#and then being like ‘John that was so out of character for you :/‘
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WHODRANKIT [H:SR Yandere Otome Game] Demo 1.1
!!! INCLUDES AVENTURINE AND SUNDAY ROUTE CHAPTER 1 !!!
✧ content warnings/tags: yandere themes, mentions of racial/"species" discrimination (your character is SEA/Filipino-coded), slight visual blood, cult-like behavior, gender neutral player (uses they/them), the story takes place in a modern hybrid alternate universe where each planet (Belobog, Penacony, etc) is considered a country.
PLAY THE DEMO HERE (available for download on PC, Mac, android, AND online play on any devices for free.)
Please consider donating to my kofi here! I can't afford college at the moment due to financial problems and I'd appreciate any donation to continue my studies 🙏🙏🙏. I'd also appreciate feedback through asks and other mediums such as gameplay and post reviews! It would be fun to read your theories ^^
You (name changeable) are a hardworking and full-pledged human cafe owner in Penacony City. Your Dreamjolt Cafe has been a go-to for residents and tourists alike. But your loved ones' lives took a sharp turn for the worst when you decided to take a much-needed vacation back to your homeland, Perlas. While your family eagerly awaited your arrival, you disappeared en route. Where did you go? How did this happen? Who did this? Was it...
☕ the prickly yet fascinating Prof. Veritas Ratio, your self-proclaimed avian-hybrid regular that loves to nag you?
☕Kakavasha, your longest fellow human friend who always seems to have a secret or two?
☕ Gallagher, your hound-hybrid roommate whose past is as peculiar as his loyalty?
☕ that jerk Sunday, who seem insistent on becoming your ally despite his intrusive and controlling actions?
☕ or maybe Argenti, the new friend you made who has some obsession over capturing beauty across the universe?
... so: WHODRANKIT?
WHAT'S AVAILABLE IN VERSION 1.1?
The full version of the Common Route, therefore including a finalized version of the route splits. [Sunday's Route is accessible by agreeing to his terms.]
1 Bad Ending for both Aventurine and Sunday
New CGs and additional characters [aka we finally get Robin]
Just. Pain.
CREDITS
SOURCE FOR CHARACTERS, UI, ASSETS: Hoyoverse. Sourced from the-astral-express-archive
BACKGROUND IMAGES: Pexels, Unsplashed, and tumblr users leftdestiny-posts and mixed-kester
CODE CREDITS:
PHONE SCREEN ASSETS AND CODE Elckarow (these are so useful huhu)
CODE FOR FUN TEXT EFFECTS SoDaRa
MUSIC CREDITS:
Every Day Every Day (Night) Version I Love I Love (you) naraven on tumblr
Cooking by Alex-Productions https://onsound.eu/ Music promoted by https://www.chosic.com/free-music/all/ Creative Commons CC BY 3.0 https://creativecommons.org/licenses/by/3.0/
Colorful Flowers by Tokyo Music Walker https://soundcloud.com/user-356546060 Music promoted by https://www.chosic.com/free-music/all/ Creative Commons CC BY 3.0 https://creativecommons.org/licenses/by/3.0/
The Calling Exzel Music Publishing (freemusicpublicdomain.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
The Nymphaeum Part III Exzel Music Publishing (freemusicpublicdomain.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Missing You by Purrple Cat https://purrplecat.com/ Music promoted by https://www.chosic.com/free-music/all/ Creative Commons CC BY-SA 3.0 https://creativecommons.org/licenses/by-sa/3.0/
The Cannery by Kevin MacLeod https://incompetech.com/ Music promoted by https://www.chosic.com/free-music/all/ Creative Commons CC BY 3.0 https://creativecommons.org/licenses/by/3.0/
Mellow Cafe Vibe John Bartmann Music: https://www.chosic.com/free-music/all/
I'd like to give an extra shout out to @a-dose-of-phitre, @estellxli, @naraven, and @harmonysanreads for being part of the brainstorming crew for this game. Ya'll are real Gs <3
#yandere sunday#yandere sunday x reader#yandere aventurine#yandere aventurine x reader#yandere veritas ratio x reader#yandere veritas ratio#yandere hsr#yandere honkai star rail#honkai star rail#yandere imagines#yandere gallagher x reader#tw: yandere#yandere hsr x reader#yandere#yandere honkai x reader#yandere honkai#honkai x reader#yandere honkai star rail x reader#yandere honkai: star rail#honkai star rail x reader#hsr x reader#hsr#honkai fanart#yandere dr ratio x reader#yandere dr ratio#dr ratio x reader#dr ratio#veritas ratio x reader#veritas ratio#sunday x reader
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omg i'm so glad other blogs are doing forsaken x reader too I'M NOT ALONE ANYMORE :'D
i'd like to request a chance x reader drabble where he attempts to impress them in various yet endearing ways (e.g. shooting the killer, showing off their usually good luck, cheesy pick-up lines) but he ends up flubbing it and embarrassing themself right in front of reader and reader is incredibly amused
OMG HELLOOOO!!! 🫶🫶 Sorry for the late response, as I was asleep.
I’ll see what I can do with your request!
(Again, the characters might if not most likely will be OOC, as I do not entirely know their personalities and so on!)
That being said, here’s the headcanons/something under the cut! ;
• Chance, the gambler of the survivors, has taken an interest in you! How cute!
• He has been showing off his gambling skills to you, but somehow, that was when he started fumbling. (Did he perhaps lose his skills?)
• In rounds, he flips his coin whilst going to find you! (Almost like a lovesick puppy…)
• You see his horrible luck with the coin flips, he keeps on landing on tails… Where’s heads?!
• When he does have good stats and good charges, he stays by you, so he can shoot the killer when they’re close by. (Spoiler, the killer is John Doe. Good luck, Chance!)
• Whenever you do generators, he also does the generator with you, but… He fails on repairing it… (Just what is going on with him??)
• You may have gotten hurt by John Doe’s spikes and slashes when you were looking for another generator…
• Chance, of course, was going to shoot John Doe, but… Unfortunately for the gambler, his gun blew up on him. (…Yikes…)
• After the round, and you’re both back in the lobby, you can see that Chance’s face is a bit… Red. (Out of embarrassment of course!)
• You, find it amusing, funny and cute, seeing that Chance, the gambler, and the most cocky guy you know… Being reduced into embarrassment…
• Perhaps you should see what else he gets embarrassed off in private…? 🤭
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Hamilton x JJK
This is 1000% brought on by me consuming those edits again, but Burr and Alexander are Satoru and Suguru if Suguru didn't defect. Hear me out, Hamilton didn't know how Burr felt. The inferiority, the jealousy, he to an extent always considered him a better half. In the musical we witness how excellent he was, leagues above everyone else, not cut from the same cloth, yet we have the musical because people never acknowledged him compared to some other founding fathers. Akin to how Gojo didn't even get a funeral, he altered the balance of the world when he was born just to die the same as you and I. Burr truly never held any ill will towards Hamilton in the beginning, their paths aligned, they became acquainted, but he did not excel. If it's sad that a founding father's legacy is a musical, is it not sadder for Burr to be remembered as the man who isn't Hamilton? If Geto had not defected but still harboured the same feelings and went through the same trauma, yet saw Gojo overcome and "win", then what's the difference? I think when you take songs such as 'Wait For It' or 'Non-Stop' this is better shown. The obsession Hamilton had with writing the same as to how Gojo exceedingly became so far above everyone he wasn't human, he is literally untouchable. He fought, took mission after mission, works 21hrs a day, he could theoretically handle it all alone. How Burr wasn't willing to back up the constitution, how Suguru didn't defect immediately, a year passed. The hatred brimming and boiling, him hoping it'd subside just for the wait to result in a different outcome. How the only time Burr did not hesitate was for that final shot, contrastingly enough, the only time Hamilton did. Satoru has always hesitated in taking Suguru's life, yet Suguru was truly happy when he was away from Jujutsu society. Honestly, JJK is ripe with symbolism, excellent re-read material in the sense that everything comes together so beautifully with certain characters. Gojo's ability being unbeatable, being his only weakness, how him messing with the fabric of reality impacted his life and the consequence of being untouchable. How regardless of the strength he has never got what mattered, just like his domain. Toji deciding to risk his life by fighting Gojo a second time just to prove to the people he hated that he was good enough, yet if he had won that fight there'd be no difference between him and the Zen'in clan. He died for the same people who wished he was dead anyway. And if Geto Suguru didn't wind up hating non-sorcerers he'd end up hating Jujutsu, believing the world would be better with 0 cursed energy. To dismantle Jujutsu can be done in multiple ways, but perhaps the most effective would be to take down the pinnacle, i.e Satoru Gojo. I will one day draft an entire character study and analysis on Satoru (because clearly I cannot shut up and I have too many thoughts), but when SatoSugu were like Lafayette and Hamilton just to technically wind up in the same fate, is post hidden inventory Geto the real Geto or did he die in that fight against Toji? If he didn't, was hidden inventory Geto the fake one and the racist the real one? This is also interesting because say Geto tried helping, pushing it down, not going insane. Would he be Jefferson? Would Satoru be Jefferson? Would Geto/Jefferson view Satoru as Washington?
You could say the trio ended up becoming like John Jay, James Madison, and Hamilton. What with Shoko never being recognized, John Jay recovered after writing four to write the fifth. James Madison writing more than their agreed upon original limit simply by himself but never given value, like Suguru being a special grade that came from no resources. Him having virtually no weakness. And of course, Hamilton going insane and losing everything in the pursuit of his 'dream', I wonder if anyone has ever randomly hugged Satoru and told him they love him. He never had an Eliza after all, fuck did he even have an Angelica? A Maria Reynolds? Yet Suguru had Theodosia. This is such a niche but goddamn do I love to yap.
#jjk#jujutsu kaisen#jujutsu gojo#jujutsu geto#gojo satoru#geto suguru#satosugu#hamilton musical#alexander hamilton#hamilton fandom#aaron burr#thomas jefferson#john jay#james madison#marquis de lafayette#parallels#analysis#character study#rant#professional yapper#i love adding so many tags
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Hii!! Fic request if they are still open! (I see it says open but I’ll overthink it regardless)
CG: John Price
Little: John “Soap” MacTavish (with maybe the others being side character littles in the background)
Classification AU
What if Price was the mama/dada/bubba(or anything else) to Ghost and Gaz, but Soap already had a CG when he joined the Task Force. But the more and more Price talks and hears Soap talk about his CG, the more he realizes the relationship really isn’t… healthy. Instead of facing Soap head on about the problem, he does what he does best, be the caregiver Soap actually needed. The one that did listen to him and all his questions, was interested whenever he showed off his toys one by one, but more importantly, he actually took care of him just like he did for Ghost and Gaz.
I hope this is something you may be interested in writing!! Thank you if you do or do not regardless!
This is actually canon to me (and my anons) classification AU,,,, anon how did you know
I will say that I cannot write it at the moment and I've felt so bad keeping it in my inbox 😭😭 JUST KNOW THAT IVE BEEN THINKING A LOT ABOUT IT
This idea is almost exactly the same to the one my anons and I yap about in our server,, 👀👀
I'll give you a short ramble about it 🫶 since I've got nothing else in my brain. It's like the DVD logo bouncing back and forth in there
It's not a mystery that something is off in Johnny's life. Like the others, getting Soap to open up is a big deal. It takes time, months, to trust anyone with such sensitive things. The smallest mentions of hurt send Price's Caregiver instincts through the roof. It's always an off comment about nothing in particular, but it catches in John's brain to never be forgotten.
He'd never force any of his Littles to talk about anything they don't want to. Kyle came to him, and it felt like Johnny always stood just out of reach. Simon.. he's still getting there. He's a good mama, Kyle says so—He prides himself on that. Being good for his boys.
And seeing Johnny, standing just past the doorway with sad eyes, as Kyle cuddles up to him breaks his heart. The Little is missing something, he can tell that much. What Johnny's missing, though, he doesn't say. He can invite him over a million times, but he only shuffles away and seems to hide.
The tears in his blue eyes remind him of the ocean, a harsh, unstoppable force. There's not many times Johnny ever let Price be there for him, not at the beginning at least. It was scary for someone so small to look up and ask for help he knows he may not ever get. He can't dry the tears that keep falling when Johnny keeps pushing him away.
It's always something about how his Caregiver would be upset. But it doesn't sit right in John's stomach. Something about that is wrong. Why would a Caregiver be upset about their little getting help? Like a parent getting angry when someone comforts their kid. It's the same situation, but wrapped with a different bow.
He's still hesitant now, scared to step into John's space, especially if Kyle was next to him, or just small in any capacity. But sometimes, just sometimes, he'll stumble into Price's lap and let him wipe away the tears.
Each confession that falls from his quivering lips feels like another stab in his chest. Everything from Johnny not wanting to go home, to broken cries that 'it's gonna hurt'. Whatever it is, the captain wants to destroy it.
All he can do is be there, rock Johnny in his arms while the Little cries and cries over a monster Price can't get his hands on. There's nothing he can do right now, not with Johnny in his lap—everything he could do required accessing Soap's file, and working for ages to find whatever monster was making this Little wail for something to protect him.
That night, when he cradled Johnny in his arms before bed, he promised to make it better. He kissed his forehead and promised. He'll be there, he'll make the hurt go away. He'll clean each wound and kiss the owies until they're all better.
And for the first time in a while, he didn't hear Johnny cry from the next room over.
It goes like that for a while. A crash, a drop, a panic attack. And John's always there. He always will be. Even as his nights are spent trying to figure out ways to get a monster out of his Little's life. He's the blanket of safety Johnny's been needing his entire life. He'll be that for all three of them.
There's days where things are extra difficult, where John has to blink away his own tears as Johnny talks about how he didn't get to eat the last time he saw his Caregiver because he was bad. He talks about it like it's the most normal thing on earth...
But, there's also days where he wakes up to hear Johnny and Kyle giggling together at whatever they're doing—Watching something on TV, or playing with toys... Price didn't realize how many dinosaur toys they had until they all were suddenly out in the middle of the floor.
But it heals his heart a little, and he knows it does the same for Johnny. Even if there's still a long road ahead.
#call of duty#cod agere#john soap mactavish#john price#simon ghost riley#cod#cod mw2#cod mwii#kyle gaz garrick#classification au#call of duty agere#anon asks#asks#tw child abuse#tw abuse#cw abuse#anon request
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Although Videogame music usually does suck to listen to outside of its intended context, there are some songs like Redial that just work on its own. One of the songs I can listen to the most without getting sick of it. I think the best description of the original Redial on Bomberman 64 was that of Elevator music, but this remake I think is the best version of the track to listen to.
2. The Flying Beagle album by Himiko Kikuchi is a masterpiece. I remember seeing the cover on youtube way back in highschool and on a whim decided to listen, because of the funny beagle. My mom has always been a jazz fan, but this was my gateway drug to other Jazz Fusion artists and bands like Casiopea, Spyro Gyra, and Masayoshi Takanaka, instead of just listening to what she was a fan of. Baby Talk in particular is a dance track for me, this is the perfect groove.
3. This is Rayman music. Not literally, but in essence and soul. Without a doubt the silliest song that'll be here, Geerts whistling ability has made him infamous in competitive whistling, as literally no one can come close to what he's capable of. You could trick someone into thinking that the whistling was a proper instrument, but no thats some dudes lips and his lips alone. This piece is the embodiment of "Bitches love me for my whimsy."
4. I don't exactly remember when I learned about this piece, but I can guarantee it's something my mom was listening to and I asked about. That classic jazz love from my mom is most obvious in older songs like this. This is the easiest song I think when you imagine an AMV created for your original characters since the divide is made so strong and obvious.
5. This is the best instrumental ever made. The year I don't listen to this is the year I died. Even ytpmvs with the slightest care put to audio mixing become divine with this. The original sample from David Bowies Space Oddity is euphoric to listen to on its own, and expanding it into a full beat like this has created, indeed, the best instrumental ever made. The full song feels like a bonus over this. Some special herbs and spices indeed.
6. Remember when I brought up Casiopea 4 or so paragraphs ago? I do! Im a sucker for Jazz Fusion, as stated, and Casiopea is basically THE emblem for Japanese Jazz Fusion, as I had learned when trying to find more artists. This songs just really nice and lovely. I still need to experience more of their catalogue, but for the time being I enjoy this track.
7. You know love songs pronouncing how much you appreciate someone? This is the opposite. Use this to break up with a toxic ex. Tell a girl to fuck off and then have a beautiful trumpet solo. As a Tuba player I'm biased for brass but even based on that, it's still beknownst to be a banger. Brass Bands in general I think are underrated, I would've brought up Fanfare Vagabontu if Spotify gave me the chance. The No BS Brass Band overall is a group you should look out for.
8. An exception to the VGM rule are title screens. Because you don't do anything on a title screen except change the settings and maybe relax a bit before jumping in, this is just a wonderfully chill bossa-nova beat. De-Blob is a cult classic for good reason, I really ought to beat the whole thing instead of playing level 1 over and over like I did when I was younger.
9. Does it count as VGM if you found it from a MVC3 Doom montage? (No but ask this to piss off your friends) This song speaks for itself, its an absolute banger. "Top it off, now they're playing victim and the violin/Dripping the color envy, more greener than Ireland." is a pair of verses I repeat to myself Ad-Nauseam. I only discovered this song in particular late in 2024 and it still took the #1 spot by a landslide. DOOMs entire career could make for essays from me, especially as I read further into his history and learn more of his albums, but sometimes you just want to cherry pick 1 wonderful slice out to indulge in you know?
10. Picture this.
It's been a long day. You've been spending the past day with a group of friends you've developed around competitive gaming. You just went to a small tournament, but for yourself, it's the biggest you've ever seen. Lined with arcades, you played for hours until the sun has long disappeared. And while reminiscing on the road, where conversation has died down where your faces are only illuminated by the street lamps passing by. And this song comes on...
And its been. Half a decade.
It's silly to use a funny Omni-Man meme to describe this, but I don't really know how else to represent it emotionally. Whether this tournament was pre or post pandemic matters less and less every year. The Time still slips away. I know that I will forget their faces, forget their names, and the joy that day brought will be an ache in my heart. I miss my friends. I miss them a lot.
Of course, as a tag game I can't just leave it on that sour note, so for tags I summon @ape-of-no-state @door-insurance @am-i-gay-test @smorzinc @bubblewonderabyss @t1mmytim @autogeneratedkahootnickname @lemmon-grove @sagerenard
Join if you'd like, I personally just really like writing about art! :D Maybe I'll make a part 2 of music I listened to outside of Spotify, since I know my tastes are informed by whats available, and there are plenty of artists who don't use Spotify for a good reason.
On repeat 🎶
thanks for the tag @badhairred !!
shuffle your “on repeat” playlist and add the first ten songs, then tag 10 people
Pain is Cold Water - Live From Fenway Park by Noah Kahan
Little Wonders by Rob Thomas
童话 by Micheal Wong
It's Called: Freefall by Rainbow Kitten Surprise
Anthems For A Seventeen Year-Old Girl by yuele
Look Who's Inside Again by Bo Burnham
Love Me Anyway by Chappell Roan
Falling Stars by Max LL
Save Rock And Roll by Fall Out Boy
Caramelldansen by Caramella Girls
Tagging the html tryhard gang u.u @hatsukoi-neidhardt @jihnari @voiider @mystyrust @yuureitheghost @gumbabunny @starryjellyfishies @amethystheart2421 @gifbot @jadedandconfusedao3
#Music#Tag game#This isn't even mentioning siivagunner.#1/3 of my youtube music playlist are siivagunner rips. I had to make a new Siivagunner only playlist because its power was too great#Listening to vgm ost makes you a nerd. I don't know what listening to Siivagunner makes you. Nerd^2#long post#Banger#Spotify
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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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soap's whole deal being sniper and demolitions gets me going bc on the surface they sound so different but when you get into it, you realise it's bc soap's smart
sniping is all math; calculating distances and wind interference and bullet drop. something i think people overlook is he was listed as a sniper first so it can be implied that he's better at it than demolitions. he does more sniping in both campaigns than demolitions work; in capture or kill, ghost specifically calls on him to take down the aq snipers
and demolitions is math with a hit of chemistry; knowing what mixes with what, knowing how much to use, recognising environmental factors and adjusting accordingly. it's not just about the boom; so much work goes into contained/ planned explosions. especially when having enough power for a breacher charge and not bringing down the whole building is the difference between mission success and failure
the chemical bombs he makes in alone can't just be any old cleaners, they have to have the correct reaction to each other; he just knew off the top of his head what would mix with what to create what reaction. he would also potentially have to recognise them by sight/smell bc they would’ve been written in spanish
soap would also have to know architecture; recognising structural integrity and weak points so he knows exactly where to plant a charge to bring it down and how it'll come down
he has an incredible soldier's mind people just forget that bc he's sociable which itself is a skill
we know he tends to buck against orders he doesn't agree with like when he pushes back against ghost in capture or kill and shepherd when he tells them to release hassan
he gets closer to people and sees if he can trust them and that's when he follows them without question. really think about how he talks to alejandro and rudy; he asks about their home and alejandro's family and rudy's relationship with him. those aren't questions you ask a stranger after a few hours of knowing them. that's not even touching on his relationship with ghost
he also deliberately brings people of higher ranks down to his level; talking informally with ghost and giving him a shoulder punch, addressing alejandro (a colonel!!) by his first name and rudy by his nickname despite literally just meeting them. he personalises all of them and it’s in direct opposition to the reason most characters do that; it’s not due to insubordination or lack of respect, the more he respects and trusts someone, the more casual he is with them
he digs into people; he wants to know what makes them tick and that determines if he can one, trust them and two, follow their orders. once he decides that, he's the ultimate soldier; he bleeds loyalty which makes him vicious when that loyalty is taken for granted
he isn't naive or bubbly or insecure; he's an incredibly smart and aware soldier. he's aggressive and bloodthirsty and loyal and intuitive and i love him so much
#i cant believe i never posted the soap meta that got me twitter famous™️💅#as with damn near every piece of characterisation in this franchise soaps is only apparent in subtext and connecting tiny little dots#it is very easy to just pick up his surface personality and think thats all he is#but soaps not a sunshine character#hes not super friendly or bright#hes just willing to talk to people and hes paired up with ghost who never wants to start a conversation#every time i see soap presented as this bubbly airhead thats super sweet and just blows stuff up i lose a year off my life#and i dont blame people for getting this vibe from him but im begging you to look a lil deeper#this isnt getting into his anger or the fact that he is a soldier which automatically makes him a wee bit fucked up#like he is hyperviolent and takes joy in it#we all know ghosts snuff film joke but soaps the one who responds positively to it#he returns the joke and only calls him out on it when he says he wont watch it more than once and even then its teasing not grossed out#and if we take the ‘he tried to join the military at 16’ factoid from 09 as current canon then he very easily could have a rough home life#no one tries to repeatedly join the military early without having some kind of problems#soap knows his worth and his abilities you dont get to be as good and specialised as he is without being completely sure of yourself#we know ghost has an ego but soap constantly butts up against it with his own affirmations#‘you wanna be better than me johnny’ ‘maybe i already am/i will be’ ‘a little helps not so bad eh lt’#being a sniper makes me hate the ‘cant sit still’ hc hes literally an sas sniper he wouldnt be complaining after a few hours of overwatch#i like the adhd hc and maybe he fidgets in his day to day life but the second hes at work hes At Work#tldr soap could be just as complex a character as ghost if cod would stop treating their campaigns as an afterthought and actually commit#coming out of my cage and ive been doing just fine.txt#we’re a team. ghost team#talk meta to me#john soap mactavish#soap cod#cod mw2#soapghost#save post#call of duty modern warfare#cod meta
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“Sometimes, though, I certainly thought John was being a complete idiot. Even though I was younger, I would try to explain to him why he was being stupid and why something he’d done was so unlike him.”
— Paul McCartney, The Lyrics: 1956 to the Present
#this is so so so funny to me#little baby Paul just watching John do something#and then being like ‘John that was so out of character for you :/‘#I just love how he says ‘unlike him’#instead of saying that he was doing someting wrong#my quotes#paul mccartney#john lennon#rereading the lyrics
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#look i'm#just a little miffed that we're told this in an AMA and not like... during a conversation with lucanis#since this was apparently important enough to warrant 'consistent discussion' and q&a clarification but not enough to feature in game#spite is mentioned during the final romance scene. ONE throw away line could've established his absence then and there#'spite and i can play cards or something' says rook#and instead of the line about wicked grace lucanis could've said something like#'he left to play with the wisps. it's just us. it's /been/ just us.'#(which is still a little. hm. since spite controls the wings. the wings were out at the start. kissing someone is v much a form of intimacy#(so TECHNICALLY. john. you're a bit wrong. but whatever)#I say this as someone tired of being told The Correct and Intended Way of interpreting characters and stories from devs/producers/etc latel#whether you want spite involved or not to any degree (and you deserve respect whatever your preference btw)#would it have been so bad to keep letting people read between the lines and have their own interpretations?#because it big sucks to see artists and writers feel creatively nerfed by a fucking reddit AMA#anyways. this will not stop me from pondering how spite exacerbates lucanis' catholic quilt complex.#don't let it stop you from doing your thing either#lucanis dellamorte#da:tv
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John helps you with your pussy nukes.
Part 3 of Gender-affirming Price, Part 1, Part 2
I wrote this after having my own little pity party about my meds but then I was like, you know what? Price would never
cw: Price x transmasc!reader, established relationship, medical aspects of transitioning, reader's genitals referred to as "pussy" and "cock"
word count: 732
You’ve been at it for a while, sweaty and angry from so many failed attempts. You’ve tried squatting, you’ve tried laying on your back, you’ve tried laying on your side, and still you can’t seem to be able to get the right angle. Having to take these vaginal estrogen tablets is already a pain in sticking to the schedule and going out to get them and just knowing that it’s something you’ll have to stick to for the foreseeable future. All the scraping and poking and prodding only makes things worse. You know you need your dose tonight, but at this point your hands are too slippery from sweat to hold onto the tiny applicator. And you’re far too angry to trust the force of your hands. You have to ask John for help.
John knows about these tablets. You explained early on what they were and what you needed them for. He has, however, never seen the actual application. Including him into your testosterone routine has been a dream. It’s reassured you both about your connection. Your weekly shots have turned into quiet comfort, the intimidating nature of the injections soothed by John’s care. For him, they’ve become moments of worship, where he can demonstrate his love for every part of you, just as you are. It’s really solidified for you how he sees you. You know you shouldn’t worry about the tablet, and you try to hold onto that as you call him to the bedroom.
He’s at the door in seconds, his face shifting from slight concern to unfiltered delight. Leaning against the doorframe, he takes in the sight of you on the bed, bare from the waist down, legs wide open and a bit out of breath.
“Is this for me?” his voice a rumble.
You huff and lift the little pink applicator straight into the air so he can see it, “I keep scraping myself and I can’t get deep enough.”
“I’ve never had that issue.”
“Nevermind,” you start to rise, but he’s easing you back with a gentle laugh.
“Give it here.”
You eye him skeptically, “It has to sit to dissolve. No funny business.”
“No funny business,” he swears.
A moment later, you’re handing him the applicator, opening your legs further. It looks so small in his hand, barely a fraction of the size of his fingers. Damn. John catches your stare and wiggles his fingers, proud of himself. You smile back at him, rolling your eyes, and the world feels right again. He positions himself between your legs, muscle memory guiding him. Still, he can see your hands pushing down against your tummy, a motion he’s seen you make when you’re trying to self-soothe.
“Countdown or surprise?” he presses a chaste kiss to your inner thigh, not moving until he feels you relax into the sheets.
“Countdown, please.”
His hands move quickly and easily, no corrections or suggestions needed. You smile down at him as he removes the applicator, and it helps him breathe again. As skilled as he is, as confident as he is when it comes to knowing your body, there’s still always the chance he might hurt you. John lays his head against your thigh in relief. Your hand through his hair has his eyes fluttering closed, nuzzling further into the softness of your skin.
Before you can inhale to thank him, he surges up and wraps his lips around your tdick in a kiss, giving a pleased hum.
“JONATHAN.”
He lifts his head with a soft pop, eyes wide in mock shock.
“You said no pussy. Fine. Didn’t say anything about this sweet little cock.”
Your legs snap closed, and he crawls on top of you. To think you were concerned about this man. You should have known better. John’s grin is nothing short of devilish as he slowly eases his weight onto you. Using the weighted blanket approach will earn him some points and he knows it. You cradle his head as he buries his face into your neck, gratitude washing over you. The sheer luck of finding the man, of him loving you, will never stop astonishing you. You’re melting into the quiet of the moment when he shifts.
“John. Are you hard right now?”
“How could I not be? With such a gorgeous boy in my arms,” he speaks into skin.
You really should have known better.
AN: Don't let fucking ANYBODY make you feel bad about what you have to do to keep yourself physically and mentally healthy. Everyone's gender journey looks different.
The tablets referred to here are vaginal estrogen tablets. HRT will often cause atrophy in your genitals, so depending on what you want, you might have to take an additional set of hormones for the desired result. Your body and intimacy are yours, and there is no baseline requirement for what transness is. I love yall <3
#captain john price#john proce#john price x reader#price x reader#price x transmasc reader#price x transmasc!reader#transmasc reader#transmasc!reader#cod reader#cod x transmasc reader#cod x transmasc!reader#cod#everyone say THANK YOU KIKO!!!!#your support through all of these has been instrumental#ilysm <3#this one in particular made me smile a whole lot#i hope yall get some joy out of it too#i'm not here to focus solely on the medical aspect of being trans#but i dunno i just thought it'd be nice to see a character you love be involved#i also just love writing these so if you have any scenario you'd like to see then hmu
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Racism and misogynoir are so apparent in fandom, especially when it comes to shipping because why is it when a white male, sometimes female but I see it more with the former, character is on screen with a love interest, particularly woc, especially if they're black, and even with all the emotional scenes or just moments where they look at one another in ways different from the rest, it's met with "No, they aren't dating/the show is not going to put them together" but let the other love interest be white as well and suddenly it all makes sense? Heck, the examples I mentioned above don't even have to exist between the latter for some to STILL go and believe this rhetoric (eg. some Jace and Helaena shippers because, even if these two only interacted with a dance but yet we see Baela console Jace, after he seeks her out, apparently it's to far fetched to believe that Jacela could be a thing?!)
Sometimes it could be a headcanon that, largely, would make sense (and oftentimes was birth due to lack of respect that the poc characters could have been given by the writers *cough* TVD *cough*), and yet you'd still have people dismissing it left and right and spewing hate. At a HEADCANON! And I'm not saying that just because the other person in the ship is poc that you have to ship them, I'm not, but it's very apparent to many poc fans in fandom that unless the characters are swapping spit and doing the nasty, the possibility of them being viewed in any romantic lens feels too much of stretch even though their white counterparts don't have to jump through the same loops.
#fandom racism#and even if the characters are already together in some way you still have some in the fandom picking a part every little thing#and don't let it be a love triangle either bc even tho the main consensus is supposed to be rooting for one side#if the other happens to be poc you can BET that their will be racial undertones from the fandom used as “justification”#(mark/amber/eve even tho mark is half korean but even with that some fans still viewed him as white and used that even more to hate on amber#and use a lot of misogynior) i remember those dark days in that fandom#from the early days until the ends of the westallen to jacela its so apparent especially when the love interest is black#and its not only jace/helaena shipprs that do this but cregan/sara shippers as well#and this is coming from someone who doesn't even mind jacelaena (prefers jace/hel/baela tho)#dont even get me started on the star wars fandom & how the idea of finn and rey was too out there l#and how much racism finn & john boyega had to deal with as a result#and i just know the same will happen with percy & annabeth when rachel is added (as someone who ships all three of them too)#like you can ship whomever you want but at the same time don't ignore/be apart of this racist and hateful rhetoric#jacela#sydcarmy#percabeth#westallen#bc its the way that this can be applied to SO MANY fandoms and ships that it's exhausting#finnrey#bamon#klonnie#kennett#tvd#pjo#star wars#hotd#the flash#for queer stories too bc ill never forget how some acted about dare me even tho the afro latina character was literally being groomed!#so many examples to many to name 😭#stefonnie
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I cannot imagine being a Damian stan right now. You've got both Zdarsky's bullshit (where he clearly doesn't give a shit about your boy) and The Boy Wonder (where Juni Ba clearly gives so many shits about your boy) coming out on the same day. The whiplash must be insane. I hope y'all get some nice warm soup for your efforts jfc
#damian wayne#damian al ghul#damian al ghul wayne#batman#batfamily#for all of the issues that come with having Steph as your fave having too much wild shit happening at once is never one of them#btw I quite like The Boy Wonder Issue 1. wow shocker an artist and writer who I have liked everything they've ever done#has once again written something that I am enjoying with art that makes me want to be part of its world.#it's almost like Juni Ba is really freaking talented or something#like I have some problems with it but it seems like many of those are part of the point. Damian is learning that his siblings are more#three-dimensional than he realized and that is part of this 'coming of age' story merged with fairytale#so I can't be mad at the oversimplistic defining of Dick and Jason and Tim until the conclusion of the series. that might be the point.#I hope that the series will address Steph as a Robin but if not then frankly it's not an issue unique to this series.#I'll be annoyed and disappointed but ultimately roll with it like I am with Babsgirl being here. There's too much good stuff here to get#hung up on shit that seems to be almost an editorial mandate at this point. at least that's where I'm at.#I am also very sorry that Chip Zdarsky is massacring your boy. he has 'X (Tim for him) is the best Robin so everyone else must suck' diseas#where a writer really likes one specific Robin and in trying to uplift them demeans all of the other Robins. instead of like...just writing#for that one character only or alternatively not demeaning the other characters in order to make his blorbo look good#it's wild because I actually think his writing for Tim is pretty solid. but he's not writing a Tim series. he's writing a Batman series.#and if you are going to write a Batman series and include other Batfamily members you need to actually write them well.#instead of assigning them like 2 personality traits while Tim gets to be a whole character#I accept that behavior in fanfic where I have lesser standards because it's fucking free. not a comic run that wants me to pay#tens of dollars in order to understand what the fuck is going on. he's been going for a while now it's gotta be a lot of money.#I can buy Steelworks with that money. I can see John Henry and Natasha Irons in a trade. Fuck you Chip.#it's why it takes such a special person to write a good ensemble story/a good Batfamily story. you have to be good at writing a LOT#of different characters. which I don't think most people are. I sure as hell am not. I can write maybe 3 at a time confidently well.#and you also have to give all of them at least SOME love or else people will be upset that you aren't focusing on their fave#and also the writing as a whole will suffer. Chip Zdarsky is a pretty good Tim writer. I'd maybe read a Tim solo written by him.#I would not read a story focusing on multiple characters that I like written by Chip Zdarsky. because every character who isn't Tim#is at least a bit weak/inconsistent/out of character INCLUDING FUCKING BATMAN. THE NO. 1 GUY MOST ARE HERE FOR
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Hiya!!!I was the one that requested cat reader,so sorry i didnt mention which ones i wanted!!!!-🪼 anon
Maybe all the forsaken killers(w/ mafioso if u want?) and chance and shedletsky?Tysm for responding:')))
Don’t be sorry, 🪼!! I probably should have specified it in my masters list, but I didn’t think of it. 😞
But anyway, I’ll see what I can do with your ask! 🫶🫶
(As the other posts; I do not entirely know the characters personalities and so, so they will probably, if not most likely be OOC!!)
That being said, headcanons/something under the cut!! ;
(Survivors first.)
(Chance)
• This guy… I have a feeling he’ll be quite a menace towards you.
• Don’t get me wrong, he’s probably just curious! (No he’s not, he finds you rather cute.)
• When you’re not in any rounds, he’ll practically drag you to the couch in the lobby, and cuddle with you. (He’ll annoy you also.)
• He likes hearing you purr, and likes feeling the vibrations from you. It strangely soothes him.
• He does play with your ears and your tail, just swat at his hands, and he’ll put his hands up in feign surrender. (Keep an eye on that bastard.)
• When you’re in a round, he’ll immediately go and find you. Flipping his trustworthy (not) coin in the process. (He believes you’re walking luck for some reason.)
• He annoys you even when you’re doing generators, to reduce the time of the round. He plays with your ears and tail still. (He gets hit by spikes from John Doe, due to him being distracted…)
• Overall, he likes, if not loves annoying you.
(Shedletsky)
• …He gives you fried chicken. STRAIGHT UP. You’re a cat, no? Take the offered fried chicken!
• He’s just strangely interested in HOW and WHY you’re a cat. But he doesn’t question it.
• He does question if you need actual cat food and items however… (You don’t.)
• He yaps to you. A lot. You don’t mind it though, at least you get to listen to something to cure your boredom in the lobby.
• He does pull you to the couch also, cuddling you, causing him to fall asleep. (He ate too much fried chicken, that the mf fell asleep! 😭) You don’t mind it, for you enjoy laying and sleeping on him. (His stomach to be precise.)
• In rounds, he goes to find you, to protect you when you’re doing generators. (He’s got a sword, so trust him!)
• He’s not that distracted by your appearance, sure he does take glances at you, your ears and tail, but that’s basically it.
• (He ended up getting killed by his own creation, 1x1x1x1… What a shame… But, you somehow survived!)
• Overall, he’s chill with you.
(Killers)
(Jason)
• Jason doesn’t see you much, as you are somehow always hidden in rounds, but that’s alright. He just needs to kill everyone else to see where you are.
• …He managed to get all of your teammates annoyed at him, due to his hitbox…
• You, you were just lying by a tree, did you take a nap??
• When Jason gets to you, he’s… Confused, to say the least.
• He doesn’t know what to do, does he just, let you live, or does he kill you and win for his mother?
• He let you live, as you woke up and practically tackled him and cuddled him, while somehow still asleep?? How.
• He’s confused by your appearance, but doesn’t question it. He does NOT talk, whatsoever, so…
• Overall, he’s chill with you too.
(C00lkidd, platonic)
• We’ll say that you were an emotional support cat for him, as he doesn’t understand his own strength, and hurts most other kids and people.
• 007n7 just, saw how you didn’t mind the bone crushing hug C00lkidd gave you, and just, decided to take you with them.
• C00lkidd loves you! You’re adorable, and he enjoys playing with you!
• You don’t mind whatever damage he does to you, as you know he’s just a kid, and doesn’t understand his own strength.
• Overall, not the best out of everyone, but, he’s somewhat chill.
(John Doe)
• John Doe is… Fascinated, interested and confused by you.
• He doesn’t understand much of affection, even though he has, or had a wife, but, he likes you, he guesses.
• He does want to pet you, but, with his appearance, he can’t, unless he hurts you.
• You just have to show him affection in another way! Just rub your head against his, and he’ll probably understand it!
• He’s confused by your ears and tail, but doesn’t question it, he finds it cute for some reason.
• He listens to you when you ramble on about whatever you did today, occasionally taking glances at how your ears twitch, and your tail flick.
• Overall, he’s also chill with you! He’s confused, yeah, but oh well!
(1x1x1x1)
• …He’s a prick, to say the least.
• He first saw you when he awoke from being created by Shedletsky. You were scratching the air at Shedletsky, as he annoyed you a bit too much.
• That’s how he knew he’d like you for some reason. But why he actually does like you? It’s because he teases you about you being a damn cat.
• You of course… Scratch him for it, but he just laughs it off, finding it amusing. A little cat like you, scratching him? Your scratches feel like tickles to him.
• He pokes your nose, ears and tail time from time, enjoying how annoyed you become at him for it.
• Overall? A prick towards you, with a hidden soft spot for you.
(Mafioso)
• He likes you. Quite literally. I mean, he has a liberal (bunny), so why wouldn’t he like a cat like you?
• Whenever you’re going to groom yourself, he’s magically nearby, and asks if you’ll let him brush your hair, and wash and clean your ears and tail.
• You get surprised time from time, but agree. (You end up drowsy afterwards, as he helps you.)
• He once found you and his bunny cuddled up together, and he secretly took a picture of it. (You both looked so adorable!!)
• He lets you sleep on his bed with him, cuddled up together. And when I tell you he’s so gentle with you when you’re asleep… It’s a stark contrast to how he is with people in debt.
• He sometimes throws his coat over you, which you almost flop down from. Causing him to snort a little at it.
• Overall? He can be very chill, but also a little prick sometimes.
#forsaken x reader#forsaken roblox x reader#roblox forsaken x reader#1x1x1x1 x reader#John Doe x reader#shedletsky x reader#chance x reader#Jason x reader#Mafioso x reader#C00lkidd x reader#dreamgame x reader
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"Uh- I'm Arnold. Bennett. It's profoundly difficult to get your lifes works and studies accepted if your name isn't... yes, oh! Are you a fan of moths, sir?"
NEW RDR2 OC!! a reclusive, clumsy entomologist and bug collector; cooped up in his study of uniformed clutter
#i drew him on such a tiny file 😭😭DIDNT THINK ABT IT im so used to drawing less detailed big headed trolls BWHAHA#I'm still figuring out where he's from and his lore!#he's definitely from south asia... I'm leaning towards him originally being from Sri Lanka#which I BELIEVE was called Ceylon at the time under british rule#im looking forward to spending some time on researching this further before coming to any conclusions. for now his backstory isss vague#and practically nonexistant#he now lives in Saint Denis! if he was in game his study would be accessible#likely through a greenhouse similar to Algernon's encounters yknow!!#some stained glass windowss lots of lamps and dark academia inspo... also agitha twilight princess inspired#he's very socially awkward and clumsy#used to being a recluse and submitting his findings and works semi-anonymously through his name but without a face#so when he encounters arthur or john OR the player if in online he's VERY surprised and even clumsier#but extremely enthusiastic to share his passions#LISTEN I'm playing rdr2 for hours almost every day but I can't tell if insects are studyable#IF it was a feature THIS MAN!!! would be the one to send you on missions related to it ESPECIALLY online#ANYWAY!!!! these r things that have instantly come to mind for him!! I hope I can develop him a little more with time and research#red dead redemption 2#red dead redemption#rdr2#rdr#OC#original character#protagonist ocs#I NEVER POST MY OCS ON HERE i need 2 start posting them again#OH AND OBVIOUSLY he changed his name at least professionally... idk if it was legally or he just went around signing off as a different nam#unless someone asks for his original name he probably won't give it#i need 2 adjust his sideburns because theyr meant to be all white with some line definition but i forgot abt it 💀
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Was the first cbs Watson episode great? Not reallyyy. Am I interested? Absolutely! Will keep watching
#dr john watson#cbs watson#watson cbs#not a fan of moriarty being alive after the fall but won’t judge too harshly yet#y know it wasn’t awful#not incredible but I am intrigued#I like having something to wait for#will have two things to wait for now!#Sherlock and co and Watson!!#cool cool#it is kinda like house but ok#I’ll be calling watsons team the irregulars#do hope the irregulars become more interesting#im not expecting them to be as chaotic as the ducklings buuut please become more interesting#welcome back medical malpractice#hell yeah lying to patients#I do not remember the name of the irregulars only that one of the twins was named Adam#im betting that Mary will become a patient at some point#will she die? maybe. maybe not#the lighting was ass honestly#too dark for some reason??? its a hospital!! why is it dark?!?#you couldn’t see the characters a lot of the time#it might just be that it was in bad quality#im not in the us so yeah I used a site to watch it#it wasn’t in good quality#the lighting was nice in the first two scenes#but then it had no reason to be so dark#especially in a hospital!!!#I meaan this is just the pilot so it could be better in the next episodes#anyways i running out of tags but second bi Mary Morstan!!
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john @ sam
#has someone made this joke before....probably!#joke post but i'm also somewhat serious abt it alksjdflaks#like the sam-john dynamic was always equal parts suspicion and protection to me!!!!#the reason why john is such a great character to me? he's the world's biggest hypocrite <3#hypocrisy - secrecy - mistrust the trifecta of john traits like what a guy! it all boils down to keeping control over uncertainty#sam's kept at a distance not to spare him from the horrors of hunting - it's also bc he's a potential liability#2.01 “I should've never taken you along in the first place. I knew it was a mistake” <- speaks volumes!!#he's not taking that risk! it's easier to shut him out (while also reminding dean he isn't good enough. to keep him in line)#(went to the logan roy school of dividing and conquering his kids <3)#but also. the uneasy idea of sam as a potential threat needing to be monitored and contained#a son to protect from dark forces is also the same son who drew darkness into his home!#sam's first panic room? cage? being left alone in motel rooms#it speaks volumes that legacy he leaves behind for dean#is him literally ordering a hit on sam alksdjf#i love the line 'watch out for your brother' bc it carries that dual meaning of protection and suspicion so well#like 'watch out' meaning protect him but also 'watch out' as in keep an eye on that threat#j.txt
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