#also they had those shit feeling
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Another day, another shark added to my collection (人 •͈ᴗ•͈) my first hammer head! Name suggestions??
Look at his perfectly embroidered little mouth and teeth, THIS IS SO MUCH BETTER THAN NASTY UGLY HARD ASS FELT TEETH STICKING OUT THAT THEY USUALLY PUT ON SHARK PLUSHIES, I HATE THOSE!
#shark#hammer head shark#hammer head#fish#shark plushie#hammer head shark plushie#hammer head plushie#i love sharks#no you dont inderstand i really love sharks#favorite animal#plushie#HE HAS BEANS#i love plushies with beans!#ill have to think of a good name for him#hes so small#i love him#vons#i got him from vons btw#they had a couple of bigger sharks too but i had to resist#also they had those shit feeling#hard type felt teeth that stick out and i hate that#they werent bad plushies and the teeth didnt look bad like they usually do but the feeling of them would jave pissed me off so much#this little guy doesnt have that#hes got embroidered on flat teeth with the mouth design#very demure very mindful very cutsie#i added a picture#you see what i mean#so cute
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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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please enjoy my analysis of these two's dynamic bc i can't stop thinking about them.
bonus w/ their actual in-depth feelings on their dramatic ass divorce :
i also feel like i should clarify what i mean by "florian's main goal." in mjverse, (aka my interpretations of the game's universe,) florian & juliana are siblings and essentially act as co-protagonists. while juliana is the more talented battler of the two and ends up serving as the main protagonist of the victory road & starfall street storylines because of that, florian wants to become a pokémon professor so he focuses on helping out arven in the path of legends storyline while filling out the pokédex. the only reason why he's a competent trainer is so that he doesn't get completely bodied by wild pokémon in the midst of doing field research. and yes, knowing that probably ends up making kieran's complex about his own skills as a trainer even worse.
#NOT TO DUMP A BUNCH OF TEXT BUT UH. HERE.#hopefully this is still readable despite that ajshfj#i'm gonna schedule this so i might not be up when i goes up btw!#it's fun to draw these two i'm excited to do it more :)#btw yes florian still has a crush on kieran but it's.... complicated for obvious reasons#kieran had also started to develop a crush on florian but those feelings are kinda up in the air after everything that happened#(he'd definitely still say some shit that'd make carmine & the bb league go 🤨🏳️🌈❓ even while he's in his villain era tho)#okay i'm gonna shut up & go sleep bye bye#pokemon#pokemon scarlet and violet#pkmn scarvio#pokemon florian#trainer florian#pokemon kieran#rival kieran#tealmaskshipping#ship : florian & kieran#chara : florian russel cavallari#chara : kieran hinoki#mjverse#🎨 : mj draws#scarvio spoilers#sv dlc spoilers
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I know the concept of more supernatural/paranormal elements is cool but it will never stop being funny to me that in every series ever, when a ghost shows up the main characters have to do rituals & research the history of the haunted item or house or even whole town & use specific items like salt & incense & talisman to banish the ghost all dramatically & supernaturally, but in Danny Phantom this kid just shows up with nothing but his fists, a thermos, & pent up aggression. put em the fuck UP, you ectoplasmic son of a—
#Danny Phantom#i'm watching caped crusader & i can't stop thinking. if Danny was here he would've beaten the shit outta this ghost 5 minutes in#also this is why whenever someone throws a ''who would win Danny or X'' scenario at me i always say Danny if he was being serious#cuz this kid has the perfect combo of superpowers. he only seems like a loser because all his villains ALSO have those powers#if he went up against anyone else & had adhd medication he'd win laughably easy#i know it's easier to write him as so incompetent any normal human villain can take him out despite his powers#but realistically by s2 i feel like unless they have anti-ghost weapons or some kind of mind control going on#they simply could not even touch Danny let alone fend him off or take him down#Danny could literally just possess them for 1 second & when they're having a possession hangover cuff em. easy peasy lemon squeezy
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https://vt.tiktok.com/ZS6DqqjKE/
😭❤️🔥
the way he fuckjsing STUDTTEREDDDDRD MIKE BROWNNNN DUKE TOSSBIN WHOEVER THE FUCKKKKKK WHEN I CATCH YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
i can't do this.
#ask#now why would you send me this..........#from the emojis i thought you were sending me a thirst edit 😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭#saw it was buffering on tees face didnt perceive anything else got so pumped and THEN FUCKING TAYLORS NEW YEARS DAY??????????#god i just ate lunch everythings coming back up#also like mike brown usually sits by the sidelines during practice or whatever and duke too like#i didn't know that!#all those higher ups usually are present /sometimes/ during practices etc#baffles me#pisses me off#fucking fight me.#last game in stripes i need everyone who has ever had that though to knock on wood and spit that shit OUT right the fuck now. NOWWWWWWWWWW.#every shot of joe smiling at tee so fondly hugging him man what if i just die.#joe burrow#tee higgins#third (?) time negotiating his fucking contract with this team i feel so sick to my stomach
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[Zac] was just trying to tell me to be happy with the win, and I appreciate that about him. Because I can get lost in, just like everybody can, you get lost in the adversity of the season. You can't take winning for granted and I've tried to get better at that.
#important characterization notes#i do agree that they asked wayyyyyyyy too many questions about the outburst (if you can call it that)#and like....one question about the browns lol#but! i did think this was very interesting#because like. all zac was trying to do was be like 'chill out. we won. be happy!' and joe responding#FUCK THAT IT'S FUCKING EMBARRASSING!!! 😡😡😡#is precious to me#this lil perfectionist. never happy with just winning.#even in a season where those have been exceedingly rare#just like the raiders game! (and i do think it was interesting that he said he can let himself have these outbursts#when they have the game in hand. but they should be blowing out their opponents#like the raiders like the titans. but they aren't. but he feels comfortable anyway.)#verrrrrrry interesting#so calculated even when he seems to be 'losing it'#and then to tie it back to joe'marr. because of course. it's me.#thinking back to that ravens post-game insta live that ja'marr had#of joe apologizing for playing like shit (and not focusing on the fact that they. you know. won the division for 2 years in a row)#and ja'marr assures him he's good and all but doesn't tell him to just be happy#he tells him yeah. you did fuck up on some stuff. but you're good. you're good.#i dunno. ja'marr noted joe handler! versus how zac handled it lol#(also joe emphasizing that he didn't want the yelling all the time in your face coach.)#(let's not forget he dealt with that already with urban lol)#and even in this response saying that he appreciated what zac was doing#ANYWAY just rambling at this point#joe burrow#zac taylor#cincinnati bengals
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I know this has already been said and I’m super late, but Mia as the protag of RE8 would have been so good. The contrast between Mia, the Lords, and Mother Miranda would have been absolutely interesting. I'm shoving everything under a read more because damn I have so many thoughts about Mia.
Lady Dimitrescu is a woman that cannibalizes and drinks the blood of her servants and intruders. On top of that, she tortures before preying on them. She does this willingly and very much derives pleasure from doing so. Lady D’s gothic triplets hunt any poor fool that wanders in. It’s a fun family activity for them just as much as it’s for sustenance.
Do you know what this parallels? The Baker family under Eveline’s control. They patrol the estate and anyone who rejects the “gift” either ends up molded or on the dinner table. This family also partakes in a fucked up version of a family dinner, eating the victims that refused their little girl’s “gift.”
However, a major difference between the Baker and Dimitrescu family is their willingness to participate in these activities. A family of cannibals; one forced while the other relishes in it.
Mia is still very traumatized by her three years in the Baker’s estate. Breaking into the castle to find her daughter would force her back. Hello to all the emotions that come with those memories, the ones Mia has been trying to forget. The harder you try to forget something, the more you think about it. What better way to make Mia acknowledge Dulvey, Louisiana than by forcing her into something so similar?
And while she’s still reeling from remembering her time in captivity, why not push her a bit further down memory lane with House Beneviento? Mia has demonstrated at multiple points in RE7 that she does care about other lives. She lies to Ethan to keep him from getting caught up in her work. She tries to save Alan and crew members of "The Annabelle" (the crew members are a bit more indirect, she mainly focused on Alan) by containing Eveline. After Jack finds her, Mia keeps her distance to keep from infecting them while trying to write a warning. She tries her hardest during RE7 to save Ethan.
Mia’s hallucinations could center on her guilt. The failure to stop Eveline and the lives ruined as a result. How she was always too late to help anyone. Ethan curing her, a criminal, over Zoe, the person helping him. Leaving Zoe behind in the shattered remains of her home and family. Surviving. Visions of Ethan hinting at his “condition” could lure her to the manor. A little nudge to the whole “he was mold the entire time” plot twist without fully giving it away.
Moreau, lacking in self worth and very attached to a woman who doesn’t give him the time a day, yet still he considers her as his mother. Most of his actions are for the attention and validation from his “mother.” No matter what Moreau does, he’ll never have her affection or time. It’s sad, isn’t it? To witness a man try so hard only to be rejected. And isn’t that familiar? Mia once felt compassion for someone with similar traits.
Remember the little girl who considered you her mother? The one that spent three years waiting for you to love her after you promised? The one you had a hand in killing? What makes you think you could ever be a good mother after what you did? Why are you trying so hard to save Rose when you didn’t even extend the same courtesy to Eveline?
Y’all know how Mia’s past is a mystery? Like why she was working for the Connections and how she was even recruited and all that. Heisenberg would be a great way to explore it. A man taken, forced into becoming something else, and stuck in a family he doesn’t want. Mia can relate. He wants to use her daughter as a weapon. She was willing to let another child be used as a weapon. They’re alike, so surely Mia would be willing to side with him.
But Heisenberg is cocky and Mia isn’t the person she was prior/during 7. Even if she was on board with using Eveline as a weapon to end all wars or whatever bullshit the Connections told her, she’s not willing now. Not after what she’s seen and been through. This section could be Heisenberg goading her through the tvs/intercoms about her past to change her mind with Mia remaining steadfast in her refusal.
And then there’s Mother Miranda. Two mothers trying to get their daughters back through vastly different means. Because of the group photo showing Mia and Miranda with Eveline this encounter can go one of two ways.
Miranda and Mia know each other and have worked together before. Whether it be on the E-Series Project (with Mia becoming the caretaker and spending copious amounts of time at the lab) or though some other means at work.
They’ve only briefly met when the Connections were in a hurry to transport Eveline.
Either way, Miranda would compare them. As a mother, Mia must understand what she’s trying to accomplish. Would Mia not do the same as she? Maybe at this point Miranda shows she killed Ethan to demoralize to prevent her from interfering with the ceremony. Tells her she’s too late once again and to give Rose to her because she’ll be the superior mother.
Idk, I guess you could switch to Ethan instead of Chris so he can still have Eveline tell him he’s moldy. But he’s a stubborn man and he forces himself back to weaken Miranda so Mia can kill her. Chris shows up and Ethan does the same thing he did at the end by blowing himself up with Chris forcing Mia (with Rose) on the helicopter. That way the Shadow of Rose DLC can still be about Rose and Ethan.
TLDR; Mia should have been the protagonist because it would have allowed us to explore her character and background more. It was a missed opportunity especially since so much of RE8 centers around mothers. It would have played out better as closing off the Winters Family saga as well since we could have tied the loose ends that came with Mia’s mysterious past.
#resident evil#resident evil village#mia winters#mother miranda#lady dimitrescu#karl heisenberg#donna beneviento#salvatore moreau#ethan winters#eveline re7#my text#mia and zoe are also still infected or moldy like ethan and it feels like it's very much being ignored#because there's a document in the salt mine that says if you've been infected for to long that the cure would kill you#and those 2 are very much still alive so they have to be infected like or in a similar way to ethan#it was for 3 yrs there is no way to undo that shit with a shot or two#not when all their cells would have been infected with mold by then#the line about mia feeling compassion about evie's situation is from the guidebook#and i think moreau would dredge up for those feelings that have long since been buried because of the baker incident#since he's doing similar-ish things to what evie did for a family/love#anyways morally grey characters really interest me so i really just want to know more about mia lol#i also really want to know what happened on the ship#because i don't believe the imprinting protocol alone would make evie that attached to mia as her mom#when she could have had marguerite as her mom like why is mia so special you'd wait 3 years for her to comply??#anyways that's for a whole different post lol
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There is currently a rather large discussion ongoing about the RW fandom behavior, drama, etc. I am not going to talk about the specifics of whats happened for a number of reasons. But what I do want to say is that if at any point you've harassed people over it, whether that be through anon asks or public posts- you did nothing but damage the ability for people to correctly process what is happening. You contributed nothing but harm to an already delicate situation. It does not matter what "side" you were on and I will not tolerate further interaction with me or my work if I found out you did such. If you let your personal hate for anyone boil over into threats, wishes for long term harm and petty comments meant to contribute nothing but slander or mental distress for the individuals involved who were already distressed (or acting irrationally) you did nothing but make it harder for people to process their emotions, thoughts and behaviors constructively. Regardless of who you think was in the right, who fucked up, whatever. It doesn't matter if they deserved it, or earned it, or if its an eye for an eye. Its difficult enough as it is to think clearly when presented with any kind of stressful situation and heckling people does nothing but make it worse and harder for them to explain themself in any capacity. I don't want you anywhere near me if you think that is an acceptable way to act.
#Please do not ask for me details- I am not involved#I am not the person to ask.#I very intentionally stay out of wider fandom circles because i want to keep enjoying things i like (lol)#But i have seen some absolutely vile behavior both openly and on alts or anon#even from the 'anti harassment' side because of course they also just want a justified target#to hurt or slander but this time under the guise of 'well they did it first!'#Its a pathetic display on all sides in terms of behavior long before for you even try picking a part who fucked up and where#and its not surprising that many artists have felt uncomfortable with it long before it boiled over into this. It would have been a problem#even if there had never been an actual incident because people were simply behaving in uncomfortable and offputting ways in regards to how#they treated creators here. fandom has a problem in general with that but it was particularly public and open#Anyway Im not leaving the fandom or anything im comfortably on the fringes of it for a reason and dont intend on digging in any further.#But this issue has been cooking for months for frankly and with this its gotten even more openly hostile. And yes- even those#'anti harassment' types are very happy to harass when they have their own reason for it. so im not giving them an inch#But beyond that and this particular incident people have just been way too comfortable being cruel openly#and letting their personal dislike of things bleed into how they act.#Also one more thing: If an artist deletes or leaves and takes their art with them the bear minimum of respect is to honor that choice#save what you want when its there and keep it but if they want their work gone than god respect that dont set up entire archives#for shit people choose to wipe. If they delete it that should be honored no matter how you feel about it#t.extpost
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i think one of the biggest challenges with advising new dog people on how to find responsible breeders is teaching them norms. I've spoken to so many people who've started a sentence with "i don't know much about dog breeding so maybe this is normal, but-" and then say the absolute wildest shit I've ever heard in my life. no, it's not normal for a dog breeder to want to talk to your mom because you're 25 and female. no, it's not normal for breeder's dogs to not have been vaccinated because of 'herd immunity'. no, it's not normal for breeders to have 7 litters at a time, expecting 5 more next month.
and what all of these people tend to have in common is that they're just looking for a companion, and they probably did feel bad about the situation. but they didn't have the context to realize just how abnormal it was, so they doubted their own reaction, and really really wanted a dog.
#back when i started there was also soooo many talking shit about 'kitchen litters'#litters that were raised on the kitchen floor in a family of not dedicated breeders per se - just someone with a decent enough dog#who maybe got in touch with someone who had their male on the breed club stud list#but honestly? most of the people i talk to about this stuff would probably have been better off with a kitchen floor puppy#than the assembly line nervous multi-allergic maltipoo they ended up with#and i dont think either of those are necessarily ideal options. but i think one is far less damaging to dogs and to dogdom#my best advice is still just 'would you be comfortable returning your puppy to this if necessary?'#because i think it gets those gut feelings up and out#but man its so hard.
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I know the discourse well is poisoned and no one hates bioware games more than bioware fans, but I am just 🫠 having so much fun with veilguard it's unreal. It is selfishly the dragon age game I always wanted. with less emphasis on cRPG, a more focused story, curated mission based design that spotlights the high fantasy stuff, slowburn structure with companions, significantly less sidequest bloat, and a fully real-time action-oriented combat system that isn't riddled with the growing pains of previous titles. when I first played origins I imagined something almost exactly like this as my ideal version of a sequel; and it was one of those dirty, selfish thoughts that I knew was disrespectful to the then-established DNA of the thing, but I can't help but feel giddy about having it here and now. like down to the shift away from the childishly dark tone and to something more inherently flexible with a baseline aspirational quality. I hate aesthetically depressing games so much. am I not alive right here and right now already
When I say "aesthetically" there though I do mean it. I'm fully on the opposite side when it comes to tone and positions expressed in the story itself. I am just not including that in my analysis because I am not done yet - so please no spoilers! I think I am where most people consider to be the second act, and I definitely have my gripes with the narrative framework and some of the optics, but I won't put the cart before the horse and will see how it wraps things up first. Above that level, in terms of how it presents itself, of how it plays, of how it balances its core pillars - it is such a bioware-ass game and I could not be any cozier in it. So grateful it exists
#and thank god for that reboot away from live service horseshit they were pushing. this is the most offline ass game in ages. bless#anyway no one is allowed to reblog this because people here aren't normal and I am afraid of spoilers#but I cant pretend not to adore every second of Beef Hilda Mercar and her adventures as a shadow dragon reaper#I have her fully invested in shield throws. that shit couldnt bounce better if zagreus was tossing it#also everyone is so pretty 🫠 this is the first time for me in a bioware game where like#purely aesthetically. i feel targeted and manipulated. these people feel designed around my tastes it's so embarassing#text#dragon age#okay I gotta mention one more thing. it is a very specific ass peeve I have#their dialogue system has never felt as.. nimble in their frostbite titles. something about the constant fades in and out and click delays#it all feels insecure on the engine-end side to me. maybe I am dumb. but veilguard also has this issue#like the original 2 DAs and the unreal engine mass effects had such snappy and frictionless selection-to-dialogue feel#and their frostbite titles I swear to god some greare is missing in the wheels there. here too. it is a LITTLE annoying since this is like#my favorite part of engaging with their games. it's not a huge issue but I have grown keenly attuned to it#inquisition had horribly bad delays in response selection. andromeda had those godawful delays in starting and ending convos#and those things are still somewhat present here albeit to a lesser degree. it feels like a streaming thing#idk. I do not make games. but I think that shit needs to feel smoother
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im like the lorax when it comes to women's body hair. we should let it grow.
#eliot posts#the other day my roommate was talking abt how she hates shaving#but does it anyway bc she doesn't want people to be mean to her about her body hair#and i was like yeah i mean i used to#also worry about that bc my mother was always so fucking cruel to me when i didn't shave#but as an adult i find that it's extremely rare that anyone even mentions it (tho my body hair is pretty light so that could be a factor)#but even when people are shitty i find that i no longer give a shit about what what those idiots have to say about my body#but i understand that that can be a hard step to take so if you need to keep shaving for your own comfort then i won't judge#but on the inside i was just like#*ibuprofen hand meme* ''let's get called disgusting hairy d*kes together <3''#i had a great time showing off my pit hair at the pool today!#(i get read as a woman when im swimwear cuz i can't hide my body as much. so i get read as a hairy masculine woman.)#i show off my leg hair every time i wear shorts but like. my leg hair is Pathetic#i look practically prepubescent vis a vis my leg hair (my mother still calls it disgusting lmao)#but my pit hair is pretty good#i occupy a weird gendered place in society where i am more of a man in identify but society genders me as a woman#the only time i feel remotely okay being seen as a woman is when i am seen as a BAD woman. a woman who cannot/will not be A Proper Lady#it's not an entirely ACCURATE view of me but there's Something in it
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1 year since i got scammed by nintedno leaving me forever yearning for a game we will never get and an extreme worry for the future
#ganondoodles talks#zelda#dont think they will learn anything#i know its pessimistic but like#as if the critics were in any way as loud or popular as those worshipping it#i feel so bad for having contributed twice to its sales and earnings#i bought it normally (later sold that to a coworker) and the collectors#which i sold but i only got back the money a normal new one would have cost#and it was also only bc i was buying sth else and it was literally in prime condition#like he said it wouldnt matter bc he cant give me more but then even he said holy shit thats literlly like unopened lol#i mean ... most of it was never opnened xD just took the game out once and put it back once thats it#i feel extra scammed bc it was the first and only collectors edition i ever owned#and i dont think i will ever buy one again#and might regret that#i still wish i had known how much i liked botw to get its special one ... but i didnt have the money back then either way#but id rather miss out on that than spend so much money on sth i will forever regret having spend money on#and i worry for the future bc the “story is the least important part” guy and “lol you can only like the old games bc nostalgia” guy-#-being in charge of the franchise arent giving me much hope for anything better#especially after totks success
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gen loss dump part 2 :]
i have a gen loss playlist so the last two was me hitting randomize and drawing a pic based on the song before it finished. the second one technically isn’t that cause charlie’s inferno isn’t on apple music cause they hate me so it’s way more of the song out of spite because they wouldn’t give it to me.
#spotify is prolly better (definitely is for finding playlists i use spotify to find playlists still and then add those songs to my own lmao#but dad pays for a family apple music subscription and free music streaming is infinitely better then paying for my own spotify#also my wound reference i feel like i let him off easy from the seven foot tall wire security monster#but idk this was drawn a year ago idk what i was doing#like i agree w the vest just being REALLLL bad bruising and internal stuff but i feel like he had wayyyy more open area besides that to get#fucked up besides just his arms#but i guess since the wire monster also got turned off by the button since it didn’t immediately go at ranboo next then maybe that’s still#reasonable idk#generation loss#generation loss fanart#ranboo fanart#continuing my not spamming tags trend so even though i bc puls have tagged all three of them im not gonna#still posting this primarily for me and for everyone else second#OH THE OUTFITS ARE FROM MY PIN BOARDS#I MAKE OUTFIT BOARDS FOR EVERYTHING ITS SO FUN#LIKE EVERY FANDOM IVE POSTED HERE HAS ONE#ITS BAD#and then irl i wear sweats and t shirt lmao#i found mouse trap game board earrings#i spend too much time on those finding highly specific bullshit#the jrwi one is especially cringe cause i have a different section for all of the what ifs#and that shit lasted one (1) episode#also the full color drawing i’m so >:| about it#i need to practice coloring sooooo badly but i always get frustrated w it#i need to slow tf down idk#but thats also from nearly a year ago so
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loved the new acolyte episode. the way it plays with the nuances in the jedi by having indara refuse to get involved bc she wants to do things by the book vs sol who feels this connection to osha, this fear for her well-being and feels that’s more important than any rules. both sides getting angry and paranoid and it leading to aniseya, sol, and torbin reacting emotionally & violently. sol refusing to fight korli because he KNOWS he fucked this up. sol willing to accept the consequences but indara, like sol & the witches, is trying to put this child’s well-being over some arbitrary rule. it’s so good and such a good demonstration of both how the jedi council works to stop conflict and how it is completely unprepared to deal with natural human emotion and error.
and of course, as expected, mae is not The Evil Twin. she sets the fire on accident, it spins out of control, and she’s held into this anger for so long because it’s a justified anger! has it helped her? no! but it’s guarded her heart against the overwhelming grief of losing her entire culture in a moment. and then there’s osha, who has no idea the events she’s set into motion - all she wants is the room to figure out who she is without everyone’s expectations weighing her down!! she’s just a kid!!!!!!
#i wish sol had been a secret sith somehow but i do still like this version#it was more complex than i expected!!#the acolyte spoilers#the acolyte#rani's liveblogging tag#i love the rashomon aspect of all this so much#i also do feel like this is leading to sol’s death at osha’s hands but i don’t want it this season i want that for s2 finale#i want to see sol really wrestle with the damage he’s done to those girls!! i want him to have a parallel training arc with mae#ultimately training the sister he abandoned while qimir trains sweet natured osha into a killer!!!!#THEN she can kill him#if anyone comes at me about how ‘the jedi are good’ i’m letting my dog shit in your bed
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ill make a whole piece on its own for the occasion but finally got 100% abno codex (finally got that one fuckass tool that has been evading me after 8 hrs of straight mem rep of the same 3 days). Library of Ruina time !!! ive been yelling about it to poor unfortunate souls who dont know abt pm at all . ill probably be busy playing it on my free time so not as much activity for a bit i think
#library of ruina#i dont know rhe tags for it.. im omly really used to lobcorp and i dont feel like going into the lor tag for spoiler safety reasons#angela is so... soft? im so so happy to see her so much more free. her treatment is rather soft in a way to those there. obviously not#the physical violence like with roland. LMFAOO SORRY FOR U but more of the fact of how she thinks and then treats people#she makes it very 'fair' and consentual. wanting the library to be safe and rhe wanting to obtain freedom and to free the librarians#theres way more i could talk abt but i wont flood the tags. IM JUST STARTING IT AIGHH NO SHIT ABT IT ill probablt go back to lobcopr pieces#and finish a few. plus post the oc ones ive had finished. yayy#angela lor#also no roland sorry roland i got too tired of even doodling.... youre next king#malkuth#malkuth lor#yesod#yesod lor#im STRUGGLING with his hair. AGAIN it always happens. doodle page soon to try and figure out hkw tf to do it AGAIN#malkuth w long hair again!! she wears pants and her clipboard is a giant book binder thing!!! her coat isnt as long!! mobility!!! activity!!#yesod w out covering up his body WINNNN im so happy to see him w out the gloves and turtleneck actuallt very very happy he still is covered#a bit w his hair for his face. it suits him. im so happy theyre fleshy..
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as much as I would like to believe that Frederick and Asuka could be friends again, like, Freddy is building that rocket as fast as he can to kick his ass before the residual FoC and Gear power leaves his body. I'm sorry. I know I'm the Asuka apologist but dude. Nearly 2 centuries of the most unimaginable agony and festering sense of betrayal, compounded by Asuka goading him intentionally on multiple occassions (his reasoning behind all this goading aside) he is not just going to be able to let that go.
Asuka's crimes against humanity are one thing, you can argue til you're blue in the face about that and there's actual ground to cover there, but what he did to Frederick and Aria is like... damn dude. You, without their consent, turned them into gears. You lied about it to their faces too. Aria, someone who is cited as having her identity and who she is as a human being be one of the most important things to her, trusted you to put her into cryosleep because you said you'd find a way to save her so that she could be with Frederick. She didn't want that, she wanted to stay and spend the time she had left with Frederick instead, but she let you convince her cause she trusted you. And you took away her body, identity, and autonomy. You took Sol's humanity from him following that, lied to him about it, and then spent 200 years pissing him off so bad on purpose to make sure he'd always be there to help you fix everything. Oh, and then you made him kill his wife that you mutilated. Twice, essentially.
I love you Asuka, but shit, that's all kinds of levels of fucked my man. Frederick justifiably hates you really REALLY bad. I hope we get something in Dual Rulers settling this, cause Frederick just letting that go even following the events of Strive is just kinda unrealistic.
#sairambles#guilty gear#frederick bulsara#sol badguy#asuka r kreutz#aria hale#I've been thinking about it a lot recently#I think it'd take me like actual years to cover just this dynamic between the three of them alone#like Asuka and Sol being friends is important to me but#it's not really feasible. Sol's whole life and world was ruined for about 2 centuries#and Asuka is manipulative! He admits to that!#like at the end of the day it sucks but the price of saving the world was his most important relationships#and that is a tragedy because his very desire to cling desperately to the most important people in his life#is exactly what ruined him in the end#and that fucks me up SO bad#and then you gotta feel for Freddy too#like he essentially got caught in the crossfire#I forgot to talk about it in the post but he also had to spend those centuries suppressing violent gear bloodlust#like he wears that limiter for a reason#and Asuka made him that way on purpose. He “needed a warrior” as he says in Overture#it's all just. so fucked#it's crazy to see how much AsuSol there is and then how much “Sol hates Ky” there is next to it#Like... Sol and Ky are borderline familial#ESPECIALLY by the end of Xrd#Asuka though? He wants to kill that guy. Or at the VERY least beat him within an inch of his life#and even then man like#is that going to be enough?#after aria and 200 years of agony#like how much ass beating is really going to make you feel better? Is there any amount of violence that will let you get it all out?#shit man I don't think any amount would be enough for me
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