#and then i clarify and they feel bad like yeah good
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krash-8 · 11 months ago
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neurotypicals will laugh when I say 'im autistic" like bitch im not joking AND now I know you think making fun of autistic people is funny
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caligvlasaqvarivm · 12 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
ASPECT
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.
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.
SPACE / TIME
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 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.
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.
"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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 codependent relationships, hoping to seek external validation, which can appear like Heart's fixation on feelings and desire.
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.
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!
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.
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. 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.
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.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
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.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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nerdy-hyperfixations · 3 months ago
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It's hard being someone who does genuinely get infuriated with Ford's actions and acknowledges a lot of his flaws and the people he hurt, while also liking (and relating) to his character enough that I would like him to have nice things sometimes and don't believe he's satan
#hes not my favorite guy#but i keep having to defend him because every time people talk about him its like “YEAH HES A SHITBAG WHO WANTS TO WATCH HIS BROTHER DIE”#“HED PROBABLY LAUGH IN HIS FACE WHILE HE GETS MAULED BY TIGERS”#when i was reading the fanfic O Brother I too thought he was being overly cruel to poor Stanley (in a way that made sense not an ooc way)#but then he like found out the deity that was his entire life was lying to him and that he hurt people#and that he no longer can SLEEP because hell hurt people again#and he has to figure out the impossible answer of what to do while everyone is upset and untrusting of him#and his best and only friend barely can LOOK at him#and all the comments are like “YEAH THIS IS WHAT HE DESERVES!!! FUCK YOU STANFORD”#meanwhile im over here like “oh my god thats so fucking awful!!! i feel so bad!!!”#like he genuinely has NO ONE right then thats fucking awful#its Jonathan Sims all over again except even the AUDIENCE hates him and like?????? please hes just misguided he does NOT deserve this#stanford pines#ford pines#gravity falls#again let me clarify HES NOT EVEN MY FAVORITE GUY#i obsess over him occasionally but im a Stanley defender through and through AND YET#i keep having to say “guys. hes not as bad as you guys think. and Stan isn't as GOOD as you guys think. GUYS. PLEASE.”#it truly is interesting how different focuses on characters influence the audiences perspective of them SO MUCH#because ngl remember how i mentioned J Sims?#i really feel like Jon and Ford are similar#meddled with deities they didn’t understand. had paranoid tendencies. isolated themselves often. had selfish tendencies.#often rude and abrasive but also had a heart#and again the audience LOVES Jon and hates characters for disliking him#but this audience (which probably is the same people too lol) hate Ford and feel vindicated when characters dislike him
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saints-who-never-existed · 11 months ago
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Sometimes, I wonder what would have become of certain characters - guys like Gore and McDonald, for example - if they hadn't been killed extra-prematurely.
Would their continued presence have made any difference, and if so, how? What would it have taken for them to be pushed truly to the brink, to their absolute limit?
In essence, and for lack of a better phrase, they died as "heroes" but would they ever have become "villains" had they only lived longer?
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vancalox · 6 days ago
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i want to talk about leda sooo much but i keep remembering that doing so means i have to own up to the fact that i not only made her survive the literal astronomican soul sucking process on terra via implied divine providence but also admit that During the soul sucking she had a god-emperor-bass-boosted supervision of like 45% of the plot of rogue trader and also a good chunk of dark age of technology history as well so now she literally thinks shes the honest to god blue check verified iconoclast prophet of big E himself
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#oc: leda#I FEEL LIKE THE MOST ANNOYING PERSON ALIVE GUYS I SWEARRRRR MY BACKSTORIES ARE NOT NORMALLY#THIS MAIN-CHARACTER SYNDROME. but also idk why i feel so bad like its a fictional story and a Fake character so#whatever. who cares. im having fun and if she was a man nobody would care. NGMDMFJFJ#TO CLARIFY — she survived the astronomican soul sucking because the machine spirits around her pod/coffin#malfunctioned and stopped working about 25 minutes in (felt like 100 years but yknow)#so like its open to the possibility of just being a coincidence but given leda also worships the omnissiah#she took this as a sign that both the emperor and the omnissiah love her soooo much and think shes so hot and cool#and allowed her to experience a divine vision and tasked her on a mission to lead humanity on the correct path#to be clear— getting your soul sucked by the god emperor of humanity would make you Insane so#yknow. i do think she has lost her mind by this stage even tho outwardly she recovers as best as one can#but like. yeah. it COULD have been a divine imperative from god but it was more likely shes just coping with the trauma#and also deeply prideful and full of hubris. lol. BUT MAYBE SHES RIGHT. IM CERTAINLY PLAYING HER ARC LIKE SHE IS#and i think its so funny that shes like God tasked me to bring peace and love to the galaxy and i will even if i have to kill#every creature in the galaxy to do it 😍 NGNDNFKDKMF#ITS ALSO FUNNY BC SHES NOT EVEN THAT GOOD OF A PSYKER FNDNDMJGND SHE FAILED THE TESTS ON TERRA FOR A REASON 😭
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thedreadvampy · 6 months ago
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it's been a strange arc so far
when I was 19-21 and having an extremely imbalanced relationship with someone in their mid 30s I was like 'we are both adults so the fact that this is fucking me up is my fault'
when I hit my late 20s and saw how young people in their late teens and early 20s seem now I was like 'oh wait I was so fucking young I didn't know shit about my own limits or about managing relationships and I don't know why someone in their mid to late 30s would be into that except for nefarious purposes'
the weird bit is now I'm into my 30s - not even that far into my 30s - and while I still wholeheartedly believe that last thing about how young (and self destructive) 20 year olds are, I'm also kind of like 'huh, actually nobody I know that age has their shit remotely together and frankly the reason this fucked me up is because NEITHER of us knew what the fuck we were doing it how to cope, for different reasons and at different life stages, and there probably wasn't any malice or intent to control as much as there was Blind Flailing.'
#red said#this is about one specific relationship btw.#wanted to clarify that because there have been several men over 30 who fucked me up between the ages of 16 and 21#and i adamently do NOT want to keep pretending that was incompetence. that was predation. sometimes incompetent predation.#but with the person I'm thinking of? she really hurt me and the age gap and difference in life stage was a not insubstantial factor#but mostly she was just spiralling out really badly and i offered her something to hold and she did try to keep things balanced and safe#but she was very off balance at the time. so the fucking up was more that than it was about power or control#we were just both very stupid and very sensible at the same time which is a great way to dig yourselves deeper#and idk I'm like 2 or 3? years younger than she was when we met iirc#and the closer i get to her age the more I'm like yeah you know that's a human reaction. i can see how that happens.#and i kind of feel bad for the amount of bitterness I've held and malice I've ascribed because ultimately#i think it was just two people having different crises trying and failing to figure out boundaries around them#but this has come on really suddenly and it's kind of fucking me up as well#cause I'm frightened of falling back into patterns of oh it's never anyone else's fault that i got hurt#but i don't. thiiiiink so? bc it's really only this one thing. i am not making these excuses for other people.#idk. sometimes people just fuck each other up.#I'm not even sure i think it was a bad thing that it happened. a lot of bad happened but we also catalyzed a lot of change in each other.#i feel like the reason i keep picking at this is that it's complicated. it was not good. it was good.#she really fucked me up and she was a terrible friend to me at times. but she was also the first person to really look after me.#and she kind of helped me start to learn how to need other people. which was good.#when my grandma died she wrapped me in a blanket and cancelled her plans to watch TV on the couch with me#even though she barely knew me at that point#and she was one of the first people to consistently ask for consent and check in. and she did genuinely care about me.#but she also truly fucked me over a couple of times.#but mostly that was just because she was buried in a pit of despair and self loathing.#she seems a lot happier now. i hope she is. i don't know if i want to know her particularly but i think if she's happy she'd be nice to know
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lesenbyan · 9 months ago
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There are few things worse, I think, than reading a call to action memoir that is so close to right but really should have been shelved for at least 5yrs before going to print so the author has time to learn enough to see all the false equivalencies that really hinder the point
#personal;#yeah fatphobia is bad but dont you dare act like people aren't asking disabled people to medically alter themselves every day???#you compare bariatric and gender affirming surgeries in such a way that makes the latter sound easy to get??#and in fact don't at ALL go into the struggles for transition care except for a nod at FL while comparing us (trans people)#to fat people like our lives are Much Easier instead of /oppressed by the same white colonial structures that enforce fatphobia/#but go off i guess#i was giving a lot of leeway when i was just side eyeing the comparisons with racism bc i'm not fat and i've not experienced enough racism#to say either way on those#but the MOMENT she started using trans and disabled comparisons i about lost it#and also randomly started calling it antisemitic (sure as much as it's violnt to all poc) in the last chapter with nothing supporting it#like you can tell it was written over the course of the last like 2 maybe 3 years without enough space to breathe#i have listened to a book on writing memoir so often i've got some of it all but memorized#and i agree that if it's more recent than a decade you're probably too close to be writing it#and this author's writing mostly about during pandemic times. this is more a journal and call to action than memoir#but its not polished enough to be a proper call to action bc there's not much it gives you to do other than 'stop dieting & dare to be fat'#which isn't an effective call to action when only those most harmed by fatphobia can act on it you know???#lots of complaints#3/10#edit: reiterting that i'm not saying it'#*it's not anti-semitic; just that a good published work of this kind doesn't make last second claims and certainly not ones#they haven't already explicitly supported in the text#i feel the need to clarify with the very very vocal rise of anti semitism esp in the left#like yes there are anti-Semitic ties. she didn't name them. just said 'they exist lol' and this went to print#great study in poor research slipping onto shelves bc topic matter is relevant
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cactusdodes · 1 year ago
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.
#also i've finally deleted L's number from my phone and the sad spotify playlist and the list of her fav things#(also i feel like saying list of her fav things sounds weird and creepy. just to clarify i keep a running list for each of my friends with#like important info and their fav food and coffee order and stuff like that because i have a really bad memory and can't always remember#details like that even though i really care. i just have trouble recalling details when i want to get them treats and stuff)#but anyway.. i deleted all that stuff from my phone. i even charged my old phone so that i could delete her number from there too. i want to#let her go. i've moved on so long ago but for some reason i just haven't been able to fully let her go so i've held onto these little things#but i'm finally ready to fully let her go#so i deleted that stuff. i cut that connection. i no longer have her number. and it feels so good#like that tiny part of me holding on is a little sad. but it's more mourning the loss of what could've been#but i've accepted that it doesn't matter. i can't keep thinking about what would've happened if she hadn't moved or if i'd reached out#sooner when she got back. i can wonder and wonder but i'll never be able to go back in the past. i don't need to wonder anymore#because honestly i don't even want to be with her anymore.. it would kind of be embarrassing. idk i was just such a different person when we#were seeing each other. i feel like a completely different person than that and idk it's almost embarrassing that she knew me like that when#i know how much better i am now. like i just truly like myself more now than then. i'm so much cooler now lmao#but yeah. i don't want her anymore. i'm letting go. i can finally actually let go and it feels so good#and not only for me but like i'll no longer have that tiny layer of guilt when dating anybody else#and i'll be able to actually fully be all in for that person and that's what i want#i don't want to hold out for her anymore#and honestly. i hadn't been while dating N#that's a whole other thing i have to deal with#but i'm just glad that i'm no longer holding onto L. i just feel like a huge weight has been lifted off of me :)#blake says shit
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itsalwaysdark · 3 months ago
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like its a tually ridiculous bc if i have like conflicting feelings on somebody bc nuance is a thing that exists my brains likw Oh so youre making excuses for that awful person but then if i do black and white thinking and think of someone as ourely evil my brains like God are you stupid do you even know about nuance youre so reductive. nobody is purely good or evil and acting as if someone is innately evil is a horriblr thing to do bc its making excuses and coddling yourself into believing Oh incould never do something like thst because im not innately evil like they are . Nobody is ourely good or bad Except for you who is irredeemable and awful and going to hell forever and you are completely unequivocally an evil aeful horrible person. and it is your fault because you choose to be evil and also youve always been evil and you canr help it or fix it but its your choice as well and your fault. so
#To clarify please dont understand its not like. i dont make excuses for ppl i just try to like. ok. i feel like i am crawling on glass rn .#purely my own fault im not saying that whoever is reading this is like. Being ovefly critical of me for thinking what im saying is awful#thats not what i mean like i am not being clear and itis coming off like im evil and im making excuses for it . Okay . okay. what i mean to#say its that i dont think its good to like. look at somebody who does truly heinous things and label them as nonhuman or act as if its like.#something they cant control bc rheyre always evil. i dont think thats productive bc its ignoring what leads someone to do such awful things#im not saying like Oh well its not their fault NO i think there are things that are unforgiveable but im saying that writing it off as Oh#that person is judt evil thats why they did that is ignoring the fact that like. when somebody does bad things they arent doing it bc they#like. like being evil and doing bad things. they justify it and think its a good thing and it can happen to like. no thats not good phrasing#like. obviously i dont mean like. OH my hod how do i phrase this. like saying somebody did a bad thing bc they are evil is making an excuse#not to examine yourself and see like. bc you could be rationalizing your own bad actions. you know. everyone is capable of evil so it isnt#useful to just. bc like. you know ahat i mean does this make any sense im rlt worried it sounds like im making excuses for ppl#like im not saying ppl cant be evil or that just bc somebody does something evil that doesnt mean theyre evil i just mean like.#ppl dont do bad things bc theyre a bad person theyre a bad person if they do bad things. like. depending on the bad thing bc theres a#difference between like. being a shitty boyfriend as a 13 year old vs like. committing genocide. you know what i mean. like. idt being a#shitty bf as a 13 year old manes you eternally a bad person its bad things that you did and justify to yourself . and as long as you work on#that and dont do it again thats good. but if youre doing something Truly horrible like. you are a bad person not bc you were born evil and#thats why you do bsd things. you judtify yourself and dont examine your beliefs and your actions and then you do horrible things and doing#the horrible things makes you a bad person#but obviously no person is 100% evil not in a like. Oh yeah i murdered those orphans but i also picked a worm up off the sidewalk after the#rain. i just mean like. IDK IDK IDK i dont think im making sense i hope this is understandable
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philosophicallie · 11 months ago
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how fitting it is that its international mother tongue day like days after i confessed just how much I hate speaking to either of the parentals because I am limited to only one language with them that isn't perfect because all they do is interrupt in an attempt to understand
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autism-disco · 1 year ago
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hoo boy the choirs are filled with violence and rage towards me specifically in collaboration with school (they’re not actually i’m just complaining)
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osaemu · 1 year ago
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GOJO SATORU: ❛❛ FINDERS KEEPERS, LOSERS WEEPERS! ❜❜
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.ೃ࿐ streamer!au: the user "gojoslittleslut" tries to make a move on your boyfriend, but she doesn't stand a chance
contents: fem!reader. it's not too serious, nobody gets angry/jealous (except the comments lol). if u haven't already read the other streamer!gojo works u probably should so u understand the dynamic between satoru and his commenters !
author's note: reader is actually a mature person who doesn't pick fights with random ppl on the internet and i think we should all be more like her ꨄ︎
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satoru leans back in his chair, idly chatting with people who pop up in his comments after he finishes his last round of the co-op game. his viewers are eager to chat, and some even shoot money satoru's way to draw his attention. whenever someone donates money, he gives them a quick shoutout and has a small back-and-forth with them, and he does that for everyone.
that is, until a user with a questionable username donates to his stream.
gojoslittleslut has donated $100.00!
gojoslittleslut: notice me pls
"shit, a hundred dollars?" satoru says, raising his eyebrows in mild surprise. "thanks, gojoslittl— oh, fuck, what is that?"
you look up from your laptop and see the way your boyfriend's cheeks have gone bright red. satoru laughs a bit nervously, so you get up and walk over, making sure to stay out of sight of the camera. you sit on satoru's desk beside his computer and peer at his screen curiously.
gojoslittleslut: im ur number one fan~
satoru's eyes flicker to yours for a second before he looks back at his monitor. "ah, well, thanks for the donation!" he replies, completely ignoring the user's advances.
suguru-geto: he has a gf ...
gojoslittleslut: yeah
gojoslittleslut: me
you cover your mouth to suppress a giggle, scrunching up your nose at satoru to let him know that you really weren't taking it too seriously. after all, it's just some random person on the internet—they don't stand a chance with your boyfriend. 
satoru reaches over and takes your hand, twining his fingers with yours off-camera. he ignores the sudden burst of comments that litter the corner of his screen, instead watching you intently. in response, you roll your eyes playfully and blow him a kiss, snickering when satoru pretends to faint.
eventually, he turns back to his screen, cerulean eyes doing a quick once-over of his new comments.
toji-fushiguro: ill take his gf any day
inumaki: we know gtfo
gojoslittleslut: toji i get gojo and u take his girl. deal?
toji-fushiguro: bet
"alright guys, settle down," satoru huffs, rolling his eyes. "for the record, i still have a girlfriend and i don't plan on changing that anytime soon," he clarifies, addressing the current feud going on in his comments. 
satoru's a good streamer—he does his best to keep things cordial and lighthearted with his audience, but he also knows his limits. one of his limits involves people trying to separate you and him, his one true pairing (of course satoru's otp is his own relationship).
your boyfriend leans closer to the screen and scowls good-naturedly, holding up the hand still wrapped around yours. "this isn't gonna change, so don't even think about it!"
satoru says his goodbyes and then ends the stream, turning to you with a sigh. "how down bad do you have to be to name yourself 'gojo's little slut?'" he grumbles, clicking through his stream analytics and finding the user. he opens gojoslittleslut's profile and studies it for a moment before hovering his mouse over the block button.
he leans back in his chair and tilting his chin up at you. "she just gave me a hundred dollars, so i kinda feel bad about blocking her," satoru muses, tapping his foot on the floor. he looks up at where you still sit on his desk, twirling a strand of hair around your finger. "c'mere," he mumbles, slipping his hands around your waist and hoisting you into his lap with a soft grunt.
satoru rests his chin on your shoulder and nudges his face into your neck, breath tickling your skin. "you know that i'm all yours, right?"
"of course i do," you murmur, settling into his arms. he's warm and comfortable, like always. satoru smiles warmly and kisses the side of your face, letting his lips linger.
"good. 'cause no fan account's ever gonna change that."
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wormgremlin · 2 years ago
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People who ask others their pronouns are often ill prepared to cope with people answering with anything outside the anticipated answers -- he, she, OR they, and often having already decided on one (or a lot of times it isn't even a question asked in good faith, rather box checking and virtue flagging).
Being a good ally is not asking someone their pronouns and going oh you're nb, they/them. It's taking whatever the fuck comes out of the other person's mouth and respecting it.
Sorry babe but if me saying I use "any and all" pronouns stresses you out, that's honestly a you problem. It's not my job to pick a "true" or "most preferred" pronoun for you to call me by when my preference is, in fact, use everything chaotically and change it up often.
If you want to ask for clarification on how I'd like various pronouns used, that's fine. But saying to my face "ah I always get stressed about any pronouns - what do I call you"? Just rude tbh. I told you my preference, figure it out. It/they/he/she/xe/zir/fae/rat/bitch/ass/motherfucker I don't care, it's not my problem.
#ally#woke#thats not a question i feel comfortable answering or like to answer or something#oh im gonna teach this person a lesson#its not a trick#one of our professors is aggressively ish and forced me to announce my pronouns in a meeting one time. i said any pronouns.#she didnt know what to do with that. referred to me exclusively by she/her which is fine but then repeatedly referred to me as a woman...#had a conversation about how i dont think asking people their pronouns in a professional setting is a bad form of allyship.#she not even an hour later asked my pronouns. to any pronouns she went ...oh very uncomfortably and referred to me as she/her exclusively#both of which btw are cishet women who very proudly and publicly flaunt how good of allies they are and take diversity related positions#oh btw if it wasnt clear i go to professional school at a uc#so im surrounded by a lot of allies who always think they know best for the marginalized groups they decide to speak for#but also there is a lot of rampant transphobia especially amongst our faculty which are an active threat to trans students#all of course under a veneer of good allyship and caring about our marginalized populations#so one last story#i work a lot of access to care clinics. one of which they do icebreakers and we have to introduce our partner yada yada#partner asks my pronouns. to which i reply bc well no#there are a lot of faculty involved. a lot of students. a lot of people i neither know nor trust nor need to know that about me.#its not like they should refer to me by pronouns anyways. there are over 30 students there thats vague as shit.#anyways. idk what kinda stick they (bc they asked for me to use they/them and unlike them i am not a giant sack of dicks) had up their ass#but they did. so instead of respecting that or asking me to clarify. they announce to the group that i go by any pronouns#which while not untrue. what the ever living fuck. a fucking queer person whose pronouns i respected made a purposeful effort to misgender#me and get others to misgender me bc as a queer person surrounded by strangers and strange faculty a lot of whom i know are transphobes#underneath all their good ranbow flag bullshit#and i didnt feel safe. so rather than try to talk to me they went#which also rhe people at the clinic who do know me didnt blink an eye because *i genuinely do use any pronouns*#so yeah. fuck bad fake allyship. fuck young queers with sticks up their asses and narrow minded tunnel vision views of the world.#being a good ally isnt about interrogating people on their identity#its about accepting it at face value#my identity does not exist as a learning experience for you. it does not have to be within your grasp or comprehension.
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cashmoneyyysstuff · 28 days ago
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coming home
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synopsis : you sleep over at katsuki’s place after a night out with your friends. it’s more convenient that way.
an. wrote something rq after seeing the epilogue chapter and pheeewieeeee,,my boyfriend..sigh my boyfriend oh my boyfriend ouggh
cw. nothin really, just a lil casual domesticity w katsu :3, katsuki is fine ASL, reader n katsuki shower together so nakedness they nakey, lmk if there's anything else !!
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you’ve noticed katsuki looks very good when he’s the designated driver.
he looks so natural behind the wheel, arms slightly flexed and gripping the steering wheel. his face serene but slightly tensed in concentration, occasionally scoffing to himself whenever someone in front of him drives too slow or cuts him off.
the lamp posts outside reflect nicely on his jaw, his nose and sharp eyes. his whole face really, you can’t stop sneaking glances at him.
he takes the opportunity to place his hand on your thigh once you get to a stop light, giving it a light squeeze. it feels heavy, relaxed, like your thigh just conveniently happens to be there for him to use as an armrest.
another squeeze and katsuki speaks, eyes never leaving the road, the stop light shines the same color as them.
“what’re ya peekin’ at me for, huh ?”
you’ve clearly not been sneaky enough, but you hum anyway. “whaddya mean ?” you ask innocently, your boyfriend scoffs.
a pinch to your thigh and he laughs when you whine. “know you’re not dumb, so quiet actin’ like you are. you got somethin’ on your mind, say it.”
you pout at him, he catches it when he glances at you briefly and smirks, katsuki pats your thigh.
“i was jus’ lookin at you, you look nice.”
he hums at that, smirk growing wider, he nods lightly “nice, huh ?”
“mhm,” you nod “really nice..” you clarify, making a point to look him up and down. he snorts, but his grip on your thigh does a bad job at making him look unbothered.
“know you’re obsessed with me, but you could at least try to act like you’re not.” he teases, hands going back to the steering wheel when the lights on his face shine green. the slight furrow in his brows immediately returns when the car in front of him doesn’t immediately pick up the pace. his fingers drum against the wheel impatiently.
“you got somewhere you need to be or something ?” you giggle.
“yeah, home. in bed.” he quips, always as easily irritable when he was sleepy and not to mention just a bit tipsy. kaminari had managed to get him to drink a little bit more than he usually would but the electric blond got too drunk to notice you’re boyfriend babysitting his drink the entire night. he always insisted on being the driver when it came to his precious baby.
you know he’s never liked to drink much, but you also think katsuki doesn’t so as to not demolish his so called 'reputation'. you and a handful of friends know how needy and emotional he gets when he gets drunk. he acts like everyone is after him when he’s reminded of the fact.
when things had started to die down and everyone slowly but surely started heading home, katsuki leant in near you to ask if you were ready to head out. he was the one that insisted on picking you up from your place since you were on the way to the restaurant, it was more convenient that way he'd said.
but suddenly, he’d suggested you just sleep over at his house for the night. his was closer if he took a shortcut, and it was already getting late. besides, you had left plenty of your stuff at his house. it was just “less of a pain” that way, he’d claimed, and you agreed.
katsuki places his arms behinds your chair to carefully back up into a parking spot. a lucky find, since it was so late at night. but that was hardly something you could focus on when he leant in so close, jaw tight in concentration. he smells just a bit like alcohol mixed with his usual scent.
you’d been together for years now, and yet this still makes your heart hammer, you’d blame it on the slight buzz of alcohol in your system if it wasn’t for the fact that this has always been how you’d reacted before—from the day he’d gotten his license and took you for a test drive to show off.
as the car slows to stop and the engine dies down with a low growl, katsuki turns on the lights and sighs, plopping down onto his seat with a groan, you have to laugh at how he acts like he’d just driven through a desert. he runs a hand through his hair and you notice katsuki looks extremely good when he’s the designated driver.
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conveniently, you still have some sleepwear laying around at his house, neatly folded would be a better way to say it, katsuki was always a clean freak, not that it mattered much though since you knew you could just grab one of his shirts and call it a day and he wouldn’t mind at all. you think it shouldn't feel so natural to fish out a pair of your clothes from the drawer, like you'd been living here your entire life.
conveniently, katsuki has a spare toothbrush. he denies that he’d gotten it for you and tries to convince you that his specific toothbrush was sold in a pack of two and he was planning on keeping it for himself.
right, of course.
katsuki’s apartment has always had a cozy feel to you. probably because it was his and not just any old apartment. he just had this warmth to him that made it a home, one you could see yourself sharing with him. it’d be simple, natural. like breathing just to be with him.
you don’t particularly enjoy smelling like alcohol and outside, so you’re happy to sneak off to get to the bathroom first while your boyfriend gets himself a glass of water. until he catches you, of course. he almost chokes with how fast he zooms towards you, quickly wiping his mouth with the back of his hand.
“the fuck you think yer doin’ ?”
“katsuki, m’stinky and gross.”
“m’not gonna let you hog the bathroom in my house, get your own.” he stalks closer to you. he’s grown a lot since high school—in height, muscle, confidence and the list could go on, you stand your ground.
“you’re the one who brought me here, mister.” you shove an accusatory finger into his firm chest. he doesn’t budge, but he scowls down at your finger like you’d shot him and digs his finger into your side before you can stop him. you’re ready to cuss him out and fight if you have to, but to your surprise he sighs. looking off to the side.
“fine, we’ll just both go then.” he huffs, ears slightly tinted pink in the light of his living room.
oh.
“w—oh.” you breathe, immediately his eyes zip to you. his eyebrows furrow harder and his lip pulls up to hide the embarrassment growing on his face. “what ? s’that a problem or something ?”
“no, no !” you try to tone down the surprise in your voice, leaning against the wall to try and act casual. “i mean, no it’s not but—like, are you sure ?” and you feel like you’re sixteen again asking him if it was okay to kiss him.
“it’s more convenient that way. uses up less hot water so, it works out for me.”
“ah, right. bills.” you try to jest, managing to only huff awkwardly. your eyes flit to him and the floor and he scoffs after a minute. slowly, gently, he grabs your wrist. slowly, gently going towards your hand and intertwining his fingers with yours.
“stop being dumb and weird.” he scolds, before pulling you inside the bathroom with him.
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you realise, really realise, with your back against his chest, how warm your boyfriend is.
he's always run hot and it came in especially handy during the harsher winter months. but now it's not cold, it can't possibly be when it feels like he's damn near running a fever behind you.
hot water be damned, he'd be able to heat up an ice cold bath all by himself you think. perhaps he'd always been this scorching, but it's the extra proximity that's making you realise it.
despite scolding you earlier for making it weird, katsuki is incredibly stiff. he'd been stiff when he swiftly turned around the moment he decide the water was an alright temperature, mumbling something about telling him when you got in. he'd kept his eyes aimed diligently at the ceiling of his bathroom and almost slipped when he tried to reach for the corner of his bathtub. you tried to spare him the embarrassment of giggling at his mumbled, butt naked cursing.
he'd scooched in behind you and it took him about a minute to let himself relax enough to let your skin touch. despite it being more convenient for him like he'd claimed, his hands stayed glued to the edge of the bathtub. the grip he has seems a little much, you can see his knuckles almost turning white, but his arms strain and bulge that way and you won't say that's not nice to look at.
you decide to make the move. you sigh, feigning relaxation despite your heart pounding, only intensifying when katsuki holds his breath for a second behind you. you make yourself more comfortable, leaning against him more and woah, he's scalding. you almost want to pull back, but you feel yourself leaning a bit further as you realise he's moved back too. his back now touching the edge of the tub. he hisses when the undoubtebly cold edge hits his skin.
slowly, slowly, the grip on the tub relaxes, and he lets himself dip around. fingertips slowly floating around in the water until they came to run up your arms. your shoulders, and he sighs then, really sighs like he's comfortable. and then all is good in the world again.
he's somewhat used to it now, and it's normal, almost second nature how he leans his head forward to land in the crook of your shoulder. he nuzzles into it more when you lean to the side to give him more space. he shoves his head in deeper, nudging his head to yours harder because he knows the tips of his hair tickle. and of course, ever the nuiscance, does it again and again until it has you giggling softly in the quiet of his bathroom.
and you think you could honestly get used to it.
"'ve been thinkin'.." you hear him mumble against your skin. you let out a hum when he doesn't continue. "'bout what ?" you ask sleepily.
"..bout you moving in, with me." he pauses, you pause. and it's quiet. again.
"o-oh yeah ? where did that come from ?" you try to keep your voice as steady as possible. your heart races and you feel it so hard you think it ripples in the water. you feel katsuki lift his head up lightly in confusion, but his eyes still won't move towards you.
"ya had something else planned 'r somethin' ?"
"no, no ! i'd wanna, i'm super down !" you're a bit louder than you mean to be, voice a bit breathier and higher in pitch and it echoes against the walls of the bathroom. katsuki's fingers twitch where they rest on the edge of the bathtub again and he sighs.
"i just didn't expect you to um-pop the question.." you trail off, you immediately mentally smack yourself for the wordage you used, because now you can't stop thinking about marrying him. you wished you could sink further into the water but now you're a little too aware of the hot skin pressed behind you.
katsuki doesn't look at you, he leans back until he's staring at the ceiling. you can tell he's trying to make himself more comfortable with the way he stiffens in an effort not to move like he usually would when he'd pretend to be unbothered. it tells you that maybe, just maybe, he was thinking about the same thing as you.
he sighs, and he finally looks at you then. voice poised and calm, but his eyebrows furrow and there's a slight pink on his cheeks.
"just..more convenient that way. you're already here all the time anyway." his rough voice cracks just slightly, the hints of doubt peeking through him. after letting out a breath you didn't know you were holding, you hum again.
"y-yeah--yeah.." you manage. katsuki clicks his tongue behind you.
"look, if you don't wanna-" your boyfriend gulps back his next words when you lean back against him once more. stiffening, before finally calming down again.
"i do, i wanna move in with you. truly." you lean your head back enough to comfortably look at him so he can see how serious you are. it seems to stun him a bit, eyes widened. his lips tremble like he wants to speak but can't. and since he can't, he composes himself (tries to at least) and nods, mostly to himself rather than you.
"good..good.." he mutters. you nod as well, turning back and closing your eyes to try and calm your beating heart, to fully relax.
"mhm, good."
and it's quiet again. only the sound of soft breaths and beating hearts remain. you can almost feel his heartbeat pressed against your back.
"how long have you been thinking about it--me moving in and all ?"
he hums from behind you, now that he's calmed down, his shoulders relax and he gets just a bit bolder, rubbing a thumb against the skin of your upper arm.
"does it matter ?"
"yes."
he grumbles, obviously embarrassed. " a while." is what he settles with "figured it was about time."
about time, huh ? you nod, the room overtaken by silence yet again. a comfortable, warm one you could get used to.
"'sides, i know how much you miss me when you leave."
you scoff, rolling your eyes. he's ruined the moment like his big mouth usually does.
"oh please, you're the one that keeps calling me back the moment i do leave." you shoot back, it's katsuki's turn to scoff now.
" yeah, sure. just admit you're obsessed with me, babe." he sasses.
"oh, babe you forgot your sweater at my place so come back and get it. what? no, i can't bring it back you forgot it so you come get iiit !" you put on a nasally deep voice, waving your arms around in the water dramatically.
"s-shut up, moron !" katsuki stutters, his abrupt movements of disbelief causing the water to ripple and spill over from the tub. "i don't sound like that--"
"oh babe, now that you're here i actually just remembered you forgot to gimme my 5th goodbye kiss on the way out--"
"yn.." he warns lowly.
oh yn, if i could, i'd spent my entire life makin' out with you cus i wuv you sooo much, bleh bleh muah muah-- !" your crude little kissy noises are interrupted by your boyfriend furiously flicking water into your face. you squeal loudly, shrieking trying to block the jet stream with your arms. you laugh loudly as he continues attacking you from all sides and you're sure by now half of the water he's used was most definitely on the floor, but you really couldn't care less.
and frankly, you could get used to this.
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taglist.
@napbatata @andysdrafts @queenpiranhadon @jastoo46 @cecelia77
@katszumi @m-inluv @monchurie @the-hangry-otter @starlostlaiba
@moonshuul @erenstitanweave @katsus-mistress @dondeh-zedonutqueen @liluvtojineteyam
@aspiringwriter1111 @sugurusmoon @redvelvetstan1
@niktwazny303 @nemisimp @kit-katsukii @alphasage @milktea-academia
3K notes · View notes
sweetshuga · 2 months ago
Text
Keep it on ✰ MS
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───~𓆩♡𓆪~───
fwb!matt! Your friend (with benefits) bought a new pair of glasses, a sight for sore eyes—and an even sorer aftermath.
Warnings! Smut!, obscene descriptions!, petname (pretty), p in v, unprotected sex (don't do this irl, this is just fiction, protect yourselves hoes<3), friends with benefits, size kink (kinda), dunno what more,
wc. 1.1k
note. English is not my first language! [Prologue]
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You and Matt had decided on this weird arrangement after accidentally hooking up at a mutual friend’s party, both having drunk a little too much and zero fucks to give—you stumbled into a spare bedroom and woke up entangled in each other’s arms.
The compatibility was so good that the arrangement seemed logical. No strings attached, just feeling the bliss and having a friend to talk to that you knew wouldn’t judge you; almost too good to be true.
He was addictive.
Today was like any other day; with you knocking on his front door, ready to have the "much–needed" relief. As soon as Matt opened the door, you felt your breath hitch, he looked like a vision, the hair, the stubble, the clothes, the glasses– wait the glasses?
You blinked and stood there entranced, making Matt let out a small chuckle of amusement, "you gon’ stand there all day pretty?" You snapped out of your thoughts at his words, suddenly very nervous and fidgety, "yeah– no, uh... pardon my intrusion," your words came out more like a mumble as you slipped in through the door, your nervousness evident.
You cleared your throat and looked around briefly, "Nick and Chris aren’t home?" You asked, trying to distract yourself.
"Yeah, they were talking about going somewhere today, I’ve been alone all day, it’s a good thing you came, I was getting bored out of my mind," he chuckled as he saw the small fidgeting you were doing with the hem of your shirt, "you nervous or sum’?" Your eyes widened briefly, "whaaat? Me nervous? M’never nervous around you," you downplayed, laughing, but the slight quiver in your voice gave you away.
Matt chuckled again, "right, definitely not nervous, not at all," he said with playful sarcasm.
You couldn’t help a chuckle at his teasing words, even if it was at your expense. "You’re wearing glasses." You stated the obvious. "Yeah, does it look weird?" He asked, grinning while fixing his glasses, "no, not weird," you clarified, "it’s just that I’ve never seen you in glasses before, but I have to say, ’s not a bad look on you," smiling as you gave him a teasing nudge on his arm.
Matt smiled back at you, and took your hand, already leading you to his room. "Well, since my brothers aren’t home, might as well use it to our advantage, no?" You let out a small laugh, "yeah, not like we don’t use any moment of solitude to our advantage," you said as you let yourself practically get dragged into his room.
𓆩♡𓆪
After making out and having a slow sensual foreplay, you had become a needy mess. Your insides craved to be filled by him—the glasses perched on his nose didn’t help your ache, only worsened it. Wrapping your legs around his waist, you pulled him closer, eliciting a hum of approval from Matt. He broke the kiss, leaning forward to get a condom out of the bedside drawer.
"Hold on pretty, lemme put on-" you stopped his hands from ripping the condom, "do it raw today, I wanna feel you." A soft groan left his lips as he threw the condom somewhere on the bed, "you’re gonna kill me someday, woman," he breathed out, lining himself at your entrance, prodding but not pushing inside. You bit the side of your bottom lip, rolling your hips as you tried to push him in yourself.
"Matt... c’mon." You whined in frustration, the ache too much to ignore– or go along with his teasing. "Mm... you want this big dick in you huh? Want me to stretch you— split you open with it?" His voice was strained, letting you know that he was just as affected as you were.
"Please Matt, yeah... Please, I need you so bad... c’mon," you pleaded, your voice laced with desperation and pure need. Your hands trailed down his chest towards his stomach, his muscles tensing under your fingertips as shuddering breaths left his lips. "You’re so pretty when you beg like that," he praised, making you look at him with pleading eyes, silently conveying your need.
"Please, Matt— I need it, I need you," he leaned down, his lips brushing against yours. "I know pretty, I know," he murmured against your lips before claiming it in a searing kiss, slowly pushing his thick length in, stretching you deliciously. A soft moan of pure, unadulterated, relief and pleasure fell from your lips. Matt pulled back until only the tip of his dick was inside before slamming his hips flush against yours, bottoming out as he groaned into the crook of your neck.
The sudden feeling of being filled to the brim made your back arch, sharp moans exited through the "O" shape etched on your lips. Your hands clutched desperately at the bedsheets, trying to ground yourself from the intense pleasure as he pounded into you. He snaked one arm under the arch of your back, holding you tightly as his other hand held your hip—with bruising strength.
The subtle hint of pain caused your pleasure to double.
𓆩♡𓆪
Matt groaned in annoyance as his glasses kept slipping down his nose – due to the sweat-slicked skin – his hand on your hip reached for his glasses but you held his forearm, stopping any further movement. Matt’s pace faltered as he looked down at you, confused, "yeah? What’s up pretty? You okay? Am I being too rough-" You chuckled breathlessly at his concerns, "no, no, don’t worry, you’re not being too rough, I just..." You paused.
"You just?" He repeated, panting softly, slowly rolling his hips against yours. A breathy moan fell from your lips, "well, just keep it on alright... you uh... you look good in it, the glasses I mean." You said, still breathless, mumbling an add on, "delicious even," a slow smirk made its way onto his lips, now understanding why you were acting so flustered and fidgety earlier today.
Matt wiped the sweat that had been making his glasses slide, chuckling as he leaned down to your ear, his lips brushing against the shell of it. "Oh I’m gonna keep it on alright, the whole night even, m’gonna fuck this pretty little pussy so good—ruin you for anyone else," he whispered – a promise – before continuing his pounding, each one making your body rise up the bed.
Your tits bounced with each slam as he held you tightly, not letting you escape the intensity of it all. All you could do was cling to him and scream his name as he took what he wanted—what you wanted. Your nails dug into his back, making him hiss and shut his eyes in slight pain and pleasure, his pace never faltering.
The ecstasy etched on his features, the glasses, the stubble, the hair, the earrings, the chain— a sight for sore eyes indeed– and an even sorer aftermath.
𓆩♡𓆪
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wc. 1,146
Isa's notes. Yeah... Another smut? I'm so awkward when it comes to writing something like this 🫠 Also, something longer? Gee, I know, but the topic is too good not to write a longer fic to.
༝༚༝༚
© sweetshuga
1K notes · View notes
starswallowingsea · 2 years ago
Note
even with just 3stars and the 2 and 1 stars you can probably farm 10k fans
and just having 10k fans doesnt mean you produce a character, i was wondering if people thought it was like a requirement to call yourself one
like i dont produce rinne but i have over 10k rinne fans (i think he is cool though)
reluctantly i agree that you dont have to even play the game much to produce a character if you do stuff like read the stories and make art and collect merch
just seeking peoples opinions 🙂 thanks for yours
oh i'm aware but i also think having fans as a requirement to produce someone is like. not great for new players who are still figuring out who they want to produce anyway. everyone should be able to take their time and feel things out and not feel pressured to try and hit some arbitrary number of fans on a character to "officially" produce them or be a fan of them
0 notes