#character classpecting
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tavtiers · 10 months ago
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Notice to Classpecting Blogs
For years now, I've compiled useful information from other classpecting accounts onto my computer. When classpecting, I often use this wealth of information as a reference guide.
I have since discovered, to my horror, that a large percentage of content I have saved no longer exists on the internet (due to the deletion of blogs, art accounts, etc).
That being said, though it is wildly unorganized, I am sharing my google drive with the rest of the classpecting/Homestuck community! I hope you are able to find use in it, or, at the very least, make sense of it.
ARCHIVE HERE
Much love,
Tavtiers
@creative-classpect @rogue-of-heart-classpecting @askthemageofhope @sylphclasspecting @12colors-classpects @creativegodtiers @yourfaveisclasspected @fraymotifsbeyond @classpect-interpreter @sburbanalysis @tierstuck-aesthetic @urcharactersclasspect
And to the people who started it all <3
@sylph-of-hope-analysis @dahniwitchoflight
Note:
My blog is still active! This post does not mean I'm leaving.
Since these folders were created for personal use, they are not sourced or organized (and I sadly do not have the time to organize them).
Apologies to any classpecting blogs I did not tag! I tried to grab a handful I knew had been posting recently.
Please let me know if any links are broken.
Finally, if there are any additional blogs you would like to see linked to and/or material to be archived, feel free to let me know!
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classpector-bizzarly · 3 months ago
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Okay I know I talked about not taking character classpecting requests and I still don’t but I do wanna make one myself
I think Junice from Prisounebound might be a Sylph I don’t know of what yet maybe Breath?? She’s definitely a meddler and cares a lot about the people she’s around and she also helped Korpus which I’d consider emotional healing but she doesn’t have the like?? Heart player passion if anyone’s the Heart player it’s probably Renity and if she’s anything it’s a Seer I’m sure anyway Junice is definitely chill and laid back which gives me a Breath vibe because of the flexibility of Breath players but I don’t know because she doesn’t really heal through Breath?? She just heals emotionally like a Heart player
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Gif made by me
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fandomsoda · 6 months ago
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what would Ink Sans' classpect+lunar sway be? I want to hear your opinions on this
Memento
oooohhhh I have spoken about this several times but I don’t mind a reprise! I love classpecting.
For lunar sway I hands-down think he’s Prospit, I really don’t think it’d make sense for him to not be. He fits right in.
As for Ink’s aspect- It feels like there’s an obvious answer. That being Space, since that aspect encompasses basically everything Ink interacts with. Space isn’t just about physical space and volume and mass and stuff, it is also about setting. Placing the stage. Space as an aspect is about creation, it’s about creativity, it’s about making the setting and stage for everything to take place, it’s about the big picture and how it all falls apart, and Ink is definitely about that.
When looking for a good class for Ink, at least when going off of how he functions canonically, we should consider how active or passive that class is, since Ink is very much… not someone who actively participates and interferes with things himself. Ink’s whole job is to sit back and protect the worlds passively, he does not actively interfere with the stories of worlds and he’s not supposed to, aside from the instances where he is purposefully written into a narrative by the creator of said narrative. Sure, Ink is energetic and a go-getter, but his role is decidedly passive in the grand scheme of things. Thus, I believe a more passive class fits best. Personally for me his actual class is pretty up in the air, but I usually characterize him as a Bard due to his more off-the-hook nature and the way that he still manages to usually become a plot McGuffin in some way shape or form while functioning passively. It also paints an ironic oxymoron that I think plays into Ink’s character, as Bards in Homestuck destroy via their aspect. Meaning he is destroying via an aspect consisting of creation, which is a good metaphor for the ways he is most often depicted when in an antagonistic role. Ink also generally seems to fit the personality stereotype of the average chaotic neutral-aligned bard in other fantasy roleplay games, but that’s just a small footnote not an actual reason.
I hope this suffices! Feel free to ask questions, I’m also open to discussing other characters!
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ithinkdogshouldvote · 7 months ago
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Guardian swap au for 4/13 ^ ^
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hydrostalgia · 13 days ago
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caligvlasaqvarivm · 10 months ago
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CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
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pen-the-second · 22 days ago
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happy halloween!!!!!!
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neostellarjpg · 18 days ago
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random classpects from stuff i like
media in order: 17776, princess tutu, everything everywhere all at once, sonny boy, outer wilds
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ithinkdogshouldvote2 · 1 year ago
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Someone HAD to make the chart I'm so sorry.
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applestorms · 2 months ago
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actually. @moonlarked you wanted someone to talk about near & light as parallels? cuz uh...
ok SO, my big hot take on near is something like this: one of the most common criticisms i see about near is that he is simply too apathetic/bored/uncaring/etc, and that because he is not as emotionally invested as L, his win against light doesn't feel nearly (lol) as satisfying as it could've been. this is a view that often frustrates me, but for a very particular reason— namely, while i think it is somewhat accurate in content, i think it misses a lot of important context (and also misses a lot of the importance of light's character arc, but we'll get to that much later).
one of the most important things to remember about the wammy's kids is that, whether they like it or not, each and every one of them is defined almost entirely through their relationship to L. this is perhaps more obvious in the case of characters like BB and mello, who are very Aware of this shadow being cast upon them and react in very overt, emotional ways (e.g. becoming a literal serial killer out of seemingly pure spite & desire to be noticed, idolizing him but in a very emotionally complicated, kinda detached sorta way, etc), but it is true for Every wammy's kid, purely because of how the house itself functions. these kids are being raised to be L's successor— the greatest (and second greatest, and third greatest) detective on the planet. this is the ultimate goal hanging over every one of their heads, and it places a constant pressure on every kid there.
oftentimes, i think (perhaps both out of story and in it, as well?) people get so caught up in comparing near to L that they forget he also falls under this umbrella— only, for near, his position is slightly different because he actually somewhat succeeds at the task? like, yeah, L never gets the chance to officially call near his successor, but between the fact that he's constantly called the #1 kid at wammy's and that he. literally does actually end up becoming the new L after kira, i think it's always been pretty clear what his path was going to be.
going back to my starting point, this is one of the main ways that near makes a really good parallel to light in my mind, specifically the light that we see right at the start of the series. in both cases, near and pre-DN light, we see a kid who has succeeded at everything they've been handed, and more notably, we see a kid who is bored out of his fucking mind looking at the prospects of what he's got.
in the case of light, this is maybe a little more realistic/easy to understand— light does well in academics, he does well in sports, he does well with people. he is likely to follow in his father's footsteps with something criminal justice/police/law related, but even if he diverges from that path it likely won't be too big of a deal, as he has shown himself to be capable in enough areas that he's likely to succeed no matter what. by all measurable standards, light's doing pretty good at the start of the series. and yet— there is something so distinctly and inherently Bland about his life before he gets the DN. i've said before that light wouldn't call the DN a curse even if he wanted to, but i think in that moment when he's telling ryuk he disagrees w/ his father after visiting him in the hospital, when he says, "I've never once considered finding that notebook and gaining this power a misfortune. In fact, it's made me happier than I've ever been." (ch.22) he's still getting at something real and truthful.
again, going back to my equating of boredom with depression in this series— light's life is pretty good by all measurable standards. he has a family who loves him, presumably more than enough money to get by with a pretty cushy lifestyle, and does well, honestly better than well, in every single system he is presented with. but even so, he's still unhappy. there is something in his soul that has not yet been satisfied. he's bored of the world, bored of his place in it, how easy it all is. what the DN really offers him is a challenge, entertainment— just the same as L, and just the same as ryuk.
near similarly suffers from this kind of boredom, though it is perhaps less overtly stated than in the case of light, L, and ryuk, and less easy to catch as it is not as realistic/common. again: near basically ends up the winner of wammy's house. he is the one to take the title of L, he's declared the smartest, bestest kid at wammy's, and he gets all the power and privilege that comes with such a title. but still— he's so. fucking. bored. much to the embarrassment of mello, this shit was never really a challenge to him. it's pretty obvious that near isn't really even all that attached to the title of L— don't forget that his first real introduction to the story involves him explicitly saying that he'd be just fine working with mello as essentially co-L successors. and this is a viewpoint that he holds onto until the very end of the series, actually, claiming that he was only able to best light due to mello's sacrifice. near doesn't really give a fuck about the rat race he's been slotted into, though it's perhaps for that exact reason that he ends up winning it anyway, and getting all the responsibility that comes along.
that being said, i think there are still two main differences between light and near:
light fucks up.
near never gets past his boredom.
in the case of this first point, i do not mean to say that near never ever makes any move/judgement that could be considered a mistake— mello killing the entire SPK is the first thing that comes to mind, which i see as blood on near's hands for the same reason that L takes at least some responsibility for lind l. tailor. rather, i mean that near never makes a such a monumental fuck-up that he has to overturn his entire worldview just to account for it in the same way that light does when he accidentally kills two people w/ the DN the first time.
it's like, if you've ever known (or been) the kind of kid who always got perfect grades in school, straights A's for K-12, only to reach college and suddenly bomb their first test and have an existential crisis as their only real achievement in life is crushed into dust, then you know light yagami. only for light, it's on a whole 'nother scale, because not only does he fucking oopsie daisy kill two people, but he kills in such a context that he can mentally manipulate it back into seeming heroic. i hate to say that suffering causes character development because that's terrible advice (it's how you react to terrible circumstances that matters, imho) but to some degree, yeah, having conflicts/hard times in life is just necessary to figure shit out sometimes. near (and L, oh goddd i need to write about L properly sometime) has so many things smoothed over and handed to him, and on top of that, he's a super genius very rarely fucks anything up, at least according to base logic. he doesn't even really consider the morality of anything he's doing until light straight up asks him in a desperate bid to keep talking at the end, it's all just logic and factors to consider.
this all leads to my second point, which is that near never really gets the chance to overcome his boredom in the same way as the others. ryuk at least gets his entertainment for a couple years, and light and L (and mello) get so invested in each other and their game that it literally kills them, but near just kinda. keeps going. he keeps being L, he keeps solving cases, he does the duty he was given and enjoys his toys... and that's it. he lies around, the only one left to live, never even taking credit for the end of KIRA, never gets another haircut, and keeps the title going. what a life, for a kid who dragged a god back down to earth.
sidenote1: toys
am i reading too into things? maybe. near's toys hold a lot of significance throughout the story in more specific ways, most notably the finger puppets he uses at the very end of the story while tracking different people's/kira's actions, though you could probably read some kind of meaning into every toy he has and the ways in which he plays with them. what i want to look at here though is more the general reasoning behind playing with them in the first place— a desire for a childhood he didn't get to have? a love of games more generally? (could track with him seeing the KIRA case, or really all detective work, as just another game.) you could also read into his toys as another source for near's apathy/detachment from reality, literally breaking every notable person around him down into a doll by the end of the story, speaking a lot to how alienated he is from the world (again, very similar to both L and light, there). i don't have much more of a point to make here, just wanted to add this in somewhere since it's one of his most striking visual character traits.
sidenote2: light's arc
going back to my point at the start of this post... light's character arc.
uhh. near winning is a good thing, actually. and i don't just mean that as a moral claim— DN itself as a story isn't really concerned with trying to answer any moral questions about good or evil or the justice system, so it makes sense & is fair to me that it doesn't try all that hard to answer anything along those lines by the very end of the story. what i mean to say here is that near winning is a good thing on the level of the character arc, specifically as an end to light's arc.
i made a post a while back while mid-manga reread talking through some of the reasons why L's death can feel kind of unsatisfying/paint the second half of the story in a less interesting light (hah) for a lot of viewers, with the main point i ended up on being that L wasn't really able to win because he never really had all that clear of a win state in the first place. i still kiiind of agree with this point, though i think there's a lot more i could add to that post... anyways. point is, i bring up that post because it touches on a similar thing to what i want to talk about here: light's character arc being a tragedy.
this is more speculation on my part, but i think another part of the reason why people get turned off to DN post-L death is not just the fact that L isn't really a playable character in the game anymore, but the fact that light's character arc takes such a dramatic twist after the timeskip. i talked about this a little bit in my little ramble on light & titles (which a lot of you liked, apparently!! ty for all the lovely comments on there, i love reading what you guys have to say ^w^), but light's character arc in DN is a tragedy to me, full-stop.
tragedies to me are cyclical— revolutionary, if you will. since all stories necessitate some kind of something to take place, a tragedy to me is all about a character beginning in one point, then continually getting hit by Event, after Thing, after Event, only to end up in essentially the exact same place that they started. any character changes or development that seem to happen throughout the story are ultimately nullified by the end— the main subject does not truly grow, does not truly reflect on their actions or traumas, does not move on. two steps forward is two steps back. even ending up in a position worse than they started is sometimes better than a true tragedy, in my mind, as at least then there is some chance they may still reflect or change or grow in the future, leaving the hope that they may still overcome this new circumstance later on. a true tragedy ends in nothing meaningful ever getting the chance to truly change, at least in the case of the main subject of the story.
light's character arc in the first half of the story is an upward, underdog kind of story. yes, light has the power of a shinigami, of a supernatural force that the rest of the world doesn't even know exists— but part of the real appeal of his conflict with L is how powerful L feels in comparison, having the wealth and respect and title to command a world's worth of forces against him. fuck, even taking down naomi misora feels like an incredible hurdle overcome, a teenager managing to charm and yap and flutter his eyelashes out of a shitty situation he was only just lucky enough to stumble across in the first place, to stop someone who could've ruined his entire plan with a few words. killing L was always going to be light's greatest accomplishment when it comes to his rise to godhood, not only because of L's great power but the comparative position of light at the time that he did so— not yet an adult, not even really out of school, perhaps barely out of his parents' house.
in contrast, light's arc for the second half of the story is a downward spiral. we see all of the consequences light has been miraculously avoiding smack into him like meteors in this half, his ever-growing ego torn to shreds as he's yanked back down to earth. and in comparison to the anime, the manga really beats this point into you, dedicating the entire second half of the story to light's fall from grace as he loses his mind and loses his humanity. like, while i do kind of prefer the manga ending to the anime, i have to admit that light's death there is fucking brutal. light goes through pages, chapters, purely dedicated to near tearing him a new asshole, only end the story bloody and delirious and crawling on his knees begging a god of death to fix everything— all just to die the exact same death as everyone else he's killed. i mean, look at these fucking pages (ch.107):
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(that last fucking picture of him. clawing at the sky. it always fucking gets to me.)
it hurts to read this shit!! we spend the entire first half of the story watching this dude's rise to glory, the entire time stuck inside of his head, emotionally connecting with him even if we don't really mean to or disagree with his actions or question his morality. watching his fall back down, especially after all of that, is fucking painful— an in no way does near make the process any easier. if anything, his blunt, snarky bitchery, saying all the quiet parts out loud, calling light out for being a terrible replacement L and pointing and laughing at his failures to his face, only shoves more salt in the wound, only proves just how human he has been all this time, how meaningless any of his supposed "rise to power" ever really was. light got his fifteen seconds of fame, sure— but near is armed and ready to make sure that's all he'd ever get, that the name Light Yagami would never even be associated with the position he held for so long. six years was all he got— and it was all he was ever going to get, because light yagami did not do this for humanity, he did it for himself. all near did was collect the debt that L prescribed. he fulfilled his duty as told— nothing more, and nothing less.
i just have to wonder... is this why people hate him? because he has no sympathy for the fall? maybe. i don't know.
either way, i don't think i could ever really hate him. it's a big responsibility, being the only one left behind. but near has always been the one to hold such weights on his shoulders.
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whamss · 8 months ago
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Every now and then I think I'm kind of sleeping on classpect analysis, but also what you have to understand about me is that I'm way less enchanted by the act of defining classes and aspects and way moreso by how individual Characters contextualize their relationship with their aspects and assign meaning to it based on their experiences
Something that I always found striking about late Act 6 Kanaya was the way she recontextualizes her relationship with her aspect as something so specific to her and her own experiences. Something about the juxtaposition between Alt Calliope mapping out hard rules about her classpect, saying "This is what it means to be a Space player" "This is what it means to be X" while Kanaya talks about how her experiences formulated her own relationship with her classpect. It's a fascinating difference between them where I never think that the story tries to say that either of them are Wrong about how they view Space. But there's such an underappreciated depth there where Calliope is demonstrated to be somebody who's obsessed with rules, strict categorization, while Kanaya says "this is what my experiences have told me, this is what Space means to Me." And Alt Calliope saying things like Space players are inseparably tied to loneliness are interesting claims, but also putting these beliefs in context with each other you can just as easily see how Alt Calliope's views of space can be formulated by her lifelong (deathlong) experience with isolation.
I think a big reason that I always found it hard to engage with a lot of classpect analysis is that there's this insistence that classpects must have strict categories that define people, when throughout the comic we consistently see how things like aspects and classes mean different things to different people. The way that Kanaya, Calliope, and Jade all see Space and their relationship to it is so so different, I sort of wonder if they'd have any common ground if they actually discussed it between each other (or wrote their thoughts down and passed it around, as Calliope would undoubtedly dominate that conversation lol). The same goes for Rose and Vriska with Light, the Time players... I don't know, it's striking to me. I can understand why the rumored Hussie Classpect doc is supposedly only a sentence or so per classpect because what do you even say? When the variety of experiences is so broad among them, it's impossible to define Classpects cohesively. Alternatively, aspects are something strictly defined by the meaning that people (characters) assign to them
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tavtiers · 6 months ago
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A hypothetical god tier for Pajama Sam: the Heir of Light.
An Heir of Light is among those who explore knowing and perceiving. They are motivated by others to manipulate awareness. (x) The Heir of Light struggles with restraint, gets caught up easily, and enjoys knowing things others don’t. (x) They are the Child Scholar, defined by uninhibited awareness. (x) Their opposite is the Witch of Void. Their inverse is the Mage of Void. They share their personality with the Seer of Life. The Heir of Light would quest on a planet similar to the Land of Shade and Light, reigned over by Hemera (Goddess of Daylight) or Apollo (God of the Sun). They would rise to ascension on the wings of moths. (x)(x)(x)
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landofmistakesandart · 1 year ago
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CULT ALTAR of DREAMS
Ann in her godtier attire
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fandomsoda · 2 years ago
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Ooooooh what about nightmare? im thinking he could be a page of rage. rage being the classpect opposite of hope (dream)
and him being a page would fit well with how he used to be really nice before the corruption; ie not being used to his aspect at the beginning, and once he fully embraced it, he became incredibly powerful and adept at utilizing his aspect. also i would pay money to see nightmare in that dorky page outfit dfkdjfksjdskf
what do you think?
While rage player could work, page for Nightmare is just- no, absolutely not.
no matter how funny it would be to see him in that stupid little outfit no
Personally I feel like his classpect varies depending on how you view him, a rage classpect is befitting of a “ruthless, deranged” or “overly cruel” interpretation of nightmare, as seen in (the latter half specifically, for the first part he’s not really like this) Underverse.
But personally? Prince of life.
Prince of life reflects him having something good at his core (his innocent past self and the good magic of Life) being twisted horrid by his role (corruption and the prince class) which causes a superiority complex and mindset of evil punctuated by a twisted sense of caring, with how he treats members of his posse in most depictions reflecting this well. In conclusion: depends on who you think Nightmare is, though the latter is more adherent to general opinion and consensus.
And btw here’s the individual breakdown for the specific parts of the classpect:
Life is all about healing, caring, elaborate self-indulgence, harsh truth (such as bitter medicine and the like), disregarding of rules, and (usually royal) sense of authority on what is and what isn’t. These more lavish and care-free attitudes reflect how Nightmare’s very often portrayed as somewhat hedonistic and overly regal.
The prince class however is where we get the part that truly turns the less fitting parts of the life aspect on its head. Princes destroy their aspects or destroy through it, often destroying one part and embodying another. He destroys healing and good intentions and revels in his own capabilities. This also means he winds up functioning as a doom player so- yeah.
I rest my case.
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beneathsilverstars · 6 months ago
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In Stars And Time Classpects
Siffrin - Thief of Time Mirabelle - Page of Space Isabeau - Heir of Blood Odile - Seer of Heart Bonnie - Sylph of Hope
Explanations under the cut!
Siffrin - Thief of Time Of course Siffrin literally manipulates time, but Time as an aspect is also associated with death, destruction, and inevitability, which are huge themes in their story. Nothing says "time player" more than marching onwards through a thousand deaths, fighting against a fate that seems impossible to avert. And as a Thief, Siffrin specifically steals time from others in order to have more for himself. Whoops! Time players are relentless, and thieves are active, self-centered. They won't sit still and accept the inevitable; they'll struggle towards their goal at any cost. It's incredibly fitting for a Thief of Time to hold their objective so tightly that the reason they wanted it disintegrates in their grasp, lost to entropy.
Mirabelle - Page of Space As the chosen one spearheading the mission to collect the orbs and save the country, she seems like the obvious choice for the other essential aspect and its quest, collecting frogs and ensuring the continuation of life. Luckily, the metaphorical side fits perfectly as well: Space is about creation, just like the Change religion! But as a Page, Mirabelle doesn't use her aspect herself; instead, she leads using it, and leads others to use it. She inspires others to change, learn, and improve. Pages reach their potential slowly – they may struggle for a while with feelings of inadequacy and stagnation. After a long hard journey with lots of reflection and personal growth, though, they can end up the strongest of all! And for Mirabelle, as a Page of Space, that means learning to let go of the urge to force personal change, inspiring external change on a greater scale instead.
Isabeau - Heir of Blood Blood means relationships, trust, and obligation. Heirs embody their aspect, and perhaps attract it, receive it, are controlled by it; the perfect class for someone who specifically crafted himself into the kind of person others would reach out to. Heir is one of the most active of all the passive classes, but it's still passive – Isabeau makes space for bonds, commits to bonds, but doesn't take the first step to create the bonds himself. His choice to follow Mirabelle was a natural continuation of his obligations as defender. He couldn't bring himself to confess to Siffrin, but that passive crush was a powerful narrative force. Isabeau didn't assemble the team, but he reinforces the bonds that allow it to function!
Odile - Seer of Heart Heart is the aspect of self and identity, which is the heart (heh) of Odile's quest. She wants to learn about herself, and her chosen method is learning about other people. Seers seek a comprehensive knowledge of their aspect and then use it to coordinate and advise others; Odile analyzing enemies and deciding team tactics is a perfect example of this! The Seer prevents their party from making mistakes related to their aspect, so a successful Seer of Heart would understand each teammate's personality well enough to guide them through their character arcs and prevent self-destructive behavior. Odile noticed Siffrin's increasingly out-of-character behavior, and had the ability to figure out why they had changed... except he kept thwarting her efforts by stealing her time. But in the end she managed to thwart them instead, forcing them to stay put and go through their character development already!
Bonnie - Sylph of Hope Hope is one of the most literal aspects; Hope players raise morale, stick to their convictions, and believe that a better world is possible. The Sylph of Hope would be someone who uses Hope to heal other people, or fixes and maintains Hope itself. Obviously, Bonnie literally brings hope and healing by passing out the potions, but they're also the snack leader! Nothing boosts morale like a nice meal. Hope is also the antithesis to Rage, which represents possibilities being cut off. Bonnie reacts poorly to situations that invoke the Rage aspect, like the adults discussing death (the ultimate end of possibilities), and Siffrin getting injured in their defense (which no amount of belief can heal); in fact, they react with anger and an urge to tear down any positive that's left! Since Hope is associated with black and white thinking, it's not surprising that when Bonnie loses hope, they lose it, leaning into their aspect's opposite. But that's not where they stay – when they protect Siffrin in their friendquest, they're able to not just heal their own hope, but give hope to Siffrin as well. Bonnie believes that they and their friends can all protect each other, and in the end, they do!
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chrisrin · 2 years ago
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just finished my binge of monkie kid!! this dude literally the most hope player i’ve ever SEEN!!!!
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