#if this is out of character for her also please let me know i have not read avos . or anything beyond that x_x
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lavandulawrites · 22 hours ago
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Daffodil
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Yandere!Botanist/ flower shop owner x reader
This OC is inspired by a certain Lord of the Rings character. Ten points to those who can guess who;) I have been wanting to make a softer yandere OC for a while, I hope you like Oliver<3
Synopsis: Your friend shares her concern that your other friend, the sweetest man you know, is stalking you.
Masterlist
Oliver’s (Yandere Botanist) Character Profile
Warnings: yandere, original character, soft yandere, mention of stalking, manipulation, further murder?
Word count: 1478
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Oliver was a sweet man. A gentle giant some would say. He was caring, kind, gentle and loving. Oliver loved to both cook and bake, and both he excelled at. His cooking rivalled that of the greatest restaurant, and his baking was so good that it had made you weep.
This is way the words coming from your trusted friend greatly shocked you and offended you.
“He isn’t right in the head [Name]. Maybe you don’t see it because you’re blinded by his sweetness and his caring nature, but please listen to me!” your friend pleaded. Her forehead was wrinkled in frustration and her eyes frantic. “I swear I am telling the truth! He is-”
“A stalker? Really? You seriously think I would fall for that nonsense??” you interrupted her in her ranting. You found it impossible to believe that the sweet man who’s love for kittens was as adorable as a kitten itself. The man who owned a little cozy flower shop, the shop that you always found time to stop by whenever you were on your way home from work or uni. Oliver always had time to listen to your struggles and he always managed to comfort you with either tea or the best hot chocolate you could ever ask for. His sturdy, but slightly soft body perfectly fitted his personality. Though be no fool, he was as strong as a horse, that had been clear for you when he had to help and push your little stupid car that had gotten stuck in the muddy ground. He was a handsome man, with kind brown eyes with golden flecks. He had wavy dark blond hair with light brown streaks. Freckles dusted his cheeks giving him a cute appearance. He was perfect. Your parents loved him, your siblings loved him and your neighbours loved him. You thought your friends loved him too, but that didn’t seemed to be the case for her.
Her eyes narrowed as you were lost deep in thoughts. She waved her hand in front of your face, which caused you to stagger backwards. “Hello??”
You snapped out of it and your eyes found hers. The truth was, that you had started to fall for your botanist friend. You had fallen hard.
“Sorry I got distracted…” you mumbled. “But no, I don’t believe you when you say he is a stalker. Do you even have any proof?” you ask her with a raised brow. You loved her as friend, but you were wounded by her hurtful claims.
“I have seen him sneaking around your flat. We almost always stumble upon him when we are out. It doesn’t even matter what we are doing” she shook her head.
“Really? That’s it? He lives close by, so it’s not that weird that we meet him from time to time” you sigh at your friend. This wasn’t enough to ring any alarm bells. At least not for you.
“Okay, okay. Listen, I know this is not enough to repost him or anything-”
“Report him?! Are you out of your mind?!” you exclaim in disbelief. Who in their right mind would report a man as sweet as Oliver?
“Please let me finish” your friend presses her hand gently on your shoulder to stop your outburst. You nod in response with a lower head and let her continue. “All I am saying is that it’s weird. So many coincidences… I also found it weird that he was in the same women’s store. And in the makeup section too?” your friend’s voice was laced with frustration.
“At least think about it, okay? And be careful. Promise me that” she gave you a pleading look.
Your friend’s words had plagued your mind for the last couple of days. At first you, you didn’t even want to give it a thought, but the more you thought about it, the more the uncertainty crept in. You stopped in front of the cozy flower shop. Even though it was late winter, the shop had quite the few customers. Beautiful flowers in all different kinds of colours were sat in the window, tempting the by-passer to come inside. The interior was old fashioned, with dark old wooden floors and light green floral wallpaper. Paintings with different flower motifs filled the walls were plants weren’t hung up in display. The counter was of the same colour as the floor with a emerald stone countertop. An antique golden register was placed on top the counter which further made you feel like you were in a different time period. A sofa was placed between two shelves on the short far-end wall. It was an old light blue sofa who Oliver had bought from an old lady. It was at least over hundred years old.
Oliver smiled from behind the counter where a costumer just had finished paying for a bouquet of red roses. The bell rang as the women left the store with the bouquet gently placed sun her bag. Now the store was empty save from the two of you.
“Hi! Enjoying the weekend so far?” the blonde man greeted you. His friendly smile revealing the dimples which you loved. He leaned slightly on the counter like a happy puppy.
Your heart fluttered by his cute gesture. “Hi! I am. I thought I should stop by and say hello as it was in the way” you returned the smile. “How are you? Have it been a busy day so far?”
“I’m quite good. Even better now that you are here. It hasn’t been too busy, but that’s okay as I needed to finish some flower bouquets for a weeding” his freckled cheeks slightly reddened. “How are you doing?”
You blushed slightly at his words, but quickly concealed it by looking away. “I’m also doing good”. You paused for a bit. Your fingers fidgeted with the sleeve of your woollen coat. You wanted to ask him about what your friend had said, but you didn’t want to sound rude or accusing. You sharply inhaled. “There is something I wanted to ask you about. I am sure it’s just a coincidence and I don’t mean to sound rude or anything” your words fell out in a fast flurry of words.
Oliver narrowed his eyes quickly before they returned to normal. “Go on” he said in his usual tone.
You hesitated for a moment before you closed his eyes and spurted out “A friend of mine has made me aware that I often bump into you on the most random places… At first I thought nothing about it, but after giving it a good thought, I must say that I agree with her. I mean it is probably just a coincidence, but still. I don’t mean to offend you or anything, but it is kinda strange?”. You give him a sheepish smile. “I’m sorry, but it is something that has been bugging me” After you had opened your mouth, you had instantly regretted it and you wanted to slam your head as hard as you could against the green stone of the counter.
Oliver’s expression darkened slightly before he smiled his usual warm smile. “I see…” he paused for a moment, clearly in deep thought. “Well, I do love quite close to you and my shop is even closer. Plus it’s not weird to see someone you know out in public” his smile softened. “You shouldn’t think to much about. But I promise you that it’s all coincidences. I hope I haven’t frightened you. Because that’s not my intention at all” he stepped away from the counter and rounded it. Oliver’s large hands gently clasped on your shoulders. He strokes his thumbs up and down in a calming motion. His sweet beautiful brown eyes look at you with utmost adoration. “Would you like some tea, my flower?”
You nodded. “Yes please. I’m so sorry for accusing you of such. That was uncalled for” you rub your finger down your nose bridge in embarrassment and frustration.
“Don’t worry. It’s alright. I am just happy I haven’t accidentally made you uncomfortable”.
As the botanist prepared you some floral tea, your thoughts drift. How could you be so rude to your beloved friend? He was pure hearted and would never hurt a fly.
Oliver hummed as he poured you both some tea. As he hummed on Here Comes The Sun by his favourite band The Beatles, he couldn’t help the anger that flowed through his veins like ice. Your so called friend had tried to tear you apart from him. That was not something he could allow. His nails dug into the wooden table and he could feel splinters stabbing the skin underneath his short nails. Your friend would come to regret her words and that soon. But first, he would lighten your mood with your favourite tea, for such was his duty.
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was-that-a-pun · 3 days ago
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Fleshin out more background characters in my AU fic for later chapters like I have with Medic and Thomas and a recent cut content video gave me ideas for Scout the boogie bot and Izzy the bobby bearhug
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Scout I've decided was an older kid in Playcare and was a close friend with Matthew before he was 'chosen'. They were similar ages, though Scout had been there longer and had lost her parents in a car accident she wasn't part of. It gave her a slightly better idea of what he was going through than most other kids did and tended to play backup to his leader role.
Neither ran into Kevin much just by chance, the little they did see of him he seemed fine to them although Matthew caught some other kids setting him up to get in trouble once and put a stop to it.
After Matthew was taken Izzy arrived, probably younger than Jack when she got there, and instantly clung to Scout as big sister. Scout returned in kind and goes out of her way to care for and dote on her.
Scout though was also 'chosen' a little more than a year after Matthew and Kevin were, Izzy had a hard time in Playcare for the few months before she was as 'chosen' as well because she couldn't connect with anyone else the same way.
Scout and Izzy are dumped into the workyard/general population at the same time and Izzy does not handle things well. Scout would know that sobbing anywhere and scrambles to comfort her and convince her of who she is and that Izzy isn't alone. Doey overhears and oh shit this is one of my friends.
They all end up in trouble/punished because Izzy can't calm down enough to work, Scout wont leave her side, and Doey wont let the guards touch either one of them. But afterwards it makes things a little easier because Matthew knows he can trust scout, which means Jack and Kevin learn to trust her and she becomes one of the main people he talk to about the whole confusing experience of being three kids turned into one.
Cut content lines under the readmore that inspired me
Scout: Izzy, have you done what I asked you to? Gathered all your things?
Izzy: Oh, yeah! I’ve got my journal and my crayons and my dollys and my-
Scout: Good. Good I just wanted to make sure
Izzy: You. Y-you sound sad -
Scout: No! No. Just thinking…
Izzy: Thinking about what?
Scout: About everything to come, about our part in it.
Izzy: Oh...okay. Are we still gonna play our game later? Y-you promised we would-
Scout: *chuckles* I remember kiddo, and a good scout knows to keep her promises.
Izzy: Yes!
Scout: But finish up your tasks first please! Then my time is all yours.
Izzy: Okay! I’ll get them done quick! Super quick! You wont even see me doing them!
Scout: That better mean they’re actually getting done though *sigh*
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bwat5-blog · 1 day ago
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A Look At The "Nothing Character" Who Broke Our Hearts: Isha
**Spoilers For Arcane**
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I must say, there was a time not so long ago that if someone were to tell me there was a whole tag devoted to the hatred of a cute, tenacious, brave little girl character who died tragically trying to emulate her hero, I would have found the idea completely insane. However, since becoming a part of our little community....
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Before we get into this a bit let me say, I am not formally educated in writing/literature/creative story telling or any of that. So what I discuss and list will as usual be the research I could find on my own with sources provided. I know for a fact through some of my interactions on here there are some very educated people in this area, so if any of you see this and care enough, please chime in! I'd love to learn more.
What Is The Complaint?:
"Isha isn't a real character!"
"Isha did nothing except get blown up!"
"Why was this kid even in the show?"
"Isha's only purpose was to give Jinx a reason to be happy then take it away!"
You get the idea. Overall people seem to hate the character because they feel she really wasn't one. They see her as being more of a singular plot device with no real information or depth given and not having any real purpose. While it is true we don't learn a ton about her, I completely disagree as to the worth and impact of her character on the story. In doing some digging, I came across the following term:
Catalyst Character-
Per Reference.com: "A catalyst character, also known as a catalytic character, is the character in a story who causes the protagonist, or main character, to move toward some kind of action or transformation. This character is usually the person that spends the most quality and influential time with the protagonist."
Okay, rather or not you agree or think it matters I'd hope at the least that that explanation is fairly clear. So moving forward, why do I think this applied to Isha? Because she is in all aspects a MASSIVE agent of change in the narrative. I understand not liking her. That is totally individual. But to imply she didn't matter is complete and utter nonsense.
The Ventilation Chamber Battle:
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The brawl between Vi and Jinx has come to a head. Vi sits atop Jinx with one gauntlet around Jinx's throat and the other poised to kill her. Jinx is telling her to do it... she's glad that Vi is the one who is going to end her. When out of nowhere Isha leaps between them pointing a gun at Vi. '
Concrete Impact:
Stops the fight cold
Jinx immediately screams no betraying her actual fear for Vi's safety
Snaps Vi out of the fight where it appears she was quite possibly pulling back her hand to finish the fight
Isha's presence is what makes Vi get in front of Caitlyn's rifle leading to their separation and what occurs for them afterward.
Jinx clearly is "seeing" Vi again for the first time when Vi leaps to stop Caitlyn
2. Life With Jinx:
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We return to Jinx after the time skip. It turns she has been living quietly in hiding with Isha since the battle. She is staying out of the bloodshed, focusing on her relationship caring for the young girl. She seems more at peace than we have seen her the entire series, even declaring "Jinx is dead" when Sevika comes to demand she get involved.
Concrete Impact:
It's strange to say for something I list under concrete but just the obvious and clear effect she has on Jinx herself. We see it expressed in many ways, such as Jinx saying Isha reminds her of Powder, Jinx saying she doesn't want to screw up what she has with Isha when in Silco's office, and so on. I feel like we could do an entire analysis post on Isha's effect on Jinx mental/emotional state but that is for another time.
The fact that Isha is masquerading as Jinx during the occupation is HUGE. We have to remember, Jinx is not actually getting involved at all before the events of the rally. The people of Zaun have made her their symbol because of what she did, and because Piltover has made Jinx their symbol of why they are doing what they are doing.
It is only because Isha went to the rally and got arrested that Jinx rejoins the fight.
3. Jinx Comes To Stillwater:
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Isha has been arrested along with a large group of Zaunites during the rally. Sevika limps back to the hideout and tells Jinx who is immediately extremely upset. We see her seriously glitching in full for the first time since the time skip. She and Sevika mount a rescue mission, and because of Isha. Jinx rejoins the game since the occupation began.
Concrete Impact:
Without Isha being taken Jinx doesn't get involved which quite literally changes the trajectory of the entire story. Meeting Vander again and everything that stems from that would be impacted which quite literally could effect every character in the story. It is too much to list or "what if".
4. Reuniting The Family:
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In the wake of meeting Vander and rescuing Isha, Jinx goes and finds Vi in the fighting pits, telling her what she has found and together with Isha they set off on a journey to find him. Leading to the all-too-short reunification of their family, with their newest member of course.
Concrete Impact:
Of course to state the obvious, they wouldn't be here if it were not for any of the things we have already been over.
When Jinx and Vi start to fighting, once again it is Isha's involvement that stops it cold.
Seeing Jinx's care for Isha is what helps Vi start to see her sister in a new light.
It is Isha's bleeding from getting whacked that draws Vander to them. Vi immediately leaps to save her life and Jinx can see the Vi she knows is still there as well. Also being thrown into Vander's path like that leads to his regaining control and the scene we see above.
5. The Commune:
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After their family is reunited Vi, Jinx and Isha take Vander to the commune to meet with Viktor. Hoping his healing gifts can save their father. Of course, it all ends in soul rending tragedy with Vander losing control and Isha sacrificing herself to save her new family during a Noxian attack.
Concrete Impact:
Isha brings Jinx's gun. Without the gun the plan to save Vander could have gone a hundred different ways.
Isha pocketed those stones. If she hadn't done so once again it is impossible to list all the ways that incident could have changed in the end.
The impact on the story from Isha's sacrifice is so far beyond "making Jinx sad" it is mind-boggling. It stops the attack in its tracks. Without Vi getting injured saving Jinx from the explosion, Caitlyn and Jinx may have never found even that microscopic bit of common ground between them we see. There is so much more and that is to say nothing of the impact on Jinx mentally/emotionally
Conclusion:
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So again this is not a true deep dive or anything. And I do understand the complaint that we really don't ever learn a ton about her. But I absolutely do not understand or agree with the complaint that she is meaningless/unimportant/inconsequential to the story. Her actions and presence drive a massive amount of change in the course of season two, and without her it very likely could have all ended quite differently. To close, below is an English translation of Isha's farewell posted to reddit for you to enjoy. (I have no way of knowing if it is accurate so if not forgive me).
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Child, don’t fear the thorns; walk barefoot, And you’ll find something precious. Look at this darkened sky; see how beautiful the fireworks are. There’s no need for so much sorrow. People flourish and wither, But even stubborn rocks and debris will bloom.
Part the mountains, Let her see me. Tell the stars, Hurry and shine on me. Blow away the dark clouds, With a stroke of blue. Even if the world is full of desolation, We can look up and see the moon.
While we still have the hearts of children, Even as lone blossoms among millions, we must bloom. Don’t be troubled or sad. Don’t forget: Even if tears fall, we must keep running, Run to where even time can’t find us. Be the birds that soar at the edge of the sky.
Part the mountains, Let her see me. Tell the stars, Hurry and shine on me. Blow away the dark clouds, With a stroke of blue. Even if the world is full of desolation, We can look up and see the moon.
While we still have the hearts of children, Even as lone blossoms among millions, we must bloom. Don’t be troubled or sad. Don’t forget: Even if tears fall, we must keep running, Run to where even time can’t find us. Be the birds that soar at the edge of the sky.
Don’t keep searching; Just give me a hug. Let’s quietly forget, For this is good enough for me.
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quietstormxr · 20 hours ago
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Not a request but I don't have many people to talk about books to so here's a theory. Rebecca said one person's gonna die in book 4, and Vi's squad said they'd all make it to graduation
...what if one dies at graduation. I'm thinking Rhiannon, like she achieves all her goals of being wingleader and such whilst in education but I feel like that role will end up being Violets.
Just a thought, like I said, I feel like this is a safe place to drop it so I've told someone
Please send me all the theories! This is definitely a safe place! ❤️
I only have one book bestie and my fixation on The Empyrean series is a lot, obviously and specifically our Tyrrish men, so I try to not bombard her with things. However, please feel free to bombard me with anything you've got!
Minor OS spoilers…
I completely agree. She stated with Liam that there wasn't any growth left for his character, leading to his death. If that's the case, I can totally see that with Rhiannon too. Especially considering, although we had her POV, she really didn't play much of a role in the story overall for Onyx Storm. Yet, she's important to Violet so the emotional devastation would be high.
She's also always described as being so perfect, which makes me lean to the Liam death theory.
On the other hand, now that I'm thinking about Rhi, perhaps her signet will come in handy when we get down and dirty with the venin? (This is a big hope for me. I need enemy territory to be breeched people!) Although, we never really see her use her signet except for that one scene in FW for the squad battle.
Regarding graduation...
The idea of graduation in OS and the next two just seem so laughable to me. We are supposed to be in an active war and you mean to tell me they are studying for physics and dragon kind??? 🤨 Please....
I totally get the signet sparring, battle brief, hand to hand, general training, and flight maneuvers. I could possibly even see runes and wards, but I in no way think that the first years are going to history class still. What benefit are we getting from that?
We are sending in the second and third years into actual battle and you want me to think they are also going to study for their next test on top of that?
In Samara, it was obvious how hard up they are for actual riders to fight, yet you're going to keep those with manifested signets at Basgiath? Come now. I don't believe any general worth their salt would leave actual weapons out just because they hadn't graduated yet.
Just some of my thoughts. Y'all let me know what you think!
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caligvlasaqvarivm · 2 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
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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marblerose-rue · 2 years ago
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click for better quality!
are you gonna start climbing, or what? / needletail
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aru-art · 6 months ago
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been on an oc redesign kick. this is incomprehensible to anyone but me and like 2 other people probably. hi tim if ur reading this
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cuteniaarts · 7 months ago
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Digitalised + coloured + redesigned version of my Suiren and Vaatu sketch from two days ago, as promised!!
Coming up with Suiren’s design was a very long process of trying and failing because after you’ve drawn 9+ different versions of one character, the creativity starts to run a little dry, but I’m actually really proud of this one, she looks absolutely adorable <3
(Also yeah I did mostly just scribble Vaatu’s pattern because who has the energy to draw the all out accurately. Not me, that’s who, I’m chronically tired. People who draw him on the regular have my utmost respect. He’s still a funky little guy though :D)
Bonus, Raava incessantly screaming inside Suiren (and being completely ignored because Suiren is tired of her) while all this is happening:
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#and yeah I did say I’d do a fuckass background but all my energy went to figuring out Suiren’s design#plus I suck at backgrounds so.. woe. LoK screenshot be upon ye#my art#artists on tumblr#the legend of korra#avatar suiren au#original character#sotrl suiren#vaatu#I don’t really know what to say in these tags lmao#usually I reach the tag limit really really easily but between my previous post and answering that ask I’ve ran out of things to say#someone please indulge me in this au I have Way Too Many Thoughts about it#hmm…#you know. I think people often make different avatar aus because they dislike Korra or think she’s a bad avatar#I don’t. I love Korra. I would kill and die for her#(says the red lotus stan. yes I’m well aware. no need to call me out)#and I think she’s a good avatar who was dealt a shitty hand both in universe and by the show’s production team#I’m making this au BECAUSE I love Korra. if Suiren is the avatar Korra gets to be a normal SWT girl#she’ll get to grow up with her parents. not isolated and degraded all the time for not being perfect. maybe she’d have a sibling or two#and Suiren gets spared her sotrl trauma too. win win for everyone!!#(I return Suiren gets the weight of the world on her shoulders lmao. but it’s fine. 1. she isn’t alone in it. she has her family#2. three quarters of the LoK threats are basically automatically eliminated for her. the RL are her parents. she fuses with Vaatu#and all she has to do to defeat Kuvira is to take her dress off 😁 /hj. basically. she’ll be okay. better than in sotrl at least)#also look. I love Suiren. she’s my dear child who’s been with me since I was 12. of course I wanna make her the main character in everything#and dark avatar Korra AUs have been done countless times before me. Kat’s doing one right now!! I just wanna do something that’s my own#and also I wanna focus less on pain and trauma for once and more on the sheer hilarity of the shenanigans that will occur post-fusion#cause this isn’t Adumbration where Korra lets Raava go and fuses with Vaatu instead. here Suiren’s got both of them at the same time#and they have 10000 years’ worth of grievances to air out. it’s like living with your divorced parents#trust me I would know. except mine aren’t divorced. they’re Worse and everyone wishes they’d just separate#anyway. that aside. Suiren’s not getting any sleep any time soon while those two duke it out
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nat-has-two-girlfriends · 2 years ago
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me rn
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Episodes come out at 5 am for me so I will be waking up to carnage on the tl/dashboard 😗✌️
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kingdomoftyto · 10 months ago
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...BIG FEELS AND BIG PLOT DEVELOPMENTS AT THE END OF THAT BOOK, HUH
#Tyto reads WoF#i know it's not the most pressing issue what with the vengeful ex-Queen and the murderous sister and all#but I still want to point out how alarming it is that the new crew are all going to be wearing seemingly radioactive rocks as jewelry now#Turtle please don't pick up strange rocks that give off their own heat for the love of all that's good#ANYWAY yeah what the actual frick is going on with Darkstalker huh. I genuinely do NOT know whether he's trustworthy or not#desperately lonely and unfairly demonized? absolutely. truly cares about Moon as a friend? I think so.#capable of integrating peacefully into modern dragon society without letting his own ego turn him into the monster he denies ever being?#....... 😬 remains to be seen#god and there's Scarlet's mysterious new accomplice(?) with the maddeningly vague physical description and also THE SCROLL(!!!!)#and i just realized we failed to get resolutions in this book for EITHER the vision of Turtle attacking Anemone OR#Flame's unique and frightening ability to sense and/or attack mindreaders????#where the HECK are we going with Flame I am going lowkey INSANE over him#ugh frick and Umber and Sora are both on the run too...!! this book is nearly as cliffhangery as Dark Secret#(though thankfully i prepared for this by checking the next book out ahead of time so i wouldn't have to wait LOL)#uhh buhh final thoughts before i force myself to go to sleep:#I love Moon and everything going on with her but I do feel like on some level it's even more of a slap in the face for poor Starflight#that the only tribe to get multiple POV characters in this first. like. extended arc(?) appears to be the NightWings#and Starflight himself doesn't get any of the tribe's unique defining features or abilities#i mean i guess the same is sort of true of Sunny and yes i know it was the POINT of book 4 that the tribe had no powers#but still idk it just feels like kicking the poor boy when he's already down. in addition to him literally getting beaten up again#(... now watch me be a total fool and the arc actually extends past book 8 or something making this point moot lol)#(I'm only assuming it ends at 8 bc that's where the previews in the back of the previous books have stopped)#EDIT: LOL yep turns out this arc does extend out to book 10 and the other POVs are Turtle and Qibli so I stand corrected.#that's what I get for nightblogging
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ozcarma · 1 year ago
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Trying to watch 999 let’s plays is such hell to me - NO ONE PLAYS THE GAME RIGHT just shutupshutupshutupshutup and play the game!! Stop trying to make jokes!!!!
I’m too autistic for this, I cannot bear hearing let’s players doing their own voice acting when I adore the game’s VAs too much. Everyone always fucks up Santa’s and Lotus’s voices especially.
I understand the draw of Let’s Plays are largely the people playing them who have gained their own following, but as someone who just loves the game I don’t wanna hear ur stupid banter 💥💥💥 play the game and be intrigued but not TOO intrigued because give it a fuckin minute it’ll explain what’s going on 🙄‼️
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#zero escape#999#my opinion is that the let’s plays that are alright are half-blind play thrus where one person is knowledgeable about everything#and can keep the blind one on track and properly guide their curiousity#I also lose my MIND when people get stuck on the puzzles on this ridiculously easy game#(<- says the person who has played it numerous times and knows all the solutions by heart)#like you IDIOT just do THIS#(<- also the person who still has to look up the answer to the box puzzle behind door 6)#and don’t get me started on when the LPers hate Lotus#don’t get me wrong - disliking her especially when u get to the hospital room is Good and Correct as it’s what the writing is leading you to#but some LPers get so misogynistic about it I have to immediately tap out cuz its too much#also another reason why I don’t like when they don’t use the in-game voice acting#is cuz so many people play Junpei as Basic Anime Protag when Evan Smith’s voice acting gives him SO much character#and Junpei is my favorite >:(#I have many more gripes but that’s enough for now#I just want everyone to experience how great this game is but ONLY in the way I LIKE#I know I sound so whiny and entitled but please tell me someone else relates#the urge I get to just make a whole channel dedicated to 999 play thrus where I just play the game again and again with a different friend#would they all be identical to each other because I would be directing them all the same?#yes. but what greater autistic joy is that (for me)#I never thought the Joseph Anderson streams would be my favorite playthrus cuz I hated them too at first#but his dynamic with chat and consistent amusement and enjoyment of the game is very nice and soothing
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atlantic-riona · 2 years ago
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I don't really have "enemies" but if I did, people who try to make the Batfamily unproblematic...you're on thin ice and it's already cracking
#please. PLEASE.#I KNOW actually reading comics can be frustrating and confusing#but it is BLATANTLY obvious that you have only ever read fanfiction#or seen fanart#nothing wrong with appreciating a fandom that way#but PLEASE stop replacing the canon characters with your fanon ones#it's also just...so uninteresting#'oh everybody loves Steph they just let her quip them into silence all the time-' so you're just.#ignoring her entire backstory huh#'oh haha Jason is soooo justified he's just misunderstood and anyway he and Tim are besties'#HE LITERALLY BEHEADED PEOPLE. TRIED TO ASSASSINATE TIM HOWEVER MANY TIMES. I—#HOW ARE YOU COMING AWAY THINKING LIKE THIS#yes I love the Batfam and I want them to get along but I want them to work through their stuff NATURALLY#not just wave a wand and have it all magically poof out of existence!!!!#'ooooh Dick Grayson is just so happy and nice all the time—' tell me you've never read a Dick Grayson comic#without telling me you've never read one#'Damian's just a lil baby he likes animals and never does anything wrong-#my sister in Christ he was raised by assassins!!!!#'Tim is an angel he's soooo smart and drinks coffee non-stop'#that is not a character#that is a collection of fanfic characteristics dressed up in a trenchcoat#and you have taped a label with 'Tim' written on it in crayon to the back#do NOT even get me started on fandom Bruce#get AWAY from my guy!!! I LIKE that he's an emotionally complex character who maybe doesn't deal with grief or emotions#in the best way#but is still trying his damnedest to help those around him despite his own imperfections!!!!#get AWAY from me with your Brucie Wayne impression or your caricature of Bruce as an evil terrible father#get out I say!!!!#(I left out Cass and Barbara because what has been done to them I just...cannot put into words)#(but rest assured I have Thoughts about them too)
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omarwolaeth · 6 months ago
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Hearing some thoughts on Rin's lines about Clear Wing.
I don't disagree that it feels off-putting or wrong (whichever you prefer to describe it as), but I imagine her reasoning doesn't necessarily boil down to seeing herself as above Yuugo (though it's very possible it partially is; they both lived in a dog eat dog world - the City - and they're commons to boot - so they're fighting one another to duel Jack up until she's kidnapped, even if Yuugo says they were going to do it together), as much as it boils down to her being the responsible one.
Yuugo really isn't, so it might possibly be that, given how dependable of a monster Clear Wing (and Crystal Wing) are, Rin thinks her burn deck is a better fit for such a monster than Yuugo's luck based deck. The answer to this is obviously no as soon as anything to do with Zarc or Ray comes into the picture (Clear Wing and Yuugo are both cut from the same quarter of the Supreme King Dragon, even if it was by En Winds.)
Or, Rin is probably jealous she doesn't have effect negation in her monsters, and is bullying Yuugo about it because she's seemingly never really dealt with her frustrations in any other way (because Yuugo's always there.) Or maybe because Clear Wing is a unique card and Rin wants a copy too.
Alternatively, this is somehow the same thing as Yuuri's sadistic streak; a hold over from their Original self, and Ray decided Clear Wing should've been one of her monsters. As if Zarc would lose one of his dragons without a fight, though.
(Additional note I think is important but couldn't figure out where to put it in; Rin's defeat line in the overworld implies to me that Yuugo expects her to win her matches, like it shouldn't be hard for her. Yuugo's never gotten angry at her even if she's gotten angry at him multiple times and she's probably afraid of what he'd think - either this hasn't happened and she's worried all his frustrations with her would ungracefully tumble out, only putting up with her because she wins and can get food on their table even if we know that wouldn't happen - he loves her so much he'll ramble about her to anyone given half a chance, or it has happened before and Rin doesn't want to experience that sort of thing again, as though it would embarrass her.) (So her self esteem is either rock bottom when it comes to losing. or she's got too much pride to admit any of her losses to the one person who adores her)
#marwospeaking#The City done fucked up these two kids. they gotta win or they're considered nothing more than dirt at the bottom of the slums#Not excusing her at all on this though. it really is rude of her. but it does present an opportunity to explore what's going on in her head#You know its bad when. out of the two responsible ones. Yuuto is somehow the less mean one. Rin what the hell#It's also possible these are things she'd never actually say in front of Yuugo. but DL doesn't have that so she says these words anyway#(she might not have ever wanted to voice that opinion either. but DL has her do so anyway)#I wonder how Clear Wing feels on this; She is more than dependable in getting a 7 out. designed to do that even#(which makes me think that Ray wanted to get a hold of Clear Wing - none of the others can intertwine their decks so easily..#.. so what reason/s could there be for that? other than it's the easy option for a character who only physically shows up in the last..#.. stretch of Arc V.)#But as There For Yuugo as Rin can/could be. she's still a part of Ray in the end. and Clear Wing is still scared of Ray from the last time.#I am willing to give DL the benefit of the doubt that Rin's feelings might be made clearer. and that this is just misdirection by omission#but this event also has Ruri to contend with. so I can only get so optimistic about Rin's character exploration here#on an unrelated but related note. Rin *please* just let Yuugo hug you. even just once. He missed you more than he'd miss anything else#Seeing him get nothing but kneed in the gut for wanting to hug Rin makes me more and more sad for his situation
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yakny · 2 years ago
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they are in my heart always ( ☆ ´⌓` ☆ )ブ♥
#wips#colored explorations‚ studies‚ and experiments#LN#THE FIRES ARE REACHING US#the north siblings#louie#agata#i know them being siblings is still my au but the way they interact in the actual game makes me fucking lose it. they're HILARIOUS 😭😭😭:#agata: *rallying the people into her Allied Army and giving a grim BUT emotional speech about protecting Harrod City until her last breath*#louie: *popping out from her crowd seemingly ''out of nowhere''‚ in a room i imagine is not so big* I HAVE A QUESTION.#agata‚ somehow still taken aback and surprised at seeing him: LOUIE?!?!?! why are YOU here?#louie: heard news about an alliance and wanted to join but before me and my comrades join you: . . .#how are you planning to treat the north kingdom's monarchy and the inactions of its current king?#agata: if the monarchy‚ who's supposed to protect its people‚ DOESN'T protect its people then FUCK THE MONARCHY! WE DO THE PROTECTING NOW!#louie‚ walking to stand by her: say no more‚ I'M IN. *turning to the alliance* EVERYONE! We can no longer trust the monarchy!#ASHDFJGKHLLADJSF!!!#who's doing it like them in this game??? WHO 😭😭😭?!?! also: what was he going to do if agata decided to still listen to the king‚ LEAVE???!#BOY‚ IF YOU DONT STOP OCCULTING VITAL INFORMATION FROM THE PUBLIC MASSES—! ashdfjgj#The LN game peaked with the absurdity of their characters. they're idiots‚ your honor... please let me dissect them 🫰🥺#(sorry. i have so many thoughts about them. this story hasn't even arrived to the english server. i got it from the chinese wiki.#because i doubt we will ever get agata's lifetime suit and at this point im tired of waiting 😔)
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light-wrath-paradise · 2 months ago
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Thinking about characters who are Knights with capital K once again.
#Pe//arl S//U the woman that you are!!! also both Saya//ka and Homu//ra from PM///MM !!!! like yessssssss make yourself into a weapon#and a shield discard your personhood hell yes hell yes hell yes#never do what you want keep thinking about duty tear your heart out of your chest and let it fester in the soil until vile forests bloom#I'm normal btw#honestly the root in this case has to be Ser//vant of Ev//il and Evilli//ous Chro//nicles as a whole#like i think that was the first time i got real weird real fast#especially because the first time i heard the song i was like 12 and it was a Lu//ka X Mi//ku cover that made the characters in the#song unrelated and into lovers instead. so uh that did something to me I think. irreparably.#btw all Paladins inherently count because their Oath means that they inherently have to do shit they don't want to#what's important is that a Knight does what they so both willingly AND against their will. at the same time.#and paladins CHOOSE to swear that oath. they know what it means. they know that they might have to make decisions they'll hate#decisions that will disgust them. and they'll follow their duty anyway. they'll do it anyway. it's their duty. it's their choice.#it's what they have to do. it's what they chose to do. willingly becoming nothing but a tool.#oh also one of my favourite Knights has tobe D'Ar//ce because she's so 👌👌👌👌👌#honestly I don't even know if she still counts as a Knight because with her the willingness is pretty transparent#but she DOES wave her duty around like a cross meant to keep away bad spirits so idk maybe she counts#she's people pleasing enough for it and tries to repress herself into ash and dust so. and truth be told she does exhibit devotion#that turns into selfish possession so. i guess.
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potatobugz · 5 months ago
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*t-shirt that says "ask me about my bfdi high fantasy au*
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