#dont ask why i have this many
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oh my fucking god i don't have any clothesssss
#what moving to another country does to a mf...#it's like. i gotta shop for winter clothes ASAP#because i have like 2 sweaters and 1 sweatshirt like that's it LMAO#and a jacket i bought HERE#why did i not pack winter clothes when coming to fucking sweden you ask. good question#my baggage was already 30 kilos#im only one weak person#i already died that day due to my 30 kilo baggage many times#i had to ask random people to help me lmaoooooo the way i'd rather die than doing that in a normal day 😭#it was THAT bad..#and now i dont have anything proper to wear. fml#and i am so bad when it comes to clothes shopping like u have noooo idea#im terrible at shopping in general. :/#ughhhh i will try to do that this friday :////// hope i don't freeze in the meantime :////#🗒
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⭐ HL x animal crossing ⭐
something for fun bc why not......i have free will their personality types?? maybe?? : seb = smug clora = peppy poppy = normal/sweet imelda = snooty ominis = lazy (or cranky tbh) leander = jock natty = sisterly
#when i was playing new horizons i bought SO MANY nook tickets on ebay bc i was desperately looking for julian..he was my bff on the 3ds one#i have his framed photo....but i never found him😔#im not 100% on the personalities especially cloras and poppys.... but what i do know is that natty is DEFS the sisterly vibe#and imelda is definitely snooty LOL. i almost put jock for her but they just talk about working out a lot and are too nice BAHAH#plus the personalities are gendered in AC so i tried to keep that the same#also i know poppy isnt mousey as a person/shes really brave and fearless but idk... she just gives me mouse vibes anyway🥹she smol#and natty was an easy choice bc i just copied her gazelle form...imelda was also super easy obvs LOL#for ominis i wasnt sure whether to do a cat (bc they nap a lot) or the chipmunk but i just think the chipmunk is cuter LMAO#and leander i almost did horse or anteater (for the long face) but the goat just suits him perfectly i think#omg wait anteater would be perfect for amit actually ....and garreth would be a lion#dont ask why seb is randomly the only one not in his uniform... (its bc the wolf ref i was using was also in a letterman and it works LOL)#choccyart#hogwarts legacy#sebastian sallow#sebastian sallow x oc#sebastian sallow x mc#clora clemons#ominis gaunt#imelda reyes#poppy sweeting#leander prewett#natsai onai#sebastian x mc
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yknow what tumblr can have this too
#meeple.txt#ii spoilers#inanimate insanity#ii mephone4#dont ask why im still on twitter i only stick around osctwt because theyre comparatively Normal about taco#anyway have this ive seen too many stupid takes lately#mephone is a complex nuanced character ive been screaming this since ii12
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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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Hi! Just curious. What exactly is that you didn't like about Viktor's arc? I've seen a few people saying the same thing and idk if I'm missing something or I'm just too over the moon about him that my brain has gone smooth haha.
oh no oh no i'm probably going to write like a whole dissertation about this I am so sorry I'm literally cracking my knuckles I have so many thoughts and not all of them I'll even get to articulate here.
Saying this upfront: you aren't smooth-brained for disagreeing with me or liking it. I want to say that outright as I'm a very opinionated person and I am going to state my very strong opinions very plainly.
That being said : I genuinely feel like season 2 needed like... character writing 101 for a lot of these characters, especially the two characters whose names start with a 'V'. I'm so serious if one of my students brought in a story like this, I would (gently) take it apart.
If you don't want to read the whole thing I'm about to unleash, the crux of it is this for me:
Throughout the course of the season, it's very hard to discern how many of Viktor's decisions are his own. He lacks the baseline autonomy that's necessary for satisfying development. The magic of the hexcore becomes a shiny distraction that makes meaningful development impossible. Additionally, season 2 forgets so many of the themes and threads they explored with Viktor in season one explicitly in terms of class and his position on war and weapons manufacturing.
And, like almost everything in season 2, these issues are compounded because his story is done at a pace that's completely lightning-fast and prioritizes the wrong things.
Here's my thesis:
How Does a Man Like Viktor Become the Machine Herald? Arcane's Answer: Magic orb or vague sadness or something idk.
Harry Lloyd said in a season 1 commentary somewhere that one of the main appeals for Viktor is knowing who he is in the game and wondering how you take a man like him, who is so kind and has people's best interests at heart, and see him slowly become the machine herald.
I agree 100% that this is part of the story's appeal for players. And it would be a delight and surprise for non-players.
We... get that very juicy premise ripped from us. We don't see him making decisions grounded in the character they set up in season 1 at all, really. And its very unsatisfying seeing him be rendered a mere victim of circumstance with vague attachments to his past self.
This is not necessarily a complaint about arcane herald vs machine herald (I did not play league and am not attached to the lore) but a complaint that a lot of what happens with Viktor in season 2 seems very unattached to his psychology.
Christian Linke himself said (and I forget where, so I am sorry if I'm paraphrasing terribly) that part of the question he wanted the audience to ask with Viktor is how much of this is really him? Bluntly. That is incredibly silly. It's such an important question that it makes all other interesting questions one might have about him really hard to parse.
That's not compelling. That's a mistake. That's not rooted in character anymore but a vague magical orb.
Here are some questions that would have been more interesting for us to ask, Christian.
How does his desire to tamper out human emotion prompt him to do the unspeakable? What leads him there?
How far is he willing to go to take away human pain and suffering?
Is his version of pacifism really, in actuality, a form of violence?
Will his connection with others be enough to bring him back to his humanity? (this is a question we were not prompted to ask, and if we were, it would have made the final scene (which I love regardless) a lot more satisfying.
What is the root of his hunger for power? How much of his quest is a hunger for power and control over others (rooted in a fractured and tragic sense of self)? and how much is it rooted in his desire to help? Where is that line?
Any of these questions or any other questions we could enjoy exploring with Viktor become tampered with and weakened by the fact that a vague magical entity is controlling him in a vague and unrelatable way.
In short, 'How much of Viktor is still Viktor?' is a far less interesting question than. 'how is Viktor going to act, change, and learn? ' We are forced to ask the first at the cost of the second. He clearly is not fully himself this season.
The Dropping of Themes and Traits
Season 1's exploration of Viktor was multi-layered and fascinating. I feel like we got to see the establishment of a kind-hearted, sometimes awkward yet quite funny, passionate scientist.
I don't feel we see much of any of this in season 2. The stupid fucking orb overrides a lot of the traits we've come to know and love. This would have been cool if done with an ounce of care, understanding, or autonomy.
In season 1, we see Viktor in a position of powerlessness over and over. We see Viktor ignored and looked down upon by those in power both for his disability and, crucially, for his status as a Zaunite.
We're introduced to him as someone who is desperate to prove himself and carve a place for himself. He knows he's brilliant. And he knows he can help people with that big brain of his. That's all he wants. And he wants to make his mark (something I theorize is rooted in his loneliness as well as his ambition)
(Side note: I find a lot of the debate on whether or not Viktor is insecure a little silly because you can be both confident and insecure. He's incredibly secure in his abilities as a scientist, but I fully do believe he places all his worth on his work because he's not as confident in other places - represented visually by him trying to point out his boat when Sky is looking at him in the flashback. A 'don't look at me look at what I've made' type thing.)
Anyways. Viktor is willing to risk his position as an assistant and, honestly, his position at the academy and in Piltover as a whole to help Jayce. This is not just because he's 'lol so chaotic' or whatever. This is actually quite calculated. He knows he will get nowhere in Piltovian society without bending rules, because Piltover was not built for people like him.
"Do you think it was my life's ambition to be an assistant?"
But even in taking that huge step for himself, his new role is complicated.
We see him sit through meetings where his people are talked about like burdens. We see his closest (and honestly only) ally and partner speak over him in meetings and overrule his desires and wants when it comes to the future of hextech in massive ways. We see Jayce call all Zaunites 'dangerous' (I love jayce... don't shoot me please. But we do often forget that this does canonically happen and what makes Jayce so incredible is that he grows from this point)
The moment on the bridge directly causes him not to tell Jayce about what he's doing to himself. Jayce apologizing right after doesn't matter so much as it reinforces one of Viktor's fears: he is alone.
We see his illness, !!!!caused by Piltover's oppression!!!!, take over. We see him and Jayce grow apart. We see the way his loneliness impacts his desperation and the way his desperation impacts his loneliness and we see the way he's so damn afraid and just wants to live. We see how much he wants to help people, and how even though he's tried so hard he never got to achieve that because the limits of this society just don't allow for it.
Season 1 Act one is Viktor taking action for himself. season 1 Acts 2 and 3 are a brutal reminder that no matter how hard he works. No matter how hard he claws. He will always be who he is. And that makes him Powerless in this society. I honestly find it a really compelling storyline in terms of the 'bootstrap theory' and debunking that - but a different topic for a different time!
At the end of the season, he's able to gain a huge amount of power - speaking at the council about freeing his city - through Jayce's platforming and allyship. But at the end of the day it doesn't matter, because what the council is doing is too little too late - people in Zaun are too tired and too hurt - and he gets caught in the crossfire.
Despite all this, Season 2 does not engage with Viktor's being a Zaunite outside of the fact that he returns to Zaun first. But the themes explored related to class and power are gone - as they are with everyone else really.
It makes sense to me that one of the first things Viktor would do when granted a new body and new power would be to go and try to help people in Zaun, but the ambiguous mechanisms of the magic inside him, the immediate divorce with Jayce, and the bizarre way he goes about it don't make this land.
And even the return is rendered sort of meaningless. Where is the personal connection to this place? Why are we given no details related to his past here? Why doesn't he return to somewhere more personal for him?
He speaks in this cold, unaffected monotone. This healing ability seems to be the 'recursive impulse' - so him finally getting to help people just like he wanted feels rooted so much in the arcane influence it becomes murky and strange.
This is more nitpicky, and I'd be okay with it being ignored in the right context - but another aspect of his character that gets dropped is his work as a scientist. His desire to help people not through magic, but through invention. This would have been fascinating. (They try to keep this alive through vague allusions to 'look at what I've created' blah blah but again, so much of it is all ORB)
What inventions would a fully autonomous Viktor who decided to leave Jayce and return to Zaun of his own fruition create? Would they toe the line between inventions of progress and inventions of destruction?
Guess we'll never know!
Speaking of weapons. Let's talk about weapons. Let's talk about Viktor's vehement opposition to weapons not being explored within the context of his relationship with Jayce or outside of the rule that there are none allowed in the commune - which becomes quite meaningless when he agrees to work with Ambessa. Yes - he saw those blueprints on the table. But that's all we get.
Also, the fact that Jayce just unquestionably builds hextech weapons in the finale, and they're used as a good thing and a way to fight off Noxus, makes me want to claw my own hair out. Like - my themes ! Not my precious themes !
Let's also talk about him working with Ambessa. There's no build-up to that decision, not near enough character work to make that believable and considering the way the plot is written elsewhere, I fully believe this is a huge part of the problem of the writer's room dropping the issue of class. The idea that Viktor, the character that they set up, would ever willingly work with Ambessa is laughable. There are so many other ways he could have gotten to the hexcore in his fully evolved form, easily bested Jayce, and evolved. And they did absolutely nothing in the writing of season 2 to make that an interesting or satisfying choice.
An arc is only an arc if there is substance between point a and b. There's no substance here. There's vague orb. There are little glimpses of the pain he's in because of his separation from Jayce. Teeny tiny allusions to him trying to shut down his emotions. That's simply not enough.
You cannot bring a character who values choice and autonomy, whose been made to feel so powerless and is empathetic, to "choice is meaningless" without a deep study of his psychology and pain. Viktor taking away the autonomy of others, inhabiting their bodies. Being super chill with it. Okay. Coo.
Where does his desire for evolution even come from? For real? Because they seem to mistake Viktor's ambition with his desire for perfection, which is something that was never really... brought up? It could be believable that he felt this way. But where were the signs of this? Not just in season 1 but in season 2. He always wanted to help, not make humanity perfect. Because this is grounded in so little emotional logic I assume we're supposed to be satisfied with the idea that magic orb + machine herald form = ??? this ??? like ??? why???
If he wants to create a world where nobody can feel pain or complex emotions of any sort anymore, which is not psychologically where he was at the end of season 1 at all despite all he went through, you have to give us an event (ideally multiple) in season 2 that could break his mind this badly. Jayce killing him could have been this, but it happened so fast and was executed so impersonally that it doesn't work. He doesn't really acknowledge it happened the next time they see each other. Which... would probably be important to do... again emotional logic where?
His entire speech about humanity at the end of episode 6 feels like it's trying to be a catalyst. But it also feels... incredibly generic and impersonal. It felt written to play over a flashy montage of all the other characters fighting. Not for Viktor. If this was Viktor's moment where he finally snaps, we should probably focus on Viktor. And, of course, it doesn't help that he has this odd monotone this whole time, as if he's not fully in control of himself (this is not a rip on Harry Lloyd at all. He did what he was told and did it very, very well.)
Because remember. They wanted us to ask this. They wanted us to ask how much of this was orb. I think because they knew on some level they could not create a compelling enough story to get viktor where they wanted him to be for some reason without orb. That none of this would make sense without the vague spice of the arcane. And guess what it still doesn't.
Becuase people will not relate to a vague arcane influence. Connect to it. We would want to see what actually in his life made him become this. What in his psychology outside of magic orb made him do this? They provide vague tastes of this in the same way La Croix flavors its drinks.
Brought Back Wrong Can Work: Here's Why This One Didn't
I also really hate the trope of killing off characters only to bring them back. And back again. And... again. Because guess what. It takes one of the core elements of the human experience - death- and cheapens it. This for sure happens with Viktor the second time he dies.
But what i do like about bringing someone back from the dead is when you consider how doing so can bring someone back wrong. Or changed.
But because the orb is so impersonal. So bland. Such a vague sinister force that has very little to do with character, it doesn't... work. It doesn't hit. Viktor doesn't really grapple with being brought back from the dead against his will in a meaningful way.
Timing
You can see concepts of a plan, if you will, within this story. I can see how Viktor would naturally go to the undercity after waking up changed with new healing powers. But it happens way to fast. So bizarrely. I can see how he would build a society like this (of course, the power of that is dulled because orb and by the fact that we don't see it happen). I can see how the pain of being rejected and left behind by the only person who made him feel like he wasn't alone (Jayce) could have lead to a category 5 'make me evil' sort of meltdown.
Becoming the Herald, asking Singed to begin the transformation, is the only true time in this show in act 2 (before his final moments) where it feels like he's making a choice for himself. But again, we get so little time with him. To see his emotions. To elegantly point from that moment with Jayce to Viktor's need to transform and in doing so rid himself of emotion (something that they did not expand on enough ) Like oh my god, how much more satisfying would it have been to see Viktor torn apart by his own emotions - in his own viktor way - and to have singed offer him a way out of his pain - and then have viktor take it. There are certain things that should be obvious.
But It's both the timing of and the structure of the story - how quickly we cut between plotlines - that makes this really hard to follow. That makes moments that could be something feel rushed and sloppy.
Let's Talk about Sky
Viktor's guilt over sky was absolutely reasonable to explore, but it was not.... all that haunted him. To make Sky the sole guide/companion to him in the astral/arcane headspace I found to be a bizarre and honestly kind of offensive choice.
Amanda overton said she was used as a "Jayce substitute" essentially. And... why? Literally why. Why would you write a character whose sole deal is having an unrequited crush on a man only to bring her back to be 'the embodiment of his guilt and loneliness' as well as a 'substitute' - it feels... icky to me? Just in a writing women and especially women of color point of view? And it didn't feel true to Viktor's character either.
I think if we actually got to know sky better in season 1, this would have worked because it would have been obvious how different she was, how she was a product of his mind or the hexcore or whatever (the lore being vague here doesn't help...)
Plot Twist because I keep hating on Orb: They Could Have Made The Orb Really Cool
Here's the thing. Magic influence on its own can be used to write extremely compelling plots. Walk with me.
Imagine Viktor wakes up. Immediately knows something's wrong with him. That something inside him is toying with him. Making him see things (visions of not only sky, but maybe his parents, Jayce, Heimer). He wakes up earlier in act 1. Despite his anger, he stays with jayce in order to better understand himself and his powers. All the while, he is haunted by whispers and visions of the hexcore. What if it whispers to him of his own insecurities and failures?
What if Things with Jayce are tense. Jayce has to admit to making weapons again, in an argument leading to more haunting visions from the hexcore offering him an out: emotional numbness. You would never have to feel again Viktor. If you let me in fully, you would never have to be alone again. You'd be more powerful, Viktor.
Imagine Viktor is there during that attack ambessa orchestrated. That he has the horror of witnessing Jayce wield his hammer in a genuine attempt to defend himself and the people he loves. He sees first hand how hextech is being used for destruction in a way that horrifies him.
Imagine him being accused of being a part of it because he's a Zaunite - humiliated in some way. Publicly. Imagine the emotional trauma of this resulting in a falling out so devastating he embraces his visions of the hexcore - gives into the numbness. And only then leaves. With the hexcore... he feels better than he has in years. He hopes he can give the gift of this to others. Now he is under orb influence, but now the way he's gotten there is more satisfying to me at least.
Now imagine him fighting the orb influence in key moments. Imagine the color in his eyes coming back. Imagine Viktor's relationship with the arcane being more of a dance than a vague entanglement. Imagine its influence haunting him in the same way Jinx's visions haunt her. Imagine it being personal rooted in his character.
Old Man Viktor
Listen. I am the old man Viktor connoisseur. I love him. I love the idea of him. I wrote a whole fic about him, during which I had to spend a lot of time with the story. It's sort of... very much impossible to make much sense of?
I'm not mad at the fact that it's an obvious retcon. Honestly, because I think from a storytelling perspective, it worked a lot better than most of the decisions they made this season.
But I'm not a fan of (shocking) how little time we spend with him. How little chance we get to understand his motivatons. And also. What the fuck he said to Jayce to make Jayce's first line of action killing him? In my fic, I made it that Jayce needed to shoot Viktor to get the hexcore out, so he could communicate to viktor without influence. But that felt like heavy lifting I shouldn't necessarily have to do for something so important. It also doesn't feel like a compelling or satisfying question to make your audience have to wrestle with.
The Final Scene
Want to say upfront I am not one of the people who did not like Jayce's speech.
I was quite moved by it. And aside from the perhaps out of place mention of the illness brought on by Piltover which I can understand the criticism for, I felt it was beautiful. (I am disabled btw)
That being said. I think i'd be a sobbing mess on the floor if the themes Jayce is presenting in his speech were more present throughout season 2. Because we really don't see this enough - the desire for perfection.
I'm also not one of those people who thinks Viktor's insecurities weren't present in season 1. To me, they were and were obvious, but not enough in his motivations and actions in season 2 to make Jayce's speech land like it could.
I really loved Jayce's arc in season 2. Him immediately embracing Viktor after he woke from the goo was surprising but felt right. But I wish they had more genuine conflict rooted in their conflict in season 1 that would allow their final moment to land even harder.
I really liked the final scene, and it made me an emotional mess. But weirdly, I'd almost like it as a short film removed from the context of the season two, which says just how little Viktor's arc this season contributed to the moment.
Final Thoughts
I'm so sorry I went so in-depth. I just love him as a character and feel he was very much not done justice.
We can attribute some of this to the lack of time. But when you know you have a lack of time, you need to write with that in mind instead of trying to do it all. And ultimately, I found a lot of scenes this season a waste of precious time. They had so many characters alone contemplating something intangible or alone and trapped for episodes. They didn't plan this with the care and precision needed to pull it off.
I also want to note that I know I say here a lot that there's a lot they needed to make "more obvious". This is not because I'm stupid. But when you're a writer, you need to know what to highlight and what you can leave vague so you leave your audience exploring the right nuances and asking the satisfying questions.
Anyways umm. The end. Holy shit, I'm so sorry I wrote so much.
#i literally typed this in a caffine induced frenzy#oh my god its so long kldfjashdlkfjsd#im sure there are things i missed or did not explain well#ask bee#how many times can i hate on orb#SDKLFJD#its not even an orb#i know this#if someone reads this whole thing they deserve a cookie or something#see this is why tumblr might be a problem for me actually#no character limit DKJFHSDLKF#if you keep reading this could very much be like a do you like the color of the sky situation#where you have to just keep scrolling and scrolling#god i need work to start back up again KLDFJSHDFLK#side note one of my twitter moots got a strawpage anon that was like#you hate his arc you must hate viktor#which is so funny because#i literally love him so much#that's why i hate his arc KLDFJHSD#one thing i do like about viktors storyline and i still dont think it fully works#is how many of his principles he clung to even under magical influence#at least at the start#bee talks arcane
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smug ass bitch
#jk i love him#smiling friends#charlie dompler#dont ask why i have so many pictures of him erm#im just a little silly
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B-Grades are up on Etsy!
Oh my GOSH please adopt some, I have so many! I cannot feed this many Tarts!
First 45 orders for these guys are getting a bonus sticker!
#2al merch#rottmnt#rise leo#keychain#guys please I think I have nearly 200 of the suckers#take them#why are only the first 45 gettinga bonus sticker you ask#because thats how many bonus stickers I have left after the preorders sdjkfnjksf#alright anyways off I go to revamp 2al masterpost#... I dont wanna.....#scary task
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hey! i want to make something incredibly clear.
ive clarified this on my instagram but i don't know if i didn't explain it well enough. I am aro/ace-spec. I do not like romantic or sexual interactions. I do not like NSFW content. This is my OWN preference. I'm not condemning it or speaking badly about it. I won't engage with it, neither will I portray it in my own art. I make art because I like drawing characters I like together and doing things. This does not mean I ship these characters, nor am I drawing things with the intention of a ship. If I tag a ship, I mean this in a platonic pairing. You will never see me draw anything romantic unless it is very clearly me playing on a joke or something. i.e., I won't draw anything that makes me uncomfortable.
I cannot stop someone from seeing a drawing I make and taking it as a romantic ship. It's always been my intention that I draw what makes me comfortable, and that means platonic interactions. If YOU think it's romantic, then like cool ig? But that's not my intention, and it wasn't meant that way. It's not up to me to make sure every person will see things exactly as platonic, and if you ask me why something looks like ship art, then that's someone interpretation, and not my intention
#sometimes those character pairings are popular ships! characters who have interactions will inevitably get shipped together#sorry someone just asked me on ig why i dont do ship art and then commented on my recent saying they thought i said i dont do ship art like#i dont. this is a popular pairing and i like drawing them together. those two things can exist simultaneously#i dont think they meant harm by it but it stressed me out. i am not blaming that person at all i just want to make this clear#i know many people rb/tag my stuff with the intention of the ship pairing and that is fine!#just want to make it clear what my intention is#not an art
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#COLORING FUN GUYS YAYY#i just sat down for like 40 mins and drew this DONT ASK ME HOW IDK MAN#my art#bsd#bsd art#bsd akutagawa ryuunosuke#akutagawa fanart#akutagawa ryunosuke#bsd akutagawa#bungo stray dogs akutagawa#WHY DOES HE HAVE SO MANY TAGS JESUS#akutagawa ryuunosuke#bsd fanart#yayyy
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after the events of three in the morning, safe inside Athena just kinda tucked ody under her wings.
Idk why I think that but anyway it's cannon now that after ody gets thoroughly fucked Athena pulls him close and wraps her wings around him like a cocoon
yessss she sort of chirrups and coos down at him with the owl head tilting, nuzzling at him as she cleans up. she'd do it to penelope too but homegirl is practically steaming from how overheated all the exercise made her so she just goes and usually falls asleep face down on the bed until she's cool enough that athena can drag her closer as well.
in general i think athena would be there for the aftercare because I don't see post canon odypen knowing when to call it quits, which leads to both of them being absolutely exhausted and useless after the last round. she usually just rolls her eyes shakes her head and handles it all; but they both know she's awake for hours just trilling down at them and staring happily.
#sometimes one of them wake up and they murmur sweet nothings and 'how was your day's#odypenath#suggestive#odysseus#penelope#athena#pen felt guilty once and asked if she should take over but athena looked so distressed she immediately took it back “NO DONT MAKE THAT FACE#“YOU CAN HAVE MY HUSBAND HERE TAKE ODYSSEUS GET YOUR ASS OVER THERE”#athena is still figuring out being touched but till then she can at least cuddle with people she trusts when theyre at their most vulnerabl#with no expectations#“is the body fluids not... repulsive to you though?”#“no. you should have seen both of us when odysseus got his first period.”#“i still dont know how we got that much blood over so many things.”#“why didnt u go to ur. ur mom”#“we did. eventually. after athena maybe consulted the olympians in a panic”#“i dont think queen anticlea ever respected me quite the same ever again”#“to be fair we were both almost in tears and were convinced i was giving birth”#asks#odypen
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I'm sorry, Spamton. I know you won't believe me, but I'm sorry we hurt you.
#GOD this fucker corrupted my gif again.#Ignore the page is missing im not gonna fix it. Hes looking at the paper. its just uhhh out of your view#made this one up on the spot lmao i dont have many inbetweens planned... if its not up to par to the others thats why#i wish i did do inbetweens but i only have the main ones planned#btw usually when he asks stuff like this he's looking for a response (im looking for a response. me.)#thank you anon oh my goooooodddd you were my descending angel while looking for an ask along these lines#this ask is perfect. Not too overcomplicated. nothing that would set him off. Short and sweet and to the point but its got nice impact.#in this context at least. I rlly needed it lol.#some were.. too much and some were really half assed apologies that go immediately back to asking him stuff LMAOOO#Guysss work with me here im actually trying to guide you to really apologize to him#[you've got mail!]#spamton#spamton g spamton#deltarune#deltarune spamton#deltarune chapter 2#Ill fix the inside of the dumpster later. its not to scale goddamnit.#Typos in his speech are on purpose to clarify lol#spent a damn hour fixing the gif. grrhhhhh....
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HEYYY, CAN YOU PLEASE DRAW MORE PAVITR PRABHAKAR ARTWORKS/DOODLES?!! I'VE BEEN LITERALLY IN HEAVEN WITH YOUR SPELLBINDING ARTSTYLE!!! IT'S MY MOST FAV FANART!!!
PLEASE PLEASE PLEASE TELL ME YOU'RE GOING TO DO MORE PAVITR FANART PLEASE I'M LITERALLY IN HEAVEN WHEN I SEE THEM😭❤️❤️❤️
PS: Sorry if I came as too much, I just ADORE your art so much and I really need more of it😭😭😭❤️💗💖💖❤️
I already adore that boy and want to draw him all the time and this is just FUELING ME TO DO SO DO YOU REALIZE WHAT YOU'RE DOING??
I've been trying to be ... chill ... with my appreciation towards him but now you're giving me the enablement I need to do the opposite.
You better take responsibility 🤣
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Nah but fr I'm glad you enjoy my stuff with him! It feels like there aren't as many artists fixated on Pav as they are with, say, Hobie or Miguel so I will do my best to provide more art/comics of him!
#I have so many memes on my phone#that portray the pav brainrot that's been going for 2 months now#why did my brain auto-fixate on him in particular??#I'll never know#but honestly I dont question it#he makes me happy#thats all that matters#havent had a comfort character in a long time#and we see him for like 15 mins in the movie#😂#anon#asks
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I really like kafhoshi ... it good.... Ther s so much potential and so much material to work with AND YET THERES LIKE NOTHING!!!!! *Rolls up my sleeves* gotta do everything myself in this damn house...
#kafhoshi#kafka x hoshina#kafka/hoshina#jk jk i will not be doing everything. bc i cannot write. and i dont mean im not great at it i like have a legit mental block#ill draw tho!!!!!!!!! i will draw!!!!!!!!#i just think about... how theyre conpeting for the same spot (tho hoshina already has that spot hes fighting to keep it)#and how hoshina was the one to vouch for kafka to be passed as a cadet (partially due to suspicion of him but still)#and also indirectly says that part of why he did that/keeps him around is because he's a stubborn guy who never gives up and that reminds -#him of himself (bc hes been told to give up his whole life too and he still hasnt. theyre both stubborn bastards)#and that hes been ''taken in by his charm'' (along with everyone else cus everyone cant help but love him)#and also they canonically train together sometimes. alone. together. come on man thats such an easy target to make it gay#just have someone pin the other person to a surface while sparring and have there be Tension and Energy there. easy.#just come onnnnnnn if you dont have ideas ASK ME#ASK ME FOR IDEAS. ESPECIALLY FOR WRITING CUS I CANT DO THAT MYSELF I HAVE SO MANY THOUGHTS IN MY HEAD THO
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adding 'tentacles are in the walls' to my list of vague x mansion facts
(X-Men #25)
#xmen#xmen comics#professor x#charles xavier#snap scans#snap chats#i solemnly swear not to abuse this information <- lying#like ya couldnt have built an elevator .... or a ramp ........ why do you do this to yourself this seems complicated dont you think#forced to ask the question how many other bits a bullshit like this exists in his house. i hope the answer is a lot#charles xavier has the right to turn his house into inspector gadget's cousin i think but how do you even come to this solution#'theres a very slim possibility i'll walk downstairs and fall how should i protect myself if the time comes. wall tentacles.'#like girlfriend. did you know i love you.#ok im finishing this issue than im working. im going to the comic shop with my friend later today so thatll be fun !!!!!#bye :)
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always wondered what STC would've been like if instead of just making Eggman evil on a single event, it kinda jumbled his brain a lot and make him have brief moments of lucidity as Kintobor. give him the ice king treatment ya know
#jo.art#sonic the hedgehog#which would give a reason as to why sonic doesnt just straight up kill eggman#not that he would i think#hes like 15#and would give some sort of drive to keep fighting eggman#in the hopes of maybe 'this time we'll de-jumble' his brain'#plus i dont like the concept of AI holo-kintobor#kintobor should be a sort of dead figure#holo ovi over there takes away from ovi becoming eggy#anyway.#i have so many notes on how id reboot the stc comics#SPECIALLY with SA2 in mind#just as a note#in the last few pannels ovi is looking at his reflection#but like. has no fucking clue whats going on#he doesnt know he turned into eggman and sonic is asking if hes himself? absolutely bananas#but also hes the kinda of dude to try to hold his shit to not scare the kid (sonic) so hes playing like things are kinda under control#what im trying to say is that kintobor is kinda of a dad and is trying to not freak out his son#doesnt work out tho this situation is fucked#and ive given up drawing properly in the last few pannels im sure you can tell#fleetway#sonic the comic
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hi quix! i know youre not really into s5 but im rewatching voidarc and found a funny moment that i think you could like.
mapicc: okay, twitch chat, random question for you. what percentage of you, guys, chew the bottle caps after you finish the water?
bacon: that is dog behavior.
jumper: no, no-
mapicc: i- cuz i do it every single time, am i the only one that does that?
zam: you're weird, man.
bacon: canine behavior.
{...}
mapicc: i know jepexx does because i went to help him build a desk and there was like nine chewed bottle caps on his desk.
ehehehee doggy. him asking this and expecting it to be like. even somewhat normal and then everyone's reactions. also we need to ban bacon0 from tumblr stoppp mapicc dogging in vc awfulllll (giggling laughing having a great time he should do it more)
#also holy shit when i saw this earlier i completely missed the jepexx part. WHY DOES HE HAVE SO MANY#also also im find w being sent s5 quotes and things! its mostly just when people expect me to know it. i dont. i blocked out s5#whoopsie#rambles#ask#sotvorenie
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