#but really those words aren't his
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possible angst idea-- Dimmy waxing poetry for someone, perhaps Mimi or O'Chunks, but it's just Dim reciting pre-existing poetry ((or it's inspired by pre-existing poetry)) it's all a show, and the words aren't his, but oh does he make them sound pretty~ ((your design of Dimmy has infected my silly brain, he's too pretty for his own good.))
He just wishes he knew what these dreams mean
more commentary about this in the tags because I'm dumb
#my art#super paper mario#dimentio#spm mimi#pirate au#spm pirate au#camprella answers#thanks for the ask!#changed the context a bit#still kinda angst because of his lack of memory#but really those words aren't his#it's from someone else's mind ;)#also I need sleep#ajshd
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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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Thinking about the song "Ship in Port" by Radical Face and clones
Thinking about the line "Farewell to the chains we were born into" and what that can mean for the clones
Thinking about how "But I have always stayed in place/Under that old illusion that it's safe" could equally describe Hunter, Echo, and (s1+2) Crosshair's complete opposite approaches to the Empire and post-war life.
The way Crosshair clings to his identity as a soldier of the Empire
And Echo as a soldier of the Republic
But Hunter puts his identity as a soldier behind him
Crosshair fights for the Empire to gain purpose
Echo fights against the Empire to save his brothers
And Hunter decides the Empire is too strong to even try to oppose
"A ship in port is a safer one"
"but it's not the reason it was made"
"So forgive me if I wander off"
"And forgive me more if I just stay"
Thinking about what The Bad Batch could have been if it had more fully explored the differences between those ideologies
(Thinking about what The Bad Batch could have been if it had dedicated more screen time to the 'reg' clones within the Empire and the underground network's fight to free them , instead of just sidelining Echo and Rex for a hypothetical clone rebellion show we might never get)
#i have lots of thoughts and many draft posts in which i've been struggling to figure out how to word those thoughts#tbb had SO much potential#it was so close!#it really could have been on par with Andor if it has just tried#i feel like i'm projecting these themes that aren't really there#the pieces are there the show just didn't focus on them#i considered saying hunter 'hides from the empire to protect his family' but that never included crosshair just omega#so that felt like giving him too much credit#ignore the music video i just really love the acoustic version bc MMM that viol!#the rest of the lyrics totally fit for clones of this era too btw#like SO WELL ugh#if i had the time resources and attention span I'd make a music video#maybe someday...#(lol i have waay too many projects stuck in my brain and also the new semester started and i'm already so behind rip)#while we're on the subject of radical face and clones#“always gold” is THE perfect heartbreaking Kix song!#tbb#tbb analysis#sw tcw#tbb echo#tbb hunter#tbb crosshair#arc trooper echo#the clones#radical face#bardic musings#sorry i didn't credit the gifs#this has been in my drafts since long before i knew people care about that and i can't find where i found them from#just know the shitty ones are the ones i made lol
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An analysis on c!Owen and his behaviour throughout the Outsiders SMP series!
Some disclaimers before I go into this. There will be spoilers up ahead! I would like to warn anyone reading that this post will mention some blacklisted members from the smp because their characters play a role in showing us about cOwen.
For convenience, all the members mentioned are the characters, not the actual ccs themself. Some of this might seem all over the place, but when the characters learn random parts of themselves at different points it's bound to happen.
Owen has changed a lot as the series has progressed and many find his personality to have changed entirely towards the end, however, this isn’t really the case. When we go over his character, we can see his core values have stuck with him throughout the series, so in this post, I will go over how exactly he has changed over time and his character in general.
To make it easier, I’m gonna split it into 3 parts. Early maze days, the introduction of clearing 2, and post memories.
During the early maze days Owen establishes his character very early on. Right from the beginning, Owen arrives with the demon Rasbi. They are notably one of the three pairs that come up, with most coming up the elevator alone. The first time we see him, Owen immediately takes up a role as a protector, asking if Rasbi knows how to fight in case there is danger up ahead.
In this first section, we can also see that he acts a lot more childish and naive. He’s very emotional and easily upset by his past. He can be seen jumping on rocks with Mohwee and the others and crying on his first night over his loss of memories. The overwhelmingness of the clearing gets to him. This isn’t to say he is some weak, stupid or soft character though.
Owen may be naive in believing things should be played in certain ways according to his rules but there are many instances where we can see he’s not stupid. First episode he can immediately recognise what knife Oeca is holding “Hey that’s a throwing knife right? No that’s a dagger”
After getting more settled in the maze he asks about the maze’s agriculture, he mentions everyone is unarmed despite fearing the dangers in the maze. He starts asking about protection, armour, shields and notably, “So this place is safe on the inside? It's safe to walk at night?” He’s already worried for everyone’s safety here, he knows the maze is dangerous so is there anywhere that’s safe?
Very early on his past also becomes a very important aspect of his personality. He is probably one of the first to remember anything significant about his past. By episode 2 he is getting flashbacks about how to make a bow. But he makes a javelin first, noting “I think I was a hunter. No, I was an archer. I was a hunter. I was a soldier? I was good at this.” He then proceeds to aim the javelin at Oeca’s name, because at this point he can’t fully trust Ocea. He is very quick to violence, although he doesn't want Oeca dead, he certainly can’t trust in him.
Another important note is that Mohwee is one of the people in the clearing he respected and saw as someone with the ability to act. Which is why we get this interaction where Mohwee calls out “Owen.” and Owen replies with “yes sir”. His past even without his memories is important and ingrained enough he still acts like this, and this only continues as we go through this section.
The first time they go in the maze as a group is when Apo arrives. This is a very important moment for Owen because their first trip in the maze solidifies his personality throughout this section and maybe even the series. Oeca is shot because Mohwee was careless and brought anyone in. When the group comes back, Owen asks Graecie, “How many entrances are there to this maze?” After finding out this is the only one that opens, he refuses to let anyone get hurt again and starts blocking it off.
Trust and promises are very important to Owen here too because it's one of the key reasons he blocks off the entrance. It’s not just Oeca getting hurt, it’s the fact he promised Graecie he wouldn't go in. “I broke my promise.” He also takes Apo’s word very seriously in the mine when he tells Owen he didn’t pull the lever. Also because of this he only trusts himself to go in the maze.
When the entrance is blocked off Owen is quick to violence and threatens people if they try to get past him. After finding the old battle axe he starts using it to threaten and intimidate people. “Anyone who goes past this (the gate) i will attack”
“Anyone else that will, I will just cut down” are some of the things he says. He punches Mohwee for trying to get past him. When Oeca comes back after Mohwee’s disappearance, Owen follows him with that battle axe trying to talk.
Owen then goes on to say “I’m not looking for violence” and “I'm not collecting weapons this was instinctual (points at bow)” he doesn't want people to think he’s dangerous and he knows people are scared of him.
Even if he seems aggressive he still wants to protect others. Owen goes back in the maze to look for Mohwee after he randomly disappears on their way back. “My job is to protect people and I will do that to the best of my abilities. At every possible stage”
When Mohwee disappears Owen takes a massive risk to stay in the maze overnight to see if the gates would open. “The only thing I remember about my life Graecie, is that I was raised to protect people. That's all I remember. And I know it was dumb and stupid to go in the maze but if it got us a step closer to finding Mohwee. I was willing to make that risk”
So we’ve established that Owen cares about the people in the clearing even if he doesn't trust all of them, he wants to protect them and he will do it no matter what. It's the purpose he has given himself in order to be useful.
He knows it doesn’t work how he wants it to. People are scared and wary of Owen’s protection. There are multiple instances where he tells his voices, “They don’t get it,” because he knows people don’t trust his methods. His method of control is disliked by a lot of people.
Ori is one of the main characters to go against Owen. Owen hates this because not only does it risk the safety of others but it goes against his main purpose he gave himself. He takes this job very seriously. So when Ori goes in the maze it’s no wonder Owen becomes very violent.
“Ori I'm seriously sorry I will break your legs and I'm very close to it. Are you gonna make me. “
He doesn’t see himself to be super aggressive though “People think I'm being really aggressive when I talk like ‘oh hey if you come near me I'm gonna break your legs’ but I'm saying it in the most friendly way I can, you understand that right? I'm not trying to be aggressive with that”
“I'm saying like if you do step in here I will have to break your legs. In like a very gentle and I'm very sorry I hate to inconvenience you but I do have to break your legs.”
When Ori sneaks into the maze, Owen talks a lot about his purpose. Things like “Don't, I'll fail them. They'll kill me. My entire purpose here is to stay by this door and stop you from coming in.”
Owen hates to know he is failing the purpose he has given to himself “When I discovered I was a soldier that's what I set myself to (protecting others) but what do I have to show for myself? I have tried my hardest to protect these people. And get they look at me and tell me I'm a tyrant” “you're not in control, who are you to say what happens?”
He would do anything, even if it meant sacrificing himself. As shown before when Mohwee disappears but also as he protects the gate after the second lever gets pulled he says “I'm going to protect them if I die in the process so be it”
Another note before this section ends is that it’s not just Ori who opposes Owen. Sillvia also talks about Owen’s method of leadership.
Sillvia about Owen: Owen I think you would be great. If not for the fact that you have a militaristic mindset. I don't want to see your leadership spiral into a place where Apo wants. Owen I fear you and I want you to know that. I actually fear you and I don't say that about many people. And ruling should not be through fear. You are a terrifying individual and to see you be in a position of power would be a slope we cannot afford or gamble slipping down. We've seen you tussle with Ori. I know you're a strong individual. You could lead us quite well but it's the risk that comes with your leadership that I am not willing to risk.
The perception Owen has of himself differs from how he comes off. It becomes more of an issue later but we can already see this happen.
So as clearing 2 is introduced this is what we know about Owen. He was a soldier once, he wanted to protect people in the clearing even if it meant sacrificing himself. He’s nice to others but his methods are still aggressive and violent, ready to hold a weapon to someone if needed and Owen cares a lot about trust.
With the introduction of clearing 2 we can see how Owen changes and develops. He’s very cautious of clearing 2 members because for all he knows they could have led the creature that destroyed half their clearing in on purpose.
Owen also faces betrayal from Apo. We know trust is something Owen values a lot. It’s mentioned in the early days, and it’s a major part of why he feels so strongly about Apo lying. During the scene where Owen faces Apo after finding he pulled the lever that killed the second clearing, his main issue with Apo isn’t the fact that he killed people. It was the fact he lied to him.
“You lied to me. Why did you do it? No no no I don't care about the lever. Apo why did you lie to me? You're my friend I trusted you. I stayed there. I held your back when oeca said it was you. I put my name on the line. Because we stood together in the mine and I asked you to swear to my face that you didn't do it. And you lied to me. Im meant to be your friend and you lied.”
You can also see what Owen values in a person when they discuss Apo’s punishment and Owen says there's 3 main things he did
- went into maze without group consent
- pulled the lever
- he lied
Owen only adds on at the end that he left Squidney.
With all of this too we see Owen for the first time back away from the job he gave himself. He backs away from leadership, we start to see how tired Owen is from the stress of it all. His reasoning has to do with his trust being broken.
“What's the point they're all liars. This entire place is filled with filthy liars. Every single person. All I've ever done is tried to protect them”
“Forget it. I'm done. I'm don't helping people. No I'm not villain, I'm not a hero I'm nothing.
From now on there is no leader of the maze. They put me in charge. My word means nothing to them I'm done.”
“How am I meant to protect them when I try and stop them with physical force im made out to be some kind of monster. When I try to reason with them I'm made out to be soft.”
Owen being viewed as soft has always been something he’s aware of. People tend to think because he’s kind that they can do whatever they want (sneak into the maze etc) and this perception Owen is a soft person develops. Even if he’s emotional and kind we’ve seen before in early maze days he is not soft.
Owen tries to ignore all his problems but with it he grows more aggressive than before. His tone changes when he speaks about other people to his voices.
“To visit him would be to acknowledge he exists. And right now the last thing I want to do is consider the fact that this thing lives and breathes and eats and sleeps under my feet. The sooner he wastes away and fades into nothingness the better. I don't see a life going forward with him in it” - Owen about Apo
“The more I look around these stupid 4 walls the more I'm reminded that he that. That I trusted him.”
"he's everywhere. It's like a disease. Like it festers. The outside looks fine and you look just below the surface and it's rotting vile and it's him”
Apo: Just give me a chance.
Owen: why should I? So you can have another tick to the long list of times Owen has naively believed there is some good in the people that infests this clearing? Oeca, mohwee, Bekyamon, Magic, Graecie, Ori, you, liars. All of you.
I’m not just putting quotes here just for you to see oh trust is important! But more so for you to see that Owen changes when his trust has been broken or when he sees someone as a threat. Some of these things sound very similar to what Owen would say when he gets his memories back. Because to Owen trust and protection are 2 very important values. When that is broken he can’t be certain someone isn’t a threat.
With this change Owen does become more aware he isn’t the most approachable person due to his methods. I do want to bring up this quote first though
"Can I kill someone? Ive been thinking about this recently I say I'm a soldier. But I've never actually killed anyone. All my life in these 4 walls I've spoken about security and fighting and I can't remember a time I've actually taken someone's life. What if I have to. What if it comes to that I don't think I could stomach it either. I doesn't feel like me. It's not me it's not who I am. No I can't. I'll only attack this person if they do something first. And even then I'll just aim to incapacitate" - Owen about Ash
This is an interesting quote from Owen knowing his later actions but it’s not that out of character. If we look at every flashback he’s had so far we can see the life of a soldier is not one he’s always wanted.
Owen to his dad: What if I'm not ready to be your protector? No It's what you've always wanted! What if I wanted to do something else? What if I don't want to be a soldier what about me when do I get to look out for myself.
However he is always ready to attack if he needs to, if it comes to it he would do anything to protect someone. I think that means to kill even if Owen doesn’t think so at this point.
His notebook btw
Another note about his behavior is that because of how others view him he almost dies from the creature’s venom. Ayngel even said before Owen is more angry. Other people even though it sounds jokingly say Owen gets grumpy when people disrupt him, leading to no one but Soup to check up on him when he gets stung.
When Bek comes back he doesn’t hesitate to do the things he did before. He does what he thinks is right and protects Magic by aiming a javelin at Bek. He says he’s not violent but anytime he feels like he’s in danger he pulls out a weapon. He did it when he was in Soup’s basement, he does it anytime he hears about someone potetially harming Rasbi, and he did it when he heard Oeca attacked Graecie.
Owen in general is a fighter at heart. Even if he says he doesn’t want to kill anyone he is still ready to attack.
Owen: this isn't you Ori. You fight. That's what you do.
Ori: what are you talking about?
Owen: you fight people. When you don't get your way you fight. You and I are the same
At the end of this section, the group decides not to go back in the maze. They had lost Squidney, Oeca, Mohwee, with the presumption that Red, Apo and Graecie were either dead or dying. Owen is tired of it all “Every Time I've tried to protect someone they've ended dead Kyle” he tries to hope but he is so tired. This tiredness also explains some things that happen when he gets his memory back.
So to summarise before looking at Owen when he gets his memories back, this is what we know about Owen. He wants to protect his friends, he believes in trust a lot, he is both seen as more aggressive and angry these days and soft at the same time, he wants to be a good leader but other people don’t listen. Not much has changed since the early maze days, but it’s a more solid character now.
When the reunion comes around Owen in the story has finally had a moment to think about everything that happened between him and Apo. His main regret in the series was how he treated him even if he broke his trust.
Owen loves to contradict himself a lot but it’s a very human trait he has. He has complex feelings about Apo, and Beks and a lot of people. Yet he’ll still offer his protection to them. It’s because of this the ‘sudden’ shift in personality he has becomes very shocking to the audience.
Since right before he sees Apo, Owen is very emotional here. Very similar to how he was in the early maze days. It’s out of his character to hope for something like seeing Apo because he knows it’s very unlikely he’ll see him again. However he gives himself this hope, one more chance.
When Owen regains his memories the tone shift is obvious. He acts less emotional, he seems more mature. But we do need to consider this is someone who just had a lifetime of memories shoved back in his head and his core values are so strong that Owen doesn’t hesitate to act the way he used to.
There’s lots of similarities to Owen here to the one we’ve known. Like his purpose. He sets one for himself immediately after arriving in the clearing. Even as he talks to Apo about his past he talks about his purpose
“I had a purpose once. I was useful, vital, adored. And suddenly everything changed. The world grew tired of blood shed. When all you're good for is violence, when you've been breed into a killing machine, a nation of peace will toss you aside like a spent torch”
There’s an obvious difference here right? The man we’ve watched in the maze who wanted to protect his friends just killed his best friend. This is definitely a different person right? Yes and no. Owen hasn’t changed that much, and I'll explain why after we go through some more things. But it’s important to note that this isn’t a completely new person, this isn’t something that is unexpected when we go through the information we already have about Owen.
“I know what you are, you are everything wrong in the world has to offer. You are the amalgamation of all the gluttony and lust of humans with the evil and cunning of demons. You stand as a testament to everything vile. You are a disease on the face of this earth and I am it's curse”
Apo: this isn't you you've changed
Owen: incorrect, this is me. The man you manipulated and lied was nothing more than a puppet driven by the instinct to survive.
Owen wants protection for his friends. He goes to extreme lengths to keep people safe, so when he remembers demons as this evil creature that will hurt people for their own gain he wasn’t going to stand around and do nothing right?
Surprising or not this is very in character for Owen if we look at everything else we have from the series. To him, he is still doing his job, the one he’s done since day 1 in the clearing. Just now the threat isn’t just the maze and the occasional person, it’s demons.
The way Owen became a demon hunter is essential too. He used to live in comfort, and based on past flashbacks he was training to be a soldier even if he didn’t fully enjoy it. His mother was a poet and his father was a general. He had grown up hearing all about how terrible demons are, and he didn’t understand until his village had been burned down.
One negative interaction with demons had put this deep hatred in his heart for them. Before his memories returned he was ready to forgive Apo, he knew he wasn’t as dangerous as he made him out to be. But when the sudden influx of memory comes, he has this past knowledge that Apo is a threat.
Since Apo had hurt Owen before this only adds to it. Remember Owen really values trust. Apo has broken that trust in the past, so everything combined and letting go of the final restriction it’s no wonder he kills Apo.
Despite this ‘massive personality change’ Owen has, when he returns to the clearing he still makes sure Magic is safe. He doesn't tell people about the lava rising so he wouldn’t cause panic. He still cares about these people.
But Owen starts to view all the demons as a threat, every demon in the clearing has done something to suggest they could be dangerous. The reason Owen kills Guts is because they poisoned the food at the feast, which led to Magic being poisoned. He carries out this duty for protection
I think another thing people tend to forget about Owen is that he's been slowly breaking apart trying to fit what others want from him as seen in the last section. And it took a major toll on him. His outburst at Magic is one of the ways shown to us how much stress he’s been under. Perhaps even guilt he’s been feeling.
Magic: if you don't you're just putting everyone danger by not leading us… in there…
Owen: danger? You want to talk about putting others in danger? All of this coming from who exactly? The woman who's clearing burnt down under her leadership? The woman who lied about that previous position of leadership as she lacked the spine to correct her friend when she lied? The woman who was tied up and left for dead by that same friend? The woman who swore to protect a stranger only to them shot down in front of her? What the woman who stood still as her friend was ripped apart beside her? Oh yeah the magnitude of your failures Magic is deafening. Do you hear it? When you fall asleep at night, do you hear the screams of the dead who's blood stain your hands? How do you cope? When you find out be a good friend and let me know would you? Been looking for a way to shut them up.
Owen does try to justify his actions to his voices even if they don’t listen. He knows people here aren’t good. He’s known this since clearing 2 was introduced, but with his memories back he feels like he has to carry on this duty by killing the threat. That’s the only way to keep people in the clearing safe right?
Owen to voices: have you stopped to think why I'm doing this? You seem so attached to these creatures, why? What good have they done? These people aren't good people. None of us good people. We're all in here for a reason. Just because you haven't taken your rose tinted glasses off to see that doesn't mean the rest of us haven't.
Like before he won’t let anything stop him, even if it means hurting a few people. He doesn't hesitate to pull out a weapon when he hears Ayngel might know him. He can’t risk anything ruining his plans because he can’t afford to. He’s so tired. I think at this point anyone that was a major threat to him he would kill.
Ayngel: I feel like I recognise you. You and your face from somewhere
Owen: oh? (Starts to pull out knife from his bag)
Ayngel: I've been having this thought and it's got me thinking (Owen pulls out a knife in case)
Ayngel: actually, honestly forget it. It's all a dream and I'm overthinking
The only exception to his thinking is Rasbi. Rasbi actually hasn’t done anything wrong to him personally. She’s one of the few people that didn’t break his trust but he still kills her. Why?
First off he doesn’t see her as the friend he wanted to protect but instead as something he protected only to kill in the end to fulfil his duty. Her sister is the reason why he ended up in the maze, so even without Rasbi directly harming Owen in any way it’s enough for Owen to kill her. I’m sure any small mistake or detail would have led Owen to killing any demon, because it only proves his thinking.
Owen barely survives after Rasbi attacks him. So as Owen starts planning how to kill Krow he starts going a bit insane. His room is a mess, his mind is a mess and he can barely stand it anymore. We really start to see him fall apart here
Owen: this yolk is a burden is a burden I can't carry for much longer. I'm tired. I want to rest. But I took a pact, I made a promise. A glorious death is his for who his country falls and either I or they thing will have to die before I stop.
Something that’s brought up when discussing the idea of ‘Maze Owen’ is the fact that we can see ‘glimpses’ of him in different interactions. For example when Owen and Krow go out into the maze and Owen spots Puddy he makes sure Puddy doesn’t die by keeping him away. Even if he’s aggressive in the scene the fandom interpretation is the care he has for Puddy as ‘Maze Owen’ slipped through. But It’s not out of character for him to still show care for people after his memories are returned based on everything we’ve seen.
Before ‘killing’ off Krow, Owen does say this “There's no escaping who you are” Which is really interesting since most characters he’s interacted with will tell him in the maze you can escape who you used to be. Owen knows for a fact no matter what he does in life now he will never have anything outside the maze. Because the world doesn’t need him anymore. He kills the demons as his final act of service to the world because he has nothing else to offer.
When Krow finally comes back and Owen gets hit in the head he says to the rest of the group “I was protecting you all.” and “You don't know what they're like! You haven't seen the outside world.”
Looking at his final moments we see that everyone that Owen has cared about doesn’t trust him anymore. They don’t believe his protection was needed. He’s told that he will not get out of this cell. He’s left alone in the silence of the cell. Finally with the time to think. He starts experiencing multiple flashbacks and it makes it hard for him to think.
We’ve seen in the past how Owen deals with multiple flashbacks. It gives him a headache or causes him pain in some cases. He also becomes really emotional afterwards. This follows the same case. Except he starts to realize some things.
Krow: I know those eyes. That glint of desperation for approval but knowing it's never coming. We're more similar than you let yourself believe you and I
(Flash back ‘i was an archer.?’ ‘i was a hunter?’ I was a soldier)
“I was a tool. Used.”
He knows he’s going to die soon and he starts to panic. The most important line he says is
“So what now? This is it!? I deserve to die in battle. I killed them. It was what I. Its just what I was meant to do. I was trained. Should i have? I should have. I should have. I can't think inside my head, it's split in two”
“So what voices? What was I before then huh? Was that me? Is that who people trust? People trust that one. Old Owen. Yes? It wasn't me. That wasn't me” flashback about Apo first coming up
“I can't think. I can't. They trusted him. They trusted him but not me? My head…”
After this he pleads with Magic to let him out. Owen claims “I hurt them, I hurt my friends. Rasbi, Guts. And Apo, Krow I don't know why I did those things” He pleads and cries. And he's desperate
Owen: “No magic it's me please.”
Magic: “You kill people owen”
Owen: “It wasn't me I'm sorry. I just wanted to keep people safe.”
Owen: “Magic please don't go… no… magic. You can't do this.”
Magic: “I can and I am”
I think when we look at these final clips there’s a very important thing happening. Owen is separating himself from the past. He can’t understand why his friends don’t trust him. Even though nothing has changed. To him his eyes have been opened to the dangers of demons and he fulfilled his purpose.
Why does this separation even happen? This is where we move to the final part of this long analysis and look at theories. There’s no way I can say for sure this is right or this is wrong. I can only tell you what I think based on the material already there.
So before I go into this I have to emphasize I am not saying you can't refer to earlier Owen as maze Owen to explain Owen at different periods of his life. I'm saying when we really look at it, maze Owen doesn't exist since they're the same person.
So what am I talking about? The concept of ‘maze’ Owen has been around for a long time. Even ccOwen talks about his character like that. The idea that just because Owen didn’t have his memories that he was some sweet, soft guy that needs to be babied is something that affects a lot on how you view him as a character.
'maze' Owen doesn't actually exist because it's a way that Owen has come up with to justify to himself how he could have cared for demons without shattering his ideals. This is confused with Owen have distinct personalities and missing how he hasn't strayed from his ideals since the start with his idea of protecting everyone.
To separate that period of Owen's life in the maze ignores the fact that the characteristics you see in Owen post reunion are the same from before but taken to the extreme.
He's always been capable of ‘evil’'. It's the same as every other character in the series. We don't separate them like we do with Owen. Every character in the series is inherently morally gray, they do things out of desperation to survive. You can never say someone is 100% good or bad.
Owen’s same mindset of 'I need to protect the people I care about because they're in danger now' carries through. After the reunion in his head demons are no longer part of that group he wants to protect.
The separation of 'maze' and post reunion Owen forgets even in the post memory phase he had the ability to love like 'maze' Owen had. He released Puddy, he started a small farm, he started to relax. It's all part of him.
In his final moments he says a few important things to note. The first being "I was a tool. I was trained. Should I have... I should have." And then right after "I can't think in my head it's split in two"
It seems some take this as 'maze' Owen coming back and fighting with Owen on should he have killed Apo and the others. However rather than 'maze' Owen coming back i think it's this internal conflict he has with himself and his ideals.
Before he says this he's getting flashbacks to the early maze days where he showed kindness to demons. Something he would never let himself do in the past outside the maze. And something he would never do after he remembers it all.
Then he says to the voices "Is that who people trust? Old Owen" while those memories are playing. The voices respond saying they miss that Owen and he replies "Yes? That wasn't me" this is possibly where it further adds to the whole 'maze' Owen is a different person thing.
Rather than facing the fact that his thinking doesn’t make sense anymore he separates himself from those memories. As soon as Owen accepts that demons are not these creatures that betray and kill you at any moment, his life has no purpose.
Owen’s thinking comes from the manipulation and propaganda he's been fed. In his final episode we get these quotes which show just how much his thinking revolves around protection and also showing what years of training did to him.
He understands he was a tool that was used. He's well aware everything he is doing may not have a purpose and yet he still plays this part. He can't break away from that thinking because if he lets himself, Owen has to face the fact that his whole life had no true meaning.
That is a terrifying thing to do. He has been in this environment for so long you can’t just take him out of it.
Going over everything you can access in Owen’s pov, we know that before gaining his memories Owen is a person that cares deeply about his friends, he risks himself to protect them, he won’t hesitate to hold a weapon against someone he sees as a threat. Owen thinks trust is an important value to have, he takes it very seriously. But we also know that not everyone likes Owen and his leadership. He’s seen with a military mindset, people don’t want to upset him and it nearly costs his life.
Now let’s compare that with the Owen we get to know after his memories return. He wants to protect the people he deeply cares about, he risks himself to protect them, he doesn’t hesitate to hold a weapon against someone that he sees as a threat, only now the threat is demons. When we start looking at these differences, yes, Owen when he regains his memories is different, his tone changes, he murders people. But those core values we’ve seen throughout the series stay with him.
It’s one of the reasons why Owen can’t understand why no one in the clearing is on his side. He protected them against the threat they didn't know about. That is his purpose, and that’s what he’s good for. Remember right at the beginning of the series Owen sets his purpose to protect these people, now this is still the same. He views demons as a threat because he hasn’t had good experiences with them. Even if Apo became his friend in the clearing, Apo ends up lying to Owen, and betraying his trust. Guts became his friend but Guts tried to poison Magic. Owen has never fully trusted Krow and that distrust only furthers once he knows what Krow is capable of based on his experiences with demons.
So let’s go back to the previous question: who was it there? You’re probably thinking well how do you explain maze Owen and the chips. ccOwen has mentioned before that it's a possibility for the chips to alter memories. Maybe Starr suppressed those memories and maze Owen was there again. Or he was hit hard on the head right? Maybe his chip was damaged and it altered his emotions and memory.
There is too little known information to us as an audience about the chips in their head. We know they can supposedly make the outsiders lose track of time, alter their memories, their emotions and change how they act. But if the chips in their head is the explanation for everything then why does Owen remember killing his friends when he talks to Magic? He says it like he wasn't the one doing it, like he watched someone else do it. How do you explain his behaviour then? If the damaged chip really made him act like that then why do flashbacks still occur when he's in prison? He seems to have no control over those, so the chip must still work fine?
I think when we look at his character the maze has already changed him whether he likes it or not. There’s more doubt in him than before. He lets Apo go with extra time. He hesitated before he ran after him. No matter how small, he has changed.
But when Owen talks about himself in the past he makes this separation. The voices in his head won't stop calling for the guy they used to know, even though he's right here. I think Owen doesn't even want to acknowledge at one point he was friends with the demons he hated so much.
In that prison cell all his ideals and values are facing him. Everything he's done and he's known has been a lie. I think he knows this but can't bring himself to acknowledge that. Would you admit what you thought for your entire life was wrong? That you killed countless for nothing?
When faced with death Owen becomes desperate. Which I think explains his behaviour with Magic. That is his last hope and he knows people like the older version of him. I don't think he's fully lying though when he says i don't know why I did those things. Not because maze Owen came back or anything but because in the maze he no longer has this duty but he still carries it out. He's so tired from it all and he wants to leave it behind but he can't.
So let's go over his death scene one more time. “My head it's split in two” I think the explanation for this is that he was just hit with a bunch of flashbacks of his first days. Right before this he also says ‘I was a tool. Used’ I believe in his final moments where he has a moment to think he starts to fight himself. Should he have done all this for a country that throws him away the second he's useless? He was trained to do this. But should he have really? That's what I think is making him say my head it's split in two. He's fighting his own views and alongside these positive memories it makes him confused. And overwhelmed.
It's important to note Owen doesn't have a single bad flashback about Apo and Rasbi. He doesn't think about the levers, he thinks about his friends that he met. That he protected.
The more flashbacks he gets the more defensive he becomes. “I'm right here you can't convince me otherwise” He doesn't understand why the Owen in his memories is trusted so much, even though they're the same person. In his mind he's doing what he's always done. protect.
“It wasn't me I'm sorry I just wanted to keep people safe” everything he says to Magic is half genuine and half lie. I don't think even Owen knows which parts are which. It's easier if he separates himself into the nice trusted Owen and who he is now.
No matter what in the end, that was Owen. Not Maze Owen but Owen who is desperate to live. He's tired of it all. He's finished his mission and he won't even get to see what he thinks will be an honorable ending for him.
Remember what Owen says to Apo? "The man you manipulated and lied was nothing more than a puppet driven by the instinct to survive."
So of course he'll do anything to survive even if it means playing up the truth.
It's hard to separate Owen into these neat boxes and say for sure that was Maze Owen at the end or that was full manipulation. Because like Owen everything is a bit grey here. Maze Owen wasn't the best person, he hurt his friends, people were scared of him. And post memories Owen isn't some misunderstood guy that needs babying either.
My final thoughts on this debate is that in the end the one that pleads for his life is just Owen. To separate him and say it was Maze Owen doesn't allow you to understand how complex Owen is as a character. And continues to let you believe that Owen can't do anything wrong. Not understanding sometimes a good person is capable of this evil. To the end Owen still believed he was doing what was right and that was protecting the ones he cared about. So has anything really changed since the start?
#zara rambles#outsiders smp#outsiders smp spoilers#owengejuicetv#okay if you read this whole thing just know this was about 6k words sjdfhsd#i spent a looooong time writing this mainly cause i started in july got busy with school and continued it last week. along with rewatching#owens pov to get everything here. the original document with all my notes is like 12k long because cOwen looooves to talk#i'm open to other people's opinions obviously like i said i could be wrong but this is just how i see it based on the episodes we have on y#it's kinda unfair to expect people to know random knowledge buried deep in some 4 hour vod from 2 years ago so everything here is from yt#with the exception that one fighting cOri quote since Owen deleted that section from his yt series. but it was originally there#idk what else to say really. i'm not the biggest fan of the whole 'maze' owen thing as you can tell by this and many other posts of mine#i think its fine to call him that but you gotta understand there aren't actually 2 different people. thats the tldr#anyway ty for reading wish me luck when i post this on twitter#oh sorry for no videos tumblr hates those so you guys only got the quotes 😔 still the same stuff though so it doesn't really matter sjdjdj
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desperate need for a compilation of videos of Andrea hugging Oscar like his tall beautiful son (here, here, here)
#oscar piastri#andrea stella#mclaren#also the way that other men want to hug oscar so bad and just go for it even though he doesn't really initiate or expect it#it's like he doesn't realize how lovable he is#yet for all that his capacity for understanding how people feel about him might be limited#the amount that people want to embrace him is proof that his capacity for showing love and care every other way is limitless#again#lando wondering how can he ever feel dismay at oscar not manhandling him like everyone else does#when oscar shows respect and esteem and love for him in word and deed and those intense brown eyes#mine#<- for organizational purposes the vids aren't mine ofc
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Lately I've only been wishing to grab a comic about my favorite character and just have a genuinely good time reading it.
#I can't remember the last time I took a Deadpool comic and genuinely had a good time about it#I hate the direction they took with his character and it's so disrespectful that I don't even talk about I don't even think *any* Deadpool#fan genuinely talk about it because were so tired of his kids characterization we all just collectively decided to ignore whatever hell#marvel through at him#but rant aside#it's just–#I am not sure if comic books are fun anymore I don't even know who I am making content for half of the people on my notes haven't touched#comic book and aren't pretending to do so#people who read the comics tend to be so mean or bitter about it that even if you follow most will be angry about something#comic or fan related and I don't know if I can blame them but following that is draining#and as much as I was trying to be a good sport about it you make a post about comic book characters and#and the overwhelming response is 'I don't read the comics but'– following up by a take about them that doesn't even recognize any core#aspect of their personality that you can't even grasp you can't even recognize them#you can't recognize them on tue cannon you can't recognize them on the fannon#and no matter how engaging you try to make content about the fandom people just–*refuse* to read it. And then– they *refuse* to tag fannon#content as fannon#and *refuse* to leave either#Yes we are all having fun but how can a character tag be so so filled with people who have no idea of who they are#how can a character can be properly loved and take care of and have content that respect them if no one makes any attempt to *know them*#and it's disheartening because *comics* are supposed to be fun *fannon are supposed to be fun*#but for aome reason it's really *really* hard to have fun here anymore#I created this page to share my love for the characters I care about and see more content of people who care about them too#but I can't even *find* people who care about them any more and when I do they're all so angry and upset– And I *cant even blame them*#I just... I don't know why I am doing this anymore or for who I am doing this anymore#sorry to vent but it's been a while since I haven't been had a genuinely good time™ enjoying comics#I don't think even people who write those comics enjoy those comics or care about those characters#Sometimes feels like everyone is projecting on those characters rather than *writing about them*. And I can't find them anymore#fanfics used to be about love petters to characters who you love#nowadays seems like a competition to see who makes more funny words with tropes pre-written since 2007#vent
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Trying to remember where I first encountered humanity as a horror to see if this has a root the same way you can trace literally all of my thirst for fictional characters back to WITCH, but ngl I genuinely cannot remember anything like that.
#like you know. usually if something becomes human the narrative depicts it positively#like this is a good thing this is teh goal yay yippee#and that's great of course#love that#but everybody knows that i keep a collection of characters whose main conflict is humanity (horror) vs their nature#the example everyone likely knows is The Last Unicorn. and I saw the film adaptation when i was like 5 so maybe that's the root#but the thing is i... didn't realise the true horror of it until i read the book#so that shouldn't be it. but yes TLU is a classic example of humanity being the body horror AND the psychological horror#the unicorn was not meant to be a human. its nature isn't to be a human. it doesn't know human emotions. but it does now.#fully against its will and against the laws of nature it was changed into a she and now she is just like us and every day she looks#at her hands with horror and the hideous caricature in the mirror does not become less nausea inducing no matter how much#time passes. the repulsion gives only when the mind does. who are you really? what are you really?#and then she turns back but it ahs changed her. she will live knowing love and empathy and the fear of death.#she'll never belong anywhere and she'll have no kin. she's no longer human and no longer a unicorn.#sorry that got long because it's fucked up and depressing. but yeah that's like the prototype. the other wonderful classic#has got to be Viser I in Ani//morphs but honestly all Ye//erks are inherently this trope?#but a bit differently because they actually AREN'T that different from humans but their society shaped them into being#very different and the real horror is in realising that you have been very human all along. against your will.#the horror is just the same as if someone forced you to become a human because; well; what is the difference really?#perhaps it's even worse. i mean; the knowledge that you have always been like this; that has to be horrible; right?#and the other members of this beautiful collection aren't exactly classics but I love collecting them anyway. favourite niche fucked up#thing for real. for the uninitiated currently the other ones are Var//ney from Castle//vania (a mix of both of the above technically.#since he's something that is fully separate from humans YET his nature is actually human to the point that a character comments#on it and the kicker is he's fucking right! he's more human than many a vampire used to be. the humanity is inherent but he's very human#against his will and he'd deny being like humans at all. separating himself from humanity but hey! someone forgot that mirrors#are a thing! and they might not reflect vampires but they reflect what's within and boy your words are bullets shot in the dark corridors#of a funhouse and when they hit those funky panes of glass the one bleeding is you. you better check your mouth is dry#before you open it with a grin and stare in shock as blood pours out next time#another example is Gray from Dreamcatcher. yes i continue to ignore those few sentences at the end that completely ruin all the themes#and the last example is The Wi//nged Li//on. for obvious reasons. I'd say that's a mix of Gray and TLU
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(single loud AA) (the forest goes silent immediately after) (birdsong returns moments later)
#i am once again begging everyone to recognize that we do not live in a world where pointing out the little idiosyncrasies of these people#causes them to spontaneously combust like a scooby doo villain#like yes cool you can report to me on these matters#but can we stop talking at length about how#'omg!! this PROVES this guy was lying!! about this thing everyone clearly knows he's lying about!!'#'because the playbook for this thing includes specifically lying about it!! surely now everyone will see this for what it is 😏'#like sorry to break it to you man but the atrocities happening in our world aren't happening because the people in power#just somehow don't know about them#and if someone just points out all the right things#then the people in power will be Enlightened!! and will immediately act in the most just way possible to prevent evil-doing#like newsflash idiot: Everyone Knows.#Everyone Knows Especially Those In Power And It Is Their Vested Interest For This To Keep Happening#it's the same frustration i have over people going#'omg!! this guy doesn't even realize it but there's a CLEAR DISCONNECT between his actions and his stated beliefs!! fail!!'#as some kind of gotcha#as if the people in question are not Literally Doing That On Purpose Because#SPOILERS folks ! ! ! !#the stated beliefs are either fake or deliberately misleading#it's part of the playbook folks#pointing it out won't cause them to have an ace attorney freak out where they're crushed by the moral and logical inconsistency of it all#sorry. i'm just. really sick of reporting that frames every little fucked up thing politicians are doing in the world as#'woah!!!!!! how can they not see that this is bad!?'#they know it's bad. put your outrage towards their goals not the funny little words they use to get there.#i don't need this gaping that acts like listening to gossip and activism are the same thing.
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i like how barton went from being like... a hippie in terms of how he viewed sex in his early twenties, then kind of abstained from it for a few years / became sexually repressed, which... definitely isn't such a good thing. BUT then he became even more of a freak (and i do mean that in the good way this time LOL) around the time he started residency because WOW is that shit stressful. though that was also unfortunately around the time when he really started to spiral as well 😬 but we don't need to talk about that ahahhh
like the way this man learned how to express his sexuality REALLY came full circle in the end considering he was like 'yeah, back in the early days that i was in college, i was a freak. but now i'm not anymore... though do you want to see me do it again anyway?' like 💀 JSJSJ if he weren't so demented, i'd almost be inclined to say good for him, y'all LMAO feeling comfortable with your sexuality and perhaps even having a bit of fun with it (though maybe too much in barton's case, because he literally weaponizes it in order to lure in his victims. BUT once again, we don't need to talk about that right now psshhh. i actually fully intend on talking about that in the tags NGL) is more often than not a good thing after all
#OF MONSTERS AND MEN: musings.#nah but although i haven't really mentioned this before... when i first developed barton he had ALWAYS been kind of sexually repressed-#because he was sort of brought up by wesley to believe that it was one of those 'taboo' topics to the point where he had to get the talk-#from winslow and i'm not gonna lie i kind of find that WILD now LMAO because i mean like i said here a big part of how barton lures-#people in to eventually become his victims is through flirting with them and going on dates with them.#so like whenever i think about it now it didn't really make sense for barton to view sex as this 'hush-hush' topic bc he quite literally-#uses his sexuality to his advantage as i said here / weaponizes it. though expressing your sexuality isn't bad in and of itself OFC#the way in which he goes about doing it personally is just. Wellll not so good for lack of better words JSJSJ because barton is-#a serial killer whom has actually been sensationalized in the news (bc y'all know how terrible the news is when it comes to this stuff)-#into being called the 'heartbreak killer' because barton manipulates people and basically says exactly what they want to hear as well-#as makes himself as physically attractive as possible to voluntarily get his victims to come with him which is. yeahhh YIKES#but i can imagine that as soon as the news found out for the first time that his victim had last been reported to be going on a date-#with someone that they latched onto that and made it into a story that lacks the seriousness that something like that should-#always be treated with TBH because although they are just characters whenever it comes to the scope of their world they aren't and-#are living people so??? it's TOTALLY wack to be exploiting people like that to get views especially in a place like gotham where-#there's already enough craziness as it is without giving a serial killer a name that basically equates the murders to 'heartbreaks'-#which are definitely not on the same level at ALL but anyhow. i'm rambling now SKSKS#this isn't to say that barton always uses his sexuality to fulfill bad objectives bc like i said it isn't bad in and of itself -#though the fact that he does says something about him as a person since it's a rather sensitive thing for a lot of people you know?#and making people feel like they're wanted? when in actuality you just?? want to kill them??? it is severely messed up so yeahhh#tw: manipulation#tw: sex mention#tw: barton just being an asshole tbh
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The OCs you posted recently look really cool- could you talk a bit about them? Maybe the antagonists as well?
!! oh thank you :D
suuure yea :>> it's a smaller, newer thing of mine so not a lot n some of it may change!! but here's some profiles lol,
✧ Tide (the square head; they/them) is some sort of creature thing who lives in a remnant of an old world that decayed a long time ago after finding themself trapped there (that changes after they meet the goddess). they're head over heels for the goddess that still remains in the corridors there and they're not very normal about it hbfhvs - they can't be killed by any regular shmegular means and i have fun with that loll
✧ Vernor (ponytail gal; she/her) i don't have a lot for her, but she ended up in the same place Tide did and is very upset about it, understandably. she's good a martial arts and cries easily, and is pretty suspicious of most strangers :) she has a small knife-thing that works like a witch's broom (you have to hold the little handle for dear life though lmao) but i haven't gotten around to drawing it so !
✧ Dire (red circle; he/him) was created by the aforementioned goddess to dump emotions/thoughts she didn't want into, and then just sent him on his way lmfvhsh - because of that he is confused most of the time and still pretends to know everything but is figuring things out for real lol :3👍he hates to change his clothing and is snappy, and the snappiness may get worse on personal proximity hbfshv
^ these three have a Thing goin on. mostly qpp cuz i think it's fun :33
✧ Sleepy (the antagonist, he/him) the elusive guy. elusive bc i haven't drawn him lmfsh - another budy trapped in this old chunk of a dead world, he is also upset about it but to a much more desperate extent lol - his name isn't actually Sleepy but Tide nicknamed him that when they first met and now he can't seem to shake it hfsh, he Does hate it :) he is violent but he can play nicies so he does that most time loll
✧ the goddess (only thing holding this world together, She/her/it (capitalization is optional :3)) has been here for ages, ages, ages. her world's been long dead but she just keeps living for the monotony of it hfsh; plus, it's like her job never ended if she just keeps doing the same regular things she always did. bc of that it's actually preserved her chunk of annihilation, and sucks other creatures in w/o her knowing. the chunk is like a maze that keeps changing shape, so unless you can see it from a god's eyes the place is iiiiiinfinite! and terrible; the place changes to her moods and wishes, which can be interpreted p strangely lol :3 she's talked to and kept Tide around bc she needed somebody to deal with all these weird people coming into her dang house, and it's worked out fairly well (dubious)! :D
the world-chunk is inspired by vaporwave, abandoned malls, and the distinct smell of chlorine my mother has sometimes loll :)
#just us hi#a dollar and 75 cents#HELLO#thanks for asking. here are many words bfhsvkk#the main 3 have their little powers too but i'm still workshopping those n they aren't so important really lol :)#they're kinda my 'neutral' project so if i get stuck and can't pick anything i wanna do/think abt i just default to them hfh :>>#also tide can go by any pronouns but i am/was tired. depending on whose talking abt them they'll change sometimes hfsbhv#vernor made everyone in the group a lesbian by default so everyone say thanks vernor lmvjskvj#dire is trans 💥💥💥 was created and immediately went 'do we have other options' and She went '? yeah' 'well let's see them' kfsvhb#sleepy was transported here in his PJs n that's how he got that funkin name hfbvsj <3 he's got good reasons for everything but Aaaaawful#methods lolll - he n tide were semi-close but then Uh Ohh !! he went and did a thing hfh :)#the goddess pretends like it doesn't see anything but She is LOCKED in. laser-focused. next to nothing is escaping her#despite being the goddess here she can't harm anybody; thaaat's another reason for tide lol :3#mmm and i think i only missed Diane; diane lives in a place that never moves and nearly anyone can find when they need to#i think the goddess loves her n that's why she doesn't move hfshb :3#//ANYWHO yeah. stuff#this is one of my smaller projects...#can you imagine how unmanageable pi.e is Lmaoooo#//THANKS for the ask and interest ! ! ! :D#[spins spins throws glitter on you spins]
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finally decided to start watching s2e17 of ii
#wheucto#wheucto speaks#there are spoilers in the tags for like 17 and 18. not much since i havent actually seen those (at least not much) but beware#i am about to implode!#(not because of any opinion i have of the finale so far i just started watching it)#why did i start watching now? i was hearing Things about the finale (not really much spoilers_ just that the note 17 left wasn't a happy -#- note [since it seems to be the darkest hour. yknow. general 3-act stuff] and that people weren't really sure it was the last episode)#and i remember thinking “either i don't watch until act 3 comes out or until it's been long enough to know act 2 was the last episode”#i also have a tendency to do this with ii episodes_ i'll wait a couple of days to watch it#in the case of the ii s3 finale i literally only watched it because s2e15 came out#i dont really do this with other shows? and by other shows i mean BFDI i can't think of any other i watch regularly like II#well not regularly . yknow what i mean. to watch to completion like that ?#anyways another reason i didn't was probably bc of not knowing anything about the finale#yknow. didnt want it to end on a bad note but especially not something that like takes away the characters'... whats the word... agency tha#'s it. i think it would have felt weird to me if the ending was like everyone dying or smth in a way that interferes with that#but i feel slightly reassured since the characters do seem to come back to life i think from what i've heard#so yay!!!#i think hearing some mild spoilers about the ending of ii did help me mentally prepare for watching the finale#getting spoilers doesn't necessarily have to ruin your show-watching experience. i dont think id like having it all spoiled but having some#spoilers don't really hurt me_ and sometimes actually helps me in the experience (as in. gets me to actually watch something or lets me wat#-h without like... worrying about something needlessly? or at least maybe its like a detriment to my watching experience)#i dont really like all the suspense. some is good but sometimes i cant handle it or dont want to so a little spoilers helps me have my mind#- at ease yknow? i do remember as a kid id be worried about possibilities (like quite worried) that authors don't tend to do (because it'd#- be a bummer) and it hindered my enjoyment of shows then. obviously now i know shows dont tend to do stuff like that so i reassure myself#- “they probably won't die_ fail_ etc. they'll win in the end” (obviously not all shows but like kids shows and that stuff probably)#i think with most shows i could handle that possibility but i think i'm more attached to ii so_ while i could probably handle that_ it woul#like... be harder for me to like watch and handle and that stuff#anyways enough rambling on about that! wow they really ARE his OCs aren't they /JOK#(i don't actually believe they are his OCs_ since that removes their agency and i Dont Like That and i think that goes against II's themes_#but WOW drawing the ideas of them on paper... that's so OC-creator core of you mephone)
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im curious, do you think there is any good way to portray a redemption by death? like, can a character truly be made a better person by dying? or is it just an all-around bad trope? i vaguely saw what the authors were trying to do with tom and sandgorse's situations, but they just sucked too bad and gave it the absolute wrong effect imo
I think there's a way to make anything work! So I won't say "NO NEVER." But personally, I have a big bone to pick with it so I avoid it
A redemption death doesn't give the character time to meaningfully change, imo, or truly make up for their actions. That all has to come before the death itself. And even the very idea of giving your life up to "redeem yourself" just... sits uncomfortably with me.
Dying never makes a person better. It just kills them. A person who's dead is not changing nor growing.
So Tom and Sandgorse... what their deaths are supposed to do is re-frame everything they did before that point. With no apology on Sandgorse's end for how badly he hurt his son or wasn't there for his mate, he was a good enough person to die for someone else and thus must be forgiven. Tom thrashes two women and they both die because of him, but he was still willing to heroically throw his life down for his child, and so he is 'worthy' of being avenged and honored.
No growth. No change. No acknowledgement. The death is supposed to add sympathy to them, while there's no actual reckoning of how they hurt their victims. Not even a real consequence. "Their intentions were good, and this is proven through the ultimate sacrifice." As if that changes anything. It doesn't.
I think if there's an decent example of a redemption death in warriors, it's Bluestar's. I still have problems with how it believes Stone and Misty have to "forgive her" for some reason, REALLY don't like the fact that this series has always equated redemption and forgiveness... but that aside? Just focusing on Firestar, ThunderClan, and Bluestar?
I think what makes the moment so strong is that it is a moment of clarity through her cruelty arc. We saw the heroic person she was at the start of TPB. We know that her actions are coming from anger, spite, and paranoia. That is never shown as a thing to be excused. But while she's wrapped up in her own misery, Fireheart is being the leader she isn't.
And her last life is a return to form, spending it the way she is supposed to, as a leader, and as his mentor.
Her arc could never be about 'growth' because... she WAS a great leader. She WAS selfless, long ago. Her redemption death is a return to that, and a plot necessity. Bluestar and Firestar cannot both exist.
But, anyway, it's generally a trope I'm not fond of. I think that nearly anything can work in the right context, but I think it's so situational that I personally avoid it when possible.
#And plus...#THIS is very personal taste#but it's so unkind.#I don't really like writing or reading deeply unkind fiction#I believe strongly in the idea that the most important step you take is the next one#There's nothing a person can't come back from and it's never too late to be better. To stop hurting people#I think that love and kindness are actually their own rewards#When a character redeems themselves through death that's it. they never have to face the consequences of their actions#burned bridges and distrust. Loss of power or control. Toxic environments of their own creation#Being a miserable person HURTS#and I think 'deserving' can be a bit of a loaded word#(not that im not guilty of using it myself)#the better way to think about flawed characters is-- *would* they ever truly change?#Would they *want* to? Would they ever be able to properly introspect?#Would they be *capable* of listening to an outside perspective?#and for clear sky I feel that answer is a STRONG no. To all of those. And I think that's shown clearly in the post 'redemption' narrative#redemption isn't about feeling Very Guilty about what you did. It's not about suffering. You aren't better because you're in pain#If we were FORCED to go through a Clear Sky Redemption I wish so badly that he lost his power#because he clearly can't handle it#actual consequences for his actions#but anyway#I ramble in the tags once more
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my favourite hobby is allowing myself to say one (1) thing on a discourse post where the op is being a dumbass and immediately blocking them and moving on with my life bc i've learned to not spend that much time on it and i only do when i'm mass reblogging shit or if i think it's funnier to do the above since i Know it'll make them mad that i blocked them and thinking about them seething makes me giggle (i don't do this often if at all bc i don't like replying to comments)
it's literally so funny especially in this case bc they're just crying about how mspec lesbians and lesboys don't exist with repeated posts on their blog like........do u have any personality besides hating these specific queer people you don't like. it's honestly sad lol
#ghost whispers#siff.txt#cal.txt#<- our combined efforts to be annoying Once and fuck off i think#tw discourse#<- i'll tag just in case#anyways it's funny. don't go in the mspec lesbian tags crying about a different label entirely (lesboys. mspec doesn't mean men)#and then don't go in those tags going 'well i don't see mlm who ids as a girl' when hi. my fellow headmate cal would like to have a word#our one allowed discourse related post for the month only bc i thought it'd be funny to say that and then fuck off#i really don't care about having a constructive argument with people who clearly aren't willing to listen#and it's funnier than not to prove their point wrong and block them in the same go. bc i have no interest in continuing this convo further-#-if ur unwilling to genuinely listen to those who id with those labels. i'm not going to be mentally plagued over this later so idc#also their blog is dedicated to hating this one tumblr user for no reason i think so like ???? the joke already writes itself#this is also our rent firing shots to remind people that we don't support exclusionary shit :|
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Thor: Ragnarok could instead have been a sit-com about the Asgardian monarchy where Thor is due to inherit the throne and Loki has to murder him to get the job instead and Hela has to murder both of her brothers (because sexism, boo) and everyone's running about pretending to be Wholesome Siblings but fratricide of some sort is very much on the agenda and Thor's lightning powers are all that's keeping him alive at this point (because his siblings are ambitious and talented and own many sharp objects!) and I don't know how all that Jeff Goldblum stuff fits in, maybe it just doesn't, but anyway some sort of comedy hijinx ensue and it's a lovely heartwarming film/series about how your real family are the people you choose as allies while you murder your way to the throne and who you're gonna have to get rid of ASAP once you finally manage that because they know where you were on the night your older brother(s) were mysteriously stabbed by unknown assailants and how your dad really died.
#this idea comes from another post that i am not going to let out of Drafts in case yous judge me for it#(yes it got worse!)#thor ragnarok#(but not really)#this is what reading too many Historical Novels does to you so maybe don't do that#also History but you're supposed to read that in case you repeat it by accident aren't you?#anyway it'd be a bit like the Wars of the Roses except everyone is hot in it not just Richard III#(my own Historical Fiction Hot Take is that Richard III should be hot and ALSO disabled and ALSO he did those murders - oh look i have#created the perfect woobie for my hypothetical fandom to write 250k word epics about how hard-done-by he was!)#(and long long (long) tumblr posts about how those nephews of his DESERVED to die he basically did them a favour when u think about it)#so anyway that#if ur good i shall later on also provide the murdery explanation of how Frigga can get that throne for herself (sort of)!#mcu tag
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Sometimes they're sharing the brain cell like a hot potato, and other times they're covering each other's blind spots like a spy movie poster. Only they have "kick me" notes on the back of their heads.
It's no fun if everybody's perfect all the time. Making even the smart ones a little stupid sometimes just makes it all the more realistic.
so important for every character to be an idiot, but each in their own unique beautiful way
#I will always think of the time in 4th grade when the smart kid didn't know how to pronounce a word#it was one of those that aren't spelled the way you think#and he was SO CERTAIN in his wrongness#the teacher had to correct him gently#and I thought wow#if he doesn't know that#he who knows everything#then maybe nobody's perfect#LITTLE DID I KNOW I'd stumbled across a phrase that the adults had been quoting at each others for years#an important truth#and good to keep in mind while writing#got some perfect characters?#what are they bad at?#no really they're bound to be bad at something#and it's bound to be interesting#writer life
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Betting your girl's mouth on a basketball game was crazy — and Suguru was all for it.
After taking a loss that may or may not have been deliberate, jock!Suguru wears a dirty grin on his face while watching you suck his best friends virgin cock like a good girl, loving the nasty wet noises you make while slurping up and down nerd!Satoru's pulsing shaft, slowly stroking himself to the sight of you on your knees, making cock disappear in your mouth like magic.
And Satoru — the poor boy — is losing his mind because he's never felt a woman's lips around his dummy big cock before. He used to tell you that sex is beneath him — now he's throwing his head back, gritting his pearly whites, curling his toes and biting his bottom lip 'till it's all red, totally surrendering to your little mouth — it's just so funny to you, 'cause he's been the know-it-all bastard telling you "... you're just Suguru's slut. If you paid as much attention in class as you did to my best friend's dick, maybe you'd amount to something. Do you even remember what we learned yesterday? Exactly. But I do — that's why I'm the top student and you're just — "
Bla bla bla... Satoru's now showing you how much precum his dummy big cock leaks — it's a sticky mess oozing out of his tip all over your quivering tongue. You looked up at him and winked, and he seethed inside because god he's hated you for so long but now your lips are wrapped around his cock and your mouth is taking him to heaven.
He's whining, biting into his fist, knees all wobbly. the texture of your tongue drives him nuts — then it clicks. oh, this is why my best friend is obsessed with his girlfriend. This is why he can't shut up and stop oversharing his sex life with me.
'Cause heaven really does exist on her tongue.
"fuck, slow down..." Satoru tries to ease his cock out your mouth, feeling his orgasm threatening to erupt at any moment.
But Suguru pushes you back down on his cock, filling your cheeks again, "nah, keep going baby, he's gonna cum — aren't you Satoru? You're gonna cum in my girl's mouth, huh? Come on, big boy, I know how long you've wanted this. Fill this little slut's mouth with your cum."
Those taunting words push him over the edge. His heavy balls tighten up as he feels you suckling his swollen head, and then white ropes come bursting out.
"Ahh—gh! Fuck... nn!"
Satoru's legs give out and he moans like you've never heard a man moan before, releasing all the cum he's worked up for you like he's been waiting years to do this. Actually, he has been waiting years — waiting patiently to find an opportunity to make your jaw ache and eyes well up with tears.
"Baby, you gonna swallow my best friend's cum f'me?" Suguru encourages, stroking his cock lazily against your cheek now.
He watches you compliantly swallow Satoru's seed, and Satoru twitches at the sight.
Huffing, Satoru comes down from his high and brushes his white wispy bangs out of his eyes. He's glaring down at your mouth.
"... still fucking hate you... " Satoru mutters to you in a voice still shaky with the after-effects of his orgasm.
"I still hate you, too." you smile back at him.
His heart flutters and bottom lip twitches. He can't stop staring at your lips, your eyes, your hips, your thighs.
"Ah, Satoru, quit your act — you're the one who proposed this idea in the first place."
You went red in the face. It was Satoru's idea? The mister goody-two-shoes, know-it-all, all A+++ report cards, 'sex is beneath me' Satoru?
"Huh? I thought this was your idea..." but before you can express your surprise you're already feeling Suguru nudge his cockhead against your lips.
"Sh sh, now it's my turn, baby. Open wide."
#i just... had a sudden vision...#tw: smut#mdni#satoru#suguru#satosugu smut#smut#satoru smut#gojo smut#geto smut#suguru smut#satosugu x reader#geto x reader#gojo x reader smut#gojo x reader#satoru gojo x reader#jjk x reader#jjk smut#jjk x reader smut#jujutsu kaisen smut#jujutsu kaisen x reader#gojo satoru#jujutsu kaisen x you#gojo satoru smut#geto suguru smut#geto suguru x reader#suguru geto smut#suguru geto x reader#geto x you
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