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citrusandsalt · 9 months ago
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I agree completely about PBTA, but what I fixated on was that you have a swashbuckling rogue character.
::In the manner of someone asking to pet the shop cat they glimpsed through a window::
Will you tell us about this rogue?
Ohhhh Amethyst, my sweet baby. She was an NPC I adopted in Jordan's Saltmarsh campaign and she was already a disaster lesbian when I got her. She was a half-orc rogue who was being blackmailed by the duke she'd been honeypotted into cuckolding, she was a 20-some baby who had been raised on a self-sustaining polyamorous ship-commune that she couldn't get back to, her girlfriend was a fish-princess barbarian (@ilaalexei) and the group couldn't stop worshipping all the wrong gods (one of whom kept possessing her best friend but he insisted it was fine). The party couldn't stop setting things on fire, including not one but two plot points. She threw pistachios as a sign of affection. She once fought hand-to-hand with a squid monster and more or less won. She bullied the child the party adopted. She kept breaking laws mostly because she didn't understand them, and was pretty sure that apologizing would fix everything.
I love her and she was perfect.
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threeheartscast · 2 years ago
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EDIL'S TAGS, I'M SCREAMING
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[img ID: #agent merim felspar #this is soooo felspar core lmao #IF YOU WERE SO HIGH AND MIGHTY YOU WOULD HAVE SLEPT ON THE FLOOR #but you are in fact GAY FOR THAT MAN #(accusational) (affectionate) #edil chats #three of hearts pod /end ID]
LOOK, that is his WORK COLLEAGUE WHOMST he RESPECTS, the rituals MUST be intricate with paperwork filed in triplicate!!!
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warner bros propaganda
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thetorturedlovergirl · 2 months ago
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Of the billion languages ​​the Doctor can understand, he may also understand and speak all earth animals’ languages.
From this we can say that The Doctor can count as a Disney princess.
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kinardsevan · 1 month ago
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What is your opinion on Tommy coming back or not? And in they case we see him again, do you think it’ll be just for closure (ex: Abby in season 3) or maybe for a BuckTommy second chance?
fun fact: i was considering doing an entire breakdown with a bunch of Oliver's interviews from the start of this arc until now to point to my opinion:
Tommy is coming back. The romcom theme is still in effect, and we're only about midway through the 3rd act.
Long story short (and without sources right now), I think that the interviews were actuallly pointing in this direction with the wording for a hot second. We have OS telling us that he thinks the best relationships have a "will they, won't they" bit where the audience and the characters are pining. We've seen this play out on the show. And we also have to remember that Oli knew during this interview that the breakup was coming. We also have the interview (I believe it was the Decider one I linked last week) where he mentions choosing to fight for the relationship or not. I feel like a lot of people have taken the context of that and twisted it into "they didn't do it right away, so they're not going to". Except, there's ANOTHER quote of relevance, which is Oliver talking about how Buck's queerness isn't tied to Tommy or Eddie, and only to himself.
Obviously, there have been things said since 806 that would point towards me being delulu, except, here's the issue: TM, OS and LFJr are NOT going to tell us that Tommy is coming back if that's the intention. It would spoil the surprise of it all, and the win of it all. What fun is there in that? What TM has said is that Tommy is Buck's romantic past but that doesn't mean he won't turn up again in the future (all relevant and true facts which do not shut down a reconciliation). Lou never out-and-out said he was done with the show. He's said time and time again that he wants to come back. TM has mentioned Tommy coming around again. OS literally said in an interview "they may run into each other on scene and have it be awkward".
Now obviously we don't actually have the full story with how things went down and the show decided to go with splitting the boys up. I think the fact that Lou has called out the bullying but says he wants to come back suggests that it wasn't him saying it was too much. I have two theories that could honestly run concurrent with one another:
Evan and Tommy break up in 806 at the end of the episode. With 911 having 18 episode seasons, this quite literally only makes up the first third of the season. It set up the beginning of the year for us. We're now two episodes into the second part of the season with a pretty clear idea of where the next three will go and suggestions (by fans, nothing official) that the "soonest" we could see LFJr again is 812. This is reasonable, as it would be the end of the middle of the season. Knowing that TM has suggested he might do a multi-episode season finale, pushing LFJr back into the show in 812 (or even the end of 811 if we go with my theory that Eddie could possibly leave around this time and Tommy helps them pack up/his and Buck's first time spending time around each other again), there would still likely be something around this time period that would be around when they would open the doors to this. As it is, we know that 809 and 810 go together, and then we'd have 811 to really flesh out the end of Buck's fling. I think there's even more possibility of LFJr being in this episode as well because if the plan is to bring them back together (which everything has been suggested so far ON screen in terms of keeping Tommy "in" the story), three-episode arc gives us several things: a. it allows the show to make the point that Buck's queerness is not intrinsically attached to Tommy; that his interest in men is as equal as he know his interest in women is. b. it gives them the ability to also show that his feelings for Tommy are not based in Tommy being his "first", or Evan needing to "discover" more about himself. They're in love with each other, and the show has given us the pieces for that. LFJr has acknowledged it in an interview, Tommy loves Buck. We also know that Tommy's line to Evan is "you'd end up breaking my heart, and I don't think I could deal with that". When I hear that sentence, what I'm actually hearing is "I'm already in love with you, and if I let myself fall more in love with you by being with you every day all the time and this ends, I won't survive it". By relation, we have Josh ask Buck if he loves Tommy and Buck waffles, but I think this has more to do with his lack of understanding of what a healthy love is in a relationship, given his past relationships. He never got to tell Abby. Ali left. and saying I love you to Taylor wasn't about the core of actually being in love with her, which I think is another important piece for BuckTommy: they don't just love each other, they're in love with each other. Still, sometimes it's hard to quantify that feeling, and I think (as I've referenced before), for Evan it was easier to ask Tommy to share a living space with him than to share how he feels about him because historically, things haven't worked out well for him when he's been in love outwardly. Further, the questions Josh asks Evan are directly correlated with loving someone, and Evan answers yes to all of them. (I don't think I need to add this, but he also sees a future with Tommy, talks about being engaged or married. He's serious about Tommy in a way he never has been before.)
There's also the theory that the breakup happened because of scheduling conflicts. Now obviously the show could've found other ways to work around LFJr's scheduling issues by having Tommy go on a trip or what-have-you, but let's remember OTHER things that have been said by OS in prior interviews: a. back in June, he did an interview where he stated that he wanted and hoped that BuckTommy would go through issues that couples normally go through in their first year together. He wanted normal issues. This storyline IS normal. b. he didn't want to repeat Tarlos. By the very definition of what the show is doing right now, we're not. Tarlos and BuckTommy are their own things with their own reasonings.
One of the other things I also keep being pulled back to is these issues: first of all, we know how LFJr plays with the 911 demo, given that they got to see it last season. It's why he was written into more episodes after his initial four episode arc and brought back. ABC has also used BuckTommy in their own adverts, which suggests that they are very supportive of the relationship continuing because it draws in viewers. Truly giving that up for good feels like dousing yourself in gasoline and then considering striking a match. Second, people also keep calling out that TM only plans a few weeks in advance. I believe this is true with story beats. We know that the writers room has a general idea on character arcs, thanks to some of the discussion on the cheese page post-806. I really struggle to believe that TM didn't know going into going forward with the breakup whether or not he wanted to bring LFJr back. We know he waffled back and forth on the idea of the breakup, meaning he probably had other solutions on his mind for whatever LFJr's schedule needed adjusting for, and this is what he decided on. Also, even if 8b hasn't been broken down yet (we know it hasn't), they would still know at this point what they do or don't want, what their ideas might be. Solidification for why Tommy should be brought back is directly shown in the reaction by the GA and the fandom to the breakup. They may not know exactly how that reunion happens yet, but what they have suggested is that Buck's new relationship will be short-lived. That he's using it to cope. We also know he's still processing the break-up and still misses Tommy. These are all things that point to the story not being over. Plus, I feel (once again), if the story really was over and they didn't have plans to continue this in 8b, LFJr wouldn't be talking about wanting to go back. It be far more "yeah that sucked, but it's over now and what can you do? I'm off to this new show and I'll never be back." (I've commented also on the fact that the fangirlish interview comment about his "i'm going here, doing this, have some opportunities" statement is very run-of-the-mill. Obvs I could mean something. Or it could literally just be a canned answer.) (This might feel a little off-center, but I think his commentary on trusting TM and knowing what he's doing in one of his post-806 interviews directly suggests that he believes the story is going to be handled properly.)
I realize at the end of the day, all of what I'm piecing together could mean zilch and Tommy could possibly never come back. They could truly just drop the story and never circle back around, set fire to a beautiful arc and lose thousands (possibly millions) of viewers. I've certainly suggested myself being one of them. But I don't see BuckTommy only getting an Abby fix for two reasons. LFJr wants to come back and continue the story, and Connie Britton only ever intended to do one season. Also, the fling has been called out as being planned to be short-lived. Why bother mentioning that if you don't have other plans for the story.
The last thing I'll leave you with is my commentary from the interview Oli and Aisha did with the guy from Chicago. That reporter obviously liked the BuckTommy storyline and said he's choosing to believe that the relationship is paused, not over. By relation, we had Oliver say three things: (1 and 2) Buck is still looking for love, both in himself and with another person. (3)The season is only half over. Circle that back to 806-808. Buck is finding love in himself by dealing with it in a healthy way (so far) with the baking. We've also seen the "cracks" Oli mentioned with his continued urge to want to text Tommy, as well as him fighting it off by baking (referencing the "pendulum swinging"). Looking for love in others will likely be this arc where he tries to deal/move on. I feel like we collectively watched the end of 806, and then 807 and 808 yelling at the TV "you're in love with him, piece it together already!" (or maybe that was just me???). But truly, whether it's a fling, his therapist, or Bobby/Maddie/Eddie who finally spells it out of or him, I think there will be a point at which we see that come to fruition. The seeds were sewn in for it in the scene with Josh. Now it's just about watching those seeds sprout.
Final note: we've had a good run up to this point with these two. Did we truly thing that the honeymoon phase would last forever? (I didn't. Conflict and the pink bubble popping have to happen eventually.) If we really want to suggest that what BuckTommy has is real, they have to go through this and come out the other side. I think everyone is justifiably frustrated due to the 4 month wait on new episodes (I personally would not have left people hanging quite like this, but that's just me), but the narrative does lead us toward what the show is doing with the suggestion that it does have a natural (and good) conclusion. (Possibly with a helicopter/truck/jeep crash?!)
And just as my singularly LAST note, here's my other thing: Evan and Tommy both have abandonment issues. (Tommy's are clear based on the break up and we know Buck's.) By that correlation, when these two finally get back together, they're never going to fucking let the other go.
(This was so much longer than I intended it to be, but that's my answer 😂😂😂😂😂😂)
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bluejayscrying · 26 days ago
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Bruce would send a huge paragraph text to Jason, and Jason would just immediately send it back edited.
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amphibianaday · 1 year ago
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day 1421
#uh just a heads up if you expand the tags to see all there's. a lot. very long#amphibian#frog#poison dart frog#based on my most popular frog to date (day 651)#inspired by everyone pointing out what they think it looks like#here's a fun secret fact the original guy is actually a phantasmal poison dart frog (Epipedobates tricolor)#(according to the original artists title of the drawing)#not Anthony's poison arrow frog (Epipedobates anthonyi)#i feel too awkward to really point it out though because they look the exact same. i cannot tell if there is a difference#im half convinced the same frog was just discovered and named twice#its very curious btw if you go on the (english) wikipedia page for either species it doesn't mention the other#while hereptiles.info (no idea if this is a trustworthy site) lists both names as common names for the same frog (incorrectly??)#while inaturalist lists them as two different frogs. curiously with tricolor having wayyyyy fewer photos#ok anyway that's my rant i went on a whole journey trying to figure out if these are the same frog or not and i have no answer#i did some more 'research' and i am more confused. some sources seem to imply they are now considered the same species ( e. tricolor)#i think my conclusion is i am willing to agree the drawing looks more like e. anthonyi. it seems like tricolor is generally less vibrant re#and the white is darker and more green?#i feel like thumblr should stop me from typing more in the tags at this point this is a whole essay#at this point i am failry convinced this is specifically the Santa Isabel frog. isthat the real subspecies or morph or whatever#or just the name pet sites are using to sell it??#i even found some sources (frog selling websites) refering to it as “Epipedobates Anthonyi 'Santa Isabel' Phantasmal Poison Dart Frog” lol#Anyways if you read this far hi. species are confusing. i am not a frog scientist#the first few tags are like an hour old now i just kept trying to figure it out and adding more tags
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caligvlasaqvarivm · 10 days ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
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.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
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. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
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 earnestness, which is not always well-received. 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. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
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, capable of cutting through to the core of other peoples' interpersonal issues. 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 a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
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 for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
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 and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can 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 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; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
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, and vulnerability often brings with it pain; 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.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
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.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
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.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
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. 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 - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. 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. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
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 grasp that their natural inclinations are bothersome to others, 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; 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 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.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
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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unteriors · 3 months ago
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Since you're Australian, why are so many of the posts from the US? Did you start with Australia and then move onto other countries once you'd felt like you exhausted it? Or is the US particularly interesting for your purposes?
A big part of the reason is the enormous difference in scale. Australia has about 25 million people, versus 300 or so million in the US. Each of the 50 states has at least one or two major cities, most have many more than that. In addition to the volume of real estate imagery produced by this market, there are a few things about the US in this context which draw me in from an Australian perspective. One is how real estate listings weirdly embody how much more visually apparent the harmful economic forces of the past 50 years are in American society than they are here or elsewhere. Australia's welfare state was developed roughly during the same time as in the US, and has similarly been cut back since the 1970s. But it was always much weaker in the US than in Australia or Western Europe, and correspondingly the effects of its deterioration - along with other economic trends - have been much more visible than they are here. The way this is played out in terms of localised funding for public services means that many American cities have pockets (of varying sizes) where poverty and other forms of systemic oppression are concentrated and left open to the elements. The sort of stuff Jacob Holdt documented in his photos in the 70s, or that you see in a lot crime films and thrillers with location shooting. Gentrification and other forces since then have pushed these pockets into other areas and made some places seem less grim, but from what I've heard it seems like it would be hard for the average person in the US to ignore that these large, systemic problems exist. Conversely, in Australia, this kind of intense poverty has been pushed into the margins of society during the same time period - to remote communities (where people suffer from chronic diseases that have been eradicated in most other wealthy countries), country towns with shrinking economies, or to the fringes of larger cities (where people sleep in their cars in parking lots, or multiple families form sharehouses to afford $400-500+ pw rents). Though as things have gotten worse, particularly since COVID, it's getting harder to ignore. But still there's a substantial part of the population here who have grown up in ignorance of any of the larger, percolating structural problems in Australian society, and who proactively retain that ignorance into adulthood.
I think you can see these different perspectives play in out in real estate listings. In most American states, even in most of the towns I've looked at, you can see a broad spectrum of living conditions (and commercial interpretations of ideal living conditions) - from burnt out trailers, to overpriced renovated shitty older houses with cheap grey vinyl flooring and white walls, to clearly lived-in time capsules to McMansions to actual mansions. Some photographs are clearly shot by owners, others by real estate agents with a great variety of care and attention to detail (from elaborate staging to crime scenes). Rightly or wrongly, I feel like I get a broader, more honest (or at least more direct) feel for the housing crisis. It's a more honest horror film.
Australian listings, I think in part due to concentrations in corporate power in the real estate industry (similar to other monopolies that have formed in our economy), tend to more heavily adhere to the visual language of advertising and are more heavily regulated by agencies. The problems still exist, the housing market here is among the worst in the world and little effort is being made to address the underlying structural issues, but you can see the lack of will to acknowledge these issues in the level of gloss that's applied. You can look at a listing of an older house in Western Australia, for instance, and know for a fact that it's riddled with asbestos and probably has several other structural issues, but most likely enough time and effort will have been spent on staging and lighting and maybe surface-level renovations that it will seem otherwise fine. Lots of turds that have been polished successfully enough that you need insider knowledge to properly identify them as dogshit. Incidentally, I spent part of my childhood in a house built in the 1960s that had asbestos in the walls and ceiling.
I'm still interested in images from Australian listings (and other sources) though, I just look for other things that are interesting. Anything that runs contrary to the artificially positive, limited world view that advertising promotes. Even if its a poorly-lit time capsule that is directly aesthetically opposite to the ideal of house-beauty at the moment, or an obviously run-down house that has had every realtor photography trick in the playbook thrown at it until it becomes deeply uncanny. And it's always interesting to see what other people find interesting; I genuinely think the housing crisis underwrites every other political issue we have to contend with, its tendrils extend in many different directions, and I think this also means imagery like this can reach people in a diversity of ways. Aesthetically, nostalgically, inspiring fear and self-loathing and horror. All good sources of inspiration for creativity.
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horsegirlsodapop · 17 days ago
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arg! the outsiders fandom should all collectively talk more about poverty! ah! talk about cps. talk about food stamps talk about government cheese talk about stealing and not in the fun way talk about fear of going hungry talk about the reason the gang is a gang and not just a friend group. um. talk about dallas living in buck merril's like spare room talk about soda giving up his paycheck to darry so they can stay together talk about MORTGAGE talk about the vietnam war and poverty and enlistment and the draft! ah! talk about the class divide! talk about debt! talk about how darry could never "go soc" because no matter his skill in football or the way he wore his hair he could never rise above his socioeconomic class enough to be considered one of them! talk about paul holden punching him in the face! talk about county lock up! talk about police brutality! talk about pony craving escape!
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thehavster · 7 months ago
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happy gay month to the og problematic fave!!!
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citrusandsalt · 9 months ago
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Assuming they're all adults and their partners are cool with sharing, Fuck/Marry/Kill: Anakin, Obiwan, Ahsoka.
Anon come over let's hold hands, i love this
Kill is easy, bye Anakin
Now you've left me with a difficult choice. Ahsoka is my girl and I love and support everything she does but also girliepop, calm down please. Just like, chill for fifteen minutes. She's got the self righteousness of Obi-Wan mixed with the impulse control of Anakin and I just. She's my problematic niece, you know? I can't marry or fuck her.
On the other hand, you've given me a neurotic perfectionist with a reverse martyrship complex and of COURSE I need to get into that but the question is how??? Is this someone I want to have companionable coffee with every morning for the rest of our lives, or peg until he cries?
I guess for this one I'm going full I Can Fix Them and I'll fuck Ahsoka because I think she'd be easy to top and we don't have to talk politics, and then I'll marry my sad desert hermit and we can reminisce about the bad boy decisions we've made throughout our lives
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lycandrophile · 10 months ago
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it's silly but the biggest reason why im not into t yet is bc im so afraid of losing my hair. do you have any solutions/tips for it?
first of all, i don’t think it’s silly — it’s natural to be worried when hair loss is talked about by so many people as like…one of the worst results of aging for men. listening to my dad talk about how much he hates balding definitely did not make me feel particularly good about the knowledge that i may very well be joining him someday. i’m not saying the fear is right, because i don’t think hair loss is something awful that we should avoid at all costs, but it’s an understandable fear given the beauty standards we’re working with, and it’s one that a lot of us (myself included) feel.
one thing that’s helped me is just…paying more attention to the guys that i interact with on a daily basis. i’ve learned two things from it: 1) hair loss is super fucking common. i’d say it’s much harder to find an adult man who isn’t balding at all than it is to find one who’s completely bald. and 2) if you forget everything you’ve been told about how bad hair loss is, you’ll realize that quite frankly, every single one of those guys looks totally fucking fine. it doesn’t ruin their appearance and make them ugly, it looks totally natural and isn’t really even something you’d notice if you weren’t looking for it. we put so much weight on it but it’s really just not that big of a deal. i’ll hear my parents talk shit about men in my family who are losing their hair when i didn’t even notice a difference last time i saw them. it’s one of those things (like so many other appearance-related things) that you really only notice at all because you’ve been taught that you’re supposed to care about it.
this isn’t something i’ve done personally, but if you really want to desensitize yourself to the idea of it, embrace the time-honored queer tradition of just shaving your whole damn head! find out what you’d look like without hair, find out how you feel about it and what you can do that makes you feel good about your appearance without hair, test the waters while it’s still a temporary change and not something permanent. that way, it won’t feel like this big scary unknown, and you’ll actually have a frame of reference for your feelings about how you look without hair rather than accepting the societal assumption that you’ll inevitably hate it. if you don’t want to actually shave your head, you could also just fuck around with bald filters or photoshop and see what happens.
oh, and if you’re attracted to men, keep an eye out for guys who are bald or balding and also hot as fuck. in my experience, there’s no insecurity or potential future insecurity that being gay for other men hasn’t helped me with. just off the top of my head, i can think of a couple actors who i think are absolutely fucking gorgeous who have helped me get over my fears about losing my hair. despite what our anti-aging-obsessed world might want you to think, there is no such thing as a physical feature that automatically makes someone less attractive, and while making attractiveness less of a priority in your life is good, it can’t hurt to also give yourself some proof that actually, you might lose your hair and look hot as hell doing it.
basically, entertain the possibility that it won’t be a bad thing at all! whether that’s just because it turns out to be a neutral thing for you or because you end up actually liking it, it’s not an inherently bad thing. i’ve ended up liking a lot of things that were “supposed to” be bad effects of t — i love the weight i’ve gained and the new shape it gives my body, i get a lot of gender euphoria from the fact that my acne is now on parts of my face that i saw a lot of guys in high school get it and i’m not complaining about the scars i get from it either because i’ve always liked the added texture that acne scars give my skin, and so on. i think there’s a lot of joy to be had in the changes we’re taught to fear, once we look past that conditioning and actually explore how we feel about it.
but if it’s something you really don’t want and you just want to improve your chances of not having to deal with it, it’s not like there’s nothing you can do! products like finasteride (oral) and minoxidil (usually topical but i think there might also be oral versions) are pretty commonly used among trans guys, for the purpose of avoiding hair loss and for other reasons, and there are plenty of other anti-hair loss products out there (though i don’t know how effective any one of them might be). if it’s a big enough deal for you, you can just decide that you’ll go off of t if/when you start noticing signs of it, since no longer having higher t levels would stop the process in its tracks. and if you don’t find prevention options that work for you so it ends up happening, you can always explore different hair styles (judging by the pattern of hair loss i see in my family, i suspect that keeping my hair long would make it less obvious if i started losing mine), find your preferred method of covering it when you don’t feel good about it (personally i love a good beanie generally and would probably wear them a lot more if i didn’t have hair to worry about because my main complaint is the way they press my hair onto my neck), or just shave it all off if you don’t like the look of the partial balding but don’t mind a shaved head. the point being — you have options!
at the end of the day, whether you go on t or not, you’re going to see your body change as you age in ways that aren’t always going to be attractive to others or aesthetically pleasing to you. that’s just the reality of having a body. even if you never went on t, you’d get older and you might see your hair thin out even if you don’t bald, you’ll see your skin start to wrinkle and sag in places that used to be smooth, your metabolism might slow or your body fat might start to gather in new places; hell, you might lose your hair for a totally different reason and end up in the same place but without the benefits of having been on t that whole time. life is full of bodily changes like that. transphobes will fearmonger about the permanent changes of testosterone all day long but the truth is, there is no escaping permanent bodily changes. whether or not you go on t, your body now isn’t the same as it will be in 1 or 5 or 10 or 20 or 50 years, just like it isn’t the same as it was at any point in your life before now. our bodies are never supposed to stop growing and aging and changing throughout our lives. there’s no guaranteeing that we’ll love every single change our bodies go through, but that’s okay! there are so many things in life that are more important than the way our bodies look. even if you go on t and lose your hair and don’t like how it looks, your life won’t be ruined; plenty of other things will bring you joy and more than make up for the insecurities.
just think about the gender euphoria and relief from dysphoria that t could give you. would losing your hair be bad enough to outweigh all of that? or is it just the pressure of a society that decided balding is bad that’s making you fear one single change despite how much joy you could have if you let that fear go? only you can decide if going on t is worth the potential downsides for you, but i suspect that for most of us, the benefits of going on t far outweigh the possibility of side effects like hair loss happening down the line.
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raggedy-spaceman · 1 year ago
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S02E03 I Know Where I'm Going
They are married your honour. It's just that they're both too stupid to realize it yet. We'll get there.
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brawltogethernow · 6 months ago
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I would LOVE to hear your aro Hal thoughts if you don’t mind sharing?
[re:] (Sorry in advance there are absolutely no issue citations; I have saved so many pages in random places without labeling them.)
I don't know if I'd even call it having thoughts so much as having...an incomplete collection of Hal...saying things?
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And having things said about him?
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And he does this very familiar weasel jink when asked certain types of questions.
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Like the general direction of authorial intent here is presumably that he's a ~playboy~ who ~can't be tied down~,
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but we rarely see him...like...with anybody. He's an informed attribute playboy who's had a handful of onscreen flings that tend to be complete disasters with significantly less chemistry than a poorly measured baking soda volcano, and other than that there's Carol, who he's been failing to marry with high agitation for sixty-five years at this point. Like in cape comics it's standard for your obvious endgame A couple to take twenty or thirty years to get around to that, but sixty is excessive. Like even Alicia Masters and the Thing managed it faster and they kept getting put off because it stressed out too many Marvel writers to contemplate monsterfucking. (And other less comedic factors but this post isn't about that.)
And every time Hal tries to go steady with Carol he acts like he's dying, even though he clearly loves her and holds having her in his life in extremely high priority.
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Like he is not enjoying a playboy lifestyle he doesn't want to give up. He has tried very hard to settle down several times, but he always panics and bolts at the last second like someone who's run out of the willpower¹ to keep holding onto an electrified rod--except when he's rescued by deus ex machina.
¹Ha.
And it's also pretty evident that he hates himself for this and doesn't understand why he can't pass this standard life milestone, or why he keeps hurting Carol, his favorite person, trying and failing to do what they think you're supposed to. He very blatantly views his romantic failures as something that let down other people and "improving" as a sacrifice he's supposed to make for them.
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When his desires come into it it's primarily in the context of him gaslighting himself about how he totally wants the things he's supposed to that won't disappoint people, definitely definitely for real this time.
As seen above, romantic success for Hal is often conflated with retiring from being Green Lantern to inject cheap drama and insert a built-in inevitable failure, framing him as staying single because he's "married to the job". This barely ever made sense but was already downright comedic by the, I want to say late 70's?, where Carol was in on the secret identity and John and Katma were pulling off extremely successful GL/GL dating in the same book. At this point it's complete nonsense, so writers have been pulling harder on framing Hal as a disorganized man-child with commitment issues who's just sort of arbitrarily rendered undateable by being a committed superhero, something which, although it's a classic source of drama, has not hindered any of DC's other characters to this degree this consistently.
In conclusion: This aro man does not know what aromanticism is despite being one degree of separation from Connor Hawke, which is ruining his life and his ability to have any self esteem. Him and Carol desperately need someone to tell them what queerplatonic relationships are so they can stop doing these wretched I'm-not-touching-you kisses.
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#EverybodyDislikedThat
Also he's been dressing up as the aromantic flag since 1959. Okay now I'm done.
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jacketpotatoo · 12 days ago
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What would Jinx be like in the actors AU?? More like s2ep7 powder maybe?
Maybe! But with vi alive, I like to think that she’d retain a bit more of her chaos and ambition. They look out for each other so both have a bit more freedom to explore themselves. I am biased but career-wise, I think she’d have a quite similar one to Ella Purnell, due to the range and success of her work. Or Ayo Edebiri even, coming from screenwriting/comedy and eventually making the move to acting. Just because I think she has the urge to create in areas outside of just acting. She decided to audition for arcane for shits and giggles because her sister was. And figured out hey, this is fun and I’m actually really fucking good at it. Also, have a couple of doodles from the planning stage (including some of jinx)!
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14dayswithyou · 2 months ago
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I'm ready to clock into work!! 👩‍🍳
Does Elanor play favorites with her cats be honest...
Who's the cutest, the friendliest, the grumpiest, the skrunkliest? Does Orange subscribe to r/oneorangebraincell??
⌞♥⌝ Coconut is Elanor's favourite because she's the most affectionate with people and doesn't mind being petted. She's also the pickiest when it comes to eating, and will only eat her food if it's on the counter closest to the fridge. Put her bowl on the floor and she'll refuse to acknowledge it.
Orange isn't the skrunliest (that's Cocoa), but she's definitely the soggiest — given how often she likes to stand in the shower while Elanor is in there. And because Orange is the only cat who's allowed trusted to go outside unsupervised, she also brings home the most random items and leaves them on Elanor's pillow as a surprise.
Cocoa breaks the sound barrier whenever she's within earshot of a bag opening and will quite literally jump anyone who isn't Elanor. She's since had her nails trimmed and put in the cone of shame after getting tangled up in Kiara's luggage and tearing up their clothes.
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