#i dont think i worded this great but
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It's insane that I'm 19 and haven't had my first kiss. It's crazier that I've been groped, and actually cum on in my sleep before having my first kiss???
#i dont think i worded this great but#its just weird#and that trauma is probably why i havent been willimg to form romantic connections so far#kind of#yeah#uufhfbdh
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I really enjoy the idea of Godpoke just straight up not buying Inspekta's shit
#i see some interpretations of godpoke liking inspekta and i get them and think they're rrly neat dont get me wrong#but i think this is really funny and also thats just how i felt through the first playthrough#i mean godpoke IS told MORE THAN ONCE to sit back and let the bizzyboys do their job and does the opposite like. immediately#i also think about the fact that godpoke really doesnt say anything other than what they get through megapon + some nods&shakes#meanwhile inspekta is described as 'not a good listener' and as 'putting words in your mouth' in the artbook#so i like the idea of inspekta doing all these monologues at godpoke and like the artbook said putting words in their mouth and they just-#-kinda stand there & rarely object but in their mind its just 'yeah whatever specter boy can you let me get back to my godpoking now'#fanart#great god grove#ggg#inspekta#godpoke
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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having a very rough night so raph doodles needed to be made
when in need, mash two interests together
#i love him so muhc ghghgh#and uh please stop sending me asks straight up demanding me to draw more /nm#if u've sent me an ask just regarding art before pls dont feel anxious this is about people actually DEMANDING like im some sort of machine#im absent due to my work/mental health situation going up and down#tmnt will ofc always be special interest but right now its in the back row#theres little time for anything but work and meetings and thinking about work and.. well.. monster hunter escapism egsfkhjhh..#but yeah i promise im still here#and i want to draw him when i can#but stress is high right now and drawing takes too much wrist stamina to do often now#i hope u understand#sorry if i worded myself badly im very tired and stresed n its ... oh its 5am great. wellp. goodnight skafklgsjdklfnshh#my art#rise of the tmnt#rottmnt#nordidia art#rise of the teenage mutant ninja turtles#rottmnt raph#id in alt text#also one would think my art style is easy on my wrist but#i gorilla grip my pen and when i learned to write as a child i held the pencil jank#and it stuck like that#so its really rough on my hands#sadly
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all you ever need is to be nice and friendly
#undescribed#bonk.png#great god grove#ggg#great god grove spoilers#ggg spoilers#first thing is like that post thats like ''making my fav do community service so i can enjoy them uncritically'' bc i think its funny#n SOMEONE is gonna have to clean up all the inspekta merch also gave him a gay little ponytail bc i had trouble with his hair#second thing is supposed to be that image thats a lady in heels standing ontop of a guy so she can get to the higher shelves in a store#but i COULDNT find it also thats meant to be vib stepping on capo but i didnt draw it too clearly tbh#third thing its not meant to be like genuine shippy rick's response to if u use the blush line on him is like a very specific thing of#romantic relationships not as connection but as a status symbol a material good to show you've made it a prize to show off#which is like catnip to me n also extremely not that deep within the game bc its entirely optional n goes nowhere but OUGHHHH.......#i have. a kajillion thoughts related to that kind of stuff but i dont have the words rn so i will say that in the unlikely scenario they did#get married i dont think they'd even live together or go on dates or anything its a relationship defined by being absent n squeaky clean#godpoke is in a wedding dress bc to me relationships that are a performance go hand in hand with forced conformity n closingoff authenticity#they get to be the bride bc rick is already the groom their face is hidden by a veil bc it doesnt particularly matter that its them#n the little crown holding it is mean to resemble the clippy part of the clipboard whats underneath the paper is irrelevant#theres more but again i dont have the brain for it rn#fourth thing ouppy ^w^ also related to the caption bc its just a line from my fav song from the first game
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okay unironically I love so much that porter is like this world SUCKS its BAD here and it HURTS you why do you care abt it!!! and literally every single bad kid is like ngl we just hate ur ass it does not matter what ur philosophy is
#dimension 20#fantasy high junior year#not art#fhjy spoilers#its!!! gods I will Be My Ass in the tags rn. but thats so like. deliciously setting typical#like porter's desire is to transcend and his contempt for the world he's in feels. idk Real#like he plays the game bc he wants to win and be done with it. how do I word this#yknow. being a god would like. be his win state. when he gets that happening thats it his story is done he checks out#meanwhile the bad kids do actually just like playing the game lmao. like they love adventuring!#theyre so solidly Of This World. they carry the values that can only be born of it and they like having mastery over it#its a meta angle that I think is very fun specifically for d20 being in such a unique position in the zeitgeist when it first started#the rat grinders are from DnD Writ Large. porter wants to escape. but this is the bad kids' home its Their Actual Play Show#which makes it so fucking excellent to me that porter's question is somewhat of merit! its their show and it tries very hard to punish them#and they just straight up dont listen to him here lmao bc they hate him but! since the moment the academic track ended its been clear#that they save the world bc they Like Playing. With Each Others#thats what riz thinks the core of adventuring is! thats why fig stayed! and I also think thats why this hovers over elmville now and#a dead god is coming back in the school gym. porter is a shit evangelist but even if hes a good one I dont think it wouldve worked like he#wants it to. the only way he couldve escaped is if he'd not involved elmville at all. thats where the bad kids met dude#its a shitty place that fucks with them but they all come back here bc they wanna play with each others#and in that regard I think thats what the stress tokens ultimately means. Is This Game Still Fun To Play. ITS A RAGEQUIT LIMIT#Im literally running from one end to another of this conspiracy board Ive pulled out of nowhere#Ill draw after this I just wanna get this out. gods this episode has done nothing but furthering my delusion of grandeur actually#Im the hottest smartest manthing on earth Im king fucking midas over here. anyways uh! great ep!
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guys who don't know how to handle overwhelming emotions (+ random zolu doodle)
#guys can you guess what i drew today? can you ccan you guesg#op#one piece#art#sanuso#sanji#vinsmoke sanji#usopp#god usopp#usosan#zolu#luzo#monkey d luffy#roronoa zoro#luffy#zoro#my art#mintart#ummm i tried. a different way to colour stuff idk if it's noticable lol i dont rly think it is#but it was kinda fun#yeahhhhh im not great at wording thingsbut i think theyre differnt and also super similar in how they handle their emotions#GAY GAY HOMOSEXUAL GAY#pls excuse the shitty doodles on the bottom i needed somewhere to dump them#i need to draw zolu more i looveetheemmm ugh
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Tank-on-Tank violence.
#ffxiv#sketch#zenos yae galvus#thancred waters#estinien wyrmblood#oc#tsukiko date#camilla lunae#adventurer zenos#legends say that thancred is still on zenos' shoulder trying to flip him to this very day#poor thancred getting out weight-classed#tsukiko knew how this was gonna end the moment 'hand' left thancreds mouth#also dont mind me I just like imagining zenos going out of his way to train with and help improve the scions fighting capabilities#hes just gonna take the opportunity and spiritually succeed his great-grandfather by also being an absolute little shit about it too#and yes I write adventurer zenos as a tank because I think even though hed be a terrifying dps- he took Alisaie's words to heart#and after all one way to help people is by being a giant sturdy brick wall for them LOL
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(AU)
What if you died and something divine loved you so much it couldn't cope with that fact? What if they tried bringing you back but the result was wrong?
More doodles + rambles below:
Now What if what came back was just off. Looks at the divine without the memories that went back decades. It looks, behaves and works in a way just off enough in a way to make the god unable to look at it. it's not you. it's not. it can't be.
.... but what if what got pulled back was still you, but its- YOU'RE wrong and broken in ways you cant understand anymore.
The apocalypse draws closer and closer and you don't know why every day that passes you seem to be falling more and more apart too. The god is gone. You are alone.
....Anyway yeah i fucked up a perfectly normal Lovestory Au. i gave it anxiety is what i did. sorry for horrid typing in 2nd person trying to explain stuff im bad at explaining <3 i draw, not write for a reason lol.
#great god grove#ggg click clack#ggg thespius#ggg lovestory#dont have a name for this au but its haunted me for a week and i finally relented when i saw the fact gods CAN create sentient things#thanks huzzle for letting me be evil [thumbs up]#ANYWAY I PROMISE THERES A HAPPY ENDING IN MY HEAD IM JUST CRUEL AND EVIL#AND ALSO INCREDIBLY CRINGE. APOLOGIES. THIS IS WHAT HAPPENS WHEN IM ALONE W MY THOUGHTS W NO ONE TO BOUNCE IDEAS OFF OF.#lovestory except everything went wrong at the last second and now everything sucks. Clicky's alone away from everyone. thespius is JUST GON#Huzzle is absolutely losing it's shit in the corner because it's the one that found out first.#Bauhauzzo is trying to not have the world end#and Missy M is absolutely distraught about how everything's gone sideways so fast and is about to start accidentally flooding the grove#cobi isnt even a god yet. (SAD. I MISS HER ALREADY)#sorry this is probably incomprehensible. oops#i think in images and concepts not words so translating a bunch of those hard.#fun part about this was absoultely drawing faces just ever so off from how i draw click clacks expressions to try and nail it aint right#what being off usually being the mouth#if u have questions feel free to ask. ill just stare at them in fear like a deer in headlights /silly#This is Clicky hes just.... a bit messed up. that *is* him; not a copy to be absolutely clear#...even if thespius doesnt think it is#anyway yeah. purple hyacinths right?#sniles#shrivels up and dies#ggg love and loss au
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award for most neurotic 13 year old goes to...!!!!
(LOW-EFFORT FUNNIES UNDER CUT)
#mp100#mob psycho 100#kageyama ritsu#ritsu kageyama#Okay. fandom tags out of the way now I get to be annoying#so. um. several things first i havent properly drawn anything digitally since August?#and this is also my first time in several years to do something on a computer. and not my phone#I have yet to invest in any sort of shitty tablet so this is a bit stiffer than i would like but its fine!#I've been for lack of a better word '2018-maxxing' because i managed to get back into mob at the same im back on bandori.#its great. probably#But yeah i dont know how mp100 re-entered my brain it just happens like that sometimes.#This has all reminded me awfully of how formative ritsu was for middle school me .#funny thing i remembered is spending several history classes drawing ritshou. fun times#also caption is completely a lie the average hobbyani protagonist is significantly worse than ritsu but shhhhhh#also how the hell do people come up with backgrounds. i just put colors there because i think theyre cool. if it works it works.#someday I'm going to make myself learn actual composition techniques and anatomy and literally every other art basic
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just realized no BoO graphic novel means no Nico in his silly little dog harness for the Athena Parthenos this is TRAGIC
#pjo#riordanverse#nico di angelo#pjo graphic novels#I NEED TO SEE NICO LOOKING STUPID >->o#also no like nico in his silly little hawaiian shirt or whatever#but im more enamored with Nico going ''im gonna TIE MYSELF TO THE STATUE this is a GREAT PLAN-''#and the fact that its described like a sled dog harness. i love that for him.#''AALV arent you an artist cant you draw that yourself-?'' YOU THINK I HAVENT? MULTIPLE TIMES? I MADE A GIF OF IT#but i want it in print#we keep getting sequel books we dont need but the graphic novels are getting cancelled. who is deciding this i wanna have a word
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What are you proud of?
KISEKI: DEAR TO ME Ep. 03 / Ep. 06
Bonus:
#kiseki: dear to me#kisekiedit#kdtm#kiseki dear to me#ai di x chen yi#chen yi x ai di#nat chen#chen bowen#louis chiang#chiang tien#jiang dian#userspring#uservid#userspicy#pdribs#userjjessi#userrain#*cajedit#*gif#wheezing at my own gifset i fuckinglkhsflkhsfl hate these guys#these arguments are so childish so i think its really great that they literally pull rank on each other both times#'just because we grew up together' 'you're only three years older'#why are they sooooooooooooo stupid. and funny.#its the being inseparable while growing up in a gang that did this to them i think. lmao#also. boys. why dont both of you listen to too young by nat king cole and then maybe you'll calm down#anyway shoutout to user nikkotinamide AGAIN for advising in translations and making me sure i could parallel the word 'brat' here#literally obsessed with it and the implications in both scenes/conversations#the first with ai di essentially saying chen yi is a kid to cdy and the second with chen yi being like 'what do you know about love/s*x'#me in both scenarios: :) ......>:) but then the rest of the scene paralleled TOO with ai di teasing chen yi about his. :)#and getting slammed into the wall for it hjsdkhfdj THEYRE SOOOOOOO FUNNY. GODDD
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its still very scuffed rn but GUYSSSS
#wip#toontown#toontown corporate clash#ttcc#firestarter#flint bonpyre#cosplay#cosplay wip#the eyelid and mouth are just taped in rn and the eyes are temporary pieces of paper so yeah i think scuffed is the right word for now#that seam on the front wont be visible btw. there will be a piece there#YALL I AM SO EXITED RN THIS IS GONNA LOOK GREAT#also i have the brim for the helmet made but i dont think i would be able to securely tape the face to it with the eyelid on#also also the red parts are made of old foam floor mats from when i was a child. free foam!!!#i love talking#stupid made this#flint cosplay stuff
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You know what, fuck it, I have to speak my truth! (this is gonna be a rant, so anyone who actually likes assassin's creed revelations and/or the secret crusade, be warned or maybe don't read this at all)
remember how altaïr talks to king richard at the end of ac1, and richard is like "[humans] come into the world kicking and screaming, violent and unstable. it is what we are. we cannot help ourselves."? and how altaïr answers "no. we are what we choose to be." and how that ACTUALLY has meaning bc he himself was "violent and unstable" at the beginning of the game but he has learned and is now CHOOSING to be a better person who cares about others and humanity at large? remember how his calmness and gentleness was something that he ACQUIRED over the course of the story?
and remember how in revelations they then suddenly had a PRE-AC1 altaïr say about the first of his targets "no man should pass from this world without knowing some kindness." and be all wise and calm and collected during a nice little chat with al mualim, who suddenly acts all fatherly? (like, this is suddenly supposed to be a positive relationship? what??)
also, during the confession the target says to altair: "you put too much faith in the hearts of men, altaïr. [...] humans are weak, base, and petty." and altaïr answers: "no. our creed is evidence to the contrary." KJASJFJDKL???? like, it’s almost insulting how close this exchange is to the one with richard. you know, the one that was actually earned after a whole game of character development. like WTF??? cool congrats now that development means nothing. like, apparently that was just altaïr reverting BACK to being the exemplary assassin who understands and believes in the creed that he was apparently just born as. (i also hate how having a young inexperienced altaïr saying this implies that altaïr's faith in humanity is a sign of naivete instead of a sign of the wisdom he has gained after being confronted with counter arguments for a whole game, and also something that distinguishes the assassins from the templars who use humanity's supposed wickedness to justify controlling them like in AC1, but whatever)
altaïr’s development in AC1 mattered BECAUSE he is not NATURALLY a good person, it actually said something about humanity's capacity for both bad AND good and how humans don't have to be forced to be good through mind control bc they can by their own free will choose to be better when taught how and when allowed the freedom to grow. but no. apparently altaïr has just always been calm, wise and gentle. and he just sort of forgot about that during AC1 bc…. ? bc of adha?? bc of abbas???
oh don’t get me started on the whole abbas thing. (it doesnt even make sense that abbas is so hung up about his father and "his family’s honor", like what about the whole point of al mualim not allowing parents to be close to their children bc it would make them weak? like, my dude, you’re not supposed to HAVE any family aside from the brotherhood)
they used the throwaway character that had like 5 lines and made him into altaïr’s main antagonist in revelations… like, abbas wasn’t supposed to be this ONE dude who had personal beef with altaïr, he was just supposed to show how while altaïr’s revered by many, a lot of his brothers also hate him, bc 1) altaïr is a shitty person at this point and 2) bc there’s no real feeling of community and family in this version of the brotherhood, but just a pervasive sense of competition and jealousy — these assassins don’t care about their goal of safeguarding humanity bc they’re too hung up on petty squabbles and divided by rivalries (you know, the things that made malik hate altaïr even before solomon’s temple and that he overcomes in the end which enables him to forgive and to reconcile with altaïr so they can work together and stop al mualim? (you ever just think about "we are one. as we share the glory of our victories, so too should we share the pain of our defeat. in this way we grow closer. we grow stronger." and cry? bc i do. all the time. malik, the man that you are))
and now abbas is altaïr’s childhood best friend turned lifelong enemy?? like, bowden bent over backwards to come up with an explanation for why altaïr is an arrogant ass at the beginning of AC1, when the explanation is right there: he was raised to kill without asking questions and was constantly praised for how good he is at murder, which resulted in him becoming arrogant and disregarding human life. like, it doesn’t have to be some shakespearean family feud type shit. and guess what, this "simple" explanation actually plays into the story’s themes, who’da thunk!
(like, abbas might not have been a "fleshed out" character in AC1, but he had a specific function and now that function is gone. mr bowden, mr mcdevitt, you know characters are allowed to simply exist to tell us something about their worlds and the systems they live in and sometimes that’s more important and also more interesting than having every single character have a detailed backstory to explain all their behaviors, right?)
with all of this revelations loses all nuance in regards to the levantine brotherhood and also the creed in general. like, altaïr being a master assassin at the beginning despite being a terrible person and not actually understanding the creed is a criticism of the brotherhood and the creed itself. like, it said something about the order that someone like altaïr was able to get that high in rank, simply bc he's good at killing, which also tells us what is considered important in the al mualim era assassin order. when you make altaïr’s arrogance the result of his personal conflicts instead of how we was raised by a brotherhood that only valued one's ability to kill, you lose that characterization of the assassin order itself!
and by suddenly making al mualim a semi good "father figure" you also downplay his manipulation of not only altaïr but all those under his care. (altaïr says something about al mualim being "as a father" to him exactly twice in the codex, but he doesn’t mean by that that he WAS a father to him, what he means is that he was the CLOSEST THING he had bc HE DID NOT HAVE PARENTS, not because his mother died in childbirth and his father was executed when he was young btw, BUT BECAUSE IT WASN’T ALLOWED, like his parents actually lived but weren’t allowed to be close to him, he says he came to view al mualim’s "weak and dishonest" love as enough and even better BECAUSE HE HAD NOTHING ELSE, BECAUSE AL MUALIM ISOLATED HIS ASSASSINS FROM THEIR FAMILIES. al mualim "loved" him bc he was good at killing people for him! hm, i wonder if this could be trying to say anything about cults and indoctrination and the inherent contradiction in fighting for peace and free will by taking children away from their parents and raising them to become killers?? like, altaïr wasn't ~the special orphan boy~ taken in by al mualim bc his father died a hero's death, it was "the way of the order" to have al mualim be the closest thing to a parental figure for everyone to ensure absolute loyalty! altaïr saying al mualim was like his father is not supposed to make you go "oh, he must have actually been a good guy for altaïr to consider him a father", it should make you go "oh that's kinda fucked up that he considers the dude who made him into a killing machine and who manipulated him a sort of father figure"!)
and then in revelations they suddenly portray that relationship as positive and healthy??? like, it would be one thing to give it some nuance by delving into the psychology behind al mualim’s "love" and maybe showing how al mualim did care about altair in a complicated, fraught sort of way (like, you know, there’s a lot of interesting things you could say about al mualim at several points addressing altaïr as "my child" in AC1 and how that parallels Garnier referring to the people he drugged and abused as his "children", and what that says about how the templars view the people who they say they want to save and in whose best interests they supposedly act (in any case, al mualim doesn’t use that phrase because he has any real parental feelings but rather to patronize and to invalidate any objections, like in a "mother knows best" way))
but they even fucking DARE to parallel that relationship with that of altaïr and darim in revelations, by having the reflection in the puddle of darim hugging altaïr showing altaïr hugging al mualim…. like their relationship wasn’t inherently abusive but just tragically cut short because al mualim was just "corrupted by the apple"… like WHAT???? so it’s not the very real problems like grooming, manipulation and indoctrination and the hierarchical structure of the brotherhood itself (all of which are antithetical to the assassin ideology), it was just the evil apple all along. great. that’s DEFINITELY a lot more interesting.
god im sorry i really dont want to spread negativity but this is driving me INSANE. like, somebody please tell me im not crazy bc i feel like somehow most of the fandom is in agreement that revelations and the secret crusade have better storytelling and characterization than ac1.
SPEAKING OF WHICH, can we talk about how, even IF we completely ignore AC1 and treat revelations altaïr as his own character…. the narrative still doesn’t really work?
basically, the whole point of his story in rev is that "he gave his whole life to the brotherhood", this obsession led to him not using his time with his family which has him ending up dying alone in a dark library and this in turn makes ezio reevaluate his life choices…. except. he doesn’t? neglect? his family? or whatever? like, his devotion to the assassins is sort of painted as this tragic flaw that leads to a lonely death bc it supposedly comes at the cost of his family, but… his wife has joined the assassins, (at least) one of his sons is in the brotherhood and even when he goes to protect the assassins against the mongols, he takes his family with him (except for the son who stays behind bc he has a family of his own and who, ironically, ends up dying bc of that)… like, you can’t describe altaïr as a good husband and father in the database and have his son tell him that "everything that is good in me began with you, father" when they say goodbye, and then want to make us believe that he put his family behind the brotherhood and that that is a character flaw that leads to his tragedy.
because you HAVE to have a character’s tragedy be the result of a character flaw. like. that is how tragedies work. otherwise it just becomes tragedy for the sake of tragedy which is… boring bc it has no purpose. and we know it is SUPPOSED to have purpose bc ezIO FUCKING QUITS BEING AN ASSASSIN AFTER WITNESSING IT!
it’s like they want to have their cake and eat it, too — they didn’t want to actually make altaïr a bad husband/father, but still wanted to make his life a tragedy where he loses his family which is why instead they outsource all responsibility to abbas who now has to be the reason for ALL the deaths.
like, they try to make at least maria’s death kind of sort of the result of altaïr’s rashness or whatever but like… these guys KILLED THEIR SON and TOLD HIM THAT ALTAÏR HAD ORDERED HIS DEATH. like, altaïr losing it in response to that is not rash, it’s fucking logical and justified! if anything the scene made me angry at maria for trying to stop him. like, GIRL, he was YOUR son too??? but god forbid we give female characters actual real emotions, she has to fill the role of "voice of reason who dies for altaïr’s man pain" i fucking guess.
like, it’s this weird mix where his tragedy is simultaneously painted as his own fault but also not really bc abbas is the one responsible for all the shit that happens. it just… it just doesn’t really go together.
the only way to make his story make sense narratively and to give it actual purpose is by looking at it in the context of ezio’s story, bc the things he sees in altaïr’s memories are supposed to be a revelation (ha!) to ezio specifically. and i guess that’s maybe the crux of it all — altaïr’s story in revelations was conceived of first and foremost to support ezio’s story and development. which is probably also why many people maybe don’t notice bc, having skipped ac1 and started with ac2, the majority of people mostly care only about ezio and only really appreciate altaïr’s story in as far as it serves to push ezio forward. (tho i’ve also seen a few people say that ezio is also written kind of weird in rev, but i’ve never really been an ezio girly myself so i can’t speak to the truth of that)
like, altaïr dying alone in the library doesn’t really have to make sense for his character, i guess, bc it’s only really supposed to be a cautionary tale for ezio.
so, i guess, for once, they actually had a MAN dying for another man’s character development, which is pretty woke actually. ubisoft, i take everything back jksdsfjhgdsahfhsdhfghfdsgjhsdgjh
#assassins creed#ac1#altair ibn la'ahad#malik al-sayf#ezio auditore#asscreed#rant#long post#this is killing me#i even started rereading the secret crusade bc i thought maybe i remember it being worse than it is#but honestly its the opposite#even just the fact that in the secret crusade altair always says some last sentence after his targets' confessions#has me so irrationally angry aksjdfh#like over sibrands body he says something like 'may death be merciful' or something#like? did they want that to be like requiescat in pace or something???#like aside from the fact that altair WOULD NOT FUCKING SAY THESE THINGS#it also just destroys the tension built up by the target's last words#like... i do think it was very much on purpose that the target always had the last word in the confessions#sigh whatever its just a stupid video game from over 15 years ago who cares#(me. i care. unfortunately. i wish i didn't. send help please.)#also the fact that bowden just completely fucked up arabic naming conventions with the whole “umar/darim ibn la'ahad” thing#(which is kind of an achievement considering that wasn't too great in ac1 to begin with)#tho bc of that they kind of inadvertantly ended up implying that roshan is altairs ancestor which i actually kind of like lol#anyways sorry for this giant wall of text#this is probably (definitely) the longest post i've ever made lmsadjf#but i do think i've gotten most of it off my chest.... maybe#maybe ill add stuff if i come across something else that makes me angry lol#sorry i know i promised an essay and instead delivered a rant#i just dont think i have the capacity to actually structure my thoughts any better kajdsf
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my trio version(s) of "he would not fucking say that" wrt people writing characters from existing media are he would not be a good or willing father, he would not call anyone darling or similar, and he would not be good at sex
#talkys#im not often in fandom spaces at all bc idrc but of course#over the years one notices that every character gets squished down to the exact same idealization and while i can give#leeway to some like ok yes sure its your Vision you can do whatever#most of the time its like dont u guys get bored of making every character exactly the same 😭#i think its a lot more fun to work within the limits#and also once i see the word Darling anywhere my eyes roll so hard they almost pop out like oh yes the great homogenizer#character foundations tumble beneath a single word to become the generic love interest
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RAMBLINGS OF A MADMAN ABOUT THE LONG QUIET
THINKING ABOUT HE AND THE PRINCESS WERE JUST LITERAL CONCEPTS GIVEN CONCIOUSNESS AND I CANT FUCKING IMAGINE HOW THAT WOULD FEEL LIKE IMAGINE SUDDENLY BEING AWARE OF UR EXISTANCE im focusing more on queit here tho BECAUSE HE WAS LITERALLY NOTHING AS LIKE SOME OF THAT CONCEPT SO HE LITERALLY WENT AGAINST HIS OWN SELF HE BECAME AOMETHING BY EXISTING AND HE WASNT EVEN NOTHING EITHER HE WAS THE CYCLE OF LIFE AND DEATH BUT SUDDENLY HE WAS THORN FROM THAT AND NOW HE HAD TO BECOME SOMETHING, THE PRINCESS WAS ALREADY SOMETHING, SHE WAS EVERYTHING, i do feel bad for her since she had to be one thing but she could atleast continue to change since she was being percieved by quiet BUT QUIET IS JUST NOTHING, EVEN IN AN ENDING HE FINDS THE COMFORT OF BEING NOTHING AGAIN, SADLY DRAGGING THE SHIFTING MOUND WITH HIM, I JUST FEEL LIKE NO WONDER HE FRAGMENTS INTO DIFFERENT SELFS SINCE HE CANT CHANGE HIMSELF HES NOT THAT, i feel like im the gif of that one guy talking to the wall trying to make sense what im trying to express here
Another fun thing i was thinking was the new world ending where TLQ literally is just like "lol bye" and just makes his own world without the concept of change and death by just being an asshole, just his own thing and i keep imagining an au where the voices do still live in this ending and are put into this world and are trying to idk if destroy it but trying to bring change [aka the princess] back to it, much to TLQs frustration
#owltalk#stp#TODAY I BRING U TLQ RAMBLES THAT MAKE 0 SENSE#TOMORROW... WHO KNOWS?#IF THIS MAKE NO SENSE DONT WORRY IM NOT THAT GREAT WITH WORDS#I JUST LIKE THINKING ABOUT THE LONG QUIET AND THW PRINCESS AND HOW I WANT TO PUT THEM UNDER A MICROSCOPE#THE AMOUNT OF EMOTIONS THEY MAKE ME FEEL BY THEIR MERE EXISTANCE#THEIR LOVE JUST MAKES ME CRAZY
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