#is it a good or bad thing? yeah
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compilation of official wublin/wubbox art that;s. yeah /pos
#wubbox#wublins#my singing monsters#the fact that theres not one but two wubbox selfship images from official msm social media posts is fucking. what even DSJKGNSKGKNES#LIKE THE FUCKIN. THE PIZZA ONE KILLS ME#anywys. pulls miniscule crumbs of lore from every image featuring the wubboxes posted by the msm team#talking about the fact that like half of these pics have more than one wubbox on the same island so???? whats that about huh#if you havent noticed. im going insane over these giant robo monster things#is it a good or bad thing? yeah
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Katniss is such an unreliable narrator. She says "Then something unexpected happens. At least, I don't expect it because I don't think of District 12 as a place that cares about me" girl you deliver strawberries to the Mayor, you hunt and trade for the district, when you fell at Prim being chosen someone caught you, when you went to Prim people parted for you, when you volunteered EVERYONE stopped. Idk how to tell you but I think you're a pillar of the community.
#katniss everdeen#the hunger games trilogy#the hunger games#primrose everdeen#hunger games#batcavescolony reads the hunger games#suzanne collins#'now it seems i have become someone precious' NOW? GIRL BFFR you're their hunter girl#and this isn't negative just bffr girl#your WHOLE DISTRICT did the three finger salute that you yourself says means admiration thanks and goodbye to someone you love and on top is#old a rarely used. your WHOLE DISTRICT decided in that moment that they needed to bring back this sign of respect for YOU#...................................................................#idk why some people are thinking i mean this as negative i don't she is unreliable but its not intentional. like when Peeta heart stoped in#CF she doesn't know what Finnick is doing at first cus she doesn't know off the top of her head what cpr is. she also thinks Peeta after the#reaping is acting for the cameras. he isnt we dind out later his mom basically told him Katniss was gonna win and he would die. obviously#shes not doing it on purpose shes just for lack of better words uneducated? as in she doesn't know everything shes not omnipotent#so when Plutarch (? second games guy) shows her his mokingjay hiden watch shes like *wtf that's weird?* then the people traveling to#district 13 show her the mockingjay cookie and explains it and she then goes on the difference between his watch and their cookie#and why does eveyone act as if district 12 is as bad as the capital? they CANT help Katniss and Prim in the way you want. they cant give#them food. none of them have any! and im not putting iton Katniss but they hid they needed food so they could stay together. it sounds like#some of you are in this our world mentally of what people do after a loved one dies (brings food constantly checks on them etc) district 12#cant do that. they dont have food and they're all suffering. you cant give someone food when you have none to give. then theirs the fact#that peeta DID help. Peeta buring the bread and tossing some to her then taking a beating from his mom is a HUGE thing in the books.#he used his resources to help her like you all said someone should.#district 12 DID (rip) care about Katniss before the hunger games. why do you think she was allowed to hunt? or how her trades were good#these are the little ways 12 can shows Katniss they love her. but again Katniss doesn't see this and YES its because she had ptsd before the#hunger games as well. i swear some of you make it seem like d12 was all living a life of luxury and glaring down at Katniss.#other things that show Katniss is in hight standing with at least her people of d12 is her dad was known enough through d12 for peeta dad to#comment on his singing along with his commenting on her mom. also her mom is a healer in the community. yeah her parents arnt the top but#of d12 but they are/were definitely high staning in the Seam.
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Biblically accurate Blurr~
Blurr's Spotlight was actually the very first Transformers comic I ever read. I remember looking at the first pages and being like, holy shit, dude why are you so ugly?? Ahahjcmgmg
#maccadam#transformers#blurr#spotlight Blurr#I opened the spotlight without any fucking context about Blurr#and for the first half I was kinda expecting him to become a Decepticon#because he was#how do I say it#a bitch. He was a bitch👌#Egotistical and arrogant and overconfident#And. Well. In cartoons those traits are typically showed in the Decepticons#He didn’t fucking care about anything or anyone except himself#This isn’t what good old autobots looked like in tfp for example#but then he decided to join the Autobots#because he wanted to do the same thing he did before the war#he wanted to do something that matters to the world#yeah this was the moment I realised that#oh fuck there it is. The depth I wanted to see in cartoons so bad.#The shades of gray#Blurrs Spotlight sold my soul to Idw comics ahaha#Later I discovered that Blurrs are fucking doomed to heroic death but we don’t touch that right now
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Drew a bunch of Marinettes in a bunch of different artists styles it was a lot of fun!!
Artists who's styles I mimicked: @buggachat @hamsternamedmarinette @ladybeug @sabertoothwalrus and @anna-scribbles all epic artists 🤟😎
#my art#marinette dupain cheng#miraculous ladybug#miraculous fanart#style mimic#sorry for the @s btw#yall should go follow those artists if you dont already also#this was sort of inspired by a post the three artists on the top row made#i think they all got together and drew with one another#which is really cool#but i was genuinely confused because i mimic styles a lot#and ive seen others do it too so i was just like#wow they really know each others styles really well#until i thought about it and read their posts some more#style mimicking is really freaking fun and i think its really good practice#and a good way to explore other ways of doing things#like you really have to learn new techniques and get out of your comfort zone#also anna scribbles i could not find a recent pic of marinette in her main outfit#so thats the only marinette i drew in different clothes cuz i couldnt find a more recent ref of you drawing it#anna scribble marinette has privileges thats the others dont#but ye#i also threw my own style in there as a frame of reference to what me draw like#ive drawn marinette before just not in a loooong while#sabertooth walrus was the hardest for me to mimic cuz they have a broad range in their style#so its like which sabertooth do i wanna be in this pic#Buggachat has such a distinct style thats very clean and consistent which is amazing so they were easy#being easy or hard arent bad things either it also has to do with like styles meeting up with one another#buggachats and mine arent too too different in some shapes and aspects#so yeah itd be easier plus they drew marinette like 3 sec ago so i have more recent of a ref#as opposed to sabertooth who i have a recent ref of ladybug but not marinette so we got two diff styles in one
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Following an accident, Danny wakes up in Gotham City in a DC universe. Lacking any forms of ID or possessions beyond the clothes on his back, he’s forced to commit some crimes to survive. Minor crimes, but still.
And then he gets caught.
During the court proceedings, they come to the mistaken conclusion that he’s a Meta suffering from some psychiatric issues such as Cotard’s Syndrome (a real rare condition where a person holds the delusional belief that they’re dead/don’t exist/etc).
Thus, between his “need for mental treatment” and the concerns about housing someone with his unique physical traits, he is sentenced to spend time in Arkham Asylum. He’s under pretty low security aside from the anti-Meta stuff and has more freedoms than some other inmates, but it’s still not a great experience. Even at the best of times, Arkham is hardly a nice place.
Some of his fellow residents are decently chill all things considered, but lots very much aren’t.
#dp x dc#dpxdc#dc x dp#dcxdp#danny phantom x dc#danny phantom x dc crossover#danny fenton in gotham city#just gonna slightly sidestep any questions about how the containment systems work or why “genuinely a ghost” is so unbelievable#i wanted to put Danny in Arkham so for whatever reason It Just Works#maybe danny had a bit of anti-ghost tech with him that they reverse engineered#or maybe something already existing in DC works#and as for the “dead” part… maybe his halfa/Realms nature is too unique so they assume he must be wrong about being ghostly? idk#also i think this’d be a good opportunity for a dpxdc fic to explore non-woobified versions of the rogues#like. where they aren’t watered down to be completely chill and barely criminals#e.g. yeah Poison Ivy cares for the environment and has protected kids but she’s still a terrorist who’s killed and mind controlled people#Or Killer Croc who is very much a victim of abuse/hate for his appearance but has also still attacked people and engaged in cannibalism#They’re not complete monsters but they’re not wholly innocent either#The story idea takes place in a mental hospital for (mostly) criminals! Let them have done genuinely bad things even if they’re improving!
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Been thinking about how Bill legitimately had a horrifying reason (the literal progressive disintegration of the nightmare realm that erases whatever it disintegrates from existence completely) to move himself and his crew into a new dimension. Like that's terrifying. And yet he never utilizes this to his favour. He could have been honest about this with Ford, and you KNOW as long as Bill didn't mention plans of overtaking the earth, Ford would've made the portal for him, both out of Ford's own interest and because Ford when faced with these big moral questions will pull through. But this is a card Bill NEVER plays because although he needs to leave the dimension, he cannot lose face. He can't put aside his pride and admit to the humility that he needs to flee from his dimension, that he's not actually all powerful. And so instead he pretends to be a muse and when Ford figures out something else is going on, instead of being open and humble and saying that his dimension is unravelling, Bill focuses on that he's going to over take earth, that he's actually been a monster all along, surprise Ford!
And part of it is definitely because Bill's built himself up on power and violence and to grovel and earnestly ask for help, to admit that he cannot stop the unraveling of his dimension completely invalidates that; showing vulnerability? Can't do that, even under the guise of lying to get his way. And part of it makes you wonder if it's also a form of self-sabotage, because underneath his deep denial Bill is guilty over what he occurred; he sees himself as a monster and so he'll be that monster, and having people recognize that feels good in the same way that pressing a bruise feels good. But it makes you wonder what would've happened if Bill even just was open about his dimension unravelling and had lied about overtaking the earth.
It's also interesting because although Bill has SOME charisma and can manipulate people decently well (as evidenced by his cult, and pandering to people's desires with Ford, Mabel and Blendin), he refuses to be vulnerable, refuses to not be true to his off-putting self, even when if he was just vulnerable of pretended to not be himself, to put aside the (false) pride he has in himself he would've gotten a portal by now. and part of me wonders if it's because it's this false pride that built on insecurity and denial on who he is he cannot drop that mask.
Further thoughts on this!
#hugin rambles#hugin rambles gf#uhhhh yeah anyways Bills a delightfully complex character#and I think thats why also Bill fell hard for Ford is because Ford was vulnerable with Bill and actually CARED for Bill and got to peer#into the vulnerable bits of Bill and cared for him#but yeah fascinating. rotating him in my head whooo#bill cipher#billford#the book of bill#TBOB#gravity falls#but seriously the idea of Bill becoming honest with Ford instead of being like HAHA I TRICKED YOU bounces around the ol noodle with vigor#like dude thats a HUGELY typical self sabotage thing. like why YES im what people think i am.#hes interesting because hes good at manipulation. but also at the same time bad at it because he refuses to not be himself.#which... yanno i can respect. truth to being yourself even if thats offputting and annoying. but certainly makes it more difficult#re: manipulation. and then there was ford who was just. really into Bill in entirety#congrats! you guys match each others freak and toxic neediness to the t#gravity falls meta
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Danny Fenton, aka Phantom, has been given a new task!
In short, literally no one in the Ghost Zone/Infinite Realms wants their mostly peaceful afterlife to be rocked by a certain Gotham rogue named Joker. Which, when he dies, is almost sure to happen because of whatever the hell was in that vat he dropped in included ectoplasm. So, yay, he’s also a little ghostly too, meaning he *is* pretty hard to kill. Unfortunately, there’s also a certain vigilante that is quite keen to murder him in recent years.
So now Danny has to keep the mass murderer trauma clown alive for as long as he possibly can while attempting to keep the Joker from. Well. Being the Joker.
Oh, and naturally, Danny got this assignment AFTER Joker got out of Arkham. Again. And entirely blew up the asylum. Time to join the Goonion, he is NOT doing this without getting PAID, thank you.
#danny phantom#dpxdc#dp crossover#the idea is that Danny is now an. assistant? henchman? who will NOT let this man die but also can’t let him just put bombs everywhere#Danny’s search history is stuff like how do I give enrichment to a super villain so he doesn’t kill more people#it shockingly has results#there’s also possibly a ghostly court case bc some people who died DO want joker dead and are willing to re-kill him once he….#…. re-emerges as a ghost if that’s what it takes#danny is the MOST reluctant body guard#he’s using Psycho Babble! he’s using Jazz Fenton Language!#he hates it! he can strategize and such just fine but he’s really more of a…#… punch thing until it stops being a problem#sort of guy. percussive maintenance as his dad would say#he’s just there like#Hello Mr. Joker#have you considered NOT setting the orphanage on fire? there are better ways to get senpai to notice you#I heard flowers are nice. wait no do NOT call Poison Ivy-!#Danny is having a bad time. joker is having a time once he realizes Danny would rather not be here but is seemingly stuck#also joker maybe tried to kill him and it failed so he’s like#well. hm. that’s. not as new as it should be. have you met lord deathman?#the bats are trying to figure out this dynamic and failing miserably. they even call Harley and she’s like yeah no clue good luck tho
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alternate surface au inspired by a few ive seen around on tumblr :3
#my art#pressure roblox#roblox pressure#sebastian solace#painter pressure#thought more abt my headcanons for seb’s anatomy and like. lol that tail is not pure muscle hes got guts in there.#that + the fact that there’s spinal cord in there means itd be a bad idea to try and amputate it#the wagon/eventual wheelchair is mostly for outdoor use i imagine.#<- specificallt]y for outdoor surface textures/debris that’d be bad for him to slither on#also. chronic pain have i dont think suddenly shrinking his whole body did much good for that#i imagine he and painter have like. a pool. to help with that and other needs he has now.#but he wouldnt wanna use it for a long while#there was a sort of. disconnect between his idea of freedom from urbanshade vs the reality of it i think.#like. thinking things could. on some level. go back to normal#and not considering that some of his mutations would be irreversible#and having to confront/cope with/accomodate himself about that#seb wants to be normal again but we cant all get what we want can we!#sometimes healing involves working with or around irreversible change buddy!#btw if feligayzed sees this. hiii hii your au was one of the big things that kicked my brain off on this and i wanna make fanart sometime#oh yeah this is . also.#sebpainter#pressure pathways#pathways#wow i dont think ive written a wall of tags that big in a long time. can you tell im having normal feelings about them
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tale as old as time
first | Part 1 | part 2 >
#fem klance#klance#voltron#voltron legendary defender#lance mcclain#keith kogane#fanart#L cutting her hair into a bob when getting into the garrison and regretting it because it is not long nor short#she cant really tie it up on a ponytail and it tickles her neck whenever she is antagonizing Kay#hc brought to you by my sister's bad decisions last year#also the rudest thing to do is shush someone and I will die on that hill#okay yeah#I say Kay [ key ] pronunciation is a good name#and MAYBE for Lance just Lanice [ LAH-nisse]#keeping them as close as the source material#still thinking about it
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LOA Shiptober Day 4: How They Met
October content month was ambitious..
This one took me. Shockingly long. Whoops! I’ll probably end up jumping around the prompt list and it might extend into November 😋
I’ll try to do day 31 on the actual date of Halloween though 🫡
#the good or bad thing depending on who you ask about my ship art is that there are many more ranting tags#once again bringing my “he can’t blush but what if he did’’ agenda#Ngl the first panel reminds me of a children’s book it’s kind of fire#I feel like frost doesn’t like being touched by most people#but then he meets gricko professional animal friend and he’s so confused bc wtf why doesn’t he hate this#so that’s the drawing#sighs fondly confused grimmorning#except frost is the only one that’s confused#Im not joking when I say this one took me a long time I started it the day before the prompt and finished it like a week later#unintentional but frost is doing the Jim halpert thing#he wasn’t supposed to be but it turned out that way#frost don’t Jim the fourth wall.. community reference yeah..#I keep forgetting gricko tail agenda#also I love all the requests I’ve been getting once shiptober is over those will be popping up#anyways that’s enough out of me#but seriously some of those requests are so good they’re actually inspiring me to finish these pieces#legends of avantris#once upon a witchlight#morning frost#gricko grimgrin#grimmorning#gricko x frost#OH last thing possible stardust rhapsody art on the way I have to share my dandy art with the world
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I love Raph and haven’t said that enough so to be more specific I love that Raph is a soft boy who loves bear plushies, a gross boy who eats an assortment of things that are definitely better left alone, a smart boy who is more than capable of taking down villains through planning and fortitude alike, a strong boy who is dedicated to training his muscles and fighting prowess, a teenage boy who loves his brothers but is more than happy to tease and roughhouse with them, an angry boy who sometimes lets his anger take a hold of him to cover the fear, a gentle boy who is generous with hugs and affirmations to those he loves, a capable boy who takes on more than should ever be expected of a teenager, a good boy who just wants to be a hero and slowly comes to realize the cost of that duty, a good boy who has no reservations about putting himself in the way of harm coming to his family, a good boy who’s a great brother and son and person and deserves only the best the world has to offer.
#rottmnt#rise of the teenage mutant ninja turtles#rottmnt raph#rise raph#he’s so wonderful frfr#my poor boy is traumatized but still so proud of what they accomplished because they’re HEROES#what started as something fun - Saturday morning cartoon-like heroes vs villains esque - soon becomes his calling#and he loses himself a little along the way#because the world is TERRIFYING now#if they don’t do something about the bad things in the world then worse things will come#and Raph CARES too much to let it happen#even at the expense of his own happiness and youth#and he luckily reigns back that fear - knowing his family is there to keep an eye out with him#and he finally lets himself be a kid again#he’s very well rounded and his flaws are so good because (like the others) they are ALSO his strengths#I like how it’s softly implied that bears are his fav animal too bc that’s cute af#headcanon that he likes them so much because a stuffed bear was the first toy splinter managed to get Raph#but yeah one of my favorite things about tmnt is that the characters are well rounded and rottmnt exemplifies that immensely#with raph being no exception!!#amazing big brother and character#there’s a REASON in my tmnt main character tierlist he’s S tier!!!!#hot take but in terms of who should be leader I think it should be less who’s the better leader-#-and more who’s the better leader FOR THIS SPECIFIC MISSION#bc all four can be great leaders fight me on that#APRIL can as well 100%#doesn’t need a designated leader for them to succeed#they just need ~communication~#one of my favorite things tying Raph and Leo together is that they both *hide*#I’ve talked about Leo’s many masks a lot but Raph has one too#and it’s the mask of a hero - the mask of the protector
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It's interesting (if often frustrating) to see the renewed Orc Discourse after the last few episodes of ROP. I've seen arguments that orcs have to be personifications of evil rather than people as such or else the ethics of our heroes' approach to them becomes much more fraught. Tolkien's work, as written, seems an odd choice to me for not wrangling with difficult questions, and of course, more diehard fans are going to immediately bring up Shagrat and Gorbag.
If you haven't read LOTR recently, Shagrat and Gorbag are two orcs who briefly have a conversation about how they're being screwed over by Sauron but have no other real options, about their opinions of mistakes that have been made, that they think Sauron himself has made one, but it's not safe to discuss because Sauron has spies in their own ranks. They reminisce about better times when they had more freedom and fantasize about a future when they can go elsewhere and set up a small-scale banditry operation rather than being involved in this huge-scale war. Eventually, however, they end up turning on each other.
Basically any time that someone brings up the "humanity" of this conversation, someone else will point out that they're still bad people. They're not at all guilty about what they're part of. They just resent the dangers to themselves, the pressure from above, failures of competence, the surveillance they're under, and their lack of realistic alternative options. The dream of another life mentioned in the conversation is still one of preying on innocent people, just on a much smaller and more immediate scale, etc.
I think this misses the reason it keeps getting brought up, though. The point is not that Shagrat and Gorbag are good people. The point is that they are people.
There's something very normal and recognizable about their resentment of their superiors, their fears of reprisal and betrayal that ultimately are realized, their dislike of this kind of industrial war machine that erases their individual work and contributions, the tinge of wistfulness in their hope of escape into a different kind of life. Their dialect is deliberately "common"—and there's a lot more to say about that and the fact that it's another commoner, Sam, who outwits them—but one of the main effects is to make them sound familiar and ordinary. And it's interesting that one of the points they specifically raise is that they're not going to get better treatment from "the good guys" so they can't defect, either.
This is self-interested, yes, but it's not the self-interest of some mystical being or spirit or whatnot, but of people.
Tolkien's later remarks tend to back this up. He said that female orcs do exist, but are rarely seen in the story because the characters only interact with the all-male warrior class of orcs. Whatever female orcs "do," it isn't going to war. Maybe they do a lot of the agricultural work that is apparently happening in distant parts of Mordor, maybe they are chiefly responsible for young orcs, maybe both and/or something else, we don't know. But we know they're out there and we know that they reproduce sexually and we know that they're not part of the orcish warrior class.
Regardless of all the problems with this, the idea that orcs have a gender-restricted warrior class at all and we're just not seeing any of their other classes because of where the story is set doesn't sound like automatons of evil. It sounds like an actual culture of people that we only see along the fringes.
And this whole matter of "but if they're people, we have to think about ethics, so they can't be people" is a weird circular argument that cannot account for what's in LOTR or for much of what Tolkien said afterwards. Yes, he struggled with The Problem of Orcs and how to reconcile it with his world building and his ethical system, but "maybe they're not people" is ultimately not a workable solution as far as LOTR goes and can't even account for much of the later evolution of his ideas, including explicit statements in his letters.
And in the end, the real response that comes to mind to that circular argument is "maybe you should think about ethics more."
#i had a whole 'nother tangent that i split off into a separate draft#but i've been thinking about why the 'but shagrat and gorbag are still BAD people' thing seems so inane and missing the point#but yeah. i feel like people desperately want to find some justification in tolkien (and elsewhere) for the idea#that doing something wrong to a person will become doing something right if you can find someone who 'deserves it'#and that literally anything can be justified if someone has been defined as a valid target (i.e. less than a person)#(you see this a lot in the whole twitter main character of the day thing - the idea that the problem is directing the firehose#against the wrong person by mistake rather than the firehose itself)#but it's super weird for a novel built on a metaphor about how using the tools of evil for a good end or against existential enemies#is fundamentally corrupting and only further props up what it's meant to oppose#and i mean... the character most like tolkien literally says he could not morally justify lying to an orc and rejects the ring#it's not exactly a deeply buried theme of the book#anghraine babbles#long post#anghraine rants#legendarium fanwank#legendarium blogging#shagrat#gorbag#tv: lotr#jrr tolkien
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Unpleasant Revelations - DPxDC Ficlet Idea for the Stillborn Au
"Have you met my youngest, Damian, Mr. Masters?"
Its only from twenty years of long, hard experience and practice that Vlad doesn't increase the room temperature from 'borderline uncomfortably cool' to 'unbearably hot' the moment Bruce Wayne pulls his youngest and "only" biological son out in front of him.
He puts only in quotations because twelve year old Damian Wayne looks scarily, uncannily like one Daniel Brown. Jack and Maddie's foster son, second victim of their foolishness, and only other halfa in existence. Second only to him.
It's nauseating how similar they look. From the scowl and terrible glare on the young boy's face, to his brown skin -- which was only a few shades lighter than Daniel's, the shape of his nose, and even the strange winged edge of his eyebrow. Something that Vlad has long since come to find endearing on the child he considered a son of his own. The only difference was that Damian had dark, sharp green eyes.
Daniel's eyes were blue. The same glacier shade as his father's, who stood behind Damian with a proud, oafish smile on his visage.
It was infuriating how similar they look. Vlad might not have rapidly swung the room temperature from one extreme to the other, but he can't stop himself from letting the fury burning within his core from slipping out and raising the temperature up a few degrees.
Because it really only meant one thing.
Damian Wayne and Daniel Brown were related.
Damian Wayne and Daniel Brown were brothers.
Standing in front of him, it was clear as day. He can already picture a phantom image of Daniel standing beside Damian, the same scowl written on his face, the same glare carved into his eyes. The only difference being the dark, exhausted circles beneath them that seemed to be permanently painted onto his skin. The only thing missing being the permanent loneliness and vigilance permeating his being like a scar.
This, if revealed, would be enough to ruin Bruce Wayne's reputation. Or, at the very least, darken it quite a bit. The great philanthropist Bruce Wayne with another secret blood child? One related to his youngest? One that had been put into foster care? Seemingly thrown away?
It would be a firestorm.
One that Vlad is not keen on starting.
It would ruin Bruce Wayne's reputation, yes. But it would hurt Daniel in the process -- the harassment he would face alone might just be enough to break that fragile child completely. That was just not something he could allow. Or, even worse, bring him into his biological father's care and custody -- something Vlad was even less willing to allow.
It's not out of kindness to Wayne that Vlad will keep mum about this.
His grip on his champagne flute tightens, just a bit. He's still aware enough of the world around him to not let it shatter in his hands. His plastered, pleasant smile tightens around the corners, and he forces his focus to slide from Damian to Wayne.
"The resemblance is uncanny, Mister Wayne." He says, slanting his smile to the side slyly. Although he's not talking about the resemblance between Wayne and his son. Rage simmers beneath his skin, burning coal and embers in the core of his chest, nestled between his lungs, as he meets the man's eyes.
Wayne swaggles his head proudly, his ditzy smile widening as he squeezes his son's shoulder affectionately. Bastard, Vlad wants to spit.
He breathes in through his nose, and exhales out through his mouth. The champagne in his hand cools, and stops its unusual bubbling.
The Damian boy scoffs under his breath, his mouth still coiled upward into a scowl. With the revelation of his blood relation to Daniel evident, Vlad's not sure if he should find it endearing or not.
He is not Daniel, so he decides that it's just simply irritating. He decides to ignore it.
"And you said he was your only biological son?" He asks, voice lilting and head tilting. He knows its a suspicious question at worst, insulting at best. But considering Wayne's past proclivities, he can hardly call it an unexpected question.
Damian puffs in great offense, face twisting angrily. It reminds him of Daniel when Vlad insisted that he was wrong about something or other, and for a moment his heart swells, fond.
But this is not his child, and so the feeling quickly crashes and burns, simmering back into rage. This was not Daniel -- this was his replacement. A replacement that Wayne was free to keep.
Wayne chuckles, idiotically, as if he'd said some funny joke. Vlad's other hand, the one gripping his cane -- something he's required ever since he was dispatched from the hospital all those lonely years ago -- tightens instead. He grinds his teeth -- him and Jack Fenton would get along like a house on fire, he hates it.
"I can understand why you'd ask that, Mister Masters," Wayne says, squeezing Damian's shoulder again, "but yes, Damian is my only biological son. Although that doesn't mean I don't love my other children any less."
Bastard.
For all his posturing and flouncing about caring for his city and his children, Vlad never would have thought the Prince of Gotham capable of abandoning one of them.
But, well.
They all have their dark secrets.
And what one man throws away, another man picks up. If Bruce Wayne didn't want the treasure child that was Daniel Brown, then Vlad Masters was more than happy to take him instead.
"I see."
#dpxdc#danny fenton is not the ghost king#dp x dc#dpxdc crossover#dp x dc crossover#dpxdc au#danyal al ghul au#dpxdc ficlet#dpxdc fanfic#i was hit with this idea two hours ago and was hit with the intrinsic need to write it down#parental vlad masters#protective vlad masters#vlad is currently going 'OH? OH YOU ABANDON AND REPLACE **MY** SON??? MURDER. DEATH. BEES UPON YOUR FAMILY'#but he's also still like. evil. much less of a creep! but evil. so he comes off a bit possessive. which was intentional.#vlad's reaction is kinda valid if it was accurate and bruce DID willingly and knowingly abandon danny. except he didn't. he has no idea#danny is even alive. vlad doesn't know that tho. we all love a good reasonable misunderstanding :]#hc that vlad needs a cane as a human because the ecto-acne that killed him fucked his nerves up a bit as a result and now he's got a bad le#and is also immunocompromised. which had a slight hand in his 20 year isolation thing.#stillborn? no still born au#stillborn danny au#stillborn danny#vlad masters#this may or may not be canon to the au im still thinking about it#vlad acknowledges that danny is formiddable but he's also not wrong that a media shitstorm like that would hurt him considerably.#diamonds are the toughest known material to man and yet it still shatters like glass when put under pressure. vlad's right he's fragile#ummm anyways yeah Vlad finds out first and promptly decides to go 'oh okay so fuck you personally actually. keep your replacement child'#he has No Plans on telling Danny what he learned mostly for the obvious selfish reasons and also bc yeah. this is gonna hurt danny#ITS NOT FUN IF IT ISNT A LITTLE TOXIIIIC#i absolutely know that vlad only swears in deserts which is why its important that i have him call bruce wayne a bastard directly.
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study of this masterwork
#wayneradiotv#rtvs#sonic the hedgehog#after '''''typesetting'''''''' this thing I almost forgot how to spell hedgehog#the caption is fully unironic btw this is for educational purpose. its very fun to draft a comic from an existing ''thumbnail'' it turns ou#but also I just love comics dude. I just love sequential art its so cool to see how anyone arranges things in their own comic#like. wayne's sprite on top of the ''what!!'' speech bubble. really fucking good#little bit sad I couldnt catch the streams live even tho they did run in my timezone... bc Im bad at sleepin#but! Im gonna try and set an alarm this weekend. wanna hang out for a bit#also yeah all dialogue in this is accurate to the original. no use fixing whats perfect as they say#debated printing this out and scuffing the paper with eraser and then re-scan it. for authenticity. but Im tired and dinner soon so#sorry cosme my friend cosme I couldnt commit. I couldnt do it....#anyways yeah. I dinner now#have a good day lads! what u see truly is what u get
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
A Space player's struggle lies in finding the strength to assert themselves, picking out the good from the bad, weeding the garden so it can flourish and thrive.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so. In the worst case scenario, detach entirely, coming to a standstill.
A Time player's struggle lies in finding peace with themselves, such that they can enjoy the fruits of their own labor - labor whose rewards only multiply when the cause and methodology become clear.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere earnestness, which is not always well-received. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others. Their easy-come, easy-go natures make it difficult to focus them towards a goal, and it's easy for them to simply allow themselves to be tossed around by circumstance and the whims of others, or to simply run away from their problems entirely - never confronting their own responsibility or fault for a situation, passing along the blame.
A Breath player's struggle is letting themselves mature - letting themselves take responsibility, and understand that their actions have consequences for others. Only then can their breeze blow in the party's sails, aiming towards victory, breaking through all obstacles to reach it.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, capable of cutting through to the core of other peoples' interpersonal issues. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone. Thus, it's easy for the Blood player to wind up a nag - desperate to make sure everyone is moving according to their vision, they'll fuss and bother and interfere and boss people around until everyone else gets sick of them. It's easy for them to wind up pariahs of their own making, severing their own ties with others by their efforts to establish them.
A Blood player's challenge is of learning how to turn that empathy and honesty inwards, to calm down and let themselves enjoy the presence of others; only then can they come to know how to build something stronger and better.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire. Their desire for the limelight can quickly spell disaster for those around them, who are reduced to supporting characters in their minds. Craving so much external validation, they're often blind to what would actually make them internally happy.
A Light player's challenge is of coming to terms with their own limited reach, and allowing themselves to shine not for their own desire for importance, but for the betterment of the world in which they live.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable and reliable personalities on a team. However, this simplistic, feelings-driven approach often leads to complications and unforeseen consequences, and very easily to irrelevance, with which Void is so closely interlinked. A Void player's reliance on emotion and intuition can result in overindulgence of pleasure, to the active detriment of the party's goals or the Void player's self-improvement, leaving them lost and irrelevant, unable to act.
A Void player's challenge is in resisting the call of the Void's temptations, instead dragging the Void behind them, kicking and screaming, to where it can be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty; this often leads them to seek codependent relationships, hoping somehow that they can find the validation they need externally, not realizing that they're deepening their own fragile self-images.
A Mind player's challenge lies in tempering their natural understanding of karma and justice with kindness and empathy - not just to others, but to themselves, and using that enlightened understanding to lead others forth.
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves. With this sincerity comes vulnerability, and vulnerability often brings with it pain; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection.
A Heart player's challenge is in gaining the confidence to be open with others, to weather the pain of rejection, and let themselves share their gifts, that others may learn to share theirs.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed. It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process.
A Life player's challenge is in accepting the merit in taking a pause to consider unpleasant words and alternative viewpoints, in trying to understand the actual problems instead of imposing their own will onto others, so as to better focus their healing energies.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate. Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending.
A Doom player's challenge is in rising above the melange of suffering and pain, to grasp personal peace, and to fill their lives, if not with happiness, then with meaning.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - usually not particularly well-liked, for their inflexibility, for their lack of empathy, and for their dearth of wit. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous. Setting them on the wrong path, or breaking their Hope in twain, can result in disastrous consequences, as - one way or another - what a Hope player believes in comes true.
A Hope player's challenge is in seeing beyond themselves, letting others help guide their vision to something newer and more beautiful.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players grasp that their natural inclinations are bothersome to others, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment; in the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
A Rage player's challenge is in learning to be authentic and true, and to allow this to release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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[spite] has entered the chat >:P
#my arts#dragon age#dragon age veilguard#dragon age the veilguard#dav#datv#da4#dragon age 4#veilguard#the veilguard#lucanis dellamorte#cole dragon age#manfred dragon age#dragon age cole#dragon age manfred#cole the spirit of compassion#manfred the skeleton#dragon age veilguard spoilers#<- i guess ?????#also does spite have his own tag...? idk sorry but#heard there was another spirit in the area *twirls hair and kicks feet* I LOVE YOU SPIRITS I LOVE U ABOMINATIONS I LOVE Y#this originally started as a nod to the banter about manfred being “mesmerized by the steam” while making tea#but then i made it about spite as well :] now there are THREE spirit friends (well... probs more like frenemies but yknow) :P#btw i changed coles outfit/design bc i saw the veilguard concept art of him (UGHHH MY BOY HE LOOKED SO GOOD IM DEVASTATED oTL)#also i hc that cole is very picky w food bc he seemed grossed out abt it when talking to blackwall lol#so even tho hes “used” to eating now he has a hard time w weird new things (in this case tea). autistic food aversion :]#which is extra funny in this case bc manfred (and spite) would be like “whats it like” while cole is like “...bad :(”#anyway yeah hope u guys like this one :D im very happy ppl seem to like this series(?) bc i really like drawing them !!! <3
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