#and everyone was So Loud
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two and a half hours ago i went to get a cup of tea to accompany Little Activity. i have not been allowed to return (nor participate in a conversation nor have dinner nor indeed have my tea) until now
#first mom needed to yell at me for bureaucracy confusion#then uncle came for a visit#so i had to sit (quietly)#btw The Agonies have progressed#now my whole lower legs tingle and hurt and :))) this is fine#anyway i have Little Activity alongside hot becerage and hot water bottle and of course Useless Painkiller#oh yeah neck still hurts too#and everyone was So Loud#and dad would Not stop pulling his ear or hair for the whole two hours and i could just scream#i need to go into a hole#randomness#was going to finish editing and post fic but guess what’s not happening#and of course tomorrow all the cooking so not getting a breather either#i just. i just want a little quiet time. a little smidge of peace.
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One of my favourite mundane weirdnesses about Edinburgh is that we set the big clock visible approaching the station to be 3 minutes fast to make sure people are on time for their trains. My Favourite mundane weirdness of Edinburgh is that we check this by firing a cannon.
#im so used to it that genuinely hand on heart sudden loud bangs just make me hungry now#everyone that lives here is like. yeah lunchtime cannon thats normal. everyone who doesnt is so bewildered by it. i love it.
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weird hearing "were you a Theatre Kid" "were you a Sports Kid" "were you a Choir Kid" "were you a Dance Kid" bc no? i mean i did all of that and more but resented ever minute of it? actively avoided sticking with anything? i was a "In This Family After School Activities Are Mandatory Kid"
#oh and i was really really bad at all of it btw#which was a good thing actually otherwise i would have gotten bored even *more* quickly#christ if i was good at a Activity i probably would have had to stick with it#that would have been EXHAUSTING#i survived soooo many Activities by standing in the background doing the bare minimum so I could focus on the Hyperrealistic Daydreams#baseball was my favorite. if u wear a glove u can literally just stand in the back of a field & stare at grass & no one bothers you#i mean usually no one bothers you but there is one specific situation where everyone starts yelling your name real loud and pointing
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Flower Empowered.
[First] Prev <–-> Next
#poorly drawn mdzs#mdzs#lan wangji#wei wuxian#lan wunian#The absolute chaos that ensued when Lan Wangji showed up...those girls went wild.#We have to give kudos to narration that takes the form of a bunch of suitor seeking ladies.#They were so loud about being here for the hotties and whispering gossip. You go girls.#Wei Wuxian most likely just picked up a already tossed flower to throw. Second hand flowers...are still flowers I suppose.#Can you imagine if LWJ had allergies? Poor lad.#Okay it's time for the real gritty discussion point. The one everyone is waiting for me to talk about:#So...from where we are in the timeline...what the hell is WWX supposed to be wearing?#I'm serious. Put all the fanart out of your brain for a moment.#We are post burial grounds and sunshot campaign so he's had his little goth moment reveal.#*BUT* he is still with the Jiang sect. And by proxy of this flashback talking about his disrespect - they never bring up his attire.#meaning he is likely in some kind of Jiang Purple.#Continuity wise it really feels like this scene should have been *before* the burial mounds.#I understand why it's post - we need to build up on the mystery of how he became the YLLZ.#But also his personality feels way more 'pre-burial mounds WWX'. I think this was probably a 'I don't want to kill my darling' scene.#(The Phoenix mountain flashback is a lot of people's 'darling'. I am knowingly putting myself in the line of fire here).#I'm willingly putting him in Wen Qing's borrowed cloak and assuming people take him wearing it as like...a war trophy.#Historians will revise this moment later on but for now he *is* a hero of that war.
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kinda love how Nick and Taliesin are playing their characters and reminding us that Pelor is not just "Don't fucking look into the sun or you'll blind yourself" and droughts and stuff, he's also the thing that warms the earth and the thing that reminds people to keep going and daylight after a long moonless night
and Melora is not just the thing that saved Fjord and makes trees grow and is loving and kind, she's also the kind of ocean that breaks boats and she is quicksand and poison ivy and natural selection and she does not (usually) pick favorites because nature waits for no one
#i also find it very funny that Ayden is a 15 year old#because what I remember of Pelor is that he is very Loud and Proud and takes no shit#so imagining him reincarnating into the body of someone who could be and probably has been easily dismissed by everyone around him#simply for his age#is a very interesting choice#I don't hate it though#and as stated above I love what Nick is doing#critical role#critical role downfall#cr downfall#downfall spoilers#nick marini#taliesin jaffe#cr ayden#pelor the dawnfather#cr asha#melora#the wildmother
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graph
bonus:
#xmen#xmen comics#magneto#is this the part where i have to tag everyone because everyone actually is like. semi significant in these. sure JVAELKVJEALK#cyclops#jean gray#beast#iceman#angel#warren worthington iii#hank mccoy#bobby drake#toad#mortimer toynbee#snap sketches#welcome back to Finally Drawing Months-Old Ideas VJELVKJAEKL#I Repeat love how you can tell what comics ive been reading based on what i draw like No Shit but still... lol ...#this comic is so niche but so is most of my stuff jVELAKJA I MADE THIS FOR MEEEE#it has my kids it has toad it has magneto being Unnecessary. this is for ME. also charlie lookin darlin but thats normal anyway#also hi remember how i was complaining about colors from my tablet some days ago.#i didnt realize the 'protective eye' setting was on. which yk makes the screen tinted yellow#LIKE I SAID OUT LOUD TO MY BROTHER 'lol my screen's yellowish' AND IT DIDNT CLICK#i only realized it was on when i went to turn it on at night one night and i was like. Oh 🧍♂️#anyways. sillies. all the kids....#see i thought i was gonna post this WAY earlier but as i was finishing the first version i. well i changed the last panel like three times#but even then i was like 'ok but i wanna draw the boys bein silly..' and indecisive as i was with which version i wanted#i . drew both. and have just made this a goofy two parter or whatever#ANYWAYS !!!! its great bein able to do personal stuff again ... i still have work this to do but its significantly less#so i feel more at ease to do small stuff like this#i do hope to tackle a bigger idea this month tho. while i was drawin this out all i could think of was That idea
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*Eddie crashing the Bucktommy date*
Eddie: *spotting them* Tommy!
Tommy: Hey!!
Eddie immediately:
BUCK!
#why the fuck was he so loud about it sjdjdjdjdjdjsjsjsj#he needed everyone to hear#buddie#911 fox#911#911 tv show#evan buckley#eddie diaz#evan buck buckley#buck x eddie#911 abc#buck and eddie#911 spoilers#911 show#911 season 7#911 s7#911 season seven#911 s7 ep4#bucktommy#buck x tommy#tommy x buck#tommy kinard
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this is what i did instead of studying for the past two days. magnificent innit
#ninjago kai#ninjago zane#oppositeshipping#teshfarts#animatic?? png slideshow...???#i have been plagued by the need for anything and everything oppo lately. be it written drawn or a daydream#ninjago the first thing im thinking RIGHT AFTER I FINISH MY EXAMS!! curses#< /silly it lifts my mood 🔥🔥#so currently i am reading a 44 chapter 137k words polyninja ranch summer job fic because hell yeah#tw loud#kinda?? the audio is super quiet but if you accidentally up your volume too high everyone might hear the big F#cw swearing#mae if you see this i annjsbkebdlabsbjbhrvfjfu (on s1 ep9 of arcane as of typing this)
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kacchan telling izuku that his body moved on his own is fucking crazy. like not only did kacchan remember izuku saying that all the way back from the sludge-villain incident but he’s also confirming that izuku’s crazy, boarder-line suicidal intensity is a two way street. it’s not just izuku who is insane about kacchan it’s mutual insanity. kacchan’s body moved on its own. he was helpless but to throw himself into the line of fire when he saw izuku was in danger. he didn’t think about it. he didn’t choose to do it. he didn’t have a choice. it was as if izuku was a piece of his own soul. katsuki instinctually needed to protect him above all else, even at the cost of his own life
#AND HE SAID IT OUT LOUD IN THE RAIN IN FRONT OF EVERYONE#bkdk#bakudeku#hey man just casually checking in uh I would die for you and not even think about it#you know how you almost kill yourself for me that’s like Mutual I guess idk what are we#do I tell my mom do I update my hinge profile#like izuku knows he’s weird about kacchan he knows he isn’t normal about him#and he ONLY threw himself into sludge villain incident when he saw it was kacchan.#and THEN his body moved on its own#and kacchan is the ONLY ONE who saw just how in danger izuku was#AND THEN HIS BODY MOVES ON ITS OWN#his body unlocks a new ability just to get to him faster#they’re just so deeply spiritually and physically connected and it’s MUTUAL
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I like to think Imogen's frequent complete lack of filter is because she got to used to hearing everyone's candid thoughts and forgot what was acceptable to say out loud
#the real reason is bc laura bailey likes to make cheeky jokes but. it fits#imogen temult#critical role#bells hells#specifically thining of ''fucking meet you'' -> ''fuck and meet you.... oh im so sorry.''#and recent direct out loud plans to go have sex with her gf#if she can hear everyones thoughts they may as well hear hers.#op
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There's something so wondrously momentous about Style only saying his "I love you" now, when he realises that all the secrets he was keeping from Fadel are already laid bare.
He says this a significant time after Fadel has said his (and, in the context of the wider narrative, after Kant and Bison) and for the character we have seen as prone to glibness, exaggeration and flippancy with his words, that feels incredibly intentional.
Because this confession was the only truth Style had left to give.
Fadel is finally done playing his (poorly thought out) game, done with his (already cracking at the seams) charade, done with giving Style more opportunities to pull at his heartstrings with his earnestness lies.
Fadel is demanding the truth, and tells Style exactly what truth he wants to hear.
And the thing is, there is truth in this: Style's motivations at the start were wrapped up in a deception specifically targeting Fadel.
I know we, as a fandom, harp on about Style "doing all that for a car", but something I would like us all to revisit is what Kant actually says to Style when he first asks Style to "hit on" Fadel:
Kant: You need to help me. You know I don't usually feel this way about someone. And then shortly later, after Style refuses: Kant: Hey, hold on. (Kant grabs Style's hand.) What do I have to do to for you to help me out? Should I pay you?
(Please forgive my inability to gif and watch Style's reaction to this.) Style is visibly surprised and intrigued. Kant seems to be serious about this request, and I think Style decides to test just how important it is to Kant by asking for the one thing he knows Kant will not give up.
Just look the expressions on Style's face. We didn't have the context of knowing Style back then as well as we do now, but this is the look Style gets when he's throwing out a challenge (to Fadel), when he's trying to ferret out some new insight (from Fadel), when he wants to see how someone (Fadel) will react to whatever outlandish (provocative) thing he's said or done.
And when Kant agrees, Style even checks again if Kant is serious about going through with it -- and it's this that convinces Style of the sincerity of Kant's request.
Yes, the car was a factor, and yes Style also wanted revenge and to humble Fadel, but at the centre of Style's motivation has always been a plea for help from a friend.
In episode 1: Kant: Under one condition. You have to make him head over heels in love with you. Style: I'll do it. Not just for the car, but someone like him needs to be humbled by someone like me.
But in agreeing to help Kant, Style really was damning Fadel to play the fool because Fadel's feelings (his heart) was a commodity that Style was fully willing to play with back then.
And there are aspects of truth here too. When Kant tells Style about Fadel (and Bison) being hitmen, Style decides he's done and wants out. Kant reasons that it's more dangerous for Style to break up with Fadel now, because it would look suspicious, but crucially this isn't enough to convince Style.
So Kant, once again, makes the plea to friendship and to his need for Style specifically, and it is this that causes Style to finally cave.
But in doing so, the things that Style agrees to are:
Kant: Work with me. Help me get more information about them. Once we get that, it's done. Captain puts them in jail, and we walk free.
So while Style may not be directly working with the police, he is working with Kant who he knows is working with the police. By proxy, Style is involved with the police, but in front of the empty pool, he makes it clear to Fadel just what that involvement actually entailed:
Style: Kant asked me to take you out so you could leave him alone and he could freely investigate. Fadel: What did he get out of it? Style: I don't know! That ain't my business! All I was asked of is to take you out.
And this, too, actually is true! Since finding out, Style has literally not discovered a single thing that could be remotely useful to the police investigation:
He's found out that Fadel likes to gym at night. He's found out that Fadel uses tenderloin in his burgers. That he runs in the morning before going to the market. That he attends a grief support group.
But these were all things Kant also already knew and could have given the police if it were in any way useful for the investigation.
Even his attempts to get Fadel to confess to his "other job" (something the police also already know) were clearly in service of wanting to save Fadel and/or convince him to give up the life of crime in the hopes that Fadel wouldn't have to be sent away from Style to prison.
But the truths are tangled up in misunderstandings and Fadel's own assumptions now; and also further tainted again by Bison's own hurt over Kant's betrayal. And Fadel literally cannot see -- because his eyes are filled with tears [see: @thisautistic's gifset + my tags] (good grief, Joong, the actor you are) -- the honesty Style is bleeding from the marrow of his bones.
Because the truth is that along the way Style has also found out that Fadel is a good older brother. That Fadel is still hurting and bleeding inside because his parents were murdered. That Fadel wears his favourite bands' make up in secret because he cannot bear the thought of other's judgement. He's found out that Fadel misses Style, wants Style, and hates himself for it. That Fadel is afraid to love. That Fadel is acutely aware of his own darkness and cannot comprehend an existence that would not involve someone (Style) rejecting it. That Fadel does not believe that 100% trust is possible, but that he will get himself drunk so that he can offer Style as much vulnerability as he can physically make himself give.
Because the things that Style did find out were all the ways Fadel's heart is soft and tender and precious and worthy worthy worthy of all the love Style has to give.
And Style will stand firm on this truth because this is the only thing he has left to give Fadel.
Because Fadel knows, now, all the ways Style was unworthy of his trust, but crucially has not figured out the most important truth:
Because in all the ways that Fadel has ever known he should want, Style actually IS worthy of his trust. Style knows the truth Fadel is hiding, knows what this man is capable of, knows the danger of being in his arms, knows the likely nonexistent future Fadel has to offer him -- and wants him anyway. -- Quoted from my meta post on the "One day, I'll be your 100%" line.
And as I alluded to in the tags on @yinwaring's insightful post: Style fully embodies the belief he espouses; because even in the face of a gun to his head and Fadel threatening to kill him if he will not admit that this, too, is a lie, Style refuses to give Fadel anymore dishonesty.
And this is because Style knows that the truth matters; now more than ever.
Because Style has had days to grapple with his worry after Fadel's disappearance. Style has had a week's worth of checking the diner only to face the regret he feels about not handling things differently. Style has had to recognise the terror of thinking he had lost something he never even knew he wanted in the first place.
And while Fadel had his realisation back in episode 4, Style never had to face this until Fadel vanished from his life and left a gaping hole in the shape of the absence of Fadel's smile.
So if this is what it takes, if this is the penance that Fadel demands of him, then it is a price Style is most happy to pay.
Because Fadel does not realise is that Style, too, now knows what it means to lose a love worth fighting for.
And in the war Fadel now feels compelled to wage against Style (because, yes, that's definitely still going on), the one damning thing Fadel has failed to recognised is that his only true weapon was leaving Style behind.
Which is why Style has already won. Not because Fadel's walls have crumpled again or because they don't still have a ton of things to talk through and work out (they really, really do), but because Style has already been stripped bare (and I mean this literally, like we all recognise THAT was the reason why Dunk is only in boxer shorts in that scene, right?? Like, I know we were joking about it, but seriously, that was so very intentional and a visual representation of Style being both stripped and, most importantly, freed from the lies he felt compelled to tell Fadel) and this means he has nothing holding him back.
And Fadel can wield his gun and his words and his anger and his hurt, but Style will die on the hill of the truth that he knew and understood and chose to love Fadel anyway, and saved this last confession for when he knew he could tell Fadel the truth without any lingering deception; and when the time is right, when Fadel is finally ready, Style will be there to welcome him back with open arms and, without any hesitation, an open heart.
#the heart killers#the heart killers the series#thk ep 7#fadelstyle#stylefadel#fadel#style sattawat#thk meta#fadelstyle meta#style sattawat meta#joongdunk#hui talks thk#hui talks thai bl#i know everyone is probably so sick of me saying this but style is so utterly earnest and honest and GUILELESS and i adore him so much#and i know episode 7 was sad in many ways but it left me honestly feeling so TRIUMPHANT because style is finally FREE!!#he's free of the last obligation to the promise he made to kant#he's free from the guilt of lying to fadel and actively doing nothing to protect the man he was learning to care for#he's finally finally free to love fadel; simply and truthfully and earnestly and with his whole entire heart#and it will be like nothing fadel's fragile heart has ever experienced and everything he never knew he could have#and i am SO SO SO fucking EXCITED for that!!!!#// ALSO can we talk about how CLEARLY dunk makes the distinction between when style is being earnest and when he's intentionally#being playful/glib/exaggerating something??#like its so drastically different and idk i really appreciate how obvious it is because when he dials it down it feels very very real#like i don't just mean “quiet” because style is loud when he's explaining himself at gunpoint#but he's very honest in every single moment in this scene#and i feel like that really comes through -- not only because he is scared of the gun fadel is threatening him with#but also because he wants to and moreover has no good reason not to tell the full truth now#because if fadel knows then bison knows and that means kant's gig is up too#so yeah... style is free to finally follow his heart in its entirety and you can actually see that clearly in the pool scene
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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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Don’t You Want Me (Baby?) Pt 3
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Steve and Eddie are either hooking up or dating - and are about as bad at keeping a secret as they are dealing with their feelings. (Dustin POV)
1 / 2 / 3 / 4
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“I’ll be there in thirty!” Dustin said. He slammed the phone down and dashed to his room to round up his notes.
“Bye mom love you gotta go!” He shouted as he hustled out the door and jumped on his bike. Dustin had just made it out of the suburbs and into town when he spotted a familiar Maroon Beemer in the lot by the Quickie Mart.
Steve was standing beside his car in a fluorescent windbreaker, leaning on the open driver’s side door. He was staring at the bouquet of flowers in his hands like his nose was about to start bleeding.
Dustin slowed.
….He could probably spare a few minutes to see what the hell that was about.
Really, it’s been a while since Dustin made peace with the fact his curiosity would almost invariably get the best of him.
“Hey Steve!” Dustin hollared, dinging his bike bell a few times.
Steve startled, comically jerking to attention. Steve was a thoroughbred jock, also his head had been knocked around a lot. He could be ever so slightly air-headed at times. But that really didn’t usually extend to a total lack of situational awareness.
Steve waved at Dustin as he approached.
“Why are you angry at those flowers?”
“What? I’m not - “ Steve cut himself off with a sigh. He shot the flowers another grimace. “I’m just trying to decide if I’m being a total idiot right now…”
Ah, Dustin realized. Must have pissed off Robin.
“What happened?”
“I fucked up, I think. And flowers, that’s my go-to right? That’s the move. But…” he tapped above his temple with the side of his fist - as if to dislodge the stupid. He rested it there for a second. “I can’t help but think I’m becoming totally neurotic.” He said, vaguely concerned.
“Girls like flowers.” Dustin offered a simple shrug.
“Yeah, girls do.” Steve agreed. Then sighed again, shaking his head.
Jesus, he must be gone bad.
And Dustin likes Robin. More importantly, he liked her for Steve, they were a perfect match. But most importantly of all - if Steve fucks this up, Dustin spends the next who knows how long listening to him complain about his endless strings of unfulfilling dates.
“And red roses? Can’t get more romantic than that, right?” He said, trying to sound encouraging.
“You don’t think they’re… I don’t know. Lame? Christ, what the hell am I even - I have no idea what I’m supposed to be doing here.” Steve said, sounding totally defeated. He dragged a hand through his hair, pulling it back off his forehead. “Never mind forget it. Just, forget I said anything…”
“Who even is this guy? Your Steve.” Dustin scoffed. “Legendary lady killer of Hawkins High. Remember? You’re great at this.”
““Yeah, that’s different though. I guess... I don’t know.”
“Different how?” Dustin demanded.
“How about because this is important. That’s how!” He said.
“Ok? That’s a good thing, Steve.” Dustin said, which even to his own ears sounded just a little bit condescending. Maybe he did need to work on his tone…
“Is it? The last time I really thought there might be something there, it was Nancy. So of course, I manage to fuck the whole thing up. Because that’s my thing I guess.” He deflated. Then quietly, as though speaking to himself, he said. “Things were going so good too… I just had to start a stupid - “
He finally looked back up at Dustin. He closed his mouth and the far away look cleared. He shook his head, like was done thinking about it right now. Or at least done talking about it because he said,
“Henderson, what are you doing running around this early anyways?”
“Pft, what are you doing running around this early? You and Eddie. I’m surprised you’re not sleeping off your… illicit activities.”
Steve made a face. “No. Don’t call it that. I - we… called it an early night last night.”
“Figures. I’m headed to Eddie’s right now.”
“Ah...” He muttered to himself. He looked down at the flowers again and his shoulders wilted. Then he chucked them into the the passenger seat.
“Woah, man, careful with those.” Dustin scolded him.
“No, it’s fine. Look, I gotta go pick up Robin soon. We have a shift together later. See you around, man.”
Dustin frowned. Why were adults so goddamn weird? Is Dustin gonna start acting like this in a few years.
“Good luck.” Dustin offered, tilting his head optimistically. Steve just waved him off, still very obviously distracted.
“Yeah, I’ll figure something out.”
Dustin watched him climb into his car. Steve would figure it out. Dustin had faith in that, at least. He could have a thick skull, but give him enough time and eventually he got it together.
Steve drove off and Dustin started pedaling again, in the opposite direction, towards the Forest Hills trailer park.
Dustin was at the trailer almost till dinner time, fine tuning what will soon be the very first one shot, nay the very first D&D session Dustin will ever orchestrate. He can’t help violently oscillating between excited and nauseous, but Eddie’s advice genuinely did provide a solid foundation to work with.
Eddie even assured Dustin he’d act just as shocked as the rest of the party, gasping during the big moments. Stuff like that - even though he knew pretty much every story beat he had planned just from helping Dustin sort it all together.
They were just packing up to leave when the phone rang.
“Shit. Give me a sec. That’s probably Wayne.”
“He’s not at work?”
“A buddie’s house. He got the weekend off.” Eddie said, picking up the receiver.
“Munson’s Mortuary Services. You got the purse, we got the hearse. Are we picking up or dropping off, cause - ” Eddie cut out mid bit. He grimaced, looking back at Dustin. “I - uh, hey. Look this really isn’t a good - “
Dustin was only really half ease dropping as he tried to order his session notes correctly. Eddie was talking quietly for the first time in his life, holding the receiving close to his mouth, which was making it kind of difficult.
“No, it’s fine… I’m serious, it’s fine. Yeah, I’m sorry too…. Well, I was being an asshole. Look this really isn’t a good time…” Eddie glanced back over his shoulder at Dustin. Dustin tried to look busy. “Just, don’t worry about it, seriously…. Yeah. Sure, talk to you later, ok?” Eddie started to move the phone away before bringing it back to his ear.
“This week? I’m not sure… Maybe. I’ve just - I got a lot of stuff going on… I’ll call you… Yeah, bye.”
Eddie hung up, hand lingering on the phone for a long moment.
“Who was that?” Dustin asked, so casually it was probably immediately suspicious.
“Funny how you think I won’t make you walk home.” Eddie said, a bone dry threat. That roughly translated to, it was definitely totally my secret girlfriend. “Pack your shit, dude. I’m calling Wayne so you better be ready to go by the time I’m done.”
It seemed like Eddie took it to heart what Dustin said about them never hanging out anymore. That week, Eddie really seemed to be making an effort to start making time for him again.
And the rest of the party of course.
On Monday, Eddie suggested Hellfire (plus Max!) hit the arcade after school. He didn’t give them any quarters, but that was fine, they had enough loose change to have a good time. They’d just need to plan ahead and bring Steve next time.
After school on Tuesday, Dustin called to see if Eddie wanted to keep working on the one shot. Which he couldn’t cause Corroded Coffin had band practice.
So instead, he invited Dustin tag along. It came with the strict stipulation he kept his mouth shut, his ass glued to the couch, and he not try to touch anything, on pain of a swift and merciless death. But Dustin’s come to understand Eddie’s threats have a lot more to do with his penchant for dramatics than any honest hostility.
Eddie was just heading out the door when Dustin called so he said he’d come grab him from his place on the way to Jeff’s.
Dustin thought for a moment about changing out of his pun-derful shirt but ended up scrapping the idea for time.
He kind of regretted it when Eddie rolled up. Music loud and looking, as always, too cool for school. Summer was still fading, so he was wearing a loose, faded Cult shirt with the sleeves cut off. He had more tattoos than Dustin realized (all of them ugly.). There was a red flannel tied round his waist and he was wearing a thin leather bracelet.
Dustin couldn’t pull off a leather bracelet in a million billion years probably.
“Little mans sitting in on practice tonight.” Eddie announced as they walked into Jared’s garage. He got a scatter of hey’s and what’s up’s.
Dutifully, Dustin belined it for the couch. He sat next to the plastic Halloween skeleton that was already sitting there posed to watch (Dustin was introduced to him as Manny).
Eddie seemed to switch into DM mode, someone had to keep the boys focused and on track.
Dustin sat still and didn’t touch anything, which was easy enough.
But come on, their music was way too awesome for a passive listening experience.
Gareth, Jared, and Jeff seemed to appreciate his enthusiasm. Still, Dustin made sure to keep distractions to a minimum. A reasonable minimum, at least.
“God, you guys are just so - “ Dustin rambled. It had gotten dark outside and they were started to pack up their gear.
“Metal?” Eddie said, winding up his guitar chord with a smile.
“Metal as hell.” Dustin agreed, standing and walking over.
“We’ll make a public menace outta you yet.” Eddie said proudly.
“You can always bring the kid around more during practice.” Jeff said to Eddie. The rest of the band nodded around and shrugged.
“Actually having a live audience every once in a while couldn’t hurt.” Gareth said, nodding his head at Manny. Him and Jeff were dragging his drum kit back into the corner of the room.
“Yeah?” Dustin asked, grinning.
“Maybe you’ll pick up a thing or two.” Eddie grinned back, shoving at him a bit and fucking up Dustin’s hair.
“You’d teach me?” Dustin asked, swatting him away. Eddie shrugged easily.
“Oh man. That’d be so cool!” He said. “Maybe next time I could bring some of the other guys? Oh, and Steve could come too!”
Jared practically choked on his instant laughter.
“The King?” He said sarcastically. “Yeah, sure - you wanna bring King Steve here, to sit on the ratty couch in my garage and listen to us thrash around and scream for a few hours?”
“I dunno, could be pretty entertaining.” Gareth elbowed Jeff, nodding down towards Eddie. He was on his knees, focusing intently on tucking his Warlock away in its hardcase. Gareth leaned in closer and whispered. “He’s getting a little too cocky with those guitar solos, don’t you think? Could use a chance to play under pressure.”
“Oh, that does sound entertaining.” Jeff snickered, just as amused by the prospect.
“Can it.” Eddie said, without looking up.
“Eddie?” Dustin insisted, looking to his DM for backup. They were talking like Steve was gonna march in here and just start heckling. Or throwing tomatoes at them or something.
“Sorry kid, they’re right. He’d probably hate it.” Eddie shrugged.
“Come on, it’ll be cool! I could at least ask? You don’t know he’ll hate it.”
“Yeah, I’m sure Steve Harrington would think our heavy metal band is so totally cool.” Jared said flatly, as he leaned over to grab the handle on his bass amp.
“Hey. I saw a Metallica tape in his car the other day!” Dustin said to Jared. Jared’s eyebrows climbed, surprised. Maybe even a little impressed, though clearly too stubborn to admit it.
Dustin turned back to Eddie. He was still expecting him to come to Steve’s defense. But he stayed quiet, barely a part of the conversation. “Come on, I thought you two were friends now.” He accused.
“Sure, Harrington’s fine.” Eddie shrugged.
“Yeah he is.” Jeff muttered under his breath. Gareth puffed up with a badly contained laugh.
Eddie rolled his eyes.
“Right, you blow us all off to go to go smoke weed with him at the drive through, but he’s just fine.”
Jared, who had been bending over to put his amp against the wall, froze in place.
“No fucking way.” Gareth’s head shot up, his eyes blown wide. But it didn’t sound like he was pissed at Eddie for crossing party lines. Not with the massive, disbelieving grin on his face. “You and Harrington? You fucking took him to a drive through?”
“What movie was it?” Jeff shot out, equally delighted.
“Was it a scary movie?” Gareth said. They both scrambled out from behind the drum set, their task wholly forgotten.
“Guys.” Eddie huffed. “Fine. Yeah, ok, we went to go see a movie - So what?”
“And you just, what!? Forgot to mention it?”
“Sure!” Eddie grimaced. He shrugged defensively. “We just - caught a movie. It’s not a big deal.”
Gareth barked out a laugh. Like that, that right there, is the funniest thing Eddie’s ever said.
“Guys.” Jared looked at Jeff and Gareth pointedly, before glancing at Dustin.
“Sorry it’s just…” Jeff paused with his mouth open, incredulous. “Didn’t know you guys hang out now.” He finished. “Ya know, outside the whole - coparenting.”
“We don’t.” Eddie said, tensely.
Dustin frowned as he watched the guys continue to stow their shit. Gareth and Jeff went back to sorting out the drums. “Not a big - “ Gareth scoffed under his breath, shaking his head in disbelief.
The rest of the boys were struggling to contain shiteating grins and Eddie was just pretending not to notice.
Dustin had never known these guys to be such… jerks. Why would it be such a big deal if Eddie and Steve were friends?
Could it really be all because they’re just so - different? The idea of hard rocker Eddie kicking back with a jock even once was just patently absurd? Ridiculous enough they jump straight to teasing him for it?
Dustin’s frown deepened. For a bunch of freaks, that all seemed pretty judgmental.
These guys would come around on Steve. Seems like Dustin would just have to make sure of it.
On Thursday Eddie agreed to pick him up from school.
He was late of course, so Will, Mike, Lucas, and Max had all started towards home by then.
When he did roll into the parking lot, it was in a sweeping wave of orchestral heavy metal.
“Pick it up.” He said impatiently, as Dustin opened the door. Eddie evil eyed the school building while he turned down the music. “Don’t like being here any longer than I need to be outside D&D hours.”
Dustin hopped in. He had a VHS copy of Jaws in his hands. He had left it behind at Lucas’ like two weeks ago and promptly forgot about it. A week later Lucas brought it to school and Dustin had only just re-unearthed it from his locker today. It was daunting just thinking of the fees that were sure to be stacking up by now.
His only salvation was Steve. Who’s thankfully working today.
“I need to drop this off at the movie store and before you say no - “
“Sure.” Eddie said, already starting the van.
“I - that was easy.” Dustin sat back and relaxed against the seat.
Eddie kept his eyes on the road and shrugged.
“I was thinking about renting something anyways.”
They drove straight to Family Video. The door dinged as they walked in.
Robin was sitting behind the counter. Still focused on her crossword she said, “Hi, welcome to Family Video, can I help you find - Oh, hey guys.”
“Hi Robin!” Dustin said, walking up to the counter.
Eddie lingered by the displays. He traced a finger over one of the tapes on the shelf. “Harrington, here?” Eddie asked, inspecting the cover.
Robin rolled her eyes but she was smiling. “You just missed him. It was seriously slow today and he won rock/paper/scissors so - he clocked out early for the day.” Eddie hummed and put his hands in his jean pockets.
Dustin handed Robin his VHS tape.
“This is eight days late.” She frowned at the computer.
“So - “ Dustin said, thinking fast to distract her from errant thoughts of late fees. “how’d you like the flowers?”
“Flowers?” Robin scrunched up her nose at him.
“The flowers Steve got you?” Dustin blurted out before he clamped his mouth shut again. She squinted at him. Suspicious.
“What are you on about?”
Shit. Steve hadn’t got those for Robin had he?
“Nevermind.” Mayday-mayday. Pull up!
Hopefully Steve wasn’t too pissed at Dustin for letting that little detail slip. And Dustin could barely feel bad for blowing Steve’s cover because, what the hell Steve?
Robin’s lip twisted. She looked down her nose at him, regarding him uncharitably. He forced a smile as she stared him down for a moment longer. Then her face cleared. Raising her eyebrows innocently she turned back to the monitor.
“So about that fee. That’ll be five fourty-“
“Ok! I - “ Dustin hesitated. Sorry Steve - that was five dollars he really did not have. “I don’t know. I ran into him a few days ago. And he’d just bought a big thing of roses.” Dustin caved, shrugging and holding his palms up defensively.
“Ooooh.” Robin’s eyes crinkled with a warm smile and her gaze slid somewhere behind Dustin shoulder. Then quickly snapped back into place.
“Oh.” Robin said again. She looked baffled, like the implications of that just hit her and clearly didn’t sit with her right.
“Maybe they were for his mom? His parents are in town aren’t they.” Dustin offered.
“You know what? Yeah, that’s probably it.” Robin nodded vigorously. The poor, love struck girl just immediately latching onto the explanation.
“Nah.” Dustin turned around to look at Eddie. He was still feigning intense interest in that copy of An American Werewolf in London. “His mom is allergic to roses.”
“That doesn’t mean he - ” Robin scrambled. “Maybe he just… forgot, or something. I mean, you know Steve. Total ditz.”
He shrugged. “That’s fine isn’t it?”
“Yeah. I mean, yeah.” Robin said cautiously. She seemed confused more than anything.
Eddie said cooly, hands still in his pockets. A perfectly neutral smile on his face. “Steve’s a free agent, right? He’s free to play the field.”
Jeez, did Eddie have to be so blunt? What ever happened to letting a girl down easy?
“Uh…” Robin said, looking between the two of them uncomfortably. Like maybe she didn’t quite know the answer to that anymore but it was also something she really didn’t want to sort out in public.
Dustin honestly felt a little bit bad for her. Sure they both always say they’re not dating, but clearly she seemed none too thrilled at the idea of Steve going around giving another girl flowers.
Dustin had hoped with the way Steve was talking the other day, he had finally got his head out of his ass and was ready to go public and make them official.
“Hey, man, I’ll meet you in the car, yeah?”
“Sure.” Dustin said.
“Eddie - “ Robin said. Eddie looked over his shoulder, lingering half way out the door. Robin glanced at Dustin. “Uh. Bye.” She finished lamely.
He smiled at her. She didn’t smile back.
Robin went back to the computer. She worked in complete silence. Suddenly the thick clack of the keyboard and the low murmur of the movie on the screen in the corner were way louder. Her brow was set like it gets when she’s stuck on a troublesome crossword.
“Sorry.” Dustin said, his face twisting up with guilt.
Robin glanced side long at him.
“I can talk to him you know.” He said.
“Huh?”
“I can talk to Steve. He shouldn’t do that to you.”
“Jesus, for the last time. We - are not - dating.” Robin said through gritted teeth. She made a frustrated noise. “Do you have to be so… ergh, meddlesome.”
“I don’t know what you’re talking about?” He lied, taking a step back.
“You need to stay out of your friends love lives.”
Yeah well, how about Dustin stops meddling when his friends stop being so dumb about everything. Till then they’ll just have Dustin to thank for sorting out their messes.
Tag List : @reading-archieves @homoerotictangerine @bingbongsupremacy @aroseandherthorns-blog1 @wheneverfeasible @travelingtwentysomething @ineffable-monster-romancer @laughingphantoms @gregre369 @rawrx3ky-txt @thespaceantwhowrites @blcksh33p1987
@the-legal-shipper @maverickricky @i-amthepizzaman @pretend-theres-a-name-here @steddiefication @that-one-gay-crow @gleek4twd
@theintrovertedintrovert @tinyplanet95 @queercrisis2003 @awkwardgravity1 @stripey82
@sofadofax @midnightskeeper
@blurryjoji @estrellami-1 @caraspud @little-trash-ghost @finalmoondragon
@samsoble @depressed-freak13
#steddie#Steve Harrington#Eddie Munson#steddie ficlet#stranger things#dustin henderson#god I love Dustin. what a troublesome bastard#just bamboozled it all up huh?#also just like for clarity. No i Do Not think Steve is dumb#unfortunately Dustin’s fatal flaw he much learn to overcome in this story is#much like Odysseus before him#hubris. so he thinks literally everyone is a little bit dumb it’s called characterization look it up sweaty#also pls accept my humble offering of Personal Corroded Coffin Group Dynamic Headcanon#because I’m friend w a bunch of boys Eddie’s age and whenever I read stories w/ CC they’re not loud enough#and like. of course. of course their gonna tease Eddie about his dumb hate crush on Steve he’s had since literally forever#my headcanon is Steve was regularly brought up by the CC boys because it was the ONE THINGs#like since waaay before Eddie started hanging around the party#and it’s only gotten 10000009% worse since him and Steve started coparenting#god they’re so annoying#and I love them so much 😭#mine
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Remember: The burning sensation is part of the process.
#Mouthwashing#blood#body horror#Emphasizing here that this is in reference to a media and character and not a cry for help on my end.#Mouthwashing is one of those games that tickles my brain and checks all the boxes for my niche interests -#-but it wasn't something that got the silly comic part in my cortex firing up. My analysis brain is eating well though!#What said...It is impossible for me to see this scene and not say out loud: “Me in the middle of my work day".#While there is a lot more going on with curly I personally resonated a lot with his struggles with burnout.#Burnout feels like mouthwash to me. That you keep rinsing out your mouth trying to get rid of the rotting smell#but it's just surface level solutions. The real cure requires something far more significant to actually make a difference.#The job 'is hard' and 'everyone struggles'. It's part of the process right? You're tired? Anxious? Depressed? Us too! Chin up!#Actually I resonated with a lot of things within Curly (this is a curly positive space - he's not perfect. He's just human).#One thing being his desire to see the good in people and believe in their potential.#Because here's the thing. Some people truly do just need someone in their corner who stands by them so they can grow and improve.#And some people will take advantage of your kindness. You focus so much on their humanity while you stop being a person to them.#The horrifically toxic relationship persists because Curly tries to see the bigger picture and believes in the good within.#Anyone who has lived through constantly trying to reframe the hurt as something else knows-#-just how many excuses your brain will make to avoid cognitive dissonance. It's human psychology.#Jimmy sucks so bad. But we the audience have the privilege of not having years of baggage associating him in our minds as 'friend'.
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sunmi: balloon in love
#sunmi#mine#femaleidolsedit#femaleidol#femadolsedit#kpopggedit#idolady#useroro#leksietag#userisachaes#userdahyun#userjoanna#oorieri#dearestmillie#tuserflora#awekslook#namjoonlisa#userresa#usermolly#cheytermelon#userdoyeons#korimilook#forvy#gifs!#i want to spend the rest of my life#yelling about how much i love this woman so loud#that everyone in the world hears me#shes everything
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The hogz playing Mario kart
302. mario kart
#sth#sonic the hedgehog#daily hedgehogs#sth fanart#junkbox#fanart#sonic#silver the hedgehog#shadow the hedgehog#amy rose#amy is loud & so is shadow about the game#sonic is competitive-passive where he’s deff competitive but he’s not screaming. unless it’s shadow#silver is the quiet victor he sneaks up behind everyone and no one realizes he’s in first place till he’s there
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