#but STILL! objectively you have to hear me out
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So, I know this is about forest horror and not video game horror, but I was playing FOREWARNED with my friends and had a very weird 'just let it follow you' moment.
FOREWARNED is a horror co-op game where you're graverobbers going into Egyptian tombs and are rightfully being hunted down by the spirits within who are pissed that you're grave robbing. Every tomb is protected by a random spirit that will hunt you after a certain point. Your game objective is to find a bunch of archeological artifacts and then treasure if you're brave enough. The spirits all have different things they do in order to try and find and then kill you.
We can all recognize this game's premise and go into it to be scared because I can be jump scared by a properly timed breeze.
What is very important to this is that it has an in game communication system. If you're killed, you can't talk to anyone any more, but you can hear things. Talking after a certain point can help the game spirit find you and kill you. If you die, you can come back as a mummy and either kill your other players or try and point them in the right direction.
So, this is about my third game and we're in a relatively big tomb and I am still so insanely unsure about how this game works. I get separated from my friends and can't hear them any more. I am lost and just want to get out of the tomb and back to the jeep. I keep asking my friends where to go with absolutely no response. I turn a corner and then I see one of them. Relieved, she starts to follow me and I feel so much better. I try to ask her how to get the fuck out of here, but she says nothing.
That makes me worried, but I think I'm being a newbie and should just shut up and so I stop saying anything. Instead, I sort of juke left and right to indicate where I want to go and what I'm doing.
Every now and again, a mummy runs up to me and I freak out and throw torches at it and run in the opposite direction. Eventually, I find scaffolding up. My friend refuses to come up, but the mummies come dashing after me and I run up terrified. The game ends.
Finally, I can hear my friends again. The spirit took on the form of one of the players and would follow you around until you spoke and then it murdered you. Apparently, my voice was glitched the entire game, so my friends couldn't hear me and were killed instantly by the spirit, so they came back as mummies to warn me. I just led this creature around asking where I should go and it didn't kill me because it could not hear me. However, when it was with me it was such a comfort.
What, the forest-dwelling entities with imperfect human mimicry who insinuate themselves into groups of hikers? Yeah, we had one of those. Clocked it immediately, of course. Honestly it kind of fell in that so-inept-it's-kind-of-charming range. We just played along until it'd had it's fill of marshmallows and shambled back into the treeline. We might have been violating some kind of killjoy wildlife contact best practices but what the hell, can't plan around every little thing. Why, what happened to you guys
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✶ the object of his affections — sam winchester
cw : gn!reader, sunshine!reader, fluff, lawyer!sam, talk of feeling unloved, unedited, 1K words. requested ! for my 900 followers event [ closed ] .
prompt : in the patch of sunlight cast through a window + “you’re loved.” “but how do you know?” “because i love you.”
you’re not yourself today, that much is apparent to sam as you stand at the window, bathed in early evening sunlight. most days, the soft light on your face would make you smile. you’d look out at the hills and grin at the sight, even if you see them most days. and somehow, your face would become ever brighter when you hear his dress shoes clacking against the marble on the third floor of the courthouse and turn to see that it’s him.
he’s glad to see that you perk up just a bit at the sight of him still. he likes the way your eyes look when they catch the sunlight for a moment as you turn. they look a little sad, maybe run down, today. he’d like to fix that, though he’ll have to pry it out of you somehow. sam has a feeling that quiet you is the complete opposite of your normal talkative self, and it won’t be easy to get you to tell him what’s bothering you.
if only a love confession could lift your spirits; he’s been working up the courage as he’s gotten to know you. he’s a young lawyer, but a skilled one, and you’re working your way up, interning here for the semester. you’re professional when needed, but outside of that you’re sweet and nerdy and always happy to talk his ear off.
right now, your face is missing that bubbly smile he so loves to see, though he can’t deny that your subtler, softer one is quite pretty too. another day, you might bound up to him with news of something from earlier in the day. this time, you let him approach you the whole way, eyes staring back outside by the time he’s leaning against the windowsill. the fabric of his smart, well fitting black blazer brushes against your light blue button up. a little closer, and his shoulder would be pressed right into yours.
“something special out the window today?” he asks, mostly teasing and voice quiet to match your mood. there’s something special standing at the window, that’s for sure. you are very special to him. all four hands resting on the ledge are cast in shadow from the way the sun hangs in the sky, but your faces are lit. he’s not even looking out the window to see what you might be peering at so intently; his eyes are on you. your nose looks pretty in this lighting, he thinks. all of you looks just lovely.
“no,” you murmur, the word almost leaving your lips as a sigh, “nothing special.” your voice falls a little flat, almost as if you’re a bit upset that there isn’t anything special, or maybe that you can’t seem to find anything that feels that way right now.
will it cheer you up if he tells you he’s pretty confident he’s going to win his case? you always seem so happy for him when he succeeds in even the smallest of things. but he frets that you’ll just feel like you have to act glad for his sake, so he thinks he won’t say anything about it until he’s sure you’re feeling better.
his pinky is so close to yours. he wants to touch you, be as near to you as he can, all the time. silence reigns for a few long moments. most people have left the building for the day by now.
“can i tell you something sort of pathetic?” you ask quietly, almost out of the blue if he hadn’t caught the sound of you breathing in before you spoke. he likes the sound of you breathing in. out, too.
“you can tell me anything. i’m sure it’s not pathetic,” he murmurs. the look on your face tells him that you still think that it is.
it takes you another moment or two to feel composed and unashamed enough to actually let it out of your mouth. it’s very soft when you say it, nearly drowned out by the sound of footsteps down the hall. it’s not late enough that everyone’s gone. but sam leans in close, and he has a certain affinity for your voice. his ears tend to filter out all else when you speak.
“i’m having a bit of trouble feeling loved,” you whisper. his heart aches. you’re the most loveable person he knows. but everyone feels that way sometimes, he supposes, including you. he thinks you deserve to never feel that way, though, out of everyone that he knows. “i- i know i am, but i… i’m having a hard time feeling like it right now.”
besides the pang in his chest, he feels honored you’d tell him something so vulnerable and intimate. “that’s alright,” he says, very gentle. “knowing isn’t the same as feeling, and it’s not your fault if you’re having trouble feeling it.” he knows that sometimes all you need is to hear it from someone else. sometimes you need a reminder from someone other than yourself. so, he tells you, “you’re loved.” he sounds very confident and sure of it. he leans over, the side of his head pressing against the cold glass as he tries to meet your eyes.
those words wash over you, and he’s right that you need to hear them, but you’re still sort of unconvinced. “but how do you know?” you ask, avoiding eye contact. you feel a bit ashamed to ask it, but you’re still in need of reassurance. you expect him to give it through compliments; he knows because you’re nice, you’re pleasant to be around, you’re smart. “because i love you,” he says instead, and frankly it gives you quite the little shock. you finally meet his gaze and there’s no doubt that he really, really means it. the way he looks at you fixes it all. there’s no second guessing whether or not you feel loved in this moment, because his face tells you that he loves with all that he has, and you are the object of his affections.
#sam winchester x reader#sam winchester fluff#sam winchester x gn!reader#sam winchester x you#sam winchester#sam winchester fanfiction#supernatural fluff#sam winchester headcanon#sam winchester fic#supernatural fanfiction#sam winchester oneshot#spn fanfiction#supernatural oneshot#sam winchester imagine#supernatural sam winchester#spn sam winchester#supernatural#supernatural requests#sam winchester supernatural#supernatural x reader#spn fanfic
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(this is inspired by a buddie post but doesn't relate at all to 911)
for once, they're not exes, they're could've-beens
The Daggers are loitering around the Hard Deck a few months after the mission and somehow the topic rolls onto how they all met each other
One way or another, Bob admits he had a huge crush on Phoenix for like the first few weeks when they met
And everyone teases him to the point he's getting a bit shy, so to not overdo it on him, Fanboy pops in and says that, Hey, I had a huge crush on Reuben when we met during training as well, it's not that bad.
And instead, everyone moans that it doesn't count because they're married and Payback is all 'oh you had a crush on me? that's so embarrassing' while Fanboy just rolls his eyes at him.
So Fritz is like, 'Pretty sure everyone on base but Halo knew I had a crush on her, I just kept saying the stupidest shit around her,' which prompts Harvard and Yale to quote more and more outrageous sentences while Halo nearly snorts up the beer she's drinking
Bob is still really red and really quiet so Phoenix, attempting to get him to relax about the whole thing and not make a big deal out of it is like, 'Yeah, it's normal, lots of people have crushes on their co-workers, especially when they spend hours on end together. Look at Bradshaw over here, he used to be Mr. Heart Eyes for Hangman, you could've done much worse."
Before she realizes that, you know, no one was supposed to know this, it's already out of her mouth.
Bradley kicks her under the table and fucking freezes, avoidings anyone's gaze and bites down the urge to bang his head on the table.
Because, you know, back when he and Jake were still in training, they had what Jake thought was a friendly rivalry - it was actually just Bradley doing stupid shit to impress him and it flying over, figuratively and literally, Jake's oblivious head. They spent a lot of time together and it was very easy for Bradley to let himself just be in the moment and not think about the crush thing so he kinda ignored and ignored and before he knew it, it had been years.
Shit changed when Jake started ditching their after-work meet-ups to hook up with one of the flight engineers with whom he developed a bit of a coworkers-with-benefits relationship. And Bradley had to watch and hear about it on almost every occasion, every day.
Bradley said to himself that enough is enough because the crush was becoming embarrassingly not-crush-like and he decided he was not being that lame and would move on. Easier said than done - he tried to distance himself but he and Jake worked together every day and were friends so eventually all Bradley could do was the good old out of sight, out of mind method and he transferred without telling Jake.
Which is why Jake was so pissed with him. Because, well, Bradley was the closest thing he had to a best friend before he met Javy, and he just left Jake behind without explanation, one day there, the next one already in Japan, like it was nothing. (Jake does not realize that but he did actually have a bit of a crush on Bradley back then as well, he certainly didn't see him the same way he sees Javy...)
So, no, Jake was never supposed to find out, definitely not now when they're kinda friends again.
So, when very disbelieving You had a crush on Hangman? is thrown at him a few times and Jake is just staring at him from across the table saying nothing, Bradley pulls a lie out of his ass.
"He had a nice ass, nice smile, and very nice tits. I was young and stupid. It's not that big of deal."
It raises some eyebrows and snickers. "Seriously?"
"I found him hot, what's so surprising in that? We all have eyes."
There is a second of confusion but then everyone kinda nods along because, well, Jake is objectively attractive. "I thought he was hot, I wanted to impress him but instead we just got into a pissing contest of who is better at this or that and then I just, moved on."
"So, when did you stop crushing on him?"
"When I realized how big of a mouth he had on him," Bradley says, which is the biggest lie he's ever said - he liked Jake's big mouth an embarrassing amount. "Just couldn't stop yapping on and on."
This finally fucking awakes Jake enough to protest, "I don't yap."
And thankfully, the topic smoothly moves onto bullying Jake.
Bradley ignores the whole fucking thing because if he doesn't, he's going to get bitter, and if he gets bitter, he'll have to admit to himself why. And he's moved on, okay, he was fine all this years he's spent in Japan, he's fine now. It's not like Jake would ever give him a second glance anyway.
Meanwhile, Jake comes back home that night and can't sleep. Because Bradley thought he was hot. Bradley had a crush on him.
Or rather Bradley had thought Jake was hot, Bradley had a crush on him - past tense. He didn't even know this was an option and now he missed it, apparently by years.
And he can't stop thinking about it because he could have Bradley and he keeps imagining how their life could look right now if he didn't miss his chance when he had it. And every time he sees Bradley, he gets a reminder - it's all past tense, chance missed, nothing he can do about it, Bradley had moved on.
And Bradley notices that Jake is now acting weird around him, all quite and staring at him when he thinks he can't notice but avoiding him as best as he can any other time. And Bradley can only find one variable that changed just as Jake's started getting weird around him - and that's finding out that Bradley had a crush on him.
So that's great.
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🌧️Dancing in the rain with Namjoon 🌧️
“Oh shit, it’s raining.”
“Oh damn, it is.”
He gives you a sly grin.
“Oh hell no. I will not go out in the rain with you Kim Namjoon.”
The rain hits the crown of your head and dribbles down to your bare eyes. You neglected to bring your glasses because you didn’t want them soaked. Although, it wouldn’t have mattered in the grand scheme of things considering that every part of you was soaked now; the same was true of Namjoon as well. His shirt clung to his skin sickly as his shorts dragged and dimmed like a melancholic night. The goosebumps formed on his arms and legs as the rain assaulted him with numerous tiny drips. You could see the drips of pathetically clinging to his bald head. The drops that couldn’t hold onto his hair drooped to kiss his monolids. Still, he kept his dimple-filled, radiant smile.
“This was a terrible idea.”
“Definitely.”
He grabs your drizzled hands and waltzs with you in the rain. Both of your steps are clumsy and amateur; your feet often bump into each other. There’s no sense of rhythm with poorly timed and coordinated turns. Although, it’s to be expected from a non-professional dancer and an oafish rapper; yet, its sincere crudeness belied any cold professionals or critics.
He hums a faint tune in his molten tone that you can only barely hear under the pattern of the raindrops falling from above. You can’t decipher where you’ve heard it from, but it sounds familiar.
“I don’t think we’re doing this right.”
“Probably not.”
He spins you around making you feel like a graceful music box dancer while he is your charismatic, brave wooden soldier; although you both undoubtedly look like wet, lovesick dogs gaping at each other in an objective lens.
He attempts to dip you; however, the wetness of both your shirt and his hand betray you both causing you to slip out of his grasp. Luckily, in that split second, he catches you and holds you close to his chest. You feel his heartbeat race against your ears. At that moment, you feel the heat of your cheeks combined with the dangerous coldness on both your bodies. You look up at him and he peers down at you. You both sneeze.
“EWWWW.”
“You sneezed on me too!”
“Nuh-uh.”
“Fuck you mean ‘nuh-uh’?”
You both glare at each other. Namjoon cracks first from the silliness and you follow suit.
“Let’s go inside, Hun. I’m freezing my ass off.”
“Ok, baby.”
He sneezes again; then again, and again. He’s getting a cold. You grab his waist through his drenched t-shirt, rubbing clockwise on the skin near his hip; his body feels deathly cold.
“Alright, knees to chest big guy. I’ll make us some hot cocoa to warm us up. Ok?”
“Sounds like a wonderful idea, dear.”
#idol x reader#kpop fanfic#kpop#kpopidol#bts#bts fanfic#bts imagines#bts x reader#namjoon x y/n#namjoon x reader#namjoon x you#bts namjoon#kim namjoon#namjoon#kpop bts#kpop fluff#kpop drabbles#ok to rb#kpop thoughts#kpop idols#kpop x reader#kpop x male reader#kpop x you#kpop x y/n#kpop x poc reader#kpop x gender neutral reader#bts scenarios#bts x gn reader#bts x chubby reader#bts x fem!reader
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tbh im not trying to say this in an annoying pretentious way but i do actually think its sorta wild realizing how many people even who like industrial actually are still into like the more/most accessible forms of it (cough industrial rock cough) & still shy away from the weird experimental stuff, so you have all these ppl who call themselves rivetheads and industrial fans but then they only listen to like. nin kmfdm ministry etc.... im not saying thats a bad thing but it is a little unfortunate for me (🠔guy who wants to hear weirder music at the club)
like i get its partly that for newcomers its just genuinely more accessible so theyre more likely to start there, hell the first industrial music i ever heard was NIN so obviously no judgment, and i also get that in clubs and stuff theres just more incentive in playing stuff thats more broadly accessible for the purpose of getting more people dancing than something that only the people who like the weirder stuff would be willing to even attempt to dance to, i get why stuff like futurepop or 90s EBM gets more club play than like. skinny puppy B sides or cabaret voltaire or severed heads or spk or whatever im not delusional about which type of industrial is going to get more people hyped up generally speaking but i do find it kinda sad that even amongst the rivethead scene its hard to find like. DJs thatll play foetus and coil... ykwim...
i wish more people that loved clubbing to industrial music would check out the stuff that isnt as conducive to facilitating a fun club night, but ig part of the difference is that i initially got into industrial music first and started clubbing cuz i wanted to hear it loud and dance to it around other people, while a lot of people seem to go to the clubs FIRST to discover music, so if their entrypoint to industrial is dance stuff they may genuinely not be as interested in less dance-focused stuff?? again i say this with no judgment. but realistically my confession is even EBM like nitzer ebb or frontline assembly is prolly one of my personal least favorite offshoots of industrial just cuz i find it less interesting and evocative; the stuff that got me into industrial was how theatrical and wild and experimental it gets, stuff like skinny puppy stageshow obviously but also like. yknow. einstürzende neubauten shopping cart or severed heads running over and melting vinyls to sample or fad gadget using found objects..... i guess thats why my closest friends in the scene end up being into like. power electronics even though I'm personally not LMAO. like if industrial fans were to broadly reside on a spectrum between the two i guess i find myself relating to noise guys more than futurepop guys.
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He had questions, many of them. How could he not? Inside Verona's mind, she was sure he would have so many, but she wasn't so sure if he would actually ask. If he would be willing to know the raw truth of Verona's past. The whole pressure of convincing him was getting on her nerves, as if it were an obligation rather than a simple story she could choose not to tell. Of course, she had the choice, but choosing not to tell meant losing him, and that isn’t something she’s willing to do. Verona has never told this story to anyone. She’s had multiple lovers before, who left once they discovered her marriage. She also had ones who knew about her marriage—but those usually came for her flesh, not for her soul. Not a single person knew the entire story, because truth be told: no one mattered this much to her.
Though she was willing to speak, to go on and on about how she’s stuck in a situation she’s not willing to get out of, she hates that she’s compelled to do so. Verona would rather be in a bed, late at night, after a few glasses of white wine, spilling words like she accidentally spills her drink, when she’s not controlling herself. In this very moment, she wishes time travel were possible, just so she could go back and be able to tell this story the way he deserves to hear it.
Ali’s whole body betrays him: the clenched jaw, the closed fists... it’s almost as if he’s about to start a fight, and she knows that this very moment is one for him. He’s fighting himself, he’s fighting against her, but also... he’s fighting with her. And she’s battling to understand what it is that truly hurts him: is it the lie itself? No... once she realized that the words are mere objects to hide the true pain inside. So what was that pain? Scavenging through every word, through every silence, Verona finds herself eager to discover what it is that he’s hiding behind his thick and yet trembling walls.
She does so until he reveals his secret—one he might not have revealed if it wasn’t for this huge misunderstanding between them, just like the story she would’ve never told. After all, this was entirely about vulnerability. Hers, his. About how neither of them could deal with that. But more than that... it was about Ali. About how he never opened up this way to someone; not only did she feel that while in his sheets, but she acknowledges the truth of it by his mere state. "Oh, for fuck’s sake!" The entire control she held until now felt like it was shattered by his fear. She was still defeated, still felt like she needed to convince him, but she was tired. Tired of listening to him blabber on about what he thought, rather than hearing her say it. "If you're too much of a coward to deal with how much we feel, you might as well leave," she fires, guessing her entire face is as red as her hair. "I could’ve lied about so many things. So many! I could’ve faked how I felt, but I don’t take you for a fool. I know you can read people more than I can understand, so I know you’ve read me and you felt the truth in every touch. Mine or yours. You felt it, and if you can't admit that to yourself, then go. Because if you’re here to throw your truths at me, I am not interested in this conversation at all." With a deep breath, she takes a sip of her drink, allowing the anger and irritation to fill her body. What is that pain of hers, then? Clear as day, it popped into her head: he’s knowing me before I can show up to him, just like Viego did.
As the trigger was identified, Verona finishes her glass of wine, forgetting her manners and wiping her mouth with her sleeve. "I could've lied about my name. Have you ever thought about that?" she begins, her gaze meeting his, silently challenging him to keep up. "I’ve had my fair share of affairs, but you were the only one who got my full name right. Verona Quinn." Lowell, she knows. But that's not her name, not the one she claims, not the one she's known for. "My maiden name is my full name." With a slow breath, she looks away, tears rising as she reminds herself that she is the one who built her empire. Not Viego. Her.
"I have no idea how you felt. Not a single glimpse of comprehension," she begins, calmer than before, as if the storm she threw was nothing more than necessary to bring her back to herself. "And I never will. Nothing I can say will change the fact that I’ve hurt you a lot, I’m well aware of it." Confidence blending with her words, as if both were merely colors she was merging to create a new one. "But I do have my reasons for acting the way I did. Nothing will justify the pain you're feeling, so if you're looking for that, again, you might as well just leave." Still able to hold his gaze, she continued. "I am Verona Quinn, for what it matters. I live as Verona Quinn, I EXIST as Verona Quinn." Emphasizing existence, she knows the core of what she's about to say lies there. "I never lied to you because I was dragging you into my mess. For me, it was never a lie, because the life I live is already one." Admitting it to herself out loud hurts more than she expects, and afraid she might stop in the middle of it, she continues, faster than before, but with as much intention. "Forget social conventions for a while, and think of our last walk through the streets of Venice, Ali. I can imagine how confusing that might be for you, that we've felt that much and yet I am married. I can assure you, in this marriage, there's no love. Nothing like we have, not even close." Her gaze turned into a searching one, as if she was trying to find the small piece that held both of them together inside of him. Her hands, on top of his tightened ones, slowly moved to open them, to grab his hands while she kept talking. "I gave you my all. I never gave you lies, no, not in my perspective. What I did was open up my chest, to grab my heart, and put it inside your hands. These very ones." She says it softer, a childish smile quickly making its appearance and then leaving as she recalls the information that once left his lips: I've killed for less than what you did to me. Then, lifting her eyes to meet his gaze, she adds, feeling her throat close in anxiety for his answer to what she's about to ask. "Will you crush it, or will you keep it?"
Ali’s thoughts swirled in a tempest of contradiction. He wasn’t sure which stung more—the raw truth of Verona’s words or the realization that he had come here, into her world, unarmed with anything but his own vulnerabilities. Vulnerabilities he despised. Vulnerabilities that, for the first time in years, he couldn’t hide from himself. Her gaze, unwavering and penetrating, stripped him bare in ways no interrogation or battlefield had ever managed. It was excruciating. It was intoxicating. For so long, Ali had conditioned himself to avoid moments like these. To bypass the chaos of human emotion and live within the neat, controlled lines of precision and purpose. Chaos belonged out there—on the job, in the face of danger, where his body and mind could cut through it like a scalpel. Not here. Not in the eyes of someone who made him feel exposed, seen, and, worst of all, uncertain. He hated uncertainty. And yet, as Verona questioned him—her voice steady but her breathing betraying her—he didn’t feel in control anymore. His carefully constructed walls, reinforced by years of discipline and detachment, buckled under the weight of her honesty. The vulnerability in her words was almost unbearable. He wasn’t sure if it was anger, regret, or something far messier that churned in his chest, but it clawed at him like a caged animal. What did he want to know? Did he even know? Her question hung in the air like smoke, suffocating him as much as it compelled him to answer. He clenched his jaw, fighting the instinct to retreat, to end the conversation with an abrupt exit and return to the comfort of isolation. But he stayed. For reasons he didn’t fully understand, he stayed.
“Start with why,” he said, his voice steady but lacking its usual coldness. It almost felt foreign to hear it. His own words sounded sharper than he intended, but Ali didn’t soften them. He couldn’t. Not when his mind was flooded with fragments of memories—brief moments of trust, of closeness, that now felt tainted by betrayal and lies. Not when he wasn’t sure if he wanted to forgive her or punish her for the way she made him feel. For the way she still made him feel. He hated the way his heart raced as she took a step closer. Hated the way he noticed every detail—the slight quiver in her lips, the tension in her shoulders, the way her eyes searched his, not for forgiveness but for understanding. Hated how much he wanted to give it to her, even when he wasn’t sure she deserved it. The truth, he realized, was that he wasn’t here for closure. He wasn’t here for answers. He was here because, against all reason, he couldn’t stay away. And that terrified him more than anything. Ali’s hands tightened into fists at his sides, his nails digging into his palms as he struggled to steady himself. The air between them felt thick, charged with all the words left unsaid, all the truths she had buried and he had clawed at only to uncover too late. He stared at her now, his mind a battlefield of emotions he couldn’t afford to indulge: anger, betrayal, longing. Why had she lied? Why had she pulled him into her orbit, knowing all along she had another life—a life she’d hidden while weaving herself so deeply into his? Ali’s voice, when it came, was low and deliberate. Every word felt like a sharp-edged weapon, carefully aimed but impossible to dull.
“Do you have any idea what it felt like,” he began, his tone measured but barely masking the storm beneath, “to find out the way I did? To look into the life you kept hidden and realize I wasn’t just a part of it—I was your secret?” His gaze was fixed on hers, unrelenting. Her eyes, so often a mystery, were now a mirror, reflecting the weight of his words back at him. But Ali couldn’t stop. He’d held this inside for too long, and the dam was cracking. “You say you weren’t playing with me,” he continued, his voice hardening, “but what else would you call it? You didn’t just lie, Verona. You let me believe there was nothing else. No one else. And I—” He cut himself off, the words catching in his throat. He didn’t want to admit what he had given her, what he had felt for her, not when it still ached like an open wound. His breath hitched as he forced himself to calm down, to rein in the chaos she had unleashed inside him. Ali prided himself on control, on precision. But she had dismantled that so easily, with her truths and half-truths, with the world she’d built for herself while leaving him in the dark. “I’ve killed for less than what you did to me,” he said softly, his voice a dangerous whisper. “Do you know that?” The cat was official out of the bag, and Ali didn't even realize he just let out a big secret. That's how crazy he was about her. That's how mad she made him. “And still,” he said, softer now, the anger bleeding into something rawer, something vulnerable, “I came here. I needed to hear it from you. Why you lied. Why you didn’t trust me enough to tell me the truth.” He paused, his gaze locking onto hers again, searching for something—remorse, regret, an answer. Anything to explain why she had taken what he’d offered her and broken it so completely. “Did any of it mean anything to you? Or was I just the escape you needed until you went back to your real life?”
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please i cant be the only one slightly majorly off put from the fact that will being gay is the butt of so many will jokes. like… i know most people dont have bad intentions and they may be queer as well but its just excessive sometimes. and he’s a character that’s dealt with homophobia his entire life, so a lot of fandom jokes are in really bad taste. other characters have dealt with issues like sexism, bullying, the struggle of being poor, racism, and yet…
#and yet there are almost no jokes pertaining to those themes#if there are- then the jokes are against the perpetrator not the victim#maybe i just relate to will too much so im just kinda defending myself too#but STILL! objectively you have to hear me out#and idk im very careful with this take bc like i said many people are queer themselves so i know a majority arent gonna agree#the jokes arent even that funny anyways#”will is so fruity omg”😂😂😐😐😐#but its just TOO much and pointing it out so often like its his ONLY ATTRIBUTE is crazy#okay i ranted a lot in the tags for this one#i will defend will byers till im in my grave#he could become the next vecna next season and ill be all for it#he’d still be my favorite#stranger things#will byers
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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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i don’t understand why people hate gale.
“he’s annoying” or “he talks too much” or “he’s too clingy and got offended when i was in a relationship” (which was a BUG, it takes two seconds to do some research before jumping to conclusions) are the most stupid reasons to actually hate a character.
he’s the one that has the warmest personality when you first meet him as well, so i just don’t get it?? i’m not saying you’re not allowed to dislike him, and this doesn’t apply to everyone, but SOMETIMES it feels like people just hop on a “hate bandwagon” because i see so many comments (especially on tiktok… where most of the people only started playing because it’s “trendy” now) about him that are the exact same as each other and it’s like people have lost the ability to think for themselves and form their own opinions after actually playing the game properly and learning about the characters.
so many people even go on about how it’s a turn off that he “doesn’t shut up about his ex”… like maybe actually continue playing the story to understand why it’s a significant conversation to have and why it’s a huge part of his character arc, and stop being weirdly bitter/jealous/annoyed when the man is also a VICTIM that has been manipulated and abused in a relationship with a massive power imbalance.
#gale#gale dekarios#baldur’s gate 3#bg3#the amount of people that have the audacity to pick up an extremely intense fantasy roleplaying game with ->#extremely deep and complex well-written characters but then don’t even bother TRYING to get to know them and ->#instead just reduce them to things they’re not is SO unbelievably frustrating#like if you’re going to be lazy why pick up the game#if you lack basic media literacy and don’t understand a single thing about character analysis why are you even bothering ->#to talk about the characters#sorry if that’s harsh but it’s exhausting#and fyi i’m specifically talking about toxic people who constantly hate on characters without understanding them#people are obviously allowed to dislike characters but when you’re spreading things that aren’t even true it’s wild#like how can you talk when you DO NOT UNDERSTAND#don’t even get me started on the literal BUG#people are out here saying gale is an obsessed creep that won’t leave you alone and it wasn’t even supposed to happen#and it’s not even just people who hate characters it’s also ones who are weirdly obsessed but still lack reading comprehension#cough those astarion fans that sexualise him and treat him like an object#do you even know how much his character would despise hearing you talk about him that way#like come on now#my posts
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god remember jake marshall. from rfta
#wind howls#in the ace attorney playthru my friends and i are doing we are now onto rise from the ashes#i think we stopped still on the first day of the trial. the worst is yet to come and im very excited about it.#genuinely one of the few cases in ace attorney that actually made me feel some sort of dread and fear by the end of it when i played it#im voicing jake and also angel starr bc its funny. im trying to make jake sound american to the best of my non american abilities#and angel starr i gave her an uninterested cafeteria lady voice. maybe not original but im having fun#that on top of already voicing thr judge i love voicing the judge so much. i gave him my best goofy impression hes a blast to voice#who else did i voice. i voiced yani yogi. gave him a throaty voice. occasionally i do larry when nobody else wants him (i dont either)#who else is there in the game. OH OH will powers i voiced him. also wendy oldbag her voice fucked me up BAD#before my friend darin joined us i also voiced gumshoe but since then darin took the role and his impression is a lot more fun hehe#voicing characters in a visual novel is so much fun you guys. if you can gather up pals and have someone play the game for the first time-#definitely recommend giving out silly voices. especially if they have rare voiced lines in the game#you cannot imagine the absolute glee i felt when darin gave manfred von karma his youtuber Fred impression. only to hear is objection later#and realizing his voice is actually the deepest in the fucking game. it was so fucking funny i lost my whole mind it was awesome#anyway. game is fun#ghost trick is also a fun game ive seen get voiced by groups of friends. definitely recommend playing that one in a group as well
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when i knocked on my conductor’s office door this afternoon she yelled ‘COME IN’ but it was locked so i imagine her reaction upon opening the door was probably something like ‘who left this upset and trembling chihuahua on my doorstep? oh, it’s just em.’
#conductor reading my thank you email before i told her what happened: oh she’s adorable!#conductor looking at me after the spring concert party: oh she’s traumatized!#like. at what point should i just accept that i probably have PTSD from what happened at my last group.#it’s been four years and it still affects my personal and professional relationships#to such a point where i’m just [gestures with disgust at self]#ugh i suck. but i will not hear a single bad word against my conductor. i owe her so much#it’s just. last year i didn’t feel anything bc i was too busy learning how to coexist in an orchestra again#and also i had a layer of stands to hide behind#i had very little one on one interaction with her#now it’s like i talk to her all the time#i’m sitting right in front of her. looking her right in the face#i’m feeding off her energy trying to translate her gestures into music#and all the fear comes screaming back even though i Know. objectively. i am safe#there’s so much disconnect bc i feel frustrated bc i think my fear is preventing me from being the best i can be#there are so many places in the rep this year where the seconds are very prominently featured#and every rehearsal she says we can come out more#so everyone is just following the lead of this scared little creature who still has#part of their mind stuck at sixteen crying in a corner at the vienna konzerthaus#we can come out more. dolce. dolcissimo. I KNOW. GIRL I KNOW. I KNOW I CAN READ THE FUCKING PART#ITS JJST ME THATS THE PROBLEM#but other than that she seems. so happy with me. she’s always telling me to keep up the good work#like sure it’s good work but it doesn’t feel like my Best work#and i want to give her my Best work because#fuck it she helped give me back my smile#just like how my violin teacher helped give me back my smile#so of COURSE i want to give them my Best! it’s the least i can do!#anyways. what a fucking day#em jumped up busker#music is about love#<- for journaling
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its just so crazy to be faced with the proof that people think about you even while you are not around
#so many instances this week i just....#my neighbor whose name i still dont know. but she printed off a nametag for my mail slot while she was at work#using their office lable maker. bc she noticed & remembered & didnt want my mail to get lost :]#ran into somebody i talked to about career stuff once and they remembered me and said our talk had been helpful#person at the coffeeshop I haven't been to in a while saying 'oh cant wait to hear about it' when i mentioned ive been out of town#you lovely people here! in my phone!#like. well i must be real if other people have object permanance of Me#you know. real in the way that we are people through other people#jackalope.txt
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was anyone gonna tell me brad taste in music reviewed hesitant alien and gave it the most absolute dogshit rating like. living up to the name i see like jesus christ, man......
#i didnt even watch the video i just skipped to the rating bc ik it would make me blind with rage if i did#bro doesnt get it but like. jesus man that could have stayed in the drafts#i literally dont trust any of these reviewer dudes bc they always have the most dogshit opinions and a lot of shit completely goes over#their heads like. sometimes they have based takes but uhhhhh it's rare#also he liked foundations which is funny bc he absolutely hated bullets bc it was 'too noisy" but literally every dude#who listens to foundations hears the production and isnt able to get over it and actually review the song (cough) bald man#this guy has been showing up on my recommended and i was like huh. whats he up to#still popping out (very) questionable music takes i see. u can just tell ratings are so personal these dudes arent objective at all.#its ok to say you like things something objectively perfect just doesnt exist dude accept ur not the audience for smth and move on#wow anna said something#anna's shitposts#welcome to the circus#ayo rant in the tags check !!!!#hesitant alien is one of my faves ever it's SO GOOD....#txt#bro and the comments....*skull emoji* i respect none of these bitches fr#what would you expect from a guy named bradley really....#Sidenote: i fw him in general he's just not immune to bad takes lol
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Yeah it’s a very strange argument because we’re all people, it’s not like our interests are completely siloed due to age gaps. This isn’t even just for romance, you are losing out on wonderful friendships if you think you have nothing in common with people much older or younger. At 27 I have several friends in their 40s and we talk about art, music, cars, bikes, cooking, dancing, etc just like I do with friends my age. And I benefit greatly from their perspectives and experience. One friend in his late 40s is helping me buy a car this weekend!
The concern with age gap relationships is exactly what @marzipanandminutiae said, power imbalance. It is, importantly, not a guarantee that a younger person will have less power. My ex was 7 years older than me but I was far more financially stable, mature, confident, and socially supported. What age can be is a proxy for an unethical power imbalance.
Any age gap of more than a few years is worth some self-reflection, but it’s not just relative age, the younger you are the more significant the experience and maturity difference. Clearly I am comfortable with age gaps, at 25 I dated a 32yr old, but reverse the direction of my last relationship—at 27, I would not date a 20yr old. I know how much growth I’ve experienced since I was 20, and the likelihood of a 20yr old not having the maturity, confidence, and financial stability to be on equal footing with me is just too high. At the end of the day, there are plenty of wonderful people my age and older who I can date instead and not have to worry about how ethical or unethical our relationship feels (at least because of our ages).
'all age gaps problematic' people are so wild. "what can a 19 year old and a 28 year even have in common??? what do they talk about??" BITCH THEIR HOBBIES???????
#also look my current partner is 23 years older than me and we navigate that quite well#there are obviously many things that give him power here but there are also many things in my favor#so we have I think a good middle ground#but the crazy thing is that it would be a lack of hobbies that would torpedo our relationship?#we have a shocking amount in common actually and it’s part of why I am in a relationship with someone so much older#like we have a lot of shared hobbies and the ones we don’t share are still interesting for the other to hear about#I honestly think the ‘you’d have nothing to talk about’ takes are from people who don’t interact with older adults#maybe they’re still in school where this is less common#for most people once you’re in the professional world you will start to interact with people of greater age diversity#and it turns out we’re all people! we even use the same emoji the same way!#anyways. I know I’m like. in a significant age gap relationship so not the most objective#but seriously the age *gap* alone is not the biggest concern#also it would be different if I was trying to marry or start a family with him
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i fucking hate american """left-wingers""" man
#gu6chan's musings#im so pissed off one of those political ralliers? idk how you call them in english BUT ONE OF THOSE PPL CAME UP TO ME AND GOT SO PISSY WITH#ME LIKE 'You call yourself a leftist but you're not going to vote? you have a CHANCE to shape the FUTURE. use your VOICE'#'as the world's most passionate leftist; vote harris. there is no other option' do they HEAR themselves??? like hell yeah thats what REAL#leftism is all about; bud! you sure got this figured out. as vladimir lenin once said the key to workers liberation is simply voting blue 💙#literally piss OFFFFF maybe i'll give a shit about the election when your shitty fucking candidate actually proves theres a difference in#their policies like im not gonna be presented with 'would you rather have trump (orange) or trump (brown) (theyre not orange!!!)' and#then have you get all pissed off im not playing your stupid fucking game. like if you wanna larp about how 'yOuR vOiCe MaTtErS' maybe you#can show that it actually does by giving americans an actual fucking choice instead of watching your government pull shit out of their ass#for the last 4 years under the same 'it will be worse under the OTHER guy' pretext and then saying the same shit when their 'lesser evil'#from last time did everything they said their 'greater evil' would do and MORE. what was the phrase like fool me once#like oh my god you guys are so stupid i cannot begin to comprehend#but also america is just insane bc getting these people in germany was one thing??? you go out into the street; there's a rally; a little#booth etc. etc. and theyre PASSIONATE but remember the objective is to persuade and theyre still taking up a person's time????#in the US i was lowkey expecting an immature tantrum-throwing child ESPECIALLY from the harris side of things but what i was NOT expecting#was them to come up to me. on my computer. in a library. with my earbuds in. like normally this is reserved for protests if it is simple#persuasion you are doing you already are NOT getting off on the right foot my friend lmao#and just on the topic of the fucking audacity; the fact that AMERICANS they have the grounds to say with their full chest what DOES and#DOESN'T constitute 'actual' leftism is lol. lmao; even. like omg; im so sorry!! i didnt know marx would be happier if i participated in you#fake little game that never has and never will change anything. thanks for bringing that to my attention citizen of the most#Propaganised Imperialist Nation in the World!!! you sure have the grounds to talk to me about leftism and communism :)#in other news i've blocked so many political ads they're now speaking to me in hindi
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confession: two weeks ago my friends got sick of me slowly cooking to death in my self-pitying emotional soup of heartbreak, took me out for drinks, and installed a dating app on my phone. we are all in the same degree at uni (i'm 25 + i promise this is relevant), in a faculty that is extremely quaint and mostly comprised of academics married to people with normal jobs. two years ago a teacher-couple joined our program's faculty, a fact that caused a minor riot within the teaching staff, who thought it was unfair to give two of four tenured jobs to a couple... unfortunately for them both of these profs are extremely beloved among the students and very good teachers at that. even if you've never taken classes from either of them, you know about this couple and probably whatever rumors are going around about them too. i've taken classes w/ both.
anyway. back to me on the dating app in the bar with my friends, pretty drunk, swiping though my bumble suggestions. for extra fun, we have set the minimum age to 30 and the gender to include "both" even though i am a lesbian. the whole table is viciously tearing down dating profiles, investigating their pictures, etc. i go to the bar to get another round for the group, am about to pay for our drinks when i hear a virtual SHRIEK from our corner. i get back, dish our drinks out. my phone is in the middle of the table, untouched by anyone like it's a cursed object. i look at the screen. it's them, our teacher couple. they have a shared dating profile, stating that they are "looking for someone to explore her bisexuality with". lesbian readers will know that this is not exactly an uncommon profile type to find, but still, seeing it from people who have taught basically everything you know about 19th century literature is... quite something. so naturally i decide to swipe right before anyone can stop me.
maia, i am so proud to report: i fucked that man's wife, she was absolutely lovely, and we will see each other again, and i am currently taking another class from her husband where the vibe is more than chill. my friends have been sworn to secrecy, but i know it's only a matter of time before someone slips up and the rumor mill starts churning... but who cares? i haven't thought about my ex since!
OH MY GOD HOLY SHIT
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