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The autism coding of Kimblee - character analysis
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Bestie thatās called masking. Also I beg to disagree you fucking suck at it lmao
Notice how he speaks of this difference of being aĀ āhereticā in societyās mind. Not with a focus on what it is or means but with a focus on the perception of it, on the ostracization it creates, on it being created by norms and society. There is little weight given to it but it is treated as a social construct one can easily figure out and avoid because it is superficial, or formulaic. Small talk, what are the right things to say, or to reveal about oneself and when, theĀ ātestā is a formula he thinks he has mastered.
So boy! There are some things to unpack here with his character, welcome to this character analysis. This is going to be loooong. Iām autistic, and I think heās autistic as shit based on a lot of things and moments. I do want to make a disclaimer: you should go into this with a will to humanize, but this is not to mean that I talk of him being redeemable orĀ āa good person deep downā, no.Ā This is an analysis for the goal to understand, and in the end thatās what most of us just wants anyways, being understood I mean. Iāll be analyzing him as a coherent and multidimensional character, not as a plot device for a story. Alas I wonāt be analyzing his psychology and ideologies that much, just its ties with autism and stuff, so this isnāt a complete analysis of Kimblee as a character by any means. Iām also speaking exclusively of manga Kimblee. Most manga caps I used are from @everykimbleeā, thank you for your resources!
Points:
The polite gentleman
Tone deafness
Logic and lack thereof
Malice?
Strange but strong moral code
Explosions, and stimming
Misc
Conclusion
The polite gentleman
It is oh so interesting, then, that he values his manners so much, isnāt it?Ā He has peculiar priorities and fixations, like good manners, even as he does atrocities. Weāll talk about his tone deafness more later, but for now letās focus on this angle a bit.
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Suits, fedoras, a pure, spotless white. Symbols of the epitome of class.
As stated, he keeps his good manners even as the situation would normally have them dropped, or they are useless, and such. They are treated somewhat like how he would convictions, when he speaks of strong wills and being firm in your beliefs. Then his manners are not something heās willing to compromise.
But still you have to ask yourself, does he maintain this persona for himself or for others? I think it may be interesting to note that this aspect of his character isnāt much seen before he goes to and leaves prison. In camp he sits like other soldiers do, very unlike how he sits in the rest of the manga, etc etc. This suggests that either manners became more important to him after his 8 years long of incarceration, or that sort of like a chameleon he adapts himself to his environment. With his awareness of being a heretic and how to play around it, allegedly in his own word, the latter is a theory with support. Both are plausible, or perhaps heās always had a strong taste for suits and politeness and the warzone simply wasnāt a place to show that.
Regardless of him genuinely liking all of these high end tastes or not, Iām fascinated with the idea that it may have developed as a defense mechanism. People who wear suits and act respectable like he does sociologically inspire good faith, that they are, well, respectable. My theory that he doubled down on this angle after prison would be because, well, he has passed 8 years of prison doing very little and being treated with very little respect and empathy. It is not unreasonable that straight out of prison, he would want to reclaim a sense of humanity and respectability through acting out the codes of high society. But again, does he do it for his own self-esteem, or to try to convince others Ā that he should be respected? Few people see men in suits and imagine that theyāve been in prison once.
To be aware of being aĀ āhereticā, and saying he knows how to pretend to be normal, Kimblee growing up has doubtlessly learned good manners and their importance in this social act and how others see you. Is his politeness genuine or forced? In the end I think it matters little, in the end itās still as important to him regardless. Iām not going to talk about the social trauma autistic people usually experience, but I do want to reiterate that a nice suit as an instant token for passing as normal + getting charitability is something I think heās aware of and values. His demeanor and outfit, you could say, is part of his masking.Ā Listen, in a college essay I studied other essays about how prom dresses are treated as a token for future success in life + social recognition. A suit as a transactional token for entry into respectable society really isnāt a social dynamic that far fetched.Ā
The way he speaks of masking, as thisĀ āeasy formulaic testā, does make me think that this is the case, that his choices in demeanor and fashion are part of this role and that he knows what heās doing. Indeed, if a suit is all he has to wear to be accepted, his loner attitude becoming a āserious & mysteriousā aura, his strict demands becoming simply a severe no-nonsense man used to quality and who has things to do, well, the test is easy to trick. Itās all about framing.Ā Heās still taken to it on a personal level though imo, he does speak of his suit with fondness etc etc.
His gentleman attitude might have deeper, more important and personal roots for his character than simply being a cool aesthetic or random taste, is what Iām saying.
Tone deafness
It is ironic that his manners are important to him because they are often severely lacking or misplaced. Like most things, I believe that Solf keeps his manners because they are a judge of character that is important to him, beyond it being for othersā perceptions of him. So even if inappropriate, he stays true to himself and these beliefs of his, he does not want to performĀ as much as he leads us to believe by saying he pretends to be normal. Though this tonedeafness then is sometimes intentional with a will not to betray his true self, I do think that often this is not the case and his tone deafness is out of genuine misunderstanding. Though very often it seems like a state of being, rather than situational awkwardness, like a disregard for reading a room instead of simply making mistakes.
For example, Armstrong letting ishvalans flee willfully through a hole in the wall, then Kimblee coming and killing them, afterward saying to Armstrong:Ā āWhat a relief, if it had been anyone else youād have been court martialed for sureā. It seems he did this genuinely to pick up his compatriotās slack in a will to help. Is he aware that Armstrong did it willingly and itās a thinly veiled threat not to do it again? Possible, but the other case seems equally possible, but regardless in either case his delivery and actions were still tone deaf. For example, him telling everyone in campĀ ādo you all not like killing? Why are you all even here, you chose this.ā In another example, his detached tone in most situations and amused or casual tone in life threatening situations.
He is shown to be rather perceptive on a technical level, though not so much in social situations. Below is him confronting Edward about having a sniper targeting him.
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He is extremely nonchalant in serious and grave situations. It is also the inappropriate emotions he shows that are infamous to him, the thrill and glee he gets by fighting. To me these are easily explained by adrenaline and Solf being generally understimulated and leashed by his polite standards in society (though of course these are still issues he has), but to most it seems like senseless hysterical behavior.
Notably it is this tone deafness that makes him an heretic to others, what ostracizes him. He did not do worse than other veterans in Ishval, Roy and Riza were also extremely proficient killers on the field. The reasons Kimblee gives for being on the field andĀ ādoing what they gotta doā are reasonable and cool-headed, most of all he has a point in how he gives everyone a wake-up call that they chose this by becoming a soldier and that theyāre all complicit. No, Kimblee is an heretic not because of these concrete things, but because he is not miserable on the field. People, both in world and readers/viewers, simply think that his emotions and attitude while killing others are misplaced for the situation. Itās his tone deafness that unsettles others. He doesnāt have the sense to at least act apologetic, unlike Roy who acts like a martyr yet still chooses to do it every day.Ā Sure his ideologies and enjoyment of killing are disturbing and unhinged, but the tone deafness is what sells it, sells him as a villain. It is an emotional, social reaction.
He is also so, so blunt. His whole speech in Ishval to Roy & Riza is enough proof and yet he tops it on the regular. Below is his meeting with Miles:
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Heās so hard to destabilize and itās so funny. I love his three ?s. This lack of emoting is the sort of iconic autistic trait that makes people see us as emotionless inhuman creatures.
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Logic and lack thereof
He is incredibly logic oriented and strangely composed most of the time; does not react to things as one would be expected to, as discussed. He loves to talk philosophy, and debates with others often, even stopping a fight to spend some time discussing with Alphonse. He often engages in hypotheticals, like when he logicāed his way into challenging Riza that she probably held some pride in her work, or when he proposed a deal to Ed having assumed his priorities and motivations; He does not understand others through innate understanding or empathy but through logically working through what he knows of them and of the human psyche to then turn what they do into a predictable formula. (Oof shit, that hits hard and a little too close to home ngl.) Which is perhaps why he is so fond of people who have strong convictions; they are honest and upfront, they do not waver, they are easy to understand and to predict, he can understand someone like that and their internal consistency. If someone thinks Edward Elric is going to kill them, then they do not know Edward Elric.
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Has an hard time understanding othersā mentalities, often encountering people who do not follow his logic which confuses him, like his Ishval speech and when Edward didnāt follow hisĀ āself-preservationā deal.
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His goal for the better part of the story is to be a spectator to the ābattle of willsā between homunculi and humans.Ā You could even say that it is to assuage a curiosity. The fact that he gives no emotional stakes to a sense of belonging with humans that should innately make him want to fight for humanity makes sense as well, especially since humanity doesnāt accept him much. Myself, I scoffed when Edward said this. I have hyper-empathy, but to me there should still be a better reason than a blind sense of community to oneās species to pick a side. It might seem like the obvious reason to most,Ā āside with the humans!ā, but to me without sound reason it just seems like blind toxic patriotism, or blind faith and adherence to a cult. Kimbleeās reasoning is survival of the fittest applied to evolution, that the superior species will be the one to survive because thatās how nature works. Personally, I say side with the humans because the homunculi have senseless goals that promise destruction upon the world, but yāknow, whatever. The important point here is that Kimblee fundamentally works on a logical basis. TheĀ āside with humanity!ā argument without further reasoning is an emotional one, yet it is one that appeals to most. /neu He does indeed reveal he has some personal stakes in siding with the homunculi, not only because they let him do whatever he wants alchemy wise, not only because he loves fighting for survival, but also because in a double meaning with the opening excerpt of this post, should humans win then he would have to go back to a life of pretense where hisĀ āexistenceā is threatened.
Malice?
Another interesting thing about him is that he doesnāt say the awful things he says out of malice, neither is it the intent behind most of his actions. Itās always a twisted sense of helping, or just doing his job, or doing his victims the ritual show of respect of battling them with the full extent of his will, and remembering them. He has his own way of looking at things, of what constitutes morality that we should concern ourselves with; honesty is more important to him than compassion and hipocrisy peeves him. By killing the ishvalans that Armstrong lets flee, he ārights a faultā. Kimblee not seeing how ill-intentioned many of his actions seem certainly call back to his tone deafness, that or a blatant disregard for conformity.
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Strange but strong moral code
As mentioned several times, Kimblee values a strong set of belief in someone, and this even if he personally disagrees with them. I donāt want to repeat myself too much so this section will be short but yes, then it isnāt surprising that his own code is very strong and he is very confident and unashamed of it. I donāt want to spend paragraphs deconstructing his moral code but his actions are consistent to it and he does not betray them, going to the point of bringing Pride down even in death inside of the philosopher stone because he judged PrideāsĀ actions cowardly and hypocritical. Rigid morality is a trait of autism.
By strong, I do want to precise that I do not mean morally irreprehensible or correct, I mean internally coherent and resistant to external challenging. He is set in his beliefs.
Explosions, and stimming
Lastly but perhaps most importantly, the most iconic thing about him: the explosions.
Apparently thereās no post on here calling what Kimblee does stimming and stims headcanons so -cracks knuckles- heavy is the head with the big brain I suppose.
Understimulation is a state in which the body doesnāt get enough stimuli or sensory input to keep one invested in their surroundings and such. It can be the cause of a meltdown. I myself used to struggle a lot with it, it got easier after I got diagnosed and I understood the issue. For example, I am allowed to listen to music, usually glitchcore, while taking academic tests. Back in the time that was not the case, I used to have songs stuck on loop in my head while I did tests, often hummed them, particularly for mathematics.
Why does Kimblee even like explosions? Well, the cues he gives us is that he loves the sounds it makes, of destruction, not only of the screams it causes but the explosion itself. He calls it musical terms like symphony and calls it artful. As he says himself, it shakes his whole body to the core, and he fixates especially on its sound. That is all sensory input, to see it as music and artful is that it is pleasing to his senses as he himself expresses. Look at the way his body quivers in the aftermath and he goes unhinged and emotional. Sensory issues right there, chronically understimulated guy getting a shred of sensory satisfaction 100%. It is release to him.Ā Explosions are a deafening burst of loud and short noise, accompanied with intense light and heat. It is, in short, a bomb of stimuli. Explosions are a very intense sensorial experience. This is what Kimblee likes about them, even delighting in the size and length he can make his explosions achieve, making it always more and more intense. Much like his ideal lifestyle and activities of risking his life and his soul battling, explosions give him thrill and adrenaline unlike anything else. In monkey terms, boom boom scratches the brain itch.
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Explosions as a stim/intense and pleasant sensory experience is actually a thing Iāve thought to explore with an oc of mine prior to watching fmaB, but that really is how I immediately interpreted Kimbleeās introductory scene.Ā My (autistic) brother when he was a kid very often had to be driven around in a car before heād sleep, for example. Itās a fullbody sensation of vibrations and floating, being in a car. The brain even registers the sensation as strange, which is how motion sickness happens. Babies are sensitive to stuff like that, my bro wouldnāt sleep without it because, without it, he was understimulated, not stimulated enough to be able to sleep. Rocking babies is the same kinda thing, plus the comforting aspect. Weighted blankets, too. Everyone self-regulates their sensory input, aka stims, to some degree, bouncing their leg, etc. But sensory dysregulation is a trait of autism, and severe states of understimulation and overstimulation are what makes it a neurodivergent experience.Ā
Screams in the stone being like lullabies to him is another sign of him having understimulation in general. At the very least, he has a strong resistance to overstimulation by, like Pride said, retaining his individuality in the overwhelming storm of souls.Ā āAh yes I am amongst an overwhelming sea of screaming souls. I love it here, it energizes me actuallyā
Honestly I just think it explains parts of his behavior and glee for war if he generally feels understimulated. It explains that lust for battle and destruction. Like yeah bitch youāll feel great and manic and thrive if you get sensory bliss from the chaos and āsymphonyā of war, definitely. /genĀ
Also, he was in prison so like who can possibly blame him for being boredĀ af, but stimming wise I do count playing with the rock in prison. The way he rolls it in his fingers and all. Even regurgitation, thatās bound to be a moderately intense sensory experience. If he repeatedly swallows it and regurgitates the stone then that can def count as stimming. Maybe the reason he didnāt go more insane than he did is because he had the one thing to fidget with lmao. The screaming thrumming perfectly sized & smooth evil explosive rock really is a great stim toy, huh.
I get intense and off my rockers too when Iām understimulated ngl, slap happy even.Ā
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He really does seek adrenaline and thrill. I think in the above he was getting somewhat delirious due to blood loss though. Heās definitely prone to manic states. Sure okay grandma whatever you say, letās get you on the stretcher.Ā
Misc
And as my usual autistic analysis finisher: he sits weird. More seriously, analyzing sitting positions can be interesting because itās again about understimulation. Legs crossed, arms crossed, itās weight on your body plus feels snug idk. But personally I need to have my legs crossed at all times when Iām sitting, except in extra comfy chairs. Body language is a whooole thing to analyze with autism, because infamously people misinterpret them; for example crossing your arms is considered to be a defensive or hostile gesture, when a lot of people would just go āwtf itās just comfyā.Ā Insistant and direct eye contact is seen as a will to dominate, meanwhile for a lot of people theyāre literally just staring thinking nothing of it. Etc. However like discussed at the beginning of this, it can be theorized that he tailors his body language to his environment, like compared to when he was on the Ishval warzone.
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Conclusion
Cool motive still murder bro. Def a lot of fun neurodivergence going on in his character though.Ā I am obsessed with this type of autistic character, who as a survival mechanism becomes hyperaware and very logically and psychologically attuned to social norms and how people work to try to fit in and survive in the group. I am OBSESSED with autistic characters who know the game so well and try so hard yet still feel uncanny to others. Humanity is, after all, a social species. And one who does not take kindly to heresy. Definition of heresy:Ā opinion profoundly at odds with what is generally accepted. Heretic does not intrinsically means harmful, however. Labeling something as heretic is often an emotional reaction, like say how racism or homophobia is initially from a xenophobic gut instinct, and it is an emotional reaction that makes us dislike Kimblee.
Not to say thatās the ONLY reason, of course. Kimblee is justifieably generally disliked. But as someone who values cause and effect, it is ironic to me that Kimblee is considered a worse veteran than others because he refuses to act guilty over it and doesĀ āhis jobā with a smile on his face, worse than Roy who boiled people alive. I find it ironic that straight out of the gate we have a sinister opinion of Kimblee because of the framing when he was in prison, of what it meant that he was in there and why he wasnāt miserable 24/7 in his cell, instead smiling and humming, and itās all ironic because the reason he was in prison isā¦ He killed his superior officers, who are active agents in malicious corruption and are 100x more times gleeful about the Ishval war than him. Framing is an emotional thing, and if thereās one thing Henry Creel taught me is that itās quick to rob a character of humanity. If humanity performatively want people to be miserable, then is it so surprising for Kimblee to want to reject it?Ā Take my hot takes or not, Iām not interested in debating philosophy unlike Kimblee, I just wanted to showcase his autistic traits and it got a little thought provoking by nature lol. Thanks for reading! :) Ā Ā Is this last emoticon tone deaf and/or uncanny? I canāt tellā¦ Ah well!
#fullmetal alchemist#fma manga#character analysis#solf j. kimblee#solf j kimblee#manga kimblee#fma kimblee#analysis#fumi rambles#i went slightly insane over this one#took me ehh around 3 hours not bad not bad#how many words even is this#asd#autistic kimblee#autistic headcanon#autistic reading#actually autistic#or whatever#neurodivergence#i should add a bit about how his alchemy works itās so interesting and in character for his interests#he seeks patterns and consistency from people and heās so real for that /hj
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they deserved a beach episode
#i do recognize that this is entirely impossible in canon however i do not care#aviiart#star wars#the clone wars#tcw#501st battalion#501st legion#captain rex#anakin skywalker#ahsoka tano#arc trooper echo#clone trooper echo#arc trooper fives#clone trooper fives#arc trooper jesse#clone trooper jesse#clone medic kix#clone trooper hardcase#clone trooper tup#clone trooper dogma#this is too many words for my small brain#clone trooper doesnt even look like a word anymore#anyways#ughfjshdhds#not entirely happy w how this turned out but wharever#i either post it or i overwork it and make it worse#queued post
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Mansfield Park, Jane Austen
#how many times will the word fagged be used in this book? so far at least 3. possibly 4 times#jane austen#mansfield park#i too am thoroughly fagged. but would like to be even more fagged..perhapsā¦.#my posts
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herbology class š¹šæ (from chap 2 of my fic!)
#his alliteration/pun combo is even more lame in the actual chap bc seb holds up a dittany seed as he says this#bro had the dad jokes before he even became a dadšš#alliterations are just how they flirt.....losers...and i notice them EVERYWHERE now too. ive cursed myself#also MY ONESHOT IS LIKE 70-80% DONE I THINK?? im 30k words in but i might end up making it 2 chaps instead#idk im still deciding..itll depend on if i find a cutoff point that im happy with. cuz right now i dont like splitting it anywhere LOL#but maybe ill do it and release the first part just so that i can get it out and then finish the latter half later...decisions decisions#also now that im done my fic i also wanna draw a bunch of the earlier scenes i never did like this one#so weird drawing seb and clora not together yet tho LOL esp for seb. like damn there was a time u COULDNT just smooch clora?? nightmare....#i also almost drew clora wearing her hairclip SO many times by mistake LOL. thats the plus side of pre-seblora tho. dont gotta draw itš¤Ŗ#hogwarts legacy#hphl#sebastian sallow#sebastian sallow x oc#sebastian sallow x mc#clora clemons#sebastian x mc#choccyart#mirabel garlick#hogwarts legacy fanfiction
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I think Iād be really funny, if Bruce was a reincarnated Vlad.
This is going to be based off of a prompt I saw (I will find you) where Bruce suddenly remembered his past life as Vlad.
HOWEVER, my take on that is the de-aged Ellie and Dan because the amount of ANGST and self hate that Bruce will go through thinking his past self was not only a villain, but also that sort of person?
It will eat him alive.
It will eat that man alive every time he goes to sleep and another burst of memories pass underneath his eyelids.
It burns him when he wakes up with the phantom touch of a body underneath his hands, of a boy just as young as Damian and thinner too, struggling to escape a grip of a man whose hold was too possessive, and too cruel.
It feels like acid swishing down his throat when he wakes with the taste of oily words filled with threat and something more whispered over the form of a boy. A young boy whose blue eyes blazed furiously back and yet tried to hide the quiet bursts of fear underneath.
It feels like Bruce cannot scrub the man he had been right out of him, even when his skin blisters red until it bleeds. Vladimir Masters had woken spitting and screaming, burrowed like a cold sore underneath everything that is Bruce.
Bruce hates it.
Hates the monster he had once been and still is ā because despite the fact Vlad is now Bruce, living and breathing and existing here in Gotham ā Vladimir Masters still exists.
He is out there right now in a little place called Amity Park, pulling weight and blood just to get what he wants.
A man who has used and abused for far too longā¦
Perhaps it was time to see to it, that however and whatever way that Bruce came to be, that it began with Vladās unfortunate circumstances back into the Ghost Zone.
#dpxdc#dp x dc#dc x dp#danny phantom#dcxdp#danny fenton#dp x dc crossover#batman#dp x dc prompt#Vlad is Bruce#but Bruce is not Vlad#he is really disgusted by his old self#he is experiencing trauma by association of his past self being a little creep#Bruce often wakes up feeling wrong in his skin and wanting to throw up#Vlad please stop causing misunderstandings even to yourself#bruce is a good dad#Bruce is very willing to set up the domino pieces for Vlad to kick the bucket#so long as he isnāt aware of how that bucket is set#Bruce might be going slightly off the deep end because of how many memories keep coming up#and itās ALWAYS about Danny#Vlad has a way with words#and itās like#bad#he is dumb your honor#a villain and an idiot
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2024 art summary! it sure has been a year
#ever makes art#i bsky tweeted a bit but it feels weird talking there still so ill do my usual rambling into tags here :)c#i burned out super bad in the middle of this year for months where it felt like i couldnt draw anything good no matter how hard i tried#and the harder i tried the worst it felt - to the degree that i legitimately thought i wasnt going to be able to draw anything again#which sounds SO dramatic i know i know. but feelings arent always rational!!! and so many others things were going wrong at the same time#so it was strange putting together this year's art summary and realizing Huh. i did still have paintings to put in every space#that fear/anxiety spiral seems even sillier and more meaningless now that i have distance and proof of how irrational it was...#...but in reflection i'd like to think of it as proof that even when you feel at your worse it's worth it to keep trying...!!#after the Black Hole of Nothing i've been working every day on never ending doujin and xv anthology and orv sketchzine and merch#i can't say that i feel my artistic skills have like. improved or anything... but the passion i feel for the stories i read and#the stories i want to tell is still there!! and the happiness from getting to put form to those feelings large or small is worth it too#anyway......... lotta words to say tho i haven't posted much anymore and socmed is imploding and the world is dark#thank you very much for staying with me another year. i am - as ever - always grateful
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(sort of a companion piece to this)
older brother instinct
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my Kofi)
#my art#trolls band together#trolls fanart#trolls bruce#trolls john dory#trolls#no matter how old you both get. you never lose that ''oh shit my little sibling is CRYING'' panic.#hoooooooooooogh i have TOO MANY THOUGHTS i can't articulate AAAHHH#idk man i'm just constantly thinking about bruce's dynamic with JD as the second oldest#simultaneously wanting to support his brother while still NEEDING him ya know#i think that on some level. even after things got REALLY bad with the band...... he just wanted his brother back#grgrgrtg idk the bottom line is that all of brozone needs a good cry. and a hug. and a sincere apology from JD.#(it's VERY important to me that you notice that JD isn't actually saying the words ''i'm sorry'' here btw.....)
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Xaden growing colder throughout the book when the one thing Sgaeyl hates is the cold
#*holding out my hand* let's jump off this cliff together#what gets me is that sgaeyl STILL cares for him. the second he turned sgaeyl warns violet to be careful of her words to him.#she hates his mother! she's debating burning her! she's pacing back and forth worrying! she's in distress because xaden is stressed!#she's disappointed and distant but is still protective of him. she'd even torch xaden alive if he blocks their bond even temporarily#to save sgaeyl he had to give in to the cold. his last act of love is to be the thing they both hate. will you forsake me now?#how many times did he ask her that?#mr. abandonment issues expects everyone to leave him SHOCKER#i feel so unwell about them im not even kidding asdbasj#onyx storm#onyx storm spoilers#xaden riorson#sgaeyl#xaden and sgaeyl#the empyrean#fourth wing#iron flame#rebecca yarros#sgaeylposting <3 this diva <3#txt#onyx storm spoiler
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naĆÆvety, 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 mƩlange, 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 faƧade 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 faƧades, and their faƧades 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, removingā¦ 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 āgetā if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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bangtan gif challengeĀ ā
ā³ stage mix (one song) + your bias ā make it right &Ā yoonkook
#bangtan gif challenge#cr. namuspromised#cr. 0613data#min yoongi#jeon jungkook#btsgif#dailybts#dailybangtan#userbangtan#usermaggie#usersky#userdimple#annietrack#heyryen#userpat#tuserandi#useremmeline#uservans#*mine#bts#not one bad word about this song unless you want to fight me#im not even going into how much this duo right here means to me#I used all creative juices for mic drop#but this layering and cropping and all of this under 10mb?#i wanted to kms so many times#be gone from my drafts
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Eh, almost forgot ;~;; Commission for sweet @celestialrose3 ;;~;;; Thank you so much *bows*
#rottmnt#I am always very nervous when I draw commissions that are related to someone's story... how to explain it...#No matter how many times you might tell me that it's okay#I can't put it in the words because it sounds stupid and silly#but#you see#It's CAS#cass fanart tag#and it is commission#I ALWAYS FEEL NERVOUS TO POST COMMISSIONS YES I DID THEM FOR SOMEONE BUT they might be related to someone's story or comic and I sit and#think āCan I show it? Isn't it irritating? Am I even allowed to take commission related to it??ā IāM SORRY I'M FIGHTING WITH THIS FEELING#ALL MY LIFE#okay no I can't explain it it's just my stupid brain that feels very nervous about such a topic and wants to hide everything related to it#You saw nothing but I just needed to put it into words to feel a little better about it#*hides*
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OP: Check out. The fully-sexual charged cinematic movement design.
Cnetizens: How did the director come up with the idea to have him kneel on a playing card, adding so much aesthetic energy, is that some kind of genius?
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#china#cdramas#dramas#lmao#They are siblings and they're discussing serious matters#this scene is actually rather heavy because the younger brother is involved in drug trafficking#carrying more than 50 grams of heroin will result in a death sentence in china let alone being involved in drug trafficking#the older brother is a gangster king#but even he doesn't dare to get involved in the drug business because it will bring about the demise of his family#sorry for digression I mean how did the director make this scene which has absolutely nothing to do with sex#so sexually charged?#btw there're many posts with rich information about China's crackdown on drug crimes on xhs and douyin#especially about how the four major drug-trafficking families in Myanmar were wiped out overnight#they buried undercover Chinese counter-narcotics police alive and kidnapped and brutally excuted civilians#so if you're interested you can go with the key words ē¼
ēøå大家ęč¦ē on xhs and douyin#cnetizens' views on drugs are related to modern Chinese history#the first chapter of modern history in high school textbooks is the opium wars#There's a very dark joke on xhs about which country in the world would least like China to withdraw from the P5#and the answer is the UK#because it's in the first chapter of China's modern history#the Destruction of opium at Humen in 1839#no offence but Breaking Bad can't last for more than one episode if it happens in china because of the sewer detection technology#they can detect the tiniest amount of drugs in feces in a body of water the size of a lake for up to six months#which can be quickly locked down to neighbourhoods and portals#Once a foreigner was caught smuggling and selling 222.035 kg drugs in China and sentenced to death with two other Chinese associates#his country's prime minister asked for his extradition#cnetizens commented that there was an opium war and he still dare to come to China to sell drugs be like ę¾ę»court death#All the above information is to explain the gangster king's attitude towards his brother's drug business
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girls who go š§
#(+ obligatory Fern Pout. i think it's the grumbly noise she makes that really sells it but i still had to draw it)#been thinking about this with melody for a while#& was inspired to throw fern in the mix when i saw her standing there like a telephone pole during her third exam#hunter x hunter#hxh#melody hxh#senritsu#sousou no frieren#fern frieren#(middle right is a manga panel redraw btw)#as much as i love dressing up melody in cute outfits & poses one thing i really love about her in canon is how a lot of the time#she's just kinda standing there in her signature potato sack dress#she wears dresses/feminine clothing but isn't really the āgirlyā type like bisky or palm#nor a Kickass Fight Girlā¢ but is still competent enough to participate in the plot#she values things like emotions music healing and protecting people without being āsoft uwu Team Heart girlā#and not a mom/sister figure even with kacho or neon where she's in the position of protecting a younger girl#i know this word doesn't really mean anything but to my brain she's just *normal*#a depiction of femininity that i vibe with more than many others i guess#to some extent i feel that with fern too even if she's a bit more. well.#let's just say i spent two minutes in the fern tag and the amount of anime tiddies in there does not surprise me in the least
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But when she said that, it hit me. I had a choice. I could choose. I could choose to never have to deal with this again and to not let them treat me this way anymore. So I did.
(AITA for wanting to report my doctor, who is my sisterās best friend, for telling her I'm on Vyvanse, a HIPAA violation?)
#I love that this extremely wise and human and even triumphant moment just showed up in the middle of a reddit post#so many things can just find you like that#who knows who will see this post and need it?#we are all just out here never knowing how our words touch each other or how we might be touched
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Digital Temples are really lovely, and I adore the fact that all these temples are suddenly popping up (I actually have been thinking of dedicating one to two deities as well), but the usage of the words "priests" and "priestesses" is genuinely concerning to me. It makes me feel a bit wary.
Why, might you ask, would that even be a problem? Let me explain.
These words carry a lot of power with them. With these words comes the implication of religious authority. If I went around saying that I was a Priest of Hermes himself, it asserts a sense of power and authority in a religious space. There are a lot of people who would love to use that power negatively; I have been directly impacted by this many times over. I am always wary of people who use this title as a result of what I've seen and experienced.
Those titles also carry the implication of having an established religious knowledge that others do not. It's not just a title used to identify people who are in charge of a Temple; it is a title that explicitly identifies someone as a researched, trustworthy, religious figure who is extremely experienced. This ties into how these words carry power. A lot of people I've seen stake claim to this title have also claimed to speak for the gods directly. Either that, or it is often assumed of them, and that bothers me a lot. I have yet to meet someone who genuinely speaks for the gods in every situation.
On the inverse, I'm sure some who use these titles mean it in a harmless and genuine way (I've met one before), and that's fine, but if you are one of such people, realize that these words seriously do carry immense implications along with them, and do not fall into the trap of moral superiority or dictating rules in a religion you do not own. The most genuine people I've met who identify with these titles are the ones who don't advertise them publicly. I'm not saying the use of these titles are wrong, but I am saying that people seem to be inclined to abuse them. Horrifically abuse them.
Instead, I suggest using a title such as "Cleric". I've seen another temple do this, and personally, I feel it is less intimidating and claims less power of authority. Or maybe not using a title at all. Why use one if you don't need it? Hell, you could call yourself literally anything else.
So, please, those who run digital Temples, I ask you to be aware of the power the words "priest" and "priestess" have before applying them to yourselves and ask yourselves why it is that you're choosing to identify with these titles in the first place.
#helpol#hellenic polytheism#hellenic pagan#deity worship#I'm going to ruffle some feathers with this I'm sure#and that's not my intention#my intention is to highlight how these words can be used to cause harm#even unintentional harm#like please please PLEASE be careful guys#this isn't a fun or silly or lighthearted thing to do; this carries serious implications about you as a person#and it puts you into a position of authority in the minds of many
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Happy 4th twst anniversary!!! the most special boy for the most special day š«¶
#twisted wonderland#twst#twst fanart#twisted wonderland fanart#disney twisted wonderland#disney#deuce spade#heartslabyul#wish upon a star#cequi_art#i drew my fav in my fav costume of his..#if i started talking about how much i love twst id never stop talking so here's some quick words#i was interested in twst before it even came out and once it did i instantly became obsessed with it#my first fav was ace but deuce became my fav after reading the wish upon a star story#i still love this franchise so much and i hope ill continue loving it for many many years#happy anniv!!
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