish no judgement. there is a lot to like about them as you can see by my post#see i can be a hater and introspective at the same time!!!#its not something that can be helped my Literary Analysis brain overrides any hate i feel towards those two#and when i view them as tools in a story they're easier to deal with seeing all the time#anyway enjoy this post. im sure someone has said it better than me but yeah jimmy x curly cannibalism for the win!!!!!!!!!!!!!!!!!!!#i love writing!!!!!!!!!! hope i can also do it some day#see but like my reaction is normal the narrative made me hate them b/c it wanted me to#this is why mouthwashing is a good story it made me *feel* something about these characters#even though that feeling is hatred!! and isnt that just so wonderful#characters did bad things and i hate them b/c of it!! wow. storytelling is awesome#none of this is sarcastic. hope it doesnt come off as that#whenever a narrative makes you feel something with this deep of a complexity it is worth celebrating#mouthwashing#okay happy new year goodnight
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one of my favorite things about getting older is that I’m just more sure and more confident in taking control in social situations and making other people feel at ease. I really love it!
#have always wanted to be good at it but it takes time#at least for me#my mom was describing one of her college friends to me the other day#and she goes ‘yeah she was kind of like you. personable and direct and kind.#‘and she was always going to deal with you (positive) instead of ignoring you’#honestly compliment of all time! because it does not come totally naturally to me#and there’s a lot that gets in my way—shyness anxiety a certain stiffness#but I love when i can feel it sort of giving way#anyway just rambling#also once again teaching has helped with this so much#because kids HAVE to be guided through a social situation. they don’t know what to do#and if I let them run it it’s always stupid#so just taking control asking the questions kind of —situating them so we can have a moment and then I can dismiss them#not that I do the same with adults lol. but works more often than you think#just having some direction and taking charge of a social interaction#I remember this comedian once saying he loved when someone took control in a social situation re: greetings/handshakes/hugs#like ‘oh thank goodness someone is figuring this out’ it’s so true and so funny skskdkdjd#I hope there is nothing peremptory about it! but I often find I’m so much ruder by doing nothing#than by being proactively kind and (hopefully) appropriate to the occasion#you know I’ve spoken on it before but my life really changed#when I made myself go back and say goodbye to my students after graduation my second year teaching#like. I literally ran away because I was so shy and it felt so awkward and no one was taking charge of how to do it#and the students wouldn’t (can’t) so it felt like they didn’t want to#and then I realized no—if someone is going to take the lead here it has to be me#and then I did! and there was in fact so much love waiting for me#people just don’t know how to show it#so you have to give them an opportunity#this is so many thoughts but I feel this sooooo much and I care about it so much
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“I'm gonna find a diner, dig into the lore."
-
“Can I get you anything else honey?”
Sam gives a reflexive little jolt in the plasticky, vinyl seat of the corner booth he’s tucked into, he looks up and sees the waitress who’d brought him the solitary cup of coffee he’s been nursing since he arrived an hour ago.
“Sorry,” she says, voice soft, concerned little half smile on her face, “didn’t mean to scare ya!”
Sam feels warmth flood his cheeks, embarrassed. He really needs to get a better handle on his startle response, he thought he’d been getting better lately, with the Mark finally off Dean’s arm. But she’d taken him by surprise, absorbed as he’d been in a treatise on a specific subspecies of Vetala, native to the area he and Dean were headed. He’d told Dean he was going to dig into the local lore, probably this was digging too deep, but he enjoyed letting himself go down a rabbit hole when he had the opportunity. It felt like that wasn’t often these days, there was always something bigger looming on the horizon.
“I’m alright,” he replies, trying to sound relaxed “just a refill on the coffee if that’s ok.”
“Sure thing.” she leans in and grabs his cup. Sam catches a waft of her perfume, something warm and woody, hint of vanilla, and a floral scent of jasmine; a late summer’s evening lingering in the air just before dusk. Something flutters in the pit of his stomach, a sensation he’s not felt in . . . in a while. He swallows, watches as she turns and heads back to the counter. He squeezes his eyes shut, takes a breath, getting hold of himself. Everything drops away. Absently he twists his fingers together, thumb grazing over the palm of his left hand. His eyes open. The sounds and smells of the diner come rushing back: chink of cutlery on cheap china, low hum of voices interspersed with bursts of laughter, coffee and burger grease fighting each other for dominance. He drops his hands to the table, it feels solid beneath them.
There’s a small “thunk”. Another cup of coffee appears. Sam turns to thank the waitress, but she’s sliding into the seat opposite him. She smiles at him again, full smile this time, flash of pearly white teeth, and her eyes crinkle in the corners. “Hope you don’t mind?” she asks, sliding a plate with a pastry towards him. It's fresh and warm, little tendrils of steam coiling from it. “I know you said you just wanted coffee, but you look like you need it.”
“Thanks”, now that it’s there Sam can feel his stomach rumbling. He’d told Dean he was starving before he’d headed here, and then as usual he’d got caught up and forgotten all about food. He reaches forward and pulls the plate the rest of the way across the table.
“I uhh, I just finished my shift.” her voice is low, and she lets her false lashes drop slowly as she speaks, grazing her cheekbone. Oh! Sam looks at her again, properly this time, she’s pretty, really pretty, soft lips, cute nose, gently hooded brown eyes, long blonde hair that she’s just letting out of a ponytail. He hadn’t come here for this, and if he’s being honest with himself he usually would have smiled politely, said “another time” and then vanished off into the night. Certainly, he never would have initiated. He thinks again about the scent of her perfume, god she’d smelt good. Maybe . . . maybe he needs this. Something . . . uncomplicated. ‘You gotta learn to have fun. Seriously, it's pathetic’. His fingers grip the edge of the table again. Making sure.
“I’m Sam.” he mimics her same low tone, shapes his features into something soft and inviting, crooked smile tugging at the corner of his mouth, dimples flashing.
“Piper”, she responds brightly, pleased at the reciprocation. She gestures at the pastry, “You going to eat that?”
Sam breathes a tiny sigh of relief that she didn’t mean right this second. He finds this much easier if he gets to talk to the person first, get to know them at least a tiny bit. As much as you can ever know someone you’ll likely never see again. He’s seen Dean walk up to a girl in a bar, whisper something in her ear, and them leave together, all in the space of five seconds, he’s never been able, never wanted to do that.
He picks up the pastry and takes a bite. This isn’t something he does often either these days, eat something sweet. It's good. Soft and warm, buttery, flaky, a hint of salt balancing out the sweetness.
They chat as Sam finishes eating, sipping his coffee. Piper waves another waitress over and has her bring a cup for her too. Sam watches as they exchange looks, an unsubtle “you go girl” grin on the other woman's face.
Piper’s working here to save up to go to nursing school. And, God, Dean can never know about this, he’s already teased Sam once or twice about having a “type”. She turned 30 last year and just decided she wasn’t gonna stay in this middle of nowhere, barely-a-town forever. She, of course, asks what he does, why he’s here, and as ever he carefully treads around the edges of reality, he’s a repair guy, work takes him all over, family business.
-
They finish their coffees at the same time. She pushes her cup away, looks at him expectantly, softly biting her bottom lip.
Ok.
Standing up from the booth, Sam chucks a ten-dollar note on the table, covering her coffee and the pastry too. She grabs his hand and leads him through a staff door out the back of the building. She meets his eyes, making sure. That calms a buzzing noise somewhere in the back of Sam’s skull. He nods. He wants this. She leans in, pushing him gently up against the wall of the diner, rough brick scraping at his back through his shirt. Their lips meet. He drinks in the smell of her again, feels her hair softly brush against his jaw. Her hand snakes round and clasps the back of his neck, fingertips curling into the short hairs at the nape. Yeah, ok, he needs this. Piper parts her lips and her tongue licks across his, he opens his mouth and lets her in, tastes the lingering ghost of the coffee. Sam shivers. They pull back, foreheads lean together. Piper's breath tickles his nose. Unexpectedly, he lets out a tiny giggle at the sensation. She giggles back.
“I live a bus ride away and I don’t know about you but I don’t think I can wait around for a bus right now...” She starts trailing kisses down his jawline. A faint moan escapes his chest.
They could get a motel. For some reason though he hears himself say “car’s parked just round the corner.” Classy Sam! She raises an eyebrow and for a second he thinks he’s fucked it up, couldn’t exactly blame her. But instead she kisses him again, sloppy and wet, needy. And then.
“Haven’t done that since I was a teenager! Could be fun!”
“Me neither” Sam says. Dean is going to kill him. He slides a hand down her side to settle at her waist, his eyes drifting shut, just taking in the warmth of her radiating through her uniform. Something about body heat and soft flesh under his fingers contrasted with the cold chill of the night air is keeping him here, keeping him present. He fucked a lot the year he was soulless. He remembers it, but the memories are at a distance, a sickening disconnect between himself and the actions of his body. He has to be present for this.
-
The car is definitely not the most convenient place he could have chosen. It really has been a long while since he’s done this, at all, but in the car in particular because he doesn’t remember having to contort himself quite this much to make it work before! Piper doesn’t seem to mind though, so he guesses it's ok. He wonders vaguely if maybe he didn’t suggest a motel because of Amelia. The last time he'd done anything had been in that motel room in Texas that he’d never returned to. He doesn’t know if she did. He never will. So much has happened since then.
-
Piper’s eager to take the lead and he’s more than happy to let her. She’s straddling him, his head and shoulders propped up against one car door, lower back on the seat, feet pressed awkwardly up against the other door. She undoes the buttons of his shirt, leisurely, taking her time. She pushes the plaid aside, slipping it as far off his shoulders as the cramped conditions will allow, pushes his t-shirt up to his neck. Taking in the expanse of firm muscle she rakes her nails across his chest. His back arches against the leather of the seat. Piper gives him a satisfied smile. and gets to work on the buttons of her uniform, shimmying it all the way off, dropping it down into the footwell. She grabs his hands and places them firmly on her breasts. His breath hitches in his chest, she’s looking down at him, playful light dancing in her eyes, and her hair, her blonde hair, is cascading down across her shoulders. He’s slipping. He’s not been with a girl, with anyone, with blonde hair, since. . .
“Are you ok?” She whispers. Oh god. This was supposed to be fun. Fun and uncomplicated, and here goes his stupid brain making it anything but that. Pathetic. He blinks. She doesn’t really look anything like Jess.
“Yeah,” he responds, and he can feel himself blushing. “Yeah, I’m fine.” He means it.
“Ok.”
He slides his hands to her back, fumbling for a second to unhook her bra. He’s sure he used to be quicker at this. The bra falls into the footwell, joining her uniform, silky lace slipping through his fingers.
His hands cup her bare breasts, her skin is soft and supple, and now she’s shed her clothes he can properly feel the warmth of her. She whimpers as he brushes his thumb over a nipple. For the first time, he can feel himself truly relax into this. He wends a hand up into her hair, and uses the leverage of his hand on the back of her head to pull himself up to kiss her. She’s tugging at the fly of his jeans and he gasps softly as her fingers make contact with the hard length of his cock through his boxers. He lets himself feel every ounce of the sensation. He's here, in his body, it's his, no-one else's. The door handle presses hard into his shoulder blade. His free hand trails lightly across her stomach, and down, slipping beneath the fabric of her thong. She buries her face into the crook of his neck, smiling against his skin.
-
He's teetering on the edge, pressure coiling, building. He can't let go, he needs something more to ground him. As if she knows, Piper suddenly grabs hold of his wrists, her fingernails dig into his skin, sharp pin pricks of pain. It's enough.
-
“That was . . .” she’s still breathing hard, struggling to get the words out. Propping herself up, barely, her hands planted either side of his shoulders, looking down at him.
“Yeah,” Sam responds, he leans up and kisses her softly again.
She collapses against his chest, a buoyant little laugh escaping her. Sam curls an arm across her back. There’s no way this is going to be comfortable, for either of them, for long, but maybe they can just rest here, just a little while.
-
“Who are you?” Piper’s confused, maybe somewhat interested, voice rouses Sam.
“Oh!” Dean's tone of surprise rings out across the car.
“Ah, good morning. That's, uh, my brother Dean.” Oh my god.
“Sorry, Sam, I didn't - I didn't realize you had company. Sam can feel Dean's palpable amusement radiating off him.
“Can you uh, give us a minute.”
-
They’ve both somehow managed to get their clothes back on and mostly presentable. Piper steps a foot out of the car, leaning down to say goodbye. “Wait” Sam hears himself say. He pulls his phone out of his pocket. “Do you want my number?” He doesn’t even really know why he’s saying it. It seems like the right thing to do.
She looks at him for a long moment, considering it. “That’s ok.” Maybe she’s seen something on his face. “I really did have a good time though.”
“Me too.” He means it.
She gives him a quick peck on the lips. As Sam cranes out of the car he spots Dean hovering inconspicuously a few feet away, no doubt hoping to catch a fragment of their parting. He can be so fucking nosy sometimes. He already knows he’s not going to let him forget about this for weeks, at minimum. At least he seems to have settled on teasing rather than anger at Sam “violating the sanctity of the car” or some shit.
He leans back in, his head rests against the seat. Lets out a breath. He’d wondered if something would have changed in him. If suddenly he’d feel like doing this again would be easy. It hasn't. Maybe, someday. With someone more permanent. Someone to whom he could even begin to explain the tangled knot that wraps itself around every part of his insides. He really does still want that.
-
Sam's finishing buttoning up his red checked plaid. Dean slips a tape out of the box.
“Dean, I can explain what was going on -” How does Dean still have the ability to make him feel he has to explain himself, flustered like an awkward teenager? Well, maybe the car sex had something to do with that too.
The song starts up. Fucking hell. Yeah he is literally never hearing the end of this.
“Don't “Night Moves” me!” Sam's aiming for indignation but he can't quite get there. Sometimes his brother is just too cheesy to let anything outcompete his fondness.
Somehow he ends up singing with Dean. Plays along with the teasing. Uncomplicated.
“Digging into the lore. Is that what the kids are calling it these days?” Dean says delighted with himself at the quip.
Sam huffs out a little chuckle, tips his head back.
“Man, I needed that,” he says.
He means it.
#sam winchester#sam x piper#sam winchester fanfiction#spn#s11#OKAY#so i was thinking about Baby today and how I've always had a lot of thoughts about Sam and the one night stand with Piper#and then this happened???#this is the closest you will ever get to me writing a sex scene enjoy lol#(took me 10x longer to write that bit than anything else)#so like tell me if any of this is any good cause I'm even more nervous than usual#anyways just trying to deal with Sam and his very complicated relationship with sex in late seasons#my fic
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