#it's not quite the same thing as the characters going
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Humiliating, isn’t it?
Pairing: The Salesman x Fem!Reader
Summary: “You could pay all your debts with this,” he said, his voice soft, almost enticing. His gaze shifted to you, sharp and calculating. “But it’s not free.”
You swallowed hard, your throat dry. “What do you mean?”
A/N: This is probably wayyy out of his character, but I haven’t watched season 2 yet (I don’t have Netflix 😭) and just saw an edit with him on tiktok and suddenly my obsession with him came back from 2021. So there are no spoilers!!!
Warnings: blowjob (m receiving), cum swallowing
If you’re not 18 DNI BECAUSE I WILL HAUNT YOUR DREAMS🏃♀️🏃♀️🏃♀️
The metro station was cold, the flickering overhead lights casting dim shadows on the walls. Your steps echoed faintly as you trudged forward, your head bowed to avoid the stares of passersby. You could feel their judgment, their pity, their disgust. You didn’t blame them—you looked like hell. Blood crusted your upper lip, the remnants of a nosebleed from earlier when some thug decided to teach you a lesson about unpaid debts. Your cheek stung, swelling just beginning to bloom.
You winced as you adjusted the strap of your worn-out bag. Your ribs ached, a dull, persistent throb that reminded you how low you’d sunk. Debt was a beast that refused to loosen its grip. It clung to you, suffocated you, and drove you into situations you’d never imagined.
As you shuffled down the platform, you barely registered the man who bumped into you until you staggered back, your body colliding with the wall. “Sorry—I didn’t watch where I was going,” he said, his tone oddly pleasant.
You blinked up at him, taking in his immaculate gray suit and perfectly combed hair. His smile was disarming, polite but sharp, like the edge of a blade.
“It’s quite alright,” you muttered, instinctively brushing yourself off despite already looking like a wreck. The man didn’t move on, though. Instead, he studied you, his gaze lingering on the dried blood and the faint bruise forming beneath your eye.
“Rough day?” he asked, a trace of amusement in his voice.
You gave a humorless laugh. “Something like that.”
He reached into his jacket pocket and pulled out a neatly folded handkerchief, offering it to you. You hesitated before taking it, dabbing at your nose. The fabric was smooth, expensive, and it felt wrong to smear your blood on something so pristine.
“I have a game,” the man said suddenly, his voice lowering as if he were sharing a secret. “Would you like to play?”
The fuck?
You frowned. “A game?”
He nodded, his smile widening. “It’s simple. You could win money—enough to change your life.”
Your skepticism must have been obvious because he chuckled, a soft, almost paternal sound. “It’s harmless, I assure you. You look like someone who could use a bit of good fortune.”
You thought of your debts, the people breathing down your neck, the empty fridge in your apartment. Against your better judgment, you found yourself asking, “What’s the game?”
He gestured to a nearby bench, and you followed him, still wary. From his briefcase, he pulled out a folded board and a stack of rectangular tiles, explaining the rules of ddakji. It sounded simple enough: flip the opponent’s tile using your own. He placed a stack of cash on the bench beside him, its presence tantalizing.
You played your first round and lost. The second and third rounds went the same way. You were terrible at this game.
When you finally admitted you had no money to bet, his expression didn’t change. “Usually, I slap people when they lose,” he said casually, as if it were the most natural thing in the world. “But…” He gestured to your bruised face. “It seems someone’s already beaten me to it.”
The absurdity of the statement caught you off guard, and you let out a startled laugh. “That’s generous of you.”
He smirked. “I do have a heart.”
With no stakes involved, you continued playing. You lost repeatedly, the man’s skill far outstripping your own. He never seemed frustrated, though. If anything, he looked amused by your determination. Eventually, your bruises began to throb, and exhaustion seeped into your bones. You tossed the tile onto the bench, letting out a defeated sigh.
“I give up,” you said, slumping back. “I’m not winning this.”
He tilted his head, considering you. “Pity. You were just starting to improve.”
“Sure,” you muttered, wiping your hands on your jeans. “So, what now?”
He placed the briefcase on the bench between you, opening it to reveal neat stacks of bills. Your breath caught in your throat. It was more money than you’d ever seen in your life, more than enough to pay off your debts and start over.
“You could pay all your debts with this,” he said, his voice soft, almost enticing. His gaze shifted to you, sharp and calculating. “But it’s not free.”
You swallowed hard, your throat dry. “What do you mean?”
He closed the briefcase with a decisive snap, leaning in slightly. “I’ll give this to you if you… do something for me.”
Your stomach churned at the way his eyes lingered on you, his meaning crystal clear. Heat flooded your face, a mixture of embarrassment and anger. “What kind of something?” you asked, though you already knew.
His smile didn’t waver. “Let’s not pretend we’re strangers to desperation. You’ve been beaten down by the world, haven’t you? Cast aside, forgotten. This,” he gestured to the briefcase, “could be your ticket out.”
Your fists clenched, your nails digging into your palms. “You think I’m going to sell myself for money?”
He shrugged, unbothered by your indignation. “You’ve already sold your time, your dignity, your safety—haven’t you? What’s the difference?”
The words stung because they weren’t entirely untrue. Still, you shook your head, your pride warring with your desperation. “I’m not doing that.”
He leaned back, crossing his legs with an air of nonchalance. “Your choice, of course. But think about it. How long before your debtors come back? Before the beatings get worse? How long can you keep scraping by?”
The silence stretched between you, heavy and suffocating. You stared at the briefcase, the money practically taunting you. Your mind raced, weighing the humiliation against the potential freedom.
“I… I can’t,” you said finally, your voice barely above a whisper.
He studied you for a long moment, his smile fading slightly. Then, to your surprise, he stood, gathering the game pieces and tucking them back into his briefcase. “Well,” he said, straightening his tie, “it was worth a shot.”
You blinked, caught off guard by how easily he let it go. “That’s it?”
He chuckled, the sound low and almost fond. “I’m not a monster. I made an offer; you declined. Simple as that.”
As he turned to leave, something in you stirred—a mix of relief and regret. “Wait,” you called out, your voice trembling.
He paused, glancing over his shoulder. “Yes?”
You hesitated, the weight of your situation crushing down on you. “Why me?” you asked, desperate to understand why this stranger had singled you out.
His smile returned, enigmatic and unsettling. “Because you’re interesting. And because I see potential in you.” He reached into his pocket, pulling out a small card and placing it on the bench. “If you ever change your mind, give me a call.”
Before you could respond, he disappeared into the crowd, leaving you alone with your thoughts and the card. You stared at it, the black lettering stark against the white background.
For a long time, you sat there, the sound of the metro fading into the background. The man’s words echoed in your mind, intertwining with your fear, your pride, and your unrelenting desperation.
And the card remained in your pocket.
—
You stared at the card for what felt like hours that night. The weight of its potential pressed heavily on your chest. In a world where every door seemed to slam in your face, this was the first one to open—albeit under circumstances you couldn’t fully comprehend.
The next day, after another call from a creditor threatening you with more violence, you finally gave in. Your pride was already battered, and your options had all but evaporated. With shaking hands, you picked up your phone and dialed the number on the card.
A smooth, professional voice answered. “Hello?”
You swallowed hard, the lump in your throat making it difficult to speak. “I… I got this card from someone at the metro. I’d like to… take them up on their offer.”
There was a pause, then the faint sound of fingers tapping on a keyboard. “Ah, yes. We’ve been expecting your call. An address will be sent to your phone shortly. Be there within the hour.”
The line went dead before you could say anything else. Moments later, a text arrived, and you stared at the address. It wasn’t anywhere familiar to you, but the name of the street was in one of the wealthiest areas of the city. Hesitation gripped you again, but the bruises on your face and the weight of your debts pushed you forward.
The cab dropped you off at the gates of a sprawling villa. The sheer size of it was intimidating—tall wrought iron gates, a long driveway lined with meticulously trimmed hedges, and a house that looked more like a palace than a home. You adjusted your jacket, suddenly hyper-aware of how out of place you looked.
Before you could press the buzzer, the gates swung open as if you were expected. You walked up the driveway, each step feeling heavier than the last. When you reached the front door, it opened before you could knock.
A tall man stood there, dressed in a sleek black suit. His expression was blank, professional but cold. “Welcome,” he said, stepping aside to let you in. The foyer was just as luxurious as the exterior—marble floors, chandeliers, and artwork that probably cost more than your entire life’s earnings.
“Next time, a car will pick you up,” the man said, his tone brisk.
“Next time?” you echoed, your voice tinged with disbelief.
Before he could respond, the familiar voice of the salesman cut through the air. “Sorry, he’s—doesn’t matter. Just come on in.” He appeared at the top of a sweeping staircase, his ever-present smile intact. He looked even more polished than before, his posture relaxed.
You hesitated but eventually followed the man into what appeared to be a sitting room. The furniture was sleek and modern, the walls lined with bookshelves and abstract paintings. He gestured for you to sit, but you remained standing, your nerves making it impossible to relax.
“Drink?” he offered, motioning to a decanter of amber liquid on a nearby table.
“No, thank you,” you said quickly, your voice tight.
He tilted his head, his smile softening. “Suit yourself. I see your bruise is healing nicely.”
You instinctively touched your cheek, still tender from the beating. “Can we just… get to the point? What do you want me to do?”
The salesman’s smile widened slightly, and he leaned back in his chair, crossing one leg over the other. “Straight to business. I like that.”
He studied you for a moment, his gaze uncomfortably intense. “What I want is very simple. And, let me assure you, the reward will far outweigh the discomfort.”
You shifted uneasily, his words setting off alarm bells in your mind.
His smile took on a sharper edge. “I want you to use that mouth of yours for something other than talking.”
The room seemed to tilt, your stomach dropping like a stone. You stared at him, your mind racing to comprehend what he’d just said. “You’re kidding,” you said, your voice trembling.
“I never kid about business,” he replied smoothly. “You’ve seen the briefcase. You know what’s at stake.”
Your hands balled into fists at your sides. “You want me to—”
“To prove how much you want to change your life,” he interrupted, his tone calm but firm. “To show me that you’re willing to do whatever it takes.”
You took a step back, your legs bumping into the edge of a chair. “This… this is humiliating.”
“Is it?” he asked, his gaze never leaving yours. “You’ve already been beaten and left with nothing. What’s one more compromise?”
His words were like needles, each one poking at the fragile walls of your pride. He stood, closing the distance between you. “I’m offering you freedom,” he said, his voice dropping to a near whisper. “All you have to do is take it.”
You swallowed hard, your throat dry as sandpaper. Every fiber of your being screamed at you to leave, to walk out of this villa and never look back. But the image of that briefcase, the promise of a life free from fear and debt, rooted you in place.
“I…” Your voice cracked, the weight of the moment crushing you.
The salesman tilted his head, his smile softening ever so slightly. “Think of it this way,” he said. “This is the last time you’ll ever have to beg, to endure, to scrape by. After this, the world opens up to you.”
He stepped back, giving you space but keeping his piercing gaze locked on you. “But it’s your choice,” he added. “It always has been.”
“I—okay,” you murmured, barely audible.
His smile widened, not in mockery but in something resembling satisfaction. “Atta girl.”
The words hung in the air, and you immediately dropped to your knees, ready to get this over with. But his hand shot out, stopping you mid-motion. His touch was firm but not forceful, his fingers curling gently around your forearm.
“Not so fast,” he said, his tone light, almost teasing. “Let’s get you a bit comfortable first.”
You looked up at him, confusion etched across your face. “Comfortable?” you echoed.
He patted his lap, a small gesture that carried so much weight. “Don’t you want to loosen up a bit?”
“I—” The protest was on the tip of your tongue, but you stopped yourself. He tilted his head, his sharp gaze pinning you in place.
“Come on,” he coaxed, his voice soft but insistent.
After a long moment of hesitation, you stood and awkwardly settled onto his lap. The action felt unnatural, foreign. You perched on his thighs stiffly, your hands clenched in your lap, your body tense like a coiled spring.
He didn’t seem bothered by your discomfort. Instead, he rested his hands lightly on your waist, his touch careful and deliberate. His thumbs began to trace small, lazy patterns into the fabric of your shirt, the motion strangely soothing despite the situation.
“I’m not going to hurt you,” he said quietly, his voice low and steady. The words were meant to reassure, but they only made your pulse race faster.
You nodded, unable to bring yourself to speak. The air between you was thick with tension, the kind that made your skin prickle. You tried to focus on the patterns he was drawing, on the steady rhythm of his breathing, anything to distract yourself from the heat radiating off his body—or the unmistakable hardness pressing against you.
You froze, your entire body going rigid. He noticed, of course, but he didn’t comment. Instead, his hands stayed where they were, his thumbs continuing their soothing motions.
“You’re thinking too much,” he said, his voice almost a whisper. His breath ghosted over your temple, warm and inviting. “Just breathe.”
Easier said than done. You took a shaky breath, trying to steady yourself. He shifted slightly, and your hands instinctively reached out, grasping his shoulders for balance. The movement brought you closer to him, your faces mere inches apart.
His eyes searched yours, his expression unreadable. Slowly, he leaned in, giving you every opportunity to pull away. When you didn’t, his lips brushed against yours, tentative and soft.
You froze, your breath catching in your throat. The kiss was gentle, almost hesitant, as if he were testing the waters. His hands stayed on your waist, their grip light, giving you space to move away if you wanted to.
But you didn’t.
Instead, you sat there, motionless, letting him lead. When he realized you weren’t responding, he pulled back just enough to meet your gaze. “Relax,” he murmured, his tone patient.
Tentatively, you leaned forward, your lips meeting his. The kiss was awkward at first, your movements hesitant and unsure. But he didn’t rush you. He let you take the lead, his hands remaining steady on your waist.
As you grew more comfortable, the kiss deepened, your initial hesitation fading away. Your fingers curled into the fabric of his suit jacket, grounding yourself as you tilted your head, pressing closer.
That’s when he took over.
His hands slid up your back, pulling you flush against him as he angled his head, deepening the kiss. The shift was subtle but deliberate, his lips moving against yours with a confidence that left you breathless. His tongue brushed against your bottom lip, a gentle request rather than a demand, and you parted your lips without thinking.
The kiss turned hungry, his movements more assertive but never forceful. His hands roamed cautiously, never straying too far, their warmth seeping through your clothes. Your senses were overwhelmed—the taste of him, the scent of his cologne, the steady strength of his hands.
You didn’t know when it happened, but your tension melted away, replaced by a strange sense of surrender. It wasn’t defeat—it was something else, something you couldn’t quite name. Your hands slid up his chest, your fingers brushing against the collar of his shirt as you leaned into him.
When he finally broke the kiss, you were breathless, your chest rising and falling rapidly. His forehead rested against yours, his hands still on your waist, anchoring you in place.
“See?” he murmured, his voice low and rough. “Not so bad.”
You didn’t trust yourself to speak, so you simply nodded. The reality of what just happened began to sink in, but before panic could take hold, he shifted again, his hands steadying you as he leaned back slightly.
“Take your time,” he said, his tone soft. “We’re not in a rush.”
You weren’t sure if it was the weight of his gaze, the steady way he held you, or the way his fingers brushed against you as if he knew exactly where your boundaries were but was waiting for you to decide whether they mattered.
He reached up slowly, his movements deliberate, and his hand brushed against your face before moving to your hair. His touch was gentle, almost reverent, as he pulled the tie from your hair. Your hair tumbled loose over your shoulders, and he twirled the hair tie around his fingers, his smile never faltering.
“You’ve sucked dick before, right?” he asked, his voice smooth, casual.
Your heart stopped, then resumed at a faster pace. You blinked, your cheeks flushing hot. “I—of course I did!” you replied defensively, the words tumbling out before you could think them through.
He chuckled softly, the sound low and warm. “Of course you did,” he murmured, his voice dropping as his gaze lingered on your face. “How could someone resist a pretty face like yours?”
The compliment sent an unexpected jolt through you, but you weren’t given time to process it. He gently took your hands in his, his touch light but firm, and began guiding them behind your back. You stiffened instinctively, your pulse pounding in your ears.
“Relax,” he said, his tone calm and soothing, as though he were coaxing you out of a tense state. “I’m not going to hurt you.”
You hesitated but allowed him to move your arms behind you, his grip steady and unthreatening. The hair tie you hadn’t noticed still in his hand came into view as he looped it around your wrists. The act was careful, the tie snug enough to hold your hands together but not tight enough to hurt.
“There,” he said softly, his fingers brushing against your skin as he adjusted the knot. “Don’t worry, I’ll hold your hair for you.”
You swallowed hard, your breath catching in your throat. He reached up, threading his fingers through your hair with the same slow, deliberate care he’d shown with your hands. His touch sent a shiver down your spine, and you hated how your body seemed to respond to him against your will.
“See?” he said, his voice low and steady. “No reason to be nervous.”
Nervous was an understatement. Your mind raced, trying to keep up with the situation. Everything about him was a contradiction—his words soft but commanding, his actions careful yet deliberate. It left you off balance, unsure of where you stood or what would happen next.
He leaned in, his lips brushing against your ear as he whispered, “Down on your knees.”
You blinked, hesitating for a moment as the weight of his words sank in. Your body froze, torn between instinct and the promise of what you came here for. You must have looked as dumbfounded as you felt because his lips curved into that same infuriatingly knowing smile.
But then you remembered the briefcase—you couldn’t afford to hesitate, not now. Steeling yourself, you swallowed hard and did as he said, sinking onto the plush carpet beneath you.
He watched you with a calm, calculating expression, his fingers still lightly twirling the tie binding your wrists. When your knees touched the floor, he adjusted his posture, leaning forward slightly.
“Good girl,” he murmured, the words slipping from his lips in a tone that felt both patronizing and oddly reassuring. His hand left you entirely, moving to undo his belt. The sound of the buckle snapping open echoed faintly in the room, and you bit the inside of your cheek, forcing yourself to remain still.
He slid the belt free and dropped it to the side, his gaze never leaving yours. His movements were slow as he unbuttoned his pants and let them pool around his ankles. Then came the boxers, and as he stepped out of them, his confidence radiated like a tangible force.
He looked down at you, a faint smirk tugging at the corner of his mouth. “Think you can handle it?” he asked, his voice dripping with challenge.
You scoffed, narrowing your eyes despite the heat rising in your cheeks. “I’ve had bigger,” you shot back.
That earned a low chuckle from him, the sound rich and amused. He crouched slightly, bringing his face closer to yours as his hand reached out, cupping your jaw firmly but gently. His thumb brushed along your chin as he tilted your face upward. “Open up,” he said, his tone soft but leaving no room for argument.
You hesitated for a fraction of a second, your thoughts warring with one another. But then your resolve hardened.
You obeyed, parting your lips just enough to feel vulnerable.
The corners of his mouth quirked upward again, and his hand slid to the back of your head, his fingers threading through your hair with practiced ease. “I’ll let you take the lead,” he murmured, his voice low and steady, “at least for now.”
His other hand rested lightly on your shoulder as he guided you closer, his movements careful.
With a deep breath, you adjusted, leaning in more and licking the tip. He groaned softly, the sound low and guttural. His other hand trailed from your shoulder to your neck, his thumb brushing against your pulse point in a way that sent a shiver through you. His cock was heavy on your tongue, and your mind blurred as he thrust himself further and further into your mouth—and you appreciated the slowness with which he did it—until he was fully inside. The rhythm was slow at first. Small bobbing of your head that was just enough to pull soft groans of from his lips.
You pulled back slightly and swirled your tongue around the tip, pleasantly surprising him enough to earn yourself a sharp tug at your hair and a guttural moan that sent a shiver down your spine and a sudden awareness of the need between your legs.
“My�� it’s like you were made for this…” he tugged gently on your hair again, signaling for you to pause, you pulled back slightly, your chest rising and falling as you tried to catch your breath. His thumb brushed against your cheek, his touch light but grounding.
“Good girl,” he said again, his voice softer now, almost approving. He leaned down slightly, his hand cupping your face as he tilted your chin upward. “Messy, though…” he muttered, wiping a bit of drool escaping your open mouth. His hand moved from your chin to your hair again, smoothing the strands back as he studied your face with that same intense gaze.
“Let’s see how far you can go,” he murmured, his tone calm but laced with challenge.
And he fucking shoved you down on his cock.
You froze for a second, overwhelmed by the situation, but his voice cut through the haze.
“Don’t stop now,” he said, his tone still calm but laced with something sharper, something that made your heart race. “You want the money, don’t you?”
Your jaw tightened involuntarily, and he noticed. His smirk deepened as he adjusted his grip in your hair, guiding you with more force than before. It wasn’t painful, but it was clear he wasn’t asking for permission anymore. He was almost guiding your head at this point, fucking into your warm mouth with soft grunts as the hand with a grip on your hair directed you towards him in perfect timing. Your jaw was starting to ache and you could barely notice it with your thoughts suddenly one-track-minded. You were alternating torturously between sucking and lapping at his dick. He pulled out, and then fucked back in roughly, and oh, he knew this would be good—but not this good.
His hand in your hair tightened, and the calm, collected demeanor he had shown earlier began to crack ever so slightly. His breaths were heavier, his eyes darker, and the faint quirk of his lips had transformed into something far less controlled.
His need was pressing against the edges of his control. Your breath hitched as you tried to keep up, the pace leaving you off balance.
You pulled back instinctively, your body reacting to the overwhelming sensation, but his grip on your hair tightened, keeping you in place. “No,” he murmured, his voice low but firm. “Not yet. Breathe through your nose. Come on—work for it.”
The command sent a shiver down your spine, equal parts thrilling and intimidating. You tried to steady your breathing, inhaling deeply through your nose as he’d instructed. Your jaw relaxed as best as it could, though every muscle in your body felt tense.
“That’s it,” he said, his voice breaking slightly at the edges, the first real crack in his composure. His free hand braced against the back of the couch he was sitting on, his knuckles whitening as he gripped it tightly.
You glanced up at him through your lashes, trying to focus despite your racing pulse. His eyes met yours, and for a brief moment, the intensity in them made your breath catch. He was watching you so closely, as if every movement, every reaction, was feeding something deep within him.
“God,” he muttered, his voice hoarse, his head tilting back slightly as his grip in your hair eased momentarily. “You have no idea how good you look like this. Believe me—you could’ve gotten out of your debts a long time ago.” The sounds are indescribable, dirty and wet and so fucking hot as he continues to thrust into your mouth.
“Your throat,” he chokes out. He splays one hand over your throat and starts to fuck up into you at a different angle. “I can fucking see myself in you, fuck—“ There was a rawness to his movements now, a lack of the careful control that had defined him earlier. “Just a little more” he murmured, his voice roughened by something you couldn’t quite place. You could hear his breathing quicken, could feel the faint tremor in his grip as he pulled you closer still. His dominance over the situation was undeniable, but there was a vulnerability in the way his body reacted, a need that felt almost desperate.
When you hesitated again, instinctively pulling back just a fraction to catch your breath, his hand tightened slightly in your hair, holding you in place. “No,” he said sharply “stay fucking still.”
You wanted to punch his face. But you did your best to keep up—still thinking about the money—your breath hitching as he guided you, his need evident in the way he moved.
His groans grew louder, more frequent, and his grip in your hair tightened again as he edged closer to the brink. You could feel the tension in his body, the way his muscles tensed and his movements became more erratic. He was losing control, and the realization sent a strange thrill through you.
His orgasm washed over him and his body went still for a moment, his grip in your hair almost bruising as he held you in place. The sound he made was low and guttural, a noise that seemed to reverberate through the room. You froze as he held you there, his breath coming in ragged gasps.
Your throat burned, your body tensing as you fought the instinct to pull away as his fucking cum filled your mouth. He didn’t let you, his hand in your hair keeping you firmly in place as he muttered something under his breath—words you couldn’t quite make out over the pounding in your ears.
When he finally released you, it was abrupt, his hand loosening in your hair as he leaned back, his chest heaving. You gasped for air, your breath coming in shallow, uneven bursts as you tried to steady yourself and then started to cough. Your body felt heavy, your limbs trembling as you sat back on your heels, looking up at him with wide eyes.
He met your gaze, his expression softening as he took in your disheveled appearance. “You did well,” he said, his voice low and rough. His hand reached out, brushing a strand of hair from your face with surprising gentleness. “Better than I expected.” And then he took the hair tie off your hands.
You didn’t respond, still trying to catch your breath as you processed what had just happened. The room felt stifling, the weight of his gaze pressing down on you as you struggled to compose yourself. You just managed to smear his cum on your face.
His smirk returned, though it was softer now. “I knew you had it in you,” he said, his hand trailing down to cup your chin again. His thumb brushed against your jaw, and his smile widened slightly. “But you’ve got to learn to pace yourself.”
You glared at him faintly, though the effect was ruined by the flush in your cheeks and the way your body still trembled. “Maybe you should pace yourself,” you shot back, your voice hoarse.
He chuckled, the sound low and warm. “Fair enough,” he said, his hand falling away from your face as he leaned back, his posture relaxing for the first time since you’d arrived. He looked down at you for a moment longer before reaching for his discarded boxers, slipping them back on with a casual grace.
“Go clean yourself up,” he said, gesturing toward a door off to the side. “The bathroom’s through there.”
You hesitated for a moment, your body still tense, before nodding and pushing yourself to your feet. Your legs felt unsteady beneath you, and you had to grip the edge of a nearby chair to keep your balance. He watched you with an amused expression, his smirk widening as you stumbled toward the bathroom.
When you closed the door behind you, you leaned against it for a moment, letting out a shaky breath. Your reflection in the mirror caught your eye, and you winced at the sight of your flushed cheeks and disheveled hair. You looked like a mess, and you weren’t sure how you felt about that.
As you splashed water on your face, trying to steady your nerves, you were almost on the verge of crying. It’s disgusting—it’s disgusting that you’re wiping his cum off your face and out of your mouth.
When you finally stepped back into the room, he was sitting on the edge of the bed, his expression unreadable as he watched you. The briefcase was sitting on the nightstand beside him, and he gestured toward it with a lazy wave of his hand.
“Your reward,” he said simply, his smirk returning. “You’ve earned it.”
You hesitated, your gaze flickering between him and the briefcase. “That’s it?” you asked, your voice still hoarse.
He raised an eyebrow, his smirk widening. “Unless you’re looking for another round,” he said, his tone teasing.
You rolled your eyes, stepping forward to grab the briefcase. The weight of it felt solid in your hands, a tangible reminder of why you’d agreed to this in the first place. “I’ll pass,” you muttered, turning toward the door.
As you reached for the handle, his voice stopped you. “You know where to find me if you change your mind.”
You glanced back at him, your heart pounding in your chest as you met his gaze. His smirk was still in place, his eyes gleaming with amusement and something darker. You didn’t respond, pulling the door open and stepping out into the hallway.
The air outside felt cool against your skin, a stark contrast to the suffocating heat of the room you’d just left. You took a deep breath, the weight of the briefcase grounding you as you made your way down the hall and out of the villa.
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s3 dealt with some more mature themes than s1&2 did, did you struggle with that in any way or did it feel like a natural development for the characters? especially since heartstopper has been praised specifically for being a "wholesome" show basically from the start, did you find it in any way daunting to write (more) sex and alcohol into the show?
(Upon reading this back, I have only talked about sex, not alcohol, very sorry!! Also this gets really off topic but this was the only question I received about sex in the show and I have a lot to say that I just didn't get asked about at all in any promo interviews, so... Here I shall word vomit!!)
Short answer: Yes, I struggled, but not with the writing of the story - just with the general discourse about sex/no sex in Heartstopper, since the beginning of the show.
Long answer:
It wasn't something I struggled with when writing the comic. I always knew that Heartstopper would get to that point - that it would grow up alongside the characters - but the general cultural view of the show as 'wholesome' vs. the criticism of it for being 'puritanical' and 'sexless' has definitely made me feel quite anxious about how these maturer elements would be interpreted by people in the show.
I never saw Heartstopper as 'wholesome' when I started creating the comic. The first chapter of the comic leads to a scene featuring assault, and the story deals heavily with mental health and bullying. The comic has swearing throughout. Whether the story was 'wholesome' was simply not a topic of discourse before the TV show released - I knew it was uplifting and optimistic, of course, but only in the same way that most YA romance stories are. So the public declaration of the Heartstopper show as 'wholesome' - as its defining characteristic and unique selling point - did take me by surprise. I'd had to remove the swearing from the story, but aside from that, I couldn't really understand what was different with the show compared to the comic, and why this was its defining feature. And then of course some of the conversation shifted to the fact that in S1 and S2, there's no sex.
This too confused me. I always felt the sexual attraction between N&C was obvious from the start, and sex itself was introduced into the story at the time I felt was right for the characters, with no real thought as to whether the audience would agree with me. People hardly ever pointed out the lack of sex in the comic - it's very, very normal for YA fiction romances to not feature sex, and in fact, it's actually pretty common for teen movies and shows to not feature sex, certainly when they skew towards younger teens as Heartstopper did in S1 and S2. But for some reason, when the Heartstopper show came around, people really, really noticed the lack of sex, and I was very surprised by that reaction. I wonder if it was because people weren't accustomed to that in queer TV, or if it was because people liked N&C so much as a couple and desperately wanted to see them take that step, or just because people felt it was broadly unrealistic for a teen couple to wait a little while before feeling ready to have sex. Perhaps it was all. But whatever it was, it caused some... outcry!
(I could go into arguments as to whether it is morally correct or generally realistic for N&C to wait before having sex in the story, but ultimately I think people's opinion on that varies heavily depending on their worldview and personal experience, and there's no right answer - people can like it or not like it and that's completely fine, not every tv show is for everyone - but the one thing I would say is that I think it shows young readers/viewers that it's OKAY to not be ready, and how to have that conversation with your partner, and I think that's a really, really good and helpful thing for young people)
Fortunately for those who were distressed by the lack of sex in the show, and for me who was anxious about all of that criticism, I'd been planning for the story to reach that stage pretty soon anyway. It honestly made me relieved that it was going to be introduced, if only to reassure people that I wasn't pretending sex doesn't exist or that I, as an asexual, was spreading some sort of anti-sex agenda (seemed to be a common refrain among those who find it particularly annoying that I'm ace). But mainly - I'd always known this would be a really important step in N&C's journey, and I wanted to do it justice, and I felt I had done so in the comic, but with the TV show came all of those opinions and discourse, so I was much more nervous about it and spent a lot of time during the writing process trying to figure out how people would feel about it. An impossible task, and before S3 released, I had no idea what the reaction would be.
In the end it was pretty anti-climactic - it got hyped up a bit too much in the early promo for S3, and then the general consensus was that the sex in the show was shown with a very light touch, and some people thought that was a good thing and others did not. And people still call the show sexless and puritanical, so it didn't really solve that issue. (I'm just not sure what those people really expected to happen - obviously they are not going to suddenly start fucking on screen in a show that's been previously marketed for the 12-16 age bracket, guys, let's use our brains here) Personally, I'm really proud of how that element of the story turned out. I think the scenes are really beautiful and feel totally right for the tone of the story, and have let the show mature without suddenly becoming an entirely different show.
This has been a long answer but I think what I'm trying to say is this: the 'mature' vs 'wholesome' scale of Heartstopper is something that has never been a topic of discourse for the comic. But it has been front and centre for the show, and certainly is something that has caught me off guard and caused me some anxiety, because I do see the criticism and it does hurt, and at times feels incredibly personal. But at the end of the day, I'm just telling a story, and the things that happen will happen at the time I feel is right for the characters. I just want to tell the story that I've set out to tell, and I intend to keep doing so until it is done.
If we get a S4, and indeed now that I am working on Vol 6, I am thinking much less about how the audience might react to the sex in the story, and am simply just writing/drawing what feels emotionally and dramatically right for the story and characters. And that feels much more creatively freeing!
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Even as an adult, I quite like them. They're good for thinking about heavy political and psychological topics in an accessible, and almost guided, way. I find that if a book is well written that it has something to say across generations. As an adult, I often find myself thinking about characters like Haymitch, Cinna, Katniss' mother, and other adult characters, and those characters make me question: what makes a Cinna vs. a Haymitch vs. Katniss' mother? What allows Haymitch to, eventually, pull himself off his butt to get Katniss sponsors after he has failed so many times as opposed to Katniss mother who literally cannot pull herself out of her depression? Where does he find the strength? What gives someone strength where other people can't find it? Is it innate? Is it learned? Is it situational? What made Cinna decide to rebel? Why did he decide to leave behind his privileged Capitol life for something more dangerous? Why sacrifice stability? And, I think that's where well written books can grow with their audience. When you have well written and compelling minor characters, you have the opportunity for deeper analysis into the wider universe which makes for good adult reading. Collins has this. Her character building is very compelling even into her very minor characters, and that sets up a pretty interesting universe. (At least, in my opinion.) Now, do I think it's perfect? No. I'm not an uncritical worshiper. But, do I think it's worth it for adults and young people both to read? Heck yes! My personal pet peeve about people judging The Hunger Games, is that they often pit it against other dystopian novels like 1984. You can't do that. It's written in a different genre, at a COMPLETELY different time, for a different purpose. Pitting a YA novel that is teaching politics, through dystopia, to younger people against a dystopian novel written for adults as political commentary is like comparing brownies to one of those chocolate protein smoothies. They might both have chocolate in them as a main ingredient but cold day in hell the texture or foundation is the same. And, both a part of a balanced adult "reading diet." You can't just be reading 1984, Dostoevsky novels, War and Peace, and like ... I dunno ... what else is long, really dense, and depressing, but good? ... Silence? Yeah. We'll go with Silence by Shūsaku Endō. As an adult, you have to "read your brownies" too. Because, sometimes? You learn a lot from a good brownie. TL; DR: The Hunger Games is INCREDIBLE at what it does. It absolutely deserves a place in the dystopian canon. It's a phenomenal series for young people with incredibly compelling characters that teach some great beginning dystopian lessons both politically and psychologically, and I think it can have some interesting things for adults to learn as well.
eagerly awaiting the reveal of what political science 101 concept is she going to stop the plot to teach middle schoolers about. we got bread and circuses we got the extended work on thomas hobbes my money is on haymitch starting this book as an objectivist and having to unlearn that in the face of true struggle
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I feel like a lot of people write gojo when he’s being playful or sarcastic but could you write moments where he’s serious or he’s genuinely having a heart to heart with the reader?
yesss i love these concepts! in my opinion i think he’s sexier when he’s more serious because we rarely see that side of himmmm 😛
“i quit.”
satoru froze in the middle of adjusting his jacket, the sound of your voice cutting through the quiet in the room.
he turned to look at you, his brow furrowing as confusion painted his features.
“what?” he asked, his tone laced with disbelief. his eyes narrowed as he studied your face, trying to make sense of what you just said.
“i quit,” you repeated, your voice steady but quiet.
you were done. done with the constant pressure, the constant fear of what might happen next. done with the world you had found yourself in, a world of curses, jujutsu sorcery, the thought of losing yourself completely, of dying before you even had a chance to live, had become too much to bear.
satoru’s eyes softened, but the confusion never left. “babe… you can’t just quit. not like this. not when things are tough.”
“and why not?” you shot back, unable to keep the frustration out of your voice.
“why do you think i have to keep doing this? why do i have to keep risking my life, getting dragged into these fights, and walking away with more scars every time? i’m just… tired of almost dying.”
your words hung heavy in the air between you two, and for a moment, the room felt suffocating.
“you’re not the only one who’s tired,” he said softly, but there was a firmness beneath his words that didn’t match the softness of his expression.
he took a step toward you, like he was trying to reach out to you in the only way he knew how. “but quitting isn’t the answer. when things get tough, you don’t just quit.”
he didn’t understand. how could he? he was Satoru Gojo. nothing fazed him. he was invincible, or so it seemed. but you weren’t like him. you didn’t have that same untouchable strength. you were just human, and your body was starting to feel the toll of everything you had been through.
“you wouldn’t understand anyway,” you muttered, barely able to meet his gaze. “i don’t know why i even bothered telling you.”
the words felt like a slap in the face to him, and you immediately regretted saying them. his eyes hardened, but the anger didn’t burn, not the way it normally would when he felt disrespected.
“don’t say that,” he replied, his voice low, almost too gentle.
“i may not understand what you’re going through, but that doesn’t mean i don’t care. i’m not gonna let you throw everything away just because it’s hard. if you quit, you’re just letting the world win.”
“maybe that’s what i want,” you shot back, the bitterness slipping out before you could stop it.
“maybe i want to stop fighting. i’m exhausted, satoru. fighting, training, always putting myself in danger for some cause that doesn’t even feel like mine. all i’ve done is survive—barely. and for what? to risk my life over and over again? i’m done.” you exhaled sharply, trying to hold back the tears that had been threatening to spill. “i just don’t care anymore.”
satoru’s expression shifted. there was no anger, no frustration anymore, just a deep sadness. he stepped closer, closing the distance between you two until there was barely any space left. he gently placed a hand on your shoulder, his fingers curling around the fabric of your shirt.
“i get it,” he said softly, the words so different from the usual brashness of his character. “i get that you’re hurting. but you can’t quit. not like this. not because it’s hard. i won’t let you give up on yourself. i can’t.”
he paused, his thumb gently brushing your skin as his eyes locked onto yours, as if searching for something.
“look, i don’t know what it’s like to be where you are. i don’t know what it feels like to be on the edge of giving up, but i do know this: you matter to me. a lot. and i’ll fight beside you because i care about you. i care about you more than you know.”
the sincerity in his voice cut through you like a knife, and despite yourself, your heart ached.
“i’m not letting you quit,” he continued, his words steady. “if you want to stop fighting, that’s fine. but you’ll have to do it with me. i’m not going anywhere.”
you could feel your chest tighten, the weight of your emotions threatening to break free. you had been so consumed by fear, by exhaustion, that you had almost forgotten the one thing that truly mattered. not the curses, not the missions, but the people who cared about you. and the one person who was always there, even when you tried to shut him out.
you closed your eyes for a moment, taking a shaky breath. “i just don’t know if i can keep doing this,” you admitted, your voice barely a whisper. “i’m scared.”
“i know you are,” he replied, his hand gently cupping your face.
“and that’s okay. but you don’t have to be scared alone. i’m here, and i’m not letting you go through this on your own.“
you stared at him, the weight of his words settling in your chest. maybe you couldn’t quit. not like this. not when you had someone who would stand by you, even in your darkest moments. and maybe, just maybe, that was enough to keep going.
#gojo satoru x reader#satoru gojo#gojo fluff#gojo angst#gojo x reader#jujutsu satoru#gojo satoru#satoru gojo x reader#jujutsu kaisen satoru
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Some thoughts about room temperature at NRC Dorms (Diasomnia specifically)
First things first - yes, there's magic and fairies who control the temperature of NRC (as mentioned during the Fairy Gala event). But still, I want to talk about the Diasomnia rooms, because they look cold.
Let's start with Sebek's room (who else's)
His room makes me particularly worried, especially since we know he's sensitive to cold.
The walls are cold stone, and the floor seems to be either stone or tile - definitely not warm and cozy.
The carpet looks rather thin, and the space between the wardrobe and the bed is bare. I really hope Sebek wears slippers!!
There doesn't seem to be a carpet under the desk, but since it's located close to the larger carpet, maybe Sebek keeps his feet on that? or I still hope he wears slippers....
The headboard of the bed? I hope it's not leather - it's far from the warmest material for a bed.
The ceiling is quite high, which is not ideal for keeping warmth in the room.
I also hope the window glass isn't thin, otherwise it would let in cold drafts (if there are any in Diasomnia dorm realm??)
And about the training bench in his room? Sure, it's there because Sebek trains a lot, but maybe it's also a way to warm up in such a cold room....
At least one thing warms his heart - Waka-sama's portrait.
Now, Silver's room
The same cold stone walls and floor. Silver doesn't seem to mind the cold as much though - due to his training, of course.
The carpet in his room is small and thin and there's no carpet under the desk. But does he even mind? How much time does he actually spend at the desk studying anyway?...
The wardrobe is farther from the bed compared to Sebek's room. And I can imagine Silver walking to it barefoot, absolutely unfazed (I need to know more about Silver's dressing routine, how often does he fall asleep while getting dressed, etc...)
His bed is placed right against the wall with no extra layers for insulation. Which is cold!!!
And of course, there's the open window. I was already concerned about Sebek's glass thickness, but Silver's window is just wide open omg.
Clearly, Silver is very resilient to the cold. Good for him?... They also say you sleep better in a cool room, so it only adds to his sleepiness?...
Now to Lilia's room
Same walls, same floor. The carpet here feels purely decorative - it's so small and there's no carpet under the desk. However, I imagine Lilia's legs rarely touch the floor anyway (that's how I picture him sitting while on his PC )
The wardrobe is the farthest from the bed in this room, but again, he probably just floats to reach it.
The window is closed here. I was going to comment on how inconvenient it is to have sunlight hitting your face while using a computer/any gadget with screen, but let's be real, there are probably no sunny days in the Diasomnia realm, so it doesn't matter.
There's is also chandelier in Lilia's room (though I assume all 3rd years' rooms are the same?). The chandelier has lots of candles, but they likely emit light through magic rather than heat.
Another detail - Lilia's pillow is quite small. He probably rarely uses it, sleeping in the most bizarre positions (like hanging upside down bat-style).
And to Malleus' room
It has the same cold walls and flooring as the others but feels much more empty and lonely. Most likely, of course, it was intentional to reflect Malleus' character, but still.
The nightstand is empty - not even a book or a personal item.
On the desk, there are only two items: a figurine (which is a nod to Sleeping Beauty) and a three-candle candlestick. The number three might be symbolic, but it also just looks good, so who knows.
Like Lilia's room, Malleus' room also has a chandelier. Is it significant to fae culture? But most likely just for the Maleficent aesthetic.
The only "warm" elements in the room are the tapestry/flags - cherished gifts from a certain important person in his life.
It feels unnecessary to comment on the space between his wardrobe or the lack of a carpet under his desk since Malleus likely doesn't bother with changing clothes manually or sitting at his desk to study anyway.
His bed has two big pillows and one small - likely the one Malleus mentioned using to support his horns while sleeping. (No spoilers, but the 2024 Halloween event gave us some info about how Malleus sleeps lol)
Also, they are obviously provided with the bedsheets by the dorm, but I assume it's allowed to bring your own. We see Lilia getting creative, Malleus clearly has some royal-quality sheets, and Sebek's are the cutest - baby green, but quite plain (so nothing can distract him from being the perfect guard for Waka-sama). And I assume Silver doesn't care at all, and just uses the basic dorm sheets. Feel free to add your thoughts.
#these were just some random thoughts I had after seeing some people disliking Lilia's outfit#and being surprised or unhappy about how baggy and warm clothes look in the new BD line#I personally love it - just like I love all the clothes in twst#twisted wonderland#twst#diasomnia#disney twisted wonderland#twst analysis#sebek zigvolt#malleus draconia#lilia vanrouge#twst silver
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shoujo manga-esque concept with ceo!character x personal assistant!reader. he works crazy long hours + as his PA, you also must work alongside him. little do you know, it’s because he has a crush on you and wants to spend time with you, but he just can’t figure out how to go about it. meanwhile, you’re totally crushing on him, and having to be in such close proximity to him everyday is starting to seriously make things complicated. so, you draft up a resignation letter, ready to submit it whenever you think your crush will continue to be a hindrance to the work you need to get done. anyway, one day after work, he catches you leaving a liquor store, tons of bottles of wine in your arms, and he panics. he thinks you’re picking up a drinking problem because of the stress of the job because of all the long hours he’s given you. so he consults his closest friends and he sets in motion a plan to woo you and hopefully help you at the same time; meanwhile, you’re getting suspicious as to why he’s being extra nice to you all of a sudden and you think it’s because he found your resignation letter and is trying to convince you to stay. but if he keeps being nice to you, you’ll like him even more, and need to quit!!! just !!! miscommunication used as a means for romcom effect not unnecessary drama + idiots in love 🤭🤭
(the bottles were cheap red wine. you were cooking and the recipe called for red wine, and the sale was too good to pass up.)
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I think that I'm somewhat late. But I'm responding now because I used to be shy in responding. But hey! Better late than never.
I will start saying, well, isn't what the Wiki presents of her, truth?
"Even then, his flaws are folded in to his (alleged) positive traits; he is not afraid, extremely loyal, and has genuinely good intentions, despite the fact that the show has now proven that Ironwood’s flaws greatly outweigh these."
Let's consider that Ironwood have been for most of the part of show a hero. I guess that can influence. That and, isn't it truth what the wiki says about Ironwood? And even when his flaws end up outweighing his good traits, that was at the end of his life.
"These writers love Robyn, and have explored and extrapolated on her character to marvellous degree. Yet, at no singular point have any of these flaws ever been written quite as strongly as the wiki implies they are, nor have I seen much evidence of them myself in the show."
Well, I can think some works of fiction where Robyn shows negative traits. There was a rewrite by The-tired-bisexual-agenda who seems to be queer too. Anyway, the point is that since are fans, they probably are biased too. And about not seeing evidence of those traits in the show... Well, let's see about it!
"Her brashness is blamed for the outcome, but in reality, this outcome could have been avoided together if Clover had not chosen to follow his orders and bring in an innocent man. "
Well, Clover didn't initiate the fight. Clover said peacefully to Qrow that he was under arrest. And even Qrow said that they should wait till they arrive to Atlas to talk with Ironwood. Robyn initiated a fight in the manta. The problem isn't initiate the fight, the problem is the place. Is a closed space flying in the air. What if something end up happening and the ship falls? And even when it wasn't her fault, the fight end up resulting in the liberation of Tyrian. Again, she should have assumed that bad things were a risk. She could have wait till arriving to Atlas to talk to Ironwood or initiate the fight there instead of do that in a dangerous place.
"Also, she didn’t crash the Manta! That was all Tyrian!"
The article didn't say that she crashed the manta, it says that the fight initiated by her lead to that outcome.
"Yet, the people who enjoy her and the Happy Huntresses often perceive those same flaws to a significantly lesser extent, or even see those flaws as actually being boons of her character; for instance, reading her alleged arrogance as passion."
Again, also the fans are biased. About the arrogance, it's for celebrating her victory before time for example. She was so sure of her victory that she made a party, even Weiss and Ren point out how strange that was. There is also her saying: "Looks like he underestimated me. Again."
Like if she was such a great threat.
"I have a suspicion it’s to do with her character at large; she’s a bold socialist politician who believes in equality and fairness for all, who refuses to stand for incompetence and obedience towards evil causes."
Is she a socialist though? I mean, she believes in equality but I doubt she ever declared socialists ideals. I'm not sure either that the CRWBY is socialist, so I doubt that they wanted to present a socialist in such good focus.
"Likely, I’d rephrase a lot of it to be less damaging to her character; she isn’t hostile, she holds people accountable."
Except that she was willing to steal from the military truck even BEFORE losing the elections and Ironwood supposedly trying to kill her: "I think you've misjudged the situation. One way or another, these supplies are going to get where they're supposed to go - Mantle."
And again, initiating a fight in the wrong place.
"She isn’t quick to jump to conflict, she is familiar with how Atlas responds to anti-authority with violence. "
That still doesn't mean that she isn't quick to jump to conflict. And how exactly was Atlas dealing to anti-authority with violence in the past? I mean, Atlas let opposition appear in both Atlas (Jacques) and Mantle (Robyn). All the people that were arrested were people responsible for crimes: Stealing a manta, throwing a brick to a military ship, initiating riots. It just now that Ironwood was arresting people who oppose him.
"She isn’t arrogant, she believes in the power of the people as being the right thing to fight for."
Again, party and overestimating her capacities.
"not a fan of Robyn
not a fan of a new female character
not a fan of a new female character in a position of power
not a fan of a character with socialist/communist/antifa ideals
all of the above and then some???"
I guess that the first one. I mean, assume that someone doesn't like female characters due to the dislike to ONE female character... And again, when it was said that she is socialist/communist? And Antifa... maybe? I mean, Atlas was never fascist.
Well, that would be all!
what is going on with all the bias on robyn hill’s wiki page, anyway? - an aside
As someone who uses the RWBY wiki with some degree of frequency - often because I’m looking for art references, or Semblance and weapon names - I’m used to… some amount of bias in the articles for different characters? Like, let’s be real, it’s not a perfect wiki! Community-maintained stuff isn’t easy to all keep on the same track! But, generally, it gives the facts well enough and doesn’t do too bad a job keeping all the balls in the air when it comes to new information from all four corners of this franchise.
Well, until you open the article for Robyn Hill, and realise it’s an absolute disaster. Like, really; the impartial voice just plain doesn’t exist for her, and almost all of her wiki is written in such a way that she reads as being an absolutely insufferable, hostile, hard-to-like character. Even if you aren’t a fan of Robyn personally, you have to admit that if you hadn’t seen the show yourself, you might very well come away from her article presuming she’s a major antagonist of Volumes 7 and 8.
Like, for instance, let’s take a look at the first paragraph of her Personality section:
Robyn has a direct and confident personality, having no trouble being confrontational with Atlas personnel, including the Ace Operatives. Robyn also seems to suffer from overconfidence and arrogance, shown in her encounters with Ruby and celebrating her election victory before it was verified. She is aggressive and hostile in nature, quickly jumping to conflict without thinking through consequences. However, she is also shown to be reasonable when the situation calls for it.
And, for good measure, here’s another paragraph from the same section:
In “With Friends Like These” Robyn displayed a rather impulsive side of her personality, when upon hearing that James Ironwood’s plan to abandon Mantle and arrest those against him, she started a fight between herself, Clover Ebi, and Qrow Branwen onboard a Manta with Tyrian Callows in custody. Despite the fact, there was no order or her arrest. Her brashness led to Tyrian breaking free and crashing the Manta as well as her becoming unconscious.
(Taken from Robyn’s RWBY Wiki page. Bolding is mine.)
Seguir leyendo
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Hey so i'm going through some stuff, and processing that by writing
In your professional opinion, is it... cool to blog about exes? Firmly anonymised, and entirely about my feelings but still. Is it freak weirdo shit or just messy bitch shit
I was once read the advice that you should never write about a person if you want to continue having that person in your life. Obviously, this is is advice I have not taken. I have written about my mom, my sister, my grandparents, my cousins, aunts, and uncles, current partners, ex-partners, friends, and coworkers. Several of these people have been very very angry with me for how I described them, or have been hurt, and it has damaged some relationships profoundly and caused others to end. Though I have often endeavored to anonymize my accounts, create composite characters, and give stories in my life the benefit of time, I have still paid quite the price. I wouldn't change the creative calling that I have listened to, or undo almost anything that I've published in no matter how formal or informal a form. But there have been costs, and perhaps it was for the best I didn't fully appreciate what they could be when I was starting out, because otherwise I might not have done any of it.
I say all of this just to give you things to consider. I'm not the one to make declarations about what is okay or what is not okay, I try not to moralize like that. It doesn't matter whether I think it's fine, whether I think you are entitled to your art, your processing, and whatever camaraderie might come of it. Regardless of the action's rightness or wrongness, other things may arise from it, too. You may alienate people or hurt them, someone might crack your anonymized code, people might sympathize and offer you community, friends or partners might grow distant because they fear getting the same vagueblog treatment should they ever wrong you. A great number of things might happen, some good, some not so great, and you can only undertake what you think is worth it for you, and weather whatever may come from it.
If what you are needing is a space to vent, there are diaries and private google docs for that. If what you seek is camaraderie, a blog, subreddit, or social media page may very well give you what you want. If you want there to be some art in this, you may find it. I certainly have. I would not be above bitching about an ex anonymously online. I have done it many many times. And it felt good and some other people resonated with it, and good things came of it, and also someone that I adored for ten years and still think about all the time will probably never ever talk to me and my mom treats me funny because my vindictiveness has scared her. I think that is unlikely to happen to you, but what is published publicly exists forever and no longer belongs to you. So just be aware of that.
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Ugh I explained this to Nat before but that was a vm and now I have to try to put it into text lol. Bear with me. Spoilers for Sonic 3 below...
So like Okay, original game Robotnik has that "machines are better than people and I love them and I hate people" thing going on. And movie universe Jimbotnik does the same thing right. Except his reasons for preferring machines are a little weird? To say the least.
When most people aspire to the perfection of the blessed machine they tend to focus on how machines are perfect because they aren't saddled with those pathetic human emotions, and how they're stronger and smarter and more perfect and all that. And like. There are elements of that with movie Robotnik don't get me wrong, he bullies Sonic for loving his friends, but we all know that's bullshit because his actual personality complex trauma thing stems entirely from being hurt that people don't like him? and nobody's ever genuinely cared about him enough to not betray/leave him, as we learned in movie 3. Daddy issues, et cetera.
The actual first reason he gives for why he prefers his robots, in movie 1, is that they do what they're told and they never need time off to go do stuff other than what they're told. What's worse is that he outright ignores the part about machines that don't line up with what he is. Machines are cold unfeeling things right? And Robotnik is a madman, just complete ditz entirely controlled by his emotions. He's all over the place. So obviously that isn't why he actually likes them. Nor does it seem to be because they're smarter or stronger.
Now all this wouldn't quite have clicked in my head and started forming a pattern, if I hadn't spent half a day getting ahold of reading the movie novelizations lol, they're not good exactly but they aren't bad either (not exactly) and they have this really interesting. Detail. Take. Choice, even, that stood out to me. In the novels we get exactly zero scenes written from Agent Stone's perspective. So he's entirely filtered through Robotnik as we see him. And, like. Robotnik ascribes? Robotic traits to him? That he straight up doesn't have?
This being the most infamous example... But it happens again at least once, which is a lot for the novels cus they're short as hell, where (from Botnik's pov) Stone takes on this more mechanical tone when talking to him or being around him, that he seems to like or prefer/speak positively of. Okay. Weird, homoerotic, but not entirely out of character.
It did make me think though. If Robotnik is kind of loose about why he actually likes machines. But is still adamant that they're good and humans are bad... And what he actually likes about them seems to be that they're... Loyal? I think. And they do what they're told. And they don't need time off to see their families and get laid and leave him alone I'm so sorry then. Well.
Those are traits a human being could very well have. For example, his actual human assistant, who's standing right fucking there as he says it. Right? Stone is still all that, he's loyal and he actually likes + is nice to him and he does what he's told and that's why he actually likes him, as we find out in movie 3, right? So.
What I'm saying is when. In the third movie when he says you were the only person who ever blah blah right. And, like, of course he was. Who would want to be loyal to? This dickhead who mostly wants to achieve world domination? Why would you want to do what a villain says? But Robotnik doesn't care about that, he likes being a villain and above that he's just hurt, right, by it all, and doesn't gaf if his own actions affect others so.
So he ascribes robotic traits to Stone not because they're actually there (Stone is professional when talking to others, but far from emotionless, and it is in fact his emotional connection to the dear doctor that makes him as loyal as he is) but. Rather because in his mind, Stone is on the same level as a robot, because he has the same traits that Robotnik actually. Likes about his robots. That mainly being loyalty, I think.
And, well. In the third movie granpappy Geralt hacks those robots of his and makes them stop obeying him, doesn't he. Not even they were entirely loyal by the end, much like Geralt himself, right?
You can't hack a human being, though.
Anyway. Keep your heads up, okay? I'm like. 99% sure Robotnik is fine (fight me in the comments I guess) and I tend to be good at predicting this stuff so he'll be back one way or another. Jim Carrey officially un-retired, the space station time travel thing is still an active theory, and they can't just fucking kill Eggman guys, come on. Cheers!🥂
#sonic movie universe#sonic movie 3#sonic 3 spoilers#sonic movie 3 spoilers#stobotnik#im serious about him being a-ok btw
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Do you think Galacta Knight's horns are real or part of his mask?
...Oh wow. This ask floored me, anon, because personally I've always believed they were a part of his mask and not real horns and yet, I have almost never found anyone who agreed, let alone would even entertain the possibility they were just decorative...!
It just always made the most sense to me...?
Like, that kind of thing is VERY standard for medieval helmets - animal, insect, and demonic motifs to be an intimidating figure on the battlefield, that is. Both realistic and exaggerated depictions.
(Also, the game IS developed in Japan by a Japanese studio and it would not be at all weird for them to draw inspiration from samurai helmets for his mask design.)
We KNOW Meta Knight, at least, is shy to show his true face, so why would another puff not do the same thing and try to look fiercer than his face suggests? Especially if his only inborn distinctive trait is having angel wings, a symbol of peace and benevolence?
(I also believe, aesthetically, that having the only physical difference between Galacta Knight and Meta Knight outside of their opposing colors being MK's devil wings and GK's angel wings - as opposed to devil wings v angel wings AND horns - makes them MUCH better parallels to each other? Adding real horns in just muddies it.)
Also, imo, in every render and model of him, the "horns" are too closely modeled into the helmet to have room to feasibly grow out from his head! Just saying, but that would be a ridiculously uncomfortable design to wear in RL, constantly rubbing and chaffing against his horns, preventing it from moving and "breathing" with his face while not providing any form of protection for them either!!
They're also made of the same golden color AND texture as the ornamentation of his shield. I know I'm going against fandom popular opinion here, but that also tells me they are ORNAMENTAL.
While ornamental horns just seem the most logical to me for species, character, historical, and design reasons, it's pretty obvious that aesthetically and interest-wise, non-ornamental horns have a complete stranglehold have won out in the fandom.
I have seen innumerable asks questioning + folks speculating via art and other mediums, "What horns do you think Kirby will develop when he grows up?" Most people go to great efforts to research, dream up, or uncover the appropriate "head attachments" for their puffs when designing Kirby OCs to "fit" their interpretation of Galacta + what a mature member of Kirby's species simply MUST look like.
Quite simply, Galacta having horns clearly stirs folks imaginations(1) more than a dark pink puff with angel wings who wants to represent themselves as a fierce demon on the battlefield.
...Even though Galacta Knight making a conscious choice to contrast their angelic visage with demon horns whenever they are in battle says a lot of fascinating things and makes them a more interesting and nuanced character to investigate, in my opinion.
--
(1) While I think it's more fascinating if he doesn't have them, I would be remiss to ignore the issue that, in a lineup, it provides Galacta Knight some much needed visual diversity from the others. It makes his gijinka and unmasked form instantly more recognizable than they would be otherwise.
Real horns have more appeal for the same reason many folks (and I am guilty of this) give Dark Meta Knight a scar on his eye under his mask, even though realistically, him taking that kind of injury is practically impossible. (That's what the mask is there FOR lol!)
#Kirby#Kirby series#Galacta Knight#Haven't talked much about it because it is a near universal fan depiction but yeah I'm Team Helmet#And while I don't mind Team Horns it feels lonely sometimes#I'd like to see others explore the mindset of a Galacta Knight who CHOOSES to wear the horns#Who-when unmasked-looks like a benevolent messenger of peace without that discordant element and must add it himself#When and why did he make that decision? To discard his angelic self and add in those demonic elements?#Was there a time he played into the angelic look entirely?#To me it's just a fascinating and little trod path...
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Any low improv TTRPG's? as in low on the GM part, i would like to try some and see how it compares as I'm part of the improv scary crew
THEME: Low Improv Games.
Happy holidays folks! I'm going to try and get the last recommendation posts of the year out quickly, so you might get some more rec posts in the next two weeks!
As for this one friend, I tried to mix things up across game and genre, so I hope you find something you like!
Tunnels in White, by MeatCastle GameWare.
Old money siphoning new money from every corner of your city. An aging mansion, quiet and worn. An old corporation shifting its gaze from development to development, always hungry, always growing.
A warehouse bearing the name Singleton Solutions, small and unassuming in one of a hundred industrial parks like any other, takes in truckload after truckload but never sends anything out. It’s the same for the people. Sometimes, they arrive in towncars, other times in shuttle vans. None come out. Ever.
What you know is something strange is going on inside that warehouse and you are determined to discover what it is. What you cannot know is where and how far the mystery may take you.
Tunnels in White is an adventure for Liminal Horror, a modern-day horror OSR game about normal people being subjected to terrible things. A good number of adventures and mysteries written for these games come with locations, maps, factions, enemies and consequences for you to use as needed whenever your players enter a new location or attempt something dangerous.
I’m really interested in the use of these adventures for various OSR games, as the adventures seem to be what have most of the meat, rather than the rules. If you really want these games to sing, you’ll want your players to create characters that fit the kind of adventure that you’re presenting to the table - in this case, perhaps your characters all have loved ones who have gone missing recently. Once your players have character buy-in, they won’t need much prompting to delve deeper into the mystery, and the fact that Tunnels in White doesn’t have one single “correct” solution to the main problem means that your players’ actions will mean all the more.
I think I see this module as a stepping stone towards improv in that it gives you options to choose from, rather than a singular railroad to follow. What you’ll get out of this is a location that feels logically consistent and real to the players, while the story that happens will feel organic, and heavily dependant on what the group decides to do.
You can find more modules for Liminal Horror in the Tales from the Void Liminal Horror Jam.
The Doom of Macbeth, by leozingiannoni.
Famine. Execution. Oppression. Supernatural longevity that no one seems to quite understand or question. As King Macbeth’s reign approaches its 100th year, your knights receive a revelation in a dream.
It does not have to be like that.
As an answer to prayers and cries, the god Lugh reveals to you the alternative realities that could be, if Macbeth is not allowed to move on with his coup. You wake up to 100 years in the past, before you were born. What will you do to stop this horrible future?
The Doom of Macbeth is a deep-dive into one of the most iconic plays of all time, where you fight your way to avoid a future that seems inevitable. Using the Doomsday Clock mechanic found in Arc:Doom by momatoes, you simulate the feeling of the play creeping upon your characters, and must fight against it— or towards it.
Using a narrative that is familiar to the GM and the players might be another way to enter a game without having to worry too much about improv. Even though this setting is only the size of a brochure, you and your crew can lean on your knowledge of the Scottish play to make things happen the way you want them to. In this version of the game, Macbeth succeeds in becoming a mad king, but you know that this can change, if you tweak the story.
One more thing: I think you might need Arc, by Momatoes, in order to play this game.
Kiss Me If You Can, by sdunnewold.
River is a notorious international art thief and cat burglar. Jules is a well-respected special agent in charge of art crimes. Jules is determined to find and bring River to justice. But maybe along the way… they'll kiss?
Kiss Me If You Can is a simple print and play two player cat and mouse romance game that you can play in under an hour. It features two unique decks of prompt cards, one for each character. Each turn you play a prompt card, answer its questions, maybe talk about a famous artist or painting, and get a little closer to justice and/or love.
Another two-player experience, Kiss Me If You Can feels very similar to games that are Descended from the Queen, in that the bulk of the game revolves around drawing cards and answering the prompts provided. You’ll come up with locations, personal motives, and reasons for your characters to end up getting closer to each-other, but the cards provide a lot of direction, so I don’t think I’d necessarily classify it as improv. If you want a cute romantic story about a will-they-won’t-they scenario, you might like Kiss Me If You Can.
Exalted Order of the Mystic Moose, by Jacob Marks.
The Mauvewoods. You can’t hope to see the crown of a mauvewood tree from the ground. It took a day just to climb to the top of the oldest trees. Look past the undergrowth and ghosts can be spotted on the old lumber paths. Every ghost you see used to live in a mauvewood tree. Knock on a healthy tree, and you just might hear a hollow wooden knock in answer.
This zine details a forest, a town, and a dungeon, all intended for use with the tabletop roleplaying game: Cairn. Explore a forest full of lumberjacks, maple syrup, and strange ghosts. Delve into an old mansion sinking into a marsh. Confront the Exalted Order Of The Mystic Moose.
Cairn has a few editions now: the link I’ve added to this entry is for the 2nd edition Warden’s Guide, and you can check out Yochai Gal’s creator page for both the Player’s Guide and the First Edition. This adventure has oodles of locations, three main factions, and a 20 room dungeon for your players to explore. Cairn feels like a very traditional fantasy game at its roots, but the Exalted Order of the Mystic Moose feels like like a unique take, with some flavour that feels very Boreal Forest to me.
Like many OSR adventures, this isn’t a linear adventure - instead is a series of connected locations and a broad description of things that are happening when the player group shows up. The setting has a natural conflict that is happening separately from the players’ choices or decisions, which will make the setting feel more real and important to your play.
If you want to explore more adventures for Cairn, you can check out the A Town, A Forest, A Dungeon Jam!
Totally Killer, by bloodygorgeous.
When you were kids, all the girls—and, certainly, some of the boys—wanted a Chrissy, the only fashion doll to give Barbie a run for her money. Chrissy was designed to be the woman every girl dreamed of becoming: stylish, smart, independent, and, most importantly, a total smokeshow. For a while, shelves exploded with Out of This World Astronaut Chrissies. Protect and Serve Policewoman Chrissies. ’80s prom queen Totally Killer Chrissies. Chrissy could do anything, all while her boyfriend Ben waited at home. Chrissy could have it all. Decades later, as Chrissy fever descends again on Deep Lake, a murderer stalks the night. The police have their theories, but only the Latchkeys suspect the truth: that this killer has long legs, an unstoppable smile, and a passion for fashion. Chrissy has come to life, and she’s come to slay.
Public Access is horror-mystery found-footage style game that relies on pre-written mysteries to give the table an organic approach to role-play. While typically PbtA games are considered very high in improv, I think the mystery format of these kinds of games takes a lot of weight off of the GM’s shoulders. Typically these mysteries provide a very strong starting point, introducing the table to the mystery and some key characters to look to for hints and clues. The GM is also provided with a series of clues to drop into the game where relevant - perhaps a headless doll is found where one of the victims went missing, or a mysterious silhouette lurking in the distance.
These kinds of games also typically come with some kind of track to help monitor both the progress of the latch-keys as well ask heighten the stakes to encourage the story to keep moving. In other games, I know that this track is called the mystery clock. I’m not entirely sure what Public Access uses, but the core rulebook looks to have quite a bit hidden within its pages, so I’m confident that it contains everything you need to run your first game.
You can find more mysteries for Public Access in the Degoya County Public Access Jam.
Auctōrātus, by M. Allen Hall.
You know why you are here. You are not a criminal. You are not a slave. You are an auctōrātus, a volunteer, and you will be paid well for your performance. Make sure your mech is ready. Select your components. Charge your batteries. Be prepared for the fight of your life.
Auctōrātus is a 1- or 2-gladiator game of mechs vs. monsters. The 3 files include the one-page (2-sided) rules sheet, the character sheet, and the map of the arena.
Battle monsters over six rounds to win the tournament. From the lowly Scale Wolf to the monstrous Crescent Wyvern, you will need to carefully choose your mech's components if you want to survive.
Featuring a diceless, zero-luck mechanism, Auctōrātus is an experiment in tabletop combat. Since this is a one or two-player game that focuses primarily on strategy, you might find a lot of satisfaction in simply immersing yourself in strategy. You can play the game solo and manage everything yourself, or play as two players who take turns playing the monsters in each person’s respective arenas.
A Good Plan Never Fails, by Deric Bindel.
A GOOD PLAN NEVER FALLS is a one-shot, gm-less roleplaying game for 2-5 players focused on infiltrating a TOWER and making off with THE GOODS held within. The group builds up with a tumbling block game, with each move taking everyone closer to collapse or success!
Over the course of play, everyone will create a member of the Crew from a set of Archetypes and receive a special Secret Agenda, dictating how they get their BONUS. You'll be bulding up the TOWER, dictating each obstacle and how you overcome them. When the TOWER inevitably COLLAPSES, it's time to shift from the HEIST to the GETAWAY!
A really strong feature of pulp-action genre games is that they’re typically heavily inspired by movies, like heists or cons. This means that the game has a pretty familiar structure, such as the infiltration or the getaway. You can rely on the hallmarks of these genres when playing these kinds of games to fill in the blanks, and it’s easy to figure out what happens next because the game builds each phase onto the last. In the case of this game, that means that the first part of the game, building the tower, leads into the second part, when the tower collapses.
Kill Him Faster, by Korvidae Games.
On May 8th, 2068, scientist Elisabet Rosenzweig answered the most pressing question in science fiction – “what’s the first thing you would do if you could travel through time?” - by killing Hitler. It took her precisely 5 years, 137 days, eight hours, and 12 seconds.
Fifteen years later killing Hitler is the hottest sport on the planet. The record stands at two weeks.
Competitive games are another great structure for play groups that want to build on something without needing a lot of heavy improv. In Kill Him Faster, the game is divided into three phases: pregame, game, and post-game, each composed of press conferences, the competitive portion, and interviews. There’s various additional phases for a longer game, including Trade Day (where athletes swap teams) and off-season vignettes, which allow you to slow down and focus on individual characters.
If you want a taste of the game before you buy, you can get the rules preview here.
Other Notes
A Complicated Profession by Always Checkers Publishing has a lot of guiding questions and a very structured order of play, and follows reformed bounty hunters running a cruise ship.
Tournament Arc, by Biscuit Fund Games, focuses on sports competitions, which may provide a structure that is easy to follow, as well as a more collaborative experience.
If you like what I do and you'd like to send me a token of your appreciation, I have a Ko-Fi page!
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this just shows that trying to insist on one way of thinking on these characters is an Ouroboros and I'm saying not everyone is going to see the dynamics of these ships in the same way. fan perception still does not mean that's what should be focused on if someone else wants to ship the characters together.
like i said that same racial dynamic plays a part in how fans view labru and it's often in a worse way as many labru fans choose to see kabru's position in the castle as a way to make him a sire for laios's children a lot of the time which if you wanna go there is reminiscent of a house slave smfh
kabru quite literally put himself in that caretaker position by having himself and mithrun fall into the hole and i never said kabru was blackmailing anyone, just that he's the reason the two of them ended up traveling together in the first place. after trying to kill mithrun alongside himself if they got injured and it wasn't a needs issue it would still make sense for kabru to help him out and MITHRUN HELPS KABRU during that time too. also don't use that as a reason people shouldn't ship them as if characters with more turbulent dynamics don't exist.
you don't need to tell me that these are characters i am well aware, but i'm not the one insisting there's a moral issue with shipping them together so idk why you felt the need to bring that up to me when you're arguing about the same thing and talking about the characters safety of all things. you are being hypocritical. like marcille's explosion magic is just as potentially dangerous as teleportation but are you going to be mad at her for needing to use it?
i'm not defending them, but the canaries are all unwilling participants and are unwillingly drafted, despite what they represent, none of them want to be there and mithrun has expressed resentment in being forced to join himself. also, psychologically, being with someone in a perilous situation tends to bring you closer together and many are ignoring how the time kabru and mithrun spent together served the themes of the narrative (plus there's this thing called the florence nightingale effect). it would have been more obvious that the experience was meant to be wholly negative if that's what kui meant for it to be, but it was also played for laughs in the same way kabru forcing himself to listen to laios speak about monsters was. laios's crew goes through very similar dissent throughout the manga like chilchuck getting mad at laios for making social blunders and izutsumi needing time to warm up to everyone along with racial tensions between marcille, chilchuck and senshi.
about fandom perception, as you can see here i wrote about how fans ignore kabru to make labru work and many labru fan works show that way of thinking as well as posts labru fans create.
of course fans would mostly show the caretaker aspect of their dynamic because that's the most prominent way they were introduced but as someone who engages with kabumisu works i see that is NOOOT the only way they are portrayed. a lot of surface level labru fanart is based of their first/most prominent interaction as well.
the point to take away here is kabumisu is not the only ship in dungeon meshi or any fandom that has problems in the narrative OR the fandom so there's no real reason to come after it like this as if it's bad to ship them.
i admit ignoring racial tension isn't the way to go but as a person of color myself am saying i never saw kabumisu in a racialized way, and other people seeing it that way doesn't mean i have to just to not enjoy it when i can see the exact same fandom perception in labru works.
A healthcare worker’s take on Dungeon Meshi shipping discourse
Hiya y’all! As someone who has become a fan of Dungeon Meshi (honestly one of my favorite franchises at this moment) I’d just like to give more of a nuanced take on a shipping discourse I’ve seen. I’d like to clarify this with I am an NA. I’ve literally been recognized by the country I live in through the sunshine awards system on my contributions to my patients lives. All this to say, I know a bit about healthcare. And I also think that. Personally, people should be allowed to ship whatever they please. They shouldn’t be made to feel guilty for what they enjoy, especially if it isn’t hurting anyone.
I’d like to clarify what I am speaking on, this being the controversy surrounding the ships Mithrun and Kabru, vs Laios and Kabru. Both of which are valid ships in my opinion! I think both are great! And whichever you like you should feel comfortable and happy to indulge in it.
I work mostly with geriatric and bariatric patients, as I work on a cardiac unit. So, by proxy, I witness a lot of disabled people come through. This to say that these people HAVE partners. And their partners care for them. Such as feeding their partners if they need help eating, helping their partners feel safe if they have dementia, I have even seen someone clean their spouse after they had soiled themself. All of which are examples of love and affection, as partners. Not as a provider doing their job.
The argument i see many a time against the ship of Mithrun and Kabru, is that it is unethical. As Kabru would be a “provider” in this case, and Mithrun would be a “patient” to this I say, is Kabru being paid in this hypothetical? Is he following training he has been given? Is he following a code of ethics given to healthcare workers when he helps Mithrun with his disability? Disabled people deserve love. And they deserve a partner that cares for them. So the argument that the ship is gross is kind of… weird. Isn’t it? Again. Mithrun and Kabru as partners do not have to be your cup of tea, but that doesn’t mean that anyone who DOES ship them is gross or immoral. Helping your partner because they are disabled is an act of love, and completely different from a provider helping their patient.
Statistically, everyone will either die able bodied or live to become disabled. It happens to everyone. Disabilities are almost as much of a fact of life as breathing is. I am new to the Dungeon Meshi fandom, but the insinuation that someone able bodied cannot have a disabled partner is kind of horrible to actual able bodied/disabled partnerships? The dynamic is so common, and so to say that it is gross, almost implies that the dynamic in a day to day is gross.
This post isn’t meant to be inflammatory, there are so many dungeon meshi ships I love with all my heart. Some that are rare pairs, some that are common within the fandom. I just think that people should be more friendly with each other. Kabru has two hands guys it’s okay /j /lh. Just please be more friendly guys. Both ships are valid. But the way the fandom gets so angry over it makes me scared. And I imagine it makes other people who are new to the manga/anime a little scared too.
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Quick Response To Some Nonsense
**Spoilers For All Of Arcane**
Hello all, no fancy lead in today just a response to some recent stances taken on Cait/Vi, in particular their breakup. Of course this is simply my interpretation, but I felt strongly enough seeing it that it was worthy of a refutation. As I am keeping this centered on the stances themselves and my responses I won't be doing my usual laying the groundwork, so if you have any questions feel free to ask or check out my other stuff! Let's dive in!
The primary reason Caitlyn shuts down and does what she does is because Vi took the choice away from her after they had agreed on it. And that Caitlyn had lived a life always struggling to be able to make her own choices because of her parents: Okay, on the surface, totally fair. Yes, they had agreed on a plan as to how this had to go down and Vi stopped Caitlyn from carrying it out. However, there is SO MUCH MORE going on here.
First and foremost, Vi's reasons for stopping Caitlyn at this point are irrelevant. Because of Isha. Listen folks, If you have watched these characters all the way to this point, and you honestly feel that either of them would intentionally do something that risks the life of a child, I just cannot agree with you. Caitlyn has only shown herself to be a kind and caring person ever since we meet her. These folks wanted to use two factors to show that Vi would not have cared about Isha being hurt to prove that it was all about Jinx.
A- Vi doesn't have a particular adverse reaction to Renni's son dying
B- Vi doesn't seem to care about hitting Isha and doesn't stop when she does
A: Renni's Son-
This is the boy killed who is working in the Shimmer lab that Jayce and Vi attack. Jayce accidentally kills him with a blast from his hammer. So regarding the allegation that Vi doesn't seem to particularly care. Context, as always, is our friend folks. Jayce is backing out because of the death when they were quite literally starting their attack on Siloc's entire operation. So what does Vi actually say-
"You've always been a part of this, you just never had to look it in the eye. One dead kid? There's hundreds more where he came from, thanks to Silco. And thanks yo people like you, who stuck their heads in the dirt. "
Jayce leaves, Vi very clearly stands over the body and sighs, her eyes wet with tears. And yes she gets back to business. Because as she said. This is about so much more than one dead kid.
B: Hitting Isha-
Okay, I love Isha to. But this is not the first time she jumps in the middle of an adult situation and gets hurt. But anyway, the allegation here is that Vi really had no issue hitting her and didn't stop because of it. Isha quite literally bites Vi on her wraps. You know, the part of her that is probably in constant pain from months of pit fighting and no self care. Also, Jinx and Vi literally stop at the same time when they realize what happened.
Also, lets not forget this handy-dandy little moment where Vi quite literally throws herself in front of Isha to save her from Vander:
Additionally, to allege that the reason Caitlyn reacts to such an extreme agree is simply that Vi robbed her of her choice is to deny the absolutely crushing trauma Caitlyn has been/is dealing with. She is literally face to face with the monster of her nightmares, and is being denied her revenge. Every fight-or-flight, primal, lizard brain part of her is screaming that Jinx is the most dangerous thing in the world, and the woman Caitlyn loves is standing in front of her. I go more into the signs of Caitlyn's traumatic episode in another document but to suffice it to say, it doesn't seem like Caitlyn was really aware of exactly what all was going on in that chamber. Vi called her repeatedly and all Caitlyn could say was "move! she's not getting away again!" never responding to anything else Vi was saying. Caitlyn fired her rifle twice striking Vi's gauntlet once even and was not deterred. She is NOT doing okay
***FYI- I had a lovely conversation with the person who made this first point. I misunderstood them. Their point was through Caitlyn’s perception of the event while factoring her mental state. So I stand by analysis of the scene but calling out this first point was my error***
2. "I thought you were different.. but your not. It's her blood in your veins"- whoo boy. Okay, The users are more or less defending Caitlyn's anger and her saying this as her realizing that ultimately Vi's loyalty is with Jinx because they believe Vi stopped her because of Jinx, and by extension someone who has done A-Z of fucked up things to Caitlyn. Again I am just about the furthest thing from a Jinx apologist but I don't have time for the list at the moment.
I will repeat, did Vi stop it because she saw Powder in Jinx's face, and because her sister told her she was glad it was her killing her? Entirely possible. But ultimately what it comes down it Caitlyn is enraged because Jinx got away, and Caitlyn's solution to that was to take the shot with a hex tech rifle that had been glitching, and could have killed a child.
No as to what Caitlyn actually said, because one of their points was about Vi's comeback. A few points:
A- Caitlyn knows all of Vi and Jinx history by now including Vi's crushing guilt over what happened
B- Caitlyn knows Vi carries the guilt for her mother's death because Vi asked Caitlyn not to shoot
C- Caitlyn knows what it meant for Vi to put on the uniform and come here with her, and still doubts her
D- Caitlyn literally alleges that Vi is no different than Jinx, who has caused all of this pain and suffering, because her blood is the same, tainted in the same way
3. "Than why are you the one acting like her?"- Essentially here they are just saying that Vi was looking to wound, looking for the low blow, and that not enough attention was given to how fucked up this was to say, especially because Caitlyn had tried to do all of this the right way.
Can I do the right thing for the wrong reason? Is it bad that I'm making friends with my demons, and Living by a couple deadly sins Just to make sure I finish what you began And I ain't afraid to lose a life or ten If it means that I get to win in the end (woo) So I'ma do this on my own, step into the danger zone Pull the pin and watch it blow! (Arcane Hellfire)
I am not saying it wasn't a fucked up thing to say. I am saying Yall are missing the point. Vi was afraid of Caitlyn changing because she saw the violence and darkness in her. Because while yes they are doing everything the right way in the lanes technically, for Caitlyn its all for the wrong reasons. She isn't there to help the undercity, she is on a quest for revenge. And as such is surrendering her morals and values alittle at a time.
4. Caitlyn hit Vi impulsively after Vi realized she overstepped/Cait never learned her strength or how to hold back-
As Caitlyn is walking away and Vi says "why are you the one acting like her?!" she grabs Cait's arm firmly at first then relaxes her grip to a more gentle one. Caitlyn sits and breathes for a solid ten seconds before hitting Vi. That's not exactly a reflexive action. Also, Caitlyn has demonstrated a tremendous proficiency with her rifle and with increasing hand-to-hand combat over the course of the show. She knew what she was doing, and she knew where she hit her. Now was Caitlyn also drowning in the middle of a total emotional overload. Yes indeed. But this was not a shock response strike. She chose to.
Now for a few points outside of the breakup that were mentioned:
Vi was wrong to suggest that Caitlyn did not understand during their conversation about Vi putting on the badge-
Well we can do this simply. Lets compare the two.
A- Vi was standing there in sight of her parents bodies as the people responsible were still there stalking around the smoke. The people responsible all dress the same way and their look is a symbol of their institution. Now she is being asked to dress like them.
B- Caitlyn was however far away and only saw the rocket launched and smash into the building. This of course would still be very traumatic. But for better or worse there is only one Jinx and her look is her look. Unless Vi was asking Cait to put on a half-eaten circus tent, I don't think we are in the same area here.
2. Vi has a tendency to dismiss Caitlyn's trauma when something more viscerally related to her own loss is going on-
The example they provided was the conversation I listed above. Vi has literally stayed there to be there and support Caitlyn even after being yelled at by Tobias. She is supportive of catching jinx and wants to help right up until Cait offers the badge. And even after that blow up, in the wake of the memorial attack Vi shelves her own issues and agrees to be an enforcer anyways.
3. Fandom keeps giving Vi a pass like anyone from Piltover can do no wrong-
The idea of this fandom giving Vi a pass is completely and totally laughable. I'm sorry but it is. There is still a whole legion of us who blame a fifteen year old girl kneeling over her father's body, who just saw her brothers die, who just held off a legion of armed Silco goons and barely survived, for ruining Powder during one bad moment and turning her into jinx. Aside from Caitlyn's commander Arc Vi is probably the least understood character in the entire fandom.
PSSSSSST.. If it helps, they don't do redemption arcs for characters who were never in the wrong in the first place. Have a great day!
#arcane#arcane season 2 spoilers#arcane season 1#vi arcane#caitvi#jinx arcane#powder#caitlyn kiramman#arcane vi#vi and jinx
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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 anxious, psychologically anguished members of a party, which means they also tend to wake on their moon early. 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.
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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paper cranes |∿⋆.˚| tashi duncan x reader
kiera writes another tashi duncan fic with too much character study. fork found in kitchen. 1k words.
People always wanted a view into THE DUNCANATOR. They hungered to peel back those layers, cradle her soul in their greedy hands. It was the same with reporters, with classmates, with friends-of-friends. What's she really like?
Even as she shied from those questions, painting a mural of a encouraging, sweet family, an unrelenting drive, and a yellow brick road to fifty grand slams—they wanted it. They wanted the raw, unfiltered pain. They wanted to hear faults, issues of bitchiness and a diva-like disposition that just... never came.
So, when her knee snapped—that painful sound, the pooling blood, her unfiltered cries—pity and sorrow, well wishes and soft handling quickly made way for the harshness. The unrelenting chug of the media knew no stopping, of course. There's only so much time they could milk the sympathy.
What's next for THE DUNCANATOR? The article sat, mockingly, in front of your eyes. It's not an online snub you can flee from, or a newspaper you're passing by. The glossy sheen of the pages taunts you, right in your face.
Could this cashier go any slower. Really. You had no problem with old people getting work at grocery stores—you'd heard it gave them good purpose, motivation. Just when there's a sloth-like geriatric with shaky hands bagging your groceries, and you have to stare into Tashi's pained expression, raw and unfiltered as the first time you saw it—
Well. Anyone would be a slight bit irritated.
She'd taken up paper folding of all things (origami, she'd repeatedly corrected you) after her injury. Cranes filled her windowsill, some smaller and made of specialty paper, others folded from her notebook in a particularly boring class.
Her fingers were made for it—slim and delicate, precise with every fold and strong enough to hold the form. Yet, it's quite the shift. She was fierce on the court, taking up so much space her opponents suffocated. Now, she's small on her bed, curled in her corner of the dorm room and hunched over the paper.
When you walk in from the grocery store, she startles briefly. She was halfway through another crane, and you'd paid it no mind—only dropping the bags and sinking to empty them.
Looking back on it, you'd caught the slightest peek of her swooping handwriting, half-exposed by the undone fold.
Tashi came to see you practice, just once. She was bundled in her Stanford sweater, protected against the cool autumn air. Her gaze was unusually tense. She never looked at you like that. Even across from you, during the last match of a tournament you'd both fought your ass off to get to, you'd managed to make her smile with every particularly good backhand.
When your last practice match was done, she'd already disappeared. But, sat on your bag, was a folded crane.
You took it, inspecting the medium-sized thing. It was just white paper. Nothing special, except that it was made by her hands. You hold it just long enough that a droplet of sweat drips from your hairline, wetting the paper.
Cursing briefly, your attention focuses in on the spot. But when you look closer you see the faint impression of black, swirling handwriting. Hers.
Unfolding it, you're greeted with unexpectedly honest words.
Tashi wasn't an emotions person, you'd learned. Discussions were shut down, even after something as distressing as her accident. Especially about her accident. Her words only got sharper the further you pushed. This note, however?
I'm so sad angry. Why can you play if I can't? We were supposed to do this together. This was all supposed to be ours.
Your finger runs over the writing, intercut with folds. You tuck it back into a more simple, smaller rectangle using the creases and tuck it delicately into your bag, continuing on like your world wasn't turning on its head.
You found these notes occasionally. Things Tashi had never said before were now spilling into your consciousness and filling your eyes.
Some were nicer. Simpler.
You look pretty today.
Thank you for helping me with physio.
I love you.
You got that one more than you'd ever admit. You kept those tucked neatly in your desk drawer. The small cranes fit nicely, packed tightly.
Other days she was depressed, almost resentful.
Why do you get to continue on without me
Please please get Art to stop looking at me like that I can barely handle you
Your backhand is getting worse
Well, that one was just one of Tashi's normal comments. Still, after her injury and how you'd seen her fold in on herself, it carried a sharpened twitch of resentment. Her t's and l's were slashes rather than their previously girlish curl. At least she was communicating, and you hadn't been thrown out of your dorm room like a cheating husband.
She always left them when you weren't looking. You'd find them tucked in your schoolbag, or shoved in your tennis bag. Gently laid on your pillow or thrown over your desk.
You were getting rather sick of it. You felt juvenile. Passing notes with Tashi and hiding your laughter was sweet in class. But here, dealing with the emotionally shifting writing? It was irritating.
Plopping down on her bed while she was folding was a crime. That was her zen, where she was emotionally sound—feelings sinking into her writing and the paper. But you do it anyway, and press close.
"I love you too, Tashi." You murmur against her shoulder, watching as her hands pause and tense. Her tendons peek from her tawny skin. "And I'm not leaving you."
Even when the magazines moved on. When her classmates had forgotten and your teammates had stopped talking about her in hushed tones.
She turns to bury in your hair, nose pressing greedily. The crane crinkles in her tight hand, before dropping to the floor. She brings those now-gentler fingers to thread to the back of your neck.
She doesn't say anything. But you knew she wasn't a talker. She just breathes you in and sinks like waterlogged paper.
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True. The EU wasn't well known outside of nerds (and being a fanfic writer with a brother in law whose house resembles the Jedi archives, I forget that a bit). I'd be remiss in saying that wasn't a pretty hefty factor.
I think part of it is that the EU started going grimdark at around the same time the PT was in development or hitting theaters, the late 1990s and 2000s. One fed into the other. As the Prequels started becoming more and more depressing, so did everything else. Legends is actually still chugging along because SWTOR is like a dinosaur who missed the invite to the meteor shower.
Disney may be its own canon and rather glad it is, but they only pretend not to sneak a ton of the old "Legends canon" in the back door, with the writers of Disney canon HEAVILY influenced by it . I can totally see that they took elements from Jacen Solo to whip up Kylo Ren. They ported in Thrawn. There's a bit of Jaina Solo in Rey's design. The writers for TLJ and The Acolyte (two of the most depressing Disney entries) cite a particular piece of EU, that being KOTOR 2.
I know you haven't played those games, but...well, KOTOR 2 was written by a guy with a philosophy degree he likes to take out of the frame and wave around. And KOTOR 2 is quite bleak. You wake up on a space station full of corpses and things go downhill from there. EVERY character archetype gets turned on its head at some point. But it is an elaborate and thoughtful examination of the morality and setting of Star Wars that it's become "required reading."
You also have aspects of The Mandalorian and Bad Batch that take inspiration from Republic Commando and other entries from Karen Traviss. Traviss was...controversial (to put it mildly) but she leaned in hard to the screwed up aspects of the Clone Troopers, the Jedi attachment policies, and the crooked parts of the Republic to "can't unsee it" levels. She's pretty easy to hate with her occasional wild takes and complete lack of tact, but you also can't talk Mandos or Clone Troopers without mentioning her.
Y'know how Watchmen came out in the mid 80s and changed the game on comic books? The next decade was trying to reply to Watchmen, either by going Gritty McGrimdark on their costumed heroes or trying to debunk the cynical conclusions Watchmen came to regarding costumed heroes.
Star Wars is still kinda stuck in trying to rebuild from its grimdark era that was in place during the Disney buyout. Disney may be trying to make its own canon, but the writers are all very steeped in that 90s and 00s depressing output.
Star Wars isn't a tragedy. Only the Prequels are. Disney (and most of tumblr it seems) may think all of Star Wars is supposed percieved in a sad or tragic manner, but it's not. Return of the Jedi is triumphant, redemptive, and uplifiting. It's the fairytale ending that bookends the greek tragedy. The combination of fall and then redemption of the human soul is the entire point.
Anakin is a tragic character, but the Skywalker saga itself NOT meant to be tragic, neither in its tone nor its actual outcome.
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