#and this is really just about a detail that I think some people may be missing
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mecha--maniac · 20 hours ago
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This is possibly my fault since I started being active in the community again, and posting my sympathetic thoughts about Solaris quite a bit. So I'mma ramble the thoughts this makes me think.
By no means do I think Solaris is entirely sympathetic -- he's a god, and gods are almost never depicted as being perfect -- but I point out the sympathies a lot because the game sure doesn't, and most people will pick up on what they (almost certainly correctly) perceive as a biblical Satan/demon analogy, and thus are predisposed to assume he's evil for the sake of being evil. This is almost certainly what the devs were intending, buutttt the story for the game seems pretty clearly unpolished, so it's hard to say for certain that someone on the team didn't purposefully add a lot of background trappings that imply the history of the area is more proto-indo-iranian than the modern european parts of the setting would imply, and thus the themeing could actually be more of an observation on how christianity absorbed traditions from other cultures and turned positive things into negative things, such as the neutral-to-positive origins of things like 'hell' and 'demons' and how they became synonymous with 'evil' and 'bad' when transplanted. It wouldn't change much in regards to good/grey/evil readings; but it would support that the past has been obscured purposefully at some point. Historically, it would have been obscured by the ruling class with something to gain, but since deities are a Real Thing here it could also be Solaris himself.
(But again I really do honestly think most of the potentially purposeful detail in this game is an accident... I kinda assume the bg/asset team somehow had more time to work than the writers. This game was rushed to Hel and back. I think they wanted to play with grey areas, but didn't get the chance to actually put in everything they were building to.)
And honestly, I love any reading of the character; good, evil, and especially in between. I'd like to see more done with the old story mentioned (I'm aware of it and think about it a lot) and I'd say I'm surprised that I haven't seen anyone go down that 'Solaris was malevolent the whole time' road when exploring him... But this is the gay weirdo website, and historically gay weirdos tend to sympathize with the demonized monsters, so I'm not actually surprised he's usually played with more benefit of the doubt (plus there's a distinct reverse correlation between tone of a subject vs tone of the fan interaction; the darker the thing, the lighter the fan content, and vice versa)
I gotta say, though. That old story doesn't prove Solaris has ever been malevolent. That could very well have been the intention -- I always assumed it was, and assumed the average reading was 'oh the game characters have this story wrong, Solaris is secretly the bad guy here' -- but it's not proof. The lines tell us for sure that there is a story about Solaris, and that's it. It may sound to us -- with outside biases -- that Solaris faked saving the city; it may sound to them with their ingame biases that Solaris did save the city; but there's a whole lot in between there. An incident similar to the story probably happened, but we can't say for sure. And while it seems like the obvious starter of the fire would be the fire god, we should consider that devastating blazes that destroy entire cities are a thing that happen in modern times, and thus probably happened in any time period (probably more often, what without fire codes and such.) A legitimate blaze could have just happened. And who better to douse it than someone that can control fire? The 'Solaris tricked them' interpretation is easy to see under the surface, but it might legitimately not be that deep. Maybe Mrs. O'Leary's cow starts a fire; fire god cleans it up; fire god decides to be the city's patron; citizens honor patron deity with ceremonies. Or maybe there was even a mix, since we definitely can't know Solaris's intentions; maybe he did start it as a trick, but later legitimately cared for the people, only for the people to betray him so now mass murder is back on the table. Maybe it wasn't a trick, but he's pissed enough now to throw away the loyalty.
My point is there are a hell of a lot of interpretations to be made with what is frankly a scaffolding of a script, and that's what I like about it. There is extremely little we can confirm in the game, unless we see it actually happen, with all included intentions of the characters stated (for instance: Mephiles literally never kills Sonic. No blood; he comes back; even the characters 'sense he's still there'. Did he intend to? Maybe. Probably. The writing probably isn't that deep. But all he actually needed was Elise to think he was dead, so we can't say for sure he didn't pull a trick there.) Cause characters like Mephiles can seem all dramatic and evil and trickstery, but dude might just be ye olde theatre kid. And this leaves a loooot of room for different readings and fanworks that don't even need to actually contradict the game, since so little is known for certain. So; I just like to point out that it's possible this debacle was more a tragic misunderstanding of hurt people than a good v bad situation. We can assume the writers probably went pretty basic with the ultimate theme being the usual 'you versus the bad guy' with the starters of some deeper stuff before corporate rushed the game out the door; but we can't know that's the case.
P.S. I usually ignore everything after the game when it comes to interpreting it, but if we did count modern stuff, SXSG drops a damn bombshell with that 'I want to exist' line, and talking about restoring himself to the timeline. It's still just a theory, but man; that sure seems to imply he never was trying to destroy reality and/or time the way Eggman told everyone he was. That's just more fuel to the tinfoil hat 'Eggman was goading everyone on in that fight on purpose since he had a lot to lose, as Solaris was aware Eggman was trying to use him' theory.
P.P.S. Also, like, Solaris was confirmed for sure stuck inside a stick and a t(w)eenager for a decade, and I doubt anyone could come out of that making rational decisions. Meanwhile the other side are almost all children that have possibly been a bit rattled by all the time traveling, chaos energy, and trauma they've been injected with over the course of that three days or so (+for Silver and Blaze), so I find it hard to judge them, either. I can judge Eggman, though. Dude was definitely just a dick. He's proven that plenty.
P.P.P.S. Main complete fuckin mystery in the game to me beyond 'probably just an unfinished plotline' is the Mephiles trying to get Silver to kill Sonic thing. I don't see how it makes sense in any case whatsoever; if Solaris was somehow a saint, why the hell would he take such a roundabout route, particularly since he obviously didn't need to? If he was a schemin' demon, same goes -- why go so roundabout, why pick Silver for it, why get so complicated, when it backfiring was so obviously a risk? Maybe because he knew Silver had something to do with Shadow, and maybe he found out Shadow was kinda-sorta friends with Sonic, so he just... Hoped it would be ironic for the half-moment between victory and pulling the plug on the timeline? I dunno man, and I'd love to hear more theories about that from folks, particularly since there's a lot of room for introducing ideas of there being limits or rules to Solaris's power/time travel/the universe itself/etc that might justify playin' what is essentially an intradimensional combination hopscotch/cat's cradle.
Tl;dr: Pretty much all bits of this game are up for wildly different interpretations, as little is ever actually confirmed, and we have a whole lot of unreliable narrators. I think the conversation should be 'here's how I read it, or the version I enjoy' and not 'your way of reading and liking the thing is wrong'.
A lot of people recently—as in, a weirdly high number of people—have been posting about how Solaris as a deity is a sympathetic figure, and how he was a victim in the grand narrative of Sonic ‘06.
This post is neither meant as a “gotcha” nor is it attempting to disprove or devalue this reading of the narrative, in fact I’m actually going to demonstrate how moral ambiguity is a theme that ‘06’s story definitely and intentionally explores, but I do want to just… point out what’s textually stated about Solaris in the game’s story.
To best illustrate what I’m getting at, I want to talk about Solaris chronologically. To do that, we need to discuss some deep lore that has come up on my blog several times in the past. (And no, it’s not the fact that the owner of the shops in Soleanna is named Enrique.)
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Most people know that Solaris is represented by an eagle in Soleanna’s religion, but for those who missed the symbolism, Soleanna’s crest depicts an eagle standing proud with wings outstretched underneath a simplistic depiction of the sun, with the prominent feathers protruding outward in a manner reminiscent of sunbeams. Considering Solaris is known as Soleanna’s sun god and the eagle here is clearly represented as being a proxy for the sun (with the wing-sunbeams and all), and based on the fact Solaris’ physical form heavily resembles an eagle, it’s safe to say the eagle became a symbol in Soleanna due to worship of Solaris.
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Additionally, the stained glass murals found in Kingdom Valley seem to show the eagle—Solaris—having some connection to or dominion over the day cycle, with the mural depicting this in a serene, positive light.
With that connection in mind, I would like to bring up the most insanely loaded and impactful throwaway NPC dialogue of any Sonic game:
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Now, I’ve posted about this dialogue plenty before, but I wish to reiterate how this completely missable dialogue from some random woman in Soleanna’s New City contains deep lore that is heavily implied to be the origins of Soleanna’s symbol of their god, and may even be an origin story for Solaris’ worship in general.
The story is about Soleanna being overtaken by huge flames, until out of nowhere a huge eagle saves it. We know that Solaris’ physical form has the appearance of an eagle, so it’s barely conjectured to say that this story represents Solaris saving Soleanna—otherwise it would literally just be a narrative red herring. Additionally, the NPC specifically says that some people still believe the story to be factual, so this is clearly meant to be some manner of biblical non-fiction in the Solaris religion.
Clearly, this event sparked worship of Solaris, which, as previously mentioned, was viewed by the people of Soleanna as a positive deity—the “Eternal Sun,” which was paid homage to via the Festival of the Sun, which involved (description from the game’s official guide but this is also just what’s shown in the intro cutscene) “lighting a beautiful fountain of fire, bathing the city in the crackling glow of a thousand flames,” which I would say is representative of the great fires that overtook the ancient Soleanna, then afterwards “fireworks fill the sky, and there is much rejoicing by the general populace.” I would consider this as representing Solaris appearing from the call of the flames, but that’s conjecture—all that we need to focus on is what’s textually stated, which is that fact that there’s “much rejoicing by the general populace.” This is mirrored by the dialogue heard in-game, in which Elise, whilst lighting the fountain, prays: “Sun of Soleanna, guide and watch over us with your eternal light.”
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The next event that we know of chronologically is, after somehow taking the form of a meager sentient flame, Solaris was entrusted to the royal family as the “Flame of Hope.” We don’t know how this happened, just that it did.
Later down the royal family lineage, we get to Elise’s father, the Duke of Soleanna. At some point, his wife—Elise’s mother—died, and conveniently the Duke then became infatuated with the altruistic idea of harnessing the power of time to allow his people to rectify past mistakes and avoid bitter fate. To that end, he started the Solaris Project, which aimed to study the Flame of Hope the royal family had been entrusted with and, more bluntly, manipulate the super-dimensional god-being Solaris for its power.
It is noted that the Living Flame had to grow larger for this power to be harnessed.
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It is explicitly stated in-game that Solaris disagreed with this treatment. During the cutscene “The accident 10 years ago” which shows the Solaris Project experiment failing, a scientist notes that out of nowhere an electromagnetic pulse has been generated, which is causing a meltdown. The Duke responds to this by saying, “Why, Solaris? Why do you refuse to listen to my voice?” which suggests that Solaris itself generated the EMP, despite the fact that this causes it to fracture.
Furthermore, the game’s official guide (which should admittedly be taken with a few thousand grains of salt, as it’s a Prima Games guide and those are rather notorious) has this to say regarding Solaris and the experiment:
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So, pretty cut and dry when you view it all like that in isolation, right? Solaris was a benevolent god that was abused by the duchy of its people and driven berserk from said abuse, which is why even after reforming its darkness and wrath it still sought to destroy all time. The Duke of Soleanna sucked bad and Sonic ‘06 is a narrative about… god dying for no reason? And the ending of Sonic ‘06 with Elise extinguishing Solaris represents, uhhh… deicide? Elise is perpetuating the cycle of abuse???
Obviously no hate to people who prefer viewing Solaris in a strictly sympathetic light (I literally wrote a fanfic with that as a partial premise), but you have to admit that it muddies the narrative. And, additionally, what a lot of people ignore when they come to that conclusion is the fact that Solaris had known malevolence.
First of all, consider the fact that the Flames of Disaster were a known thing in Soleanna’s faith—specifically known as Solaris’ wrath.
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And when you remember the fact that Solaris takes the form of fire, and is known to be the being whose wrath is released in the form of flames,
Suddenly the story of the eagle has an alternative reading!
I am SO firmly in the camp that that NPC’s one-off dialogue is meant to suggest that Solaris manipulated its way into a position of worship, and that it being reduced to a meager flame was a saving act—which is why said flame was then entrusted to the royal family.
As stated above, this isn’t even an unheard of concept: Elise just casually tells Sonic about the potential of the Flames of Disaster, and all of Eggman’s actions throughout this game hinge on the fact that he wants to take the power of said flames (which he already knows about, just not how to channel) for himself.
Not to mention the fact that the component parts of Solaris don’t do the sun deity any favors. Iblis is literally a destructive manifestation of blind wrath, and Mephiles is a misery maximalist who literally overcomplicates plans to a fault just so the absolute most amount of karmic irony and sheer misfortune can underline all of his actions.
So… Solaris was vastly malevolent, ergo the Duke’s actions were completely justified, and Sonic ‘06’s narrative is about defeating ontological evil?
Also probably not!
A major theme of Sonic ‘06 is the dichotomy between the actions of an individual and the impact those actions have on the whole of society/the future—impact those actions hold in general:
Elise’s decision to sacrifice her relationship with Sonic by unmaking the instigating event of their meeting from the timeline, all to save the future, that’s just the underlining of this theme. There’s also the fact that Elise had to bear the Flames within her and repress her emotions in order to lead her people and hold back Solaris’ wrath, and the fact that Silver grapples with the idea that to save his future he has to personally kill an individual. Shadow has that whole moment where he says if the world chooses to become his enemy he’ll still fight like he always has, and even Amy gets the (admittedly pretty funny) line where if she had to choose between the world and Sonic, she’d choose Sonic—and for what it’s worth, that arguable ideology did plant the seeds of Silver questioning whether what he was doing was right or wrong. Even Blaze, who’s notoriously underutilized in ‘06, sacrifices herself to seal away the flames of Iblis for good.
I feel like the intended reading you’re supposed to have is that, yes, Solaris was terrible and did terrible things, but the Duke of Soleanna and contributors to the Solaris Project were also terrible and attempting to harness powers no mortals should possess, and both sides acted in manners that impacted the wider world in direct and indirect ways. It’s supposed to be a little difficult to work your head around and completely justify in one direction or the other—it’s trolly-problem-esque, in that sense.
So, in conclusion… all of this being said, there is still room to be made and interesting narratives to be constructed around the idea that Solaris was a victim—and personally I agree there’s some sympathy to be felt for the Flame and the experimentation it underwent even with its malevolence—but I feel like the actual narrative presented is much more intentionally nuanced.
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icedbeverageenjoyer · 1 day ago
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Just got started with the animatic! Really wanted to see just how long the whole project will be, but even that will take some time.
For now, here are the ref sheets I use for the main two (colours and details may change with time), and two seconds of the /very rough/ storyboard!!!
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I am having so much trouble with their profiles like I MADE YOU, WHY ARE YOU HARD TO DRAW????
(should add smear frames for clarity but I'm the only one working on it & I'm lazy)
Do you guys think I should do something more with them? Like share some doodles or make an animation meme so more people get invested? Because as of now y'all know NOTHING about them and I want to change that!!!
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befuddledcinnamonroll · 1 day ago
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I have been looking forward to Top Form all week! I neeeed it. Gimme gimme.
I love how they use the series Akin & Jin film together as a chance to use dialogue that is true to life, but that they would never say to each other in reality.
I feel for Akin. On one hand, he's got these feelings about Jin that he is clearly having trouble reckoning with. On the other, the entertainment industry is truly cutthroat, Akin is getting older, and Jin is the next bright young thing. None of that is easy stuff to process! And Akin seems to resist processing as his defense mechanism.
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Also Boom is looking very pretty today.
The shipping going so strong already is probably the most realistic thing about this show.
Aw, Akin is sweet. Being cute with the clerk, smiling at the camera. He's a nice dude to his fans.
Oh, this framing is really interesting...Akin already feeling like Jin is such a massive presence. Dude is clearly already having such big feels.
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Fascinating to compare to the framing in episode 1, and how quickly it's reversed.
Hee hee, the wings again. I know there were people confused by it, but seriously, just go with it. It's fun.
Akin is me when it comes to chocolate muffins. But also, editors, muffin flashback was not necessary, it happened two minutes ago.
Not the cat noise! I can't stop laughing. This show is such a gift.
Hey, it's Khom! Love seeing him pop up in things.
Baby has been counting down!
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I bet you anything he knows to the minute as well.
Aw, Jin letting Akin know he's been working on his craft, he wants to make him proud. And to be seen as his equal, of course.
Haha, Akin trying to show he's all about the work with his memorization of how many scenes they have together. (But we all know this is about more than work to you Akin).
Oh this is brilliant. Akin trying to show off, and Jin proving he's a match.
HOW IS EVERYONE JUST WATCHING NORMALLY WITH THIS MUCH HOMOEROTIC TENSION IN THE ROOM?!?!
Well, this is by far the prettiest monologuing to a muffin scene I've witnessed.
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Poor Akin, this is not going to help his difficult feelings.
Not my mind immediately going to Jin asking this question in bed...
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Why yes I do have a praise kink, how can you tell, lolol
Ok, this may seem like a little thing, but Akin letting down his perfect facade around Jin to grab the bottle is a rather adorable indicator that he already feels like he can be different with him.
Oooh, Boom in glasses = hot.
Wow, the parallels of this script - Jin's character studying the dark arts as a metaphor for joining with the unethical company. I am loving this so much.
Holy shit, just when I think I can't love him more.
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How much fun do we think Boom had learning to serve cunt with a fan?
Oh baby, don't read the comments.
Not the baby deer!!! Does it literally say "this is me" on it??
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Literally all he cares about is Akin, sweet boy.
Also, Smart in glasses = hot.
Uh, calm down crowd. But also Jin is so damn huggable in that sweater.
Oh don't pretend to be annoyed Akin, we all saw that little smile.
Haha, their interaction in the van is so delightful.
This show has some incredible filming locations.
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And I love the detail of the aspect ratio changing as they enter their series within a series.
The black and white coloring, the framing of the characters with Jin starting below and then moving to be at the same level multiple times, the interplay between them... I am adoring the details.
Not to mention the fucking killer chemistry, goddamn.
Lol, Jin nodding along to the director is adorable.
Whoa - that escalated quickly!
Nooooo, don't stop there! Waaaaaah.
Oh god is it next week yet?
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wackywatchdotcom · 2 days ago
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What do you think Queenie was like when she was around? What do you think about the HC of her potentially being on the spectrum?
i dont have a super concrete idea, but i do imagine, true to kingers word, that she was very funny and creative!!!
ive mentioned it before but i dont think she was actually an entomologist- just someone invested in it! (the only way i could see her being an entomologist is if, for some reason, c&a wanted an entomologist on board for... something? but thats a very biological field so i dont think this is the case). at most i think shed worked related jobs in the distant past, but nothing recquiring a degree in the field
despite this i do think she was just as weird as entomologists are. because theyre all weird and its great. every entomologist or person DEEPLY dedicated to entomology ive ever met has been eccentric in some way. i think she was like this. what this entails is ambiguous
(id use myself as a source but i think im closer to kinger in terms of knowledge on entomology, in that its above standard knowledge of insects but still not nearly as much as an actual entomologist has)
also i think she was bad at completely dialing down talk about insects. i think shed try but as she talks itd gradually veer right back into just her saying her own thoughts, complete with abbreviations and ento terms that no one else but her knows
she was definitely very funny and probably in like. a very goofy way. i think she was generally pretty composed but had a very lighthearted sense of humor. i think with her general like... demeanor of Knowing What Shes Doing that shed just Say Things that would catch people off guard in a very silly way
in terms of creativity, i dont imagine she was an artist (or if she was i think it was a recent skill she was learning- maybe gangle was teaching her...) but i do imagine she had a very good ability to problem-solve and generally had a really good grasp on methods of doing things. creative is the best way to put it again. she was clever!!
i do think she was probably the more grounded of the two, less jumpy and more prone to thinking about the situation the two were in (what with how kingers personality ties into his chess piece being a king, i like the idea that hers ties in too). it gave her more of a tendency to really think about it all which contributed to her abstraction :(
i dont think she waas TOOOO much more serious than kinger though... i think they were both huge goofballs and it was sweet
tbqh my idea of her is ALSO influenced by my favorite tadc fic that i read a few weeks back and am still obsessed with (metamorphosis by beepborpdoodledorp!! its REALY good). i like to imagine she was like how she is in this!!!!
in terms of her being autistic i am ALWAYS a fan of interpretting characters as autistic. i looove the idea of entomology being a special interest of hers (especially bc i can certainly relate), and even w the minimal knowledge we have of her i think it works really well. i think i could come up with more elaborate details abt this other than the surface level stuff but id need to think on it more...
(i myself try to avoid hcing a character as autistic and then just making it about having special interests since thats only one facet ofc, though w the little info we have on her its one of the easiest things to point to... i would love to have more ideas for it)
though, i know its implied to be an abstraction thing but i DO like the idea that she found bright lights overstimulating. i could see her finding MOST things in the circus overstimulating. if she were around to meet pomni i think theyd be able to connect over that (considering i hc pomni as autistic too but i dont wanna derail this w rambling abt that HAHA). the humor thing may have created strange moments though since i think pomni has very little sense of humor- or at the very least, a highly specific one that is hard to hit. maybe queenie could have managed to make her laugh...
either way i REALLY like the idea. autism entomology combo WIN!!!!!
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caligvlasaqvarivm · 3 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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medicalunprofessional · 1 year ago
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the phoenix
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messangerforthestars · 9 months ago
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“We need more morally gray characters” you guys can barely handle topaz and jade.
#yeah I said it#hsr#Honkai star rail#topaz hsr#topaz and numby#jade#jade hsr#hsr Jade#hsr topaz#like they’re not good but their not mustache twirling villains y’all#yes topaz did mess up by not telling bronya the actual success rate if she accepted the deal#but you have to remember she was indoctrinated since she was a kid that the ipc was good and that those who surrendered to its power will#succeed and thrive#hell they may have used examples like boothills home planet as warnings#of course she would think the ipc is good and will#help jarillo#her home planet was on the brink of collapse when the ipc came and it was quite literally life saving#even though it did mean robbing the future of a population to work for them topaz so grateful for the ipc and sees it as a way to pay back#you guys are forgetting that she was willing to sacrifice her position and that she was happy the planet could be independent#now we don’t know much about jade but she doesn’t go seeking out desperate people#those people come to her and accept those deals knowing full well every detail and it’s cost#she may get some pleasure from it sure but she’s just doing business with people#and yet I see people view them as villains and yet not call out aventurine with helping the ipc take control of penacony#he’s a victim yes but so is topaz when it comes to the ipc manipulating them#topaz has good Intentions and is just following what she has been taught since childhood#look I love aventurine I really do but he’s not pure and at the end of the day both him and topaz are people they are flawed#they’re not completely bad or good#sorry it was mainly about topaz we don’t know much about jade and I might change my mind on her when we do
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jeanne-d-arch · 2 days ago
Note
Holy shii- I NEVER TOUGHT I'D ACTUALLY GET A REPOST
Ok, here I am to continue what I started, and I'm quite indecisive about talking about Misa first or about Light's new approach to the notebook and shinigami in general.
Both are relatively long.
Both tap into the territory of plot changes.
So, yeh, hold steady.
Well, about Light and the shinigamis:
As said before, Light is very respectful of both Ryuk and Rem, but I want to expand on that.
Light is not only respectful. She is curious. She submerges Ryuk in questions about everything: she asks in detail about the Shinigami world, about the Mu, about some other rules of the Death Note, and about how Shinigamis have to interact with humans.
For example, when Ryuk tells her that he has to follow her around, she asks how long the radius of his movements is.
He thinks about it and answers: 19 kilometres (and this is canon, I may add).
So now Light has this new info up her sleeve that can be used strategically as she likes.
Then again, she is curious about how Shinigamis know the names of humans beforehand, and eventually, Ryuk tells her about the eyes (another info that she gets early).
There are many times, of course, when Ryuk doesn't know the answer or when he just blatantly tells her to go and find out herself. But even then, she doesn't get mad. This is a god, after all. He has the right to keep secrets from her.
The only time she gets slightly annoyed is when Ryuk tells her that there is no Divine Providence or whatever, and she got the Note by chance.
She responds by saying that just because he doesn't see God or has never heard of him, it doesn't mean that it doesn't exist.
Her cosmic view can be summarised this way: both Shinigamis and Humans are creatures made by a superior God and, as such, are subject to his final judgement and act on his behalf (which is a way for her psyche to distance itself from the thought of actually being just on an ego trip. Again, rationalisation does wonders).
Speaking of the Death Note, she experiments a lot with it. Even before coming to the conclusion that simply killing isn't enough and that she has to take a different approach, she pushes the Note to its limits, or at least tries to.
She experiments with criminals on death row, usually making them die in ways that can not be related to the other deaths that are being investigated on the Kira case (this way, she can do as many experiments as she likes without anyone suspecting shit).
She also decentralizes her actions so that it's not obvious that these deaths are related. Having access to the Internet, she experiments on criminals from different countries (those where news travels freely).
Her experiments focus on what she thinks is the most powerful aspect of the Death Note: control.
It is clear to her that the real broken ability of the notebook is that it can control people's actions before they die.
That is the ability she wants to use to transform the world.
She focuses on branching options and complexity:
If I say that X will do A or B, what will the notebook choose?
If I give Y Task C and then specify that, if impossible, he will do either D or E. What will happen?
If I give Z a task that is not physically impossible, but psychologically, will they try to do it, or will they simply die?
What are the bounds of "impossibility" that are set in the note?
How detailed can I be when I control someone? How many pages can I use on a single person? (The answer is 6, fanon, just because the series really likes the number 6)
Can I write conditionals? As in that the person will die either way, but the control thing triggers only if they meet certain conditions?
To clarify: she doesn't start experimenting out of curiosity alone, but to explain the thought process, I have to go in detail on what happens during the "Big L is watching you" Arc.
A few things change even before the arc, like Rey Penbar's death (thanks, Misa), but the result is quite the same: cameras in Light's home.
Now, before the whole cameras thing, Light had already arranged things with her friend Yuri so that they could study together at Light's home in preparation for finals.
In the meantime, Light's mother announces that she will have to stay away from home for a few days to go help a relative doing things. She trusts Light and Sayu to take good care of the house and be welcoming to their guest.
When Light is sure that the Note is hidden beyond any reasonable doubt, she welcomes Yuri and the two study and arrange so that Yuri can stay the night.
Eventually, they end up watching the news and come across a program about Kira.
(Light would've had to eventually watch the news anyway, mostly because that is how she spends quality time with her dad)
The Kira topic is brought up, and, to Light's shock, Yuri doesn't seem too opposed to it.
The girl justifies herself by bringing up the fact that since Kira started killing, crimes dropped, and not only that. The police officers are more efficient, and people feel safer.
She even admits that she has visited the Kira website, tho she has never posted anything.
She compares Kira to a sort of dark antihero that has good intentions but no choice but to act the way he does.
Light does not agree, but she is not judgemental of Yuri's positions. She then calmly tries to explain to her friend that Kira is not helpful at all and that his victims are, statistically, mostly poor people who have no other choice but to resort to crime, while the rich and depraved stay safe in anonymity.
The only way Kira is useful, she concedes, is by indirectly exposing the flaws of current society so that in the future, such flaws can be mended.
(She is, of course, only referring to the second Kira, since she doesn't consider herself a Kira at all, and is genuinely convinced that she is trying her best to be an objective judge)
While continuing the discussion, however, she comes to internally realise that she can no longer defend her own way of thinking because she, too, until now, has only resorted to killing (even if she was more, ahem, "picky" with her victims) and killing alone does not solve the problem's root.
To truly reshape society, you can not just get rid of the bad weeds: you have to push people in the right direction.
To a certain extent, to control their actions.
Going back to her experiments on controlling actions: she chooses a group of inmates from different countries and concedes them the full length of their lifespan, but conditions them to act in a more gentle and friendly way towards others.
The majority of them effectively change, and these people become contributing members of their small special societies.
A number of them, however, simply dies.
Remember that question about psychological impossibility?
Apparently, if a person is rigid enough, or if a certain way of thinking and acting is too hardwired inside their brain, they will be resistant to change: the control will be deemed impossible and the person will simply die of heart attack.
(This is, of course, fanon. But i thought it was an interesting take to explore)
With this strategy, she targets convicted and released criminals, small politicians who are deemed corrupt, low ranking officers who are accused of unjust behaviour and corruption.
All with proper background checks when possible, of course.
Conceding them the full length of their lives, she slightly conditions them into being better people.
And again, many actually change.
Many die, and these deaths get investigated by L and the Task Force.
This ties again to the whole idea of Salvation. When confronted by Ryuk about it, Light states that the fervour of a prayer and the goodness of an action have nothing to do with what has caused it. And if the Note made it possible, then it means that the person could've been pious all along. What Light is doing is simply... giving these people a "gentle push," so to speak.
On a less serious note: the thought of Light hiding pieces of the Death Note in her pad is both grossing and incredibly hilarious. Like, I can totally see her do it.
And while I can see her accidentally making origami out of the Death Note, she only does it when absorbed in deep thought and is sure to burn the pages afterwards. I can, however, totally picture Light making origami in a way that lets her hide small pieces of the Note inside them. Like, that would be incredible.
Adding to the origami thing: Light and Sayu have developed an origami language that they used to communicate secretly as children.
Light, for example, decorated her shelves in a way that, if read right, composed a poem, while Sayu used to put together song lyrics or something.
After she finds the notebook, however, she changes some core meanings so that she can keep reminders without Sayu deciphering them.
So go ahead and imagine a confused little sister wondering why Light has suddenly devolved into composing meaningless buzzwords.
Also I can totally picture Yotsuba Arc Light finding herself in a dire situation and temporarily regaining memories, just to lose them soon after and being creeped out when she finds origami that she doesn't remember doing but that are clearly made by her.
Then she deciphers them, and the message is: "Act like you remember."
Now, speaking of the elephant sized Male!Misa in the room.
(Thought about calling him Shirou. Shirou Amane. Sounds quite good to me)
Anyway.
This Misa is dark. Like, as a person.
We are talking about someone who masks himself as a somewhat gentle and caring individual who is a bit of a dummy, when in reality, he is an obsessive and jealous man.
His backstory is more or less the same as canon: Light executed the man who murdered his parents.
Timeline speaking, it happened when Light first got triggered about Sayu.
Then, his gentle and likeable persona catches the attention of Jealous, who promptly proceeds to commit autokill to expand Misa's lifespan.
Rem gets Jealous Death Note and yadda yadda.
When he obtains the Death Note, he barely hesitates. Most of his very early kills go off radar, mostly because he murders people who might be a threat to his career but that are in no way directly related to him.
While he is obsessed with Kira, he also has his own agenda: on the Kira side, he kills criminals by giving them heart attacks, making the extremely recognizable.
Since only the cause of death is reported, however, he doesn't know about the prayer gimmick, which makes it extremely easy for L to figure out that there are at least two Kiras.
Then he also kills people who he thinks might be a threat to his acting career, and he's always very discreet in these murders, making it look like the person died in a way that was completely justifiable and not related neither to him or Kira.
He prediliges overdose due to heavy drug usage. What a horrible way to go.
And suicide, of course. An old classic, usually after the victim has written a letter about unrequited love or something similar.
Rem is not exactly thrilled about this human, but now she's stuck with him, and she surely has no intention to go back to the Shinigami realm.
When L does the Lind decoy, Misa is outraged about it and immediately kills the man on TV, completely ignoring Rem's warnings.
Then, when L declares war on Kira, Misa states that he will be Kira's protector and kill anyone who dares to cause him harm.
He then asks Rem to make the eye exchange so that he can better protect Kira.
Again, he doesn't listen to Rem's objection about Kira already being untraceable and perfectly safe, and takes the Shinigami eyes.
He finds Light almost by chance, during her "date" with Yuri.
Light is using the date to figure out Rey Penbar's name, just as in canon, and everything goes as planned.
When videos of the accident are published online, however, Misa spots Light within the people that are exiting the bus.
He sees her name, but not her lifespan.
And his heart skips a beat.
Soon after, he starts stalking her from a distance, and he starts gathering info on her. Her favourite food, her address, her interests, her academic career. Everything he can get a hold on.
When he finds out that she's the daughter of the police chief, he sighs thinking about how the poor girl must feel, knowing that her father is out there doing such a dangerous job.
At the same time, he thinks about how cruel the universe is for forcing such a beautiful and gentle girl to dirty her hands with the blood of human scum, and makes up is mind: when they'll be together as lovers, she will never have to face such a burden, because he will kill for both of them.
(And she will stay in the kitchen like a good wife)
Yeah, no.
You talked about Misa praising Light for her intelligence?
Forget it.
Not gonna happen.
No, wait.
It might happen.
But only if it helps him seduce her.
Sorry not sorry this man is a scum.
Anyway.
Misa starts stalking Light, and he decides that anyone who is even remotely bad to "his girl" will face severe consequences.
You were bad to Light yesterday? Too bad, get this really strong flu and die.
Eventually, Light catches up on the coincidences and clues, and she understands that the second Kira has his eyes on her and is killing people around her.
And she is so on edge. Like, she is experiencing a psychological horror movie in real life. She starts to wonder why he's doing it. Does he want to kill her? Or even worse: does he want her?
Eventually, Misa decides to go and introduce himself to "his future fiancee".
He sends Rem beforehand to prepare the ground, so to speak, and so Light gets the opportunity to speak to the Shinigami alone.
This also means that the other Kira is in a 19km radius. So Light sends Ryuk to go after him without making his presence known.
Now alone with Rem, Light starts having polite conversation, always trying to get info about the other Kira without giving out too much about herself.
She, however, expresses disdain for Misa, expecially after the fact that he has basically isolated her.
(She is furious, actually, and perfectly ready to kill the man with her own bare hands)
After reuniting with Rem, Misa decides to stay in the shadows and keep his own agenda, as well as the criminal killing. He doesn't make his presence completely known to Light, but he uses Rem as a mailman to exchange info with her.
She hates this but has to stay compliant and maintain her public persona.
This is an unstable individual that knows her face and name and that demands to be her boyfriend.
He could turn on her any instant.
This is when she comes to the conclusion that to catch this monster, she needs the help of a specialist.
So, when L presents themself to her, she thinks that this might be God coming to her aid, finally.
Now.
You remember the thing where Misa loved Light and Rem loved Misa?
I plan to make Rem fall in love.
Just, not with Misa.
Hope you enjoyed it. See ya.
If you actually think about it, if Light was the only genderbent character in deathnote, the show would take very dark turn and would communicate a different message.
K:- " If Light was the only genderbent character in death note, the show would communicate a diffrent message, yes, primarly because the show was written in the early 2000s with 90s values, and its creator was not good at nuanced portrayal of women, to put it mildly. Look at how Death Note treats Misa. Shes treated as a legit threat until she joins up with Light where she becomes more of a joke. Yes the sexism and being talked down to for being a girl would drive Light nuts, but its nothing she didnt already deal with growing up. Would it be harder for them to take her seriously? Yes-"
E :- "Which is obvious considering the early 90's 00's Japanese work culture. Even now it's still a breakthrough.
But they may or may not be trying to say Fem Light would suffer under male hands or something of that issue.
Would the Task Force hurt fem Light? Doubt it. Most of them are respectful men, the worst I can say is they can get hot headed with each other as men.
Laying hands on Fem Light? No.
They never did that to Misa not counting the time with Soichiro as that was with Light under the impression they were suspects."
K:- "Misa being under arrest and filmed was pretty yikes. And Solitary confinement was already a pretty dark and messed up angle to go. But Light here is the chief of police's daughter. She has the power of Neoptisim and a prior connection with most of them on her side. "
E:- " True true. He already had a bond with them. Misa's arrest was more hostile. Maybe that is what they were referring too?"
K:-"Misa was both treated like a threat and not.
Later on in the prisonorship she had police escort shopping privlages, but at first that image is pretty wack.
And why? What are we supposted to infer from this?"
E :-"I know right? She's a threat enough to keep around surveillance but not enough to stop her from swapping places with friends.
She can show she is capable of fooling people but it's not enough to treat her as a genuine threat. I doubt Misa minds it. It gives her so much leniency to get away with things.
But for fem Light it's infuriating.
But here I wonder if L would see her as a threat?
My canon L doesn't give a fuck about your gender. Only if you can actually play the game. Violence is not restricted by gender. Anyone is capable."
K:- " Are we supposted to infer something about L from Misas outfit while being filmed? I guess its interpritive, but I see it more as L breaking social boundries to make her unconfortable and push her closer to hopefully breaking. Same with the handcuffs really."
E:- " L does that with everyone. She ain't special in that which makes it oddly open minded.L does that to me by getting his damn feet on things."
K:- " I don't think L cares about Gender. But the steryotypes at the time imposed preformances of gender upon most of the players"
E:- "Right right. Such as expected reactions"
K:- "And I admit, I AU for fun. I'm not intrested in exploring the darker timeline where the taskforce is a skeevy to female Light.
And we acknowledged that the world would treat them diffrently by gender from where the concept was first incepted with female L.
Its always been part of the considerations, the Sexisim present in Japan at the time at which Death note was written. Hell, I'm probably missing nuances from it, from not being Japanese nor Not being an adult in the 90s"
E:- "We can only gather what we know and work with it. And once again this is for fun."
: )
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wonder-worker · 1 year ago
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J.L. Laynesmith taking the 'Buckingham Did It™' route for the murder of the Princes in the Tower AND the rumors of Edward IV's bastardy ... I have to laugh
#my post#history media#this was in her book 'Cecily Duchess of York' which I have ... Thoughts on#I really liked it overall - it was meticulously researched and gave me information that I hadn't previously known about Cecily#However this often contrasts with Laynesmith's own very evident biases assumptions and conjecture#and the effect is very jarring#This becomes slightly more pronounced after 1464 and actually ridiculous after 1483.#She also suggests that Henry VI may have genuinely died of a melancholy-induced stroke like Edward IV claimed which is just...lmfao#I don't know what to say at this point lol#To be fair she does specifically note that he died shortly after Edward arrived in London and that most contemporaries believed#it was far too convenient#which is far more acknowledgement and culpability than she gives Richard III whose culpability for the 'disappearance' of his nephews is#literally never touched upon - the blame is conveniently dumped on Buckingham#honestly the whole Deal with Buckingham is so odd. dude was a political neophyte; was given a primarily ceremonial role by Edward IV#throughout his reign and was younger than Richard (who was a seasoned politician). What makes you think Buckingham of all people#was some kind of political genius and making decisions over RICHARD of all people lol?#anyway#This book was pretty decent with Margaret of Anjou which was great#it was less decent with Elizabeth Woodville which was not so great :/#some of the assumptions it made (for Cecily's benefit naturally) were so weird#and the way she 'reassessed' Elizabeth's role in 1483 was very distasteful#I might make a separate post on that because it was very annoying#(also claiming Henry Tudor landed with 'a small band of Lancastrian exiles' - yeah no. the majority of the 'exiles' who supported him were#Yorkist aka Edward IV's supporters who opposed Richard. because this was very much an internal civil war between the dynasty#and Henry became a claimant only after being chosen by Yorkists after the October risings made clear the Princes were dead#the claim that challenged Richard's was Elizabeth of York not Henry's. let's not twist words here)#(ALSO I'm sorry but William Stanley certainly did not choose to commit his troops to Henry Tudor because Henry was 'his brother's stepson'#he did that out of loyalty to Edward IV and his children as Henry was the chosen claimant of the Yorkist faction#hence why he may have betrayed Henry VII in the 1490s for Perkin Warbeck who pretended to be Edward's second son. so jot that down)#you really see these small minor details which are very much chosen purposefully and paint a very different picture lol
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wheucto · 6 months ago
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an ii/su crossover would be fun just for the trichotomy of light-based beings. inorganic light/organic light/whatever the ii contestants are
#wheucto#wheucto speaks#ii spoilers#ii 16 spoilers#for the mechanics of how i'd make the crossover work i'd have SU and II take place on the same planet_ where gems are the same but humans -#- are now objects instead. and whatever changes that entails#i'd say the world is mostly however it is in SU with companies from II... don't think II has much else to contribute there#NEways about the light-based beings trichotomy.#first off_ ii contestants are probably like some sort of hologram thing? since the way mp4 generates objects (animate or otherwise) -#- is probably because of the one shimmer that cobs abducted.#anyways. gems are created for a specific purpose. they only sort of share this with the contestants_ who may be made to act a certain way -#- but are still able to grow and change. the exact details of their creation is Unclear. and mephone mightve not created them consciously#- but he does seem to want them to be a certain way_ though they have certainly changed from their original states of being#on the other hand_ shimmers are definitely organic beings. they seem to reproduce: they have younger members of their species. they grow -#- and change. no shimmer was created for any specific reason (probably) they just... live. they Are. like humans Are#gems are definitely inorganic. a stated fact. they're closer to robots_ really.#but the contestants are in this weird inbetween state. they're made of organic light. they're made to be like a physical_ organic people. -#- but they're made by a robot. created by code. they even glitch!#also the gems and shimmers are aliens. would they have met? maybe#i heard in SU intelligent organic life is super rare - though for this AU we can just ignore that <3#since shimmers are pretty advanced its possible that the gems me them and decided not to like attack them (too much trouble or smth)#maybe a little abduction to test the shimmers' organic light. i'd seem them do something like that
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bmpmp3 · 9 months ago
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the really beautiful landscape/skyscape animation in makoto shinkai's works tends to be the big thing i see focused on and that is understandable and deserved like the weather and lighting effects are unREAL but i do think we should also appreciate how absolute insane the plotlines of his original movies get. at least two movies with in universe catastrophes with major ecological implications. the guns and explosions. theres that one movie i havent seen yet with the guy who turns into a chair (?)
#just watched weathering with you. it was really good. REALLY good#i remember when it came out people were saying it was better than your name. but now it seems the general opinion switched?#your name changed my brain chemistry and outlook on life. i think weathering with you may do the same#so to me i think they're like on pare with eachother. i dont know if i can choose which is my fav now LOL#they are sisters to me..... sisters to me...... quick review below watch out for spoilers#i dont think i'll be too detailed but i do also just recommend watching it its a great movie#I DID like the soundtrack in your name a BIT better like the score had a few more hooks for me and i loved all the insert songs#while in wwy i liked the last three inserts but the first couple didnt really grab me. but its all radwimps so its all good LOL#the side characters in wwy were so good tho like i loved all the cast so much#of course i adored the main characters of your name and wwy both. but the side cast in wwy ruled i think i'll remember them for a long time#the taki jumpscare was also great. my boy was here. my boy was here. just for a minute#i also adored how unhinged the main character of wwy was. hodaka was like. a bit unwell? HJKDJHKFD i thought it was great#weird and quiet but desperately a bit violent in a way that i think was very relatable#i also loved the like. message? sorry that sounds sappy but i liked that like the story was kind of like#coming to hina who is working so hard and forced by herself and circumstance to grow up so early and sacrifice so much#and grabbing her by the shoulders and telling her YOU CAN LIVE!!! YOU CAN HAVE FUN!!! ITS OKAY!!!!!!#i think it was so sweet and such a strong sentiment. wonderful movie. also there was guns and i was so scared#i think that might actually by why i love how high stakes the plots get in these movies like the character design and personalities are so#real and down to earth so when you go to the beautiful planetary skyscapes and also the exploding vehicals you get like so in awe or scared#it does also make me laugh tho now thinking about the your name nendos. you can just barely make nendos of them. you cannot make a nendo of#hodaka. hina maybe. but not hodaka. he is. some guy. the most some guy. visually at least. mentally hes got. something happening <3#loved him so much. hes normal. hes normal. oh they did make some popup parades thats cute#altho it is a bit funny looking. that is just like two normal teenagers JHKLDSHKFDLSafdjksd#anyway next up i'll probably watch the chair movie. ive heard a couple songs from it and they were pretty good so im excited#it also makes me realize i need to watch more of his back catalogue other than 5cm.... he has way more movies than i remembered#i hope someday he gets to make the yuri movie he wanted to. it would be unreal. huge beautiful skys. ecological disasters. girls kissing#oh i hope he gets to do it one day..... one day.....#EDIT: WAIT THEY DID MAKE A NENDO OF HODAKA AND HINA.... LIKE FULL NENDOS NOT EVEN PETITE.....#HODAKA REALLY DOES JUST LOOK LIKE SOME DUDE.... AWESOME
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the-physicality · 7 months ago
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fragmentedblade · 2 years ago
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Insane that Blade during Todd's quest did basically the same thing Dan Heng was doing during this last video
#Fragments and scraps#I talk too much#I had just finished Todd's quest and I had so many questions and hypotheses and then the video dropped#And goodness it gave me even more things to ponder but I also think it kind of cleared things up when it came to what was Blade mourning#I also wondered whether this came after Kafka's companion mission but now I'm pretty sure it comes before it? I think it makes sense#Seeing confirmation of Yingxing being old looking was so hard to watch whilst compared to how young Jing Yuan sounds in Chinese#And when seeing him alongside Jingliu and Baiheng‚ who were both mature women when he was a little kid#No wonder he is so prideful of his craft. He deserves it. I really adore how they implemented a lot of details in the worldbuilding#and sidequests that throw light towards the characterisation and story of some of the main characters#Specifically I can't stop thinking about Yingxing in the context of how we see shortlife humans are regarded by some people on the Xianzhou#and especially in the context of the sidequest about the master and the apprentice. Everything it implies#Anyway... This video broke me. The confrontation between Dan Heng and Dan Feng was hard enough#(guy leave the boy alone‚ *he* has nothing to repent of) as well as beautiful. Some shots were gorgeous and full of symbolism#But seeing the five friends... goodness. Yingxing's bitter smile carries a weight that I think goes beyond him losing to Jingliu#given his age and how young his friends look. The way Jing Yuan reacts as if having the braincell but also teasing them was so him#The way his voice broke later on while reading Imbibitor Lunae's punishment took me out#Baiheng reminded me a bit of March 7th in this video. It may be due to how March reacts to Dan Heng's melancholic air towards the end#And how Baiheng reacts to Imbibitor Lunae's and Yingxing's at the beginning. I don't know if the parallelism was purposeful but I loved it#They all felt actually a lot closer than I expected. Mainly Jingliu. I expected her to be close only to Baiheng given what Jing Yuan says#The images that flash over the sentence were so good and so heartbreaking#Yingxing looking at the figure over the moon‚ his chest being pierced by the sword Blade now wields‚#Jingliu blindfolded slicing something‚ someone suspended in chains‚...#And the heavy absence in those images of Jing Yuan‚ whose breaking voice hovers over them all#Truly brought back to mind Blade's line about him. How he knew better than anyone but he did or said nothing#And how he is not one of those who must pay#Everything was so charged I wanted to scream or jump off a cliff. The way the faces of Dan Heng and Dan Feng superimpose ugh#Truly everything was so good#I have so many thoughts about it I can't stop thinking hahaha#But I better shut up already. I should sleep a bit#I want to scream though. The Dan Heng/Blade parallelism makes me want to drown a sea‚ ontological barriers be damned haha
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mrfoox · 1 year ago
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.... OK I really hope I can keep this dude ♥
#miranda talking shit#Like... I just want him around me... Yeah. First visit I thought it may be how I felt. Now I'm like lol yeah#8+ hour visit later... Not even that I just... Am being used for sx like we talk so much#We talked about past experiences and love and children etc. Like... I guess we just vibe. Or rather I feel like we do#We make each other laugh and he seem to want to touch me and want to tell me about things#He talked about metal (or we about music but I'm not a metal head so) and he played songs for me#He found my reactions to them funny. Some song did some guitar thing and I was like “woah!”#He laughed and after the song went into explaining what it was. How it was done and such#“i wonder what you think about this... Or... Well maybe you won't care. But I think you may find it interesting?”#Me already clawing at the phone: yes yes I'm interested show me!!!#I love having people show me things willingly. Like even if it's embarrassing or whatever like hey I am going to love it#He showed Warhammer figures he had painted and talked about that#I love hearing people info dump like omgggg hiiii tell me everything uwu#I took up the... Idea of being fwb and being like... Exclusive about it. And he was like “I mean... I haven't really been seeing anyone els#Mainly bc I don't want to and bc it's so... -makes eye contact with me-“ me: tiring?”-deep sigh-yes so tiring.... “#He shared a lot of personal things in general and one thing in detail he definitely didn't have to#I mean I casually say I got daddy issues but that's like... Yeah my dad never cared for me and my siblings that's just how it is ya know#Idk man. Been a while I... Felt so... At ease and.... Open so quick with anyone. I liked Linus quick but not in this way#I hope I get to keep him around me for more... Like he's.... I think we have things in common but we are definitely still different enough#Want to learn everything I can about him. Plus he let's me be... Overly affectionate and serviceing him like an doting mom (how I want to#Treat everyone in my life but I know majority don't accept it). I get to bring him a drink and help him get dressed to go outside#Men who just goes along with how I want to express affection and not hate it is great#I mean. I don't think he have been touched this... Affectionately before either. I'm very intense and like.... Yeah it's like I'm in love#With you. Sorry I'm stroking your face and looking into your eyes and all :/#He just smiles. Me with basically heart shaped eyes and he's like: :)#Some nerdy brunette: hi (: me: omg? Spend all your free time with me???
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neonacidtrip · 1 year ago
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we haven't spoken in a very long time, but i dreamt of you last night, so I couldn't help but think of you. I'm not sure you remember me, but i hope life is treating you well these days. take care.
I'm not sure what to say, but I can promise you I have not forgotten you. My time on Tumblr has been a mess full of hiatuses, I admit, but it will always be a place where I met some very wonderful friends, including you. With 100% honesty, I can say the friends I made here are some of the best friends I have ever had, even though most of us don't talk anymore.
It doesn't matter how often I speak with people, or if we never speak again. I'll always remember you, and I'll always think fondly of you and hope that life is treating you gently and kindly.
I hope you had a nice (or at the very least an okay) dream, and I'm glad to know you still remember me, too, regardless of all else.
Take care, love <3
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aliicent · 2 years ago
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Maybe an unpopular opinion, but I don't get why there are so many people saying ser. Criston is Dornish. I mean, technically he is not (?) House Cole serves the house Dondarrion, which is settled at the Stormlands. Okay, so at this point in history, Dorne still resists the Targaryen conquest, so whenever ser. Criston says he fought at the Dornish Marches he actually meant he was fighting against the Dornish!  And I really don't see why would he cherish the Dornish culture as people appear to think he would/should. The only thing he says that may contribute to this idea is that the Sunspear's port deeply well, but even then what he really says is that he was a soldier at the stormlands and that he knows the sunspear's port deeply well. Ok, now regarding his appearance (on the show): Blackhaven is located at the Marches which is a border region (a quite conflicting one), so we can speculate that maybe the people in that region may resemble both the people of Dorne, and the people of Stormsland. Or we may speculate that maybe his mother was Dornish. And we can reflect upon what all of that would mean, but I really don't see why should we face ser. Criston as an attempt to represent the Dornish culture :/
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