#genuinely concerned for that specific situation
Explore tagged Tumblr posts
Note
genuine qn!! can you tell us more about mxtx and her preoccupations thematically and including character types and and relationship dynamics, so interesting
oh man so we'll see how long it takes me to answer this ask because I could probably write a whole goddamn essay for this. with footnotes and everything. am I tempted, yes, but the last time I did that it took me like a year and a half and I'm pretty sure nobody cared
anyway, yeah! mxtx is definitely a writer where I feel like I can see the throughlines in a lot of her work pretty clearly. some of these are probably generic and I'm only somewhat equipped to recognize those (being yet a novice in the world of danmei specifically and cnovels more generally), so I can't be certain all of this is mxtx and not just the generic milieu she's working within. but I tried to parse it out based on what I've noticed.
I focused on thematics because that's what I personally find most interesting (and easiest to elaborate on, since some of the relationship dynamics are less specific to MXTX than they are romance conventions, a genre I am less familiar with).
this is necessarily an incomplete list because I haven't reread in a hot minute and also I am, again, not writing a complete essay for this (right now)
Justice/injustice. This one recurs across all three novels, both in terms of the desire for justice and the ways in which injustice is woven into the fabric of society and sometimes, it seems, almost inevitable. There's something deeply pessimistic, for instance, about the way that MDZS deals with this question, or at least a certain ambivalence, but in general I would say it's a theme of MXTX's work that people don't get what they "deserve", and what is or would be just is at best a difficult and often an unanswerable question.
Cycles of revenge/violence. Relatedly: MXTX seems to me very concerned with cycles of revenge and violence and what comes of them - namely, nothing. In SVSSS you see it with Shen Jiu and PIDW!Luo Binghe in particular, and how Shen Yuan's cutting of that violent cycle transforms not just Luo Binghe but the fate of the world as a whole. In MDZS you see it most clearly with the Nie Mingjue/Jin Guangyao/Nie Huaisang situation, which ultimately ends with nobody winning, but also in Jin Ling's explicit rejection of revenge at the end of the novel. In TGCF you can see it in Black Water Arc, where - again - nobody wins, but you can also see it with Xie Lian and Jun Wu. This further relates to:
Disinterest in/distrust of punitive impulses. This is the one I wrote a whole essay about! But in general I think that MXTX is...skeptical...of the impulse to punishment/retaliation, because of the stance she seems to take that violence only ever begets violence and never makes anything better. Again this threads back to the aforementioned "nobody gets what they deserve" thing - because if nobody gets what they deserve, who decides what anyone deserves?
Ambivalence about the "fixability" of society at large. This also kind of goes back to the first point on this list, and specifically I think is illustrated through the fact that two of three of her main pairings retreat from the world at large at the end of their stories. They aren't completely removed from society, but they are distanced from it - in both cases, I would argue, out of some disillusionment with its functioning and/or their place within it. There is a certain feeling in MXTX's work that society is, if not irreparably broken, fundamentally unjust in a way that is difficult to change. (I think TGCF is an interesting outlier in this way, actually.)
Class/status dynamics. I'm not saying that MXTX is, like, writing about class or status, but I am saying that she seems to be interested in the role that it plays in shaping/defining a character, given how often it turns up as a factor - in Shen Jiu, in Luo Binghe, in Jin Guangyao, in Wei Wuxian, in Mu Qing, in Hua Cheng, even in Xie Lian's crash from the heights of wealth to the depths of poverty.
The fickleness of the crowd. This also has to do with the importance of rumor and reputation, but what it often seems to come down to in terms of impact is how quickly people at large change their minds and bend to the beliefs of the people around them; how much attitude toward a person is informed by, and defined by, public opinion - regardless of that opinion's basis in truth. Often, explicitly, in spite of the opinion's basis in lies.
31 notes
·
View notes
Text
Please block and report antinormalbrigade (aka sassymass14) for making an entire blog dedicated to harassing percyfan94 as well as many of his associates.
TRIGGER WARNING FOR MENTIONS OF DOXXING, HARRASSMENT, & SUICIDE
If any of these trigger you in any capacity, then don’t read if you aren’t ready. If you wish to read this post anyways, do so with caution. These topics are very serious and must be handled sensitively.
DISCLAIMER: Do not, under any circumstances, harass anyone involved in the situation. The last thing anyone needs here is a hostile environment where everyone's harassing each other. This post is meant to bring awareness and caution, not to target and harasss anyone involved.
As many of you are aware, antinormalbrigade or sassymass14 is contacting various fans of the Mr. Men franchise asking for information on percyfan94. It doesn’t take long to figure out that this blog is full of slander, hate, and malicious intent towards Percy.
How Did This All Happen?
A while ago in my own discord, a lot of my friends and I were gossiping and discussing about certain users from the Mr. Men fandom we had less than pleasant experiences with, Percy included.
I’d rather not get into specifics, but basically I blocked Percy back in 2021 based on what I heard about him because I didn’t feel comfortable interacting with him. Admittedly I discussed my distain for him (and several other members of the fandom) to my friends who felt the same way.
While I have my opinions on him and other users, I never genuinely wanted them to be harassed. Sure, I've spoken ill of Percy in the past, mainly due to personal reasons, but this is the last thing I want out of a situation that occured 4 years ago.
Enter Sassymass14. While we’re discussing all of this, he had a habit of suggesting some very… extreme responses towards these guys. This included doxxing and harassing Percy until he commits suicide, which is exactly his entire plan.

This was some of the earliest evidence I can find of Sassy suggesting the idea of a harassment campaign towards Percy.
About a month later, he messaged one of my friends through Discord, stating his intentions on the blog and what his goals were for it. He described himself as "the hero" and "the one who got rid of the worst mr men fans on earth".

A majority of us didn't want any of this, of course. So many of us told him that this wasn't the way to go, but all of our concerns and worries fell into deaf ears.
The Harassment Begins (And Expands)
It started by Sassy messaging several fans of the Mr. Men franchise, myself included, about Percy. Sometimes he sugarcoated it as being a fan that wanted to give something to him, other times he pressed them to give away his address in one way or another. There was one instance where he tried to impersonate one of Percy’s friends to get his information.



He's reblogged several old messages and callout posts from mrmenbusters talking about Percy, and the post I made telling people to drop the situation between him and I entirely. He's even contacted me saying that he claims to "protect me" from... Some guy I blocked almost four years ago and haven't contacted since. Sassy has also extended his harassment campaign towards several other of Percy's associates, including his own brother. He's called them the r-slur on more than one occasion. It doesn't matter that he censored it, he still made the conscious decision to use it towards these individuals.
Why Am I Making This Post?
Not only did I decide to make this post to spread awareness to those outside of the fandom, but also this guy has been using me as an excuse to justify his actions.
I've expressed my distain towards Percy many times throughout the years with various close friends of mine. He's used many screenshots from my Discord as "evidence" that Percy needs to die, even though he didn't provide any context on them.

It's clear that I don't like Percy. I've expressed my distain towards him towards many of my close friends, and now that it's brought into light by Sassy for the sake of his so-called crucade, I feel I should say this:
I never wanted this. I never wanted Percy and the people in his life to be harassed by Sassy. No matter how much I said about Percy, no matter how much I poked fun at his designs, work, etc. with friends, this was the last thing I ever wanted to happen to him.
What should I do in this situation?
Follow the disclaimer and don't harass anyone involved in the situation. The last thing we need right now is a hostile and unsafe environment where everyone is threatening each other with doxxing and death.
Simply block both accounts, report antinormalbrigade for harassment, and spread the word to your friends. If he says anything about you at all, just ignore it, it's not worth your time. If he won't listen to the people he claims to protect, then he won't listen to anyone at all.
#i dont think any normal person would take this guy seriously but also#please be safe whoever you are#i dont know what else i should tag this as im sorry
29 notes
·
View notes
Note
i was wondering, what is faenil’s relationship with religion? do they hate the gods for making them the dragonborn, or maybe they never cared about that stuff at all? did they dabble in making deals with the daedra?
You've unlocked a topic I'm very passionate about LOL I wanted to ponder on this one for a bit but I finally got around to answering, yay!
To start off, I'm linking a song here from Faenil's playlist that I think sums it up well. After all, the story of the dragonborn to me has always been about ascending to god status. Being something so big all in one single mortal body, that the rest of the gods are fighting over it. A soul sent by the god of time all the way to the afterlife to kill the end of the world. In Faenil's case, this soul is so bitter, so angry and so very very hurt, and they will do all of this while rubbing a big nasty middle finger in Akatosh's face.
I'm putting the rest of this text under a cut - TW: i explore religious trauma here and mention suicidal tendencies briefly...
I am really fond of the idea that the chosen one, the hero, is reluctant or almost unwilling to play their part. I mean, Faenil is straight up UNQUALIFIED to be the dragonborn. Yes, they are skilled, they are powerful, they are resilient, and they get shit done, but they are definitely not a hero, and they're just one mental breakdown away from letting the whole world end. And like, they know they're unqualified, and they are so very confused by it all. Well, someone has to do it, but why them specifically? And while they might use this hero title to get away with some questionable things every now and then, they kind of hate that they can do that. After all, Faenil has always believed that you get your way through hard work and planning, so the dragonborn stuff just feels... almost like some sick joke from the gods.
I can't imagine Faenil was ever religious or cared about following any gods at all, and as a skilled conjurer they know how dangerous the daedra are so they don't dabble with that sort of worship either. But since in the Elder Scrolls universe deities are very much real, they're obviously kind of unavoidable. I'm sure Faenil had their fair share of visits to the church with their father, and I'm sure he liked Auri-El a whole lot and had this facade of a good holy man that only Faenil could see through. And I'm sure Faenil must feel quite weird when they get to Skyrim almost a hundred years later to find out that all those mind-numbingly boring sermons their father forced them to go through as a kid applied to them more than they realized.
No, Faenil doesn't like the divines, not only because they're the annoying facts and logic type science person lol, but because they genuinely believe the gods are so cruel. They know that they're just a playing piece in the divine interdimensional time travel chess board, and they absolutely hate it from the bottom of their rotten heart. And why should you even waste your breath praying to something that doesn't give a single flying fuck about you? They will maybe sarcastically gasp Auri-El's name during some humorous situation, but that's as deep as it goes. No, as far as Faenil is concerned, they're a god themself, unworthy of any worship, but welcoming of it nonetheless.
I always say that Faenil was supposed to die a long time ago, but they're just really, really good at surviving. Like, they thought that they were going to die many times, and yet, they just never do, because the gods have all these mysterious plans for them. Every time they come to peace with the fact that this was it, the end is here and they had a good run but now it's time to rest - it just... never happens. They never get to rest. And Faenil has never really been actively suicidal or anything, they're stupid destructive but very good at carrying on and surviving against all the odds. Like it's gone to the point that it's almost funny even, that they always get blown and torn apart, and they just continuously pick their parts up and stitch it all back together and keep on going. But it's a pretty gruesome existence, to have it happen to you over and over again - to have someone do that to your body, and still having the strength and pure determination to pick yourself up over and over again like it's nothing and screaming fuck you at the world and saying that your body is YOURS and that you are indestructible as long as you choose to be. And at that point, you might as well be divine.
Well, it's beautiful, and it's sad, and I hope there's something for everyone to take away from that.
#MASSIVE WALL OF TEXT#this one's a rough one#kwamaeggrecipes#oc faenil#religious trauma#tw religious themes#ask#asks#asks open#tes ocs#tesblr#elder scrolls#the elder scrolls#skyrim oc#skyrim#altmer oc#akatosh#auri-el#auriel#dragonborn#ldb#dragonborn oc#skyrim dragonborn#dovahkiin#elder scrolls oc#tes
19 notes
·
View notes
Text
i feel like if jason wants to stop devenementiel team building he should convince everyone to play uno against thomas.
#genuinely concerned for that specific situation#not for jason making them play uno#but for playing uno against thomas#bro's thoughts are in 1080p and mine would be at 420p because i suck ass playing uno#as we could see in ep 7... he's not that good of a liar lol but in this case i think he has the ability to beat up everyone /affectionately#i also DO NOT want to be present (yet again) in the same room that Amanda and Roy are going to be fighting#as for devon i think in his bio it says he likes competitions sooo bro could also get intense with this#elenda and i are going to scape no matter what lol#now if we throw goldreamz trio into the mix it's going to be even worse#like don't get me wrong i would have fun because if i have to recognize something about jason is that his sarcasm can be really funny#“you read me like an open book Roy” had me DEAD the first time i read it. and as we know Jason IS a good liar#i think both teams would lie to each other#i also think Brune's going to demolish Danica because looking back at what she said to her at the fair... there's some unresolved issues
0 notes
Text
maybe its just me but i cant stand when people are like "it just doesn't sit right with me how teruhashi thought about aiura 🥺" like yes... its not supposed to ??? because her thinking badly of other girls and prioritizing male validation over everything is one of her main flaws ??? can we talk about that WITHOUT making it seem like shes not allowed to have a single actual flaw without suddenly becoming an awful person? nobody can handle complex female characters at all and its so fucking annoying
#you guys all missed the point of her development AND her and saiki's relationship development#like did you miss the parts where the only times he genuinely seems to not like something she does is when shes mean to other girls#and he still understands that she isnt a bad person for having bad thoughts in the private comfort of her mind#and besides... in this case she was literally just being a dramatic and insecure teenage girl LMAO#like dont fucking lie to me and tell me when you were her age you didnt have similar thoughts#youre worse than her if you lie about it while judging her for it#sorryyyy#she shouldve been MORE unhinged youre all just cowards#AND ALSO ? how can something even be 'mean' if its just a thought#thats like if u opened ur friends private diary without permission and then unfriended them over something they said in a random upset vent#and in this specific situation if u found out ur friend called someone a bitch because they liked the same person as her ??#LIKE THATS ?? its bad but its not as crazy as you guys make it out to be#shes allowed to be angry and insecure in the privacy of HER OWN MIND#idk if this makes sense but i just feel that her thoughts are more of a concern about her wellbeing than anything else#like she canonically is extremely kind to others even when she doesnt want to be so why are we worried about how she treats others.#theyre fine. im worried about HER.#and WHY her mindset is so negative... but u guys dont give a shit because u cant handle even a spec of complexity#sorry ive said all this before i just like to rant#saiki k#tdlosk#the disastrous life of saiki k.#teruhashi kokomi#meows post
86 notes
·
View notes
Note
thank you!!!! finally someone with some sense. idk what this person was trying to accomplish with those screenshots because all they show was that they were combative and unwilling to bend to plots already set in place before they joined. they very clearly godmodded themself but apparently everyone else is the problem?
i just think it's something that has been blown out of proportion like.... i get feeling blindsided. but as someone who has done period rps before if you join as a character in a pre-established family there is an expectation that you will have to work with what you have! you have to bend certain things! stuff will not be 100% accurate to what would actually happen in that situation irl! i also did not like the fact that they brough up the lack of characters of color almost as an afterthought (as evidenced by the timestamps) when it was clear they would not be getting their way w the admin.
#rpt#this is not to say other poc cannot have genuine and valid concerns abt the lack of diversity in that rp btw#just something abt this specific situation. Hm.
0 notes
Text
don't get me wrong if there are no figayda defenders then i am dead but equally important to me is the fact that adaine was the one who reached out to ayda in the first place. from the very first moment, while the other bad kids were either unsure if ayda was even a person or if she was a bird or something else altogether, while they were making jokes, adaine was the one emphasizing ayda's personhood and acknowledging her as an individual deserving of respect. minute one, adaine has clocked ayda's deal and is completely on the level with her.
like, just to break down their interactions solely from the episode where they meet (2x07):
Adaine: Oh yes, I have a piece of paper.
Ayda: Why, are you bragging? I have many slips of paper.
Adaine: It's a specific piece of paper with a letter from Garthy on it.
> speaks too vaguely, sees that ayda did not understand her meaning, and immediately clarifies with specific language, without being glib or making a joke out of ayda's response
Ayda: Do you give this as a gift or as a message?
Adaine: I give it as a message. I would never give you a gift, you've made it clear that you do not want one.
> heard ayda's clearly expressed opinion on gifts and took her at face value, once again without any hint of mockery
Ayda: I wish for no gifts.
Adaine: But if you would like to buy this message off of me, you're more than welcome to.
> reframes the offering of the message as a transaction to eliminate any concern ayda may have about putting herself in debt, something she'd just expressly communicated she did not desire to do
jump to:
Adaine: I can teach you a spell if you teach me a spell. Then the transaction is clear.
> says in no uncertain terms what the transaction is. she is communicating on ayda's terms.
jump to:
Adaine: We can hang out if you like.
Ayda: What?
Adaine: I don't have any wizard friends.
Ayda: Why? [...] Are you hard to be around?
Adaine: No, I, no? Are you hard to be around?
Ayda: Yes.
> you just know ayda is repeating back words she has been told.
Adaine: Oh, do you want a friend?
Ayda: (pauses, intense stare) Desperately.
> this entire exchange is spoken in clear words and without subtext. adaine says what she wants and why she wants it. she is not put off by ayda. she doesn't find ayda hard to be around, but she also doesn't say anything to give ayda something to argue against. on the heels of ayda saying she's hard to be around, adaine asks anyway, "do you want a friend?" which communicates (1) the answer to whether or not you're hard to be around does not in any way modify my desire to be your friend, but also (2) i don't want to force friendship on you so i will ask you a clearer question: do you want a friend?
Adaine: I'll be your friend. Would you like to hold my frog? It's not a gift.
> "i'll be your friend" = adaine clarifying the result of the preceding line of questioning. "do you want a friend" could be taken by ayda to mean that adaine will present her with some third party friend, and adaine puts that to rest: she will be the friend. also doesn't assume ayda will remember adaine's earlier words or generalize her earlier sentiment of never offering ayda an unwanted gift; this is a new situation and conversation so adaine simply repeats her promise
Ayda: What level spell is this?
Adaine: Oh, it's just Find Familiar, it's—
Ayda: How?
Adaine: I can teach you it. It'll cost you 50 gold per level.
Ayda: (laughs screechingly) Very good.
> friendship notwithstanding, adaine does not assume that the transaction of spells for money is negated, but suggests it in such a way that ayda laughs, potentially sensing that adaine has created an inside joke for them, and potentially not being on the inside of too many of those.
all of this is FIRST MEETING. and the difference between how the other bad kids interact with ayda vs how adaine interacts with her in this episode is so stark. when adaine learns that they're both divination wizards, she is genuinely delighted. she thinks ayda is cool from basically their first interaction. adaine doesn't have any wizard friends!! and she's respectful towards ayda and meets her where she's at without any hesitation or difficulty. day one ride or die.
brennan likes to say that fig was the one who brought ayda out of side quest territory and into the main story, but it was adaine who extended the offer/request for friendship, it was adaine who reached out when she needed help at the row & the ruction, and it was adaine whom ayda immediately dropped everything to go and rescue the moment she knew adaine was in trouble. fig was an incredible friend and eventual partner for ayda, but adaine was ayda's first friend, the hand that reached out and grasped ayda to bring her into the bad kids fold in the first place, and nobody better forget it.
#stuff#dimension 20#d20#fantasy high#fantasy high sophomore year#fhsy#adaine abernant#ayda aguefort#so so normal about ayda at all times. you can be sure of that#d20 meta#fantasy high meta
2K notes
·
View notes
Text
How protective would he be?
Warnings: +18 content, possessiveness, manipulation, obsession, yandere tendencies in some, unhealthy relationships, dark content, canon-typical violence.
Characters: Michael Myers, Chucky, Billy Loomis, Stu Macher, Patrick Bateman, Hannibal Lecter, Vincent Sinclair, Jason Voorhees, Leatherface, Art The Clown, Jason Dean, Alex DeLarge, Kurt Kunkle, Brahms.
Michael Myers
7/10
He's not really that protective. Too wrapped up in his own business. However, if someone thinks hurting you is a good idea, they're very wrong. He doesn't like his toys to have other people's marks on them, so he'll defend you. He won't let anyone hurt you physically. However, he'll be a zero with emotional damage; if someone bothers you like that, you'll have to specifically ask him to do something against that person. He will do it if you ask him to, but he'll prioritize his own victims.
Chucky (Human Version)
5/10
Much more protective than his doll version. At this stage, Charles was much more impulsive, so if someone hurts you in the slightest, that person will get into quite a bit of trouble. If you complain about someone and they're not really a threat to you, he'll just belittle your concerns, but at least he'll accompany you to pay that person a visit, but his goal is entirely selfish. He doesn't do it for you; he does it because he wants to see you in action.
Billy Loomis
9/10
Extremely protective. He's all over you; he doesn't want anyone to ever hurt you. He'll do whatever it takes to make sure no one ever bothers you again. He keeps people away from you who could be a potential threat and keeps you away from people he doesn't like. He doesn't get all the points, as there will be a couple of times he won't defend you because he's mad at you and wants to show you that you're absolutely helpless without him. He'll let you suffer for a moment and come to your rescue. Your eyes of gratitude are priceless…
Stu Macher
7/10
Listen, he could do better. But he'll be pretty careless. He'll protect you if you're in danger, but if it's less serious situations, he'll overlook it, especially if it's at a party. However, if there's something that's stuck in his mind, he'll get rid of it as soon as possible and won't say anything to you. If you dare to ask him questions, he'll make you feel like you're a fool and change the subject. You learn not to ask him anything. If you specifically ask him to get rid of someone for you, he'll do it; you don't even have to explain why. But he'll expect more from you in return.
Patrick Bateman
10/10
Listen, he is, but for selfish purposes. First, you have to be valuable to him. Make him understand that you genuinely like him and can be the person he wants (you don't even have to be; you just have to follow his demands). Then, he'll protect you and show you that he's that man who can take care of you all the time, to the point that you can leave everything in his hands. If you let your guard down and give him his role as protector and provider, he'll be protective and take care of you. However, depending on him so much can't be all good.
Hannibal Lecter
6/10
He's protective about the typical topics. If someone wants to hurt you, he's there. If someone wants to hurt you in any way and in any field, he's there. However, he's not when he feels he can take advantage of your reaction. If someone does something bad to you and he feels that it will bring out your bad and dark side, he'll let it happen. He wants to see both sides of you, both the good and the bad. If you're not a person who shows both sides, he'll bring out the one that suits him. He'll play with your mind, make you dependent on him.
Vincent Sinclair
7/10
Pretty good, actually. New outsiders will arrive, and he'll get rid of anyone who plans to play with you in any way. He's quite protective of you and doesn't want to see you with any scratches. However, he'll do little to nothing if it's his brother. It's not that Bo wants to do something to you constantly, but if he's disobeyed, he likes to punish so that people continue to go down the right path. I don't think Vincent would defend you from something like that; the most he'll do is try to comfort you afterwards.
Jason Voorhees
10/10
They don't play with him, and they don't play with you. It's that simple. Everything is a threat to you, so he tries hard to keep you away from everyone. Literally everyone. His level of protection goes beyond obsession and possessiveness. It's absolutely not healthy what he does, but at least you can enjoy total peace of mind. No one bothers you, because there are no people who can do that. And if there are, they don't last long. Of course, you shouldn't talk about anyone and much less go to places that don't have his approval.
Leatherface
7/10
It's the same dynamic as with Vincent. He'll protect you if it's someone outside. He'll go crazy if they hurt you. If someone insults you, he'll get revenge. He won't let anyone get away with you in any way. But if it's his family, it'll be too hard for him, and even if he wanted to intervene, he won't. Your duty is to get along with his family and not bother them. If they start attacking you, he will not be able to defend you, as they will always be more important than anyone else. He will feel quite frustrated if they do not accept you.
Art the Clown
4/10
He's not protective at all. But he will kill them all. Yes, all of them. So probably among those victims there are people who hurt you, who you don't like, and who made you feel bad. But make no mistake, he's not doing it for you. He's doing it for himself and for his satisfaction. If you're in danger, he will kill the person who is hurting you, but I insist that it's not out of a protective instinct. He does it because he likes to see the suffering of others. If Vicky from the third movie insults you, he will laugh with her. But if he's not in the mood, he will look at her with annoyance. It all depends on his mood. Now, she can't hurt you. No. That's only allowed for him.
Jason Dean
10/10
Yes. It doesn't matter if they're together or not. He won't put you in danger, and all those who hurt you will suffer the consequences. The slightest taunt from a person could be fatal. Seriously, this guy is a real danger. You could tell him you're tired of someone, and you'll both be making a plan to get back at that person, and he'll go all the way with it. He'll expect you to be happy and content afterwards, to share his mood basically. If you're not, he won't do anything, but he'll be disappointed. And he'll show it.
Alex DeLarge
10/10
He is. But let me explain. He'll do this to make you dependent on him and see him as your only salvation. He'll be extremely manipulative, but it will still get you into his trap. You could literally be untouchable. He won't let other men hurt you or let his filthy hands touch what's his. He'll get revenge on anyone who thinks entering your home is a good idea. If a person bothers you in any way, no matter how small, he'll let them know what it means to mess with you. But make no mistake, Alex is controlling, and he'll expect you to obey him. In everything.
Kurt Kunkle
8/10
Pretty good actually. He got tired of no one seeing him, so he started freaking out. If someone disrespects you, he'll think they're disrespecting him, and he'll attack. If a person thinks touching you is okay, then Kurt will think it's a dig specifically at him. He'll think he's being told he's weak, insignificant, and invisible, and he'll start losing control. After that thing, he'll berate you a bit and blame you for stupid things. Praising him might work.
Brahms
10/10
Protective, obsessive, possessive. He literally has it all. He doesn't let you leave his house. He doesn't want anyone to take you away from him or hurt you. He's very strong, so if someone comes in, they'll never get out. You feel protected with him because really no one but him can hurt you. However, at the same time, it might get tiring how much insane protection he puts on you. He will see threats everywhere, until there comes a time when you don't talk to anyone close to you. You only have him.
#slashers x reader#slashers x you#art the clown x reader#slashers x y/n#alex delarge x reader#art the clown x y/n#art the clown x you#jason dean x reader#jd x reader#slasher x you#slasher x y/n#slasher x reader#slasher x s/o#michael myers x y/n#michael myers x reader#michael myers x you#chucky x reader#charles lee ray x reader#billy loomis x reader#billy loomis x you#billy loomis x y/n#stu macher x reader#stu macher x you#stu macher x y/n#ghostface x reader#ghostface x you#ghostface x y/n#kurt kunkle x reader#kurt kunkle#a clockwork orange
1K notes
·
View notes
Text
˚ ༘ ೀ⋆。˚ 𝑴𝑶𝑶𝑵 𝐎𝐁𝐒𝐄𝐑𝐕𝐀𝐓𝐈𝐎𝐍𝐒
౨ৎ ⸝⸝ Aries﹕Healthy aries moons can be playful, determined, and will firmly stand up for themselves and others if the situation calls. Unhealthy aries moons usually exhibit the same traits, just far more intensely. No matter the state, they don't feel negative emotions for very long, nor do they tend to hold grudges. They'll forgive, though they won't forget. Will crash out over losing a video game and get up and shrug it off as if nothing happened LMAO. ౨ৎ ⸝⸝ Cancer﹕I'm awaiting the day I get to meet a healthy cancer moon, you guys sound like the sweetest people. The same cannot be said for your unhealthy counterparts... either emotionally manipulative and attention thirsty or borderline doormats. Solitude isn't to be feared, struggling cancer moons. Other people's love won't fix you, you NEEEEED to love yourself. ౨ৎ ⸝⸝ Virgo﹕Healthy virgo moons can be super attentive and helpful, you won't even need to ask for help, they'll just know lol. Unhealthy virgo moons can be unnecessarily hypocritical. Will judge you over the most minuscule detail but then go and do something genuinely bad as if it's nothing. ౨ৎ ⸝⸝ Scorpio﹕Absolutely hilarious, but also horrendously concerning. They will joke about an insanely traumatic thing that happened to them as a kid as if it's nothing. You guys definitely need a stable emotional outlet, whether it be art, counselling, and so on. ౨ৎ ⸝⸝ Sagittarius﹕Freedom is so important for sag moons. Restricting them is cruel; adventure is a part of them. This is oddly specific, but they look so at home in nature, especially forests and fields, presumably because of how elated being in those spaces makes them feel. If you need someone to help get you out of your comfort zone, find a sag moon. ౨ৎ ⸝⸝ Capricorn﹕Having a cap moon sounds like a nightmare. You guys need to open up to others more; you can't carry the weight of the world on your shoulders and expect to be able to carry the emotional burden of doing so alongside it. Please remember that your emotions are not a weakness, and expressing them doesn't make you any less capable and hard-working; you are just as human as the rest of us. ily guys please allow yourself the grace you allow others.
#astro observations#astroblr#astrology#astrology notes#astrology observations#astrology chart#moon#moon signs#moon observations
760 notes
·
View notes
Text
Green Flags in Communication 💚💬
"I want to know when I hurt your feelings."
This shows they are willing to understand and acknowledge the impact of their actions.
"I don't want you to feel alone in this."
This shows empathy and indicates that the person is supportive and does not want the person to deal with issues alone.
"I've been struggling with ___���
This demonstrates vulnerability and trust, as the person is open about their struggles.
"How have you been feeling about ___? I know it's been on your mind a lot."
This shows concern for the other person's issues or worries, showing that they are listening and care about what's important to the other person.
"I feel __ when you __; are you open to trying __ next time?"
This is an example of constructive communication.
"What do you need from me when this happens with your family?"
This shows awareness and sensitivity to the persons family dynamics and a willingness to provide support.
"I appreciate when you ___.”
Expressing appreciation is vital for positive reinforcement and acknowledging the efforts and qualities of the other person.
"I didn't handle that well."
This is a sign of self-awareness and accountability, recognizing one's own mistakes and being open to learning and growth.
"I'm sorry, I was wrong to say that. I'll try to be more mindful in the future."
Shows you are able to apologize genuinely and a commitment to improving behavior.
"Tell me more about that; I'm really interested in hearing your perspective."
Indicates a genuine interest in the other person's thoughts and feelings.
"I noticed you seemed a bit off today. Is everything okay?"
It shows you are attentive to the other person's emotional state and a readiness to provide support.
"I'm here for you, no matter what you need."
Offers unconditional support, creating a sense of security in the relationship.
"I love how passionate you are about your hobbies. It's inspiring to see."
Expresses admiration for the other person's interests.
"Let's work on a solution together. What do you think would be fair?"
Focusing on collaboration rather than conflict.
"I trust your judgment on this."
Trust and respect for the other person's decision-making abilities.
"Your happiness is important to me. Let's make sure you're taking time for yourself."
Prioritizes the other person's happiness and emphasizes the importance of self care.
"It's okay to feel that way. Do you want to talk about it more?"
Validates the other person's feelings.
"I appreciate how you handled that situation. You're really good at ___."
Praises specific strengths or skills, boosting the other person's self-esteem.
"I know we disagree, but I respect your point of view."
Acknowledges differences in opinion while still maintaining respect and understanding.
#communication#personal improvement#personal growth#personal development#self help#self awareness#self reflection#self improvement#healthy relationships#relationship advice#relationships#green flags#emotional intelligence#healthy relationship#health and wellness#mental wellness#mental health#level up journey#glow up tips#glow up#positive mindset#growth mindset
7K notes
·
View notes
Text
Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
544 notes
·
View notes
Note
Your writing is amazing 🤩
Can I request headcanons where The Big Three hedgehogs (separately) would react with a reader who doesn’t want to be in a romantic relationship with them; not because of them specifically, but because reader doesn’t want to be in life-threatening trouble all the time. They want to live peacefully, and they can’t have that if they’re dating hedgehogs who are known for attracting danger.
Sonic villains are scary and op. I wouldn’t want to deal with them, even if it meant rejecting the coolest characters in fiction.
Yandere triple s x Reader
Sonic:
Sonic is the embodiment of freedom and excitement, living life on the edge is all he knows. When you tell him you don't want to be in a relationship with him because of the chaos he attracts, he's initially confused.
"What do you mean you don't want excitement in your life?" he asks, his grin faltering. "You're seriously saying you'd rather stay boring and safe than, y'know, live it up with me?"
You explain that it's not about being boring, it's about being genuinely weary snd concerned. Eggman, Metal Sonic, literal GODS, waiting to pop out of the woodwork aren't exactly conducive to a peaceful lifestyle. You want to enjoy life without worrying about explosions, kidnappings, or world ending disasters.
At first, Sonic brushes it off with his usual charm. "C'mon, don't be like that. I'd never let anything happen to you, you know that!" But when you stand firm, his sunny charm starts to crack.
"Are you serious?" His voice lowers, losing its playful edge. "You're really turning me down because of a little danger? You think you're safer without me?"
His words filled with disbelief and growing frustration. How could you not see that he's the guy for you? He protects you better than anyone else could. Sure, Eggman"s schemes are dangerous, but they'd be even more dangerous if he wasn't around to stop them.
As days pass, Sonic'a obsession starts to surface in ways you didn't expect. He's always watching, always. You'll look out the window and catch a fleeting blur of blue, or feel the wind shift as he speeds past. You can't shake the feeling that he's nearby, even when you're alone.
When he finally confronts you again, his tone is far less casual than before. "You don't get it, do you? If you're not with me, you're vulnerable. I can't just leave you out here, waiting for something to happen. It's too dangerous without me."
His logic twists. In his mind, your rejection only proves that you need him more. You dont want to be around him because you dont want to get hurt? He'll give you that wish. Sonic begins isolating you from anything that could "endanger" you. Friends mysteriously cancel plans. Locations you frequent suddenly close down. If you dont want to be happy with him, thats fine, he'll make sure you cant be with anyone. After all, they might "endanger you" too
Shadow:
Shadow doesn't take rejection lightly. When you tell him that you don't want a relationship because of the danger associated with him, his first reaction is silent disbelief. He stares at you, his eyes narrowing as he tries to process what he just heard.
"You think being with me is dangerous?" His voice is cold, almost offended. "I've kept you alive all this time, haven't I? Do you really think anyone else could protect you better than me?"
You try to explain that it's not about him failing to protect you. You just don't want to wake up every day wondering which new villain will target you because of your association with him. Shadow's life is crazy, and just way too "eventful", and you're not cut out for that kind of stress.
For a moment, Shadow seems to consider your words. He's calculating, always analyzing the situation for the most logical solution. But then his own head gets the better of him, and the idea of you rejecting him, for any reason, sends him into a quiet fury.
"So, you think you can live a peaceful life without me?" His tone deceptively calm. "You think you can just walk away and no one will come after you?"
It’s a veiled threat, but there's truth in his words. Shadow's enemies are ruthless, and you even being friends would have already alerted them enough of your presence by now. In his mind, letting you go isn't just reckless, it's cruel. You need him, whether you realize it or not.
Shadow begins to follow you. He's always nearby, watching from the shadows, ensuring you're safe. But his presence isn't comforting. Every time you think you've escaped his grasp, he's there, reminding you that your "peaceful" life is a fantasy.
"You just dont understand, do you? If anything, im the only thing keeping you safe."
And if you still insist on resisting? Shadow's methods become less "gentle". He's not above using force to keep you by his side. In his mind, it's all justified. After all, he's doing this for your own good.
Silver:
Silver is the most emotionally vulnerable of the three. When you tell him you don't want to be in a relationship because of the danger he attracts, his first reaction is heartbreak.
"Wait... what?" His voice cracks, and his wide, teary eyes search your face for any sign that you're joking. "You… you don’t want to be with me? Why...?"
You explain that it's not about him as a person, it's about the constant danger. You're not strong like him. You don't have speed, psychic powers, or any training. You're just a regular mobian trying to survive, and being with him feels like painting a target on your back.
Silver's lip trembles as he tries to process your words. "But... I can protect you. I'd never let anything happen to you, I swear!" His desperation is just saddening. He doesn’t understand why you'd reject him when he's offering to keep you safe.
As the days go on, Silver becomes increasingly obsessive. He can't stop thinking about you, about how wrong it is for you to push him away. He convinces himself that you're just scared and that he needs to prove he can give you the peaceful life you want.
Silver starts "fixing" your life in ways that quickly spiral out of control. He uses his powers to move you away from anything he perceives as a threat. If someone looks at you the wrong way, they trip and fall. If a place feels "unsafe," he blocks your access to it entirely.
When he confronts you again, his tone is a mix of desperation and determination. "I've done everything I can to make things better for you! Don't you see? We can be together. You just have to trust me!"
If you still resist, Silver becomes more unhinged. He's not naturally violent, but his obsession with keeping you safe drives him to extremes. He starts to believe that the only way to protect you is to keep you with him, always.
"I know you're scared" he whispers, holding you close despite your protests. "But I’ll make everything okay. You'll see. You don't have to worry about anything anymore... because I’m here."
#sonic the hedgehog#sonic#fanfic#sonic the hedgehog x reader#sonic x reader#shadow x reader#shadow the hedgehog#shadow the hedgehog x reader#silver#shadow#silver the hedgehog#silver x reader#silver the hedgehog x reader#yandere shadow#yandere#yandere silver the hedgehog#yandere silver#yandere shadow the hedgehog#yandere sonic#yandere sonic the hedgehog#yandere sonic the hedgehog x reader#yandere shadow the hedgehog x reader#yandere silver the hedgehog x reader#yandere triple s#triple s#team triple s#Yandere triple s x Reader
459 notes
·
View notes
Text
Nanami Kento Relationship Headcanons
(Nanami through the phases)
Warnings: none. This post is SFW, and is mostly full of fluff.
Acquaintance (I'm just another face in the crowd)
• This isn't a love-at-first-sight type of situation. Romance is so far from his mind in general, and as far as he's concerned, it's off the table, no matter who it is.
• If you're another sorcerer, you're just another colleague - his only concern is whether or not you're competent. If you're a non-sorcerer, you're just another stranger in the world trying to make your way however you can. Nothing more.
• He treats you no different than any other person, with painful indifference and total professionalism. Short responses - no longer than is required to get a point across.
• Any time you'd try to have some form of friendly chat or banter with him, you're met with little more than a 'hm' or an ' I see' before he would return to what he was doing.
• His responses would only be a little longer if it pertained to work or if it were absolutely necessary.
Friend (If you slip and fall off-track - I'll carry you on my back)
• It took a long while to get to even this point with him, but he's less guarded around you - only a little. It's not that he doesn't trust you; it's just how he is with people. The difference is that when he asks about your day, he genuinely wants to know - it's no longer an obligatory means of the bare-minimum 'polite conversation between strangers/colleagues' type of situation.
• You're one of the few people he'll ask out for drinks after work. He's a good drinking partner, and he always tends to buy the first round. This is around the time you realize just how well he can hold his liquor. The man can drink like a fish, and it takes him an insane amount before he seems to show any subtle signs of inebriation. That being said, he's a pretty quiet drunk; he'll sway a bit more when he stands, and his ears/cheeks will turn a little redder, but he tends to stop before he even gets to that point.
• He has genuine respect for you (even if you're also a Jujutsu Sorcerer).
• You get to see him crack a small smile on occasion. Even though he's not typically one for jokes, you're one of the few people who make him chuckle.
• He knows how you take your coffee and/or tea (or what you prefer if you don't drink coffee or tea). If you're a colleague, he'll sometimes bring you something from the coffee shop if he'd happened to stop by to pick up a coffee for himself.
• (If you're a sorcerer) He trusts you to be able to handle yourself, and doesn't feel the need to babysit you on missions. He knows your style pretty well, and is able to adapt his own to better compliment yours if needed. Still, he's always looking out for you in his typical 'Nanami' way.
• (If you're not a sorcerer) He keeps an eye out for you when he happens to be around; making sure you're not stuck dealing with some unknown minor curse. If you do happen to catch the attention of a curse, he'll go out of his way to deal with it for you - though you'd never know it; he doesn't want to bring you into his messy world by telling you things you don't need to know.
• All in all, Nanami is a fiercely loyal friend. He has your back through anything and everything, even if that means giving you a scolding for doing something foolish.
Crush (I've got my eye on you)
• Once you catch his eye, he almost seems to become a little less talkative around you than he was before. At first, you're worried that you did something wrong.
• If anything, he's kind of in shock. These feelings just came out of nowhere for him, and he's not really sure how to handle it.
• He specifically did NOT want to be romantically involved with anyone while he's in this field of work. In fact, he's fully intending to keep his feelings to himself and just hoping that they go away over time, even if you're also in the same business of fighting curses.
• Any signs of affection are extremely subtle - almost imperceptible - but they are there.
• When he brings you your coffee/tea/etc. he now always pairs it with some sort of sticky note message. Nothing cutesy - just a simple 'have a good day' or 'stay safe.'
• When you're around each other, he seems to stand a little closer than usual - especially if it's crowded, he takes the opportunity to stick almost shoulder-to-shoulder with you (but he always says a quick 'apologies' when he does).
• You have your own ringtone and vibration pattern, now - though he hasn't brought it to anyone's attention; not even yours. Your ringtone changes from his usual default to something different so he can hear if it's specifically you contacting him. Your vibration tone is a subtle 'bzt-bzt' that he noticed sounded like a heartbeat. Whenever he hears that tone or that vibration, he tends to stop what he's doing to check his inbox.
• You've never noticed, but if someone seems to be eyeing you, be it a creep or just some would-be troublemaker, he's able to subtly put on that scary-dog aire which never fails to deter them from coming anywhere near you. In fact, one time, he happened to notice some creep was following you home after work while he was driving by, so he pulled over to the curb beside you and got out of his car to greet you. 'It's not safe to be out alone in this area this late. Let me drive you home.'
Before you can say anything, he's gently leading you to the passenger's side door, opening it for you to let you in before carefully closing it behind you. As he's moving around the car to get into the driver's seat, he's sure to flash a death glare to the stalker (and no one - and I mean NO ONE - can death glare like Nanami).
Once he's arrived at your place, he suggests carpooling with him after work. Even if you decline, he requests that you text him when you get home. Either way, this starts a trend of you two either carpooling home or texting each other most nights.
• You have noticed that his usual habit of buying the first round of drinks has turned into him picking up the entire tab basically every time.
• You are the only person that has ever seen this stoic man flustered. The first time you saw him remove his glasses, you complimented the amber colour of his eyes. He cleared his throat and scratched the bridge if his nose, flushing with a 'thank you.' You heard from Gojo later that day that Nanami seemed to be in a better mood than usual for the rest of the day.
• He actually compliments you, now - and not just for work-related things. He keeps it simple, but one day he notices you'd changed something small - maybe the way you parted your hair, the way you did your makeup, maybe you shaved, or he noticed the perfume/cologne you were wearing, maybe a new accessory you bought - and he makes a point to say something (ie; 'Ah, you changed your hair part. It looks good.')
Dating (What would happen if we kissed? Would your tongue slip past my lips?)
• This was not what Nanami was intending to happen. You either had to make the first move, or once you noticed the hints he was unintentionally dropping, you practically had to pull it out of him. He was convinced, without the shadow of a doubt, that his feelings were completely one-sided.
• If by some chance he were the one to make the first move, however, he had originally decided to confess to you in hopes that his feelings would pass once you'd inevitably turned him down. You could imagine his surprise when you returned his feelings. He decided it would be best to take you out for lunch at a coffee shop you both liked to frequent. After you'd taken your seats, you noticed that he seemed nervous. That's when he tells you.
• Either way, once you both decide to start a relationship, he turns out to be a textbook-perfect boyfriend. He holds doors open, buys you gifts, plans great dates, gives great massages, and he's a shockingly good kisser. He's also unsurprisingly great at communication; he likes to talk things out, and is very solutions-oriented, so the two of you may disagree on occasion, but you rarely 'fight.'
• His only real failing as a boyfriend (at least early on in the relationship) has everything to do with his habit of being a workaholic. It can be hard to make time to spend time together outside of work, and when you do, he's often rather tired, though he tries not to show it.
• You two didn't share an official 'first kiss' until the end of the third date. You'd hugged, held hands, cuddled, and you'd both even come close to kissing a couple times, but neither of you wanted to make the other feel rushed or uncomfortable. He'd kissed your hand, fingers and forehead before, but at the end of your third date, as he was dropping you off at your place, he asked you to wait a moment before getting out of his car. He started to lean forward and gently slipped a hand on your jawline, holding intense eye contact for a moment before asking if it would be alright for him to kiss you. You basically just managed to get a 'yes' out and his lips were on yours in the blink of an eye - as if he'd been unable to think of anything else for his entire life. All too soon, he pulled away an inch, letting out a deep sigh of relief. He drifted his thumb gently over your bottom lip and smiled. 'You have no idea how long I've wanted to do that.'
• He seems to exhibit many forms of the love languages, but his most prominent are acts of service, gift giving, and physical touch.
Long-Term (Come with me, my love, to the sea - the sea of love)
• Nanami always enjoys his dates with you, regardless of what you're doing, but he specifically loves dates where the two of you get to learn something together. Taking classes, be they painting, cooking, dancing, learning a language, etc. he finds them to be the most interesting.
• Nanami asked you to move in with him about a year into your relationship. The first day you came 'home' after work, he'd made a point of being there first so he could set up a 'welcome home' banner and prepare a nice in-home date night for the two of you.
• Coming home to you is easily the highlight of most of his days. His favourite post-work ritual is to slide off his tie, unbuttoned the top few buttons of his shirt, and to fall into you to cuddle on the couch together.
• He loves when you read books out loud while he's curled up with you, feeling your fingers running through his hair. It never fails to put him at ease.
• After having taken many cooking classes together, the two of you can flawlessly work around each other in the kitchen - something many couples seem to struggle with.
• It was about 3 years into your relationship when you realized he has a shockingly nice singing voice that he rarely uses. One evening, the two of you were slow-dancing in the living room when he started humming a song in a low, smooth tone that took you by surprise.
• Nanami's always had pretty good fashion sense, but he enjoys coordinating his outfits with yours, and low-key revels in getting to show you off a little when you're out together.
• He never forgets anniversaries - ever. He remembers that during your first anniversary, you bought him a midnight blue silk tie with a simple wave pattern that he adores, and makes sure to wear every anniversary without fail.
Married (After all this time, I'm still into you)
• The two of you take at least a one week long vacation together every year; but for your 5th anniversary, he pulled out all the stops. We're talking a first-class flight to a private villa by the sea with a balcony and an ocean view that boasted some of the most incredible sunsets imaginable. After spending the week getting absolutely pampered with amazing meals, couples massages, and anything under the sun that the two of you wanted to do, he presented you with an envelope.
You opened it to see that he had purchased the ocean villa so the two of you could come back any time you wanted; but that's not all.
He had signed it under both his name, and under a 'Mrs. Nanami Kento.' You looked at him in shock as he rose to his feet and dropped down on one knee beside you to offer you a ring with your favourite stone.
• The wedding was, in a word, perfect. He had a blast planning it with you, and the entire event went off without a single hitch. It was small, beautiful, elegant, intimate, and perfect for both of you. You like to joke that the two of you had a future in event planning if Jujutsu Sorcery stopped being an option.
• It's not long before he (and you, if you were also a sorcerer) decide to retire from Jujutsu Sorcery to open your own business together - be it event planning, a restaurant, a bakery, etc. which goes on to be incredibly successful.
• This man never stops trying to win your heart. Even decades into your marriage, he's always trying to find new ways to charm you and sweep you off your feet.
#jjk#jujutsu kaisen#nanami kento#nanami#headcanon#relationship#py#pyretta#wychwiggin#psh#purple strudel house#fan fiction#fanfiction#sfw#fluff#Spotify
606 notes
·
View notes
Note
Asking w/ genuine curiosity cuz im not rlly into ttrpg at all, what is d&d responsible for in that sphere? Why does it suck or is it just bc thats the only game anyone plays? Thanks for answering if u do, well wishes!! 🫡💋
Very few of the issues with D&D's position have to do with the game itself, like even though I'm not personally all that enthused about the latest edition of the game D&D as a game spanning multiple different editions (some of which should be thought of as pretty much different games) is not, as far as I'm concerned, a Bad Game. The issues with D&D's monolithic position in the hobby are mostly ones of, as you say, it being the only thing many people play and that having an effect on people's perceptions on the hobby and games.
Many players don't want to branch out beyond D&D but since D&D is, by design, a somewhat limited game, a straightforward dungeon adventure game, many people who get into the hobby and like the idea of these games where you make up a bunch of made up characters and put them in made up situations will eventually end up wanting more. But instead of being told that there are other games that produce different types of narratives they get told that they can just hack D&D. Which is an insane proposition, because D&D is a game that has actual design behind it and while some of that design is questionable not all of it is there just by accident. And trying to apply those systems to other types of stories will not work.
But D&D's limited nature and specific scope also warps people's expectations of what RPGs as a medium can do. While D&D is, for better and for worse, the template around which most games model themselves, there are so many things that can be done in these games of shared imagination that simply get ignored because many people unwittingly transmit the assumptions of D&D into other games.
And at the end of the day the only one who benefits from this, the idea that D&D can be turned into any RPG with just enough modification and that D&D is the standard template of RPGs, is Wizards of the Coast, the company that owns D&D. It is absolutely detrimental to players and the wider hobby.
And this genuine incuriosity about games and the hobby also makes many D&D players just genuinely difficult to talk about games to, because once you have accepted that D&D, despite it's very specific and opinionated design, can do anything, there's really no conversation that can be had about what these games actually do and how game design can shape the stories these games produce. The problems with D&D have very little to do with the game itself because most people who play D&D will happily distance themselves from the game as a text.
To use a video game example: imagine if Doom was the biggest game on the market to the point where when someone asked for a farming game people wouldn't recommend Stardew Valley but a Doom total conversion mod that turns it into a farming game (but you still have the BFG), and people couldn't even imagine a game that isn't played from first person perspective and where you primarily shoot things. And people said that Doom belongs to the people, despite the fact that the larger ecosystem of Doom mods inevitably leads to sales for Bethesda.
284 notes
·
View notes
Text
the subtle art of cliche confessions. ksm.



kim seungmin x gn!reader — as aware as you were that life wasn’t like the fictional stories of romance that you enjoyed, a part of you still relished the thought of experiencing it for yourself.
GENRE/S — fluff, humor kinda, maybe fluffy angst but not really, battle of the bands au, lead singer!seungmin, college au, kinda semi-established relationship • 2.5k words
WARNING/S — profanity for humor, some self-deprecation as a result of nervousness but its not that bad, romance is complicated! in the same universe as "i'd weave words with every chord you strum. hjs"
( ✒️ ) a gift for @starlostseungmin for successfully completing her big exam 🙇♀️🤍 congratulations lovie, you deserve a fluffy seungmin fic !! the ending may be trash im sorry its 1am and i have class in a few hrs
2024 ⓒ starseungs on tumblr. do not steal, repost, or edit.
“Jisung, I think I’m about to pass out.”
The person mentioned comically froze on the spot, his right hand halting from its previous task of double-checking his electric guitar’s condition. Jisung lifted his head up menacingly to look at the offender—who currently looked like he was seconds away from losing all strength in his legs. Despite the concerning comment, life backstage did not stop for anyone. Crew members were still seen running around like headless chickens, desperately trying to keep the show running smoothly even though they, themselves, were already functioning on greater levels of adrenaline than the performers.
“Oh, no you don’t,” Jisung warns lowly. “Kim Seungmin, you are not about to leave us without a lead singer right now!”
Unfortunately, Seungmin was not kidding. At all.
The loud cheers of the crowd from beyond the stage were deafening. It tells him that the band currently performing before them is doing a great job of keeping the audience entertained. Normally, that would’ve set him on fire to do better; bits of his competitive nature steeling his resolve to outdo the competition. And yet, something seemed to be different in today’s specific battle.
He couldn’t care less about the crowd—no, his mind was only revolving around one thought. Or one person, to be specific.
This makes him blanch once again. “I genuinely feel like throwing up.”
Chan snickers from his position near the dividers set up to create a makeshift waiting room for the performers. “Are you that nervous?” He asked lightheartedly. “Don’t stress about it too much, Min. We all know Y/N is going to say yes.”
Seungmin wanted to believe him. He really did. If anyone were to be asked about his natural demeanor, he was one hundred percent positive that the word ‘rational’ would come up at least once. He knew that the chances of the drummer’s words were the most probable—after all, he did his best efforts to capture your heart over the past year. And yes, Seungmin did also know that you had romantic feelings for him. That was why he was in this situation in the first place.
“If I were them, I would!” Hyunjin chirps, happily tapping on his bass guitar. “Imagine getting asked out by the lead singer of a band in the middle of their set? Anyone would be over the moon.” Seungmin merely scoffs in response.
“Of course you would, Mr. Hopeless Romantic.”
The bassist chokes out an offended noise. “Says the one doing a public confession,” he huffs. “Glad to know you learned a thing or two from those romance movies I pitch in on movie nights.”
“Yeah, well this isn’t fiction.” Seungmin deflates on his seat. Any more, and his band would’ve witnessed a person merging with a plastic chair. Wouldn’t that be a great memory to live with? “This is so cliche. What if they think it’s cringy?”
Jeongin, the keyboardist, shoots him a look full of judgment. “Why are you only second guessing this now?”
“To be fair, you both are already cringy.” Jisung stands up from his seat to stretch, only to receive a glare from the band’s lead singer. He raised his hands in mock surrender. “Just saying. It’s a miracle how long you two went on without an actual label. Everyone knows you two have been practically dating since months ago.”
And to that, Seungmin has no retort. What Jisung said had its truths—even he, himself, didn’t know why it took him so long to ask you to be officially his. It definitely wasn’t a commitment issue; he hasn’t even entertained anyone else intimately ever since he met you. There were even nights where he mentally beat himself up for being a coward about this whole thing, only for him to end the torment by convincing himself it was him going through the courting stage with you.
Not that he even asked, but that was what he was doing. Right?
It’s not his fault you always rendered him speechless. Not too much, of course. He wasn’t that starstruck that he’d make an absolute fool of himself. It was just that you made him really nervous and awfully conscious of himself. The way you talked was like music to his ears, and he swears he could listen to you all day. He finds himself wondering if his own voice ruins this fantasy of his.
You had to have noticed his advances as well. There was just no way that you didn't, with how smart you were. He just didn’t know whether to be grateful or frustrated with the fact that you never said a word about it. What if you were actually uncomfortable with the whole thing and were just too nice to tell him. Oh, he should’ve asked. This is terrible. A massive mistake on his part. An angel like you shouldn’t be forced to be with someone like him.
“What if I’m getting ahead of myself and they don’t actually like me like that?”
Jeongin’s jaw drops. “You have got to be kidding me.” He was going to tease Seungmin further, but something about the look on his friend’s face screamed anxiety, so Jeongin was quick to force his mouth closed. “Y/N does. Have you seen the way they act when they’re with you? Heart eyes, I swear.”
Okay, there’s that too. Seungmin wasn’t blind, nor was he dense. If he didn’t think you were interested in him like this, then he wouldn’t have actively pursued you time and time again. He was confident, not someone who didn’t know their boundaries. And fortunately, you seemed to have wordlessly affirmed that he could get close to you over the months you’ve been talking. He was sure that if you had even expressed the slightest bit of disapproval of his advances, he would have pulled away immediately. As well as reassess the situation right afterwards.
Seungmin sighs. “I just want to do this right.”
“And you will,” Chan says. The drummer gives him a firm pat on the back. “Trust in yourself. We’ll also have your back. Go out there and perform like you always do, just that you have your little plan before the bridge comes in.”
All Seungmin got from that was how you were in the crowd. Right, you were in that crowd. The very same crowd he didn’t give a single fuck about at this moment. You were the only audience he needed, and it both comforted and terrified him to remember that he left you to sit in the very front row earlier before the program started. Just where did all his courage go? The bastard who planned a public confession on their campus festival’s Battle of the Bands competition should be the one present to go through all this.
“I don’t know if I’ve ever been this nervous to perform ever.”
Hyunjin hums. “Then that means you really like Y/N!”
“Exactly. We didn’t agree to make a whole new original song for this competition just for nothing,” Jisung adds. “Well, I guess it’s also good publicity for when we actually do this band thing for real. Show the public our sound, you know?”
Seungmin finally begins to breathe easily again. He briefly stares at Chan fiddling with his drumsticks, twirling them around with his fingers to soothe his own nerves about their upcoming performance. After all, this wasn’t just a performance that Seungmin was doing alone. The competition also meant a lot to his other members in their own different ways, yet they still gave their full support to him when he told them about his plan.
He had great friends.
“Stray Kids?” A slightly hoarse voice called out. Seungmin knew the figure as Changbin, someone from the student government. The guy was normally a lot more energetic than this, but he guesses the fatigue must be getting to him from being one of the organizers for this particular event. “You guys are up in a few seconds.”
Well, this is it. Seungmin stands up to get ready, clearing his throat to calm himself. There’s nowhere to run now.
The crowd’s enthusiastic roars never seemed to stop after the previous band’s set ended, and it was beginning to tick you off. Granted, you should have been happy that Seungmin’s band was going to be greeted by a happy crowd, but that also meant that they were subject to pleasing an audience whose hearts were clearly already captured by the performers right before them. And you would be nothing if you weren’t competitive. Biased or not, you would die on the hill believing that Seungmin’s band is better than the others.
They had a national treasure of a voice for their lead vocals, so how could they not be the best?
An amused snort came from your left side. You didn’t have to think too hard to figure out that it came from your friend, Felix. He was probably finding humor in the way your face didn’t spare a single effort to even plaster an indifferent expression. What can you say? You were loyal.
“Alright! I see that all of you enjoyed that wonderful performance from Xdinary Heroes!” The program’s host, Lee Minho, came back out to hype the crowd. It was then that your attention snapped back up to the big stage, your eyes watching like a hawk as Seungmin and his friends settled into the equipment. A bubbling giggle found its way out of your mouth at how Seungmin looked so focused on adjusting the height of his mic stand. “A very unique band name, if I do say so myself. But it does look like the new trend, as all of you here might also find interest in our next band’s name.”
“Seriously,” Felix starts, his tone teasing. “You are so down bad.”
You roll your eyes. “Be quiet. It’s starting.”
“Yeah, sure.” Felix laughs at your reaction. “We wouldn’t want to interrupt your longtime dream of being confessed to by a singer in the middle of a set now, would we?” Your face burned warmly at the accusation.
It was such a cliche thing to happen. As aware as you were that life wasn’t like the fictional stories of romance that you enjoyed, a part of you still relished the thought of experiencing it for yourself. There was a reason why these kinds of events were heavily romanticized in the media—they held their own charm. It just so happened that you agreed to the notion that getting a proclamation of love from a singer on stage was one of the more appealing choices.
Too bad those don’t go too well in real life.
“But it’s—”
“It’s cliche. Yes, you’ve already told me countless times that it’s not as good in real life. But we all have our fantasies, Y/N. No judgement.” Felix shrugs. “Good for you, though. You are one determined person to bag an actual singer. In a band, no less.”
“You are so—”
“—over. Give it up for Stray Kids!” Lee Minho’s booming voice cut you off again, letting you know that the performance was about to begin.
It started off like normal, with Chan using his drumsticks as a countdown before the instrumental started. Except this time, the song was surprisingly unfamiliar to you. Your eyebrows furrowed in confusion. This wasn’t the piece they practiced when you came over to watch a week ago. You didn’t recognize the song in its entirety either, though it was already proving to be a song that fit right with your tastes. Seungmin’s voice echoing through the space was also adding so much to the experience.
You let the pride you felt at how well he was doing bloom in your chest. It was great to see him shine after going through the rough process of preparation with him. You watched him passionately go through the song smoothly without any mistakes. From the day you first met him until this moment, you’ve witnessed how determined he was to achieve his goals in life. It was then that you knew you’d always be proud of Seungmin, no matter what. You were already the happiest you’ve ever been just by being by his side.
“Did they change their set?” You asked no one in particular.
Felix bops his head to the beat, clearly pleased with the song. “Don’t know the song, but it’s great!”
You’d be lying if you said you didn’t agree with him. Though the sudden change in song choice admittedly peaked your curiosity more than it should have. Your eyes found their way back on stage, as if telling you to simply enjoy the performance now and ask later. But it looks like fate had other plans for you, as your eyes immediately locked with a certain lead singer’s.
He left no argument as to who he was looking at. It was clearly you, and you couldn’t help the way your breath hitched at the way his gaze alone held the answer to the question that lingered in your head. There were sparks of electricity being mimicked throughout your body, sending you into a mild shock. Like a scene from a movie, everything else in the world just seemed to go on mute.
All except his voice.
“Before we proceed to the bridge, I’d like to share something about this song. Would that be alright?” Seungmin spoke to the crowd, despite his attention still obviously on you. You could vaguely hear them answering back to him in interest, positively telling him to go on. It was difficult to miss the way his smile grew at this. Seungmin looked so stunning when he smiled. You always felt like falling in love all over again whenever he did.
The band continued with the instrumental, albeit toning it down as their lead singer continued on. “So this song is actually an original from us.” Oh, that makes so much more sense. “And it was written as my confession to the person I like.”
Wait.
In the fuzz of your brain, you could barely make out Felix jumping up and down in excitement while looking at the scene unfolding before his eyes.
“I’ve been contemplating this for a while, wondering when I’d ever deem it the perfect moment for me to ask the important question,” Seungmin adds. “But I’ve realized that I was just dragging things out too much for my liking. So, to the one who my heart yearns for even through the nerves I’m feeling right now—” You felt overwhelmed at the moment, but you couldn’t seem to take your eyes off the way Seungmin looked at you with such fondness and admiration.
“—Y/N, will you give me the honor to be yours?”
And when your voice sings out the answer, the instrumental starts picking up again as Seungmin finishes the song with newfound fervor. You chuckle your happy tears away, with your friend playfully punching your arm.
“Now, what did I say?”
Maybe cliches weren’t so bad in real life after all.
MASTERTAG ━ STATUS: OPEN — ASK OR COMMENT 🫶
@fairyki @hysgf @euncsace @comet-falls @starlostseungmin @ameliesaysshoo @hyunverse @wnbnny @xocandyy @minluvly @moon0fthenight @estellaluna @hanjsquokka @starlostastronaut @minsueng @l3visbby
#starseungs — library.#stray kids imagines#skz imagines#kim seungmin imagines#seungmin imagines#stray kids x reader#skz x reader#kim seungmin x reader#seungmin x reader#stray kids#skz#kim seungmin#seungmin#stray kids fanfiction#skz fanfiction#kim seungmin fanfiction#seungmin fanfiction#stray kids fluff#skz fluff#kim seungmin fluff#seungmin fluff
688 notes
·
View notes
Text
Talk About Sensitivity In The COD Fandom **Important.**
THIS IS NOT A DEBATE POST. DO NOT BOTHER.
Hey, everyone. After the reveal of Makarov in the trailer (as well as general concern), I think a chat about sensitivity is important. Since the trailer’s release, I have seen a major increase in simping for Makarov posts as well as genuine romanticization of Russia and/or Russian Soldiers. First, I want to talk about the romanticization of Russia and/or Russian soldiers because it’s seriously getting out of hand. I need you guys to realize that Russia is an ultranationalist country and yes, maybe not everyone who lives there believes what their government does, but it’s important to know a big portion of their population does. I have seen multiple posts and edits of this man right here (pictures below).


THIS GUY IS NOT SOMEONE YOU SHOULD LIKE, AND PEOPLE NEED TO UNDERSTAND THAT HE DOES NOT LIKE YOU. This is one of the most popular Russian Soldiers amongst the internet due to the way he wears a mask, gear, has an accent, and is buff. He makes videos teaching soldiers how to kill people—innocent people in Ukraine who are just trying to survive. I have seen people straight up ignore when someone tells them what this man has done, so let me put it this way—he does not like you. He wants you dead. He is racist, a homophobe, transphobe, antisemitic, etc. He absolutely hates The West, and he does not like you unless you are a cis, straight, white 100% Russian. Even if you’re a woman, he DOES NOT LIKE YOU. If you American, HE DOES NOT WANT YOU ALIVE.
[This part is not targeted; just a general statement.] Second; there is a serious problem with how you guys address Makarov as a character. There is absolutely no problem enjoying him as a villain because I do too, but you guys have to realize that Makarov is an ultranationalist—which is exactly what Russia is right now, an ultranationalist terrorist state. “But he’s fictional, it doesn’t matter! it’s not that deep!” It actually is that deep. I keep seeing content for Makarov and I can’t force anyone to stop making “fluffy fics”, but I need y’all to have some fucking decency towards victims and people affected by the war. I know people who are affected by the war who feel ill seeing posts painting Makarov in a good light. If you are going to write Makarov, do NOT romanticize him as a character—do NOT paint him a decent or good light, because you can’t. Write him like the bastard he is. And no, this isn’t a “let people write what they wanna write” situation. You can do that, but please be expected to be judged and blocked by me and many others. Makarov is quite literally the characterization of everything that is wrong with Russia, and what HAS been wrong with Russia. Makarov is not a bad boy, a rebel, etc, he’s a fucking terrorist. Please be for real. “But the military in general is bad, so why does it matter specifically around Makarov?” Please see above my previous reasons. Thanks.
The overall message of this point is to be fucking respectful. There are actual people dying and slaughtered for no reason other than ruined pride and a lot of Ukrainian folk seek comfort and distractions in the internet and their fandoms. This ruins it for them and quite frankly, sometimes how Makarov is being written? It’s completely insensitive. Anyway, below are a few links where you can directly support the efforts and the people of Ukraine. Peace and love, and please write with critical thinking.
#call of duty#call of duty mwii#cod mw2#cod#mw2022#mw2 2022#modern warfare ii#ghost x reader#soap x reader#gaz x reader#price x reader#makarov x reader#vladimir makarov#modern warfare#cod mwii#support ukraine#call of duty modern warfare#call of duty x reader#ukraine 4 life#love y’all#mwii#important#do not skip#read this#please read this#compassion is good#use your critical thinking skills#use your fucking brain#american here. forever love ukraine. sending my regards#just. use your brain please.
3K notes
·
View notes