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wannabe-british-fangirl · 6 months ago
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~ books read in 2024 ~
#16: Lula Dean's Little Library of Banned Books by Kirsten Miller
Ronnie Childers was tripping his balls off in Jackson Square when an angel of the Lord appeared before him. She was a glorious vision, dressed in black gym leggings and a Bikini Kill T-shirt, her golden hair twisted into a messy knot on the top of her head. She looked a lot like a girl he used to get stoned with back in high school.
Rating: 5/5
Three Sentence Review: I picked this book up because it was Tattered Cover's book of the month for July and I thought the blurb sounded funny - former high school nemeses locked in a battle over banned books. I am so glad that I read it! The cast of characters is quite large, with pretty much every chapter focusing on a different person, but all of their stories intersect and wind up forming a strong message about the power of books to educate, inform, and change the lives of an entire community.
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housecow · 9 days ago
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seeing you outright mention you have death feedism tendencies is like a shotgun to the chest (positive)
i have a medical phobia that’s somehow twisted itself into death feedism ngl. also, evil feeders. 😳
someone hellbent on keeping me as fat as possible for as long as they can—knowing what cocktail of drugs keeps my heart pumping, dumbing me down and keeping me pliant with edibles hidden in my food, waking me up every few hours for feedings and funnel sessions instead of letting me sleep so the weight piles on faster than it should..
somewhere deep down i know it’s not good for me. maybe my feeder tells me about all the health problems i have while the feeding tube is in my mouth and i can barely think, but i can’t focus on what they’re saying without getting overwhelmed. if i don’t remember later, it doesn’t really matter, right?
maybe occasionally i’d “come to my senses,” during a lull in the feedings. when my feeder is busy and away for a while, after i’ve made my way through a small mountain of snacks and the mini fridge (full of shakes laced with THC to keep me docile) is just out of reach. maybe i’d try to get up, only to collapse back down because my knee problems finally caught up to me and fuck, it hurts to even try to walk. maybe then i’d finally take a look at where i am, how i’ve given up my life for someone’s (and my own, let’s be real) sick pleasure.
i’d have to deal with that realization for a while. maybe i’d start to cry, unable to handle the reality. eventually, though, my feeder would come back. they’d find me in this state and console me, getting the funnel ready because they can hear my stomach rumbling and it’s been too long since i’ve eaten. they’ll coo into my ear about how it’s all okay, how i asked for this and it’s what we both want.
they’d give my belly a shake, grasping the lowest roll in their hands and enjoying the way it makes my entire body wobble. they’d press a kiss onto the vast expanse of fat above my belly button, an area they were so excited to see expand under their care. they’d struggle a bit to lift one of my tits, eager to see how my breath hitches at the thought of their mouth on me. these are all distractions. they’ve mastered this game of manipulation and there’s no way i’d be able to find my way out of their control. their touch, the food they offer me, even those moments when i’m not high or in a haze of fullness and pleasure, were meant to further ensnare me and ensure i’m theirs for as long as i live.
my health, my life, is in my feeder’s hands. they know what’s best. as long as i keep eating, keep taking the pills they hand me, keep ignoring how hard it is to move and breathe, it will all be fine. or, that’s what i’d tell myself.
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dreamsicle262 · 5 days ago
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Dead Plate AU Information
This is a masterpost detailing my AUs for Dead Plate, which may soon become their own fanfics—if given enough time—since I plan on trying to write out a few. There's a lot of text so be warned: there's a long post underneath the cut. I tried to describe character designs when necessary because there's currently no images like character sheets/references yet. Hopefully I'll get there. This post might be edited if I have more AU ideas, or if I add pictures.
As a note beforehand, I do have a headcanon involving Vincent not having a sense of smell, since being able to taste goes hand in hand with being able to pick up on scents. If he can’t taste things, then he likely cannot smell anything either. This headcanon remains consistent with him in these universes, unless stated otherwise.
Vampire AU
Dead Plate, but Vincent is a vampire. That’s pretty much what this AU is.
At some point prior to the events of Dead Plate, Vincent got turned into a vampire. He has only been dealing with it for a short amount of time, and his fangs have been taking quite a while to grow in. He didn’t really think anything of it at first. He still couldn’t taste foods, his appetite generally remained low, and he usually didn’t experience hunger very strongly.
He does murder Manon still. It’s during this time that Vincent is suddenly aware that he’s able to smell blood. Naturally, he figures that if he can smell blood, then he might be able to taste it. However, he doesn’t drink any of Manon’s blood to test this; whatever she has to offer he’s not interested in. It’s at this point that his plans have changed, and figuring out if he can actually taste something aside from nothing at all becomes his main priority. The whole ‘cooking with love’ thing is put off to the side for the time being. This could be attributed to him being selfishly inclined.
It's only when Rody accidentally cuts open his finger the next day that things change, and he actually does take the opportunity he’s been given to taste test his blood. As expected, this is an awkward situation for the both of them afterwards.
I haven’t fully decided on where I’d like to go with this AU to make it any different from the main plot of Dead Plate, but maybe an incident happens during the dinner party or something. I’ll figure it out when I actually get to writing the potential fanfic for this one.
There are no design changes for this AU aside from me giving Vincent fangs. He looks normal otherwise, and his fangs aren’t visible when his mouth is closed. There’s general vampire lore that I use that’s different from what’s usually expected of vampires but that probably doesn’t need to be elaborated here. I’m always open to questions on my AUs for further clarification though.
Florist + butcher AU
Rody is a florist, and Vincent is a butcher.
Vincent wasn’t able to open up a restaurant in this AU, but was content with opening up a butcher shop instead, still providing quality service to his customers in the process. Despite his shop being popular, it isn’t as large as it could be. In order to not put as much pressure on himself, he does have a few employees managing the shop’s orders, which mostly consists of providing custom cuts of meat or preparing special deliveries since his business is still a fairly big deal. Vincent himself mostly deals with the actual butchering in the back, instead of serving customers directly. He’s very picky about where he sources his products from, only accepting offers from places with a track record of animals raised to be high quality. Sometimes, this makes his store’s selections limited, and because it takes time to get new shipments in occasionally due to the distance, the products rotate every two days. Vincent lives above his business.
Rody is a florist, having managed to open up a store by saving up enough money to rent out an available building right next to Vincent’s butcher shop. He did this in order to cope with his break up, and to hopefully impress Manon and get her back. Since he’s managed to start his own business, it’s working out for him, surprisingly. Even if his business is for her sake and not his, at least he’s making progress with some personal growth and success. Rody still has a few issues with sourcing his products if he can’t grow them himself, but is otherwise doing okay. It is due to this reason that he is unable to deliver flowers, and majority of his customers are walk-ins instead. The only exception is if they happen to live nearby and he can reach them that way with his bike. Some of the flowers he sells come from his rooftop garden, which is contained within a greenhouse so he doesn’t go out of business every winter. His new apartment is below this garden, but above his flower shop. It is still considerably messy, but he tries to make improvements where he can.
Manon never had a rebound with Vincent, and was only aware that Rody had opened up a flower shop when he happened to get an advertisement in the newspaper and she saw it. Since then, she has opted to stay in contact with him, and occasionally visits like she used to. She lives somewhat nearby both stores. Given how Rody is making personal progress instead of being too self-sacrificing for her, she’s been trying to encourage him to invest more into his business instead of worrying about her all the time. It’s worked a little bit so far. Sometimes, Rody gives her nice bouquets of flowers that have meanings behind them since he knows quite a lot about flower language now.
Plot-wise, Rody will be staying in his chosen location near Vincent's butcher shop until he has enough money to relocate, but during that time he will get to know Vincent more due to their close proximity to each other constantly. Vincent, while originally annoyed by Rody's presence, starts to become intrigued by him and wants him to stay just so he can observe him some more. Of course, this leads to problems when he catches wind that Rody will be leaving soon, and is later told by Rody himself that he'll soon be 'out of his hair' in another month or so.
In response to this, Vincent starts sabotaging Rody's business by messing with stuff regarding the building (electrical cables, etc etc) and killing off his most frequent customers in order to cook into meals for him as potential bribery to stay. All of this negatively impacts Rody's business, especially financially, so he has to remain where he is longer than expected. He doesn't even know that Vincent is killing his business (quite literally) right next to him.
Design-wise, Rody wears an outfit similar to his casual clothes, but with his shirt buttoned up. His undershirt is a faded mossy green. Over his shirt, he has a dark brown apron with small, white floral patterns embroidered at the bottom to make it more noticeable. He also has an upper left pocket in the apron that he uses to tuck one flower in every day. It is usually roses of varying colors, but can be other flowers that mean love as well. Sometimes, his hair is tied back in a small low ponytail.
Vincent's design remains relatively the same, save for a kind of yellowish apron that goes over his outfit as well, and a pair of black gloves. His apron used to be white, but, given the nature of his work, it ended up giving it a look similar to old and yellowed book pages. It definitely has a few stains on it, but that comes with the job.
Manon retains her usual design. Can't improve perfection.
Zombie apocalypse AU
I had the vague idea for this AU, and @dollsteaparty helped me out with some other bits.
This AU is after the Table for One ending.
The zombie apocalypse happens and Rody primarily remains in his apartment during the beginning of it. He doesn't dare leave, and he doesn't even bother to look outside. The prospect of it scares him shitless, and for good reason. However, at some point he starts running out of food, and he can really only think of one good place in order to stock up. This forces him to finally venture out of his safe haven of his apartment and go back to Vincent's restaurant.
Unfortunately, Vincent is undead by this time, and isn't in a very good shape. His mouth is all fucked up and generally looks kinda like that one doodle in the upper left corner of a page by one of the devs that looked like it was based on a game or something. To make matters worse, he regained his ability to taste when he got turned in the first place, but his jaw is weakened and he can't bite down as well as he'd like or move it as much as he wants to most of the time. He can taste just fine but can't eat well, which has the expected side effect of pissing him off greatly with how ironic it is. Other than that, he's pretty well put together as a zombie, aside from the obvious ravenous behavior and poor muscle control that comes with being one in general.
When Rody does find Vincent, he's in the freezer room, and while Rody is strong enough to hold him off, it quickly becomes annoying to have to do. Eventually he's able to come to a compromise with Vincent, since apparently he's able to be reasoned with even in his current condition. Rody stitches up the sides of Vincent's jaw to the best of his ability to make it look more normal, but his handiwork isn't the best since his hands were so shaky. He was just nervous about them being near Vincent's mouth and the possibility of being bitten that comes with that.
The two then enter a relationship of forced codependency due to Vincent wanting to reopen his bistro even though it's the apocalypse since he's dead set on continuing business as usual and he can finally taste food, and Rody needing a safer place to stay where there's a food supply available, not to mention weapons. In fact, Rody's return helps the restaurant reopen, since beforehand people were too scared to enter the place, and they didn't even know it was technically still functional. It's still clean and everything too, because there was no way in hell Vincent would let his bistro fall into ruin.
The place becomes tense neutral ground where no violence is permitted in the dining area, and people are advised to use their best manners. It's a fine dining establishment and they will act accordingly. Both alive and undead customers show up, but now there's a sign outside the bistro that has a set of rules that everyone has to abide by if they wish to live. Besides, Vincent is capable of either reasoning with or even outright threatening other undead people if they don't act nice to their living counterparts while inside or around his esteemed establishment.
No one can have their weapons out or in view, customers cannot fight amongst themselves, no one except for staff are allowed in the kitchen, don't ask about the screams coming from the freezer, no one is advised to make sudden movements like running (something about predator drive and sudden movements making even valued customers look like prey), no one is advised to send the meals back to the kitchen since they most likely don't want their scent on it (they'll be associated with the food and have to be killed anyways), and if anyone has a problem, they can take it up with Vincent personally in the freezer. True to his word, Vincent still doesn't serve human meat... to his human customers. Any undead customers will usually be consuming human meat in their dishes because they can actually appreciate it.
Rody is the only one allowed to serve the customers in the dining area because all of the cooks working for Vincent are also undead, with the exception of the one cook that was fired since they got rehired. They help to desensitize their undead coworkers to a human in their midst, and also are a familiar face, so they have a lower risk of getting attacked. The zombified cooks and their fear of Vincent overrides any instincts that they might have as zombies, so he's capable of keeping them in line and certainly isn't afraid to enforce his rules in the kitchen. Both Vincent and his employees are in a much better preserved condition than any zombies outside the establishment due to them having access to a functional freezer. Also, Vincent does still pay whoever works for him. Vincent's apartment just upstairs has largely not been used in awhile, so that is where Rody stays, along with people who are looking for a safe place to stay for only one night. Vincent gets oddly upset when there's guests and Rody has to stay with them, but he does know it's for the better. Rody is also responsible for going on resource runs for cleaning supplies or ingredients, and for also stitching up the cooks when necessary.
Speaking of the cooks, sometimes they are put in the freezer on meat hooks as a form of solitary confinement for messing up very badly. They look miserable through that window in the freezer room door and Rody can very clearly see them when this does occur. That one human cook isn't stabbed with the meat hook and is usually just tied to it instead. If Rody gets the same treatment, he is usually tied up and left to sit on the floor for awhile, but typically doesn't remain in there for long since he either has to serve customers or Vincent deems his expression too 'unpleasant to look at' and lets him go anyways.
Character designs aren't too different aside from Vincent looking a little messed up in regards to his jaw, and Rody looking a lot more unkempt.
I also don't know where I'm going with this AU and if I particularly want Rody to be zombified or not... but I did think about a scenario where that would happen, as a treat. He would be turned by Vincent personally if he was dying somehow, and he'd probably try to get to his heart to eat it first before Rody turns completely. Something about wanting to taste what love really tastes like since it's his heart... and for Rody, laying his heart bare (literally in this case) and being able to love in such a way that it practically seems like he's serving his heart on a platter. Very big fan of the character design and what it could mean or show about him. Also I think Rody should lose the ear he lost in the actual game too. Just because.
As for that one human cook, Vincent would probably just get another cook to make them into a zombie if they were on the verge of death. They're not worth his time.
Plushie platonic soulmate AU
(Disclaimer: I actually am not fond of soulmate AUs in the traditional sense (aka almost exclusively romantic in nature) so this is platonic. Vincent is aspec to me in some way to begin with, so there's that too.)
During his emotional turmoil following his break up, Rody receives a mysterious plushie at his doorstep that looks like someone he’s never met before. He doesn’t know who sent it. This plushie is Vincent, but Rody doesn’t really know that yet. He’s heard of him since he’s a world renowned chef, but he’s not very familiar with his appearance. Either way, he reluctantly decides to keep the plushie, before eventually discarding it after it keeps showing up in his kitchen despite him putting it on a shelf somewhere. Also, his utensils seem to move in different places every day, so it’s creeping him out. It’s during this time that he’s looking for a job, but doesn’t take up the opportunity to work for Vincent, and instead opts for a simple fast food job. The Vincent plushie keeps showing up despite Rody’s attempts to get rid of it, so he just gives up and lets it remain in his apartment. One day, he wakes up to a fresh lemon tart, but no evidence that it was baked using his kitchen, especially since he doesn’t even have the ingredients to make that dessert. Beside it is the plushie, sitting there innocently.
On the other side of things, Vincent also receives a plushie of Rody that appears in his apartment one day on his living room table. He simply discards it, uncaring of where it came from. However, it keeps appearing again and again and it’s frustrating him to no end. At some point, he mutilates it with one of his knives, then trashes it again. When it comes back just as new, he puts it in plastic packaging and tosses it out of his window into the alley. When it returns yet again, he finally gets so fed up that he shoves it into the oven and sets it on fire that way. The plushie ends up coming back again and Vincent just puts it on his desk in his room, unwilling to mess with it anymore. He has no idea who the plushie was supposed to be because he’s never seen anyone like that before in his bistro. On top of this being strange, he also feels the strange urge to hide this plushie from Manon, since he doesn’t want her knowing that he has this. It’s unnatural and out of character for him to have something like that when it doesn’t serve any real purpose.
At some point, Rody and Vincent get to find the other person with their plushie counterpart and are both left thoroughly confused as to what it could mean.
Character designs for this AU do not vary.
Vincent forced therapy AU
Funnily enough, this AU came to me in a dream with one vague scene, and then it just went from there after discussing it with @vinylbiohazard. It's also exactly what it sounds like.
This AU is set after the Best Served Hot ending.
Vincent somehow survives after his restaurant was set on fire, but does have severe burns and some blood loss. The only reason why he doesn’t have severe blood loss is because the wound on his neck was cauterized by the flames, so it ended up not bleeding as much anymore. There’s still the glass shards that needed to be dealt with, though, so he does still need medical attention. One of the luckiest factors in this is how his restaurant was running out of cooking oil anyways, which is one of the reasons why he was even able to get out in the first place before his exits were blocked off.
Whenever the information of his bistro burning down becomes public, the general assumption of what happened is that he had been drunk, suddenly ‘snapped,’ and then tried to commit suicide while also taking his business with him. Essentially, his life is ruined, because he doesn’t seem too stable to the general population, and the media is having a field day with headlines. He does end up in the hospital trying to recover, and he’s not permitted to speak much for a while so his neck can heal. He technically still can since his vocal cords weren’t damaged, but it’s best that he doesn’t talk for some time. His neck is still in bad shape, but it could have been worse; the wine bottle that he was stabbed with narrowly missed the major veins and arteries in that area. By the end of everything, he does heal enough to look relatively normal, aside from the burns and scar tissue.
During this time, Rody is laying low at his apartment. He never comes out with the truth regarding his missing ear, and everyone just assumes that he lost it in an unrelated accident for being clumsy. While he would ideally like to stay away from the food industry, he does end up finding another job at a fast food place. When he learns that Vincent is still alive, he’s initially still upset, but since he’s had some time to cool down following the incident, he mostly just feels horrible. After all, he had expressed some concern about Vincent losing everything if something were to happen to his business. While not ready to approach him about it in the direct aftermath, Rody decides that he will try to talk it out with him at a later date.
As it gets closer to the day where Vincent can be released from the hospital, Rody shows up to talk to him, or, more accurately, speak his mind. He can talk to him without being interrupted, so he’s taking his opportunity to explain why he was so upset and why he acted the way he did. Adrenaline and trying to make rational decisions don’t mix well. Vincent has to sit there and listen to Rody rant for a little bit, all while he’s still not supposed to speak. At some point a nurse asks if the two were friends or something, and Rody has to awkwardly go along with it and say yes. Vincent is probably grumbling to himself mentally as this occurs.
Unfortunately, since Vincent’s apartment was above his restaurant, he doesn’t have anywhere else to go but Rody’s apartment following being released from the hospital. Rody’s not too happy with it either, but he’ll manage. In fact, he’s the reason why Vincent even gets to go to therapy in the first place. He’s the one to suggest it.
Vincent keeps taking Rody’s knives in his apartment because he doesn’t use them, they’re sharp, and he’s been considering killing Rody off anyways from being forced to live with him for so long. He has to keep getting them confiscated by Rody due to this. Whenever he’s scheduled to have therapy, however, he brings at least three knives with him and keeps them hidden. He doesn’t actually get to take them into the room where he’s supposed to have a therapy session and he has to begrudgingly give them all back to Rody beforehand. He may have been fully intending on using them to murder the therapist. It doesn’t look good for him, but he essentially has a mentality similar to ‘I’ve lost everything so why does it matter what I do now?’, so he doesn’t care.
There are no design changes for Rody in this AU, but Vincent has a few. There’s scar tissue on the right side of his neck from being stabbed there, as well as burn scars. There’s additional burns on most of his upper torso and arms. Any other burns aren’t as major, and most of them on his body healed over. In the hospital, he had bandages on over these while they were still healing.
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violetren · 8 months ago
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The great thing about the White Collar OT3 is that at no point does the introduction of Neal into El and Peter's everyday lives never feels like a threat to Peter and El's marriage.
Like from the moment Neal shows up at their house in episode one he and El hit it off.
Within the first 5 episodes Neal and El have figured out they have similar knowledge and interest in the finer things, they're sharing looks over how Peter talks about and will react to things, El is telling Peter to trust in Neal a little, Neal is helping make sure they have a lovely anniversary, and El is calling Neal in to mediate/help prove her point in mini arguments to make Peter do stuff.
They also work really well because while Peter, El, and Neal might all be slightly different flavours and intensities of hyper competent adrenaline junkie weirdos, all three of them are intensely loyal to "their people" so the second El and Neal recognised that they both trust Peter as someone who will always try to do the right thing and respect them they were like "oh green flag."
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caligvlasaqvarivm · 1 month 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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psqqa · 1 year ago
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yes, yes i know edgeworth’s big wet eyes and loser boy personality have captivated us all, but listen. listen.
phoenix wright
phoenix “genuinely unable to reconcile the girl on the stand with the girl he dated for eight months, a cognitive dissonance so profound it’s ultimately explained by them being literally two different people, but which he first sits with for five years and does not talk about at any point to anyone” wright
phoenix “don’t mention that name to me. i don’t want to talk about it. i don’t want to think about it. i am just going to keep myself in this state of perpetual crisis mode focus on other people’s problems until eventually i die and get to hang out with mia on the astral plane and never have to deal with any of these emotions ever again” wright
phoenix “overnight loses his career and reputation and sense of identity while gaining an adopted, probably pretty traumatized eight-year-old daughter, and rather than leaning on his friends for help, or getting therapy, or taking any time to process any of this, he *checks notes* spends seven years dedicating all his free time and energy to investigating the weird fucking circumstances around it and maintains a friendship with the guy he suspects was behind it all” wright
phoenix "runs across a burning bridge and falls through it, half a day after the game establishes that he is terrified of heights, because his friend is on the other side of that bridge" wright
phoenix “i sure felt surprised. maybe i had my poker face on” wright
phoenix “looking back on it that was actually a pretty dark period in my life” wright
phoenix “don’t ask me how i got started. i don’t remember” wright
phoenix “only you stood still, your eyes calmly watching” wright
phoenix “sometimes, life just sucks” wright
just
phoenix wright
crunchiest man in the world
and all i wanna do is chew and chew and chew on him
#ace attorney#where are all the people gnawing on phoenix's bones so white??#i need to find the phoenix bone-gnawing corner of this fandom PLEASE#this is me asking for the Phoenix Fic btw#where is the fic meditating on phoenix's whole mental state in general?#where is the fic about how it's phoenix's cageyness and poker face and flat affect under stress that is the hurdle?#the relationship ramifications of being actually really fucking hard to read when it comes down to it?#where is the fic about the week of his disbarment?#the one detailing the panicked blow by blow of it rippling through his social circle while he stands in the eye of the storm?#the one that ends messy and anxious and unresolved because it's week 1 of 7 years?#where is the birth of phoenix wright: poker legend fic?#where is the art school/theatre major phoenix fic?#no not the able to art/act phoenix fic but the kind of person who chooses to go to art school/study theatre phoenix fic#where is the supremely disinterested in pop culture phoenix fic?#where is the actually incredibly meticulous and competent phoenix fic?#capcom can tell me all they want that he's essentially an adhd disaster flying by the seat of his pants making it all up as he goes#but that's not what they're actually showing me#they're the ones who created an in-fiction legal system that functionally necessitates that#and the nature of the game is that phoenix is almost always proven right so rather than him coming off as hare-brained#his opponents rather just come off as short-sighted. either negligently or maliciously so#and the choices the writing makes in service of retaining mystery and audience suspense in fact function to make phoenix a person#who is astute and puts the pieces together but is cautious in his conclusions#i will grant them that phoenix does tend to lose sight of his overarching goal in getting drawn into proving or disproving minor points#the fact that edgeworth on the other hand never loses sight of this or where the various arguments stand in relation to it#is his sexiest trait as a character by far#but those minor points are actually functionally critical to the ultimate argument phoenix makes#so even though i do read that trait through the game mechanics i do also judge the other characters for being dicks about it#my point is phoenix wright does in fact have the character of a lawyer and is conventionally good at his job fucking fight me#my point is that you all have had 20 goddamn years to Rotate this man#my POINT is that there should be Intricate Fucked Up Meditations On Phoenix that rewire my fucking brain and i NEED to know where they are!
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uldren-sov · 9 months ago
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the reality (not the expectation) of what it's like sleeping with Seven Lawless. - Camy Rose ~dated five years ago~
Comm'd the amazing and talented @aevari tysm bestie!! Of yet another meme of my OC Camy and @infamous-if 's most divisive clingy sleeper Seven Lawless
Blank version under the cut!
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annqer · 11 months ago
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nooooo pleaseeee dont kill meeee mr sunday I wanna be in da sequeeeel >_<
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hanafubukki · 3 days ago
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Lilia either directly or anonymously getting you a vibrator or other toy and then, when you're not home, using his unique magic on it to see how you've been enjoying it 👀
CW: Smut/lemon/lime (or whatever citrus fruit people use nowadays lol)
Hello Anonie 💞🌺💚
You’re trying to kill me here Anonie 😂💞 in the good way of course.
Let’s say Lilia directly got us a vibrator/toy.
(Because let’s face it, if someone got me one and I didn’t know who it was? I would find that creepy. Unless it was hinted at that they would get me one lol)
I can see Lilia getting the toy and telling you to enjoy it. He can’t always be around to see to your needs no matter how much he wants to. So think of him when you use it.
And think of him you do. Whether it’s a vibrator or some other toy. You use it to please yourself. Moaning his name. Getting yourself ready until you release. Imagine edging yourself over and over.
It gives you pleasure, but it also gives him pleasure. It’s one of his favorite ways to have you beg for him.
You know his plan to use his UM, he’s thinks he’s being sneaky but you know him. So you make sure to make it that much harder for him later when he watches.
Why watch? When he can come to you instead? Why deny both of you that pleasure?
Now?? What if I say that your toy works both ways? Whatever you do to it, it does to him. He feels it.
Imagine it being in the warmth of your body as you bring it in and out. He feels that warmth. The heat as you repeatedly take it in and out. Feels it as you move the toy in a specific way.
He can feel the release building and then…you stop.
Oh. Oh he can’t have that.
You riled him up and now deny him release? Deny you both that release? He knows you are teasing him
I can see his eyes turn dark wine red, he’s going to have you on your knees begging for release after he’s done with you.
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radioroxx · 7 months ago
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Art requests? i GOTCHU.
SIFF WITH THE FISH HEAD. DELICIOUS DELICACY. (Please do not give Siff an actual fish for a head i will block you 15 times... /j)
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what do you call a fish with only one eye? well. well i guess its still just fish isnt it. ah. hm. mm.
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paintpanic · 8 months ago
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Res AU Joronia drawings. Character rambling and bonus doodles under cut.
This AU takes place a good while after the events of Triple Deluxe happened. Since then, Taranza's mostly recovered mentally from everything. He was able to move on from his grief and (somewhat) forgive himself. Now that Joronia's in his life again, seemingly back to her former self, some of those wounds he'd thought were fully healed have started to ache again. He still feels ultimately guilty for what happened to her.
He's thrilled that Joronia's been given a second chance at life, but is somewhat wary deep down. This feels to good to be true, that she's just back with seemingly no strings attached. The other shoe could drop any day now, and he could lose her all over again. Fearing this, he wants to make the most out of what could be a short time to be together again with his friend.
Joronia senses that there's a distance between the two of them now that wasn't there before. It shouldn't be surprising; he's probably still hurt from what she did. Other people definitely are. She's determined, though, to work hard to make it up to everyone she's hurt, and to prove to them (and herself) that she's not really like that, that she's capable of being better.
The Mirror's influence twisted her mind and her perception of reality. It made her feel like she was inadequate, and that everyone else were enemies to be subjugated. Now, she's supposed to be normal and better, but she still feels like there's something wrong with her head. She still doesn't feel good enough, and it still feels like everyone hates her. It's hard to trust herself. She's not sure if it's some lingering effect of the Mirror, or if there's just something inherently wrong with her now. She's scared.
She's afraid that something will happen, that she'll revert to how she was as Queen, and that she'll hurt Taranza again. Someone who'd always helped her, who'd stuck with her even when she was absolutely horrible to him, and who's kindness she's relying on again now, staying at his home as she worked on getting her life back together. She's a burden on him, and she always has been. She hates it.
Still, her deepest, most selfish wish is that they could be real friends again.
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These two need to have a long, honest discussion about their feelings toward each other and themselves. Both of them are absolutely terrified about that prospect, though, because they each think that the other secretly resents them to some degree. If they actually talked through it, they'd quickly realize that they both want the same thing.
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paradoxbeta · 8 months ago
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I'm curious, how would your Suns design look during more serious situations, such as one of the Spearmaster broadcasts?
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something like this
and now for a (slightly long) addendum: i know i depict SRS as jokey and kooky, but when it comes to not shitposting and actual characterization, i have Thoughts and Feelings about them. the entire story, they just want to do what they hope will help the people around them, even though it all ends up horribly, HORRIBLY wrong. that's tragic, and it has my interest. considering the heaviness (and intrigue) of SRS’s storyline, for me to only ever depict them as a goofball be way too shallow of me, and unfaithful to their canon characterization.
so to answer your question: they hold themselves together, of course, but the shame, regret, and embarrassment is still evident.
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wardingshout · 5 months ago
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I love your designs for them so so so much, your art in general is incredibly appealing!!! Your color works so beautiful, breathtaking honestly!!!
I’m super honored to be mutuals :D
SCREAMING CRYING PUKING THROWING UP WHEEZING HOLD ON HOLD ON HOLD ON OK HOLD ON HOLD THE PHONE THEY THEY THEM THEM!! THEM!!!!!
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AAAAAAAAAAAAAAH I'm sorry this caught me so off guard but omg they are precious this is so so precious!!!;;;;;; 💖💖💖 I feel like I could look at them forever thank you so much!!;;; their poses are so cute and the colours are so nice and warm and pleasant and the fabrics look so comfy I feel so comfy and full of love I'm;;; it's them I cannot believe it's Them,,,, 💕💕
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and what do you mean YOU're honoured, your art is absolutely insane I'm the honoured one !!!!!
all of your works are so incredibly done and you're so full of really cool ideas and concepts and you have Such a nice way of portraying all the characters like everything you post just feels so full of Care !!! ;v; the posing the expressoins the environment and colours and everything is just! a chef's kiss isn't big enough, it's 'blows a massive embarrassing smooch across the earth' kiss !!!! ;v; I'm so excited to see everything you're gonna create !!!!
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and omg I am especially in love with your WW designs already I hope you have an absolute blast with the game !!! ;v; 💖💖💖
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millidew · 3 months ago
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red's sumo official art kept scaring me so i wanted to redraw it.... which then led me to redrawing the whole kantrio in the span of like 4 hours
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BODY HAIR + LESBIAN BEAM!
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chrliekclly · 9 months ago
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thinking abt this again actually lmfao
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project-sekai-facts · 3 months ago
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Do you think An's mourning went too quick?
if we consider the amount of time between lutf and oyf (a few days), then maybe. first off, you gotta consider genre and storytelling here. vbs is very shounen-like, not that i really know anything about manga but they're basically always working towards the goal, most conflicts are resolved within the event, maybe with some things lingering afterwards but the main conflict (for lutf it was obviously the truth around nagi's death) is always mostly/completely resolved.
also in terms of event pacing, the next event had to be their arc ender (both lutf and oyf are very clearly rushed but the 2nd arc enders are an issue with like 2 other units as well so this is not a vbs exclusive problem). they didn't have the time to stretch out an's grief to more events, plus there was already the in-universe issue of taiga leaving for the US like 3 days after lutf. and yes, an did have let's study hard, but that was always going to be 1-A focused since they didn't have an event yet and needed it before there was no more 1-A.
however, there are multiple card stories and area conversations that show an grieving, and we get to see this in events like break down the wall and the ending of over rad squad to some degree. obviously less intense since time has passed, but there's still an obvious impression that she's mourning nagi. also this.
and as i said earlier, maybe. people grieve differently and for different amounts of time. people will also show it differently. a few days is a bit quick, but again you can put that down to the storytelling. in this kind of game that needs to tell its story quickly you don't have that kind of time. for the type of person an is and the age she is at, i think it was handled quite realistically. i do think it was rushed, but i don't think An would spend a very long time in a state of mourning. also lutf plays with the idea that she kind of already knew. she didn't know nagi was actually dead so she couldn't experience it fully, but there was always that slight sense of anger and denial at nagi having left without saying goodbye and never once talking to her for years. she was already grieving nagi, she just never once seriously thought about the situation.
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