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The Romanticism of One Piece
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I’m always amazed by how Oda has managed to stay thematically consistent for more than two decades while writing a thousand plus chapter epic about silly pirates having fun chasing their dreams. One Piece, at its core, is about the dawn of a romantic adventure, and its been that way since volume one, chapter one.
But romance is one of those terms whose meaning as shifted over the years and is drastically misunderstood. So what is literary romance, and how does One Piece fit within its framework?
Well buckle up, folks. This is gonna be a long one.
Romanticism as a movement started in the late 18th century, and is described by Isaiah Berlin as the “the greatest single shift in the consciousness of the West”. The modern ideas of childhood, imagination, and sentimentality were born here. It’s a rejection of society’s constraints in favor of impossible yearning for impossible goals. Romantics were restless and passionate, and embraced the magnitude of their feeling over the scientific rigors of the Age of Reason.
Sound familiar?
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Romanticism gets its name from the old medieval ballads (themselves written in the Romantic languages) that became popular with the growing movement. The 19th century was a period of incredible change. Industrialization, urbanization, and the development of the middle class were all new. Revolution, both industrial and political, was changing the course of the world forever. The Romantics worshiped heroes of the past (in fact, the term hero worship was coined during this time) and sought a return to nature. William Wordsworth famously lobbied against the building of railways in his beloved Lake District, and much of the art of the time, whether it be painting or poetry, focused heavily on man’s relation with nature
In addition to rebelling against traditional political structures, the Romantics also broke away from the traditional religious teaching, many believing that man found enlightenment not through theology or the bible, but by study and attunement with nature. One of proto-Romantic writer Jean-Jaques Rousseau’s most influential works Emile, or On Education was banned in parts of Europe and even publicly burned due to its ideas on natural religion.
All of this leads to the Romantic pursuit of the sublime. While Enlightenment thinkers would often attempt to remove themselves emotionally from what they were experiencing in order to understand said experience through objective, immutable fact, the Romantics sought emotion, awe, and reverence that transcended rational thought. They celebrated and marveled at the wonders of creation, allowing themselves to be consumed by emotion and experience. These were not stoic people, and its here where One Piece truly begins to shine as a work of Romantic art
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The world of One Piece, particularly once the story gets to the Grand Line, is chalk full of impossible wonder and whimsy. Each island visited along the journey is a feast for the eyes, and Oda’s art does each distinct and incredible location every justice. Luffy has no desire to see the boring or everyday, and he has no qualm in expressing his excitement everywhere he goes. Oda has made the conscious decision never to let the reader look into Luffy’s thoughts via thought bubbles, but the audience is still able to connect with him because they are always aware of what he he is feeling. Every smile takes up half his face, every sadness drawn as a sniveling wreck. Logical ideas are routinely rejected in favor of desired experiences, and Luffy himself rejects the opportunity to hear the answer to the series’s biggest questions because to him, the journey is more important.
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It’s important that Luffy’s mindset isn’t all that common, even a world as wild and wacky as One Piece. As the Jaya arc proves, Roger’s execution initially inspired a generation of pirates to go out and follow their dreams, but in the twenty years since his death that ideaolgy has crumbled under the weight of a new wave of dreamless pragmaticism, the same way the Romantic movement gave way to the Realists who followed.
Luffy’s Romantic spirit stands out, even amongst the Straw Hat Pirates. Many of the Straw Hat’s character arcs involve Luffy helping to remove the blocks that prevent them from living out their Romantic ideals. As the series progresses, the crew inches towards embodying that freedom of spirit that Luffy exemplifies. What that looks like for each crewmate is different (Romanticism is highly individualistic, after all) but they’re given the opportunity to live out that ideal because of their association with Luffy.
This theme of freedom of expression and pursuit of dreams follows the Straw Hats wherever they go on both the micro and macro level. The Romantic pursuit of self-determination bleeds over nearly every arc with Luffy at its epicenter, until it comes to a crescendo during the Wano arc, when the true nature of Luffy’s fruit comes to light for the first time.
Luffy is the beating heart of One Piece’s Romanticism. He specifically imbues many of the Romantic ideals of childhood, such as innocence, joy, and being unprejudiced by a corrupting society. He’s uncomplicated yet passionate, without a care in the world for what anyone else thinks about him, and because of that disregard for authority he comes off as equal parts wise and naive.
In Emile, Rousseau lays out his idea of childhood education, which doesn’t include a classroom so much as the child’s interaction with the world, emphasizing the senses and building on the child’s own observations and inferences. The Romantic child was instinctual and in tune with nature, and a character like Luffy growing up on the fringes of society while spending most of his time romping around in the woods would not be out of place (see Mary Robinson’s The Savage of Aveyron, based on the real story of a feral boy that had been found in France).
What makes Luffy different is that he never loses that simplicity of character even as he interacts with an increasingly complex world. Yes, he matures both as a person and a captain, bearing the weight of terrible loss and difficult decisions, but he does it still while maintaining that curious mix of selfish desire to do whatever he wants and selfless sacrifice towards the people he cares about. Luffy doesn’t want to be a hero, but remains uncorrupted by the malevolent social hierarchies that rule One Piece’s world.
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But for all the ways One Piece is a Romantic story, the philosophy of the series departs in several key places. The Romantics of the late 18th and 19th centuries were reacting to the anxieties brought around by the Industrial Revolution and the subsequent urbanization that came along with it, while One Piece belongs squarely to the post-modern era of the 21st. While both glorify a long-gone past, what that past looks like is very different. One Piece fully embraces technology and progress, as best seen during the conflict between Noland and Calgura in the Skypia flashback. While industrialization is sometimes portrayed negatively (see Wano) it’s just as likely to be seen in a positive light (Water 7), and the mysterious civilization of the Void Century was more technologically advanced than the present day manga, not less.
What’s more important than modernization and technological advance is the ways people use said technology. The beautifully rendered locations along the Straw Hat’s journey are just as likely to be vast stretches of wilderness as bustling metropolises, and that search of wonder and the sublime is equally likely to be found in both.
More importantly, I think, is that the Romantics of old were solitary creatures, brooding and isolated from the people around them. There was a preoccupation of creating art devoid of outside influence. The sublime was a deeply personal experience that by its very nature could not be shared with others. Melancholy, loss, solitude, and death were preoccupations of the Romantic mind, the price of visionary genius being social isolation.
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One of the most famous Romantic heroes of the 19th century was Thomas Chatterton, a young genius of a poet who, in the midst of poverty and depression killed himself at the age of 17. He was immortalized in paintings and poems, and his influence can be felt to this day by the persistence of the trope of the suffering artist that he, and countless others, helped codify.
One Piece is the story of a boy who rejects the confines of society in search of his own freedom, but he does not do so alone. Luffy is driven as much by the desire to be with his friends as he is by his desire to find the One Piece. The series agrees that risking death is an acceptable part of chasing ones dream, but rejects the notion that it should be sought out or celebrated. It’s better to live an undignified life in the hope of a better tomorrow than to give into an easy death.
And that’s the fascinating part about how philosophies evolve over time, because as much as One Piece borrows from the Romantic era of the 18 and 19th centuries, it isn’t a Romantic story, just as how no amount of research and copying of style could ever turn a historical novel written today into a product of the era its trying to emulate. Oda has taken an old idea and made it into something new, using that idea as the guide for the entire series. Like sun, guiding to the dawn of a new era.
A Romance dawn, if you will.
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Just a little line to say your dogs fill me with feelings! Your line art is divine. You make it all look so easy, and effortless. Like my logical brain knows this is false because I failed art, I cannot draw a stick figure to save my life, but your boys just look so NATURAL, I’m staring at them like “yeah. Easy peasy.”
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#thank you so much!#that's so nice to hear!#and I know the feeling#I get that often when I'm listening to music or reading any type of fiction#I don't know how to create either but I can tell 'oh yeah this person knows what they're doing they make it seem so easy and clear'#it's satisfying to see things slotting together perfectly as an outsider#happens with visual art a lot too but I can usually analyze and deconstruct it a little bit better#when it's a form of creativity that is more foreign to me it's like wizardry#like how on EARTH#answered#hrh-spinach
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when i think about hanamiya makoto, i think what i respect most is the sheer pragmaticism.
like oh, you entered a field of high school basketball players who seemingly have superpowers? well if you break their legs... what type of superpower is gonna help them?
#makoto hanamiya#i know it's probably awful for me to say#but because everyone just has some supercool type shit... and makoto's thing is merely ''analyze the positions of the entire field''#i think he deserves to get a (literal) leg up in front of the race#i love him so much and i understand that what he did is fucked up but#i really admire his quick thinking and creative approach#as in creativity = violence#and i always admire a person who takes shortcuts to get ahead#even if i understand they're EVIL - i wish i could have that kind of disregard towards others to make my life even a bit better#he's deeply egotistical and goal-driven and i wish i had just a smidgeon of that myself#girlbossing his way out of obscurity towards a prison sentence? you go you go you go#at least you have a goal
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This is my encouragement to take the spells that seem fun and flavorful but aren't that mechanically useful. I took Encode Thoughts for my wizard cause i thought it seemed like a silly wizard spell and i've gotten SO much mileage out of it. With this cantrip a significant amount of shenanigans, I've just pulled off a detect thoughts without even having the spell in my spellbook.
#I am so so in love with encode thoughts. it's such a like specific case type spell but i've had so many good ways to use it#room that i won't remember when i leave it? go in encode thoughts come out and read the memory strand#got a cool vision that you want to analyze for clues later? encode those thoughts and take a good peak when you have more time#guy won't tell you the name of his god? use a homebrew metamagic option (imbue spell lets you cast range of self spell on another willing#creature) and deceive the guy into letting you cast encode thoughts on him and pull out that memory#its so good. its such a silly little wizard type of spell. its so unnecessarily specific. its perfect for bs#and its so so fun to get creative with it!!!!#d&d#ttrpg
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i am definitely not an expert on writing in literally any way shape or form and i’m honestly not that confident in my own writing capabilities, but based off of all the books i’ve read and the extensive research i’ve done over the years, i feel pretty confident in saying that if you want to write effective body horror and gore, you need to have a good understanding of the anatomy you’re working with
#note i am also not an anatomy expert#but i am an anatomy enthusiast#my love for writing body horror 🤝🏻 my love for researching anatomy#idk. stupid coworker is still talking about her book#she can do whatever she wants i don’t give a shit#but horror writing is something very close to my heart. as it’s something i’ve spent a lot of time learning about and consuming and#studying and analyzing#so that i can get better!#and her just apparently waking up one day and deciding she’s gonna write a gory murder mystery horror novel#despite never done any form of creative writing outside of fanfiction#and assuming her love for horror movies will be enough to get her through and that this is all just gonna be so easy#it kind of just hits a nerve for me#i know it’s not my business. but she keeps talking about it#and some of the things she’s saying..#like idk girl. i have never beheaded someone before#but im fairly certain one person is not going to be able to just cut someone’s head off with a strip of barbed wire#in one night like it’s just not a problem#i think. you should put a little more thought into this. but she’s the type of person#that just assumes she knows what she’s doing#shrug#i know it’s not my business! i know! but still#snow.txt
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✮ ˖° ⸜ masterlist ꕤ ・
╭₊˚๑ ૮꒰˶˃ ᵕ ˂˶꒱ა ♡ in this pick-a-card reading, we’ll explore random things about your future spouse. their hobbies, interests, habits, sense of humor, or little details about their life. keep in mind that this is a general reading! take what resonates and let go of the rest.
pick the picture or pile that calls to you, and let the magic begin! ✧˖°.₊ ♡ ✩˚ ༘
☁️₊˚੭
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﹒ ﹢ ♡. PILE ONE ﹑ ﹒
✩ they might be a lover of books, always eager to expand their mind with philosophy, psychology, or history
✩ they have a strong artistic side, whether it’s painting, producing music, photography, or some other creative pursuit
✩ they are extremely expressive and don’t hold back, whether it’s their emotions, opinions, or excitement over something they love. they might have a naturally animated way of speaking or a strong presence in conversations
✩ they love learning new skills and thrive in environments that challenge them, especially in collaborative settings where they can bounce ideas off others or show off what they’ve mastered. they might enjoy competitive activities
✩ they like to yap a lot, always up for debates or long, winding conversations about everything and anything. they could have strong opinions and enjoy playing devil’s advocate
✩ deep late-night talks are something they enjoy, whether it’s about life, the universe, or personal experiences. they find these moments meaningful and might open up the most when the world is quiet and distractions are gone
✩ they could be from a different cultural background or have a deep appreciation for exploring different cultures. they might love traveling, learning new languages, or immersing themselves in traditions different from their own
✩ they question everything and rarely take things at face value. they might analyze social norms, challenge beliefs, or constantly seek to understand the deeper meaning behind things rather than just accepting them as they are
✩ your future spouse might be a romantic at heart, even if they don’t show it in an obvious way. they may present themselves as detached or cool on the surface
✩ relationships and chemistry are really important to them
✩ they are direct and value honesty above all. they don’t like sugarcoating things and might prefer blunt conversations over passive-aggressive behavior. they respect people who say things as they are, even if the truth isn’t always pretty
✩ they may enjoy dry humor, sarcasm, or simply observing people. they could have a sharp wit, make side comments under their breath, or find humor in the way people interact and behave
✩ they also have a goofy, innocent kind of humor. they might love wordplay
✩ they are flirty as hell and love to flirt a lot. whether through teasing, charming words, or playful banter
✩ they might be a pet lover too, the type to spoil animals or treat their pets like family. they could find comfort in their presence and may even prefer animals over people at times
✩ they express emotions through words. whether it’s sweet messages, deep conversations, or even writing
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﹒ ﹢ ♡. PILE TWO ﹑ ﹒
✩ your future spouse is someone strategic, always thinking ahead and making calculated moves. they rarely act on impulse and prefer to plan things out
✩ they might be into video games, coding, or chess
✩ they could have an interest in investing, whether it's stocks, crypto, or business�� ventures. they might have a natural talent for spotting opportunities
✩ they might be fascinated by the paranormal and esoteric topics. they’re open to exploring the unknown, whether it’s astrology, tarot, or conspiracy theories
✩ they could love watching crime documentaries or reading about unsolved mysteries
✩ they enjoy moving to new places, embracing change and fresh starts. they don’t like feeling stuck in one place for too long
✩ their imagination is rich, making them naturally creative and capable of thinking outside the box. they might daydream a lot or come up with unique ideas that surprise people
✩ they might love road trips, preferring the excitement of spontaneous adventures over structured plans. they enjoy the feeling of freedom that comes with being on the road
✩ they likely hate overcrowded places, avoiding them whenever possible.
✩ they could be rich as hell, either through their own ambition and hard work or by making smart investments
✩ your future spouse doesn’t reveal everything about themselves easily. they have layers to them and only open up to people they truly trust
✩ they are private and prefer to keep their life lowkey. they don’t like too much attention on them and may avoid oversharing
✩ they are smart, calculated, and always thinking a few steps ahead. they don’t make reckless decisions and prefer to analyze situations carefully before acting
✩ they are sneaky, not necessarily in a bad way, but in how they operate. they move in silence and don’t like people knowing their next steps until they’ve already made them
✩ they likely overthink a lot, constantly analyzing situations, conversations, and decisions. their mind is always running, and they might struggle to shut it off
✩ they have strong emotions but also deep trust issues. they feel things intensely but might have trouble fully letting their guard down with others
✩ they might have left behind a difficult past, carrying experiences that shaped them into the person they are today
✩ they are extremely loyal to the people they love, willing to stand by them no matter what. once they let someone in, they are deeply devoted
✩ they don’t like people prying into their business and will shut down if someone tries to dig too deep into their personal life
✩ they have a deep and quiet devotion, showing their love in ways that aren’t always obvious. they might not be overly expressive, but their actions speak louder than words
✩ they are funny but brutally honest. they say things as they are and don’t sugarcoat the truth, even if it’s uncomfortable
✩ they might enjoy dark humor, finding amusement in things that others might consider too edgy or inappropriate
✩ they could use humor as a coping mechanism, making jokes about their pain as a way to deal with it rather than letting it weigh them down
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﹒ ﹢ ♡. PILE THREE ﹑ ﹒
✩ your future spouse is the curious type, always eager to learn and discover new things
✩ they love researching new topics, often getting lost in deep dives about whatever interests them at the moment
✩ i do get gemini/virgo vibes from them
✩ they might always have a random fact to share, surprising people with their knowledge of the most unexpected things
✩ they may be interested in subjects like law or politics, drawn to debates, justice, and understanding how society functions
✩ they enjoy things that remind them of the past, feeling a deep connection to history, nostalgia, and tradition
✩ they might love old music, classic movies, or even vintage cars, appreciating the timeless quality of things from past eras
✩ they take on a lot of responsibility, often feeling like they need to be the one holding everything together
✩ they might be into working out, using fitness as a way to stay disciplined and clear their mind
✩ they analyze situations deeply, never taking things at face value and always searching for the bigger picture
✩ they rely on logic and facts to make decisions, preferring to think things through rather than acting on emotions alone
✩ they might be someone who always feels the need to take care of others, naturally stepping into a protector or provider role
✩ they have strong emotional ties to their past, holding onto memories, people, or experiences that shaped them
✩ they are always questioning things, rarely accepting anything without digging deeper and figuring it out for themselves
✩ they dislike dishonesty and can see through people who try to manipulate or deceive them
✩ their humor is quick-witted, sharp, and often unexpected, making people laugh with their clever comebacks
✩ they don’t always laugh at obvious jokes, but they appreciate clever wordplay, irony, or dark humor
✩ they may humorously exaggerate how overwhelming life can be, playfully making self-deprecating remarks about their workload or the stress they endure
✩ they stand up for what they believe in, never backing down
✩ they could be the eldest sibling, carrying the weight of responsibility and leadership from a young age
✩ they feel deeply nostalgic about certain places or traditions, finding comfort in things that remind them of home or childhood
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﹒ ﹢ ♡. PILE FOUR ﹑ ﹒
✩ your future spouse might be into cooking, gardening, or fashion
✩ they’re good at managing money, knowing how to save while still enjoying life’s pleasures
✩ they might be the type who balances multiple jobs or responsibilities
✩ they enjoy activities like hiking or picnics, appreciating the simplicity of being outdoors
✩ they might start many things but take time to fully commit, needing to explore their options before settling on one path
✩ they are skilled at handling multiple aspects of life without getting overwhelmed
✩ they are deeply loving, protective, and affectionate, but they show it in subtle, consistent ways
✩ they don’t rush things, preferring to take their time and make thoughtful choices
✩ they struggle with making decisions, especially when faced with two good options, overanalyzing every possible outcome
✩ they may have a habit of overthinking before acting, weighing all the pros and cons in their mind
✩ they have a fun, easy-going humour, making people laugh with their relaxed and effortless charm
✩ they might poke fun at life’s contradictions, pointing out irony in a way that’s both funny and insightful
✩ they might like to tease, but they also know how to give the right compliments at the right time
✩ they aren’t impulsive
✩ they’ve been patient in life, understanding that good things take time to build
✩ they love nature, animals, or anything visually appealing, finding beauty in small details
✩ they like cozy places, appreciating warm, inviting spaces that feel like home
✩ they are careful about expressing their true emotions, taking time before fully opening up
✩ they might take a while before fully letting their guard down, needing to feel truly safe before revealing their deepest thoughts
✩ they sometimes use sarcasm
✩ they might have a natural ability to comfort others, making people feel safe and understood
✩ they don’t mind waiting for results if the process is rewarding, knowing that patience leads to the best outcomes
✩ they enjoy making things beautiful, whether it’s their home, their appearance, or the small moments in life
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#tarot#tarotcommunity#tarot reading#tarot community#tarotblr#tarot cards#tarot card reading#tarot deck#cartomancy#future spouse reading#future spouse tarot#future spouse#pac reading#pick a card reading#pick a card#divination#pile 1#pile 2#pile 3#pile 4#intuitive tarot reading#fs reading#fs tarot#pick a card tarot
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Where your mercury is placed is where you have intelligence at in your birth chart
Mercury 1st house/ Aries: Intelligent about knowing how to express themselves/fashion geniuses. These people are typically multi talented and able to be highly skilled at anything they pursue. They are like sponges for information!
Mercury 2nd house/Taurus: Intelligent about money,investing, and material possessions. These people are likely to own their own businesses or be investors of some kind. They may have multiple streams of income. A highly abundant placement to have!
Mercury 3rd house/ Gemini: The jack of all trades! Intelligent speakers, communicators, learners, teachers. People can learn a lot just by being in their presence. Their brains move just a little bit faster than the world around them. Sometimes this placement is prone to adhd.
Mercury 4th house/ Cancer: intelligent about family, emotions, counsel, cooking, home life. These people are commonly psychic/claircognizant. They always know the right thing to say. These are the people you go to when you need advice snd support.
Mercury 5th house/ Leo: intelligent about the arts, romance, children, self expression. These people bring light into the room. They have a creative genius like no other and a magic in the way they think and operate. They have a strong creative intelligence.
Mercury 6th house/ Virgo: intelligent about analysis, health, structure, and logic. These people make excellent doctors, judges, and politicians. They have a strong memory and interest in bettering others lives and keeping things balanced and fair. They analyze things deeply and are always looking for ways to help and improve any situation they face. They’re always calculating and taking in information.
Mercury 7th house/ Libra: Intelligent about relationships, justice, counsel, influence. These people are strong communicators and have the power to influence others and bring people together. They are diplomatic and fair. Always looking for the gray area and middle ground in any situation.
Mercury 8th house/Scorpio: intelligent about solving mysteries, uncovering truth, emotional depth. These people make good investigators. This placement shows a strong desire to uncover truth and have a deeper understanding of why things are the way they are. They tend to see through peoples facades easily. These people can be psychic or empathic.
Mercury 9th house/ Sagittarius: intelligent about philosophy, religion, travel, culture. These people have a wide variety of knowledge. They are the type of people who will have random facts about everything. They will spark conversation with anyone. Always eager to learn and very tactile in the way that they learn as well.
Mercury 10th house/ Capricorn: intelligent in business, work, legacy, and reputation. These people are extremely detail oriented. They have sharp minds and don’t forget anything to easily. These placements are adaptable and flexible. Willing to face challenges head on and grow from them. May have remarkable careers and be well known for their skills in the work field.
Mercury 11th house/ Aquarius: intelligent in networking, community, problem solving, innovation, technology. These people think 10 steps ahead at all times. These are the visionary’s. Their minds always at work and looking to the future. An inventors mind. These people bring others together to solve a common issue and work efficiently with others.
Mercury 12th house/ Pisces: intelligent in creativity, psychology, intuition, spirituality. These people have rich inner worlds but may have difficulty expressing it fully. They spend a lot of time in deep contemplation and are highly observant. They have a talent for compassion and deeply understanding others. They see things from multiple points of view and therefore have the ability to problem solve from multiple angles.
#astrology#art#tarot#psychic#birth chart#witchcraft#tarot cards#free palestine#tarotcommunity#tarot reading#astrology observations#astro community#astro observations#astrology community#astroblr#astrologyblr#astrologer#witch community#witchblr#Mercury
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How to Read a Scientific Article
THE THREE-PASS APPROACH
The key idea is that you should read the paper in up to 3 passes, instead of starting at the beginning and plowing your way to the end.
Each pass accomplishes specific goals and builds upon the previous pass:
The first pass gives you a general idea about the paper.
The second pass lets you grasp the paper’s content, but not its details.
The third pass helps you understand the paper in depth.
At the end of the first pass, you should be able to answer the 5 Cs:
Category: What type of paper is this? A measurement paper? An analysis of an existing system? A description of a research prototype?
Context: Which other papers is it related to? Which theoretical bases were used to analyze the problem?
Correctness: Do the assumptions appear to be valid?
Contributions: What are the paper’s main contributions?
Clarity: Is the paper well written?
Purpose of the Sections of Empirical Articles
Section — Use it for
Abstract — This is a great section to read to find out if the article will be relevant to your own research.
Introduction — This section gives you an overview of work that has been done on topics relating to the hypothesis of the article, and will often lead you to other relevant work that has been done in your area of interest.
Method — This section will help you understand the design of the experiment. This is particularly useful if you'd like to replicate the study.
Results — The results will tell you what the author/s found in the course of their experiment.
Discussion — The discussion section is typically easier to read than the method and results section, and it will help the reader understand the implications of the results of the experiment.
References — This is a great place to look to find articles that are related to the one you are reading. If you're looking to build your own literature review, the references are a great place to start.
The Anatomy of a Scientific Paper
Some initial guidelines for how to read a paper:
Read critically: Reading a research paper must be a critical process. You should not assume that the authors are always correct. Instead, be suspicious. Critical reading involves asking appropriate questions.
Read creatively: Reading a paper critically is easy, in that it is always easier to tear something down than to build it up. Reading creatively involves harder, more positive thinking.
Make notes as you read the paper. Use whatever style you prefer. If you have questions or criticisms, write them down so you do not forget them. Underline key points the authors make. Mark the data that is most important or that appears questionable. Such efforts help the first time you read a paper and pay big dividends when you have to re-read a paper after several months.
After the first read-through, try to summarize the paper in one or two sentence.
If possible, compare the paper to other works.
Write a review that includes:
a one or two sentence summary of the paper.
a deeper, more extensive outline of the main points of the paper, including for example assumptions made, arguments presented, data analyzed, and conclusions drawn.
any limitations or extensions you see for the ideas in the paper.
your opinion of the paper; primarily, the quality of the ideas and its potential impact.
The guide below details how to read a scientific article step-by-step.
First, you should not approach a scientific article like a textbook— reading from beginning to end of the chapter or book without pause for reflection or criticism. Additionally, it is highly recommended that you highlight and take notes as you move through the article.
Skim the article. This should only take you a few minutes. You are not trying to comprehend the entire article at this point, but just get a basic overview. You don’t have to read in order; the discussion/conclusions will help you to determine if the article is relevant to your research. You might then continue on to the Introduction. Pay attention to the structure of the article, headings, and figures.
Grasp the vocabulary. Begin to go through the article and highlight words and phrases you do not understand. Some words or phrases you may be able to get an understanding from the context in which it is used, but for others you may need the assistance of a medical or scientific dictionary. Subject-specific dictionaries available through our Library databases and online are listed below.
Identify the structure of the article and work on your comprehension. Most journals use an IMRD structure: An abstract followed by Introduction, Methods, Results, and Discussion. These sections typically contain conventional features, which you will start to recognize. If you learn to look for these features you will begin to read and comprehend the article more quickly.
Read the bibliography/references section. Reading the references or works cited may lead you to other useful resources. You might also get a better understanding of the basic terminology, main concepts, major researchers, and basic terminology in the area you are researching.
Reflect on what you have read and draw your own conclusions. As you are reading jot down any questions that come to mind. They may be answered later on in the article or you may have stumbled upon something that the authors did not consider. Here are some examples of questions you may ask yourself as you read:
Have I taken time to understand all the terminology?
Am I spending too much time on the less important parts of this article?
Do I have any reason to question the credibility of this research?
What specific problem does the research address and why is it important?
How do these results relate to my research interests or to other works which I have read?
6. Read the article a second time in chronological order. Reading the article a second time will reinforce your overall understanding. You may even start to make connections to other articles that you have read on this topic.
Identify Key Information
Whether you are looking for information that supports the hypothesis in your own paper or carefully analyzing the article and critiquing the research methods or findings, there are important questions that you should answer as you read the article.
What is the main hypothesis?
Why is this research important?
Did the researchers use appropriate measurements and procedures?
What were the variables in the study?
What was the key finding of the research?
Do the findings justify the author’s conclusions?
Sources: 1 2 3 4 5 6 ⚜ More: Notes & References ⚜ Writing Resources PDFs
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Medic, Maverick, Maniac, Murderer: Understanding Pharma
First thing’s first: I love Pharma, dearly.
In all the time I’ve spent evaluating his character, I’ve mainly focused on what can be worked out about who he is as an individual: his core sense of self, psychological drives, subjective worldview, etc.
When all else is stripped away, who is Pharma?
This treatise is the product of obsessing over Pharma, analyzing canon (and extras), and reading as many different perspectives on his character from fans across the fandom as I could find. The post is long, so for those of you who balk at the thought of reading a shortfic’s worth of Pharma thoughts, feel free to read the TL;DR (Conclusion) at the end and then decide if the full read is worth your time. Also, a premium reading experience is available in the form of the original Google Doc version.
As you read, keep in mind that this is primarily a mix of psychoanalysis, evidence-based examination, and speculation—not moral, ethical, or sociological commentary. The goal is to examine Pharma’s psychological drives and core values, and each of his appearances in the context of those. All other types of evaluation are up to readers.
Now, take your victim blaming-allergy meds (just in case); remove your black-and-white thinking caps; and leave your personal morality lenses at the door.
Psychological Drives & Core Values
Why does Pharma act the way he does? What gives him a reason to keep living? What are his personal priorities?
At the beginning of the Delphi arc, First Aid establishes Pharma as a “control freak” and someone who “thinks he’s an expert on everything.”
![Tumblr media](https://64.media.tumblr.com/6f105843c04049455c0be20f4515c001/e28f782a1d4dc708-96/s540x810/db09e272b1bbd42a9b4b30215d6198fc37f86bc6.jpg)
Now, First Aid has a habit of complaining about his bosses, but on both points, there’s canon evidence to back them both.
Expertise and Intellect
Throughout the Delphi and Luna 1 arcs, it’s established that Pharma is a skilled and brilliant doctor.
He once performed a 4-way fuel pump transplant, donating his own fuel pump in the process. (see above panel)
Later, he invented a soundbomb that left an echo laced with a virus and invented an antidote to that virus:
![Tumblr media](https://64.media.tumblr.com/0d62040340cbd4184fff5a5bd0d9d001/e28f782a1d4dc708-97/s540x810/c1a0d2b76412123425fd6389e1cf056141b797dd.jpg)
And on Luna 1, he was on the edge of finding a cure for Cybercrosis, based on the fact that Swerve was able to formulate a cure from his notes.
![Tumblr media](https://64.media.tumblr.com/c4a46d38dd22346ead94c7ff92ed2cda/e28f782a1d4dc708-6b/s540x810/26d48ce629888c5bcad0b37351842b86b2656b26.jpg)
More than being a doctor, Pharma lives for intellectual and scientific achievement as a physician scientist. He feels most alive when he’s able to solve complex medical problems, and when his achievements are recognized by those whose opinion he considers important.
This is Pharma’s 'why.'
And even though he’s arrogant and enjoys praise, it’s not his primary motivation. He doesn’t need it in order to set his mind to whatever he’s interested in, although he’ll seek it from those he values most (i.e. Ratchet).
Pharma sees himself as less of a doctor, and more as a scientific innovator or medical maverick. The practice of medicine is primarily a catalyst for his creativity and intellect; it’s not an end in and of itself like it is for someone like Ratchet or First Aid.
First Aid’s observation of Pharma can be better phrased as, “[Pharma] thinks he’s an expert on everything medical”—because he’s not so driven by achievement and admiration that he’ll grovel at the feet of strangers and get good at something he doesn’t personally find interesting. The only time we see him express a desire for praise is when he’s around Ratchet—someone he holds in high regard for both personal and professional reasons. This makes sense since Ratchet is one of the only people who can give Pharma any kind of competition within what he considers to be his area of expertise.
“Each day we go to our work in the hope of discovering—in the hope that some one, no matter who, may find a solution of one of the pending great problems—and each succeeding day we return to our task with renewed ardor; and even if we are unsuccessful, our work has not been in vain, for in these strivings, in these efforts, we have found hours of untold pleasure, and we have directed our energies to the benefit of mankind.” —Nikola Tesla
Ego
Without question, Pharma has an inflated ego, but having an inflated sense of self doesn’t automatically mean a person is a full-blown narcissist or that they are totally uncaring.
Every personality trait exists on a spectrum. Yes, Pharma is arrogant, but the presence of arrogance doesn’t automatically and completely cancel out all “positive” traits. (For fun, check out studies on Dark Tetrad and Light Triad personality traits.)
People are complex. Arrogance can coexist with genuine kindness, ruthlessness can coexist with deep compassion, etc.
Whether Pharma exhibits genuine kindness is up to each reader’s interpretation of what little canon material exists, but the point is: Pharma’s arrogance doesn’t automatically rule out the possibility of authentic “positive” traits.
Controlling Tendencies
Pharma is comfortable pulling the power card and using it to dump what he sees as uninteresting parts of medical practice on those below him:
“So Fisitron’s writing about the Wreckers’ elbows now, is he?” said Delphi’s Chief Medical Officer. “Come on, First Aid - get to it. You’ve got a Fader in Row 2 downstairs.” He squeezed the air with his finger and thumb. “He’s about this far from shutdown.” —from Bullets by James Roberts
However, there’s nothing in canon indicating he’s power-hungry in a megalomaniacal sense. He’s not Starscream or Megatron; he doesn’t seek political or social power. In fact, he seems perfectly happy hiding away in a lab or medibay by himself so he can direct all his energy toward solving issues and achieving the so-called ‘impossible’ within the field of medicine:
![Tumblr media](https://64.media.tumblr.com/3acacfd8f3b9f7732132ffc497e521a6/e28f782a1d4dc708-96/s540x810/cecb8101d26806ee624b07dc7712b99b655c0ba1.jpg)
The ways in which Pharma exercises power and control are through his expertise, and his administrative/management skills. That’s it.
Self-confidence
Pharma’s arrogance and controlling tendencies don’t seem to be a mask—like he’s trying to compensate for some sense of lack (in those areas). Yes, he fears failure, and yes, he displays some insecurity when Ratchet questions his competence. But at every other point and in every other way, Pharma is unapologetically self-confident. He’s fully self-assured of his intellectual prowess and problem-solving capabilities; he knows what he knows, and he also knows what he doesn’t know.
![Tumblr media](https://64.media.tumblr.com/caf60d6db2ec6807a9f4b4efde110e75/e28f782a1d4dc708-2f/s540x810/f11b9129327c71c1727863bf0680c0a4114c605c.jpg)
Pharma’s arrogance and desire for control don’t stem from a hidden lack of confidence or a hunger for power on its own. They stem from the fact that he genuinely sees himself as the best person for the work he does. He trusts himself above anyone else to solve problems that come his way—medical or otherwise (within limits).
Elitism vs. Superiority
I’ve always read Pharma as having an elitist attitude, but not in the social stratification sense:
elitist (adj.) relating to or supporting the view that a society or system should be led by an elite.
There’s no evidence that Pharma believes an elite class of people should hold the most power. Instead, Pharma’s “elitism” is actually an individualistic sense of superiority. It’s centered on him alone, and is tied to his capabilities as a physician scientist and surgeon.
Pharma sees himself as the best of the best and makes sure everyone knows it—sometimes through his words, but mostly by his conduct in the field of medicine. This, paired with Pharma’s natural temperament, doesn’t exactly make him socially popular—inside or outside of medicine:
![Tumblr media](https://64.media.tumblr.com/ff8bff2b05975e6fb6f870a93e535c80/e28f782a1d4dc708-ce/s540x810/919e7e03c4ce89ee7b5f0e72dcf523b8839870ba.jpg)
One could argue that the “personality” Lockdown is referring to was a result of all Pharma had suffered at Delphi and Luna 1, but just as easily, one could argue he was always a bit difficult to get along with, and that his traumatic experiences merely magnified his already-present psychological patterns. Personally, I like the latter interpretation because it’s a flaw that makes Pharma a more interesting character no matter his mental state.
Everyone reacts differently to real and perceived social rejection. Some are so concerned about it that they’ll try anything to belong; others genuinely don’t care, and they continue as usual; and still others cope by shifting their mindset and developing a sense of pride in being an outsider.
There’s no evidence for this in canon, but I believe it’s within reasonable characterization boundaries to headcanon Pharma as being in the second or third category.
With either of those two mindsets, a sense of superiority can develop, or even be an inciting factor. Either someone sees themselves as genuinely superior to the majority and doesn’t mind when this alienates them from people, or they convince themselves they’re superior because the pain of accepting they were rejected for who they are is too much to handle.
Whatever the case, the point is, having an “elitist” attitude isn’t necessarily rooted in a sociological or ideological belief. Sometimes, individuals just see something in themselves that—to them—justifies a sense of personal superiority. A quick glance at Pharma’s canon appearances makes it clear he holds such a view of himself, at least to some degree.
Morality and Compassion
When Pharma first shows up in canon, he’s working at the New Institute. A lot of questionable things took place there on a regular basis—things Pharma would have been aware of, to some degree. However, his presence at the Institute doesn’t automatically mean he agreed with everything happening. Depending on how strongly someone feels about something, some people are content to disagree in silence. Not everyone who seeks employment considers it a priority that the establishment they work for aligns perfectly with their moral values. After all, there are other reasons to take a job: financial benefits, exclusive educational and career opportunities, pure convenience, etc.
I’m not here to say either way whether Pharma’s willingness to turn a blind eye to the events at the New Institute was wrong or right; that’s up to each reader to decide for themselves. However, Pharma’s choice to remain employed at the Institute for some time can say something about him as a character: his priority as a doctor and person is not to take care of everyone he encounters, or to act as some kind of moral or ethical authority.
This isn’t to say Pharma won’t ever stand up for something he regards as right or push back against something he sees as wrong, “off screen.” It’s just that everything in canon points more to a tendency to choose his battles instead of acting immediately on any moral sense the way someone like Optimus or Ratchet might.
This also isn’t to say Pharma doesn’t care about saving lives, but from what little is shown of him before Delphi, it’s hard to say how much he cared. Ratchet confirms later that Pharma was an excellent doctor for most of his life, but all that tells us is he was an excellent doctor; it says nothing about his internal attitude toward his work or patients.
However, inferences can be made based on doctors in our own world:
Being a doctor—especially one in trauma care—is far from easy. It takes a lot out of a person, and there are very few people who last in the profession for a long time. Most medical professionals fall into one of the following categories:
People possessing a strong will that’s coupled with an unwavering passion for taking care of others (the public’s favorite)
People who naturally have, or develop, an ability to switch their empathy off and on at will, or build walls around it—also possessing a strong will (the ideal)
People who naturally have a limited capacity for empathy (the one the public hates to acknowledge)
People with a strong social and professional support system (the necessary, but underutilized and underappreciated factor)
Of course, even if a person has one or more of the above, burnout can and does still happen, but individuals who have at least one have the best chances of surviving and thriving amidst the demands of the majority of medical professions.
As far as is shown in canon, Pharma never had a strong support system—either circumstantially or by choice—so something else was keeping him in medicine.
Pharma shows concern for both Tumbler (Chromedome) and Hubcap:
But even though he obviously cared enough to step in, neither instance makes a strong case for a capacity for empathy beyond the “average” or “norm.” Performing a job well is a lot different from being personally invested in the work.
Based on everything up to this point, and this later comment from Pharma, about Ratchet…
![Tumblr media](https://64.media.tumblr.com/9429694ba6a4191c717c963921e846bf/e28f782a1d4dc708-e9/s540x810/9ba31bb72c4bed5038faced52dcd3e1da281b95b.jpg)
…Pharma has probably never shared the same I-care-about-everything-and-everyone view of the world. Instead, it’s more likely that Pharma holds a more rational view of his work and patients.
One of the first things learned in medicine, especially in trauma medicine, is that you can’t help or save everyone, and to hold yourself to that standard can destroy you quickly if you have a certain temperament or lack healthy boundaries for your empathy.
“There are times when it may seem as though I view sick or injured people not as living, breathing humans with feelings and emotions and people who love them, but simply as cases, as problems to be solved. And that is absolutely true. It's not that I don't have empathy, but the hard fact is that as a doctor, and especially as a trauma surgeon, too much empathy can get in the way of your job and cause you to make decisions based not on sound medical judgment but on your own emotions. Sure, I've seen things that even years later can still make me choke up when I think of them: a little girl shot and killed, a shattered young Marine who shouldn't have died but did. But you can't choke up in the ER or the operating room. To be effective as a trauma surgeon, you have to put a layer of Kevlar around your heart.” —Dr. Peter Rhee, Trauma Red: The Making of a Surgeon in War and in America’s Cities*
Pharma may have learned this difficult truth earlier than Ratchet and developed a practical way of managing his empathy that comes across as “cold.” He may have always had an ability to put up walls around his spark. Or, he may have always had little to no capacity for empathy.
The fact that the morality lock on Tyrest’s portal prevented Pharma from passing through proves he felt guilty for what he’d done, and JRO confirmed this. Therefore, it’s safe to assume Pharma had some level of empathy for his former patients, suffering moral injury when he felt he had no other option but to start killing them.
Still, looking at Pharma’s psychological drives and his behavior throughout canon, it’s clear compassionate care and morality are subordinate to his other values and interests.
*I highly recommend this book, and learning about Dr. Rhee in general. He’s a huge inspiration of mine, and one of my main sources of inspiration when writing Pharma. Level-headed and capable, strong-willed, selectively empathetic, an excellent scientist, etc. He lives for the thrill of practicing medicine both on the floor and as an expert in his field who pushes trauma medicine to new heights through his research. He also takes great pride in his hands. Seriously—the man spent an entire paragraph and a half talking about his “good hands” and how they were one of two reasons he decided to go into trauma surgery. The other reason was that he “liked action and excitement, liked the feeling of being able to walk into a tough situation and take control.” (Sounds familiar…)
Delphi
First thing’s first: we don’t know how much Pharma did or didn’t know about the DJD before agreeing to take the Delphi assignment.
That far into the war, he would have known something about the DJD and their ways of terrorizing traitors and Autobots, but for whatever reason, he took the assignment anyway. Perhaps Prowl assured him the situation on Messatine would be monitored and that the security team would be enough. Perhaps he underestimated the DJD’s capabilities, or scale of territory, and thought he would be able to handle things on his own. Perhaps Prowl gave him no choice. Maybe it was all of these and more.
Whatever the case, according to JRO, Pharma didn’t hate Delphi before the incident with the DJD.
Word of god remains a touchy subject in fandom, but in this case, it’s important because it says two things:
The DJD left the Delphi medical team alone for some time.
Being on the edges of DJD territory didn’t automatically mean isolation and harassment by their hand.
On the second point, First Aid was free to come and go from Messatine as he pleased, seeing as he attended a medical conference at Kimia five years into his assignment at Delphi:
Five years ago [mid-Delphi assignment], the leader of the Wreckers had cornered him at a medical conference at Kimia, the space station that doubled as a weapons research facility. —from Bullets
And five years after that, he was able to not only contact Springer without delay about one of Agent 113’s bullets he’d discovered in an Autobot badge…
He raced upstairs to his computer terminal and typed in a certain frequency code for the second time in his life. A face appeared on the screen and grinned. “It’s me,” said First Aid. “And you're never gonna guess what I’ve got for you..!”
…but he was also able to meet up with Springer to hand off the bullet:
“Your friend has a funny way of making contact,” First Aid had said when he’d got in touch three days earlier, and he was right.
It’s not known if this handoff happened on or off world, but either way, the DJD didn’t interfere.
At some point, Tarn set his sights on Pharma and the Delphi team. Knowing the DJD, one can only imagine what Tarn used to show off his team’s capabilities and convince Pharma the best option was to cooperate.
In striking a deal with Tarn to keep the DJD away from Delphi, Pharma established his territory and ensured his continued security and the safety of his staff. As long as Tarn got his T-cogs, Pharma could continue on in relative peace. He could work his magic on bots that ended up at Delphi, carry out his management duties, and work on whatever projects or research he may have been conducting in his free time.
For whatever reason, after he first came into contact with Tarn, Pharma didn’t call for help. Communications were still operational, as Pharma wouldn’t have suggested contacting High Command about the Duobots if the team was aware of any comm malfunctions:
![Tumblr media](https://64.media.tumblr.com/66eaeeb1ee98729abd5f76caac1802cc/e28f782a1d4dc708-0d/s540x810/f54c09a57f9090f137e28c1517ac5a6780acfe8c.jpg)
Also, First Aid later confirms that communications were fine until the Big Bang (soundbomb detonation):
![Tumblr media](https://64.media.tumblr.com/d760bcf6b46bd8495488932be46fe3a4/e28f782a1d4dc708-44/s540x810/d5fac779540b2d2dc03fb11fddd42cf141ffdde2.jpg)
It’s always possible the DJD was monitoring the radio waves, but secure subspace frequencies exist, such as the Datalog Network First Aid used to send the datalog containing the death statistics:
![Tumblr media](https://64.media.tumblr.com/70060005c71b144cbde02ab4e031e5cd/e28f782a1d4dc708-ce/s540x810/51ddf6c2d899b8b5e115c4a22758df6e7558b8c1.jpg)
Speaking of which, assuming First Aid sent the datalog with the statistics right when things started to get ‘weird,’ and before the Big Bang shut down comms, it only took—at most—a few days for them to reach Ratchet and Swerve on the Lost Light:
But back to Pharma not calling for help: for all of Prowl’s intel, contingency planning, and fretting over the security of Autobot territories, I find it hard to believe he would have stuck an Autobot medical team on the fringes of DJD territory without giving them some means of securely contacting the outside in case of issues.
But even if Prowl didn’t give Pharma a secure way to contact him or anyone else, and even if Pharma was convinced the DJD was monitoring regular communications, there were other ways he could have reached out for help. After all, the team wasn’t alone on Messatine. Like Pharma said, Prowl continued to send bots to defend the nucleon mines:
![Tumblr media](https://64.media.tumblr.com/c142ee81c99f9cae100380ad59e93cf5/e28f782a1d4dc708-19/s400x600/0a75e9401b78f3e59e4809edfa6eca6708952ea7.jpg)
The Autobots had been mining nucleon for millions of years at this point, so I doubt the mined nucleon was just sitting in storage on Messatine; shipments of the stuff would have been sent off-world to wherever the Autobots needed it. Why not send a message for Prowl with someone leaving with one of those shipments? A message meant only to be sent over a call when absolutely certain they were out of range of the DJD’s potential monitoring.
Or, why not order in off-world medical supplies and send a message back with the delivery bot(s)?
There are two possible answers to this. One takes into account JRO’s word on the subject; the other is more intricate and speculative on my part, but it leads to the same place. So whatever your stance is on the validity of word of god, there’s an answer for you.
Answer one (word of god)
![Tumblr media](https://64.media.tumblr.com/83c014a92ec943708d92b2af52d9cdc9/e28f782a1d4dc708-15/s1280x1920/f84f1cc6b0825ff83c76f91ac230d51c55fd1cc1.jpg)
Simple as that. Pharma was aware of the scope of the DJD’s capabilities and relentlessness, and determined he was trapped prey.
Answer two (no word of god)
There are a few possible reasons Pharma didn’t call for help right away:
He was convinced all his other options would take too long and/or would still lead to him being put under suspicion. After all, being found to have harvested even a single T-cog from an already-dead patient for the DJD could have raised concerns that would lead to Pharma being investigated and/or having a mark put on his record.
He underestimated the severity of Tarn’s addiction, and was certain he could keep up with the T-cog demand without resorting to other means of harvesting, not realizing Tarn’s quota would increase later on.
He was already paranoid as a result of whatever mind games Tarn had set in motion at their first meeting, making Pharma think escape was futile.
Word of god or no word of god, there are clear reasons as to why Pharma ended up trapped. Most likely, it was a mix of all of the above.
Whatever was going on in Pharma’s mind before, he ended up in deeper trouble. Tarn increased his demand for T-cogs, and Pharma couldn’t keep up. By the time this happened, even if he had wanted to call for help, it was too late to do so without implicating himself. He reasoned his only option was to start killing patients to harvest their T-cogs.
![Tumblr media](https://64.media.tumblr.com/41870a14e59ffdfb4275e6e730cbc1d6/e28f782a1d4dc708-2b/s540x810/336f66a0ac73d5d32d4fc6ada86edf53e41446fc.jpg)
Soon, Pharma was so consumed with fretting over whether he’d be able to meet Tarn’s next demand that he didn’t have time or freedom to do anything else except worry and feel guilty. His whole life revolved around Tarn’s addiction; he was no longer in control, and could no longer enjoy whatever it was about Delphi he’d previously enjoyed. Perhaps the facility itself enabled Pharma to research cures and perform scientific miracles of medicine.
Being at the mercy of Tarn—convinced the DJD would find him no matter what—would have been pure psychological torture on its own, but also knowing that any small chance he did have of getting help would end in him losing everything would have added to his suffering. Pharma became desperate to reclaim control over his life and began planning an escape.
Now, JRO has said that Pharma didn’t originally plan to use the rust plague on the DJD…but canon says otherwise:
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Of course, Pharma could have been lying to make himself look better in Ratchet’s view, but based on everything he’d been through up to this point with Tarn, it’s more likely he was telling the truth and had tried to eliminate the source of his suffering first. After all, wiping out the DJD would have been the simpler, cleaner option.
When the Duobots refused to detonate the soundbomb near the DJD, Pharma’s objectives shifted. He had to get Delphi shut down in a way that would:
Convince the DJD the shutdown was legitimate.
Pharma knew chances of escaping the DJD at all were slim to none, but he was desperate. Getting Delphi shut down would cut off Tarn’s supply of T-cogs and allow Pharma to escape Tarn’s immediate control, but the shutdown had to be “legitimate” to prevent Tarn from retaliating and hunting him down later. Leaving Tarn even the slightest chance of regaining control was too risky, so Pharma had to make sure his plan was as airtight as possible.
Cover up the patient murders.
If the truth got out about Pharma killing patients, he’d lose his medical license and most likely be put away for life. Being cut off from the practice of medicine and his intellectually stimulating work as a doctor would mean losing more than a job and a reputation. It would mean losing everything in which he’d anchored his sense of identity and life’s meaning. His refusal to consider any other options wasn’t just about ego and preserving his image as an excellent doctor; it was about preserving any kind of meaningful future he saw for himself.
Pharma needed a plan that would fulfill all of the above. Turning the engineered virus on the medical facility was the most effective and efficient solution. Anything else would have made him suspicious in the view of either Autobot High Command or the DJD, and neither of those would have ended well for him.
Because of his goal to preserve his reputation and future in medicine, he couldn’t even risk revealing anything to First Aid or Ambulon, who would have seen to his ruin. They became nothing more than loose ends that had to be tied up, and based on the fact that Pharma only prepared one vial of the vaccine, his original plan involved him being the only survivor:
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He probably would have had no problem making more of the vaccine for anyone else who survived, but he wasn’t counting on it. He wanted a totally clean slate; in letting his staff die with most of his patients, he would be getting rid of any and all evidence and reminders of his failures. He may have cared about First Aid and Ambulon before things got bad, but somewhere along the way, he decided either it wasn’t worth it to go through the trouble of finding a way to save them without raising suspicion, or he didn’t want to risk them putting together the pieces later on.
Of course, when Ratchet showed up, plans changed.
Ratchet
Ratchet is not the kind of person who seeks first to understand or be understanding. He’s inclined to trust what’s in front of him over anything abstract, and tends to look at the results of someone’s actions over trying to find any kind of ‘why’ behind them. Also, unlike Pharma, he operates from a strong moral sense, and reacts quickly and strongly when something or someone goes against that internal moral sense.
Ratchet’s reaction to finding out what Pharma did may seem hasty and harsh, but it makes perfect sense on a human level. There is no such thing as unconditional love; everyone has personal and moral lines (boundaries), and they’re different for each individual. When the most rigid of lines is crossed, that’s it; walls go up and the offender is cut off, no matter how strong the relationship may have been.
Ratchet obviously knew Pharma well enough to think he could try talking some sense into him, but then Pharma revealed that he’d crossed one of Ratchet’s lines: murdering patients. Any willingness Ratchet may have had to try to understand vanished. By the time Pharma started trying to provide a ‘why’ for his actions, Ratchet’s moral judgment had already shut down any chance of understanding what could have possibly led Pharma to kill patients. It didn’t help that Pharma seemed totally unapologetic and outright proud of his plan. For Ratchet, the ‘why’ didn’t matter anymore. What he saw was what he trusted, and what he saw was a friend who’d become his idea of a monster.
Now, Ratchet and Pharma’s relationship is one of the most confusing IDW relationships I’ve had the pleasure and pain of dissecting.
It is notoriously difficult to determine the depth and strength of a relationship from the outside. However, I’ve decided to go ahead and address it anyway because it has the potential to provide insight into Pharma as an individual.
If I were to sum up Pharma and Ratchet’s relationship in a single word, I would use “ambivalent.” The first time I read MTMTE, the thing that stood out to me most about their relationship was the drastic differences between how they each perceived the relationship.
In one sense, there’s the idea of Pharma basically being Ratchet’s crazy stalker ex, which is tossed around in fandom a lot. While I personally dislike seeing it regardless of context (yes, even as a joke), I do see how JRO’s writing choices set things up in a way that makes it easy to superimpose that trope.
In another sense, there’s the idea that Pharma and Ratchet were always close friends, and that what happened at the end of the Delphi story was a betrayal of both sides that came out of nowhere and whose consequences were taken too far.
I disagree with both. Personally, what I see at the end of the Delphi story isn’t an obsessed ex gone mad, a sudden betrayal, or a badly executed backstabbing. What I see is a breakdown of an already-complicated and poorly-maintained relationship: true feelings being revealed, long-repressed bitterness being forced to the surface, carefully-hidden cracks being split wide open.
Most people don’t have an accurate understanding of how much or how little they truly know the people in their lives, often overestimating how well they know a person until something surfaces and blindsides them.
According to JRO, Ratchet was oblivious to Pharma’s romantic interest, and throughout canon, it’s easy to see Pharma was more invested in the relationship than Ratchet ever was.
The question is, did Ratchet ever care about Pharma at all? And if so, to what degree?
Yes, Ratchet calls Pharma “buddy” and “friend,” but the former was sarcastic, and the latter means something different to each person. Also, in light of the circumstances, Ratchet could have just been saying “friend” in response to Pharma saying it—an emotional appeal more than anything.
However, Pharma must have been aware of Ratchet’s lack of relational investment because during the confrontation at Delphi, Pharma’s first reaction wasn’t to appeal to their friendship (ex: “But you know me!”). Instead, he appealed to their shared profession:
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Then there’s the exchange of insults:
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This is what I meant earlier by “true feelings being revealed.” Ratchet may have just been trying to match Pharma’s insult, but it’s unlikely it was merely reciprocal because while Ratchet is snarky at times, he’s sincere in that snark. There’s almost always some truth in his verbal jabs no matter how unserious they seem, and he’s never cruel for cruelty’s sake.
So, if Pharma saw Ratchet as an inferior doctor, and Ratchet saw Pharma as an inferior Autobot…it’s reasonable to assume there was always some deep-rooted competition and conflict preventing them from being super close.
Possible suspicion surrounding Pharma’s conduct as an Autobot paired with a tendency to misjudge the nuances of relationships could explain why Ratchet was so quick to decide Pharma was a lost cause. Maybe Pharma’s actions at Delphi confirmed something from the past that Ratchet had brushed off for whatever reason.
In any case, Ratchet seems to have been largely unaffected by the Pharma he found at Delphi. While leaving Messatine, he emphasizes that he’ll miss Pharma’s talent.
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Not “who he used to be.”
Not “what we used to have.”
Just…“his talent.”
Later, on Luna 1, Pharma mentions that he and Ratchet were inseparable, but that could mean a few different things:
Best case scenario: Pharma and Ratchet sought each other out on equal terms.
Worst case scenario: Pharma followed Ratchet around.
Somewhere in the middle: the job forced Pharma and Ratchet to work in close proximity most of the time, and while Pharma intentionally ran into Ratchet more often than necessary, Ratchet also sought out Pharma every now and then.
Whatever the case, working with someone every day doesn’t tell you anything about who they are as a person, and the amount of time spent with someone doesn’t automatically correlate to how deep the relationship is or how well the people know each other. It’s not like either Pharma or Ratchet are shown to be good at expressing their personal feelings outside of extreme circumstances.
Ratchet does bring up late-night conversations of the past:
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But while this indicates there was something deeper between him and Pharma, because neither of them were ever shown to be super open with their true feelings, it’s unlikely the conversations were full of touchy-feely talk. In all likelihood, the conversations were mostly medicine and war-related, with the rare spark-to-spark talk sprinkled in. Also, considering everything up to this point, one has to wonder if those talks ever meant anything to Ratchet, or if he was just digging for something that might stall Pharma’s torture.
Maybe those late-night conversations did mean something to Ratchet, but whatever the case, Pharma didn’t take the bait. He knew Ratchet was trying to stall by making an emotional appeal, and perhaps he was convinced the conversations hadn’t meant that much to Ratchet.
Looking at all of this, it’s hard to believe Ratchet ever cared about Pharma as more than an interesting work friend. But even if he had cared more than he let on, it wasn’t enough to overcome the doubts he had about Pharma’s character.
As for whether Pharma truly cared about Ratchet, I’m convinced he did, but in a mostly unhealthy way, and with a strong undercurrent of one-sided rivalry. At some point, Ratchet had been an equal and a source of challenge, and he probably listened to Pharma pretty often. It’s reasonable to assume Ratchet was one of the only people—if not the only person—able to handle Pharma’s intense temperament and challenge him in a meaningful way, providing some semblance of friendship for Pharma.
However, one last thing that stands out is that, when telling Ratchet why he’s torturing him, Pharma didn’t say anything like, “Because you hurt me” or “Because you turned against me—your friend.” Instead, he said it was for “ruining things at Delphi” and because “you declared war on my body.”
Either Pharma wasn’t being entirely honest, or Ratchet’s friendship didn’t mean as much in the first place as he’d previously implied. It’s possible the ‘Because you hurt me’ was implied in “for ruining things back at Delphi,” but why not say it outright? Perhaps it was a fear of vulnerability and admitting there was ever a relational need at all.
At the end of the day, it’s difficult to say for certain how close Pharma and Ratchet were, but it’s clear they were never on the same page and there were always barriers between them.
Luna 1
Revisiting the matter of Pharma’s morality taking a backseat to other priorities, his time on Luna 1 further underscores this. Again, Pharma chooses his battles and is unwilling to put himself at great risk for the sake of others, but a closer look at the situation with Tyrest reveals there wasn’t really anything he could have done for the Cold Construct population even if he had wanted to. It would have been him against Tyrest, an army of Legislators, and a bunch of Decepticons. Pharma knew his limits, and seeing as his goal was self-preservation, it was perfectly rational for him to go along with Tyrest’s grand scheme.
Besides, it doesn’t look like he was given much of a choice:
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Although, knowing Pharma, he still would have demanded to know beforehand what he would get in return for the pain, and evidently, Tyrest held up his end of the deal since Pharma had access to the Luna 1 tech collection.
As for Tyrest’s plan to wipe out the Cold Construct population, there’s nothing indicating Pharma’s decision to turn a blind eye to it was rooted in malevolence or bigotry—just rational apathy: ‘I can’t stop Tyrest, so why concern myself with the outcome?’
Again, you can’t save everyone; Pharma had all he could do to save himself.
But it wasn’t all horrible. I would even go so far as to say Pharma found some happiness on Luna 1. Tyrest didn’t care about him, but he didn’t need Tyrest to care. Everyone else there hated him, but he didn’t need to feel like he belonged or was admired. At this point, Pharma’s only interest was Tyrest’s Luna 1 tech collection, and that meant playing nice so he could keep his reward. Back at Delphi, he probably assumed he’d never again practice medicine the way he’d loved; being brought to Luna 1 was an unexpected, yet welcome, second chance.
Even so, Pharma had his moments of cruelty. Back at Delphi, he had easily-identifiable reasons to kill patients—both the ones whose T-cogs he harvested and the 20 more he tried to kill when he shot the life support machine. But on Luna 1, he had no reason to be cruel, yet he chose to be. By this point, he’d mastered the ability to almost completely ignore or subdue his conscience.
In the case of Ratchet’s torment, one could argue Pharma only drew it out for retaliation purposes; it was personal for him.
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As for cutting Ambulon in half, it was obviously meant to be as gruesome as possible, yet also quick. But personally, I don’t think it was about Ambulon; it was more about hurting Ratchet. Due to the fact that Ratchet’s identity is wrapped up in his compassion and his ability to be helpful as a doctor, one of the most effective acts of revenge would be to do something that makes him feel utterly helpless.
Also I wonder if, subconsciously or consciously, Pharma was attempting to recreate the sense of helplessness he felt back at Delphi under Tarn’s watch: “Do you see, Ratchet? Do you now understand how it feels to have control ripped out of your hands? To be totally helpless?”
Next, for some reason, Pharma was invested in the promised execution of Getaway and Skids:
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He had no personal connection to either of them that would give him a reason to be interested, so maybe Tyrest told him he could perform the execution and/or have the corpses for medical experimentation. Either way, Pharma would have had a chance to use some of the tech in Tyrest’s tech collection, possibly explaining his excitement.
Of course, any chance of an execution disappeared when the final showdown went wrong.
When Pharma tried to escape to Cyberutopia and discovered he couldn’t pass through the spacebridge forcefield, he gave up. He’d been caught; he would no longer have access to Tyrest’s tech collection; Ratchet and every other self-righteous Autobot would never forgive him; and the morality lock prevented him from escaping. By all appearances, he would never again be able to engage in that which gave him a sense of meaning. He had shrunken his world down to his obsessive interest in a specialized field and one significant, yet unrequited relationship. With both of these lost, his world collapsed.
Yes, guilt played a part in Pharma’s despondency, but because he seems to have been in denial of said guilt, it’s more likely his despair was primarily due to the fact that he saw no future for himself. He had nothing left to live for.
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In light of this, Pharma’s flippant comments to First Aid make sense. He wasn’t being insensitive as much as he was goading First Aid. Pharma’s not stupid. First Aid had a massive rotary cannon on him, and Pharma knew exactly which emotional buttons to push to get him to pull the trigger.
Pharma wanted to die.
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Adaptus
First, let me emphasize that Adaptus did not take possession of Pharma’s body. Instead, Pharma was the unwelcome guest:
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How Pharma ended up in Adaptus’ new body is a mystery, but whatever the case, Pharma didn’t pass on to the Allspark. Whether or not he had a choice can only be speculated.
First Aid had blasted Pharma’s head clean off, so whatever happened must have been related to the spark. Perhaps some residual spark energy was trapped in a body part that Adaptus repurposed, leaving Pharma tethered to the new body unwillingly.
Still, Pharma managed to assert his will and override Adaptus for a brief moment. Considering Adaptus was basically a god, this is impressive.
Based on Adaptus’ surprise at being interrupted, it seems he didn’t know Pharma was there. Why Pharma hadn’t tried to assert himself sooner is a mystery. Maybe Adaptus’ scheme was entertaining; maybe Pharma actually liked the company; or maybe he’d been waiting for an opportunity to get revenge on Tyrest for everything done to him back at Luna 1.
Sure enough, just like with Ratchet back on Luna 1, Pharma’s vengeful streak came out as soon as there was an opportunity.
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Unfortunately for him, this left him vulnerable, and Tyrest took advantage of the confusion:
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Conclusion
When someone reduces their world to narrow personal interests and one or a few very special people, their grip tightens around what little they have. They often become obsessive and possessive of the few things that make them feel alive, and their view of the world becomes increasingly more subjective and detached from the outside world. Pharma seems to have fallen into this trap.
Even so, in the context of the circumstances, several of the decisions he made were rational—even if coldly so. Oftentimes, “extreme” rationality and self-preservation are villainized in fiction, and characters like Pharma who don’t automatically put themselves at great risk for anyone and everyone are villainized, or at least looked down on. Their choices are often regarded as less human, but rationality and self-preservation are just as human as compassion and self-sacrifice.
Ultimately, Pharma was trapped and pushed over the edge into “insanity” by Tarn’s cruelty, but his own choices made from a place of pride determined how he fell, and how far he fell. It was a perfect storm of Tarn’s mind games and Pharma’s intellectual arrogance, excessive self-confidence, obsessive nature, and stubborn grip on the kind of future he wanted for himself.
Pharma is yet another Icarus who flew too close to the sun and paid dearly for it, and while JRO/the narrative could have given this Icarus better wings, that doesn’t change the fact that he chose to fly so high.
***
Many thanks to anyone who made it to the end of this monster of a post.
-tosses a Rodimus Star at you-
#look who finally finished this thing#idw transformers#idw1#maccadam#MTMTE#lost light#idw pharma#pharma#tf idw character analysis#tf idw meta#dr. fancy hands#nova’s nerding out again
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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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if i may play the devil's advocate for a moment -- it doesn't really bother me that most of the fan posting around disco elysium on this site is more focused on the emotional aspects of the game than the political ones. i mean, firstly, it's well-acknowledged that fanworks tend to fill the gaps of unexplored potential in the original work -- ie, envisioning darkness in lighthearted works, re-imagining dark works as lighthearted. a lot of the emotional or relational aspects of disco elysium are left ambiguous, abstract, or at the very least dependent upon player choice and interpretation. this renders them fertile ground for speculative art. by contrast, the game's political statements are, if you have the context to analyze them well, complete. there simply isn't much more to say.
beyond that, those political aspects are also leagues ahead of many other pieces of media in terms of their complexity, nuance, and real-world analysis. that's part of what makes the game so great, and i do think may fans understand that. but, to be honest, being capable of engaging with those aspects of the game (just glance at reddit, and you'll see that many fans don't even reach that level) does not mean that fans are capable of generating that level of work themselves. like, it's simply more mental work to come up with a piece of creative art/writing that expands upon the superb worldbuilding and commentary of DE than it is to write about harry and kim getting goopy nasty. people know how to do the latter because it is a commonly exercised muscle of fandom. the former is almost academic.
that doesn't mean people *shouldn't* engage with the political aspects of the game generatively/creatively. but also... like... maybe it's better this way. seriously, look at reddit, guys. the DE subreddit is full of people *attempting* to engage with the game politically, and the analysis they're putting out is hot steaming dookie. i lose brain cells every time im forced to read another take that earnestly assumes the game positions moralism as the Right and Good Choice for Revachol. on tumblr, analysis is generative, practiced through art/fanfiction... and if i had to see the type of shit i see on reddit on tumblr in the form of fanart, id kill us all.
so anyway, i dont think the fanwork hyperfocus on relationships/emotion indicates that people aren't properly understanding the political points of the game, but simply that those points are much harder for fans to process in a generative way. their underrepresentation in fanwork doesnt particularly indicate anything about the way people are actually receiving and understanding the themes of the game.
except for the people inexplicably clogging the tag with jean viquemare. they do not understand the game and will not see the light of heaven
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Starlight Toy Galore and Repair Center
"So this is what B wanted us to go under cover and investigate on?" Dick said, looking around the very colorful space theme background toystore.
There were several dozen children running around, some from the streets playing in a playground section, having the time of their life, trading with the owner with their own old broken toy for his toys.
Damian already betrayed them and got sucked into the extra cute extra fuzzy what seemed to be an off-brand of baby alive, blob aliens in another section where there was a bunch of other aliens like toys.
Dick is struggling to keep a hold onto Tim with all of his strength, considering he is eyeing at the awesome looking tech section with a coffee stand corner for adults and parents to chill while the kids play around.
The reason why they were here was that This store wasn't here before 9 months ago and only just got in their radar when a mini green smiling husky three legged puppy with a blue bow toy Keychain of one of hostage in Joker's torture on live to Gotham City spontaneously tripled in sized to a massive adult husky and process to mauled the joker alive in live tv. The sobbing hostage refused to give his toy Keychain close to his chest as he kept mumbling that Milly saved his life once more.
The owner was Danny Nightingale, a very, very tall blind man with extremely long black and white hair in multiple braids with toy crystalized flowers that moved, a frosty blue crown on his head covered in flowers as well. A gentle slim giant of a man who offers a variety of unique, wacky yet creatively fun toys not even for sell but as a trade.
They were supposed to grab a toy for analyzing! Not run around playing with everything!!
And there goes Tim.
Dick sighed as he pressed fingers between his nose before looking up to a section that had a bunch of mini glowing green animals-keychains in a circle rack.
What caught his eyes was one little baby elephant with a circus theme that reminded him too close of zitka.
He couldn't look away, nor could he stop himself from gently picking the Keychain.
A little cute button on the head top garment on the elephant that he pressed lightly.
A tiny, cute elephant noise came with a tiny sprinkle of water squirt out the elephant trunk with a tiny light of starlight rainbow shimmer, which made a smile grow on his face.
Dick ended up trading his bat burger stamped coupons, already walking out, seeing that Tim and Damian were already out with their toys in hand.
Tim was typing on a new tech gimmick toy that looked like Ghostbusters ripoff with glowing humaniod ghosts, and damian fascinated with a a jar full with a swirling bat like blob with a tag that said I am gimgim, thank you for adopting me.
"Well.. B didn't specifically have to give him the toy to analyze." Dick said out of thought before two pair narrowed eyes look back at him, holding their toys closer to their chest.
Dick narrowed his eyes back at them, holding his newly named zitka Keychain in his hand.
Part 2 here <-
#dpxdc#dc x dp#danny phantom#dp x dc#dp x dc crossover#dc x dp prompt#dcxdp#danny is the ghost king#Danny the Toy maker#Toys that aren't really toys but more memoir of past loves ones#batman over here suspicious the new toy owner store is a new rogue#send in his bats#Dick tim and damian are fighting each other on who sacrificing their own toy to B#danny is blind#or is he? 👀#might be a part 2#dont fucking steal my story bots
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I have been celibate for 3+ years & I wanted to share how this has helped shaped who I am.
Disclaimer: This is not me telling you what to do with your life and your bodies. It comes with zero judgement. I am of the belief that there is a season for everything, and we evolve into many different people in our life. I would be remiss if I didn't say that I definitely think it's a good idea to practice it. I do believe that psychologically, spiritually & emotionally having casual sex has a lot of negative implications for both men and women. However your beliefs around intimacy are purely up to you. Sex isn't bad, that's not what I am saying, but when you are having sex with someone you are absorbing their energy, and the energy of their past lovers too, so having sex with the wrong person can really ruin you.
Honestly the idea of anyone touching me if they do not meet my needs emotionally, mentally, physically etc absolutely disgusts me. I have never been of the type of let anyone "have me" but even more so now. Remember that when you start treating yourself differently, your perspectives and the things you are attracted to also start to change.
Maybe some girls don't understand this so I am going to say it. You do not have to sleep with a man for him to like you, love you, treat you well, or buy you things. If you haven't experienced this, you may not agree. But this is my reality and the reality of so many others, so yes it is actually totally possible.
I will say that the first year can be difficult but after that it gets much easier cause your mindset changes. I recommend taking that first year to really dive in and analyze your relationships, work on your wounds etc. Feeling lonely is something I see come up a lot, and while human beings are not designed to be alone, you should not feel lonely and that is probably a good starting point to work on with yourself if that is the case.
Anyway, these are some of the changes I have experienced:
1. Greater mental clarity and can focus more on personal goals, career & self development.
2. Reduced emotional turbulence. Creating better emotional balance and inner peace.
3. Realizing self love and self worth come from you, rather than seeking external validation. It reduces stress, increases self awareness & provides identity outside of others.
4. Higher standards, better boundaries. Intimacy is a choice, not a necessity. Being unable to control your lust is a weakness. Understand that falling in love purely through sex is lust, wounds and attachment / abandonment issues, need for validation, insecurity etc.
5. Insane increase to intuition.
6. Gives you control over your body and life. It allows you to be more selective about who you let into their personal space.
7. Increased creativity & passion to channel into art, projects, or other personal endeavors.
8. For those recovering from past trauma or heartbreak, celibacy can be a time for healing and self reflection. It offers the space to process emotions, heal old wounds and rediscover yourself.
9. No energetic enmeshments with toxic souls, which btw you are absorbing all of it. Grosses me out any time I think about it.
10. Even prettier than before (but i'm sure not entertaining toxic men and drama contributes to that as well)
11. People are even more drawn to be because of my strong sexual energy & pure aura.
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astro observations air signs🌬️
🦋gemini suns/mercury people are so funny and comedic it’s my favorite trait about them honestly
🦋gemini venus people can get easily bored in a relationship if it’s not fun or interesting
🦋aquarius rising have this outgoing and humane attitude about them that i really just appreciate they are all about equality
🦋aquarius suns I feel like do the most out of pocket and extraordinary things lmaoo but I respect it they aren’t afraid to be themselves
🦋every person with libra placements I’ve seen or met is ridiculously and utterly gorgeous Ik that’s pretty obvious since they’re ruled by venus but still
🦋libra risings have this approachable and caring nature that makes people love them
🦋libra moons are the real indecisive ones but yet the most creative
🦋gemini moons are so hard to keep up with but luckily as a mutable dominant I keep up with them and their ability to be really changeable
🦋aquarius moons can be really emotional and sensitive people they just are afraid of showing vulnerability because they don’t want people thinking they are “weak”??! But some have no problem showing it if developed
🦋aquarius venus are not the type to be held down or restricted of their freedom in a relationship they want both respect,trust, fun and freedom in a relationship
🦋libra venus can be very passive aggressive in love and indecisive while dating someone but they will love extremely hard
🦋gemini mars are so witty and quick with comebacks/compliments etc.
🦋3H placements tend to overthink and analyze everything they’re pretty much interested in ANYTHING that has to do with communication , gossip etc.
🦋aquarius mars can have a pretty eccentric and futuristic approach to their goals and ambitions they will do anything to achieve it
🦋aquarius mercury people can be so weird or interesting when they talk plus they have really cool and eccentric voices🩶
🦋libra mercury will ask for others advice/opinion on something before making a decision or even forming their own opinion on something but for the most part they are independent thinkers
🦋libra mars are all about being diplomatic and friendly when approaching or talking about a topic/goal they most likely optimistic about the results
🦋gemini risings have impeccable taste and style they always experiment with their clothes/makeup or outfits
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North node in Pisces & South Node in Virgo🦋🧜🏼♀️☁️
Pisces is a signs that is the most dreamy, illusional. You can expect a lot of things to be very spiritual. People can talk a lot more about mental health and things that are not seen. You will be much more committed to your world and to believing in something you believe in more.
*Sparkles ,shiny things, ocean, crystals, magical things, cakes, nostalgia, just vibing alone by the river ,listening to the music, cute things, hugs, hopeless romantic things. *
Love that is expressed in a much more selfless way. During this time, you can meet many people with whom you share a more magical path. Soulmates type of vibes. Love can become different, unconditional and sacrificial. During this time, you can sacrifice more for the people you love. Eternal Sunshine of the spotless mind type of love. Messy things, white dress with crystals. Having magical days. Connecting with your inner self, meditating, getting to know your subconscious. Sunsets & Sunrise. Magical path to stars. Finding imperfections in everything and loving it. With the North Node in Pisces, we're drawn to go deeper, beyond the obvious. Finding meaning in life is essential.
Feeling fulfilled and connected to the universe is incredibly important. Searching for answers beyond what's visible or measurable is a fundamental human drive. We are learning that it is okay not to have an answer, it is okay not to understand what is going on, it is okay not to know exactly where we are going. Just going with the flow - the fool (tarot card) journey. Things don't have to be logical or make any sense. Just you knowing and believing that this things exist it is enough. Believe in magic.
South node in Virgo
Forgetting what hard work feels like forgetting everything, not being perfect. Change the routine you have had so far and follow your body more closely. Give up the work you've been doing so far and take a new, better path. Wear something you feel comfortable in and don't wear something just to please others or to look good. Eat healthier foods. It will help you release the need to micromanage and over-analyze. This opens space for creativity and emotional connection. And there's no rush! Doing things more slowly.
In Virgo, the South Node's focus will be to clear up the path so we can actually make progress and navigate effectively. It could also mean exploring different approaches to diet and exercise. Instead, it encourages us to find ways of adjusting our lifestyle that feel natural and sustainable for our unique needs. We're likely to see shifts in how we run our lives and operate on a day-to-day basis.
The South Node in Virgo is an invitation to release the excessive need for control, perfectionism, and rigid planning, while still appreciating the value of order, organization, and effort. This combination of energies reflects a general inclination towards overthinking, overanalyzing, and overworrying. Ultimately, this transit teaches us to let go of impossible ideals and expectations, accept our humanness, and acknowledge the beauty in imperfection.
If u have nodes reversed
The nodes in reverse transit challenge you to revisit the lessons of your North Node (Virgo) while simultaneously confronting the patterns of your South Node (Pisces). Virgo north node in chart-Your soul's growth path is about practicality, organization, discernment, and service. You're here to refine your boundaries and embrace the material world, focusing on creating tangible results.
South Node in Pisces: Your comfort zone involves spirituality, imagination, escapism, and an emotional connection to the collective. In past lives (or earlier in this life), you may have avoided practical concerns or become too absorbed in dreams and emotions.
You might feel drawn to spiritual practices, artistic expression, or moments of surrender. This is an opportunity to reconnect with your intuitive side and integrate it into your life without losing your grounded focus. Your Virgo North Node lessons may temporarily take a backseat as you're asked to reflect on whether your pursuit of order and practicality is serving your highest good—or if it's become rigid or overbearing. Themes of sacrifice, forgiveness, and emotional boundaries may come up. Be cautious of falling back into self-sacrificing patterns (South Node in Pisces) but remain open to deep emotional connection. This is an ideal time to deepen meditation, explore creative outlets (like poetry, music, or painting), or connect with mystical experiences.
The nodes in reverse transit challenge you to revisit the lessons of your North Node (Virgo) while simultaneously confronting the patterns of your South Node (Pisces). Virgo north node in chart-Your soul's growth path is about practicality, organization, discernment, and service. You're here to refine your boundaries and embrace the material world, focusing on creating tangible results.
South Node in Pisces: Your comfort zone involves spirituality, imagination, escapism, and an emotional connection to the collective. In past lives (or earlier in this life), you may have avoided practical concerns or become too absorbed in dreams and emotions.
You might feel drawn to spiritual practices, artistic expression, or moments of surrender. This is an opportunity to reconnect with your intuitive side and integrate it into your life without losing your grounded focus. Your Virgo North Node lessons may temporarily take a backseat as you're asked to reflect on whether your pursuit of order and practicality is serving your highest good—or if it's become rigid or overbearing. Themes of sacrifice, forgiveness, and emotional boundaries may come up. Be cautious of falling back into self-sacrificing patterns (South Node in Pisces) but remain open to deep emotional connection. This is an ideal time to deepen meditation, explore creative outlets (like poetry, music, or painting), or connect with mystical experiences.
For Rising Signs
Aries Rising: The North Node in Pisces will activate your 12th house, urging you to embrace spiritual growth, solitude, and deep introspection. It's a time to let go of control and trust the unseen forces of the universe. The South Node in Virgo in your 6th house will challenge you to release perfectionism in your daily routines and work habits while balancing your need for practical organization with intuitive flow.
Taurus Rising: The North Node in Pisces highlights your 11th house, focusing on spiritual connections, dreams, and your role in the collective. You may feel drawn to compassionate friendships and humanitarian efforts. The South Node in Virgo in your 5th house asks you to release overcritical tendencies in your creative expression or love life and to embrace joy without judgment.
Gemini Rising: The North Node in Pisces will activate your 10th house, asking you to align your career with your higher purpose and to trust your intuition in professional matters. The South Node in Virgo in your 4th house invites you to let go of the need for control in family dynamics or home life and to create a balance between work and emotional grounding.
Cancer Rising: With the North Node in Pisces in your 9th house, you're encouraged to explore spiritual teachings, higher learning, and the bigger picture of life. Let your intuition guide you toward personal growth. The South Node in Virgo in your 3rd house asks you to release overthinking and excessive focus on small details in communication and daily interactions.
Leo Rising: The North Node in Pisces in your 8th house brings transformation, deep emotional healing, and a focus on spiritual intimacy. You're encouraged to surrender to the mysteries of life and trust in rebirth. The South Node in Virgo in your 2nd house challenges you to let go of material security or overly analytical approaches to finances, focusing instead on emotional and spiritual wealth.
Virgo Rising: The North Node in Pisces in your 7th house shifts your focus toward spiritual partnerships and relationships based on compassion and unconditional love. It's a time to open your heart and trust in deeper connections. The South Node in Virgo in your ist house asks you to release self-critical tendencies and embrace a more intuitive approach to your identity.
Libra Rising: The North Node in Pisces in your 6th house brings attention to holistic healing, spiritual practices, and service to others. You're invited to align your daily routines with emotional and spiritual well-being. The South Node in Virgo in your 12th house urges you to release guilt, overthinking, and tendencies to self-sacrifice behind the scenes.
Scorpio Rising: The North Node in Pisces in your 5th house encourages you to explore creativity, romance, and joy with a spiritual or imaginative touch. It's time to embrace vulnerability in self-expression. The South Node in Virgo in your 11th house challenges you to release overly critical judgments of your social circle and to embrace a more compassionate view of friendships and group dynamics.
Sagittarius Rising: The North Node in Pisces in your 4th house highlights emotional healing, spiritual connection to your roots, and finding peace in your private life. It's a time to create a sanctuary for your soul. The South Node in Virgo in your 10th house asks you to let go of perfectionism in your career or public image and to prioritize inner fulfillment over external validation.
Capricorn Rising: The North Node in Pisces in your 3rd house inspires intuitive communication, spiritual learning, and imaginative thinking. Trust your instincts in how you share ideas. The South Node in Virgo in your 9th house challenges you to release rigid belief systems or overanalyzing philosophical concepts, encouraging a more fluid approach to personal growth
Aquarius Rising: The North Node in Pisces in your 2nd house invites you to align your values with compassion, spirituality, and emotional richness. It's a time to trust your intuition in financial matters. The South Node in Virgo in your 8th house encourages you to let go of obsessive control over shared resources or deep emotional entanglements and to embrace trust and flow.
Pisces Rising: The North Node in Pisces in your 1st house calls you to embrace your spiritual identity, intuitive gifts, and compassionate leadership. It's a time of self-discovery and authenticity. The South Node in Virgo in your 7th house asks you to release overcritical tendencies in relationships and to allow partnerships to flow with grace and understanding.
-Rebekah🦋☁️🧜🏼♀️
#astrology#energy#zodiac signs#planets#my notes#astrological houses#northnode#rising signs#pisces#virgo
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Ink!Sans Cultural Inspiration
(revised version)
![Tumblr media](https://64.media.tumblr.com/6b608f12d152158ae99339e5cf12d723/7e09ebad51e193fd-9a/s540x810/1fa2efff9e9095e1fb4e8d11d17f890ace9ec672.jpg)
art by @/sakuramochi64 on twitter
Disclaimer!
This post aims to explore and analyze both the prominent and subtle East Asian cultural influences—primarily Japanese—that have shaped the character of Ink!Sans. By examining these influences, we can better understand how traditional East Asian aesthetics and artistic practices are woven into Ink’s design and powers. If any information in this essay is inaccurate or unintentionally offensive, please don’t hesitate to reach out! This essay serves as a revised and updated version of the analysis conducted last year, incorporating new insights and refined perspectives to enhance our understanding of Ink!Sans’s character and his cultural influences.
Ink!Sans by @comyet/@myebi
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''It was a night where it felt like i was a miserable artist and i was very frustrated at my work and it felt like i wasn’t worth alot (we all have these), then I came across a picture of a japanese ink brush, and it was all I needed to start doodling a concept.
That’s how Ink is born.''
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According to Ink’s creator, Comyet, the idea for Ink!Sans was sparked by an image of a brush specifically crafted for sumi and Chinese ink art. In China, the tradition of using specialized ink brushes, known as Chinese writing brushes, has been a foundational element in the art of calligraphy and traditional painting for centuries. These brushes are highly valued for their precision and versatility, allowing artists to produce a range of strokes, from fine lines to bold, expressive swashes. The brush itself is composed of a bamboo handle and a carefully tapered head made from animal hair, designed to hold and release ink in controlled flows.
This tool became central not only in Chinese culture but also influenced Japanese, Korean, and Vietnamese art, where calligraphy holds a similar cultural significance and is closely tied to writing systems derived from Chinese characters. These brushes symbolize the control, fluidity, and intentionality required in both written language and visual art across East Asia. This deep-rooted cultural importance of the ink brush inspired Ink!Sans's character design and powers, allowing him to wield 'ink-based' abilities, symbolizing both creativity and adaptability. His main weapon—a brush—reflects this heritage and further emphasizes the connection between art and battle, as he channels the brush’s traditional associations with fluidity and strength into his fighting style, merging the arts of calligraphy and combat.
![Tumblr media](https://64.media.tumblr.com/260d7a6c6387b893069fadf813ee8ad0/7e09ebad51e193fd-7a/s540x810/5ffda2bb6277592d5df8a325384c1383c2098970.jpg)
(visual example of an ink calligraphy brush)
At glance, the ink material is an enduring medium that still surrounds society till this day and it's used in multiple cultures across the world.
Writing with ink calligraphy brushes is also common in Europe and the Middle East, where artisans developed ink using a unique combination of iron salts and oak galls. This type of ink, known as iron gall ink, initially appeared in rich, dark tones, making it highly desirable for manuscripts and official documents due to its bold, readable quality. However, over time, the iron in the ink oxidized, resulting in a distinct color shift to warm, rust-like brown tones. This characteristic fading can still be observed today in ancient manuscripts, such as early European literary works, where the reddish-brown hues give a sense of history to these documents. The durability and aesthetic appeal of iron gall ink contributed significantly to its prevalence in both regions, influencing the artistry of calligraphy and manuscript illumination for centuries.
Like previously mentioned, Ink!Sans was inspired by traditional ink materials developed in East Asia, where artisans mastered the creation of carbon-based black ink, often using soot or charcoal mixed with binding agents like animal glue. This type of ink, known for its rich, deep color and lasting durability, was a staple in East Asian calligraphy and artwork. Unlike iron gall ink, this carbon-based ink maintained its dark, almost jet-black color for centuries, even in varying environmental conditions. The resilience of this ink allowed ancient texts, paintings, and scrolls to retain their striking contrast and clarity, making it a celebrated medium in East Asian art and culture. Ink!Sans draws inspiration from this enduring quality, symbolizing strength, creativity, and the timelessness of artistic expression
![Tumblr media](https://64.media.tumblr.com/d2d72e14a6ca5af23aebc210381153e4/7e09ebad51e193fd-c1/s540x810/9cc11b569b96c8c81a1d4238d79e3460cc29619f.jpg)
(visual example of an ancient art piece that used carbon-based black ink)
To note, unlike iron gall ink, carbon based inks are still very common to this day.
Although the primary Chinese calligraphic scripts were well established by the fourth century, calligraphy as an art form has continually evolved over the centuries, adapting to new cultural and aesthetic influences. Skilled calligraphers, who spent years mastering brush techniques and perfecting their own unique hand, were celebrated for their distinctive styles, and their works became templates for both art and personal expression. Over time, subsequent generations of artists studied these revered styles, incorporating and reinterpreting them to reflect their individual voices and the changing social landscapes. This ongoing transformation has kept Chinese calligraphy dynamic and relevant, and it remains a respected art form today, blending tradition with contemporary aesthetics.
In Japan, calligraphy also held deep cultural significance, symbolizing both personal refinement and intellectual achievement. Calligraphy was regarded as a mark of scholarly sophistication and artistic taste, with a variety of tools developed to enhance the writing experience. One notable example is the suzuribako ("ink stone box"), a portable lacquered wood box designed to store an inkstone, water dropper, brushes, and solid ink sticks. These boxes were crafted with precision and adorned with intricate lacquer designs, reflecting their owner’s status and appreciation for art. Suzuribako were lightweight and convenient, enabling calligraphers to take their tools outdoors or to scenic locations to write letters, diary entries, or poetry. This practice not only facilitated creativity but also connected the act of writing with nature, creating an immersive experience where one could find inspiration in the surrounding beauty while crafting words in elegant brushstrokes. The combination of these refined tools and settings underscored calligraphy’s role as a deeply personal and aesthetic pursuit in Japanese culture.
From this perspective, it is essential to highlight that Ink's character draws inspiration from traditional ink calligraphy, a detail reflected in his distinctive speech font, 'Note This'.
![Tumblr media](https://64.media.tumblr.com/dd77a6037ff1e70da264a3cce7500794/7e09ebad51e193fd-a1/s400x600/c5026f6661249514c35d572f53f9822ac5dd4977.jpg)
![Tumblr media](https://64.media.tumblr.com/45682448073c4ff702fead70de63d1c4/7e09ebad51e193fd-d6/s540x810/632255f8534f48716ec1a777cafcc57ada248aa3.jpg)
(Example of Ink's canon speaking font and ancient calligraphy)
Also clarified in an ask on her side blog, Comyet explained that traditional samurai clothing served as a key inspiration for Ink's outfit redesign in 2020. Ink's creator thoughtfully incorporated these characteristics to enhance Ink’s visual appeal and connection to his main source of inspiraton. This influence is particularly noticeable in the first and second analyses of Ink's character, where we see clear visual cues from iconic Japanese garments like the hakama.
![Tumblr media](https://64.media.tumblr.com/3f4eb9c285b96bdb5f207aba94470ac8/7e09ebad51e193fd-78/s540x810/f6c65295102e3c77835cb36b57cf0c7a61baf884.jpg)
(Ink!sans reference sheet for the 2020 design, credit goes to @/comyet)
Ink's pants were inspired by hakama, a traditional Japanese garment known for its distinctive design as skirt-like trousers, typically worn over a kimono. Hakama are historically associated with a range of activities, from ceremonial occasions to martial arts, and are often considered a symbol of status and refinement. Specifically, Ink's pants appear to be inspired by the umanori style of hakama, which is characterized by a split or division in the middle, allowing for greater freedom of movement. This style was traditionally worn by samurai and other individuals involved in horseback riding, as the design allowed for ease of movement and flexibility when mounting or riding a horse.
![Tumblr media](https://64.media.tumblr.com/be032e6ee3de6cc6758506a5341c2fbc/7e09ebad51e193fd-e4/s540x810/8a2e17b5014039dfe5c8f265bd489723e889bceb.jpg)
The umanori hakama were not only practical for riding but also served as a functional yet elegant garment, embodying the balance of form and function typical in Japanese clothing. By incorporating this style into Ink's character design, Comyet likely intended to evoke themes of mobility, agility, and strength, while subtly referencing Japanese martial traditions and the samurai ethos. This choice enhances Ink's overall aesthetic, highlighting his dynamic, action-oriented nature, suggesting that his character is both rooted in tradition and capable of fluid, graceful movement.
The hakama was not merely a functional garment but also a powerful symbol of social status, loyalty, and the samurai's role in Edo society. While the hakama was predominantly worn by samurai, it also found its place in the wardrobe of scholars, priests, and members of the aristocracy, who wore it as part of their ceremonial dress.
Furthermore, Comyet has explained that Ink's outfit and appearance were partially inspired by the clothing worn by samurai, as depicted in ukiyo-e prints from the Edo Period of Japan. Ukiyo-e, which translates to 'pictures of the floating world,' was a popular genre of woodblock prints and paintings that flourished from the 17th to the 19th centuries, showcasing scenes of everyday life, landscapes, kabuki actors, and beautiful women. However, samurai were also common subjects of these prints, often portrayed in full regalia, highlighting their status and discipline.
(this line of text was found within old versions of Ink's FAQ post, mainly from 2020-2021)
In these ukiyo-e representations, samurai are frequently depicted wearing a distinctive combination of garments, including elaborate kamishimo (formal attire worn by samurai), hakama (wide trousers), and haori (a kimono-style jacket worn over the kimono), along with ornate accessories such as sashes and swords. These samurai were often shown in dynamic poses, suggesting a sense of power, grace, and readiness for battle, which reflected their societal role as both warriors and landowners.
Ukiyo-e representations of samurai often carried deeper meanings beyond their visual impact. Samurai in these prints were more than just warriors; they were cultural icons, symbols of virtue, duty, and sacrifice. Some prints portrayed samurai in the context of popular stories or historical events, such as famous battles or legendary acts of heroism. For example, the prints often depicted samurai as loyal retainers or leaders fighting for justice, reflecting the ideal of bushidō, the samurai code of ethics, which emphasized virtues like loyalty, courage, and respect.
![Tumblr media](https://64.media.tumblr.com/d427e5fa0eb44c3f555c0a518496724e/7e09ebad51e193fd-c2/s500x750/4433304cbe6567e1544567bbe6ae69032c97dd82.jpg)
(Ukiyo-e art made by Katsukama Shun'ei, Edo Period)
During the Edo period, the hakama was an important garment worn by the nobility as part of their formal attire, complementing other traditional outfits of the time, such as the noshi and kariginu, a sleeveless jacket with distinctive, sharply defined shoulders. These garments were designed to symbolize the status and refined taste of their wearers. The hakama, with its wide, flowing silhouette, was highly functional and practical, allowing for ease of movement while maintaining an air of elegance.
On another note, Ink's design is not the only aspect influenced by Japanese culture; the musical themes associated with him also draw significant inspiration from traditional Japanese music, as described by Comyet. The incorporation of these musical elements into Ink's character enhances the depth and cultural resonance of his persona, creating a multi-layered experience that ties his abilities, appearance, and thematic representation to a broader cultural context.
A predominant theme associated with Ink that highlights his deep inspiration from traditional Asian styles is one called 'BrushWork.' This musical theme, featured in the popular series Underverse, plays a crucial role in reflecting Ink’s connection to East Asian culture, particularly through its use of the shamisen, a traditional Japanese stringed instrument, and a flute. The choice of the shamisen in this composition is significant, as it evokes the soundscape of Japan, with its distinct, plucked tones often associated with traditional music, storytelling, and performance arts.
The shamisen is a core instrument in genres such as kabuki (a traditional form of Japanese drama) and bunraku (puppet theater), where it is used to underscore the emotional intensity and narrative depth of the performances. In BrushWork, the shamisen helps set the tone for Ink’s character, enhancing the theme of 'brushwork' through its fluid, emotive sound.
Honorable mention: The instrumental video for ''Soulless Heart'', features an artwork that is inspired by traditional sumi-e (ink wash painting), a Japanese art form renowned for its elegant brushwork and minimalistic yet profound depictions of nature. This particular artwork, which accompanies the music, was created by the talented artist @/sakuramochi64, whose style reflects the delicate balance and graceful simplicity typical of sumi-e paintings.
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Sources
1.National Museum of asian art (materials & techniques. Ink section)
2. Asian Brushpaper (an-overview-of-chinese-ink-history)
3. Wikipedia (wiki Hakama-pants+Shamisen)
4. Aikido Journal (Hakama-101)
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