#and please feel free to ask!! :)
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DPxDC Prompt #13
Danny was born in Gotham and ended up for adoption shortly after. The woman who birthed him listed the father on his birth certificate as The Batman. Everyone laughed it off as a joke from a woman who didn't know or didn't want admit who the father was. They left it be, but no one really thought it was true. It couldn't be. Right?
#DPxDC Prompt#DPxDC#Thought about going into more detail with the story my head is building here#But ultimately decided to leave it more open for anyone to take and build in any direction they please#That said if anyone wants to hear more about the version I got going on in here#Feel free to ask#I can do a reblog with my thoughts#After I finish work for tonight
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I want to post this here too because I’ve seen it happen a few times

Please understand that there are cultural differences and language differences, if you see this happening let the person clarify what they meant, that person might just not be familiar with words the western side of the internet use
#bearz rambling tag#no it’s not really possible to let everyone who uses this term to change#because as far as I know this is the most common word with use on Chinese websites#I didn’t know that pairing are called ‘ship’ here#like why would I even know that#‘ship’ makes zero sense to me#it took me a while to learn the fandom language people speak here#it’s hard#give people time#shipping culture is very different too#Like on Chinese site you HAVE to clarify the Top and the Bottom of this ship in the ship name#it is very very important to them#people who like the same ship but with different Top Bottom preference will fight till no end#imagine how confused I was when I first got here#where there’s no top bottom differences#it’s not really a smut thing#it’s more a dynamic thing#AxB and BxA is very different#oh I can talk so much about the differences on fandom cultures#if ya are interested in more please feel free to ask#it’s very interesting to me#I wanna talk about it
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PD-MDZS: The Hallmark Episode.
#poorly drawn mdzs#mdzs#wei wuxian#lan wangji#MDZS AU#mdzs modern au#My posting of this comic is equivalent to the classic 'running through airport' scene. Wait! Please! I promised a new comic today!#It's still Christmas somewhere...I can't wait a whole year of sitting on this joke.#This comic is for everyone who does *not* celebrate Christmas. I wish you a wonderful week just the same!#The twist here isn't getting LWJ to get into the Holiday Spirit.#It's getting WWX to shut the hell up.#We still got the meet ugly and the 'city mouse and country mouse' tropes at play though.#Pour one out for LWJ 'If another tourist asks me to play Christmas music on my guqin I am going to start biting'#Pour one directly over the head of 'I need this guy to start biting because it would be hilarious' WWX.#I just think this concept has a lot of good antic potential. Feel free to toss ideas in the comments. I might draw more if I get inspired!
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The Embrace Of A Friend
Was it A Promise? (The "first part" of this concept) | My main: @alien-shmalien
Composition, Lines, Background coloring and Detail by Me, and Melanie/Folly colors by @the-mossy-green-witch (ty for helping me <3)
This was like 3 days of nonstop work, and Originally it was only supposed to be 2 pages, and suddenly it was 4 and fully colored, so! Enjoy <3 I look forward to hearing your thoughts
#my art#regretevator#regretevator folly#regretevator melanie#regretevator fanart#roblox#roblox fanart#non ocs#comic#artists on tumblr#character death#different melanie design from the first post because i found out she had a different design before she died (i am not a smart man) lol#please feel free to tell me what you think <3 in the tags or in my asks or over on my main its all fairgame#if theres any mistakes no theres not
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On autonomy, and what it means to be Obliged to Help.
Bonus:
#a homestuck walks into an antechamber and asks#hey is anybody going to make this dynamic wholly deterministic and thus dubiously consensual by its very nature#ANYWAY bigger ramble below. scroll down like usual#isat spoilers#isat#isat fanart#isat siffrin#isat loop#sifloop#THATS RIGHT WE'RE STILL SHIP TAGGING IT BABYYYY#in stars and time#in stars and time fanart#lucabyteart#RAMBLE START: anyway i think loop is wrong here. they have it backwards. as-- in my opinion--#the main reason they could be called back into existence postcanon is because *their* wish for help is still not complete#they still need help. siffrin still needs help. neither of them will ever stop needing help.#they will thus uphold the wish until the end of siffrin's natural lifespan.#that said. what does it mean that loop can be so wholly forced to abide by siffrin's wants?#(assuming the dagger cutscene posession is them being forced to uphold the 'help siffrin' wish via harsh universe logic)#[as opposed to something capricious and cruel the change god did. which feels out of character for the change god to me?]#much like how the island wish and duplicate objects are neutered by simply sliding off people's brains...#is loop subtly ushered toward their wish? obviously it's not a full override (see: the bossfight). but is there any interference?#and if so. so what? does it matter? if they don't notice? is it even real if they don't notice?#and even if they do notice. the universe leads we follow. how much do either of them value their free will in a belief system like that?#the whole game is dedicated to siffrin habitually NOT excersizing his free will. doing things the same Every Time.#Loop ESPECIALLY does this. predetermined predetermined predetermined even in the FACE OF CHANGE. REFUSING. ANY CHOICE.#Maybe they'd even be comforted by having a universe-ordained purpose even if it is subservient. even if its to Him.#(though. i can't see siffrin enjoying the idea that someone is subservient TO them... then all their suffering is his fault...)#loop got into this mess via WANTING too much. no more free will. can't be trusted with it. take it away from them.#but yeah. gets my greasy detective pony hands all over this. and everyone please do remember i like to make characters Outright Wrong A Lot
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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For domestic shiguang: human shiguang meet cat lu guang and pomeranian cheng xiaoshi.
Thank you for the prompt!
#shiguang dailiren#link click#時光代理人#cheng xiaoshi#lu guang#aashi doodles#i'd be happy to do more of these if anyone has any domestic shiguang moments in particular they wanna see#just might take a little while to get to as the list grows and i still wanna get around to the idv comic#but if you have a prompt in mind please feel free to drop an ask this is pretty fun haha#when you meet your doppelganger but they have your english name that u never use and they're animals#ask prompts
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Freaky Redheads
synopsis: interactions between you and fred hechinger at a red carpet event for gladiator ii.
wc: 2.5k+
rpf!!! don't like, don't read!!!
a/n: i love that soft, sweet, adorable man with all of my heart. my inspiration is how fred talks about sherry. the monkey. i'm down bad bro.
italics are supposed to be comments under tiktok clips of these interviews. i definitely have more in mind for these two, but we'll see how this goes. feedback is writer's fuel!
cross posted on AO3
next part>>

The flashing cameras and yelling reporters have started to become the new normal, which was so not normal for you. You couldn't believe how far you'd come.
Granted, your role in the movie was definitely more in the supporting cast territory, but you couldn't deny how massive the production was. But even as a supporting actress, you still had quite a bit of screen time as the unnamed favorite concubine to Emperor Caracalla.
The fans who knew you called out your name from behind the velvet ropes and you smiled and waved as you walked by.
"y/n! y/n! Over here!" A reporter called out. You nodded and smiled as you approached, indicating your acceptance of the carpet-side interview. Your agent had warned you that not every journalist might want to speak with you and that you should accept any interview you came by. Thankfully, as the start of your night would show, that wasn't the case.
"Hello!" You beamed, coming to a stop in front of the camera. The reporter greeted you back and handed you a microphone glued to a mini Romanesque column. "Oh, wow. I love the microphone!"
"Thank you," She smiled. With a quick glance at her blouse, you saw a name tag that said 'MTV UK: Claire'. "It was my idea, actually."
"Incredibly creative! They should give you a raise, Claire."
"If you wouldn't mind saying that directly into the camera..." Claire trailed off with a chuckle and a mischievous glint to her eye.
You shot the camera as serious a look as you could muster. "MTV, if you do not give this woman a raise, I will riot in the streets."
"Alright alright, enough of that." Claire laughed out loud with a few shakes of her head. "You look absolutely stunning!"
"Oh, this old thing?" You smiled bashfully, grabbing at your skirt to twirl it around. The styling department had made sure that all the gowns worn during press had some Roman inspiration behind them. The piece you were wearing was off white in color, representing your character's position in society. Even with your character in mind, your dress was still breathtaking. The gown was composed of yards and yards of fabric, giving it this dreamy, flowy silhouette. The neckline was so beautiful, in the cowl style and draped ever so slightly off your shoulders. To say that you loved it would be an understatement. "Thank you very much, you look amazing yourself."
"But you are on a different level!" Claire gasped, no doubt to return the topic to you. Just like you were media trained, the reporters were too. "What was the thought process behind your look tonight?"
Your eyes lit up as this was something you had wanted to talk about. "Well, the styling department and I actually workshopped this look together. Of course we wanted it to be glamorous, this is the red carpet after all. But we also wanted to show the character through the outfits, you know?" She nodded along.
"Right, your character was quite impactful even with the few lines you had." Claire added, and you smiled in thanks.
"Yeah, thank you." You felt your face heat up at the compliment. "We wanted to still be true to her, under all the glitz and glamour. So that's why we went with the understated color, to not only show her position in society but also her demeanor throughout the film."
"But your jewellery is anything but understated." She laughed.
"Yeah, I couldn't help myself." You laughed with her.
"Give us a quick tour."
You were almost dripping in gold, from your head to your toes. "We've got the hair piece." You brought a hand up to show the gold pins connected with chains littering your up-do. "Earrings upon earrings, all hoops." You pulled a strand back to show off your right ear clearly. Some were clip on earrings as you didn't have quite enough piercings to get them all. "The necklaces, of course. Some bracelets, some rings. But I think this cuff on my upper arm is my favorite."
"And these are all borrowed pieces from different brands?"
"Most of them are, yes." You confirmed with a nod. "But some are from my private collection. And some I might steal." You joked, getting a laugh out of Claire.
"Well, you really knocked it out of the park." Claire smiled, a tone of finality in her voice that showed you the interview was coming to a close. "And before we let you go, we've got one question we're asking everyone tonight. I think we can all agree that the cast of this movie is full of beautiful men." You giggled, a bit surprised at the turn in topic. "But people on the internet have separated them into two categories."
"Oh, have they now?" You asked, unaware of what she was talking about.
"Yes, they have. Gen Z has divided them into the brooding brunets and the freaky redheads." She explained, pulling up two little hand held signs. One with Paul Mescal and Pedro Pascal, the brooding brunets, and the other with Joseph Quinn and Fred Hechinger, the freaky redheads.
You couldn't contain the surprised laugh that escaped you at the sight of their little printed faces. "Oh my goodness!"
"So, as the resident Gen Z-er on the cast, who is your pick?"
"Well, I wouldn't say I'm the only representation of Gen Z here." You mused as you grabbed both the signs from Claire. You lifted up the 'freaky redheads' sign and pointed to Fred. "My friend is right there with me in the Gen Z territory."
"Alright, as the representation of Gen Z women, which team is more your style?" Claire asked as you studied the signs. "People are saying they went into the movie for the brunets and came out converted to team redheads."
"That's actually really funny," You chuckled as you looked down at both signs. "This is hard." You mumbled. A small smirk found itself on your lips as you thought of Fred seeing this clip later. Someone no doubt showing it to him, as he wouldn't find it on his own. "I feel like- yeah." You nodded with determination. "I'm gonna have to go with Fred- I'm going with team freaky redheads." You nodded. "I think it would be treacherous otherwise."
"Good choice. You'd break Emperor Caracalla's heart."
"And then he'd have my head." You laughed, stepping back. "Thank you for your great questions."
"Thank you for your time." Claire waved as you walked away. "We're gonna have a tally going throughout the night, and we'll see who wins. Team brooding brunets, or team freaky redheads." You heard her say to the camera as you moved further down the carpet.
'She looks so pretty!!'
'i love the thought process behind the outfit, you can tell she really loved her character'
'the reporter asked y/n if she prefers lucius and acacius or geta and caracalla and this girl really said FRED 💀'
'i love seeing new faces in hollywood, give young new actors a chance!!' ↳ 'right?? im so sick of them recycling the same actors for every big budget movie'
'she mentioned fred, not caracalla, twice, unprompted. i see you, y/n. you're just like us.' ↳ 'have you seen his interviews? he's literally the cutest i cant blame her 🥺'
A few steps down, another reporter flagged you down. This time, the questions were more centered around the acting itself.
"And was it difficult? In a previous interview, you've said that your character's growth was significant, but she had almost no lines in the movie."
"Yeah, I think in the final cut she only has... three lines?" You winced, looking upwards as you tried to recall what was and wasn't cut. "Though I'm not sure."
"So there were scenes where she could've said more?"
"Oh yeah, for sure! There was a lot of experimentation with my character throughout filming. Ridley's a genius and he was kind enough to truly take in my suggestions. There were times where I felt like she would actually stay quiet during a scene, whereas other times I felt like she would speak up. But yeah," You breathed in and furrowed your brows in thought as you tried to focus your answer back to the original question. "It was definitely a challenge. I had to really work on my micro-expressions. Lots of research, lots of practice. And lots of trust, too. With a character like mine, I really relied on Fr- on my fellow actors in those scenes. So yeah, definitely challenging. But who doesn’t love a good challenge?"
"And did you take any inspiration from other people's work? Any source material that helped you out as you built your character?"
"Of course!" You smiled, a hint of humor in your tone as you thought of your response. "Yeah, I did. Actually, one of the biggest inspirations for my role, believe it or not, was Ferb. From 'Phineas and Ferb'."
"The- The children's show?" The interviewer questioned with a grin.
"Yeah, Ridley thought it was brilliant!" You laughed. "We watched compilations of Ferb scenes on youtube together. And I know that Fred- Fred Hechinger, who plays Emperor Caracalla-, he also brought up Sid Vicious with Ridley, as well as other sources like that. Sir Ridley Scott has great taste, there's no denying that."
'ferb as inspiration for a movie like this,,, gen z in the film industry really are the gift that keeps on giving'
'im just imagining y/n and ridley scott curled up on the couch watching phineas and ferb reruns. that man is 86 years old. this is brilliant.'
'bro didn't even have to say anything and y/n still brought up fred 💀'
'the gen z cast members making ridley scott watch cartoons is sending me'
'not her pretending she didn't mean to say fred when she talked about trust, we all heard you y/n'
Unbeknownst to you, Fred's interviews were going much like yours, only a few feet behind you on the carpet.
"You look amazing today!" Claire, the same reporter you spoke to, told Fred during his first interview on the carpet.
"Thank you, thank you." He replied bashfully as he tried to subtly look around for you, but he couldn't see you just yet. "Everyone looks so great, everyone."
She asked him a few questions and then came time for her ending segment.
"Alright, to close off, we've got a little game here."
"A game?" Fred smiled with raised brows. "I love games." He said softly, not realizing that the microphone would pick it up.
"Yes, a quick one. You just have to choose between team brooding brunets and team freaky redheads. We've asking everyone to join."
"Woah!" Fred exclaimed as he received the signs. "That's me." He pointed out his own face in the picture of him and Joseph. "What are we basing our choice on here?"
"Well, the internet is battling on who is more attractive."
"Oh my god." Fred chortled, not expecting that answer. "Who's played the game?" He asked, still examining the hand held signs.
"As of now, we've spoken to Joseph Quinn, Connie Nielsen, and y/n l/n." Claire recounted.
Fred's eyes lit up and his cheeks reddened at the mention of your name. "And what's the- what's the consensus so far?"
"It's two to one. Can you guess who's in the lead?" Claire asked.
"Let me think... Well, Joseph -my brother-, he definitely voted for us." He pondered aloud as he counted the votes off on his fingers. "Connie... I think Connie went for team brunets. I mean, it's her husband. She's gotta." He grinned when it came to you. "y/n chose me, right? We're in the lead?"
"Yeah, you're right on all counts! You really know your cast members." Claire laughed. "y/n didn't want to anger Emperor Caracalla."
"Oh, she couldn't. I’ve got too much of a soft spot for her." Fred shook his head emphatically.
"So, are you keeping team redheads in the lead? Or will you give us a tie?"
"No, I'm going team redheads!" Fred exclaimed. "I'm not helping out my competition, no way!"
'this man has bewitched me with his beautiful eyes and calming demeanor'
'he always calls joe his brother im CRYINGGG'
'did you see his face when they mention y/n, this man can't hide his crush for the life of him 🥺' ↳ 'neither can she lol'
'what do yall know about fred hechinger 🗣️🗣️🗣️'
'fred immediately knowing that y/n chose him, kill me right now.' ↳ 'mind you the choice was caracalla. she still said 'fred' and he said 'me'. can they be more obvious?'
'the way this man said 'i love games' protect him at all costs'
‘he said ‘i’ve got a soft spot for her’ is this the year of men yearning?’ ↳ ‘it’s just the paul mescal effect’
It was during his next interview that he saw you. He was talking about his experience building the character of Emperor Caracalla with Sir Ridley Scott as well as Joseph Quinn when he finally caught sight of you. You had spent a bit longer with a specific reporter down the carpet, causing Fred to catch up to you.
“Of course, y/n was a great help as well.” He smiled, reaching over to brush against your elbow to catch your attention. At the perfect time, too, because you had just finished talking to the reporter in front of you.
“Oh, Fred!” You beamed, coming over to give him a hug.
“Look at you.” Fred spoke against your shoulder. He pulled away from the hug and brought you into his side in front of the camera, almost like he was showing you off. “Look at her, isn’t she stunning.”
“Stop it,” you rolled your eyes as you tried your best not to show how his compliment affected you. “I’m sorry for interrupting, I just had to say hello.”
“No worries,” the reporter reassured you. “Fred was actually saying how you helped with the building of his character.”
“Yeah, we worked really closely during pre-production actually.” You nodded, acutely aware of Fred’s hands on you. He had one hand casually tucked into his pocket while his other arm draped across your waist, his hand resting against your hip. “My character was almost like Caracalla’s sidekick, so the motives for all her actions are really based around him.”
“I’d argue that she was more of a mirror, actually.” You turned to look at Fred, never passing up an opportunity to hear his view on these things. “She’s the complete opposite of Caracalla, but in a way she represents who he truly is under all the pressure of being in Geta’s shadow.”
“And under all the syphilis, of course.” You added, causing Fred to giggle.
“Yeah, and under the syphilis.”
‘he seems like such a sweet guy 🥺’
‘did you see his face when he saw her??? 😫😫😫 theyre in love, your honor’
‘him showing her off like that is peak soft boyfriend behavior’
‘they just called me single in seven different languages’
‘his laugh is actually so cute, who is this man and why am i in love with him? 😍’ ↳ 'get in line' ↳'behind y/n, you mean?'
‘the way he’s touching her???? im just gonna go take a nap in front of an oncoming train’
‘im calling it, new hollywood it couple’
‘look at how he looks at her!!! may this love find me 🙏’
#fred hechinger#fred hechinger x reader#emperor caracalla#fred hechinger gladiator#gladiator ii#rpf#fred hechinger x you#emperor caracalla x reader#this fic didn't fit the vibe of my other blogs#and this blog is barren#just one rpf fic#so i guess it works here#might change the aesthetic tho#another day#thoughts comments concerns?#please feel free to share#this has been the plot for all my mal-adaptive daydreaming as of late#so i genuinely have a whole life written for these two#as well as a rewrite of the gladiator script to include y/n's character#havent been this in love with an actor in yeeeeeaaaarsss#wrote this in like 2 hours and am hitting post no lie#i usually ruminate on stuff like this for a while but i just love this man so much#anyways#if youve read all these tags send me a blueberry emoji in my ask box#paul mescal#joseph quinn#pedro pascal#connie nielsen#ridley scott#sir ridley scott
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free use dilf donaldson who never gets to cum but thanks you after each orgasm he provides u 😋
he absolutely and wholeheartedly only lives for your pleasure. he gives up his body freely to you so that you can use it however you want—after a while of this, he actually forgets what it feels like to orgasm (but he doesn’t even care).
every time you ride his cock like one of your silicone dildos, he follows your lead and will let you pull his limbs where you want them. just like a puppet. you want him rubbing you down there while you’re splitting yourself open on his girthy inches? no problem. you want him fondling your thighs or your ass? cool. you wanna stop and use his mouth instead? done. no arguments from him !
and when your insides start to convulse around his lapping, rolling tongue or his dick, he just lets you ride it out however you want. art knows all the best ways to prolong your climaxes, so he’s more than happy to help you.
all you get after it’s said-and-done is a dopey moan and his lidded blues searching your face for any sign of approval.
“thank you, thank you, thank you for using me,” he whines, his back arching and trembling, “i love it when you use me to cum.”
#love free use dilf!art <3#hes too busy focusing on pleasing you while you ride him that he doesn’t even feel any of his own pleasure#hence why he doesn’t finish#it’s all about you and what you wanna do with him#sage’s asks#art donaldson smut#art donaldson x reader
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how to grub your karkat
or you can use this for any other plush or if you wanna make a whole new plush entirely or whatever
disclaimer im not a professional in any sense of the word and theres anything technical im doing wrong or you think you can do it better by all means dont hold back
Things you’ll need
sewing machine unless youre really dedicated but doing it by hand is gonna be an agonizing feat i promise. I just used a straight stitch for everything
Fabrics: for the main body i suggest a minky or something soft, for the inner lining something in the same color as the main body and ideally with some stretch, and anything black for the legs. Less than a yard of each will do
if youre using minky or anything furry get a lint roller. Trust me
stuffing, i used polyfil
threads that match your fabrics
good fabric scissors
sewing needle for hand sewing/fixes
karkat plush (optional)
Heres the pattern i came up with! They are numbered for your convenience and pieces with the same numbers are going to be part of the same row of segments. cut everything out on the black lines (Make sure when you’re printing to fit the image to the page size.) on the left we have the belly pieces, the right is the main body, and we have the foot in between
Im using a relatively thin minky fabric, im sure you can use whatever but something with some fluffiness kinda helps to mask any imperfections in the sewing. When drawing out your patterns keep in mind what direction your fibers settle in and try to keep it consistent
On the wrong side of the fabric measure out at least a half inch seam allowance around each piece of the pattern, i used a centimeter and that worked but had me sweatin a bit.
For the main body pieces fold your fabric in half before you cut so you can have 2 of each segment that are mirrored to each other, i also extended all of the #1 pieces an additional centimeter/half inch at the top so we can fold them over at the very end. I highly suggest numbering the insides of all the cut pieces, especially in a way where you will remember what direction they are each meant to sit
After you’ve numbered all your pieces, set them aside and start making your feet!
Each of the 6 legs is made of two pieces, but i because i only had a swatch of the black minky i made up for the rest with some random black scrap fabric from an old project. Try to keep your fabric consistent if you can lol
I didnt give these pieces any more seam allowance on the fabric but i recommend adding a centimeter or half inch to the base of it to extend the length and have some more wiggle room
like so
Instead of cutting out 12 individual pieces and struggling to stitch them all together i started with 6, then pinning each piece real tight with the right/furry side down onto my secondary fabric, and slowly stitching around the shape real close to the edges- DO NOT CLOSE THE FLAT SIDE as we are going to stuff the feet through here
Now cut the shape out of the fabric and repeat till you have 6 feet
Now flip those bad boys inside out, stuff up, and if you wanna you can match them to their best pairs
now grab a pair of feeties and your #1 pieces and line them up, in this picture my belly #1 piece is shorter bc i forgot to add the extra centimeter and i recut that once i realized. Line those sides up with the right/furry parts touching and with the feet in between, flip it around to make sure everything's sitting the way you want it
Note. i didnt realize until later but i sewed my feet in upside down. save yourself the time it takes to fix it and dont make the same mistake
Straight stitch these layers together and repeat with the next two segments our good friends #2 & #3
Repeat this for the #2 and #3 sections but NOT THE #4, that part doesnt need feet! just line those edges up right/furry sides together and sew
the secret to the squish of the suit is making this inner lining from another fabric and stuffing it! I used what i had leftover from a stretchy red fabric for a kanaya skirt. For this we need to make a new pattern for each section, making sure it follows the curve of the round edge but the piece itself is shorter, almost like youre removing the seam allowance you added. Mine is a centimeter shorter on the top and on the bottom and reaches to the middle
Make one of these for each numbered segment,you only need to make half the pattern and you can fold your fabric in half on a crease and you end up with one symmetrical piece (bars)
Now you need to pin these pieces right on top of the wrong side of your numbered furry sections and line up the straight edges like so (disclaimer for LOTS OF SCARY NEEDLES !!)
Admittedly i didnt estimate how long these pieces needed to be very accurately and overshot it a bit, if you start pinning it from the middle and continue outwards on either side thatll ensure its not too lose and you can cut off any excess after
The only exception is piece #1, if you recall we gave this #1 section extra seam allowance. This is so we can sew down that excess at the neck later and hide any of the inside that might show once its all put together. Do not connect the top edge to the inner lining! Since i added an extra centimeter earlier im gonna leave that hanging and pin + sew down the inner lining a centimeter lower than the top edge. LEAVE THE CURVED EDGES OPEN! DONT SEW THEM TOGETHER! those stay open to stuff
Straight stitch the lined up edges together
Now you have all these skinned pieces of little freak and we need to connect all these segments together making sure to sew UNDER the existing stitches so we dont see those on the outside when its all put together
Inside looks like a bit of a mess but thats fine bc its not the part that matters
Now stuff it! you might need a stick or pencil or something long and thin to get stuffing into the middle bits
Now thats its stuffed you can finally close those curved edges. Try not to sew over a thick mound of stuffing, push it in a little further to give yourself some space and you can fluff it back out after everythings closed. I cut off that excess lining fabric after sewing
Ough… they filleted my boy…
Finally, match up all the edges and lines and HAND SEW them right sides together. You will destroy your machine trying to work around that stuffing i promise. You also have an excuse to get up from your work desk and sew on a couch or smth. I used a standard backstitch for a tight finish and again, make sure you sew under any existing stitches so they arent visible on the outside!
Speaking of the outside, once you stitch everything together you can very gently flip this sucker inside out
This is @hatamonu’s cat Cocaina, aka Coco. Her perfectly square figure made it into my grub files somehow so shes essential to the tutorial
Check the fit and all thats left to do is roughly baste stitch down that excess neck fabric onto the stuffed lining and youre set! I gave the thread slight tugs as i went to tighten the opening a bit put dont tighten it too much
tadaaaaa
It fits pretty snug but starts to slip a bit with motion. Heres a bounce test
If you do shake your baby make sure to safety pin the plush to the suit so he doesnt prematurely shed his exosekeleton
Now spread that baby fever and show your baby to the world
pics from the ALA 2025 homestuck meetup and supplied by para.dox.cos
Tysm for coming along this ride with me especially if you followed the prototype journey on twitter, much thanks to my more sewing savvy friend for the solution to my grub dilemma and for helping me design and build my dolorosa cosplay <3 much love and hopefully many more homestuck cosplays and meetups to come in the future!
#homestuck#homestuck cosplay#karkat plush#karkat#karkat vantas#cosplay#tutorial#homestuck grub plush#plush pattern#long post#ALA 2025#anime los angeles#dolorosa#the dolorosa#apologies if this is hard to follow or utterly incomprehensible please note i am making shit up as i go and results may vary#feel free to ask any clarifying questions and ill do my best to answer#no i will not be selling these#technically i have more minky left than i know what to do with but the cost would have to justify the pain in the ass it all was to complet#and i dont think anyone will pay that price#send me suggestions of red characters to make plushes out of
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isnt it a little bit fucked up of some of yall to headcanon lloyd as white when hes one of the only characters with actual asian heritage. isnt that just a little bit fucked up to you.
#ninjago#not art#lloyd garmadon#ninjago lloyd#lego ninjago#lloyd montgomery garmadon#and before anyone asks#no#this is not about someone specific#i'm only talking about a certain group of people here#please feel free to show off your non white lloyds in the replies btw#i would love to see them
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I'm not sure if you'll know the answer to this, but for the regency era, how common are contractions in letters and speech? Not the "Wm." for William kind, but your standard "couldn't," "wouldn't" and "shouldn't?" Thanks!
All common English contractions did exist by the Regency period. However, there is very limited period documentation or scholarly research as to whether they were viewed as "proper" English or not at the time.
Contractions were first used in the English language sometime in the last half of the 16th century, and by the late 17th and early 18th centuries were approaching what most people today would probably consider over-use.
By the time the Regency era rolled around however, many older uses of contractions had already fallen, or were in the midst of falling, out of favor. 'Tis, 'twas, ne'er, e'er, e'en, tho', thro', etc., were mostly confined to poetry by the early 19th century (though 'tis seems to have hung on a little bit longer than the others).
The last half of the 18th century had also already seen the almost complete disappearance of the most common use of English contractions in the 17th and early 18th centuries - using 'd in place of -ed - as seen here in an example from the 1736...

The frequency of use of contractions in the Regency period specifically, seems to have varied greatly from person to person. Jane Austen herself used very few contractions in her novels compared to some of her contemporaries. Couldn't, wouldn't and shouldn't do not appear at all in Pride & Prejudice, Sense & Sensibility or Emma, and all other contractions were used very sparingly.
In P&P, I counted one appearance of "I'm", one of "you'll", one "won't", two "can't"s, three "shan't"s and six "don't"s.
I compared this to Evelina, by Frances Burney (published in 1778) which (just in Volume One) includes: 14 occurrences of can't, 4 of won't, 35 of don't (vs only 15 of 'do not') and 11 of shan't (3 spelled shan't and 8 sha'n't).
Though couldn't, wouldn't and shouldn't all appear in Evelina as well (in an archaic forms which included a space between the modal verb and n't: could n't, would n't, should n't), I did notice they are used much more by lower class characters than by upper.
There seems to be some evidence that negative contractions (those ending in n't) began to be considered improper English in the latter half of the 18th century, and subsequently generally fell out of favor with the upper classes.
The Grammatical Wreath... by Alexander Bicknell, published in 1790, specifically cautions against using contractions in correspondence with social superiors.
"And be careful in not omitting any letter belonging to the words you write; as, I've, can't, don't, shou'd, wou'd, &c. instead of I have, cannot, do not, should, would; for such contractions not only appear disrespectful and too familiar, but discover ignorance and impudence."
This very interesting paper (which you can view in full if you have a free JSTOR account) analyzes the grammatical trends found through 50 years (1730s-1780s) of the correspondence of writer Elizabeth Montagu. The author marked a significant falloff in the use of negative contracted modal and auxiliary verbs over the course of Montagu's letters. In the 1730s Montagu used un-contracted negatives 62% of the time and contracted 38%, but by the 1780s Montagu used no contacted negatives at all.
Granted these are only the letters of a single person and, as the author notes, could have many other explanations (age, change in social class, familiarity with the correspondent, etc.), it does seem to reflect what I've personally observed in writing from this period.
So the answer to your question is - yes, contractions existed and yes, they were in fairly common use - with the asterisk that how they were viewed by society is not terribly well documented for the Regency period.
So I'd personally say feel free to use them in any Regency era stories you may be writing, but do so sparingly with very proper or upper class characters.
If you're aiming for very authentic period flavor, you could also try throwing in some contractions that have fallen out of use over the past two centuries - shan't, mustn't, needn't, mayn't, etc. I'd especially recommend using 'shan't' in place of 'shouldn't' where appropriate, and also remembering that if you're using 'can not' instead of 'can't' it is always one word - cannot.
One thing that is period authentic, but I won't personally recommend to any Regency era writers (unless you want to throw some meta commentary on the chaos that is the English language into an epistolary) - is that no one really agreed where to put the apostrophe in wouldn't/couldn't/shouldn't until well into the 19th century. It's very common to see the n't separate as in the examples from Evelina, but I've also seen wou'd'n't, would'nt, wou'd'nt, etc. etc. etc., sometimes multiple different ways within a single paragraph.
Hope some of that was helpful. I had fun digging into it!
#*I am not an expert in the history of English grammar I just read a lot of old things#so if anyone has more expertise please feel free to chime in#regency#regency era#history#1800s#1810s#grammar#english language#jane austen#linguistics#sociolinguistics#asks#long post#long posts
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In the world of heavy metals, love is denser than hate!
#Poorly drawn SVSSS#SVSSS#luo bingge#luo binghe#ask#Is that right? Two different character tags? I think that is right.#I'm calling myself out with screenshotting the asks with the dates because my full ask box has become a problem I'm determined to solve.#I promise you that if I did not respond to your ask it was because I 1) *really* wanted to hold on to it to make a doodle reply#or 2) really was so touched by the message and got overwhelmed#So expect many year + old asks suddenly gaining a reappearance! I'm going to get to them ALL.#Back to Luo Binghe (both versions). You see...the substance he is made with has a chemical reaction to affection.#Like how a pokemon has multiple paths to evolution depending on it's friendship points or exposure to random stones#so to does he evolve into various forms. I feel like Bingge (Ht) would be a noble gas. Unable to form bonds#I could also see him as a Halogen-type of element! Highly reactive and only truly found in manufactured environments.#And Binghe (Lv) would be an alkaline earth metal (+2). Sturdy. Forms bond better but not freely giving them away.#this is the second time I've related characters to elements - and I am far less familar with Scum Villian so please feel free to chime in.#I could be way off base here and I am very down for someone to talk chemistry and character themes.#Thank you all for the love you have given my silly little LBH. It means a lot to me B*)#Don't...don't look too hard at the lack of mark on his forehead here. I gave up. It's just...hidden behind his bangs.
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We debut these stobotnik outfits in 3 days. I want IDEAS! We wanna try to recreate some fanart, certain poses, and film silly tiktoks- but I want your suggestions! We are together irl so don't be shy! If we are uncomfy we just won't do it. :)
We will have a photographer, lighting we can manipulate colors for, we have the quill, lattes, and a badnik for props, and our environment is a convention center and a hotel room.
Give us your suggestions!
#stobotnik#please dont be shy!#we wanna be SILLY#we want to have a plan of what to shoot when the time comes#we are also married so ship stuff is fine we are very well acquainted ahaha#if its too weird or cringe we just wont do it#but feel free to ask!
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Okay! The long awaited Pearl Outfit Exploration! (Funnily named POEx in my files)
I went with the more known series that Pearl’s a part of i.e Hermitcraft, Life Series and Empires. But of course I also had to add in the two winning MCC Skins! And four more miscellaneous skins that I thought I’d have fun with. But if you want one skin specifically, please feel free to ask with a picture of the skin!
I actually plan to make more full art pieces with the Life Series outfits any maybe some others as well. I already have the Limited Life one planned a bit as well.
(Also please tell me your favourite out of them, I’m taking a small survey to help my own mind)
#pearlescentmoon#pearlescentmoon fanart#trafficblr#life series#hermitcraft#hermitcraft fanart#hermitcraft season 10#(Also please don’t mind the fact that most of the Pearl’s faces don’t look the same ;-; I have inconsistent face syndrome)#Oh! also! If you have any questions about the outfits please feel free to ask!#i love answering questions#also I honestly thought this was going to take longer but with the power of Larry and a thing vods nothing is impossible!
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Y’all ready for some REAL oc stuff?? Excellent cause I’ve got plenty
For the last couple weeks of the school term I’ve been pumping out exploratory sketches of the cast of my ya novel to get a better handle on how I’d like them to look
Have some drawings of Lilith at various stages of her life with all the people she knows and has known in the six thousand years she’s been alive!
(There’ll be a companion post with some stuff I couldn’t fit here)
#ocs#Lilith#Yusef Mustafa#Khonsu#Set#Setekh#Thoth#Ereshkigal#Nanna#Abraham the Mage#Mut#my art#sketch#art#character design#drawing#animation#illustration#drawings#oc’s#original characters#my kiddos!!!#if you have ANY questions please feel free to ask!!
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