#also lol the double standard
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Sometimes I forget why exactly I disliked ACOMAF as much as I did and then I see a random quote and am instantly reminded.
This is exactly the type of gaslighting that this book does that annoyed me so. fucking. badly.
'All he'd wanted to do wasn't free me, but fuck me' - ah yes, because it totally wasn't her who went for his pants first.
'He hadn't tried to kill her, hadn't crawled for me'
Excuse me? He crawled as he was bleeding out from a chest wound, still tied up. Not to mention he DID kill Amarantha in the end. (Also he couldn't kill her before, because that's how magic bonds work - none of the high lords could lift a finger against her. There was literally nothing he was able to do).
Also it makes no SENSE for Feyre to be resentful of Tamlin not rescuing her all of a sudden? Tamlin saved her already by returning her to the human realm. SHE returned to fight and die for him. She KNEW she'd most likely die but she was there to rescue HIM. It's not like she got kidnapped by Amarantha and he just watched, no she came to die for him. It's kind of weird to blame him for not getting her out when she came in to get HIM out.
So yeah, ACOMAF is awful in this regard and I just don't get it. It would have been quite easy and possible to make Feyre realize that Tamlin isn't right for her without literally making shit up about him that conflicts with book one.
#just a random thrum rant again#also lol the double standard#'I was doing those trials and tamlin did nothing to protect me i hate it'#'As soon as he got his powers back he tried to protect me with everything so I would never have to face such dangers again i hate it'#MAKE UP UR MIND FEYRE#but like ugh....i think its literally just that way to make Feyre seem less of a bitch for switching boyfriends so quickly#i am just surprised most people dont seem to mind this manipulative writing?#or however you want to call it#gha#acotar#tamlin
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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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Reread/skimmed my oldest Pharma apologism posts (mainly the ones about Pharma not being a functionist) and it just occurred to me that possibly another reason the fandom saddled Pharma with the "functionist bigot" label is because his introduction by First Aid says that everyone hates Decepticons, but Pharma really really hates Decepticons. Mix that with the portion of the fanbase that lionizes and whitewashes the Decepticons, and I can easily see it entering common fanon that "Pharma hates Decepticons -> the Decepticons are freedom fighters wrongly maligned by the Autobots/the franchise -> Pharma must be a bigoted functionist since he hates Decepticons who represent freedom."
The simpler explanation is just that Pharma is an antagonist and therefore gets the "everything about him must be evil and wrong" black-and-white analysis so common in fandoms in general, but given some of the bizarre Decepticon takes I've seen I can also easily see Pharma's Decepticon hatred being taken as a sign of him being bigoted and evil.
Though AGAIN in this case it would still be singling Pharma out as a bigot for crimes/flaws that multiple other Autobots are guilty of like.
Oh, Pharma hates Decepticons? Well a lot of other Autobots hate Decepticons too, First Aid's narration about Pharma even says "we all hate Decepticons"; for that matter, there are a lot of Decepticons who hate Autobots. It's a massive civil war that's lasted for a lifetime causing two groups of people to be stuck in a near-permanent blood feud, you can't assume that every Autobot who hates Decepticons (and vice versa) hates them because they're a bigot. Maybe there's been a war where both sides have been building an ever-increasing mountain of reasons to hate each other, so hating the opposite faction is a social problem caused by war and politics rather than a sign of individual moral failing.
Pharma worked at the New Institute so that means he must be evil/bigoted? Chromedome and Brainstorm also worked at the New Institute, but there's no widespread fandom shunning of them or headcanoning them as bigots.
Hell, even the very premise of assuming Pharma is a functionist bigot for hating Decepticons is ignoring the very premise of Pharma's motives, which are, uh... being blackmailed by the leader of the Decepticon Justice Division, who represents the ultimate form of Decepticon ideals to the point of literally wearing their symbol as his mask? So how were we jumping straight to "oh Pharma hates Decepticons bc he's a posh bigoted functionist" when there was a far more immediate interpretation/headcanon of "Pharma hates Decepticons because he's being tortured and blackmailed by one."
That's not to say that Pharma couldn't have hated Decepticons before Delphi, and I think you could make interesting headcanons/extrapolations based on either idea. But still. It kinda feels like people saw Pharma and just wanted to make him the Token Evil Autobot who's the opposite of our Good Heroic Autobots regardless of whether evidence from canon supported it or not.
Good riddance to bigoted functionist Pharma fanon, I'm so glad that the majority of Pharma fanon these days actually gives him a chance and puts him on equal footing as other Autobots.
#squiggposting#that and there's that weird thing where people treat(ed) pharma as if he's starscream lite#so like bc they see starscream as posh and elitist and vain (how did that happen btw)#they basically go oh pharma must also be the same way#also how did ppl ever see pharma as posh when he speaks in the same register as everyone else and if anything has a campy flair to him#you can't look me in the eye and tell me this chaotic theatrical gremlin ass freak is a posh elitist like slkfjsldk#not mentioning the flyers=oppressed thing in this meta bc that bit of worldbuilding was established way later#tho i cannot entirely fault ppl for painting pharma as evil and treating him with double standards compared to other autobots#i mean literally in the same issue he was introduced he caught flak for giving in to DJD blackmail#whereas other characters explicitly speak about how scary/scared they are of the djd#so like it's clear pharma WAS meant to be the token evil autobot with compromised morals#who was so selfish as to (gasp) take a blackmail deal to keep him and his facility from painful torturous death#and then when he was already trapped in the deal be forced to eventually kill patients to keep up#how dare he. should've stood up to tarn and instantly been murdered like a good autobot#sorry for being pithy lol the apologism got a little too strong there#pharma apologism#also i think the way JRO writes if pharma was supposed to be bigoted you would like. be able to tell#JRO is not subtle about writing p much every bigoted character as massively flamingly racist/functionist/etc
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It's on sight @ those who say Max only won because of the safety car (yet didn't say shit about Miami).
#in canada lando even got another chance via the 2nd safety car restart#and mclaren could've called him in earlier#(don't give me the fia fucked lando over and lando was past the pits by the time the sc was called!! - becuz it's not true for this race#and neither was it true for miami but ppl refuse to just look at the gps.)#and max perfected the safety car restarts and the gap on the medium stint despite having suspension issues + lando on fresher tyres#I swear the double standards of some f1 fans are so annoying#just look at the facts and data and be fr.#lando norris#max verstappen#canadian gp 2024#actl lando also got another chance during the 1st sc restart lol#im too lazy to edit my tags so that one will be stuck at the bottom#and he had the whole medium stint but could not match the pace#also it's so different?#safety cars always happen#but the controversy in miami was that lando did not get caught (yes ik it is within the rules but it hardly ever happens)#but here they all got caught by the sc like normal????? so why all this speculation?
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I really want to get into Unicorn Overlord because that prologue slaps and it sounds like an interesting gameplay experience
but
the designs are just...
Camel toes, battle thongs and bouncing boobies that would straight up be from some of the worst FEH alts, furry baits (forget the sniddies, we have foxtits and... owl boobs...) and leg art that would make Duo!Doro look tame in comparaison.
What to do...
#real life#not issues lol just musings#french names are a plus though where can we have another protag be named Alain ffs#watch as the next SRPG will have a hero named Emmanuel or François#also the redshit double standard i want to play to see if it's just redshit or if the game plays it better#carlyle sucks but when it's woman carlyle suddenly it's sad uwus galore and i wish we could recruit her? Dudes#i know it's redshit but damn#but i like the other designs#and the game mechanics in the overworld map#like you have to help rebuild cities who were destroyed and talk to NPCs who are around#and they react to plot events#after the BK duology I miss NPCs#let them be relevant or just flavor text#they are here and exist
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The funny thing to me about the “creek is forced” argument is that it literally defeats the purpose of the episode??
Like the two of them were CLEARLY uncomfortable with people making art of them together and only became a couple AFTER accepting themselves and realizing there could genuinely be something there. The town may be what pushed them together in the first place but in the end it was ultimately their own decisions.
Also by that “logic” Tolkchole would be forced as well (since Cartman is the one who pushed them together) but I see no one complaining about them 🤔🤔
#I love tolkchole btw they’re my second favorite couple in the show behind creek lol#it’s just the double standard for me#Also tweek and Craig were literally friends and were shown hanging out several times before they became a couple#idk why people act like they straight up didn’t know each other#south park#tweek tweak#craig tucker#sp creek
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Hi guys! Sorry I haven’t been posting as much lately. Been prepping for artfight and juggling irl stuff on top of it.
#posts something for the first time in a hot second#also someone just followed me with a bio that says ‘do not interact i am a minor’. heh??#How are you going to expect adults to not interact with you if you interact with them#not to be mean. just… concerned about the double standard is all#I’m three years away from 30 and don’t really… get it…#Tbf though I was mostly closeted with tickling stuff until more recently with some exceptions#and those exceptions were because I didn’t quite have a place to go at the time#… okay ramble over lol#sfw tickling community#sfw tickle community
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ur jimmy/lizzie post is making me have a crisis over how unpopular it is how is there literally no ship tag for it. i tried all the combos that sounded at least somewhat normal and theres just nothing. it cant be THAT unpopular right....... i know s**blings is more popular but i didnt realise it was this bad oh my god. people who didnt watch/do not care about empires season 1 please stand up. anyway i love ur art and ur style is perfect
NO I KNOW i was literally doing the same thing last night trying to figure out if there was a preexisting ship name and i couldnt find a single thing 😭 i knew the ship DID exist cuz i'd seen a few fics so i knew i wasnt totally alone. but yeah it's rough out here. we're in this together
also thank you!! <3 <3
#im also a scar/pearl girlie (AND a mumbo/pearl girlie back during secret life) so i've had practice with rarer ships at least lol.#i feel like the fandom tends to gravitate less towards m/f ships WHICH IS FINE and often the case in fandoms like these#but it can sometimes lead to this weird double standard where interactions that ppl would immediately jump to being#ship fuel if they were m/m (or maybe f/f) arent treated as such when its m/f? like jimmy and lizzie literally made a joke about them#having sex like i feel like if that had happened with any of the popular m/m ships people would lose their minds#i never want it to come across like i feel like im somehow oppressed for liking m/f ships LMAO cuz thats obviously not the case#but it is just something i've noticed over time. i feel like m/f duos get the sibling label slapped on them far more than others#and ofc thats a whole other conversation of how every dynamic has to be siblings or dating in fandoms but i wont go on that rant again here#asks
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keep thinkin about in late cr2 when people were sooooo mad that liam said caleb didnt trust essek (yknow, because of the everything* 🤨) but were also Especially mad that he'd trust astrid and also that he still had a lot of (complex) feelings for her (because he grew up with her and they were groomed by the same person and he was in a relationship with her and she's basically a shadow of what he couldve become etc)..... cr fandom top 10 misogyny moments
#*litrally aiding in starting war for his own gains. betraying them . being in aeor which is wizard hubris central...#the double standard of it all....whatevre#disclaimer ik astrid has also done terrible things#but acting as if its worse for caleb to trust her is just bizarre#kiddo say#this was in my drafts lol#th amount of ***** takes in my drafts that i decided not to post is a little bit funny. self preservation
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What if I just rambled in the tags rn?
#personal stuff don’t mind me#just musings about sex and relationships#am I ace or aro? am I just opposed to the idea of a relationship cause I feel like I could never trust anyone on that level?#am I ace? sex sounds fun enough but it also doesn’t feel necessary? and I can’t imagine ever wanting to sleep with anyone#I literally never considered this until one of my friends complained to me about being sexually frustrated and I was like ???#??? THATS A REAL THING ???#I THOUGHT IT WAS A JOKE#where am I going with this#I’ve had 4 crushes in my life (excluding fictional characters cause I don’t think that’s the same)#I’m definitely bisexual#and yet am I? am I even attracted to anyone?#maybe I’m just on the ace spectrum somewhere?#and does it even really matter? why should I feel like I have to label it?#maybe it’s cause I feel like I have to label it to be valid#otherwise people view you as a loser#it’s frustrating#people talk about the concept of virginity being meaningless#and I usually see people talk about it in the sense of like#having lots of sex and sleeping with lots of people doesn’t make you impure#(which is true!!!)#but I feel like some people who say that still look down on people who don’t have sex#and view them as no fun or prudes or whatever#and the double standards piss me off#lol sorry for all of this I just need to ramble somewhere#ollie rambles#adding on#like the fact that I’m ashamed to admit even in the tags here that I’ve not had sex before is ridiculous!!!#it shouldn’t be this way!!!!#it’s something completely neutral!!!!!#it should be on the same level as admitting I’ve never tried melon or never been rollerblading!!!!
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I like Laufeyson better than Odinson because Loki deserves to claim/retain some tiny connection to his heritage even if it’s the last name of his shitty birth father.
And considering he rejected his adopted name because his adoptive father was genuinely trash toward him, it seems invalidating and dismissive of his pain (especially for a character who has a theme of being invalidated and dismissed) to be so adamant about him accepting the ‘Odin’s son’ label again.
I also like the narrative symbolism of him finally standing alone as a character and building an identity for himself outside of his connection to the Thor family.
In addition, even if complete reconciliation had happened between all of them, the events of Loki discovering his parentage/actualising his feelings of being different/dealing with the shift in dynamics in his life and family/etc were so impactful for everyone involved, it’s nice to have a silent reminder and acknowledgement that those things happened instead of having them just pretend nothing changed, and calling him Laufeyson does that perfectly.
#just some thoughts#I had to get this into words#because anytime I argue with fellow loki stans about how laufeyson is better than Odinson#I’m never actually able to explain my reasoning#anyway#he’s either Loki Laufeyson or just Loki to me#and no don’t get me started on that Loki Friggason bullshit#because she was almost as bad as Odin#just because Loki loved her and relied on her (because he had no one else) doesn’t mean she was a saint#she was gaslighty and wholly dismissive of his pain and sided with her husband over her kids every single time#she also outright refused to acknowledge odin’s own horrible history & hypocrisy and tried to manipulate loki into apologising#for calling them out on that double standard#by leveraging their mother/son connection against him and using it as an ultimatum#I rly don’t like Frigga lol#anti Frigga#anti Odin#loki meta#mcu Loki#loki#loki laufeyson
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Alright here's my full (possibly hot) take on redesigning Hazbin Hotel characters and making a video showcasing those redesigns while you criticize the official designs.
First and foremost, you are redesigning someone else's OCs. Hazbin Hotel is, in essence, a passion project for Viv. How she talks about it makes that incredibly clear to me. The only difference between Hazbin Hotel and, for example, the story I'm developing surrounding some of my D&D OCs is that Hazbin Hotel got picked up by a streaming service and is significantly more popular than most passsion projects get.
Personally if someone wanted to redesign my D&D OCs, I wouldn't mind it, in fact I'd probably think it was really cool that someone would want to redesign one of my OCs to be closer to their tastes in terms of what they like to draw. I would, however, be made incredibly uncomfortable if someone made a video redesigning them where they also pointed out everything they thought was wrong with the designs. I didn't design these specific D&D characters to be 1-to-1 accurate to their classes in D&D or to look professionally designed. I designed them how I wanted them to look for the story I'm telling because I don't plan to ever play them in a campaign. The main character Avlan is a paladin, and I can acknowledge that his design might not look exactly like a paladin. One of the tabaxi in the story (Ice) is a bard and the other (Spark) is a ranger, and I acknowledge that their classes might not come across well in their designs. The single tiefling I've designed for this story (Tragedy) is a cleric but might not come off as one in their design. But I specifically designed them to be easy for me to draw because I want to be able to tell this story through my art. Having someone say "oh, Avlan's armor isn't paladin enough!" or "Avlan's fur colors and patterns should be closer to a wild rabbit's because harengon shouldn't be based on domestic rabbit colors!" would fucking hurt (especially because I'm so attached to Avlan, but it would hurt just as much if similar comments were made about Ice, Spark, or Tragedy). I am so passionate about these characters and being told their designs are bad or wrong in some way would be like a stab in the heart, and it would still feel like a stab in the heart if this story ever got a massive fandom behind it. Giving Avlan more complex armor because you think it'd look cool or just want to see what it'd look like? Sure, if I could draw more complex armor I'd give him more complex armor too. Giving him more complex armor but also shitting on the armor I decide to draw him with? My motivation to draw him in his armor, potentially draw him period, would be dead for WEEKS.
Why is it suddenly okay just because someone's passion project was picked up by Amazon Prime? Why is it suddenly okay to be "fixing" someone's character designs just because the project has a much bigger budget than most artists get and is on a popular streaming service? It's not. I don't care if you're a professional character designer, or think a specific character would look better with certain traits, or just don't like the character designs.
Hazbin Hotel is still Vivienne Medrano's passion project, and redesigning her characters and making videos talking about everything you think is "wrong" with them is, honestly, disgusting. You can make videos explaining your choices in your redesigns without putting down the designs that already exist, whether you like them or not. Me thinking Lucifer looks better with his tail not restricted to his full demon form doesn't suddenly mean I don't like his official design, because I fucking love it. If you wouldn't do it to an artist whose passion project is just a webcomic here on Tumblr, don't fucking do it to an artist whose passion project got picked up for a cartoon by a big streaming service (or any company for that matter).
#hazbin hotel#vent#kinda#i just think it's a weird double standard#'yeah don't fix people's art! unless theyre working on a project that was picked up by a big company then it's fine to fix their art'#like???#why is that a mentality that exists?? they're still viv's characters#and you can still redesign them without shitting on the official designs#pretty much all of my redesign notes for hazbin hotel are 'how can i make this character easier and more fun for me to draw'#because i specialize in furry art. i don't usually draw humanoids lol#so giving vox some shark traits for example or making adam more birdlike would make them more fun for me to draw#why can't we redesign them based on that without saying 'i think it's weird that this decision was made for this character's design'#they're still viv's characters. they're still her designs. stop pointing out everything you think is wrong with them for fucks sake#we don't need to talk about hazbin's character designs. we don't need to 'fix' them#just say they aren't for you and move on. there's literally nothing inherently wrong with them#i also feel like not enough people actually do research into the historical contexts of some characters#and i think it'd be really fuckin cool to see people redesign characters more based on headcanons based on that than anything#look into how the mafia operated in new york in the early/mid 1900s for angel. look into radio hosts in the 1920s for alastor.#look into las vegas culture during husk's lifetime for husk. look into the culture surrounding tv hosts in the 1950s for vox.#LOOK INTO THE CULTURE OF THE ELIZABETHAN ERA FOR ZESTIAL.#(i just presented zestial ideas to anyone who wants them on a silver platter. you're welcome)#(also new headcanon that zestial was friends with shakespeare in life because why the fuck not)#(when the tags get wildly out of hand)
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bush and boobs :O
#i would draw their junk but i didn't feel like having to look at 3 different refs for flacid dicks ngl.#nobody on titan shaves because disposable razors have been gone for a WHILE now. and it wastes too much soap and water so body hair-#-is really normalized so roman is envious of hairy mfs 'cause his body and facial hair is very light and sparse#adonis shaves his beard because he wants to emulate roman. but he always has a wee bit of stubble#roman also thinks minerva's bush and slight happy trail are hot.#on mars shaving. waxing. and lazer surgery are all SUPER COMMON. but naz likes old earth rockstars so he really likes his body hair#it also isn't a problem for him in terms of partners so he views it as a double win and views it as a stupid beauty standard.#short and/or musclar women also aren't the beauty standard on titan. and naz was a bit of an asshole™ and really only dated the-#-'pretty martian girls' up until minerva. he's attracted to how confident and strong she is even though she's a chubby cheeked shortstack#she's also INCREDIBLY smart and he likes that. he also thinks the bush and happy trail are hot lol#ok that's enough lore for this image lmao#nsft#nsft art
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Lmaoooo I just got recommended an older clip on YouTube of Connor getting cross checked in the face by a c***ck’s player. Delayed karma???
#oilers lb#connor mcdavid#I’m sorry not beating a dead horse but the way algorithms have comedic timing#and this is just a joke lol not serious#but it is rather peculiar how controversial it’s been with Connor#also according to the comments the player apologized but lol#double standards and biases and what not and whatever#apparently he got suspended for one game#fascinating#very very very fascinating
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Drankengard done (land 2!)
A lot of nice things in this part, so far it feels like the most FE-like land, and some characters from this land are really interesting!
l firstly love how the plot starts with "we have to rescue this midget prince from 100k soldiers" in one of the few defend maps of this game with various catapults and other engines to attack/defend against a cluster of loldiers coming at you - that was nice compared to the nigh useless ballistas and other engines in FE.
Granted, Gilbert's defining moment after being revealed is basically protecting his vassal from a gotoh-like character who's twice his size and more or less recruiting her for the defend map -
(localisation thingie : no "kisama" for eng/fr script Gilbert, sure it's kind of complicated to put it in words - like an agressive "you" - and yet it gives some nice characterisation, after Amalia rekts Leah and while Gilbert is standing seconds before being surrounded by 100k peons in front of someone who's basically stronger than anyone else around, he is still angry and pissed for his friend's sake) -
Just before being upset at asking our party - aka a foreign nation who was at war with his for the last few decades and revealing that his dad only granted asylum to the princess of said foreign nation to marry her to his heir to conquer it later on - for help.
Hopefully for him his game is no Triangle Strategy, so no one will actually tell him to eat shit because he wasn't the one who liberated the land even if he participed to instead worship the "foreign" person who led the liberation army.
Hell, idk what kind of PR campaign Gilbert and his few loyal soldiers pulled out, but some NPCs are really acting as if he liberated his kingdom single handedly lol
His relationship with his elder brother was sort of developed in the main plot - but more in the equivalent of the support convos - but as I said in another post, I really loved that part where he feels like he's still a second prince, and if his older brother returns, older brother should get the crown even if older brother feels like dirt for failing his country and his father, and became a wandering... mercenary who's busy saving priestresses from jails (and leaving them in the middle of battlefields).
Ultimately, they reunite and more or less solve their issues, and Ludwig manages to tell him that he wouldn't be half the king Gilbert is, because Gilbert is the one who led a rebellion and ultimately led Drakengard free, is loved by this people etc etc.
TBH, while it was short, this was a nice character arc -
(complete with the support/rapport convo just after the final map I unlocked where Gilbert, wanting to know how the common people live in his kingdom, gets plastered with the a random worthless bandit/merc who's freaking out from the entire situation lol)
The other major character from Drakengard is Virginia, the MC's older cousin!
We first see her being kind of pushy and overbearing, sometimes taking the initiative to do rather extreme stuff (wanting to fetch her axe instead of recruiting the earlier worthless bandit/merc), but she's still deferring to the MC, save for a certain mission - because, and kuddos to the game for going there, while Virginia's story is basically a tragic Marth's, aka, when her kingdom was invaded she had to run away to a foreign state for asylum but without any Jeigan, she believed for 10 years and never stopped believing that she was the only one who survived, and thus it was her role and duty to restore the Cornian line on the throne and take back the country from the evil Empire.
And... MC pops up, as the rightful - aka the son of the late queen as opposed to her mere niece - heir thus Virginia's hopes of becoming the Queen and the one to restore her nation vanish.
So kuddos for the game to basically have Virginia tell her cousin that while she was happy to see him and learn he was alive after all those years... she also felt jealous, because the 10 last years she spent having this dream and hope to be the one to restore the country... vanished in 10 minutes lol.
She's not going to challenge Alain's claim to the throne and instead will support him.
Granted, this moment becomes ten times more interesting if you do her own mission before - aka the one where she zerg rushes against the dude who slaughtered her retinue against the advice of Jeigan Joseph and becomes a dreaded green unit (who loses her promotion somehow???), running in a battlefield full of catapults to have her vengeance.
Remember when I said one of her first defining moments is when she asks to be handed her axe to get rid of a worthless merc instead of recruiting him? Well, her words back then were something like "your men died for you, so you can't beg for your life" or something like that, we learn in her own mission that she was basically talking about herself.
Basically, kid!Virginia was supposed to have her Jeigans and Cain/Abel/Draugs and they were supposed to escape and run away together to Drakengard... but they were slaughtered by some general of the evil empire who thought bringing her head would make a good offering to the evil emperor, so the Jeigans, Cains, Abel, Draugs etc etc laid down their lives to allow her to escape - we have a voiced FB with a few images and a battle cinematic, where the knights basically say they will die to make sure she'll be able to escape, and will slow down the evil general with their corpses if needed.
The entire platoon of knights died, and Virginia has been carrying this trauma for ten years, dreaming of having her revenge but never once confiding in anyone from Drakengard about it - not even in her (Gilbert's) vassal Leah who she seemed to be close too earlier.
Short story, the general holds a fort and is supposed to be called back to the evil empire's capital for some reason, and instead of waiting for his departure to recapture the fort, Virginia storms at the general to have her revenge (accompanied by the knights who were just squires when she had to leave, and thus couldn't be there when their senior knights were slaughtered and want revenge as much as she does!).
You have to send Joseph to talk to her to have her turn blue again (and promoted again thank gods) and the re-recruitment scene is cool for 2 things :
1/it's Joseph, not Alain who talks to her because her beef and the one who talked to her and the one whose plan is ignored is Joseph - I love it when the MC isn't at the center of everyone's universe
2/Virginia during this convo notices her friends/knights are injured (they have the injured sprite) and realises she was going to send to their death the last remaining members of that platoon, chastises herself and her next battle lines are something like "I won't let them die/bleed anymore" or something and it's fucking powerful because hey, besides some "vengeance is empty" that she will get later on herself, part of what makes her see reason is the realisation that her allies are injured and were going to die in her quest, and she can't have that anymore (nice ludonarration moment here, Virginia is a tank, if her allies are injured, it's because she wasn't tanking well enough!).
"Vengeance is empty" moment : the evil general who slaughtered her former knights doesn't even remember the people he slaughtered, or the mission where he hunted her, aka, she's been obsessing for 10 years over something her so called "nemesis" forgot.
End of the map, the realisation that her vengeance was nothing + she put her close allies' lives in danger (+ the little bit of salt when she mentions that Alain is the Cornian Royal people should follow because he is royalty) make her want to leave the army as fitting punishment - which, you know, coming from a series where some lord basically goes 1VS1 against the guy who killed his dad and who was followed by his kid sister who put herself in mortal danger but only receives a scold from his not-mom and slap on the wrist just makes me side-eye FE Tellius' writing even more.
Anyways, while I read on redshit that some people were pissed because "wah wah Virginia is a character who does foolish things and there are consequences about it she should be exiled forever or something", she obviously doesn't leave the army because, all of her close allies ask her to stay. Hell, Alain only gives one or two sentences that are dispassionate compared to the other 4 - again to show that MC privileges aren't everything at least plot wise - but the main voice is Leah's - aka her (well) Drakengard retainer!
When earlier Virginia told her that this story and her choice had nothing to do with Drakengard - because it's about Cornian knights who died during her flight from Cornia - Leah now reminds her that she became someone important for Drakengard too, and you know, the 10 years she spent here ? It's not just only background to give some fluff for a teatime line, no, it has more implication, if not only to have this moment where Leah says that Virginia's pride, bravery and hope to restore her country also influenced and inspired people (Gilbert, the second son who had to assume the role of the King when no one else was left!) around her and made the people of Drakengard also hope to liberate their country - if she leaves now, the named character from Cornia will miss her, but also "Drakengard" in general.
To cement her words, after this map we can talk to some Drakengard NPC who's all "wow Princess Virginia is so cool she defeated the bastard in charge of this fortress!" and while idk if Leah's speech + that NPC were added to make the ending where she becomes the queen of Drakengard (save for Alain marrying his cousin) more plausible, but it was a really nice addition.
Adding to that the fact that Virginia is the one who's basically telling Alain (and informing the player) about various map hazards like geysers around the land, giving some backstory about the desert along with Leah and also the one who tells the party about a sort of shortcut/secret passage and yes, we get it that she lived for 10 years in that land and knows it enough to act as a guide, but also that the people around know her.
I mean compare with a game where some dude apparently went to a school in a foreign capital but when he marches on said foreign capital or talks to people who also attended that school he never mentions it - it's like night and day.
Final "daw" moment that is both tied to her character but also, another example that Alain isn't the center of the universe... Virgnia is the one who tells Alain to talk to Aramis (the eldest prince who became a merc!) and ask him to talk to Gilbert to put his worries aside about the throne and the succession and ust, to reunite with his younger brother.
The characters concerned (Gilbert and Aramis) thank Alain for giving them the occasion and push to talk to each other - not knowing this was something Virginia planned, because while hers and Gilbert's issues are sort of similar (the not "legitimate" heir who took the mantle of restoring their country to glory and believed it so for the last decade, only for the legitimate one to return), she has a good enough read on Gilbert to know that he needs to talk to his brother to put his doubts and questions about his legitimacy aside and accept that he is the King.
Coming from a series with "avatar scissors", the bonds and links between the characters was really something I enjoyed, Alain will not pop up and tell Gilbert that he is a good king and should get over/or deal with his doubts about his brother, Alain isn't the one who gives the most meaningful speech about why Virginia is important to Drakengard and hell, we don't even see the exchange we know he had with Aramis to convince him to talk to Gilbert, because the most important scene here isn't the Alain-Aramis dialogue, but the Aramis-Gilbert one. Gilbert doesn't want to free his Kingdom because he envies Alain or Alain told him to do so, it's something he wants to do being inspired by Virginia.
In a nutshell, Drakengard's major characters were a good surprise and their stories and quests were cool.
More minor character wise...
We get the Drakengard version of the same plague we saw in Cornia, but instead of having "clerics" perform experiments on infected people to find a cure, the accent here is put on a wyvern knight who was to enforce a lockdown, to prevent the plague from spreading and well... no fines in this setting, instead she runs them through with her spear.
IDK how that game would have been received just after Covid lol
All jokes asides, just like the Cornian version of this plot heavily suggested, the plague was devised by the evil empire to cut down the forces of the rebellion and make sure this land would be able to be conquered easily.
Why are the imperials killing people? Well, it might have to do something with the fact that the totes-not-gharnef old sorcerer guy is a necromancer...
Leah's quest explored a little more the background info that "Drakengard and Cornia used to be at war" thingie, with random green units also mounting a liberation army but refusing our help, and we know how this ends with green units, we basically have to save them.
Map ends with some Drakengardians - who swore allegeance to the evil Empire? - still willing to fight us, and Alain asking Leah to please ask them, as a Drakengardian (?) to surrender because if someone from Cornia asks them they will refuse.
Also it's a bit of a character exploration, for once the usually demure + always in the back behind Virginia asks the Liberation Army to do something and insists even if people refuse, straight up saying that in that case (if they refuse) she's going to help the green NPCs herself since she's strong enough to do so and it's cool because I think at one moment Virginia sighs/laughs, but not in a derogatory way, but more in some "damn she's becoming like me" way - which is alluded to in ther rapport conversation, Leah seeks to emulate her bold and fearless (being a green unit) behaviour.
I haven't seen a lot of convos with the desert people we recruit - thank goodness we're far from Hyzante's clichés even if the "people in the desert are bandits and former prisoners" trope is still here, but given how the ones who attack us were brainwashed by the evil Empire, it's not as aggravating as, well, Nopes or Hyzante.
Gameplay wise :
Damn if promoting your units cost medals, but it's so worth it to have more than one action (at least) per turn ! It also means we can use entire new strategies because now the turns are at least longer than one round each!
Drakengard fills the Jugdral quota with the group of units coming all at once at you sometimes lol, but I loved the aesthetic difference that ultimately became gameplay difference between this area and Cornia, basically we have more mountains to less space to manoeuver the non flying units, the enemies use AoE engines to ruin you or at times, AoE map abilities from their own units to deal some annoying amount of damage.
The cities are larger so instead of fighting in a meadow with one or two small buildings here and there, at times the fight takes place in an entire city, so again, it means reduced mobility and of course, desert sucks because, just like FE, you can't move well in the sand.
Lolcalisation wise :
Virginia "I have never been fond of court formalities" says a desert full of bandit isn't a place for "royalty like us"? When the "us" is both her and her cousin reknown for their martial abilities?
What the fuck does it mean ?
At least in FR it's "a lot of people avoid this place" and not just "royalty like us" - which doubles as ridiculous because in the "people avoid this place" it's again the trend of Virginia being a tour guide of Drankengard, telling Alain that people from Drakengard think about the desert, eluding this part is also, in part, eluding part of the knowledge Virginia has about Drakengard.
I think the localisation took the "royal pride" that defines her and exaggerated it to "royal arrogance".
IDK if the meaning is the same in english, cretin is an insult like in french, but damn if you say to someone the are a "crétin" they will feel offended and insulted because that's way more rude than calling someone an idiot!
:/
And I also have a bone against whoever thought it was a good idea to throw "pseudo elvish" words in the localised script (sadly we followed this :'() when the japanese audio doesn't use them at all, was it to pretend the evles from Fevrith have a different language because Tolkien shall be universal, or what?
Elf land doesn't see that interesting plot wise compared to Drakengard, and I'm not saying this because of my Alcina bias lol but I'll just have to wait and see!
(poor hodrick is being slaughtered by those pesky pointy ears and their hybrid attacks, tfw armor not withstanding magic is universal, I'll have to promote Miriam asap to protect him or just bench him :/)
#unicorn overlord stuff#i like Alain but seeing other characters run the show is just#super cool after the avatar wanking from the previous FE titles or the general lord wanking#small Gilbert kisama-ing Amalia was hilarious lol#too bad it was localised away#the redshit double standard regarding Virginia though#Alain if he didn't had Joseph could also zerg rush against Galerius and get him and his friends killed because he wants revenge#what not having joseph does to someone lol#alain notices it in their rapport convo#Virginia had no time to play board games like him in those ten years since their country fell she trained and nurtured her vengeance#while also navigating this foreign country on her own and learning a lot about it and its people#no banging swords together with lex on a beach lol#but in general much like BK#I like how background matters for characters and how some of them have a lot of ties thanks to that background#to others it feels natural#and while I know Alain can ultimately use his MC scissors to marry/become BFF with everyone#at least as for the plot mandated interactions people can talk to each other#outside of support convos#can you imagine if we could have a scene post Flayn's kidnapping where we happen on Doro talking to Manu and worrying about her health?#but like a full cutscene and not only two characters being next to each other to have 3 lines on the world map?#I'll miss the bgm for Drakengard the Elfheim one isn't as catchy :(
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[just venting a bit into the void you understand you understand 😌] Lately I've been feeling very caught between "I have a lot of thoughts on Sparrow and Normal and all that with the ending and teen talk and feel like I need to get them out and voice them for my own piece of mind and resolution" and "I am lacking the strength and energy to actually sit down and write it all out and kind of really just want to fully move on to other things (AUs, fics, anything else)" but my brain can't seem to commit to either and that's quite frustrating cause it's just left me very restless. *Sigh*. Idk! Just needed to complain about that a bit ig, it's silly but this is what has been ailing me as of late.
#Then there's also a part of me that's like “does anyone even care at this point? haven't I already talked about them too much?”#but I have seen many a take that irk me...#and perhaps at the center of it all nagging at me is that persistent conflation of love and pride#Less about that in Normal's mind so much as in Will's and the fandom's 🤔#Also that reoccurring issue of the fandom going ''Normal thinks this therefore it is The Truth'' though I believe I've discussed this befor#And... Hooks Will could have grabbed onto but didn't... Quite a few of those...#And the double standard/negativity bias in fandom of ignoring that Sparrow says both that he loves and likes Normal while doodlerized#But not treating those with the same legitimacy we do the pride thing. And ignoring Sparrow's demonstrations of love and change...#And what the love wolf scene actually implies about Sparrow (as I see it) with his own explanation of the pride thing in mind#But also!!! Also on Norm's epilogue and how despite everything taken at face value (i.e. no teen talk influence) I don't actually hate it#and I think it's plenty salvageable#And gah also that like *regardless* of how things turn out with Normal and his dad-#Well I haven't listened to much of the teen talk just the directly Sparrow-relevant clips#so I don't know quite how cynical Will is or isn't about Normal's future#But like. UGH. What I'm trying to say is even if things didn't find resolution vis-a-vis his dad#(which tbh I could go either way on- it's the meta misinterpretations of Sparrow that Bother me not so much Normal's)#(Well that's complicated. Again it comes back to the love vs. pride thing gosh this is so vague of me lol)#With all the positive influences in his life (and just the fact that life is long? and therapy is a thing?) I just don't see Normal-#being Miserable for the rest of his life. Like. I mean I won't elaborate here really but damn it no he can absolutely turn out alright stil#blugh#BUT YOU SEE WHAT I MEAN THAT'S A LOT OF STUFF AND THAT'S ONLY VAGUE RAMBLINGS ABOUT *SOME* OF IT#Like I'm proud of a lot of my essay posts (which I'm hoping to eventually compile in a masterpost eventually actually) but they take a whil#And if my heart wants to do other things... Ah idk...#ANYWAYS a vent to vent a vent to vent
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