#but i also feel so dumb lol
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joyfulhottubfuntik · 4 days ago
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One of my favorite things in GF fics is when Stan throws something Ford has said/ written about him in his face.
Like, for example, some time during their travels Stan somehow reveals that this whole time he's had this creeping thought that Ford only wants him around out of guilt or obligation. Ford is naturally taken aback by just how far from the truth it is and, more importantly, very hurt that his brother can even think that about him.
And so Stan says something along the lines of
"Am I supposed to believe that you suddenly give a shit about me now? Or is it just that I've done something worthwhile for the first time in my life? That I was useful to you?"
And Ford's immediate reaction is
"God, Stanley, why'd you even think-
-oh"
Like, the whole thing of Stan still thinking about those words that were said years ago, now when everything is fine and when Ford is actively doing everything he can to show his brother that he loves him. Meanwhile Ford never thought much about those words, never placed any importance on them and only perhaps meant them the moment when he said them, when he was angry and very tired. He didn't even really regret them because he didn't remember about them, that's how little they mattered. But they mattered to Stan, still do and haunt him every day
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caligvlasaqvarivm · 4 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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kor0kke · 9 months ago
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💖 Caption this
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homefryboy · 4 months ago
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random lil factoids from the muppets abc.
-Kermit told piggy that airlines serve pre-flight calzones and got a calzone to her on who knows how many of her flights bc he--rightfully--thought she wouldn't fly w/o them / if she found out they weren't a thing
-floyd believes the earth revolves around the moon which creates winter (but also believes the moon doesn’t exist)
-Robin's ~30 yrs old, just still tiny
-piggy once somehow accidentally performed at a dictator’s bday party and he was so pissed he decimated a city. she and kermit only survived bc they hid in his pile of stolen art
-uncle deadly has apparently banged Gloria estefan
-on the farm where piggy grew up, pigs who got injured were taken away; over the yrs she saw her former friends and family served at bbqs and butcher shops
-scooter goes "whee!" every time he rides an escalator
-janice participated in building a wicker man
-uncle deadly has woven such a web of lies around piggy that she doesn’t know her dress size or age
-kermit hates pumpkin spice shit as much as the next guy
-animal can't handle life on the road bc he ends up laying too much pipe
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please-read-the-manga · 3 months ago
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Was thinking about an 'alternate universe' where a young Sasuke, in the absence of guidance on how to carry out his clan traditions, tries to connect to his fractured identity by spending time in the Naka Shrine and accidentally summons the ghost/spirit of Izuna who hears his cries of injustice and grief from the other side.
Truthfully, I don't know why it would be Izuna in particular, but I'm kind of playing around with the idea that his death was viewed as so unjustifiable and horrific by Madara that Madara's devastation over it prevented Izuna's spirit from properly/completely passing over into the Pure Lands. So, Izuna's spirit remains in this unaware-but-restless state and one day it materializes to answer the call of another Uchiha (who also just so happens to be an Indra transmigrant, like Madara, if we want to go there... maybe their emotions carry extra weight and power within the spiritual world) now trying to process his own unimaginable grief, this time over the death of his entire family, bloodline, and culture. Thus they become bound to one another (for better or worse) and Izuna is, from then on, always there, carried by (and only visible to) Sasuke on his journey...
Maybe they both come to believe that if they get justice for the clan (which they initially believe is by killing Itachi, 'the kinslayer') then Izuna will finally be freed and Sasuke will have done right by his family and avenged them. But really, I think what would actually be keeping Izuna 'stuck' is the plan that evolved (at least partially) from Madara's grief over his death, Project Tsukuyomi... thus their quest expands and the two then need to figure out how to alleviate Madara's guilt/sense of loss over Izuna's death and rekindle his feelings of hope in the world once more (ie. stopping the plan). Somehow, lol.
And I think Izuna would be a fun character to do with this with because there's so little we truly know about him, but so much we can infer due to his impact on other characters' actions/story events.
Idk, in my opinion there's just a lot of opportunity here for a good mix of heart and comedy, especially with Izuna as a more defined character that has a little more freedom than other characters to be molded. I also think having someone Sasuke can connect to, that's from his clan (but is also still deceased and a reminder of how alone he is, ie. end of the day Izuna is still a ghost, an ancestral relic of the now-dying clan) would have a profound effect on him.
It'd almost be like his own inner Kurama voice except Izuna provides no chakra or power amps, only scathing commentary on how much he hates the injustices of the village (and its Senju leadership) lol. Also, I like to think his reactions to all the in-universe stories about 'Madara's deeds' (which is really Obito) would be entertaining.
A sketchy comic since I like the idea so much haha:
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titsnotbrains · 5 months ago
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You are such a dumb cunt pull your udders out.
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i hope u like my udders<3
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mollysunder · 3 months ago
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My wildest theory for now is that Mel will make a pact with a demon in the Noxus show.
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The eye on this sword tells me that it's either possessed by a Darkin or a demon, and either can bind with a host.
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Why do think this? Well in Blood Sweat and Tears it's apparent Mel is connected with the Kindred, but the Kindred is strange here. I don't mean something like, "Oh the Lamb is black and gold and red all over". I mean the Lamb's arm seems to be permanently red here.
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The only person with an arm like that , completely and fully red, is Swain, who was included in the Wolf's afterlife. Swain's arm is only like that because the demon Raum replaced it using his power.
There's also many similarities to the Lamb and Mel which I discussed in another post. If we treat the Lamb as a stand in for Mel, the reason Ambessa rejects a relatively peaceful death, for a life of ruthless ambition to protect her children (as referenced in Ambessa's bio), the connection becomes clearer and the implications become further reaching.
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sunsetsandsunshine · 8 months ago
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If I may request a Rise fic!! I’m a huge sucker for comfort/cheer up tickles, so could you possibly write a disaster twins fic with Lee Leo and Ler Donnie where Leo’s been having a pretty bad day (because of what is your choice!) and ends up feeling self conscious about himself and stuff, so Donnie decides to cheer up his twin!! Please don’t feel rushed and make sure you’re taking care of yourself ^_^
~ 𝚂𝚝𝚘𝚙 𝚋𝚎𝚒𝚗𝚐 𝚜𝚘 𝚛𝚎𝚌𝚔𝚕𝚎𝚜𝚜!!! ~
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💜💙 𝙵𝚒𝚌 𝚛𝚎𝚚𝚞𝚎𝚜𝚝𝚎𝚍 𝚋𝚢: 𝙰𝚗𝚘𝚗 𝙽𝚘𝚗𝚗𝚒𝚎 💜💙
·̩̩̥͙**•̩̩͙✩•̩̩͙*˚𝙼𝚂𝙺𝙽𝚂𝙽𝙺𝙼𝙳𝙽𝚂𝙹 𝙽𝙾𝙽𝙽𝙸𝙴 𝙾𝙷 𝙼𝚈 𝙶𝙾𝚂𝙷 𝚈𝙾𝚄. 𝙶𝙴𝚃. 𝙼𝙴!!! 𝙶𝚛𝚎𝚊𝚝 𝚖𝚒𝚗𝚍𝚜 𝚝𝚑𝚒𝚗𝚔 𝚊𝚕𝚒𝚔𝚎 𝚋𝚎𝚌𝚊𝚞𝚜𝚎 𝚘𝚑𝚑𝚑𝚑𝚑 𝚖𝚢 𝙻𝙾𝚁𝙳 𝚌𝚘𝚖𝚏𝚘𝚛𝚝 𝚝𝚒𝚌𝚔𝚕𝚎𝚜 𝚊𝚛𝚎 𝚖𝚢 𝙹𝙰𝙼!!! 𝙴𝚜𝚙𝚎𝚌𝚒𝚊𝚕𝚕𝚢 𝚠𝚑𝚎𝚗 𝚒𝚝 𝚌𝚘𝚖𝚎𝚜 𝚝𝚘 𝚝𝚑𝚎 𝙳𝚒𝚜𝚊𝚜𝚝𝚎𝚛 𝚃𝚠𝚒𝚗𝚜…𝙶𝚘𝚍, 𝙸 𝚕𝚘𝚟𝚎 𝚝𝚑𝚎𝚜𝚎 𝚝𝚠𝚘 𝚝𝚘 𝚍𝚎𝚊𝚝𝚑. 𝙻𝚒𝚔𝚎 𝚜𝚎𝚛𝚒𝚘𝚞𝚜𝚕𝚢..𝚑𝚞𝚛𝚝/𝚌𝚘𝚖𝚏𝚘𝚛𝚝 𝚠𝚒𝚝𝚑 𝚝𝚑𝚎𝚜𝚎 𝚝𝚠𝚘 𝚓𝚞𝚜𝚝 𝚝𝚒𝚌𝚔𝚕𝚎 𝚖𝚢 𝚙𝚒𝚌𝚔𝚕𝚎…𝚊𝚗𝚍 𝚒𝚏 𝚝𝚑𝚎𝚛𝚎’𝚜 𝚘𝚕𝚍𝚎𝚛 𝚝𝚠𝚒𝚗 𝙳𝚘𝚗𝚗𝚒𝚎??? 𝙻𝚎𝚐𝚒𝚝 𝚖𝚢 𝚍𝚛𝚎𝚊𝚖 𝚏𝚊𝚗𝚏𝚒𝚌 𝚛𝚒𝚐𝚑𝚝 𝚝𝚑𝚎𝚛𝚎!!!˚*• ̩̩͙✩•̩̩͙**·̩̩̥͙
𝙶𝚎𝚗𝚛𝚎: 𝙷𝚞𝚛𝚝/𝙲𝚘𝚖𝚏𝚘𝚛𝚝
𝚆𝚘𝚛𝚍𝚜: 𝟺,𝟹𝟿𝟺
𝙻𝚎𝚎: 𝙻𝚎𝚘 🐢💙
𝙻𝚎𝚛: 𝙳𝚘𝚗𝚗𝚒𝚎 🐢💜
𝚂𝚞𝚖𝚖𝚊𝚛𝚢: 𝙳𝚞𝚛𝚒𝚗𝚐 𝚊 𝚖𝚒𝚜𝚜𝚒𝚘𝚗, 𝙻𝚎𝚘 𝚍𝚘𝚎𝚜 𝚜𝚘𝚖𝚎𝚝𝚑𝚒𝚗𝚐 𝚜𝚝𝚞𝚙𝚒𝚍…𝚋𝚞𝚝 𝚠𝚑𝚊𝚝 𝚎𝚕𝚜𝚎 𝚒𝚜 𝚗𝚎𝚠, 𝚛𝚒𝚐𝚑𝚝?
(𝙰/𝙽: 𝚂𝚠𝚒𝚖𝚜 𝚒𝚗 𝚖𝚢 𝚜𝚎𝚗𝚜𝚊𝚝𝚒𝚘𝚗𝚊𝚕 𝚜𝚎𝚊 𝚘𝚏 𝚊𝚗𝚐𝚜𝚝…𝙱𝚞𝚝 *𝙰𝙷𝙴𝙼* 𝚖𝚘𝚜𝚝 𝚒𝚖𝚙𝚘𝚛𝚝𝚊𝚗𝚝𝚕𝚢: 𝙳𝚘𝚗’𝚝 𝚋𝚎 𝚝𝚑𝚊𝚝 𝚐𝚞𝚢! 𝚃*𝚌𝚎𝚜𝚝 𝚊𝚗𝚍 𝙺𝚒𝚗𝚔/𝙽𝚂𝙵𝚆 𝚋𝚕𝚘𝚐𝚜 𝙳𝙽𝙸!!!)
𝚃𝚊𝚐𝚐𝚒𝚎 𝚝𝚊𝚐𝚜:  @shut-up-jo @itzsana-kiddingmenow @aceofspades-doodles @ziipzeepzop-eez
@tmntheadforever123 @rice-cake-teen10 @aninabanina6969
@savemeafruitjuice @cedarrthefluffylee @saturnzskyzz @titters-and-tingles
@someone1348 @my-l0v3r-v3rse @snipersiniora @mistyandsnow
𝚆𝚊𝚛𝚗𝚒𝚗𝚐𝚜: 𝙰𝚛𝚐𝚞𝚒𝚗𝚐, 𝚊𝚌𝚌𝚒𝚍𝚎𝚗𝚝𝚊𝚕 𝚜𝚎𝚕𝚏-𝚑𝚊𝚛𝚖 𝚜𝚝𝚒𝚖𝚖𝚒𝚗𝚐, 𝚢𝚎𝚕𝚕𝚒𝚗𝚐, 𝚊 𝚖𝚒𝚗𝚘𝚛 𝚊𝚞𝚝𝚒𝚜𝚝𝚒𝚌 𝚜𝚑𝚞𝚝𝚍𝚘𝚠𝚗, 𝚊𝚗𝚐𝚜𝚝 𝚊𝚗𝚍 𝚝𝚒𝚌𝚔𝚕𝚒𝚗𝚐. 𝙿𝚕𝚎𝚊𝚜𝚎 𝙿𝚕𝚎𝚊𝚜𝚎 𝙿𝙻𝙴𝙰𝚂𝙴 𝚛𝚎𝚊𝚍 𝚊𝚝 𝚢𝚘𝚞𝚛 𝚘𝚠𝚗 𝚛𝚒𝚜𝚔!!! 𝚃𝚑𝚒𝚜 𝚘𝚗𝚎 𝚒𝚜 𝚊 𝚍𝚘𝚘𝚣𝚢…
**•̩̩͙✩•̩̩͙*˚𝚃𝙴𝙴𝙷𝙴𝙴 𝚊𝚗𝚐𝚜𝚝 𝚖𝚢 𝚋𝚎𝚕𝚘𝚟𝚎𝚍 🕺🏾✨💞🎶˚*•̩̩͙✩•̩̩͙*˚*·̩̩̥͙
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“I can’t believe you’re doing this to me again.” Leo grumbled under his breath as he rested his mouth on his palm, glancing away from his brother as he sighed loudly. 
“Well maybe if you weren’t so fucking reckless I wouldn’t need to.” Donnie growled lowly, glaring down at his twin.
“I’m not a baby, Don. I don’t need to be supervised like I’m some bomb triggered to explode.” The younger said in exasperation, lying down on his bed whilst grabbing a comic book to read off of his desk.
If Leo was going to be told off and scolded by his dear beloved brow-loving brother, he should at least have something to occupy himself with in the meanwhile. 
The softshell groaned eternally at his little brother’s action, quickly snatching the piece of literature out of the other’s hands and throwing it effortlessly to the ground. 
Uninterested lime green eyes locked with a determined yet fierce light golden, both of them refusing to look away or blink to show their dominance.
But after a while, the red eared slider grew more impatient, looking away again as he picked a hangnail on his thumb, “If you’re going to yell at me, can you just get it over with? I saw a reddit post predicting what’s going to happen in The Umbrella Academy season four and I need to read it.” 
“You can read that later, Nardo. I promise you, that reddit post isn’t going to fly away.” The elder said as he pinched the bridge of his snout, “What I need you to do right now is acknowledge what you did today was stupid, alright?” 
Leo looked away from his older brother, scoffing lightly, “I do stupid things all the time. What stupid action of mine are you wanting to scream at me for this time?” 
The softshell turtle took a couple deep breaths at that comment, drumming his fingers on his left arm in a soothing motion because he was NOT going to give into the urge of strangling his twin brother…
…No matter how much he deserved it.
“I’m not planning on screaming at you— that won’t help anyone or anything.” The purple banded turtle explained calmly…but you could see and tell he was starting to lose his paitence. 
“But you want to.” The red eared slider pressed on. 
“Leo…please. I don’t want to argue right now.” 
“We’re not arguing. We’re just kindly discussing my oh-so stupid descision that unfolded earlier today, right?” The younger twin smirked smugly, his eyes locking once again with his brother. 
When it came to arguments, the leader in blue always had this wonderful tactic to avoiding things: attempting to annoy the other person so much that they drop the subject they wanted to discuss with him completely.
It always worked with Raph…which the red eared slider didn’t know whether that was a good thing or a bad thing.
But the only downside of doing this tactic was his dumb twin saw right through it…
…And Leonardo despised it. 
“Nardo…you know what I’m referring to. And stop picking, please. Your going to hurt yourself.” The older attempted to say in a tranquil voice, but it personally just sounded like he was one second away from losing. his. shell.
“I sadly do not know what your referring to.” The blue cladded teen said coyly, picking on his hangnail more desperately now, “Care to enlighten me, Tello?” 
Donnie’s expression hardened ever so slightly at his younger brother’s absolute persistence on annoying him out of his right mind so he could eventually drop the subject…but the softshell turtle was not budging.
His twin would have to try way harder than that.
“I’d love to.” The light golden eyed mutant said in a fake sweet tone as he walked over to lean his shell on Leo’s closed door, crossing his arms in disaproval. The elder grabbed his brother’s sword, planting it right next to his foot so the blue banded turtle couldn’t reach for it. 
The red eared slider’s cocky grin turned to a small grimace (shake) as he soon came to terms with what his older brother was doing…
…He physically could not leave from this conversation…literally.
Leonardo crossed his arms, trying to mimick the other’s serious demeanor but was only met with an icy glare in return. 
“What you did during today’s mission was completley reckless and idiotic, Leonardo…and you know it.” The second oldest said, “I had that thug exactly where I wanted him but noooooo. Because you saw me trip you thought it would be a spectacular idea to throw yourself on top of me as that hooligan tried to hit me with his bat!!” Donatello seethed. 
“We’ve been over this multiple times, Leo! There was no reason for you to do that!” The light golden eyed teen yelled, his glare only hardening more as he saw the younger stuttering over his words to try to defend himself.
“I’m not done.” The taller teen growled, all of his calmness and collectiveness thrown completley out of the window.
The slider slightly flinched (which went un-noticed by the other) at his brother’s genuine angry tone, his left leg fidgeting and bouncing up and down like crazy. 
His tactic was really starting to not work in his favour at all…
“Just…stop putting yourself in the middle of danger like you’re just expecting the rest of us to just watch. We’re your family…and most importantly, we can defend ourselves just fine.” 
“Well ihisn’t that hypocritic!” Leonardo scoffed before creasing his eye ridges together in genuine confusion, mumbling to himself, “Hyp…uh…hypocrotic? Hyp…Hypocratic…?” 
“Hypocritical?” The older deadpanned.
“YES! THAT WORD!” Leo said, “When we were fighting Kraang Prime on the ship and he went to take a blow at Mikey…what did you do?”
Donatello scowled, his eyes not leaving his twin, “…I went in front of him and shielded him with my mystic tech.”
“Exactly.” The lime green eyed mutant scoffed, “And how is that any different from what I did, hm?”
“BECAUSE I HAD A PLAN!!!” Donatello shouted, “I planned to accordingly go in front of Mikey so my sheild could protect both him and me. Did it end up turning out perfect? Fuck no. Kraang Prime slashed right through it and me and Mikey went tumbling towards the ground…” The glasses wielding teen said through clenched teeth. 
The light golden eyed teen rubbed his face tiredly, his hands clenching and unclenching in frustration, “But I had a plan. You on the other hand, just zoomed recklessly on top of me and hoped for the best.”
“…I saved you, didn’t I…?” The younger twin mumbled out meekly, causing Donatello’s blood to absolutley boil. 
“That’s not the point!!!” The elder said as he clenched his hands at his sides again.
“Then what is?!” Leo said desperately, “Because from the looks of it, it just seems like you want to yell at me for just doing my job.” 
Leonardo pulled on his mask tails anxiously, trying to calm himself down but ultimately just making himself feel worse by doing the action, “I’ve been trying to be a better leader—“
“Leo—“
“—For you and Mikey and April and Raph and Casey and C.J. a-and Dad! But it seems like no matter what the hell I do there’s always something I’m doing WRONG!!!” The younger twin shouted, blinking back tears as he glared at the ground as if it took his Jupiter Jim comic.
Which…it did. The blue banded mutant wanted it back now, actually…
“I saved you! I-I didn’t even get hurt by doing it but somehow there’s an issue…” The lime green eyed teen murmured, both of his legs bouncing up and down as he tugged on his mask tails harder, “There always is…”
“Leonardo can you please just listen to me?” The older twin said in irritation. 
“But Don I’m—“
“No, Leo! Just listen! That’s all you need to do!” Donnie snapped as he cut his brother off, “I don’t want you leaping head first into harms way! At all! Especially if you don’t have a plan!” The softshell turtle exclaimed as he flapped his hands against the side of his thighs, but his eye contanct remaining on his little brother.
“Oho so now you don’t trust me well enough to know that I can handle myself in combat?” Leo said in a last desperate attempt to make his brother drop the conversation.
“I…” The young scientist’s eye twitched, his eyebrows creasing together as he had to physically restrain himself to not beat the ever living crap out of the other teen, “THIS IS NOT ABOUT TRUST, NARDO!” The light golden eyed mutant screamed desperately, his hands flapping faster as the red eared slider shrunk at his usage of tone, “This is about you not even thinking about what would happen to yourself when you do reckless nonsense like this.”
Leo glanced to the side, his eyes watering as he bit the inside of his cheek.
He just wanted to help and be the leader his brother’s deserved…
But he always found a way to fuck it up without even noticing, huh?
"You don't think about what could happen to you and I hate it!” The elder cried, “What would’ve happened if Raph didn’t come behind the guy and knocked him out cold at the last second, huh?! Would you have just stayed right on me as he continued to beat you with his bat?!”
Leonardo bit the inside of his cheek harder, his legs bouncing up and down more as his fingernails dug unforgivingly into his arms, “I-I’m sorry, Donnie—”
“Or would you have tried to fight him instead?! Mind you, you dropped your sword before coming to me so you’d have no weapon to defend yourself.” 
“You don't think about how much it scares me when you do dumb shit like that! I hate seeing you get hurt…I freaking loathe it.” Donnie rested the back of his head on Leo’s door, taking a couple deep breaths and hugging himself in an attempt to calm himself down.
Jeez…when the hell had he started yelling? His throat stung like a bitch now…
And when had he started shaking like a bobby head?!
The older twin’s expression softened, pinching the bridge of his snout once more, “I care about you…so fucking much, okay…?” The purple banded turtle said gently as he gradually started to simmer down and become more calm, “Your my twin…my little brother. And I hate to be repetitive but I-I just despise seeing you hurt…physically or emotionally…so please just…”
The young scientist’s eyes widened, peering down at his brother who did not seem to be following…at all. 
Leo’s eyes were wide as saucers as he hit his arm with his fist repeatedly whilst obviously trying to suck in whatever tears dared to try and escape. 
The taller turtle basically ran to his distressed twin, trying to stop him from harming himself any further but was only met with a low grunt.
Shit.
Shit. Shit. Fucking shit. 
Wonderful job, Donatello! You yelled at your brother so much he shut down!
Even though you knew he can’t fucking stand being yelled at and the whole point of you even being here was to explain what he did wrong collectively and calmly because that was the exact oppositeof what Raph does when he’s worried…
But no! You yelled at him anyway.
Wonderful job, Donatello…wonderful. job. 
The older twin sighed sadly, gently grabbing his brother’s wrists so he would stop hitting himself. The two brother’s shared eye contact once again, an unsure lime green meeting an understanding yet uncertain light golden.
“Nardo…” The softshell started, squeezing the other’s hands gently, “…Are you with me, bud…?”
Leo just nodded quietly, squeezing back. 
“God…Nardo I’m so sorry…” The older muttered, “I don’t…I don’t know why the hell I lost my cool like that. I-I’m sorry I yelled. I shouldn’t of yelled…I-I just…” Donatello sighed, squeezing his brother’s hands once again. “I’m not angry with you. I…I was just frustrated.”
“Well, no…let me rephrase: I am angry with you— livid even. You know damn well enough that when you do those kinds of things my heart literally jumps out of my shell. I need you to put into consideration that I would like to live to at least seventy-seven…”
The younger twin giggled wetly, fidgeting with his brother’s fingers as he spoke, “…Why seventy-seven?”
“Albert Einstein died when he was seventy-six…I can and will outlive him.” The light golden eyed teen said matter-of-factly, “But back to what I was initially saying…I know you meant well. You saw that I was in trouble…and you dropped literally everything in order to help me get out of said trouble. You don’t think of what happens to you…you just do it because you’ll know if you do we’ll be alright…”
“I-I just…I just wanted to protect you…I-I just wanted to help…” Leo tried to explain.
“I know. I know, Lee…” Donatello sighed, rubbing the slider’s knuckles gently with his thumb, “But you need to understand that with you trying to protect us that way, your putting us in the same situation your trying to keep us away from.” The elder explained lightly, smiling softly as him and his twin’s forehead’s touched. 
“You’re getting hurt— or at the very least almost getting hurt. We’re feeling the same anguish and guilt you would feel if any of us did that. I get that you want to be a good leader and shit…but you can lead well without doing that…okay?” 
Leo fiddled with the other’s fingers a bit more, his bouncing leg starting to calm a bit, “I’ll…try to be more careful when it comes to me protecting you guys like that. When I see you all in trouble…I just…react. I don’t really care about what happens to me as long as you guys end up okay. But…I’ll try to be more careful. And if I ever end up, like, being a bit too reckless…you can just tell me…deal?”
“Deal.” Donnie nodded, squeezing Leo’s hands one last time before letting go, wiping his twin’s eyes with his hoodie sleeve, “Now please stop crying or you’re going to make me start crying.” 
Leo snorted, examining the other’s now tearing up expression, “I think it’s a bit too late for that…” 
“GAH! FUHUCK!” Donnie cursed, wiping his own eyes as the slider laughed loudly at his exclamation.
.
.
.
.
.
.
“Leo…don’t you think you’re getting a bit too big for this…?” Donatello grumbled as Leonardo was on his lap, getting all nice and comfy as he rested his chin on the older’s shoulder. “Noooope.” Leo drawed out, making a dramatic popping noise at the end of the 'p', “'Sides, this is what you get for making me emo earlier.”
“…I said I was sorry…I didn’t mean to shout at you like that. I was just concerned…” 
“I know that, you worrywart. I was just kidding.” The lime green eyed teen said lovingly, squishing his brother into a tighter embrace. The older let out a short shriek at the hug but of course didn’t mind the other being so clingy. 
If the young scientist really and truly did mind? Leo would’ve been pushed to the floor by now. 
The two twins shared a comfortable silence…well…a semi-comfortable silence.
The purple banded teen felt…off. His younger brother had this…look in his eyes; like he wanted to say something but was afraid of what Donnie would say or how Donnie would react.
Which was so damn dumb Donatello didn’t even know how to explain it.
“…There’s something else on your mind.” The taller turtle hummed, his suspicions only rising as the other glanced to the side. “Uhm…no there isn’t. See? This is why I call you a worrywart.” Leonardo said, tapping his fingers on his thigh nervously. 
Very convincing Leo…very convincing.
“Don’t even try lying to me, Leon. My older brother and twin senses are tingling. You can’t argue against that kind of logic.” The scientist said matter-of-factly. 
“What are you, Spiderman?” The younger snorted. 
“We shall never know.” The older shrugged, a small smile spreading to his face as he saw the other snort softly at his statement, “Now stop deflecting. Spill.” 
“…Can you…adjust my elbow braces…?” The red eared slider muttered.
“…Why can’t you do it?” The other questioned. Not in a malicious way; he was just genuinely curious. 
“I like it when you do it. You make it more firm, y'know?” The blue banded turtle whined dramatically, “Pleeeeeease?”
“Ugh, Jesus— fine. But drop the pout…you look ridiculous.” The taller mutant sighed, lightly grabbing his brother’s arm as he readjusted the braces. 
The purple banded turtle meticulously took off the other’s left arm brace, tracing his twin’s elbow to make sure it was healing correctly— which the slider couldn’t help but wriggle slightly to.
As the older twin put the brace back on, he looked at the other turtle in complete worry, “…Why are you squirming around so much?” Donatello asked in confusion. 
“…No reason.” Leonardo stated, but let out a tiny squeak as Donnie lightly pinched his forearm. 
“Yohou okay…?” The glasses wielding mutant giggled.   
“I-I’m fihine!” The smaller turtle insisted, covering his mouth as he let out a loud shriek in result to his brother now lightly scribbling his forearm. “EEEEE! P-Plehease moohoove yohour hahahand!!” The younger sputtered out, hiding his face in the crook of the scientist’s neck which the older turtle couldn’t help but let his heart melt to.
“Oh.” Donatello hummed, biting back an amused laugh, “Sorry. Sometimes I forget how ticklish you are…”
“Snrt I-Ihihi’m nahat ticklish. I juhust don’t wahant your hand thehere…” 
And isn’t that quaint. 
If Donnie had a penny for every time Leo said he 'wasn’t ticklish', the softshell would be richer than Elon Musk.
“…Right. So…you wouldn’t mind me doing this then?” The young genius mused as he scribbled one hand over his twin’s ribs. “EEEEHEH! Duhuhude noHOH!! F-Fuhuck yohou!” The younger twin managed through his small giggles, pushing on his brother’s plastron to try and escape while he still could.
The elder laughed fondly at his little brother’s futile actions, hugging him closer as he lightly tickled him, “Nahardo! My brohohother in Christ gehet back here or you’re gohoing to fahall off of the bed!
“N-NOHO!! LEHET ME GO!” The lime green eyed teen screeched loudly, kicking his legs and pushing even harder on the other’s plastron, his eye’s widening in panic as his older brother casually lifted him up and pinned his arms above his head, his plastron now facing up on the bed.
Eugh boy…
Donnie grinned, sitting on the other’s thighs as he wiggled his unoccupied fingers in the air near the slider’s side, “That’s better~!”
“WAHAIT WAHAHAIT snrt PLEHEASE DEEHEE!!” The red eared slider cried, kicking his legs from underneath the scientist.
If he was going to go down…he would at least go down fighting. 
“I haven’t even touched you yet, you goof…” The older twin chuckled. 
“B-BUHUT YOHOUR GOHOHONNA!” 
“'Gonna' what, exactly?”
“TihiHICKLE ME!!” 
“Tickle you? Well, why didn’t you just say so in the first place?” Donatello snickered, using his free hand to skitter his fingers along the crook’s of the younger’s neck. 
The blue banded turtle squealed, shaking his head back in forth whilst scrunching his shoulders, “GAHaha— snrt EEEEHEEHEH oho cohome snrt OHAHAN!!” 
“What’s wrong, Leo? I thought you said you weren’t ticklish~?” The older teased.
“Snrt STHDHAHAH! Shuhut UP! IHI’M naHAT!” The younger shouted, tugging and pulling his arms to try and get his hand’s free from the other’s grasp. Donnie just laughed softly at the action, wiggling his fingers above his little brother’s stomach. 
The lime green eyed teen’s eyes widened in panic, thrashing in the hold to try and loosen his brother’s grip but the purple banded turtle did not budge even a smidge. 
Leo’s laughs became more giddy and loud as he continued to squirm, small squeals and snorts escaping his beak as his twin brother’s hand went sloooooowly to his stomach. 
“N-NOHO NONONONO DAHA— snrt DOHON!!” The smaller turtle snorted, hiding his face in the side of his arm which Donnie couldn’t help but giggle to. 
The light golden eyed mutant rested his hand on the slider’s plastron, making the younger turtle’s laugh raise almost a thousand octaves. 
“DOHON’T snrt DOHON’T DOHOHON’T snrt YOU DARE!! YOHOUR SOHO MEEHEEHEEAN!!” Leonardo whined, hiding deeper into his arm and becoming a giggly flustered mess.
The older twin shook his head fondly at his little brother’s embarrassed state, taking the opportunity to tickle the younger’s stomach while he wasn’t looking. 
Leo let out a loud scream, descending into high-pitched cackles as even louder snorts followed, “HAHAHAHELP!! IHI’M SNRT BEEHEEING SLAHAHAUTERED!!” 
“I’m quite literally only using one hand, Nardo. Stop being dramatic.” The light golden eyed teen mused whilst watching his brother snort and squirm, “And here I thought I was the dancer of the family. Look at you! You’re making up a whole dance routine right now!” He said as he let go of Leo, crossing his arms in amusement. 
“S-Shuhuhut snrt up…” The younger twin wheezed out, hugging his middles as he playfully glared at his purple loving brother. 
Then, a lightbulb went on in the scientist’s brain, a smug smile spreading to his face, “Hm…you know, Lee—”
“Dohont call snrt me thahat!” Leo giggly interupted. 
“Uh-huh. Well, Lee…did you know that the underarms are one of the warmest places on the human body?” The scientist said. 
The lime green eyed mutant cocked his head to the side in confusion, “Soho?” 
“Soooo my hands are cold. Very cold, in fact. I’d be forever in your debt if you could—”
“NO! NONOHO WAHAY IN HEHELL! G-GOHO AWAHAHAY!” Leo squealed, reaching for his brother’s wrists as the elder tried to tickle his neck once again.
Sigh…Leonardo made this too damn easy sometimes.
The glasses wielding teen wasn’t just going to miss this oh-so-definetly-not-planned opportunity! The softshell scribbled his fingers along the slider’s underarms, making the younger let out a loud squawk as he shot his arms down. 
“NAHAH AHAHAHA— snrt GEHET THEHE HEHELL OHAHA— snrt OHOHOUT!!” Leonardo cried while banging his heels on the bed. 
“What~?” Donnie hummed inocently. 
“GEHEHET AHA— snrt GEHET. OHOUT. OHOF THEHEHERE!”
“Awe…why~?”
“BEEHEECAUSE IHIT’S SOHO BAHAHAD!!!” 
“And?” Donnie chuckled, “That sounds like a you problem, little brother.” 
“AHHHAHA— snrt GAHAHAD FUHUCK YOHOU!!!”
“Pardon…what was that?” Donnie questioned as he pinched where Leo’s hip met his thigh. “N-NONO— snrt NAHAHAH!! I CAN’T— snrt PLEHEHEASE I’M snrt SORRY!! I-IHI TAHAHAKE IHIT BAHAHCK!!” 
“Nah…I think I’ll just stay riiiiight here for a bit…” The taller turtle smiled, using both of his hands now to tickle Leo into a laughing and snorting blob.
The younger weakly hit his big brother’s arms, throwing his head back as he squeezed his eyes completely shut. 
“…And you know what, Lee~?” 
“WHAHAHAT NOW?!” 
“I’m feeling…kind of famished.” The elder mused, his smile almost looking like the signature Joker’s as he saw his younger brother’s face pale. 
Leonardo scrambled to sit up, fighting with his brother’s arms as he giggly protested, “PLAHA— snrt PLAHAHEASE! PLEHEASE snrt D-DOHON’T!!” 
Donnie pinched his brother’s thighs unforgivingly, “You should have thought about that before yapping such ill nonsense about yourself.”
“WHAHA— snrt WHAHAHA— snrt WHAHAT DIHID snrt IHIHI snrt EVEN SAHAHAY?!” The lime green eyed turtle cackled, flapping his hands on the mattress. 
It took literally everything in the older twin not to coo his baby brother’s adorable actions; instead, he lightly moved Leo’s hands away, smiling evily as he lowered his head to the other’s plastron, “You don’t even know. Guess you really want this, huh~?” 
The blue banded teen kicked his knees into his brother’s shoulders and shell, throwing his head back in complete hysterics whilst waiting for him complete and utter demise. 
The softshell wasted no time blowing raspberries after raspberries in the middle of his younger’s stomach, making sure to move the other’s hands away any time he tried to push at the young genius’ head. 
Donnie didn’t feel like getting brain damage after all.
Plus, he had his signature glasses ᴅᴏɴᴀᴛᴇʟʟᴏ ᴛᴍ on! And those were trademarked…as you can wonderfully see. 
“God…can you get more ticklish?” Donatello giggled, squeezing and squishing the red eared slider’s knees with one hand and scribbling his sides with the other whilst contuinung to raspberry Leo’s stomach. 
“DEEHEE DEEHEEHEE SNRT PLEHEHEASE!!! IHI SNRT DAHAHAH— SNRT DAHA— SNRT DAHUNNO!!” The smaller turtle screamed, happy stimming with his arms on the taller twin’s shoulder.
Donnie couldn’t help but chuckle, deciding to show his twin a tad bit of mercy as he nibbled his stomach lightly. 
The slider let out bloody murder from his beak, happy tears threatening to fall from his eyes as his bubbly cackles and snorts bounced off the walls of his room.
“Jeez…I think Peppa Pig has some competition, huh~?” The light golden eyed mutant snickered.
“PLEHEHEASE!! TEHEHELLO SNRT IHI’M GOH— SNRT GOHOHA— AHAHA SNRT MYHYHY SNRTGAHAHAHAD!!!” The smaller teen pleaded.
“Do you promise to stop putting yourself in between danger and your family?” The older hummed. 
“YEHEHES!!” The younger cried loudly.
“Do you promise to go easier on yourself?” 
“YAHA— SNRT YAHA— SNRT YEHEHES!!!”
“Do you promise to accept your doing an amazing job as leader and we all love you—”
“MY SNRT FUHUHUCKING SNRT GAHAHAD!!! IHIHI SNRT GEHET IT!!” Leonardo shouted, his blush now completley blending into the red stripes on his face. 
The softshell turtle got off of the other, sitting next to his little brother as his little brother in question hugged his middles and giggled tiredly. 
“Y-Yohou could ohof juhuhust sahaid ahall of thahat wihihithout tickling meeheee…” The younger grumbled despite the evident smile on his face.
“And where’s the fun in that?” Donnie smiled back, his expression softening as Leo got up and leaned against him softly. The older wraped an arm around the younger’s shoulder, pulling him closer into a warm, protective gesture. 
“Ahand would yohohou look ahat that! Ihi got yohour emo bahad boy ahahass to smile todahay. Your eheeven hugging me~!” The blue banded leader spoke softly, his voice filled with affection as he poked his twin’s forehead cheekily. 
“You tell anyone that and I will not hesitate to deny that extremely untrue statement.” The scientist huffed, rolling his eyes fondly as his smile spread.
·̩̩̥͙**•̩̩͙✩•̩̩͙*˚𝙵𝙸𝙽˚*•̩̩͙✩•̩̩͙*˚*·̩̩̥͙ 
(𝙿.𝚂.: 𝙸𝚏 𝚢𝚘𝚞 𝚎𝚗𝚓𝚘𝚢𝚎𝚍 𝚝𝚑𝚒𝚜 𝚏𝚒𝚌, 𝚙𝚕𝚎𝚊𝚜𝚎 𝚛𝚎𝚋𝚕𝚘𝚐!!!)
#Rottmnt tickle#Rottmnt tickle fic#Lee!Leo#Ler!Donnie#WHOOOOOO BOYYYYYY…#I’m sorry but I’m not sorry 🫶🏾#Angst is like my second child 👶🏾💘💞💝💖💗#But I feel like I need to explain some stuff bc this fandom is probably holding me at gunpoint rn 😅🔫#The reason why I feel like Leo and Raph had so many disagreements when Leon became leader is bc Leo can’t handle yelling#LIKE AT ALL— he just sees it as whomever is yelling means their mad#So if Raphie boy was like: “I CARE ABOUT YOU AND LOVE YOU SO FUCKING MUCH YOU DUMB ASS BITCH WHY CAN’T YOU JUST BE CAREFUL⁉️”#Leo would hear it as: “I HATE YOU SO MUCH RN WHY CAN’T YOU DO ANYTHING RIGHT⁉️”#This fandom has been sleeping on AuDHD Leo for Y E A R S and I shall not be silent anymore its SOOOOOOO OBVIOUS 😭‼️#I could not remember the word “hypocritical” for the LIFE of me…when I searched it up I probs wrote “hippopotamus”#Leon is trying PLEAAAASE catch him a break 🙏🏾🙏🏾🙏🏾#Older twin Donnie is canon idgaf I was in the writers room TRUST 👏🏾💗💞💝💕#Big bro senses 🤝🏾 Twin senses#Donnie is fucking UNSTOPPABLE 🤌🏾…bud does need to learn how to control is volume when upset tho eheheheh#He genuinely doesn’t know when he’s gradually getting louder or more upset…that’s why he was so panicked when Leo had his lil meltdown LOL#Raphie just expresses his worry with yelling…ex: “AND NOT EAT POSION‼️‼️‼️”#Oh yeah this takes place a couple months after the Invasion…so everyone is like healed and everything but yk they’re still traumatized obvs#😌👍🏾#Leo’s lil tactic on dropping convo’s is a HC I have so don’t quote me on it 🙌🏾#GDGDGSHSN I ALSO NEED PPL TO DRAW DON WEARING HIS GLASSES MORE OFTEN HE’S SUCH A CUTIE PATOOTIE 💝💘💕💗💖💞💓🩷#But tysm Nonnie!!! This was a TON of fun to write!#Make sure your taking care of yourself and drinking water— or at least get a snack 🥰#But after the mission Raph was SEETHING…and usually Don tries to talk to Leon instead cuz like he doesn’t want either party being upset#Nor does he want either of them to feel overwhelmed. So when Leo was like “Ur doing this to me again?!” Hes referring to all the times Don#<- has done that#Leo doesn’t like feeling pitied but it’s not Don’s intention to make him feel that way he just loves him family
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twinstxrs · 10 months ago
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thinking about kageyama’s “it’s the setter’s job to break the wall in front of the spiker” in reference to how kenma sponsoring hinata while he’s in brazil and onwards is effectively doing that on a financial level. once a setter always a setter.
#could talk about how the narrative purpose of every setter (at least in hinata’s story) reflects the idea of breaking a wall in front of him#for hours i think#i want to do a full manga read to fully think about that but#atsumu & hinata’s feeling that he needs kageyama. kenma & just the financial logistics of being able to go to brazil. oikawa & homesickness#obviously there’s more going on w/ all the characters but like. those 3 & kageyama (obviously) all have at least one big thing they help-#hinata overcome. kageyama has so many of these moments w/ hinata i’d have to rewatch & list them all but yea.#akaashi is also this but for bokuto. (bokuto is this for akaashi as well)#(& if we’re talking setters & spikers obviously hinata is that for kageyama. Obviously. they’re soulmates)#i know this is lowkey just me analyzing the concept of support which a team sport series is inevitably filled to the brim with#but with a lot of what i consider to be hinata’s big character moments… it’s always setters man. & that feels deeply intentional.#& takeda obviously but he’s the coach. that is his Narrative Purpose#i wonder if there’s something strong to be said about main characters positions within the team & their strongest overall narrative purposes#like ‘libero’ meaning free in italian & nishinoya & freedom being his Whole Thing. he goes to karasuno bc he likes the uniform!!#i’m curious if i took every character & took their position if i’d find a list of commonalities between their narrative purposes. idk!#but yea anyways i dislike dumbing down hinata’s relationships w/ his setters as like ‘omg setter harem’ as anything other than a light joke#but hinata & setters is such a big deal. almost all my favorite hinata dynamics are with setters i think & that’s bc of that importance#if anyone read this rant in the tags thank you for your time lol. happy birthday hinata i love you forever#haikyuu!!#haikyuu#haikyū!!#hinata shouyou#hinata shoyo#kozume kenma
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cherrypuppyy · 20 days ago
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I feel like I need to give him a fit upgrade tbh.
(Me scrambling for ideas to design cool clothes for burnt nex. Am still searching but just had an idea to doodle this lol.
Close up and silly lil hc under.
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(Whenever I draw nexus there's a voice inside my head saying: make him twilight sparkle....., I swear it's the cutiemark making me go I wanna draw nex as a pretty lil princess dkdjd lol)
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Hologram hat/hands? I feel like he could do so much more with his telekinesis 👀....
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bhaalsdeepbat · 1 year ago
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As much as I love to joke about Astarion being pathetic I don't actually think he is. He's sad and wet, but he is also one of the heaviest hitters. I think he just feels weak & pathetic and externalizes it, which then kinda makes him seem more powerless than he actually is.
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silveredsticks · 2 months ago
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I think we're motivated enough Jack Hughes media scrum 4 Nations 20 Feb 2025
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firefletch · 7 months ago
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The main takeaways from Dracula so far:
Communication is good and healthy and important and if you stop doing that everything will go horribly wrong and people will die (based of him honestly and I agree)
Everyone who is smart and intelligent keeps a diary
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autisticlancemcclain · 1 year ago
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Could you explain your position on Shallura? Since Allura was established as a teenager when she started dating Lance and Shiro was very clearly an adult. I can understand the bi shiro headcannon but the shallura thing worries me
i am going to remind yall that i have been in this fandom since 2016. and in the early seasons, allura was not established as a teenager. in fact she was coded as older, as closer to shiro's age -- there was a specific divide between her and the younger paladins that she did not have with shiro. they made her younger (both explicitly and in mannerisms) as the show went on. and i do not give a fuck about voltron like...post s4 and i didn't even watch s7-8. so like. especially with older fics, im going to enjoy shallura.
#also this is less relevant and i was going to put it in the main post but i cant find the words for it#but i found your last sentence kind of condescending. “the shallura thing worries me” as if i am your little project and things arent going#to plan. as if you are the Knower Of All Things and i am straying from my path lol. twas odd#and this is a controversial thing to say i know it but like#we take fandom way too seriously. if someone decides in fic to make two characters the same age to ship them or whatever. do we really need#to get the torches and pitchforks. like i can understand discomfort when people ship like shiro and pidge or something but. also. i feel#like you can just block and move on?? like i dont ship sheith bc they are brothers. to me. but also i dont think sheithers should be#harassed or any dumb shit like that. i think its so so whatever like theyre Lines man theyre moving lines#at the same time i understand that peoples headcanons can be reflective of their worldviews (like when racism/transphobia/sexism shine#through someone's headcanons/characterization) but how much scrutiny is too much? when do we get to remember that fandom is a place to#work with the FICTIONAL? where you can change details without consequence? i saw a fic where keith was the older sibling and shiro was the#younger once. it was a good fic. how come we can play with ages but only when the Fandom Council approves?#i guess this is a really long and clumsy way to say like. you do not own the fandom nor do you get to dictate my work. and while there#is always room for necessary criticism please also think critically before you post your criticism#anyways#rant#ask
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robo-dino-puppy · 10 months ago
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the sunhawk, and sunwing
↓ wider version bc i couldn't decide:
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i didn't really like the composition here (unbalanced and why? is the roof not straight???) but it gives more perspective on size of sunwing vs. lodge
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mirensiart · 7 months ago
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Youve got MY brain churning now >:D
With regards to the lu x kiznaiver au, if someone is in so much pain that they pass out, do the remaining Links get an instant reprieve? The panic that would seep thru the chain if so- especially the first time it happenssss oohohoho
Im also watching the anime with a friend next week, ty for the unintentional recommendation 😂
It's such a fun concept, the brainrot is real lol!
And ooh, I would think so! Like when u pass out cause of pain, it's because the brain wants to shield u of it, so I would assume that if one of them passes out the rest would stop feeling that link's pain 🤔
The potential hurt/comfort though... you're cooking!
I actually want to rewatch the anime now too! I've watched it twice, but the last time I did was in 2017 so it's been A While lol
It's a short but fun watch, i liked the concept a lot, and I believe there's so many ways to explore it outside of what the anime did !!
I hope u enjoy it! I do remember the cast being very lovable hehe
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