#and no i dont know why please dont ask
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chbofficial · 5 months ago
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Has anyone seen my dad
—🍇(Anon Dionysus kid)
don't tell chiron but I saw dad chugging a gallon bottle of diet coke in the woods behind the big house so hes probably still back there if you wanna risk it
- Asti Beauchêne, Camper of the Dionysus Cabin 🍷
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canon-gabriel-quotes · 1 year ago
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wear headphones :)
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Transcript:
As much as I'd love to witness more of your prowess, I'd very much like to have that body of yours.
Is that a strap-on?
Machine, I'll cover you in more than blood.
Fuck. *exhale* Shit. Fuck-God! mmmm-ohohoho. fuck. fuck. h-Harder, Machine. Mph! *whimper* Hah... Come on!
End transcription
Sorry for this. I promise this is the worst thing I'll ever post. Unless he somehow manages to do something worse.
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I can't really provide the audio sources in a neat way because this is 6 clips stuck together.
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caligvlasaqvarivm · 7 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
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.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
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. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
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 earnestness, which is not always well-received. 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. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
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, capable of cutting through to the core of other peoples' interpersonal issues. 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 a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
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 for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
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 and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can 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 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; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
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, and vulnerability often brings with it pain; 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.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
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.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
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.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
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. 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 - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. 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. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
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 grasp that their natural inclinations are bothersome to others, 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; 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 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.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
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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tsarjozinzbazin · 2 months ago
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*SLAMS DEBIT CARD WITH A NEGATIVE BALANCE ON IT* 💥💳💥💳💥💳💥💳💥 MOR COLD LIEUTENANTS PEASE
OKOK SORRY 🙏🙏🙏
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this is what they look like to me sorry (Ned is a porcupine)
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taikk0 · 2 years ago
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the unspoken broflovski family curse
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be-it-so · 12 days ago
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I need Penelope and Odysseus as this classic villain married couple with all of the dramatic gestures, evil laughter, and long monologues.
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sweetgaleria · 2 years ago
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Help a college student graduate by answering a survey!!
Hey!! Are you over 18 and in the miraculous fandom? Then this is for you!!
Hi everyone, this is my last semester of uni, and one of my final projects to be able to graduate is to write a scientific paper. I'm writing an article about adult fans of children's animation, specifically Miraculous Ladybug. My goal is to understand what makes adults (like us) want to join fandoms centered around shows aimed primarily at children, and to do that I'd love to hear directly from the source! The survey takes around 10 minutes to answer, it's 100% anonymous and it would help me immensely!
>>Click here for the survey<<
I need at least 30 people to answer, but honestly the more the merrier! I've also made a little thank you gif at the end, so if you see it let me know! If you have any questions feel free to send me an ask, as well!
Please reblog so it can reach more people! Thank you so much!
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demonstars · 1 year ago
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omg hi! NSFW STORYTIME!!
so i've been hooking up with this guy since august and he not only looks SO MUCH like george but he also has an eerily similar personality to him. he's really sarcastic, cute, and charming. our personalities mash together pretty well and i like him very much. ANYWAYS we had sex for the first time three weeks ago and honestly, it wasn't that great. he had some problems with yknow... getting it UP but i don't really mind it since neither of us has a lot of sexual experience and we're comfortable with each other enough to talk about it. however, in the past three weeks, he has given me MULTIPLE hints about wanting ME to fuck HIM. he's been talking so much about gay sex, fingering, anal, etc., and one time i made a joke about pegging him and he suddenly got so flustered. it was kinda cute but like DO I REALLY WANT TO PEG HIM? i guess i do bc i've been thinking about it so much? idk it could be kinda hot
he's coming back from a trip on sunday AND i think i'm going to ask him if he wants to do it once we meet up????????????????? if he says yes i'll be pegging my own personalized canadian (also potentially bi) georgenotfound???????? i doubt we'll ever have a serious thing but i'm here for a good time. he's such a great guy btw i hope he'll find his dream one day. he genuinely deserves a good dick but until then i'm taking on the job which is... honestly kind of an honor 
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fishyfishyfishtimes · 21 days ago
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Is there a fish you don't like or even dislike?
Hmm, good question! I don't really dislike any fish, not even species that are invasive in some places, since that's hardly their fault (and invasive fish are native somewhere). I suppose there's fish that I don't like in the sense that I actively do not have any opinions on them. They exist in my mind but I don't really think about them individually (nor have very many positive emotions about them individually), while I like all fish as a whole!
Sometimes I do get annoyed with fish, or rather, people. There's certain fish that get a lion's share of people's attention, and I feel that's unfair! I don't like that some animals are entirely disregarded in favour of others, when there's a whole world of wonderful and loveable creatures. It makes me feel like I hate some animals (fish too) that I see over and over and over again, because I'm like, "okay okay we get it, but what about all these other guys, huh???" but in reality I don't, actually. I only dislike that disproportionality!
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arsenicflame · 6 months ago
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steddyhands modern au inspired by this post:
(1828 words, themes of kink but nothing explicit, established blackhands & gentlebeard-centric. Happy Pride!)
Stede picks up leatherworking in the wake of his divorce. He's not exactly sure how it ended up being such an important hobby for him, only that he had always admired the intricate designs on his horse's best bridles, and with little else to do with his time, he decides to give it a go.
It's rocky going at first, but he's having fun working with his hands for the first time in his life, and there's a sense of satisfaction in seeing the design come to life as he works. With practice, his skills improve, and he learns how to make things that are truly one of a kind.
He starts off posting his pieces online, as a way to reach fellow enthusiasts, but quickly finds himself with a rather large audience. Stede’s style is unique, and, after many requests from his followers, Lucius encourages him to make some more basic pieces he can sell. It's not about making money for Stede, but another way to meet new people who share his interests- as Lucius keeps telling him, it's sad that his personal assistant is the main person he talks to these days. 
So Stede sets out on a new adventure, and has quite the time designing a new range of patterns for the market. He makes purses, belts, bracelets, and, most importantly, dog collars- all still with his unique designs embossed into them, of course. He rents a booth at his towns monthly craft fair, and very quickly finds himself with a new group of friends in the other regulars- Pete, his usual neighbour, who sells an array of wooden figures he carves, Roach, who runs a stand for his bakery, and Frenchie, who isn't actually a stallholder, but is almost always busking near his friend Wee John’s stand of knitted goods, bringing life to the market even in the pouring rain. There's also Buttons, another regular at the market. Nobody is exactly sure what he does there- he doesn't sell things, or seem to buy anything either, but rain or shine, he's there with the birds.
Stede’s been doing this a few months by the time June rolls around. As he's setting up his stand, he notices that the area is much busier than it’d normally be at this time of morning. Lucius, who got roped into helping run Stede’s stall somewhere down the line (despite his protests that this is not what personal assistant means… But hey, he got a boyfriend out of it, at least), reminds him that there's the parade today, too- not realising that Stede had no clue there was a parade today, and especially not that it was pride. Stede immediately jumps to fretting about the amount of stock he’s brought, and Lucius takes the cue to escape, saying he’ll go and grab them coffee (but really, he's off to flirt with Pete)
Lucius is still missing when Ed stumbles across the little leather stall. Stede’s just ran back to his car to fetch his last boxes of inventory, and by the time he returns, Ed’s already begun to narrow down his choices. Stede greets him, starting to tell him that they're not actually open yet, but before he gets more than a couple of words out, Ed’s exclaiming “You're a Kiwi!!!”
The two of them smile at the shared recognition, and Stede says he’ll make an exception, just for Ed, and asks him what exactly he was interested in. Ed tells him that he's looking for a collar “for his boy”, and points out the particular design he was looking at. It happens to be one of Stede’s favourites from this latest run of work, a fact he mentions to Ed. It leads them into a discussion about Stede’s craft, and Ed’s Izzy, and then everything in between. Ed’s listening intently to the things Stede’s telling him, completely drawn in by the process, and by Stede himself. He watches as Stede stamps Izzy's name into the collar, and Stede even lets him have a go at one of the stamps. 
Lucius reappears sometime in the middle of this- only to immediately retreat again, seeing Stede engrossed with Ed. He sets up camp at Pete's booth opposite, watching this man flirt intensely with his boss- and Stede flirt back just as hard. Does Stede even realise he’s doing it? Lucius had known Stede was gay since before Stede even admitted it to himself, but this is on a whole other level.
The pair stand there so long that Izzy comes to look for Ed- the two of them are manning a float on the parade with their crew, and it's past time for them to get geared up. He's already worked up, frustrated to have been left to set up everything alone, when Ed had just gone to see if he could get them both coffee. So maybe he's a bit of a prick, approaching with a brash “where the fuck have you been, Edward”, to which Stede brings the same energy, giving a bitchy “Ed! Do you know this guy?” Izzy tenses, ready to snap, but then Ed cuts in, excitedly telling Stede that this is “his Izzy!” Which confuses the hell out of Stede. 
Forgetting his earlier attitude, he asks Ed if he “really named his dog after his friend”, only to be met with confusion right back from Ed at where the hell Stede got the idea he had a dog from. Stede gestures at the bag with the collar in it, to which Ed has to tell him, “oh, no, that's for him.” Ed tells Stede that they're here to run a float for their local leather society, and while Stede is certainly shocked by what Ed’s saying, he's not finding himself… uninterested. It's simply that he’s never even considered any of this before, especially not that people would use the things that he made for this, but Ed sounds so enthusiastic about it all. He tells him about how his friends would love to see Stede’s work, about how classic leather gear is always so fucking boring- but not Stede’s stuff, no, Stede’s stuff is “fresh” and “fascinating” and unlike anything Ed’s ever seen before. 
Ed's enthusiasm is incredibly infectious, so when he invites Stede to come back to see their float, he readily agrees. It’s a concept Izzy’s less than enthusiastic about. He doesn’t really want to bring this man who’s dressed like he just walked out of a HOA board meeting to their kinky little corner of the world, but he is having a lot of fun watching Stede squirm, so decides not to raise a protest. He does demand he gets his long-overdue coffee first, though (Stede pays for it- as “compensation for him distracting Ed from his job”, he says, not giving Izzy a second to process before he's tapping his card)
By the time they return to the float, Fang, Ivan & Jim are waiting for them, all already geared up. Stede is stunned silent at the sight for about 5 seconds, before he starts actually looking at the quality of Jim’s harness, and proceeds to go off about the poor quality of the craftsmanship, about how the hardware is tacky and completely the wrong choice with this leather, how his “ten year old daughter could do a better job!!!” 
There's complete silence from the group, until Izzy, of all people, bursts into laughter at Stede’s audacity (and, the fact he was staring at Jim's tits completely unabashedly, like he hadn't even noticed them in the first place). Izzy's laughter sets Ed off as he tells the group about Stede’s misunderstanding- “you didn't say he was a person!” “I mean, he's my dog”- and soon everyone's having a friendly giggle at Stede’s mistake.
It's somewhere in the middle of the retelling that Ed remembers that this whole thing happened because he was buying Izzy a gift. After a moments fumbling, he presents Izzy with the collar-  It's a rich, deep black, embossed with a rolling pattern that resembles waves. It’s made from a firm enough leather to take the tooling, and to remind Izzy that he’s owned while he’s wearing it, yet still soft enough for long term comfort. Izzy's eyes immediately lock on to it, an unreadable expression coming over his face, and Ed turns it; first so he can really see the design and Izzy’s name embossed into it, and then so he can see the small “Ed ♥” on the inside of the collar, right over his swallow tattoo. 
“I did the heart,” Ed says to him softly, intended only for Izzy’s ears. Izzy's eyes flick up to Ed’s, and he raises his chin to give Ed the room to put it on. Ed buckles the collar around his neck almost reverently, a test of the tightness turning into a caress of Izzy's neck. It's a perfect fit.
It's as though something comes over Izzy; so twitchy and abrasive earlier, now silent, staring at Ed with a look akin to worship in his eyes. He obediently tilts his head for a kiss as Ed's fingers move to his chin- It's a sight to behold, and one that has Stede intrigued. He wants to know more about this lifestyle, and these men in particular. He wants to be the one to put that expression on Izzy's face.
The moment breaks as Ed and Izzy pull apart, and Ed calls for the crew to finish the last bits of set up. Izzy shakes himself a little before running off to bark orders again, but even still, there remains a softness to him that wasn't there before. 
Ed turns back to Stede with an apologetic smile, already obvious that he has to get going. Before he can speak, however, Stede jumps in -“My business numbers on the card in the box… I'll be around all day”- Ed’s smile turns more genuine at that, promising to stop by if he gets a moment, and that he’ll send his friend's Stede’s way- “if he wants that kind of business.” Stede says that he does, actually- that he's seen a whole new world already today, and, while he was a little taken aback at first, he can feel the passion Ed and his friends have for this life. If there's one thing that's ever mattered to Stede, it's other people's enthusiasm. Maybe he doesn't completely understand yet, but he would like to try.
One year later, Stede’s back at the market on pride weekend again, far better stocked for the crowds this time around. Lucius is finally free to spend the day flirting with Fang & Pete to his heart's content, now that Stede’s roped his own boyfriends into helping him run the stall- and into modelling the merchandise. Ed loves that part, while Izzy needs a lot more convincing, but the puppy eyes Stede & Ed weaponise against him make a very good argument.
#Despite what this post may imply; i actually know very little about the art of leatherwork#Im also not saying Stede got into leatherwork because of his repressed leather kink. But im not not saying that.#(This is not to say that i personally think leather gear is boring- i totally see the beauty in simple/plain designs & i get that the#style is all about the look of straps and hardware. but also. i know in my heart Edward ‘likes a fine thing’ Teach would be head over heels#for fun unique pieces. Its the whimsy of it all)#(not to turn this into OFMD meta but. You can like both; in fact. You can have the leather AND you can have the florals)#ALSO. dont ask me why izzy would find a big difference between wearing gear on the float vs the stand. it just felt right#(ok i do have reasoning. its the directness of it. in the parade its very part-of-a-crowd; every interaction in passing. running the stand#is direct interactions + they are specifically looking at Him. it feels different. but he does it because he loves his partners)#nyxtalks#ofmd#our flag means death#edward teach#stede bonnet#izzy hands#israel hands#blackbeard#blackhands#edizzy#gentlehands#stizzy#gentlebeard#blackbonnet#steddyhands#fanfic#sort of... i dont really consider this fic; more. scenario description but ill admit this ended up way closer to fic than i planned#but the weird stylistic choices are because. this wasnt intended as fully fleshed out fic.#i am not a writer & i dont want to be. im just a guy with ideas over here; and the best way to share ideas is through words#(Please dont count the commas per sentence ratio. Thats between me & god)#also. I cant believe i wrote something that can be tagged as gentlebeard centric. Who am i.
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moeblob · 2 months ago
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Right and his work menaces (Brent and Karen).
I don't remember last I mentioned it but apart from crude nicknames to people (except Chris), he also just puts them in his phone really weird (except Chris, who is literally in his phone as Chris). And I bring this up because in Right's phone, Karen is saved as "Lawful Obligation".
#my characters#oops i fell in love#can you guys tell im stressed and hyperfixating on my own fucked up ocs cause i am#also brents nickname at work and in rights phone is fuckwad#and hes like yeah if im called anything else at this point by right its weird and uncomfortable#and when it is finally approached as if paul is only in rights phone as shitty-ex (answer) now that hes an excoworker#what was he in rights phone BEFORE the transfer#and right is like annoying dickwad ... karen is like oh i see thats why you call him a dick still#thats like a nickname from his phone name#and brent has to ask why fuckwad and dickwad and right looks at him and takes a deep breathe before saying#because i like the word wad and it is very comforting bc like a wad of paper ? you can throw it away#and so if i realize i gotta get rid of attachment i wad it up#also dont tell paul that dickwad was a form of attachment or he will never shut the fuck up about it#karen and brent both swear to never mention it to paul#paul is honestly such a weird anomaly in the plot bc he doesnt directly work at the same police station#but he is CONSTANTLY a topic of gossip or annoyance or updates#hes literally karens best friend! aside from chris he was one of the few right worked with who HAD touch privileges before right banned it#hes also just genuinely well liked but no one can actually tell him or he will become insufferable#which is a crime that rick is guilty of once when he meets paul and karen introduces him#and rick is just OH i know that name! youre her best friend#and she looks so betrayed and paul looks so delighted and stunned and radiant over this fact#and rick makes up for it before the night is over which is why karen forgives him - he made paul back in his place#anyway yeah right has lots of fears and hes my bundle of anxiety and i love him and his atrocious nicknames#i think i would die if i gave someone a rude nickname even affectionately irl#also also final note on this ig#since right is a detective and not always at the station its worth pointing out brent and karen just work taking calls and#doing misc other work at their desks which are nearby so they 100% bond and its wonderful#ok i lied final note on them is#for a very long time karen has to check with right to make sure she isnt annoying brent because he doesnt emote well#and shes scared she wont know if shes annoying him please help youre like the only one who reads his moods accurately
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primus-why · 2 months ago
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I Feel TFOne Could've Handled This Better...
Hot take but I feel like folks have been really generous with the take that OP was unable to find ~the perfect words~ in the heat of the moment (and thus should be given some grace) when he told D to stand down and "not be like Sentinel"... namely cuz I don't feel that the narrative supports this?
Like-- after all is said and done, OP doesn't reflect on that part of their split. He doesn't have a moment where he seeks validation or voices his regrets over the choice of his words, it's actually cut-and-dry. The narrative (as it stands) supports that OP saw D-16 acting up, so he called him out and stood on business, down to the last scenes where he's basically like "yeah it's a shame but y'all knew I had to do it to 'em."
It didn't have to be much! I'm not saying to absolve Megs, just show OP looking at things from a different perspective/contemplating a bit on that tough choice and the morality of the moment. Some examples of what I wish we had:
B-127 straight up blurting the obvious by later chatting with Orion like, "Wait so you told your best friend that he was acting just as bad as the guy who enslaved us for our entire lives and was torturing him like an hour ago? Oof. Seems kinda harsh." Then have some of OP's regret show on his face.
OP asking Elita-1 after Megs is banished if he did the right thing. Have Elita back his choice up, saying, "You should have seen what he did after you were... gone. It was terrifying. I know it was tough, but you made the right call." OP is grateful for the support, but a conflicted look still flashes across his face before he steels himself to look out towards the horizon... and the future.
Have OP walk past other mechs/former miners who didn't go with the High Guard saying stuff like, "Wish I could've given Sentinel a piece of my mind!" "Yeah, but I'm glad he's gone for good." "Ugh I miss everything." "Oh, it was crazy! Megatron picked him up and then he rrrrriiipped-- oops, hey there, Mr. Optimus... Prime... sir?" And have OP wave hello, looking a bit sick when they leave.
Post-credits scene with Starscream going on and on, asking Megs when they'll be back to teach the upstart Prime a lesson. Megs grabs his face to shut him up. "Patience, Starscream. The Prime thinks I'm no better than Sentinel... but I'll show him. He wants Iacon? He can have it. In the meantime we'll take the rest of the planet! Then I'll come back, crush Prime under my heel, and we'll take Iacon too. Sentinel's reign will barely be a footnote, because I'm about to become Optimus Prime's worst nightmare." The vocal performance would really need to sell this-- like picture Megs saying something like that from a place of anger and hurt, not so much a place of genuine evil or malice.
Basically instead of Orion's assertion being backed up as black and white/good vs bad, I wish we had some different opinions/reactions from the characters sprinkled in there. Like you can't tell me out of allllll the miners who weren't strong enough/willing to go with the High Guard and ended up sticking around that NONE of them were like "eyyo honestly?? Kiiiiinda glad Sentinel is dead. Wish I could have helped, tbh." like come onnnnn...
And you can't even argue that he's not an active threat-- I don't think everyone would see things that way! It's not just about the threat he physically has, but the threat he represents and is very likely to act upon if given the opportunity! He has a proven track record of not only being sneaky and conniving, but also capable of dealing some serious damage/killing people bigger and stronger than him, plus he has the backing of the Quints. All he'd need to do is wriggle his way out of jail and run off to his sponsors, then he'd probably be back to hurt more people! (If the Quints didn't just kill him out of incompetence lmao). There's a lot of "ifs" here, but I think it's a valid argument that not everyone would agree on what is the right or wrong way to handle Sentinel once he was down long enough to, like, do something about him.
I feel the situation needed a bit of nuance. In some way I wish they had kicked the can and had D and Orion bicker while Sentinel escaped, then have D get frustrated enough by the loss of Sentinel to point fingers (and his fusion canon) at Orion, who then falls and becomes OP. (Megs could still show some of thar emotion/remorse right after he does it too.) Not only would this open the door for a sequel, but tbh the Quint might have just killed Sentinel anyways and sought to deal with the miners uprising themselves lol. (Maybe that could have been an after credits scenes too instead of the B-127 bit??)
Would love to see a moment in a sequel where they have a calmer moment after arguing for a bit. Have OP mention how Megs was out of line, that it hurt and even scared him to see him act that way, and Megs can quietly point out "you said I was as bad as Sentinel... is that really how you see me? After everything we went through?"
Then OP can fumble the bag again lmao like "D, I... I'm sorry, that didn't come out right... but you still took things way too far..."
"Why am I not surprised-- your opinion is what matters the most! Maybe that's why you became a Prime, since you're so good at acting like the world revolves around you--!"
*gets interrupted by someone else before another yelling match ensues*
#rambling#transformers one#tf one#tfo#i'll be honest a lot of this stems from how rushed i felt the last like... 3rd of the movie feels#i feel Optimus is so dismissive of Megs!! like basically the whole movie but ESPECIALLY after coming back to life as a Prime???#your best friend is Going Through It. clearing having an Emotional Breakdown.#He drops you. In the moment it mattered most he chose violence... but notice what he says right before that?#Megs says ''I'm done saving you''#Like??? y'all don't wanna delve into that a little more?????#i half expected Optimus to pop up and be like ''excuse me. i wasn't done talking. what Did You Mean By That??''#instead he comes up and IMMEDIATELY has already written off this entire relationship as well.#Megs dropped him. it was a aplit second decision. we see in the movie D leaning into these bad impulses.#Orion is supposed to mature gradually so he's more level-headed by the end. why does that equate to abandoning the friendship??#why does he suddenly wanna drop Megs too? wouldn't this be the time for ''please listen to me'' part 2?#''it doesn't matter who has the matrix. we can make a change for the better! please listen to me'' etc#also minor nitpick but lmao why was OP Talking Like That after becoming Prime?#like he goes from ''haha hey guys hows it goin'' to ''You have used your gifts for Evil and Betrayed the entire planet''#babes what. Cybertron?? we went on a 2 day road trip on foot the fuck you know about Cybertron.#like betrayed Iacon maybe but idk maybe the guys in Tarn would be cool with Megs you dont know! lmao!#if my friend and I had beef and they started talking to me like the queen of england i would literally ask where they got their soapbox.#ohhhh you think you're morally superior? stop speaking for the whole planet lmao!! already named prime and letting it go to his head!!#strange dieties lying in the core of the planet distributing magic baubles that bring you back to life#is no basis for picking a planetary leader#this has been Orion Was Right: The Movie#when i wish there was a bit more.#maybe another 20-30 min would have helped me idk hhhhh#but Megs turn felt sooooo fast... then things just kept escalating from there.#''some transformations are permanent'' sir it's been like 48 hours since y'all learned you lives were a lie.#you *really* don't think Megs could ever cool down and apologize/change his mind?? you too??? tf???
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dimpletheheck · 27 days ago
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Cranky villagers my beloved <3
This is totally not supposed to be relatable-
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Don't look at me like that-
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mybraindumpsterfire · 3 months ago
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They keep reiterating that Dan’s the strong gym gay out of the both of them and Phil is the delicate princess but I have to know…
What does Dan bench and is it his goal to hit Phil’s weight so he can carry his our princess?
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greensupremetangerine · 1 year ago
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PSA that harassing, bullying, and kicking a person out of a fandom is toxic behavior. A difference in opinions does not warrant anonymous hate, and claiming it wasnt that bad and there's no proof because they didn't post the hate doesn't retract the fact that something happened to make them deactivate their account.
Fandoms are supposed to be places of community, enjoyment, and celebration of a mutually liked piece of media. There isn't room for hate, because the concept of a fandom does not naturally account for it.
If someone says something you dont like, it does not give you the right or responsibility to "put them in their place" or "teach them what's right" or whatever. A person is allowed to have their own thoughts and opinions. You can retort, discuss, disagree, hell you can even block them, but for the love of god don't single them out and make them a villain. It doesn't automatically make you the right side if they stop talking.
Also, the anonymous button isn't for keeping the blame off yourself. It's not for sending a dozen death threats while still looking pretty and proper on your blog. The person recieving anons has no way to disengage from the conversation. They cannot block, the best they can do is disable anons and stop the kind, shy people from asking silly questions or hope you give up and stop. The last resort is completely deleting your account, and again, its not a sign of your victory, it's a sign of the fandom' loss, and it is a sign that you are the vicious aggressor.
If youre struggling to stop doing these things, by no means am I a saint or a therapist, but removing yourself from the situation and letting yourself breathe, even for a moment, will probably help a lot with your relationships and mental health. I'm a believer that people can change and it is in human nature to do so, even if it's hard. It's a conscious decision to be a good person (I'm not calling you evil) and being a kind person is fulfilling in amazing ways.
tl;dr don't harass people :( it doesn't give you the high ground and it makes the fandom a worse place.
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eizzil2 · 6 months ago
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Originshipping my beloved; I have so many thoughts on these two.
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